Yeah, I like the synergy between those 2. Wish she had a legit hard tag setup tho. TACs make my heart ache, lol.
Week 3~4 follow-up on X23/IM/RR…I actually feel really good about this team. IM takes some getting used to, but I’m actually killing people with him now which is kinda bananas (came close to my first IM OCV before I dropped SB > level 3 last night ). Only have a down TAC infinite atm since IM neutral has been taking up most of my time, but I absolutely love having X23 on point again. Doesn’t have TODs unless you can get the right starter (Luis Loops, mostly) but 1~1.1mil/2meters isn’t too hard to manage consistently and IM’s infinites are ridiculously easy to take care of the few you can’t TOD (and the oki options from RB and Log are pretty fantastic, anyways). X23 + Log is probably one of the most broken things in the game and you can actually use it for incoming dirtnaps since the log starts directly above your heads (I use CS H for my confirm which sucks if they let log hit them, I’m pretty sure you can just TA L or M to combo off that, I just haven’t had a chance to go to the lab yet). Also if you’re hard into the corner, Meaty log + MF L/M is so pretty. Enjoy that 50/50 with no visual tell that leads into 800k before DHCing. Nice having CS for the alpha counter again since neither IM nor RR needs the OTG, so hilarious seeing an incoming vergil helm breaking on IM since you can TOD him off CS. :3
IM + Log is surprisingly powerful too. Double RB enders means 850k/1meter for combos ending in the corner, 750k midscreen. Log gives you full combos off both beam and RB from 3/4ths screen. I feel like IM actually has a pretty solid matchup against some of the more popular assist pairings and has the tools to force the other player to play his game. (Looking at you, MoriDoom, Vajra, Missiles, Drones) He’s just another one of those characters that doesn’t play like the rest of the cast, but once you get a handle on his spacing and hit confirms, you don’t really HAVE to go in anymore. Let them try to get in and take the free 600-700k when they mess up then go back to his game.
RR + RB is really solid too since he has easy/free unblockables as soon as they get touched by repulsor (which is pretty much free if they get in range of his fH). If they try to come in on your head, RB gives you a great way to either evade the situation entirely and get full screen if they’re blocking in the air, get a full conversion with corner carry if they get hit (which leads to near unblockable oki), or unblockable if they get stuck blocking on the ground. XF3 with him is actually becoming an occasional threat thanks to his Grenade Roms and oil bomb loop combos. You get to control the match with Mad Hoppers as long as you have a few meters and as long as you’re placing them correctly it makes it hard to evade him for too long. If they try to land on one and block, you get a free unblockable as long as you preempt it with a teleport and in XF he has easy 1.1mil combos on top of an even harder to block oki game thanks to the speed.
So, my question to you guys. The only think I think needs some more work is I don’t have any great setups during IMs lockdown. What have you guys been using during lockdown strings? I feel like I can easily get them blocking it, but the best I can hope for is dash over dH (which is pretty solid) but I feel like our girl should have more going for her. Has anyone revisited her fuzzy guard setups lately? Against people that know the X23 matchup in regards to MF L/M, I’ve been mixing MF H + Log when I’m not in a great spot to set up the L/R. It’s really only a threat of Single/Double Hi or empty low with the occasional fuzzy setup, but I’m working at not being so flow-charty with her OP tools to keep people on their toes. (Against someone that doesn’t know how to block her L/R game, take the free kill, lol.)
2 nice things that I’m sure aren’t going to be new to anyone else cause I’m a hell of a scrub. (and 1 thing that I have to try to recreate in the lab)
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[]The game actually lets you know what assists are available during combos with the A1/A2 being lit up or not (hate, hate, hate when the game feels like you used an assist in a blockstring and you don’t get the assist relaunch you though you had…) Not sure how I’ve played the game this long without noticing this. Putting it out there just for sake of sharing info/my scrubbiness.
[]after you do a full combo ending in super, You can watch for the assist to become available to help with meaty timing. (This is how I set up Dirt Nap + log now and it seems really solid. Much easier than following audio clues or waiting to see their health bar slide, IMO.)
[*]I managed to use log to get a wall bounce (maybe wall bounce > dirt nap) last night and was able to call him again during the combo for some reason. Vergil had just come in and was expecting a crossup and got hit by my brilliant non-mixup I converted and auto-piloted into OTG + assist and RR came back in and graced me with a 2nd log. (!!??!?!) Has anyone else seen this happen?
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