The Penultimate: an X-23 Compilation Thread

Okay, I think I’m caught up on all of the contribution posts. Sorry if I missed someone, just shoot me a reminder PM and I’ll get it put up. At this point all of the groundwork is done. All of the frame and damage data has been put in (finally got the assists added in.) We have 4 or 5 teammates added in/on the way (I’ll handle frank and felicia soon). The combo/gameplay vid section is slowing coming together and the combo portion is starting to get fleshed out. Keep all the great info coming in guys! Let keep this momentum going!

@radicalM1nd, as soon as I figure out where we’re putting it, I’ll get your IF/X-23 combo added in too~~

Thank you, Ryuga, for posting my combos. I wanted to do it myself, but I wanted to check the damage with MH MFC H instead of MH MFC MH and I’ve just been a bit too lazy to actually do it.

Merkyl, the damage you posted for my first combo (in other words, advanced combo 4)) is incorrect. It deals 627 900 damge.
The 685 300 damage comes from a different, corner only combo:

Spoiler

:m::h:, MFC, :m::h: xx :qcb: :h:, :m::h:, :dp::l: xx :qcf::l:, :dp::l: xx :qcf::l:, :m::h::s:, :m::m::h::d::h: xx :dp::h: xx :qcf::l:, :qcf::m:(OTG), :qcf::atk::atk:

**Firebrand **

[details=Spoiler]**Firebrand Assist: **

•Hell Spitfire: Excellent assist and arguably the best assist for X-23. Depending on combo length, this assist leads to an OTG relaunch, allow for WXP after an Ankle slice, or set-up the enemy for a reset. When Firebrand is in Luminous Body, this assist can OTG on its own without the need for Ankle Slice.

•Demon Missile (M): Poor-man’s one-hit beam assist, except Firebrand is not invincible nor has any durability points.

•Demon Missile (H): Trajectory is similar to Pendulum (Log Trap), except this doesn’t wall-bounce nor is it unbloackable. Might be good for zoning if you need to cover some vertical space for jump-happy enemies.

X23 to Firebrand DHCs

Rage Trigger -> Dark Fire (-)
Rage Trigger -> Luminous Body (u)
Rage Trigger -> Chaos Tide (u)

WXP -> Dark Fire (+)
WXP -> Luminous Body (u) [on hit only]
WXP -> Chaos Tide (u) [on hit only]

Firebrand to X23 DHCs

Dark Fire -> Rage Trigger (-)
Dark Fire -> WXP -> (-)

**General Tips and Tricks: **

tl;dr version

  • Get opponent to the corner using Firebrand
  • Use Firebrand assist for the reset or combo extender
  • Save that meter for Silent Kill

Looking at the DHC options above, your options are very limited when Firebrand is on point and you want to DHC into X-23. Dark Fire, which does good damage on its own, pushes the enemy up and away from Rage Trigger or WXP’s range if not DHC’d early enough. Even when X-23 is on point, the only time you’d get a decent DHC combo is if you end X-23’s BnB with a WXP.

What Firebrand excels at is taking the enemy to the corner, which he can do from almost any hit-confirmed normal from mid-screen. From there, I usually TAC to get X-23 in, which can you have at least 3 opportunities from any FB BnB. From the corner, his Hell Spitfire assist really shines. His spitfire assist actually has pretty heavy hit-stun decay but that actually benefits X-23 because the assist serves three functions for her in different scenarios.

After a decently-long combo, hitting Ankle Slice and the FB assist will cause the assist to hit twice, and the opponent teching almost exactly after the second assist hit. This gives X-23 three options:
a) jump and air-throw after the reset (will catch them teching forward, back, or neutral),
b) jump and start a new combo (j.M, j.H, qcf+L, ground BnB) , or
c) finish the combo with a WXP (must be done as soon as Ankle Slice hits).

The go-to choice is the air-throw since it’s at the perfect height for X-23 to Ankle Slice with another assist for a relaunch combo. This leads to the exact same situation for X-23 where she can call the Firebrand assist again!

Unless Luminous Body is active, you can only OTG relaunch on shorter combos with the help of Ankle Slice(no MF loops). With Luminous Body on, you can use Head Slice instead as the assist will come out fast enough before the opponent can recover. You’d want to mix-up with short and long combos to keep the opponent guessing whether he can tech after the FB assist.

Ideally, you’d kill the opponent in the corner with X-23 and have at least 3 bars. With Firebrand, this scenario happens often enough. This allows you to activate Silent Kill which almost guarantees a dead character coming in. If the enemy has only one character left, and it’s NOT Sentinel, you’ve pretty much won that round if you don’t mess up the Silent Kill setup.

Flip-note: Firebrand doesn’t get much from X-23 aside from the TAC exchange. However, there is the off-chance that you hit an assist and take them along for Firebrand’s BnB. In that case, X-23’s ankle slice assist can allow FB to relaunch both characters if done after the air MMHS. Otherwise, Firebrand can control space better with a beam-assist character.[/details]

Tron Bonne

[details=Spoiler]
Tron Bonne Assists:
a - Bonne Strike: Tron does a short drill attack. Generally unremarkable, no special attributes other than multi-hitting - but basically everything it’s good for, Gustaff fire works as well.

b - Gustaff Fire: While it no longer retains the godlike invincibility from vanilla, this assist is still very useful since it comes out fast, has good range, and a good angle. Works well for M-feint mixups, corner pressure, and incoming mixups. Not too great defensively, except when used as a Crossover Counter, which retains its Vanilla invincibility.

c- Bandit Boulder: Unlike Tron’s command special, this assist has her throw the boulder fullscreen. Works well as a general projectile assist, as the boulder actually has relatively high durability (10 low durability points). Since it’s a two-part move, the startup for the actual projectile is a bit slow. Can be used to relaunch from a fast air combo midscreen (like Unibeam), and allows X-23 to OTG into WXP.

Tron Bonne to X-23 DHCs:
Lunch Rush -> Rage Trigger ©
Lunch Rush -> WXP (+)
Lunch Rush -> Dirt Nap (+)
King Servbot -> Rage Trigger ©
King Servbot -> WXP (~)
King Servbot -> Dirt nap (+)

X-23 to Tron Bonne DHCs:
Rage Trigger -> Lunch Rush (-)
Rage Trigger -> King Servbot (f)
WXP -> Lunch Rush (+)
WXP -> King Servbot (f)

General Tips and Tricks:
Tron Bonne herself can benefit greatly from X-23’s ankle slice assist to both set up unblockables, and allow for high damage combos.

A DHC from Tron’s hyper into Dirt Nap gets you very high guaranteed damage, but is generally a poor use of meter unless going for the last kill. A very notable exception is vs. Phoenix - If Tron can kill Phoenix using Lunch Rush, Phoenix will be stuck in blockstun after transforming into Dark Phoenix. Take advantage of this by DHC-ing into Dirt Nap for a guaranteed instant-kill.


[/details]

Chun Li

[details=Spoiler]

*** Chun Assist:***

•Kikoken: Slow moving fireball with low durability points.

•Tenshokyaku: Could be used as an AA?

•Hyakuretsu Kyaku: Multi-hitting assist which locks the opponent down in place. Can be used to relaunch after an Ankle Slice OTG. Probably the best assist to use for X-23.

X23 to Chun DHCs

Rage Trigger -> Kikosho
Weapon X Prime-> Kikosho (+)
Rage Trigger -> Hoyokusen (-)
Weapon X Prime -> Hoyukusen (~)

Chun to X23 DHCs

Kikosho -> Rage Trigger (+)
Kikosho -> WXP -> (-)
Hoyokusen -> Rage Trigger (+)
Hoyokusen -> Weapon X Prime ©

General Tips and Tricks:

- Use Hyaku Retsu Kyaku to relaunch after Ankle Slice OTG
- Use Hyaku Retsu Kyaku to pin down opponents for your offence and also, to pin down opponents for Silent Kill

- You can TAC into Chun and land the infinite: [media=youtube]c6KTqDFOVQA[/media]
[SIZE=2]*- [SIZE=3]X-23’s Ankle Slice grants Chun a low-hitting assist to use for unblockables. Possibly too slow for OTGs *[/SIZE][/SIZE] [/details]

Can someone read over the ‘A Word’ for the general strategy section and give me your thoughts on it?

It’s pretty good, but I would mention her neutral game a bit more. Running/jumping around, stalking for an opportunity, which can be a whiffed attack, an assist call or just holding down/up back too much. I mean, she’s definitely a mixup type of character, but until she gets the chance, her great movement and air attacks promote looking for that opportunity in a evasive, safe-ish manner.
But maybe that goes for the playstyles part.

Nah, I totally agree and I’ll def. touch on that, thx for the reply. :smiley:

Hsien-ko (Lei Lei)(partner)

[spoiler=]Hsien-Ko Assist

•Senpu Bu - Pendulum Swing. Allows X23 to relaunch from anywhere

•Henkyo Ki - Projectile Reflector. Doesn’t help X23 excel at anything, and can maybe used on approach against zoners.

•Anki Hou - Weapon Toss. It has properties now:

Knife: Dmg
Beach Ball: Dmg
Star: Causes stun state
Snowman: Dmg, slight stun delay from freeze
Owl?: Dmg
Bombs: Dmg, some explode faster than others
Oil Bin?(Log?): Dmg
Meat: Dmg
Anime Toy?: Dmg
Electric Bottle?: Dmg, slight stun delay from electricity

There’s more, but they all are not very pracitcal to use for X23’s game.

X23 to Hsien-Ko DHCs

Rage Trigger ->Chireitou (-)
Rage Trigger->Tenrai Ha (+)
WXP -> Chireitou (+)
WXP -> Tenrai Ha (+)
WXP ->Rimoukon (u)

Hsien-Ko to X23 DHCs

Chireitou ->Rage Trigger (-)
Chireitou -> WXP (-)
Tenrai Ha -> Rage Trigger (-)
Tenrai Ha -> WXP (~)

**General Notes: **X23 and Lei Lei are an odd pairing. Both need teams built around each other, but Lei Lei’s game shockingly works well with X23. Generally go with Senpu-Ba assist for relaunches, and setup free Gold Armor Assist from the WXP. As you can see, always try to keep X23 in front of Lei Lei for the DHCing options. I’ve tested it some and I think Senpu-ba+Ankle Slicer is unblockable, so Lei Lei can gain something from X23 should the opponent try to snap her in and rid the gold armor. It can take some time, but this pairing can certainly work well together if given a chance.[/spoiler]

Random wake-up offence notes and dealing with tech rolls+vids of others

*[FONT=tahoma]Anyway, watching this set-up after a knockdown([SIZE=12px][FONT=tahoma]http://www.youtube.com/watch?v=k2KAG…ure=plpp_video) made me realise that perhaps another one of X-23’s strengths is dealing with rolls after knockdowns/oki.

Another thing you can do(while not as effective as the mix-up above) is simply rapidly wavedash on someone’s wake-up 3 times(can be more) after an Ankle Slice OTG.

What happens is X-23 will auto-track the opponent whichever way they’ll roll. If they roll backwards/neutral get-up, X-23 will wavedash after them. If they roll forward, X-23 will auto-track them down and ground-cross them up. If you delay the 3rd wavedash, X-23 will stay in front.
[/FONT][/SIZE]*
Need to do some extra testing with d+H. If you can cross-up with aerial d+H on someone’s wake-up, it could be nasty. Regardless, you can stay on the opponent which ever way they roll.
[/FONT]

CHECK IT OUT…STICKIED :smiley: Woot!

Also, I got the ‘Huntress’ archetype wrote up and added in some notes about her mobility in general. Would love to get some eyes on it if anyone has a free moment.

some extra X-23 combos that are my go-tos now because of how they work. a different kind of Mirage Feint Loop. damage on these is slightly lower than the more common Crescent Scythe loops. unassisted from c.M those combos will do about 670k - the first combo here does about 650k or so. I use these because the hit confirm always puts you in an advantageous position, gives you way more time to confirm than the other options, and is overall easier to land in a match (imo).

c.M s.H xx qcb+M xx qcf+L, s.M s.H xx qcb+M xx qcf+L, s.M s.H xx qcf+H, dp+L xx qcf+L, s.M s.H s.S sj.M sj.M sj.H sj.d+H xx dp+H xx qcf+L, OTG

c.M s.H xx qcb+M xx qcf+L, s.M s.H xx qcb+H, sj.M sj.H xx dp+L xx qcf+L, s.M s.H s.S sj.M sj.M sj.H sj.d+H xx dp+H xx qcf+L, OTG

it makes for a very nice looking combo in XF3 since you will cross them up with every qcb+M xx qcf+L, so you get this crazy looking combo where you teleport through them a bunch of times. you have to do the qcb+M xx qcf+L very quickly. this is a nice setup because you never have to worry about spacing it - the qcb+M will always bring you close enough for any follow up. if you are pushblocked out, delay your qcf+L a tick and you are back in. if you aren’t pushblocked, call assist and let it rock for the crossup setup, or just use your +20 frames advantage from the talon attack to run a mixup, so on so forth…

in the corner you can replace qcb+M with qcf+L just as easily. midscreen this will not always bring you close enough to them to connect a s.M

if you are really fast you can connect a qcb+L xx qcf+L off c.M c.H and then follow up with s.L into combo but that one is really hard.

I won’t be able to record anything for the next couple days but I could get a vid up when I get a chance. I’ve found a bunch of stuff using autocorrect and crossup talons that appears to be very dirty. needs a bit more testing.

[FONT=Helvetica]

Lol, you wouldn’t believe this, but someone actually said s.M s.H xx qcb+M xx qcf+L, s.M s.H xx qcf+H, dp+L xx qcf+L, s.M s.H s.S was impractical, because he hasn’t seen anyone do it in a tournament before. Fucking hell.

Anyone, enough of that. MFC combo time.

Most of these combos combine the advanced Mirage Feint Loops with MFC starters.

  1. :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:l: ~:s:, :h: :s:, superjump, j:m::m::h: :d:+:h:xx:dp:+:h:xx:qcf:+:l:, land, (fully charged):qcf:+:m:

*Notes

-You can change the starter, but keep track of hitstun decay.
-You can do more reps of :h:xx:qcb:+:l: ~:s: before launching but again, keep track of hitstun decay

  1. :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:h:, j:m::m::h:, land, j:m::m::h::s:xx:qcf:+:l:, :m:(1hit):h::s:, j:m::m::h: :d:+:h:xx:dp:+:h:xx:qcf:+:l:, land, (fully charged):qcf:+:m:

  2. :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:l: ~:s:xx:qcb:+:h:, j.:m::h:xx:qcf:+:l:, land, :m:(1hit):h:xx:qcb:+:h:, j.:m::h:xx:qcf:+:l:, land, :m::h::s:, super jump, j.:m::m::h: :d:+:h:xx:dp:+:h:xx:qcf:+:l:, land,:qcf:+:m:(fully charged)xx:qcf:+:atk:+:atk:

  3. :m:(1hit) :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:h:, j.:m::h:xx:qcf:+:l:, land, :m:(1hit):h:xx:qcb:+:h:, :dp: +:l:xx:qcf:+:l: :m:(1hit):h::s:, super jump, j.:m::m::h: :d:+:h:xx:dp:+:h:xx:qcf:+:l:, land,:qcf:+:m:(fully charged)xx:qcf:+:atk:+:atk:

  4. [FONT=Helvetica][FONT=Helvetica]:m:(1hit) :h:xx:qcb:+:l: ~:s:, :h:xx:qcb:+:h:[/FONT]:dp::uf: +:l:xx:qcf:+:l:, land,:m::h:xx:qcb:+:h:, :dp: +:l:xx:qcf:+:l:, :m::h::s:, super jump, j.:m::m::h: :d:+:h:xx:dp:+:h:xx:qcf:+:l:, land,:qcf:+:m:(fully charged)xx:qcf:+:atk:+:atk:[/FONT]

*Notes about combo 4:

  1. TKing the first Crescent Scythe will make the cancel into L Talon more lenient, but adds difficulty to the combo. But after that, you don’t have to TK anymore Scythes.

  2. It’s possible to do this without TKing any motions to make the execution easier on yourself. But the window for cancelling the Scythe into Talon becomes more difficult, and if near the corner, the combo will push X-23 and the opponent out of the corner and swap sides after the launcher, Some assists can’t relaunch midscreen after Ankle Slice, so that poses an issue, but if you have one that does work mmidscreen, it’s negligible, and you’ll wall carry over to the other side anyway.

  3. This is one, if not, X-23’s most damaging ground combo, along with combo 4(which does slightly less damage.)

More to come. And I’m certain I’ve got a combo wrong. Time to work on this. Gonna add the rest of the MFC combos later on. [/FONT]

Isn’t that combo 4 the same as my second combo you posted a while back? Except with a more efficient starter.

You’re right haha, sorry. I honestly couldn’t remember for some reason.

This thread really is the penultimate character thread. Highly organized, great detail, easy to navigate. I signed up to the forum specifically because this thread is of such high quality. Let this serve as the model for a similar thread for every character in the game.

Can somebody post some mix ups that can maybe force the opponent to get hit by her command grab ? the only thing the i try is after a basic blockstring like L M H, command grab without charge, but the cpu showed me it is possible to jump out, so… any tips ? =p

There’s no such thing. The command grab will only work if the opponent isn’t jumping. First you have to condition them to block low with low attacks so they stay crouch blocking. Also try cancelling into the command grab early in your blockstring, or they’ll pushblock, making them invulnerable to throws long enough to avoid the grab.

You can also condition them to block on the ground with X-23’s typical low Falling Claw mixups since they OS into air grab.

Bonus point if they’re set up. Having the opponent block an assist on the ground (or close to landing) help her getting those oportunities to go for one.

The times I’ve caught a real command grab it was in the corner after getting people used to mh assist + neck slice and then switching it up with a command grab since the start up is so similar. You have to be against someone that is a freaking rock tho. If they’re chicken blocking there’s no much you can do.

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