I’ve found that diminishing returns on combos ending in :qcf:+:atk::atk: – just simply :h:MFC:h:MFC:h::s: sj. :h: :qcf:+:l:, :qcf:+:m: xx :qcf:+:atk::atk: does 555,000.
By comparison, a standard magic series of :l::h:MFC:h::s: sj. :h::qcf:+:l:, :qcf:+:m: xx :qcf:+:atk::atk: only does 499,000.
It’s looking like 560,000 or so (from the above much harder combo than my 555k one) may be pushing the upper limit of what Laura can do with just one meter without XFC. I’d love for someone to prove me wrong
My point wasn’t that you couldn’t eke out another 20,000 damage by making the combo much harder – my point was that diminishing returns limit the usefulness of adding more A and B hits if you intend to finish with Rage Trigger. Essentially, if you’re closing a combo with Rage Trigger, you should cut the light and medium hits from your combo because all they do is lower the damage of Rage Trigger. If you’re meterless, tack them on.
I had seen that video and should have said ~600,000 instead of 560,000, so I do apologize there. While I agree that landing raw H is not going to happen often in a real match, I would offer up the idea that for those of us who mostly play online, landing more than one C hop loop is a similar rarity (lag breaks them for me half the time when I can hit them easily if I’m playing local games).
Sidebar: Adding in the :d:+:h: to the air combos adds an extra hard hit, which is almost always going to improve damage regardless of scaling. It makes my raw C combo two posts up 568,500, as a reference.
What you’re saying is by every point flawed. Who cares about the damage you get out of rage trigger if you net MORE damage by actually doing the full combo AND gain meter. If you do a combo that does 280k damage then do a rage trigger that does 200k, you only have 480k. If you do a combo that does 400k damage and the rage trigger only does 100k, you’re STILL doing better damage, AND getting more meter.
Not to mention, x23s attacks have a minimum scale rate of 20%, you will ALWAYS do at least 20% of rage triggers total damage, so in turn getting as many hits as physically possible is the best option, just like it was in 2 before a dizzy. You didnt ever see iron mans stop a rejump infinite early because proton canon would do more damage after 8 hits instead of 50. It would be borderline retarded.
Also, you’re talking about online play, get real if you think you’re going to land h feint cancel twice with lag. It’s much harder to do online that hop loops that you can get to muscle memory and do without looking at your screen.
You’re leaving out the idea that my 480k combo is incredibly easier than your 500k combo – and I’m not talking about my double mirage lab combo, but combos that have neither MFC nor hop loops. The damage is very nearly equal (the difference is less than one :l: hit, 40,000) but the execution requirements are by far lowered. That’s worth something in an online play arena.
Once we approach a certain threshold of hits forcing us down to the limit, of course more hits will become vastly superior, at the cost of increased execution requirements. I would argue to you that we’re not there yet if the difference between a long, difficult combo and my super-short, very stable one is 1/2 a meter and one jab.
Edit: I totally concede that in most situations, building an extra 1/2 meter bar is worth more than the extra 40-50,000 damage a shorter combo can do…UNLESS you’re hitting an execution barrier, in which case a completed combo is better than a dropped one. That is my main point here.
If you’re hitting an execution barrier, you should be hitting training mode. Simple as that. In 2 if you couldn’t rom with magneto, you didnt just launch and do a magic series then knockdown, you didn’t play magneto at all.
Not to mention, if someone who’s new to fighting games came in here and read this, they would be getting facerolled by everyone online because they’d be trying to land random heavys to do this pointless combo that’s “Easier for a trade off of damage and meter”. When 90% of the players online are just going to throw their 4-6 frame light to stuff her heavy.
You can keep doing it, just don’t try to push it off as “One of her best options” because it by far, isn’t even close.
I can finally do the hop combo for 560k damage! W00t, never thought I’d see the day come but only problem is… I can only execute it on the left corner Q____Q. For some reason, I can’t get L talon to come out.
What’s the trick to getting the last 5h in the meterless bnb listed in the first post. I can so the whole combo, swapping in a 5m for the 5c before the last launch with 5s, but I can’t for the life of me figure out how to properly time the juggling to allow the 5h. Is it just a matter of it being a really tight link? Or is there some magic speed of doing the combo that puts them at a height where the 5c connects? I’ve tried it fast, and slow. I guess if nothing else I could just play along with the youtube video until I get the muscle memory for it be xcopying the timings, but that sounds redundant.
Also, good to see people playing with the mfcs. I haven’t played in a few days because of a certain MMO that launched, but I still am going to see if I can make a comparable bread and butter to test the validity of those cancels.
As im still trying to get X23’s normal BNB’s down but looking at the 50/50 10stars posted i noticed something i havent seen mentioned. The first hit of the reset is :d::h: from there it can be MFC’d into :h: into her standard bnb’s
MvC3 has the problem of being way faster paced than SSF4, with worse netcode. Considering online Street Fighter is already a bad imitation of offline SF… MvC3 is squarely in “completely unplayable” territory. Its online play is a fuckin joke all around.
if you want to win online for whatever reason, don’t play X-23. She does fuck all for damage without doing technical combos… stick to chars like Wesker, Spencer and Sentinel who can do big damage with just the normal magic series, launch, spike, OTG stuff.
which combos should one learn as her most effective combos?
there should be a reasonable balance between the most effective combos and their difficulty.
just heard she can almost kill with 2 levels and XFC, but can’t seems to find the right combo in the first post list.
i think ClackyD showed that combo in some of his matches…
So, reading the wiki about aerial exchanges brought me to the discovery that some characters can do non-OTG combos after an exchange, as long as they somehow get to the ground before the opponent.
X-23 can do it by canceling the automatic attack after the exchange into down.H. The opponent will be in a soft-knockdown state until they hit the ground, so if you can hit them before they touch the ground, you can continue the combo - or relaunch into another exchange series, even.
In the corner, it will work off of any exchange. Midscreen, it seems to only be possible following an UP+S exchange. The timing is tricky, though (you have to down.H, dash forward, then attack), so maybe I was just doing it wrong. Certain assists may make this easier, but I haven’t tried many yet.
thx, i’ve already seen it and i’m kinda concern about the confirm with this combo. not sayin that it impossible, but yes a bit tight.
i’ve seens some1 did i a match some thing like combo into 623 AA the XFC it into another combo into another super, but i’m not sure what the exact notation was, and can’t seems to find any reference for it anywhere.
gotta have some strong options with here as i’m intending of building a team around her (where she goes as 2nd)