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

If you want to go for a command grab, do it with the JS call. As long as you’ve got them scared of pressing buttons you’ll hit right before JS or still be safe and give you time for a mixup if you don’t get the grab. If they’re not respecting you they can mash jab and get free HBDs, though.

The issue with JS is there’s so much opportunity for pushblocking to negate mixups and X23 doesn’t get enough off her ground throws. If you can get them blocking JS in the air, just mixup between dash under left/rights and watch for them to pushblock and get the free guard break air throw. If they’re on the ground blocking, either MF H into hi/low (I tend to favor empty jump low until people start actually blocking low), IOH fuzzy if they’re stand blocking, getting left rights after JS is pretty hard IMO, if they pushblock, they negate the mixup, you can delay your timing to make them actually have to block left/right. If you delay when they don’t pushblock they can mash out pretty free.

Why not Deadpool/Dante/X23 (or X23/Dante if DP can TAC past her into dante?) I think that’s a much stronger team, personally.

It’s not terribly hard for Deadpool to TAC past X-23, so I could do that. Having her in the second slot is starting to grow on me. I’m considering using it. It’s my day 1 team, so part of me likes the idea of somehow making it work. It’s not a good X-23 point team, but it’s a decent Dirt Nap team.

Broken Tier round table discussing X23 @ 1:14:30

Got it pretty much right, too.

I remember hearing that live and agreeing with them. The thing I’m having trouble with is what team order I wanna do with X-23, Dante, and Magneto. Dante/X-23/Magneto means I’ll be doing Magneto’s infinite (which is easier), but Dante is a harder point to use. Magneto/X-23/Dante means I have a better point, but Dante’s infinite is hard to use.

I still think Mags/X23/Dante is the best option…That gives you ways into mag’s infinite off mags’ low air/ground back throw, mags corner combo with low HSD, and post alpha counter. Mags can TAC past X23 for free and if you need dante out for some reason alpha counter xx DT is a better option than DHCx3 (and the same cost of safe dhcing to dante if you were playing Mags/Dante) and you have WXP as a DHC which is much better than Tempest since you get the same damage, but a full 4 seconds to hard tag either Mags or Dante in and get a full incoming.

It’s harder for Dante to TAC past X23 with CS (free with AS, though) so you’ll need to lab up some specific combos depending on which assist you’re running. If you’re good with Mag’s midscreen infinites it might not be a big deal to TAC past X23.

Also, Dante’s infinite isn’t hard to use, it’s just slow. It’s actually really easy. (Though only easy on up and down.) You also always have the option to TAC back into Magneto after TACing past X23 if you prefer to run his infinite.

The mags > X23 hard tag options are:
ground/low air back throw > HG H > sj. ADD S hard tag

corner combo > HG L > hard tag X23 s.L (on smaller characters you need to do s.S sj. up-back H add HxxHG L.)

TAC past X23 is any combo to the corner > HG l, s.H+CSxxHG H, sj. ADD S s.HS, sj.HxxTAC

If you want point Dante, I think it might be better to run Dante/Mags/X23. That gives you easy TAC to Mag’s infinite, Alpha counter X23 > mag’s infinite.

The infinite is easy, true, but 1) Dante’s infinite is really only easy in the corner [Then again, this is somewhat mitigated since all Mag combos carry to the corner anyway], and 2) I have trouble with the starter. If I can land the starter, the infinite is easy, but I have trouble doing so. X_X Methinks I just gotta practice it more.

I’m debating whether to use Plasma Beam or HM with X23. Because im not used to having a beam assist when playing her (besides Trish’s Low Voltage) im not sure which would be the best assist for the appropriate matchup. So far I feel like HM is good against Trish and Thor (and possibly other character with great air mobility) and PB would be good against Zero or something but besides that i got nothing.

I would say it primarily depends on the matchup. X23 can put him off screen with back dashes and wall jumps so it’s not hard to call but against like point mags where he can stay in spots to punish him on reaction he gets harder to use. Plus, if you can find a reliable string to let you do throw + assist so you can combo off her ground throw pressure that would fill a huge gap in her overall game. Past that, I would just say personal preference.

Beam is pretty standard fare and definitely doesn’t offer X23 the same overall boost that HM does but X23 can definitely abuse a strong beam really well and downright needs it in certain matchups.

Yeah i personally like HM with X-23 because it’s fairly easy to place doom off screen with her wall bounces and also if that doesn’t help i can just apply pressure. I just need to be aware during a match if it is safe to call doom from full screen or not

From the few games i have played with PB, i feel like it should be used for match ups where i’m getting zoned out, like dorm w/ HM, Hawkeye. I think against Morridoom i should try rocks since rocks soaks up soul fists better than the other 2 but i would have to test out if i can make it work. I don’t think i need it against rushdown characters, such as wolvie, since dark hole really helps out in that regard.

Pretty much nailed it, I tend to use PB more to stuff assists and prevent being zoned out or mixed up on the ground. To be honest with how often doom gets stuffed by other beam assists or projectile characters it’s made it so I don’t care to use HM on a regular basis even though it does have quite a lot of relaunch tech. Also depending on spacing you can relaunch after a forward air throw with plasma beam and I tend to snatch a lot of players out of the air.

Though with another beam assist HM becomes way more attractive.

So what combos do I need to learn. What xf combos kill etc

Alpha counter into dante and DT ? is it invincible or something?

Nope, just really fast. There’s only been a few times I’ve been stuffed when I’ve gone for it.

@vgundam25‌

Sorry for taking so long to post a reply, but here’s the main rundown on her BnBs currently. This first vid has pretty much every go-to combo you could ever want. My personal favorite of the old BnBs is the jump loop at ~2:00. If I ever have some wierd confirm or I’m tired or don’t feel like doing an optimal combo, I default to that.

Shortly after this, Luis found the current optimal combo path that I have shown in this video. It takes some getting used to, so I wouldn’t worry about it starting out, but it’s something to keep in mind for later. Midscreen it’s easier to only go for 2 loops since certain starters make it hard to link launch after 3, and to that end, my personal bnb is a slightly modified 2 loop that is probably only reliable if you happen to play on hitbox.

My personal BnB (the land > rejump j.MxxCS L is kind of hard to do on stick but you get more meter and damage than if you did just 2 MF HxxCS LxxTA L loops.):
c.Ms.HxxMF H, j.MH, land, j.MxxCS LxxTA L, land, s.HxxMF HxxCS L xxTA L, land, s.HS sj.MMHdHxxCS LxxTA L, land OTGxxSuper

I also play with Mags(EMD) and the best place to put his assist call is with this combo (adds about 70~90k).
c.Ms.HxxMF H, j.MH+EMD, land, j.HxxCS LxxTA L, land, s.HxxMF HxxCS L xxTA L, land, s.HS sj.MMHdHxxCS LxxTA L, land OTGxxSuper.

There’s a way to link the 3 loop midscreen combo on everyone, but I wasn’t crazy about how little time you have to confirm with that BnB, the c.Ms.HxxMF H is a great pressure string and confirm at the same time and you get years to confirm into the full combo. (If you read backwards in this thread or maybe the combo thread, I think someone posted a video about it in the last couple of months.)

You’ll want to learn is her SJ height conversion option, eventually. The main use for this is TAC fake resets in the corner, but it goes a long way to illustrate how her juggles work. The same kind of principles can help you if you land a wierd confirm and have to convert it on the fly.

A huge part of her gameplan is her dirt naps and being able to combo off them solo with no XF is a HUUUUUGE tool you absolutely need to learn. It’s just a properly timed dash L, but it definitely takes a bit of practice.

This vid is the confirm for low health characters, you can get some more damage if you do:

Dash s.LMHxxMF HxxCS LxxTA L, land, s.MHS > normal SJ ender.

For everyone else here. I had an epiphany last night. I’ve been having issues in XF2 setting up double dirt naps because of how much damage X23 does. On 1~1.1mil (close to full health Hulk is pretty much the limit), you can normally get the meter back, but below that has been tough/impossible.

Being the genius I am, I’ve always had left the CS H in there because it’s one of her strongest meter gain tools, but I realized last night that we can just use sj.S > relaunch combo paths to get lower damage for the same meter gain. I’m gonna dig through the specifics tonight (hopefully have the time) but I think we might be able to get that 1mil down to 900k with the right combo. (Also gonna mess around with XF dH relaunch loops to see if that might fix our meter problem.)

Love having lab work to dig into!

Ty really appreciate it. Been thinking about running Dante/x23/mags. I just started playing a couple weeks ago. I got mags grab loo p down have ass decent. Honestly I have more problems with his fly loop I tend to drop it on the 3rd loop. I have Dante trick cancel down OK as well. I haven’t been playing much just got back into fighting games after 5 yrs. My plan is to go to evo next year. So Im working on blazblue,umvc3, and now usf4. ( e.ryu is a bitch to learn)

Cool, welcome to the game and forum, then. :smiley:

I’ve been running those 3 in pretty much every order for and good while now so feel free to ask me anything and I’ll help if I can.

At everyone else, I’m dumb. Don’t know what I was thinking as far as XF2 goes. Pretty much seems to cap out at 3/4ths of a bar at 900k.

That said, I did find a cool X23 XF2 > Dante hard tag combo that’s impractical and generally worthless.

s.S sj.MdH, land s.MHxxMF H, j.MS, land hard tag dante, OTG guns > stinger.

This works midscreen outside of XF (aside from the hard tag, which seems to need XF2) and lets you do some interesting stuff since you have a sj install during MF H loops. Might be worth exploring to open up new assist extension options? Without XF, it’s much easier to combo s.S sj.MdH, land, s.LHxxMF H, though.

Y’know, as much as I try, I can’t break myself away from X-23/Deadpool/Hawkeye. It feels like it fits me and it’s satisfying when I outplay/outsmart/outneutral my opponent.

On another note, I’ve been practicing dash-up s.L - MF M - TA L. It’s so amazing.

If that’s your team, let it rock. Don’t force yourself to play something you don’t feel.

It’s only been a couple of months since I found myself thinking of Mags/X23/Dante as ‘My Team’ but there are still times where I see people talk about how bad Iron Man or point X-23 is and find myself wanting to body them with X23/IM/RR just to show them how they’re supposed to be played.

That said, actually enjoying playing a top tier character makes this game so much easier and I’m glad that this new team clicked with me.

As far as dash up > buttons stuff. I think you should try to abstract that one more button out and do dash in c.M/H xx MFC dash s.LxxMF MxxTA L. Gives you 2~3x the range on buttons and forces them to crouch block, which opens up hard to see dash over dH setups, plus you confirm off the same setup that sets up her best mixups.

You’ve got a point. I don’t do dash up c.H xx MFC nearly enough in my gameplay, considering how good it is.

On another note, as far as doing the H loops I’ve decided to switch to using Luis’s method of doing a full 360 motion to do the CS into the TA. It feels a bit awkward right now, but man, does it make doing the loops SO much easier. I just gotta keep trying it out and getting used to it.

EDIT: Okay, so my execution decided to be an anomaly with me. So when I’m confirming into the H loops off a TA L, I’m more consistent using raw inputs (doing a DP into a QCF). However, when I’m doing the triple H loops, I’m more consistent using the 360 method. Weird, but I’ll take it.