The Penultimate: an X-23 Compilation Thread

Small-write up of general X-23 stuff that I copied from the X-23 thread I made over at Neoempire. I need someone to give this a going-over, not everyone’s gonna agree with this.

Another thing I should probably focus on is X-23’s general ground-game. It’s not included in this write-up, I plan to discuss it later, but I’d like to know what you guys do outside of close-range with her normals first.

** Strategy and overview**

[details=Spoiler]

X-23 is an extremely offensive character that’s highly dependant on assists since she has no safe ways of getting in and her moves are incredibly unsafe without being covered with assists. I can’t stress this enough. X-23 is a complete baby and needs Mummy(assists) to hold her hand. Without assists, she loses so much options. Once X-23 gets in, X-23’s offence consists of using specials like Mirage Feint to create left-right mix-ups and also, using Mirage Feint to push against Advancing Guard, so she can keep herself in. Another big part of X-23’s offence is punishing Advancing Guard attempts through heavy frame-advantage blockstring pressure, frametraps, delayed strings, ect in order to condition the opponent into not pressing buttons so she can set up more elaborate mix-ups. When X-23’s offence is combined with assists effectively, even more offensive options become available to you. Multi-hitting assists are very good for X-23 because they help pin down the opponent, allowing X-23 to set-up for mix-ups and her Level 3, Silent Kill, which is really important.

X-23 has low health, so trying to force your way in all the time can get you killed, but being inactive can also get you killed too if the opponent decides to start attacking, so try to stay evasive and space/poke the opponent. Due to X-23’s heavy reliance on assists, IMO, she’s best suitable as a point character. X-23 can be a decent 3rd character due to X-Factor+Silent Kill, but I’d advise against it because she has nothing backing her offence up.

Next up, I’ll go indepth into X-23’s overall strategy and techniques, separated into sections.

Mobility options

Dashing. X-23 has a very quick ground dash. If you can wavedash, that’s even better, because now you have more control over your dashes, can halt and block when you need to, and are able to get across the ground more rapidly. Forwards wavedashing with X-23 is really handy, in fact, wavedashing is really handy in general, so if you don’t use it/don’t know how to wavedash, definitely get it down.

**Neck Slice. **Neck Slice is good because it moves X-23 forward and has a large attack hitbox, so it’s decent as a midrange tool as well. If you throw out a non-charged Neck Slice that’s spaced incorrectly, X-23 can be punished on the ground with a throw and if the opponent air blocks an incorrectly spaced non-charged Neck Slice, they can punish with a full combo. If the opponent spaces themselves outside of Neck Slice range, they can punish it on whiff. Also, Neck Slice doesn’t have any invincibility, so she can’t use it to blow through attacks or projectiles.

X-23 can charge it up for more advantage and distance, but this leaves you open. So, the best way to make this move safe would be to cover it with an assist.

Talon Attack. Talon Attack pretty much turns X-23 into a flying attack box and not much is gonna stuff her out. They also give you various angles to attack from aerially and leave X-23 at a high advantage when blocked and if they connect, you get a free combo.

Talon L can be used like a traditional divekick to help yourself get in. Talon M makes you fly across the air horizontally, which is great for getting in and can be used to escape the corner at times. And Talon H sends you upwards at a 45 degree angle, which is useful for getting at people in the air, as well as escaping corners in some situations, as well as running away. Like said before, all versions can be tiger knee’d, so they can be done close to the ground.

Talon Attacks also don’t have invincibility, despite their active hitboxes, and also, you can’t block whilst performing them, leaving you vulnerable to projectiles and other stuff. Again, best to cover with assists, if possible, especially M Talon.

Mirage Feint. Mirage M makes X-23 hop a large distance. Mirage Feint H sends X-23 into the air, which I guess can be useful for avoiding low attacks. Mirage Feint M also warps behind people for a left-right mix-up. Really important you use assists for M and H Mirage Feint because they’re unsafe up close without them, in fact, they’re borderline useless without assists. Mirage Feints don’t have invincilibity either, so no passing through attacks and projectiles but you can hold Mirage Feint to make X-23 hitbox very low and you can completely duck under some projectiles that way(like Magneto’s L and M Disruptor.)

Walljump. Walljump is great for escaping corners as well as chasing after people who air tech forwards to try and leave the corner and air grabbing them. As long as there’s a wall, X-23 can perform a walljump, the wall doesn’t have to be specifically in the corner, it can be anywhere on the screen. A handy mobility tool for avoiding things on the ground as well.

Offensive options and mix-ups(this is gonna be long.)

You’re inside, where you want to be. What do you do now?

Mashing on a light attack: don’t knock it lol. X-23 can rapid fire both her standing and crouching L. They’re her fastest normals and if you score a hit, you can easily hitconfirm into a larger combo. Throwing(especially tick-throwing) is also a very solid option to help get past blocking, due to X-23’s heavy blockstring game and after a throw, you can mount an offence.

Mirage Feints: You can go for a mix-up with an assist backing up Mirage Feint M for an easy left-right mix-up. Very effective since the mix-up’s quick and hard to react to.

Without an assist, you can use Mirage Feint L, which leaves you at plus advantage(something like 7-8+, basically, you’re not gonna get beat out by a jab or anything) if cancelled from a normal. An example would be LMH>Mirage Feint L. This also serves as a frametrap if they decide to try and attack and you score a counter hit if they do.

You can use also Mirage Feint H during a string and an assist covering you for mix-ups too. For example, you can cancel into Mirage Feint H, which sends you up into the air for an overhead attack, and you call a low assist, like Wesker’s Samurai Edge assist for an unblockable. With a multi-hitting/lock-down assist like Ametarasu’s Cold Star, you can choose to do an overhead, or an empty jump into a low or throw.

Mirage Feint H also leaps over crouching opponents(keep an eye out for character sizes and hitboxes), and you can even cross up the opponent with a j.S. Again, cover Mirage Feint H mix-up attempts with an assist.

Finally, another mix-up you can do: the “fuzzy guard” instant overhead, found by Traumatisch:* "Turns out, X-23 has instant overheads on a lot of members of the cast by making use of fuzzy guard.*

For people who don’t know what fuzzy guard is, it’s a hitbox issue where characters that go from standing block to crouching block often still have a standing hitbox for a number of frames (the duration of blockstun imparted by the high/overhead move), even though the game recognizes the character in “crouching” status.

Now what this does is essentialy give a lot of character a Sentinel sized hitbox in this situation.

The easiest way to do it is using qcb + H and then use her j.B as late as possible to get as much blockstun as possible. Then do an instant jump forward B cancelled into Talon dive (j.d+H) and then cancelled into L Talon dive. When performed correctly, the fuzzy guard will make the jump forward B connect as an overhead, which lets you combo into the Talon attacks for a 3 hit combo, and any desired B&B aftwards.

This tech only works on characters with average or above average height, and then there are a couple exceptions (plus I havent tested on everyone)

Notable characters that it works on are ; Dante, Wesker, Dormammu, Trish, Magneto, Dr Doom, She Hulk, Phoenix, Thor, Viper, Hulk, Haggar, Taskmaster, Spencer, Akuma (not sure about the last two)

Notable characters that it (obviously) doesn’t work on ; Ammy, V. Joe, Wolverine, Felicia, Morrigan."

Talon Dive(down+H): This move is great for going over any crouching normals your opponent might be mashing during strings, if any and get a combo off it. Really good when done close to the ground. You can also create an extremely ambiguous crossup on crouching opponents; if you dash then use Talon Dive on top of them, you’ll cross them up, but you’ll stay in front as if you never crossed them up at all. It’s impossible to see, your opponent has to be aware of the set-up beforehand. This compensates for a lack of a quick overhead, because once your opponent becomes aware of this, they’ll most likely start high blocking, but that leaves them open to lows.

If your opponent tries to jump away, or is somehow air throwing you out of this(they’d have to be pretty godlike to be able to do that, either that or you’re doing your dives too high/too blatantly), you can option select Talon Dive by doing df+H. This way, if they try to jump/airthrow, you’ll either air throw them, or tech their air throw.

You also have X-23’s command grab, Decapitating Slice. You can pretty much throw it out there during strings or whatever, but again, have an assist covering, ESPECIALLY for this move, otherwise if you miss and you haven’t got cover, you’re going to die. The move is horrendously punishable if it misses. If it connects, it’s all good and you get a free combo. Keep in mind that you can’t get long combos after the grab, because hitstun decay kicks in fiercely.

You can also grab someone during blockstun, if used with a multi-hitting assist after a string: [SIZE=12px][FONT=tahoma]http://www.youtube.com/watch?v=JEtqr6wTC9A[/FONT][/SIZE]

Mirage Feint Cancelling(MFC for short): This is one of X-23’s greatest strengths. Like mentioned above, X-23 can cancel Mirage Feints with S when they’re held. But, you can apply MFC to X-23’s normals and special cancel them with it. By doing this, you shorten the recovery of your normals greatly, on block, hit or whiff and return yourself to a neutral position.

So, for example, let’s take X-23’s standing H and apply MFCing to it. You can near enough rapid fire it. Due to the shortened recovery, the lag on the move on whiff is removed because you recover instantly, so it can’t be whiff-punished. On hit, it launches, but since you’ve cancelled the recovery, you can easily hitconfirm off it with more follow-ups than you’d normally be able to without MFC. On block, due to the shortened recovery, the move leaves you at +11 on block. So, you now have a long range poke you can throw out there that’s safe and if it connects, you can easily hitconfirm off it into a combo.

During a string, it’s also possible to cancel normals like st.H before they even hit the opponent. This is really nasty.

When using MFC, L Mirage Feint is the quickest to use I’m told. So best to cancel with that.

**Here are the core MFC strings. **

  1. st.H>qcb+L~S. See the MFC example.

  2. M(1 hit), H>qcb+L~S. This blockstring is completely tight. If guarded, the opponent must Advancing Guard, otherwise they’ll be locked in blockstun forever. X-23’s best string up-close. You also have the option of cancelling st.H before it hits the opponent.

  3. L,M>qcb+L~S. Leaves you at +6 on block. If it connects, you can combo off it.

**Getting around Advancing Guard. **

The opponent pushes you back out with Advancing Guard. What do you do?

L and M Mirage Feint are all good for getting back in your opponent’s face. L’s completely safe assistless, but doesn’t cover as much distance, whilst Mirage Feint covers more distance, but is completely unsafe without assists. You can also decide to (wave)dash right back in there.

Talon Dive(down+H) is great up close because if Advancing Guarded, the pushback is very minimal, so you still remain close to your opponent.

Decapitating Slice(command grab) also gets you back in there and can grab the opponent as they recover from their Advancing Guard animation. This is most effective in the corner.

**Punishing Advancing Guard attempts. **

Like mentioned before, X-23 can make great use of blockstrings with high advantage and delayed strings to score counterhits off Advancing Guard attempts. Remember that a failed Advancing Guard comes out as either an M or a H, depending on the buttons used for it so you’re basically trying to force the opponent to get a failed Advancing Guard scenario and punish them for it(for SF4 players, think of it like trying to punish crouch teching.)

If an opponent is crouching and trying to Advancing Guard, Talon Dive is great to use because Talon Dive will leap over their failed Advancing Guard attempt during a string and punish it, leaving them open to a combo. If they Advancing Guard it high, they could get a backdash due to them pressing two attack buttons and back, which you can also punish. You could also do the same with a tiger knee’d Talon Attack L.

Another way to force failed Advancing Guard scenarios is to use Mirage Feint Cancelling(MFC) to cancel H before it hits the opponent during a string.M(hit)H>Mirage Feint cancel is great for this. For starters, not many people will Advancing Guard the first hit of anything. They’ll do it on the second hit, usually. So, they block the M, that’s one hit, and they’ll go to Advancing Guard the second hit. But nothing happens because you cancelled H before it even connected, so they couldn’t Advancing Guard it. If they did try to, they’d get an M or H because it failed. So, you can score a counter off their failed Advancing Guard attempt, or you can simply throw them out of their attempt.

The downside to using MFC for that purpose is that it isn’t tight, so the opponent could interrupt you with L if they’re mashing. But due to X-23’s blockstring offence, the opponent puts him/herself at risk of eating a counter-hit combo. It’s all about conditioning your opponent not to push buttons, so you can go for riskier mix-ups.

**Setting up Silent Kill. **

For Silent Kill, the most common way to set the move up is to do it on someone’s entry either after a snapback, or if you’ve killed a character and their next one’s coming in. You can make this inescapable on almost everybody by using a multi-hitting assist like Dante’s Jam Session. Not even Phoenix can escape it. Sentinel can escape it using his Hard Drive hyper, somebody else might be able, but can’t remember right now.

You can also combo directly into Silent Kill after activation using assists too. You can even use it during your assisted mix-ups. Use an assist to lock your opponent down while you have Silent Kill activated, and go to town. This is why Silent Kill’s such an extremely powerful hyper, you can use it in combos, for inescapable set-ups on character’s entries, to turn your strings and mix-ups into inescapable unblockables and so on. Definitely master setting up Silent Kill, it’s easily one of the cheapest things about X-23, if not the cheapest.[/details]

I’ll do Super Skrull (partner sections)
I’m not sure what the DHC thingies mean in Kra’s guide on Dorm (-) (+) but I assume it means many factors something like

(+) = Safe to DHC in or great chip dmg to kill something and thus making it safe. Possibly DHC’d into an invicible assist ignoring full screen supers/etc
(-) = Not safe to DHC in on a blocking opponent thus meaning punishes, ToDs, whiffs, etc. or the like. Also may not cause enough chip to kill anything.

oh yeah if I left something out let me know! I don’t bite ha!

Super Skrull(partner)

[details=Spoiler]

Skrulls Assist

•Stone Smite: Allows X23 to relaunch off a wall bounce from ankle slicer. Works everywhere, though range gets specific coming off a H CS into L Talon outside corners.

•Orbital Grudge: Allows X23 to WXP off an ankle slicer in a corner. This can actually be done anywhere, but the timing gets tricker outside corners because of the hitstun recovery. You will have to cancel the WXP on the FIRST frame hit of ankle slicer, and even then, you still may whiff. Not recommend. Good for RTing ending combos.

•Tenderizer: Allows X23 to relaunch off ankle slicer from corners. One of the best assist used for her Silent Kill/Dirt Nap, and sets up well on the majority of the cast outside Sent Hard Drive/Morrigan Darkness Illusion/Phx Flame.

X23 to Super Skrull DHCs

Rage Trigger -> Skrull Torch (-) (+)
Rage Trigger -> Inferno (-)
Weapon X Prime -> Skrull Torch (-) (+)
Weapon X Prime -> Inferno (-)
Rage Trigger -> Death Penality (-)
Weapon X Prime -> Death Penality (-)

Super Skrull to X23 DHCs

Skrull Torch -> Rage Trigger (-)
Skrull Torch -> WXP (-) (+)
Inferno -> Rage Trigger (-)
Inferno -> WXP (-)
Inferno -> Silent Kill (+) (-)

General Tips: Always try to have X23 in front of Super Skrull, the DHC options are better and X23 gains more advantages from his assist and possible anchor support. You can do airthrow resets off Orbital Grudge with the correct timing, but more than likely you will run Tenderizer to compliment X23’s unescapable Dirt Naps and possibly killing what would otherwise be a major threat to X23.[/details]

Deadpool

Deadpool(partner)

[details=Spoiler]

Deadpool Assist

•Quick Work: Can be linked with a simple ABC combo into charged ankle slicer, which can further be comboed with her 2 hit m string. Cannot be OTG with her from what I’m seeing.

•Katana-Rama!: Allows X23 to relaunch from anywhere.

• Trigger Happy: Can be linked with a simple ABC combo, then jump to do another ABC combo into Talon L. You can further use her 2 hit M string from when you land off Talon L and continue the combo.

X23 to Deadpool DHCs

Rage Trigger -> Happy-Happy Trigger (+) (-)
Rage Trigger -> Cuttin’ Time (-)
Weapon X Prime -> Happy-Happy Trigger (-)
Weapon X Prime -> Cuttin’ Time (-)

Deadpool to X23 DHCs

Happy-Happy Trigger -> Rage Trigger (-)
Cuttin’ Time -> Rage Trigger (-)
Happy-Happy Trigger -> WXP (+) (-)
Cuttin’ Time -> WXP (-)

General Tips: If anything, you should always be running his Katana-Rama for the OTG relaunch. No amazing DHC options outside the Trigger links, but they still work well together.[/details]

Dormammu

Dormammu(partner)

[details=Spoiler]

**Dormammu Assist: **

•Dark Hole: Allows X23 to relaunch the majority of the cast, but within corners has different hitboxes varying the character.

•Purification: Good for cornered dirt naps, not much use anywhere else.

•Liberation: Can OTG anywhere, but ONLY off certain formulas. Not useful ouside of that.

3 Power of Destructions (OTG anywhere)
3 Power of Creators (just don’t use this…)
2 Power of Destructions, 1 Power of Creator (can OTG)
2 Power of Creators, 1 Power of Destruction (can relaunch, but the timing is very strick off the last hit of a comet)

X23 to Dormammu DHCs

Rage Trigger -> Choatic Flame (+)
WXP -> Choatic Flame (+)
Rage Trigger -> Stalk Flare (+)
WXP -> Stalk Flare (+)
Rage Trigger -> Dark Dimension (-)
WXP -> Dark Dimension (-)

Dormammu to X23 DHCs

Choatic Flame -> Rage Trigger (+) (-)
Choatic Flame -> WXP (+) (-)
Stalk Flare -> Rage Trigger (+)
Stalk Flare -> WXP (+)
Stalk Flare -> Silent Kill (+)
Choatic Flame -> Slient Kill (-)

**General Tips: **Dorm is Top 5 character pairing for X23. Generally go with Dark Hole for the instant relaunching for X23, because buffed liberation assist are gimmicky at best. Dark Hole has a spaced hitbox so if X23 doesn’t cover Dorm well you could find yourself in a nasty situation. Liberation isn’t very practical, but generally it will be used to setup dirt naps from talon dives. As with any character really, Dorm’s DHCs options cause great dmg and chip. You should easily break 600k or 700k with this tandom.[/details]

Fixed some typos and removed the DHC glitch set-up from my write-up(since the glitch is gone.)

I have more combos to post, but this site keeps logging me out all the fucking time. :frowning: I’ll do it tomorrow.

Good shit Ephidel and Ryuga. I’ll get those put into place tonight. As far as the symbols for the dhcs, on the first page of the match-up thread there’s a legend for those.

Hyper Combo Synergy Legend:
(+) - The DHC can occur in full with either no or little damage lost from most positions.
(~) - The DHC requires strict timing, is inconsistent, or may not function under heavy hitstun decay.
(-) - The DHC is not possible without sacrificing considerable damage on one of the hypers.
© - The DHC only takes place when the starting hyper combo takes place in or near a corner.
(b) - The DHC can allow a hyper which would normally not connect alone due to travel time to do so.
(f) - The DHC does not connect on its own, but a second DHC can make the hypers connect.
(u) - No direct damage-based connection takes place, but your new point is left in a profitable situation.

I’ll just put your guys in as you have them and if you think the symbols need to change, I’ll update them later.

Ninja Edit: Also…I’ve been reading through the backlogs of the combo thread…Makes me miss the old x-23 where she could ground combo for days just for the hell of it. Also kinda sad seeing all the old people that used to be regulars on the forum slowly disappearing, lol. I think we may be the last of a dying breed, fellas.
Seriously though…I don’t know if there much of anything we can salvage from the old combo thread since EB never did any post-vanilla updates and I don’t think hardly anything from vanilla made it out unchanged. What are everyones thoughts on including the guide combos on the thread?

Guide combos? Yeah, that’s a good idea, since the guide combos had some good basic ones. However, I know the guide makers are wary about people posting guide information due to them wanting people to buy the guide, but since it’s been some time since the guide passed, I dunno how they feel about it now.

And as for salvaging the UMVC3 combos, don’t worry, all the new combos start from page 11 haha.

Yeah, I’ve been running through and picking some of them up. We’ve mostly been focused on CS>TA loops since ult tho. Funny how everyone agrees they’re not very match practical but everyone’s in the lab trying to fine more stuff with them (including me >.>).
I have found some really dirty corner okis with Cart assist. There’s a really ambiguous 50/50 if they neutral or back tech and you have time to react to a front tech for a 50/50 mf l/mf m mixup coming at them from either side, too. I’ll try and do a vid for it sometime soon. Also, if you land a crossup that puts X-23’s back to the corner you can go into a raw Rage Trigger>Cart Super>S relaunch or snap for a frank level up. I don’t think it works on the whole cast and the timing is specific since the opponent has to be at the right height but I think it might be a nice alternative to other options.
For anyone that hasn’t messed around too much with it, when you otg with a charged ankle slicer they’ll immediately tech roll when they hit the ground making your wake-up mix-ups a lot more consistent timing-wise.

I just got 880k with slight Mashing. Still haven’t implemented the down+H in my X-23 loop. If you do it right you can probably get 900k+, which is pretty nice for 2 Meters imo. Even more when IF’s damage boost is activated beforehand which is unlikely.
Also I took out the Crescent Heel assist, dont think the 10k or something extra damage you get make it worth picking CH over the flying kick assist in an actual match. IF’s flying kick is actually great for Laura and Crescent Scythe is great for IF, both for about the same reason.

I’ll do the IF Assist thing once I’ve experimented a bit more.

Also, Ryuga, can you spoiler that general gameplay post? And can we spoiler long replys in general? I don’t wanna have to scroll for 5minutes just to get to the bottom of the screen =P

I’ll try Doom. Have I done this correctly? I find the DHC bit fairly confusing and I’d appreciate some corrections. Also, I have to admit I don’t have nearly as much experience with the other two assists as I do with Plasma Beam, so the information on them isn’t nearly as fleshed out.

Dr. Doom(Partner)

Spoiler

Dr. Doom Assists:
[LIST]
[]Plasma Beam: As expected, a great tool for outside of combos. Can be used to help X-23 rushdown with its long blockstun, create left/right mixups and negate some of the worse matchups, either by countering some zoning or by running away. Most importantly Plasma Beam can cover some of her risky or unsafe specials, such as L Talon Attack or the Slice attacks. Thanks to her M Talon Attack and wall jump, she can complement the space covered by the beam as well as protect the assist as somewhat of a “front liner”. A random beam hit can easily lead to a low damage combo thanks to X-23’s fast ground dashes - she can even wavedash fullscreen starting from the assist call to the end of active frames on the beam. Inside of combos, however, it has no particular use, does not allow relaunching nor help tagging WXP instead of Rage Trigger.
[
]Molecular Shield: Because of the positioning taken by Doom when called, it’s hard to use it as a pressure assist. Also covers quite a bit of space when the rocks get launched, but generally not as useful as the beam. It’s better for combos, however, allowing her to tag WXP (which does slightly less damage than Rage Trigger, but is easier do DHC out) and dealing less hitstun scaling than the other two assists.
[]Hidden Missiles: A nice assist to cover X-23’s moving specials, allowing a little bit of recklessness and some good pressure, as well as disrupting the opponent’s zoning or keepaway. Since they OTG and leave the opponent on hitstun for a considerable time, with proper combos she can relaunch or even finish a combo with Silent Kill. Also allows for Silent Kill setups outside of combos fairly easily, with some planning.
[/LIST]
Dr. Doom to X-23 DHCs:
[LIST]
[
]Sphere Flame -> Rage Trigger (-) (doesn’t connect)
[]Sphere Flame -> Weapon X-Prime (-) (doesn’t connect)
[
]Sphere Flame -> Silent Kill (-) (doesn’t connect)
[]Photon Array -> Rage Trigger (-)
[
]Photon Array -> Weapon X-Prime (-) (b)
[]Photon Array -> Silent Kill (-)
[
]Air Photon Array -> Rage Trigger (+)
[]Air Photon Array -> Weapon X-Prime (+) (b)
[
]Air Photon Array -> Silent Kill (~) ©
[/LIST]
X-23 to Dr. Doom DHCs:
[LIST]
[]Rage Trigger -> Sphere Flame (+)
[
]Rage Trigger -> Photon Array (-)
[]Rage Trigger -> Doom’s Time (-)
[
]Weapon X-Prime -> Sphere Flame (+)
[]Weapon X-Prime -> Photon Array (+)
[
]Weapon X-Prime -> Doom’s Time (+) (~)
[/LIST]
General Tips and Tricks:
[LIST]
[]It’s generally best to have X-23 backed up by Doom than the other way around. He does make use of her assists (Ankle Slice, for example, allows easy unblockables on the ground), but Doom’s help X-23 more.
[
]As stated, some assists can be used to help fighting against zoners, but not just as assists, but also as Crossover Counters! People bothering you with projectiles might get surprised by a timely, fast Plasma Beam when they least expected an assist.
[]Doom’s assists are incredibly useful, but are also fairly slow. For specific mixups, it might require some forethought and some actions planned in advance to get timings right (for example, Plasma Beam and then M Mirage Feint leaves a great gap in timing that allows the opponent to easily react. To make these fit together better, they need something in between that takes some time, even if just a simple dash).
[
]Therefore, it’s easier to make good use of these assists to help her movement and neutral game rather than to use them for her mixup game. Call them, spam them, make the opponent completely annoyed with this duo.
[]Random gimmick: Plasma Beam, instant Falling Claw and then Silent Kill catches people off guard and is hard to avoid (but not guaranteed). The blockstun on the beam even allows X-23 do dash back in if the FC gets pushblocked.
[
]Random gimmick 2: Full screen Air Photon Array DHC into Silent Kill does create opportunities for full screen unblockables, provided you can assuredly move to any point of the screen invisible and on time (full dashes and M Mirage Feint help covering lots of ground space without losing yourself). Just don’t do it against teleporters.
[/LIST]

Derp, I’m glad this was done. Sorry I dropped off the face of the earth guys, its just that my scene completely died out once Ultimate came out so i focused more of my time on other games and whatnot… i WAS planning on updating the thread, its just that i always forgot about it.

either way good shit Merkyl. I have a file with all the ultimate info compiled in it (that I was gonna eventually post it… again sorry guys -_-), it’ll fill out a good amount of the Strategy section parts… I’ll PM it to you in a bit.

So where is the ultimate X-23 thread?
Why would I want one that’s second best?

Because this is X-23, she’s the second best at what (everything) she does.

… placing second in 90% of the tournaments I go to is painful. But I guess it’s suitable, too.

thx I knew there was a legend somewhere! I’ll have to go back and update my info, but to speed this up maybe I’ll just list the possible DHCs X23 and [said character] can go into. I start another semester of school tomorrow, but when I have time I’ll do more characters that are still open.

EDIT: Oh opps looks like Merky edit up some things thx! All that’s left is to correct the (+) (-) appre. through more testing.

EB had already made ‘The ultimate X-23 Thread’ but like you can see from his post it just never got updated. So I went for the second-best for the time being. If people have better names, shoot em’ at me and I’ll update it if everyone likes one. I was more interested in getting the info put up than the name, though. Lol.

Yeah, I didn’t want to step on any toes by making it but a lot of use felt like we needed to get started on it. I def. appreciate any info you have and I’ll make sure you get credit for it. :stuck_out_tongue:

awesome job here! can’t wait to get back in the lab with X-23 my favourite from vanilla

Okay, so got the Approach section pretty much put together with help from Ryuga. I wouldn’t hate getting a few more eyes on it and seeing if there’s anything that should be added/changed/etc. (It’s on Strategy, Page 2 for anyone that hasn’t looked through the thread yet.)

Also, who do we pester about getting this stickied?

If no one else has done it yet, I can help with the Haggar section to some extent but I have to wrap my head around what the notation definitions

Yeah, we don’t have a haggar yet so I would appreciate that.

For the most part (+) is if the DHC works great every time and you can connect without DHC’ing early and losing damage. Some examples off the top of my head of + DHC’s would be Rage Trigger > Sphere Flame/Legion Arrows (Up)/Inferno. I can’t think of a great example for (~) since X-23 is pretty hit or miss on her DHC’s. If there was a DHC that only connected off the 2nd to last hit of Rage Trigger if they sometimes air teched off the last hit if you DHC’d a fraction of a second late then (~) would apple. (-) is pretty much everything else that either flat out doesn’t work or only works if you cut it short (Rage Trigger > Million Dollars/Franks Cart Super). © is pretty self-explanitory, just any DHC that’s corner only. I don’t think we’ll see very many of these with X-23, but there’s probably a few out there. I think (u) is the only other one that we’ll see a lot of. Those would be any of the dhc glitch-style DHCs. (WXP > Veil of Mist).

I don’t think we’ll see a lot of (b) or (f) with X-23 but (f) would be a circumstance where you can’t connect with rage trigger or WXP but you could DHC into a second combo that would connect. I’m pretty sure (b) really only applies to a few projectile supers but if there’s a situation where the spinning knockdown on WXP makes it possible for a wierd dashing hyper or slow projectile hyper to connect then (b) might apply.

Too lazy to separate notations from posts right now, so sorry lol.

Here’s a list of MFC combos from Moonless:

And some assist stuff from Sakeido: [media=youtube]TntQeb2EitU[/media]

When I stop being a lazy fuck, I’ll sort out the notations, so sorry. :frowning:

Oh yeah, one tip about Crescent Scythe Loops that you guys will like a lot! Just found out it out right now and it’ll make them MUCH easier.

You don’t have to TK each Crescent Scythe, you only need to TK the first one to put the opponent high enough for the 2nd Crescent Scythe into Talon to hit without being TK’d. So for the last Mirage Feint combo, remove uf from the the 2nd L Crescent Scythe before the launcher please.