@Eren/Ephidel: I definitely understand where you’re coming from when it comes to Jam Session. If it wasn’t for the fact that I feel like stabbing someone in the eye whenever I fight the likes of Firebrand/Zero/Magneto/any high-top tier with good aerial mobility lol, I wouldn’t be using Jam Session.
Unfortunately, I feel Jam Session’s a requirement when it comes to dealing with certain chars. It also pins down for Silent Kill too, but really, it’s the aerial cover it grants you. It pinning also helps.
@Merkly: Well actually, my gameplan’s the same as yours (I think? You’re using infinites right?): get a hit>TAC infinite and start mowing down. Sentinel and Ironman would be 2nd for TAC infinites, and it just so happens they have good projectile assists, so it’s like a double whammy. Stuff like Cold Star/Jam Session/Tatsu would be in the 3rd slot, where the 2nd second char doesn’t have to rely on infinites as much. (and even then, Ammy’s got a TAC infinite too.)
Personally, I think X-23 needs so much help in her hitboxes and options that I’ve prioritized that over extenders. I really want to believe Repulsor Blast can cover the air as much as I’d imagine it does, but I’m wary of its vertical range. It does have multiple uses for X-23 though. Beyond getting in and stuff, it’s also about having assists like Cold Star that pin down, so you can have more options in opening people up with “fuzzies”, which really boosts her high-low game and makes her offence more of a threat. I also like using Talon M to get in, and I think Unibeam’s the best assist for it, since it’s got a lot of stun on hit or block and if the Talon M connects, I can either convert off the hit (for scaled damage) or set up mix-ups/“fuzzies” on block. (or hit.) Though, I’d be willing to use Repulsor Blast+Tatsu assist.
Relaunching with Cold Star’s quite awkward, I admit. But it pins down for ages and is a free mix-up if it connects.
As for the options, ideally, you want the whole team dead, so you have to aim for 3 Silent Kills. If you wanna take another gamble, TAC infinite the second char too. If you feel you can’t reach the meter, snap in the anchor and wound/kill them instead.
I actually had a list of XF1 combos that X-23 could use for optimal meter gain. 3 problems. 1) It’s over at another site and that site’s shut down, 2) I can’t remember the combos lol and 3), they’re not after Silent Kill. I know Jaytoo posted an XF1 jump loop after an air throw or Silent Kill, and I think that’s probably got the best meter gain.
I wanna post more, but I’ve gotta eat lol. BTW, this board is awesome, and I’m not being sarcastic.