Still trying to get used to X-23’s sheer speed. Still can’t get the loops down, so I’m stuck doing basic magic series combos into Rage Trigger.
Seems like nobody pays attention if it’s not a youtube video.
Can we add damage/meterbuild numbers to the combos listed in first post?
How do the combos listed in the guide stack up against those in the OP dmg wise?
Did your copies of the game come without training mode?
For the other dudes question, noting the dmg in combo lists is nothing more than basic formatting. these threads are meant to serve as a quick resource. learning combos can be a tedious task and knowing which combos are worthwhile to learn is what these quick resources are intended for. They aren’t a challenge to “find out how much dmg this does guise.”
As for my question, it only requires a simple “the guide combos are good/less effective” answer. Again, these threads are not the forum equivalent of mission mode, they serve to answer these types of questions.
My point is, if you want to see the info there then contribute it. What makes you think someone else has a secret notebook of x23 info?
The generic bnb in the guide does marginally more damage than the combo that people have been lauding as the optimized string( any starter -> h 214h j.mmh land j.mmhs land j.mmh xx 236l land 5hs -> ender(I do admit I haven’t ever been able to get the 5h after the rejump portion to hit, so maybe it does in fact end up dealing more damage, but I doubt it. I imagine they end up dealing the same damage in the best case scenario for the combo I just listed)).
The guide combo is 2l 2l 5h xx 214h j.mh land 5h xx 214h j.mh land j.mmhs xx 236l land 5ms -> ender)
I’ll play around with that stuff I was talking about tonight after work since no one else seems interested. I guess doing crazy stuff when people are still struggling with her basic combos was setting my expectations too high.
As for notating combo damage, if you’re going to take the time to notate a combo, it should be assumed that you are able to execute it so you should be able to supply the damage numbers as well. I don’t see why we should have to learn your combos to find out if they are worth learning.
Oh, and the above combos both build over 100% of a meter. I was testing up the the point before the final launcher to see if I could land a hit and build enough meter to snap back in the combo leading up to said snap back because I’m very intrigued with x-23’s lv3 and it’s uses terrorizing assist characters/phoenix.
edit:
Why even bother posting this?
I’l just stick with what I know then. I spent some time learning the guide combos.
actually i like the idea of adding damage and meter build to the combos, I’ll test the combos tonight and write down the damage meter building they do.
I think the universal bnb should be the LMHxx214H, jM, jH, 236A, land, MHxx214H, jM, jH, 236A, land, MHS, jM, jM, jHxx236A, land, 236B(full charge), 236hyper.
Does around 555k if you hit both hits of every M slash, and builds over a meter. You can even XFC out of the hyper into S, 236A, land, 236B(full charge), 236hyper again for around 800k in all. Plus, it carries to the corner no matter where you start it!
Oh, and if u start the combo with j.2Cxx236A it goes to 623k. All for 1 meter, and your opponent is guaranteed to be in the corner for a mixup when they recover.
I believe the notation for the combo posted in the video was wrong, the correct notation should be:
any starter -> h 214h j.mmh land j.mmhs land j.mmhs xx 236l land 5hs -> ender and you have to slightly delay the press of each s to get the combo to work.
I’ve been playing against a friend online lately that’s been using X23 and they were having trouble dealing with my Chun Li’s lightning legs. Especially the air based ones. I noticed certain low based moves like her sweep or cross up dive kick can beat the ground legs clean but it seems like if Chun wants to take to the air with legs there really isn’t a whole lot she can do. What do u guys use to stop ground/air legs from Chun? The crazy part about air legs especially is that it can’t even be air thrown so so far ive only seen it been able to dealt with via pushblock or shooting projectiles/lasers at it.
It’s a lot of work, so thanks for the impending effort.
It would be nice and will save the OP the hassle, on the flip side of the coin: no one owes anyone anything. Any information at this point is just as valuable as information + a little bit more information on top. I feel you, but there is also no need to get a little uneasy over having to do a bit of homework on our own.
Bring the skittles
:l::h::qcb::h:, j:m:,j:h:,:qcf::l:,land,:h::qcb::h:,j:m:,j:h:,:qcf::l:,land,:h::s:,sj:m::h::qcf::l:,land,:qcf:(full charge),:qcf::atk::atk:
Pretty much the go to combo…As Volt said, an easier… The rest that give close to the same damage is harder with more strict timing…
Something I’ve been trying to get down solid (since I don’t have the game to practice) when you do L,M,H xx QCB H into j.M,j.H, QCF L, do you do the j.M immediately after the QCB H hop or do you wait for a split second?
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Dont really understand but let me try to, after the :qcb::h: dont do it to slow, but to me it works either way but to answer ur question not i dont wait for a split sec as soon as i input :qcb::h: i do :h:
OK, that’s what I wanted to confirm. Thanks.
@nappy: Thanks for the notation. It’s hard to do proper notation when you’re posting from your iPhone in bed at 1AM.
@white shadow: I’ve found the most important part is canceling the H into 214H as quick as possible, and making sure to press the button fast since holding it delays the hop. From there, it’s just finding the rhythm for the MHxx236A after the hop. Another important note, after the first rep when you land and do MHxx214H, make sure the MH is spaced out so the M hits twice. Hope this helps!
Am I the only one who is baiting move’s and doing mind games with x23’s air Down + H move where she lunges herself down? I like to jump then immediately do that move to cancel my jump and it usually works to make my opponent push a button which I can usually beat since x23’s moves are damn fast.
I have been walking up to people, jump canceling with her down+H,then blocking what they throw out and hitting my ABC into feint combo’s. I know it isn’t the best pressure or anything, but it keeps her moving if you cant go for reset’s atm and keeps your opponent’s eye on you which can make them mess up and hit a button or throw out a move which you can punish since you can cancel your jump pretty fast with her down+H.