Lets End This! the MvC3 X-23 Combo/Strategy Thread

Thanks for the tips. Ill work on the leniency thing…just to make it clear for me though, do you have to wait a certain amount of time until you can cancel into TA, or can you literally cancel into TA as soon as CS hits? It seems like there is a small period after the CS that you have to wait before you can TA.

Either way, Thanks.

You can do TA immediately after CS connects. I usually wait a split second, though, just to make sure it’ll connect, but just practice and you’ll eventually begin to feel out the rhythm of it.

You can cancel immediately out of cs on hit or whiff if you use the leniency. If you don’t use the leniency, you either have to tk the cs or delay the ta l properly get it to come out. The leniency it’s pretty much an immediate cancel in either case. It changes the spacing required for juggles, so you have use combos that allow for the cs at that speed (usually the reason for the mf h rather than doing it straight off a s.H)

so Ive got the leniency thing to work consistently on the 1p side…but for some reason its not working on the 2p side…which is weird because I have better execution on the 2p side. Meh, Ill just keep working with it I guess.

Thanks guys. Ive got another question, but Ill go post it in the team discussion.

one more question…is it reliable to do this midscreen and in corner on all non tiny bodied characters

cr.M (2) > s.H xx H MF > L CS xx L Talon > land > s.M(2) >s.H xx H MF > L CS xx L Talon > land > s.H xx H MF > L CS xx L Talon > land > s.H > Launch > air stuff

Is that combo…consistent? Or should I stick with 2 reps? I can do 2 reps pretty consistently on both sides right now, but with 1 extension im getting 783K and I feel like I can get at least 850 consistently. I would be very happy if I could get 850K from a cr.M hit confirm while also have good neutral assists. From a L Talon starter (converting into 2 reps with 1 extension), Im netting 817K.

Lastly, what do you convert into off of a stray log trap hit?

Thanks for all the help Merkyl. Its much appreciated.

Dash up s.hxxMF HxxCS LxxTAL x 2 launch, extend, super. You get years to confirm off that assist I
think that’s the max you can get midscreen though. That with extension + DHC did 1mil, though.
The triple luis loop midscreen is probably pretty consistent for solo grounded hits, but since you have to worry so much about the height and timing in the last two reps and what assist started the combo, etc., I’ve never relied on it in matches. Not to mention that confirming every hit cleanly into mh mf cs ta isn’t the best thing in the world pressure wise. That’s why I like the s.MH xx MF H j.MH, land, j.MxxCS L starter, you have practically years to confirm that and still get safe pressure on block. It’s also one of the few combos that fits in emd cleanly for extra damage which is the nail on the coffin in my case.

does the combo work from a cr.M(2) starter though? Off of H is kind of too impractical for me. At least cr.M(2) > s.H gives a hit confirm (albeit, it requires kinda of quick reactions).

What is the damage differential between your combo and the combo that I listed (damage values are listed in previous post)?

Thanks again sir.

I want to say ~550 solo with my version, pre super. While double luis loops off s.m(1)h starter does ~530? They both lose to triple Luis loops, but there are some confirms that can’t use triple Luis loops. My version is pretty much optimized for EMD starters and extension. Double loop should still work off most other beams, though.

I don’t recall if triple luis works off s.M with 2 hits, though. It should be fine on big bodies and in the corner, but for the midscreen version it might be iffy on some characters. All the times I’ve messed with it, I’ve been looking to minimize scaling so I be rarely use both his of M unless I’m looking for a specific setup.

I was fixing a friend’s stick this past week and messed around a bit with the input leniency and I have much more specific tips for anyone that might still be having issues with it.

The main thing is to make sure you ride the bottom edge of the gate for the down>down-forward portion of the dp, hit the first L when you hit the DF, then almost immediately pull the stick to forward (works even if you accidently go to up-forward) and hit the 2nd L. You should be looking to cancel the DP ASAP and let the buffer system handle everything else. It’s def. easy/consistent, you just have to learn the timing for it.

That said, I wasn’t able to do my s.MHxxMF H, j.MH, land, j.MxxCS LxxTA L combo on stick…that j.MxxCS L is rough on stick… O.o

Tell me about it. XD Your combo is pretty damn tricky to pull off. I still try doing it in training mode for fun once in a while, but the j.MxxCS L link is tricky.

Lol, yeah. Honestly never occurred to me how awful that input is on stick. Caketown on hitbox, though. T.T

So everyone’s going on about the murkman style incoming. I haven’t gone into the lab yet, but I have no doubt that X23 should be able to do pretty much the same thing with CSxxTA or CSxxTA > dH. Seems like it should just be a matter of delaying the CS until you’ve either crossed up their body or not and then using TA L to hit on incoming.

thats sick but i doubt she can stay in the air long enough for the character to come out and still be above the see-able screen

I think the bigger issue is that you just don’t kill people with sj.S hardly ever. Between dH, CS H and TA, it seems like you should be able to last long enough.

Yo just picked up X23 again, I used to run X23/Vergil/Magneto and X23/Vergil/Akuma but trying to give Angelic’s Dormammu/Mystic Ray shell a chance just to get a touch on the opponent at super jump height with X23. . . That and I like to have my teams have a THC. XD
I posted on the other forum but was unsure which gets more attention. I wanted to know if anyone has done X23/Mystic Ray before and can tell me if that’s a bad neutral assist for her?

So what’s the current best resource for learning x-23?
Should I be watching player videos and what not?
So far I’ve been reading the doc.

Until the video guide is done.
What are the optimized loops? I’ve seen jump loops,mf :l: loops, mfc loops, :l: scythe loops. I’d greatly appreciate it if someone gave me the optimized versions of each that aren’t really impractical.
Also what orders/assists would you recommend?
X-23, Doom (plasma/rocks in case it gives a better extension/mixup), Dante (jam)
X-23, Dante, (beam/rocks)
X-23_______, Strange, _________.
Finally any synergy you guys can tell me between X23 and Dante/Doom/Strange?

I have a whole lot of X23 vids on my YT (just search Merkyl999x.) I have a vid of different optimized starters, lots of match vids with ~5 different X23 teams at this point. I’m not the best match player in the world or anything, but I feel like my X23 is pretty decent.

The current optimized combo starter is the Luis Loop (s.HxxMF HxxCS LxxTA L x3, some characters only let you get 2 midscreen easily.) There’s one combo I’ve found that’s more optimized than the Luis Loop x2 midscreen but I don’t think it’s practical on stick: s.MHxxMF H, j.MH, land, instant j.M xx CS LxxTA L, land, 1x Luis Loop. I play on hitbox so the j.M xx CS L is pretty easy, but it’s not the easiest thing to do on stick.

I, personally, don’t think X23 is the best character for high level play on point (I ran her point for about a year.) She’s not terrible, she just struggles against heavy zoning and some top tier MUs so you have to be pretty reliant on your assists to do much of anything in those matchups.

As far as teams, I think Doom/Dante is a much stronger shell than either of them with Strange. I don’t know of anyone that’s done a ton of work with X23 or Dante + Rocks so you might be on your own there, but Rocks does give you an easy assist pickup after a dirt nap with JS for a guarantee so it might not be the worst thing in the world. If you run beam, you’ll have to learn the dash L pickup after a dirt nap, but you should be able to do meterless Thor kills with JS and Beam. Doom beam is pretty good for dante, also (and I know there’s a few tech vids out there for that pairing, already.)

As far as X23 assists, the LowTG is ok for dante and he can set up pressure strings that try to go into unblockables and set up unblockables after a grapple reset (nowhere close to as easily as wesker’s though. After dropping it in matches for ~2 months I finally gave up on it.) I’ve been playing Dante with CS, and I actually really like it. It lets me use EMD to get in and then set up a close range mixup with CS, it also sets up really strong mid-combo resets and gives you a legitimate incoming mixup for times when you don’t have the option to Acid Rain. Having the alpha counter option with Dante is also a huge huge thing. The one weakness Dante has is no strong defensive options and being able to turn blocking into pressure is huge.

As far as order, X23/Doom/Dante would be my choice for point X23 (easy access to Doom TAC, better damage DHC, and Doom/Dante as a shell is pretty busted.)

For bad X23 MUs, I think Dante(JS)/Doom(Beam)/X23(CS) would be better for most matchups because you get good screen coverage with both assists, you get easy access to Doom infinites, you get alpha counters into TAC infinites.

Side bit, last night I ran some sets with Luis, and playing him not only reminded me that I need to learn to play patient, it reminded me that my over gameplay/fundamentals/etc. need to be REALLY on point if I’m going to excel with her, a few things I haven’t really mastered yet. And execution. I’m 95% consistent with the H loops on the P1 side, but P2 side is a different story.

Does X-23 have any raw tag combo set ups?

Raw tagging in or out?

She can raw tag in well enough. As long as she hits with the tip of her toe against grounded opponents you can link a s.L pretty easily.

With Magneto, she can hard tag in after a ground back throw with hypergrav H > sj add S > Hard tag X23, link s.L. Or in the corner with medium sized characters, she can hard tag after a hypergrav loop as long as it’s early enough in the combo to combo s.LM.

As far as hard tagging into other people, the easiest thing is almost anyone that can OTG decently fast can hard tag after her command grab. Past that, I don’t know that’s it’s been explored too far. I wouldn’t be surprised if you do a hard tag off her sj.S if you used one of the staircase combos with TA M or had some specific assist combo to get the SJ install without launching to SJ height.