So the three options for inputting dp xx qcf for X23:
1: normal way (not gonna waste time explaining.)
2.360 method. In number format (62369)(L)8741(236)(L). Since it’s a bit of a jumblefuck, I threw the actual motions in parentheses.
You do the dp motion but continue in a full 360 motion back around to forward. Depending on when you input the L’s you can get tk dp motions, which the game cancels more reliably on X23 for some reason.
3.Tenboss quick cancel leniency. In number format: (6((23)L 6))L. I put the dp in single parens and the qcf in double parens for a bit more clarity.
This is the most optimized option and takes advantage if the lenient buffer in marvel. You do the dp normal, but ride the bottom gate on the stick to guarantee you don’t accidentally get a forward. Almost immediately after inputting the 3L, you input a 6L. The game reads the 23 from the dp as the starting 23 of the qcf and gives you the fastest possible cancel. (Ideal for MF H xx CS L loops.) You also have the option of doing 69L and the game gives you a tk qcf, though I haven’t found a reason to do it.
I like the 360 method because its one continues motion from mirage faint to the uppercut. half circle(632) H > 3/4 circle continuing the motion around(147896) L > Crescent scythe L.
Playing online though i prefer doing it the manual way because 360 method has different timing online.
Alright, fellas. Evo is this weekend. Who’s all going? Anyone have any plans of there being an X-23 room? The room I’ll be in will be a Deadpool room by default, since two of its players use him (myself included), so I don’t know if I’ll be able to do it.
So I decided on building a x-23 team of x-23/dante/cap but am having trouble using dante’s jam session as a combo extender when hit stun deterioration’s high. Been trying simple stuff like otg with x-23 and have jam session out to try and relaunch them but they seem too high up for S to hit. Any suggestions or tips would be much appreciated. Thanks!
You can’t really use JS as an extender late in a combo. The best you can do is call it with S just to get a little extra meter/damage during the normal sj.HxxCS H stuff.
It does a pretty sizable chunk of damage if you do full combo > OTG > XF > S+JS sj. HxxCS HxxTA L, land OTG, link CS HxxTA L (Chip CS H if you need it.) Makes it pretty easy to do 900k meterless and still gain 2+ meters (great for situations where you need to dirt nap the 2nd character.)
At super low HSD, you can do JS + OTG relaunch stuff, but that’s about it.
Nope. They tech out before you can do anything. Trust me, I’ve tried everything to use JS as a combo extender late into the combo. Outside of what Merk said, it just doesn’t work. You can use it after a throw to pick someone up for a short combo, but not late in the combo.
bahhh that’s a shame. Thanks for the help and info guys! Either way I noticed that having jam session in any part of a combo really kills the damage scaling so I guess it’s ok.
So I dunno if this has been talked about but I just found a cool dhc (corner only). So when you do rage trigger super with x-23, right when she does the crescent scythe within the super, you can dhc into dante’s devil trigger and then do million carats immediately to continue comboing. I’ve tested doing this with high HSD and it still seemed to work. It hits on the top of million carats so i’m sure there might be some big damage potential but I can’t really think of much besides doing standard ground bounces and wall bounces. I think doing this might be a waste of meter but depending what your combo was before the whole dhc it could be useful and also the wow factor involved lol.
I’ve just been using the beehive option, I’ll have to look using MC option (I’m all for that optimization.) I doubt there’s any major damage outside of XF > Thunderbolt stuff (nice option to have, though.)
There’s always the option of comboing into grapple and setting up an unblockable if you’re running her LowTG?
I think you have to be running something like Drones/Missiles that gives Dante strong HSD-proof combos to get much off it (and even then, it’s usually just meter that late in a combo which doesn’t apply since you have DT.) Maybe try to find some combo that just eats a lot of DT time and then go for a late extension HSD-proof extension to get the meter to get a last super?
Side-note edit: I think I might work on putting X23’s LowTG back on my team since I’ve gotten more comfortable with Mags and Dante. CS is great to have as an emergency plan, but as I get stronger with those two on point, I’m running into situations where I’m getting overwhelmed in neutral less and less.
In the Zero matchup, or any matchup that has a fuckton of block stun, keep CS assist. That alpha counter could be the thing that wins that set. Outside of that, I generally don’t use X-23 in the neutral. =P AS is really only for OTGs/unblockables (both setups, not neutral), and I can’t see CS being a good “get off me” assist. (Unless my lack of using CS at all is evident. Maybe it is and I don’t know.)
Well, but I mean, that’s a setup. A good one, but I don’t see CS being as good as Lariat or other support assists as a “get off me” assist. I don’t recall if CS is invincible or not when called as an assist, but if so, I’ll use it more often. XD
Totally not invincible, absolutely no use as a GTFO (though it trades well once it actually gets on screen), you have to give it cover on startup and protect it on recovery. That said, it strengthens Dante’s AA game a lot and gives him damaging conversions against people jumping in on him (s.L becomes useful again paired with it.) It’s not a press the button and see what happens assist by any means. So yeah, not a neutral assist necessarily, but you can do stuff like s.m + cs xx crystal/missiles to cover the startup on his slower moves while still protecting the assist call. (Though you can argue how the threat of the alpha counter affects people’s neutral game.)
Yeah, I’m a bigger fan of having the CS alpha there as a constant threat. I can see merit in your setups, though. Especially on incoming, I’ll have to give those a try. =D
Also, I found a sexy reset/mixup with Dante. After the ground bounce from Beehive, Stinger into DT. (During the Stinger, Dante will cross himself up, so you gotta do DT in the opposite direction, as if you were gonna do MD.) Then do s.H into teleport (the s.H will whiff completely, but it adjusts the timing of the teleport to counter tech rolls), then air dash into a.H. I didn’t get to test forward techs, but I found that on back techs, the air dash will put Dante behind them, and obviously, you can also choose to not air dash and stay on the same side. And considering how the screen moves fast during the mixup due to the velocity of the Stinger hit, it has a slight bit of the “can’t see” factor.
Managed to hit my first in-match double dirt nap off Dante’s infinite yesterday (3 times throughout a whole set, too, with maybe 5 attempts and 2 successes with alpha counter into mags infinite > double dirt nap.)
So great setting this team start to reach it’s potential.
Okay, so Kyle. I have a question. My viewpoint (and the viewpoint of many X-23 players) is that X-23 practically needs a beam/projectile assist of some time. I more or less agree, but I have a question. What about just purely lockdown? As in, get close, use Jam Session to put them in blockstun, then go for a mix-up.
I don’t feel like she gets a ton off a blocked js, personally. Rarely I’ll get a fuzzy guard off it, but otherwise it’s just one of those assists you put on the screen when you can. I don’t think she needs a hori assist if she has xf on deck.
Honestly I think js is fine for her because if how fast it is but I don’t feel as broken as I did when I played X23 +log.
I’m conflicted. After I’ve worked on my DP team for a while, I do intend to give Dante/X-23/Magneto a legitimate try, and her with Disruptor will be good. However, part of me was thinking about my old X-23/Deadpool/Dante team (which, at this moment in time, would be reworked to be X-23/Dante/Deadpool), and wondering if maybe now, considering I’ve improved a bit and the meta has changed, this team would be a little more viable. But alas. In any case, I was more thinking of putting them in block stun, then going for a left/right, a high/low (courtesy of MF H), or a command grab.