600k for me also, I play a real technical X23 depending on the slot I have her in. I never run her at anchor, but like I said I think capcom designed her for that purpose because of her LV3, XF3 speed, and mixups. At point I teem to catter to assist OTG like Wesker, extending some combos into resets. At second, I play a more advance X23 using feint combos, mixups, and XF2. I’d still use X23 even if they did take out DHC Glitch, because her reset potential is really good and most of her combos will send opponents to corner.
It would be nice to see ONE decent X23 online. Actually I did play somebody the other day that had a decent one, but it wasn’t ranked just casuals. I don’t have a good camera so I can’t get matches in great quailty, I’m on PSN, might have to check out Live for X23 competition.
600-670k is probably the best x-23 can get without assists or XF.
i’m on PSN but i NEVER play x-23 online coz the netcode for this game simply blows. i go with my Zero team if i ever do play online (Spencer/Zero/Doom).
its too much of a hassle to try to adjust to the game’s garbage netcode just to do a basic MFC combo, not worth it imo.
if you live close to or in the northwest though i’ll be willing to try and use my x-23 team. hopefully it’ll be somewhat playable.
PSN is BlazeSRK.
I’m curious as to what Dirt Nap set ups you guys use (not combos). I’ve never felt a need to use Dirt Nap because at 3 meters it doesn’t kill a character whereas with 2 meters DHC glitch always kills. And depending on what character you DHC to you build a meter, so Dirt Nap never really made any sense to me as far as meter efficiency goes. But I’m very curious!
The whole point of Dirt Nap is to turn on XF after you use it like Wolverine and kill off the character. XF allows her to link real combos off her OTG instead of just going into Super. Without Dirt Nap and XF you can’t really scare anyone with damage output with X23 outside of long winded H Mirage Feint to jump loops or DHC gltich. X23 is an XF character you have to use XF with her if you wanna kill people. Preferably level 2 or 3 so you can kill off anyone in the game without too much effort after Dirt Nap. Obviously if you dont turn on XF after dirt nap it’s not going to kill anyone.
The best way to set it up of course is to use one of her combos that wall carries to the corner (which is like…all of them) and then kill off the first character. When the second character is incoming mid screen there’s pretty much no way to escape an assist like Dante’s Jam session or Hidden missles activate Dirt Nap into XF1/2/3 kill combo which means X23 basically effectively kept the next character from even fighting just because of a level 3 super + assist and XF. Even just a standard horizontal assist plus jumping up in the air with S is good enough to instantly kill off a character coming in.
Makes sense. I don’t often find myself with 3 meters for x-23 because of DHC trick. If characters are in blockstun (from say an assist) Dirt Nap will still grab?
Yeah because Dirt Nap is the cheapest aspect of X23. She’s made to be a mildly scary character on point with some effective frame trap tools and left right but the main thing about her is that she has a level 3 that is an unblockable ATTACK. It’s not a grab which means you can combo into it, block string into it, whatever. It’s just there’s no way for them to block it. They have to push guard you out before you string into it or they get cut up by the level 3. This means if you call a lockdown assist on the ground like Akuma tatsu assist you can use it in a block string and there’s nothing they can do to escape but turn on XF to try and guard cancel you out of that. They can’t push guard you out since the assist will soak up the advance guard and then they basically lose a character if you have XF. The super also has 30 frames of invincibility during activation allowing you to safely move through some attacks or supers and then call an assist to lock them down and blow them up.
During air situations like on incoming characters it’s cheaper because with a strong lockdown assist that they have no way of escaping like jam session as long as you time the assist correctly as they’re coming in they’re forced to block the jam session when they’re in the corner and then 23 forces them to block the dirt nap which is unblockable. Then you turn on XF and they die. You wanna basically use well placed dirt nap setups with assists to help you clean up a team and then just use whatever tools you have with an assist after to clean up the rest.
I’ve tried to gear myself away from using the DHC glitch as much unless I absolute have to because it’s obvious that eventually it wont be in the game anymore and it helps me to focus on X23 as a character outside of it. Dante builds a shit ton of meter with his combos easily giving her the 3 she needs to set it up or very close to it providing I didn’t use the meter to just DHC kill the character with Dante. Her silent kill pretty much requires the use of XF to be most effective so it’s helped me to work on my XF management as well and not just be a long combo/DHC glitch player.
i used to roll with X-23/Sent/Haggar… Haggar gave easy dirt nap set ups, i could just do a simple aircombo ending in jQCF+L, call haggar and then dirt nap… you are 90% likely to hit em with it.
i had to change my X-23 team because i was tired of having Sent/Haggar in all my teams…
I tried X-23/Ryu/Akuma, the team felt nice… i was enjoying myself with it… it was kinda hard on the meter though. I’m considering this as my Secondary team (even though i feel my original X23/sent/haggar was strong)…
I don’t know why, but I’ve been having serious problems getting the timing on X-23’s H, qcb H, air M, air H, talon dive L. I’ve tried varying the timing on it by delaying it, by speeding it up, and I seem to be getting it inconsistently no matter which timing I try. Sometimes my air M comes out to early and whiffs, and other times it comes out too late and the opponent already air recovers. Is there some visual cue I should be looking for to land it consistently?
Theres just a very slight pause between the hop and the air M, for me I basically hit it right as, or a lil bit before she reaches the peak of the hop. for me it got a lot more consistent when I found a certain rhythm that worked for me.
also meep is right, if youre fighting people that doing know how to block fast than yea go for the mixups, but guaranteed damage is still better than mixup damage any day imo. if its a really dangerous lead like wolverine or mag or something, Ima make sure that mofo is dead the first time i touch him no matter what. but against people that arent rediculous/OP. its good to save your bar.
I find that my best mixups come from droping air combos after the launch and doing down H straight to the ground and running under them before they land.
@Aran: Play around with the timing and you’ll get it eventually. I remember when I would miss it all the time, now it’s just second-nature.
@KayEyeDee: Yeah, that mixup can work. I played against one Wolverine online who literally did that to me twice in a row before I caught on and blocked the other way, lol.
I thought you couldn’t super cancel any of her slicer attacks. I know I’ve certainly tried a few times and it hasn’t worked. Do you have to cancel out of the charging animation, or really early or something?
You can super cancel an uncharged Ankle/Neck Slice at any time. You can super cancel a charged Neck Slice, but not when while it’s charging. You can super cancel a charged Ankle Slice even while it’s charging. You can super cancel a Decapitating Slice, but not while it’s charging and not during its active frames.