Matchups
A Word:
All advice is provided without consideration of assists; this is undesirable yet a necessary limitation.
All comparisons are organized alphabetically. Each potential opponent’s section is divided between his or her normals, specials, and hypers. The perspective taken is your opponent’s options, and then what options you have for responding, either pre-emptively or after the fact. If an “X” is in place of a normal attack’s notation, then the valuation applies to all normals of that type.
For testing against throw/melee/limited range hypers, the results are always done from within the opposing hyper’s range; obviously, any hyper loses when performed outside of its range of attack. If X-23 can beat a hyper in any way, I will list the situation. Otherwise, I will list the opposing hyper as absolute victor in the contest, meaning that it will be victorious even when performed during X-23’s cinematic.
For additional information about the testing methods used, please see the below sections:
Testing Between Normals
Spoiler
Spacing:
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I set the CPU to repeat an action, with a small break between attacks so I can slightly alter positioning.
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I place X-23 outside of the opposing attack’s range.
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I attack with X-23 repeatedly while inching him closer each time, while always providing the opposing character an opportunity to attack between each test.
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The first attack to connect between the two is listed as the victor; the experiment is repeated several times more to ensure accuracy.
Speed:
All data comes from the Brady Games guide’s frame data, and is then verified by me through placing both characters at point blank range and starting their attacks simultaneously; several tests are run to ensure the results are accurate, and not simply due to my own error.
Moving Normals:
Some normals alter a character’s hitbox. Unless the attack is clearly outranged by X-23’s listed response during all stages of the attack, I list them as equal to each other, and make an (RND) notation. Against attacks that last until a character reaches a certain position, such as Wolverine’s Dive Kick or Captain America’s Charging Star, the attack is performed at a variety of positions and distances, and only the question of whether X-23 can outrange these attacks when given proper timing is addressed, since you are unlikely to have to beat them in a battle of startup frames.
Rage Trigger Testing Explanation
Spoiler
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I use the opposing character’s hyper at the maximum distance at which it can affect X-23 if it is successful; during the opponent’s cinematic screen, I input Rage Trigger. If Rage Trigger wins, I list the hyper as < Rage Trigger (CIN, FAR).
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I use the opposing character’s hyper at point blank range; during the opponent’s cinematic screen, I input Rage Trigger. If Rage Trigger wins, I list the hyper as < Rage Trigger (CIN, CLS). If Chaotic Flame also won in 1), then I simply list the hyper as < Rage Trigger (CIN).
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If Rage Trigger lost in either 1) or 2), the reverse is attempted. Rage Trigger’s input is made in the yet-to-be-determined situation(s), and then the opponent’s hyper input is made during its cinematic. If the opposing hyper beats Rage Trigger, then it is listed as > Rage Trigger.
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If the opposing hyper lost in 3), both hypers are attempted simultaneously; the victorious hyper is listed as superior to the opposing one, and an (RND) notation is assigned. The Brady Games frame data is used for verification of the results.
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If other results were found during the experiment, such as damage trades occurring, they are listed.
Weapon X-Prime Testing Explanation
Spoiler
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I use the opposing character’s hyper at the maximum distance at which it can affect X-23 if it is successful; during the opponent’s cinematic screen, I input Weapon X-Prime. If Weapon X-Prime wins, I list the hyper as < Weapon X-Prime (CIN, FAR).
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I use the opposing character’s hyper at point blank range; during the opponent’s cinematic screen, I input Weapon X-Prime. If Weapon X-Prime wins, I list the hyper as < Weapon X-Prime (CIN, CLS). If Weapon X-Prime also won in 1), then I simply list the hyper as < Weapon X-Prime (CIN).
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If Weapon X-Prime lost in either 1) or 2), the reverse is attempted. Weapon X-Prime’s input is made in the yet-to-be-determined situation(s), and then the opponent’s hyper input is made during its cinematic. If the opposing hyper beats Weapon X-Prime, then it is listed as > Dark Dimension.
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If the opposing hyper lost in 3), both hypers are attempted simultaneously; the victorious hyper is listed as superior to the opposing one, and an (RND) notation is assigned. The Brady Games frame data is used for verification of the results.
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If other results were found during the experiment, such as the two hypers negating each other, they are listed.
Silent Kill Testing Explanation
Spoiler
As of right this moment I’m not sure how we’re going to treat Silent Kill testing so we’ll come back around to this at a later date. It does has invincibility frames but since it activation doesn’t come with any countering hit box I’m at a bit of a loss if there’s anything to test.
Why (RND) Is Used
Spoiler
When considering which hyper wins in a direct confrontation, it would be disingenuous to simply say the faster hyper wins. For example, Rage Trigger takes a total of 15 frames before it is on screen and dealing damage. Shinkuu Hadoken takes 19 frames before it is on screen and dealing damage. While, technically, Rage Trigger can beat out Shinkuu Hadoken, in practice the human body is simply not able to identify and respond to the flash animation within those 4 frames. In practice, it is more honest to say that whichever hyper begins first will win.
So, in all situations where the outcome is dependent on when the second hyper was started pre-cinematic, I will list the faster hyper as being superior, but I will also add the (RND) label to signify that, in practice, the first player to input his hyper command often wins, and there is a good deal of “randomness” involved. The data used for determining the faster hyper comes from the results of my own attempts to activate both hypers simultaneously, and is then checked against the Brady Guide to ensure I am not in error.
What (FAR), (CLS) and (TIM) Mean
Spoiler
If two conflicting hypers have two results, with one listed as (FAR), and the other as (CLS), it simply means that, at a certain distance between the two characters, the relationship between them changes. Due to the large number of positional possibilities in the game and a lack of coordinates for communication, this is all that can be said. What (CLS) means is generally pretty obvious, but (FAR) can contextually mean anything from full-screen to just a few steps away from your opponent’s character. While this is not entirely satisfactory, there is simply no way to communicate the distance between two characters objectively.
To complicate matters futher, all of X-23’s Hypers have varying degrees of invincibility. In situations where a hyper has be used with specific timing to beat an opposing hyper it will be marked as such. Notes will be added if the best time to punish is not readily apparent.
General Matchup Legend:
(>) - The move in front of this symbol is superior to move(s) behind it in some fashion.
(<) - The move in front of this symbol is inferior to move(s) behind it in some fashion.
(=) - The move in front of this symbol is equal to move(s) behind it in some fashion.
Conditionals:
(WHF) - This relationship only holds true if the move in front of the symbol whiffs.
(BLK) - This relationship only holds true if the move in front of the symbol is blocked.
(FNT) - This relationship only holds true if the move in front of the symbol approaches from the front.
(OHD) - This relationship only holds true if the move in front of the symbol approaches overhead.
(CLS) - This relationship only holds true when you are close to your opponent.
(FAR) - This relationship only holds true when you are far from your opponent.
Matchup Normals Legend:
(RNG) - The expressed relationship is in regards to range.
(SPD) - The expressed relationship is in regards to start-up speed.
(TRD) - The two normals generally trade when both are spaced properly.
(RND) - Shifts in the opposing character’s hitbox render the spacing largely irrelevant.
Matchup Specials Legend:
(NEG) - The superior move is able to negate the inferior one entirely.
Matchup Hypers Legend:
(CIN) - The expressed relationship exists when your input is performed during your opponent’s cinematic.
(TIM) - The expressed relationship exists when the input is timing specific in order to beat a hyper with Rage Trigger’s/Weapon X-Primes invincibility frames.
(RND) - The equals sign here means that the hypers are close enough that the first input generally wins.
(NEG) - The equals sign here means that the hypers cancel each other out completely.
(TRD) - The equals sign here means that the two hypers will trade.
Matchup Combos Legend:
(WHF) - This attack string will whiff against your opponent.
(HIT) - This attack string will hit against your opponent.
(FEW) - Only a few hits from Dormammu’s attack will connect with your opponent.
(BLK) - This relationship only holds true when the attack string is blocked.
(CRH) - This relationship only holds true when your opponent is crouching.
(SND) - This relationship only holds true when your opponent is standing.
Notation Examples
Spoiler
I will replace these with X-23 specific examples at a later date but, for illustrative purposes, all of these work fine.
Dante:
•j.S > c.X (RNG)
Dante’s jumping S outranges all of Dormammu’s crouching normals.
Tron Bonne:
•Servbot Takeout < Chaotic Flame (CIN, FAR)
With enough space, Chaotic Flame will beat Servbot Takeout during its cinematic screen
C. Viper:
•Viper Full Throttle < Dark Dimension (RND, CLS)
•Viper Full Throttle = Dark Dimension (RND, NEG, CLS)
•Viper Full Throttle < Dark Dimension (CIN, FAR)
At close ranges, Dark Dimension will tend to beat Viper Full Throttle if it is input first. If the inputs are close enough, and both characters are close, Viper Full Throttle and Dark Dimension will not interact at all due to their invulnerability frames. After a certain distance is achieved between the two characters, Dark Dimension will beat Viper Full Throttle when the input is made during her cinematic.