Figured since some threads are doing this I might as well throw this in also.
NEW! DevilJin’s 25 MINUTE SUPER SIZED X-23 UMVC3 Evaluation ( video will be updated with annotations soon).
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4 MINUTES 20 SECONDS IN.
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There’s supposedly a master list on neogaf of all the current changes.
http://www.neogaf.com/forum/showthread.php?p=31428644#post31428644 (scroll down about half way)
X-23’s changes are listed as the following (sure quite a few have already heard these)
X-23
+ OTG slash seems to have a slightly larger window, making OTG + assists easier (doesn’t seem that way after testing).
[S]+ X-23 Weapon X Prime hyper has faster start up enough so that X-23 can do solo OTG into Weapon X Prime. Rage Trigger hyper also appears to have better start up[/S]
+ X-23 can now cancel out of her Crescent Scythe attack into has Talon Attacks
+ Rage Trigger hyper can be mashed for more damage/hits
• Crescent Scythe now floats the opponent higher on hit (most likely actually means larger hit box).
• Crescent Scythe’s untechable time on hit has been decreased.
• Rage Trigger’s horizontal knockback has been increased.
The buffs are interesting for sure and seeing X-23 is reliant on close ranged, assist + execution heavy pressure outside of her level 3 death trap super I couldn’t see her getting any nerfs especially with DHC glitch removal.
- OTG slash having a larger window I guess means her charged ankle slice now keeps them in the air longer or does something with the hit stun so assists pop ups are easier to land. I have the jam session + charged ankle weapon X set up down pretty good as is and that’s considering your timing has to be pretty tight with it. For people who had trouble with those set ups it should help tho.
[S]+ Weapon X Prime having faster start up is pretty cool. I’ll have to see the damage difference between that and mashed rage trigger to see what will be better overall for ending combos. With DHC glitch gone it may not be as necessary to end combos with Weapon X Prime since Rage Trigger gives you air reset for mix up any way. It may only be necessary if you have a DHC follow up that shoots horizontally to maximize damage. With my team though Doom’s sphere flame lands right next to the opponent and since it shoots upwards gives full hits and sets up reset or XF death situation following both RT and WXP well.[/S]
Rage Trigger having faster start up is pretty cool also. The super technically had about 15 frame start up but its invincible for 19 frames during the start up (which means once the super actually starts it runs out a few frames after). Having faster start up will mean there will be more frames once its active where it’s still invincible which helps. Gives more reason to set up XF combos or block mix ups shenanigans afterwards.
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We’ve already been talking a lot about the CS to TA buffs. People have reported that comboing off CS to TA and getting full combos is mostly impossible but I like the change as far making CS more useful. CS is a decent poking/anti air tool since it’s 5 frame start up and has a huge hit box but you can’t block during the recovery until you land and you must do an airborne/TK’d version to negate the 10 frames of ground recovery. Now it will be at least a solid anti air/poking tool to give X-23 some space.
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I love old school mashing on buttons for more hits from playing old fighting games and I hated how SFIV and Vanilla MVC3 removed all of that outside of dizzies. If rage trigger mashed ends up doing the same damage as Weapon X Prime then there may not be as much reason to use Weapon X for combos outside of specific DHC’s since RT gives nice reset opportunities especially in corner.
Overall the buffs don’t do anything to really change up her reliance on assists to complete her special moves, her reliance on MFC’s to to make her ground normals scary or her reliance on assists and XF to make her a death sentence on incoming characters…but they definitely help maximize her game a bit. Faster start up on Weapon X Prime seems really interesting since the super has rather complicated frames on it. Looking at the frame data…
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Weapon X Prime has about 25 frames of actual start up before the game freezes and X-23 starts running at the opponent. This isn’t a big deal though since the invincibility for the super kicks in long before the game freezes and X-23 starts moving forward. She becomes invincible on the 6th frame after you put in the motion before the game freezes. Which is probably how comes I noticed that certain super that have 30 plus frames of invincibility like View Joe’s mach speed can still somehow beat it even though it has 60 frames of invincibility. The extra start up decrease should make it more useful for blowing through zone and doing a safe DHC or turning on XF1/2 to set up offense afterwards if blocked.