Do the last three hits of Rage Trigger have launcher properties? I think it’d be interesting if she did Rage Trigger, air X-Factor, L Talon, Charged Ankle Slice, Rage Trigger.
They’re in a juggle state after you XF yeah.
I think he’s asking if the L Talon after the RT air XFC will cause the opponent to get a hard knockdown so she could then do the charged OTG.
By itself, I don’t think it will. RT doesn’t seem like it could count as an aerial launch. (Or whatever the right term for that TAC-able state is.) It just keeps hitting them so they get pushed higher. You have to get them into that aerial launch state before the first RT. You might be able to pull some shenanigans with either assists or a TAC into her talon dive that could accomplish it. But I don’t see how she’d be able to manage it alone.
Oh well all you have to do is just put them in some kind of jump loop or H feint loop and then launch them afterwards. Build more meter that way also. I would imagine something like air XF, j.M, j.H, j.d+H, L talon attack, s.M, s.H, S launch, magic series L talon attack OTG super would work.
In Vanilla you can cancel off the ground on the second roll into XF and just do an H feint loop or jump loop into launch into OTG.
Yeah. Though still not something that could help after heavy hit stun deterioration, which might be what InstantSilence was hoping for.
I could potentially see a long combo from another char into up or down TAC into talon dive, use RT to catch them before they touch the ground, air XFC before it finishes into L Talon into charged ankle into another hyper… Probably rarely useful though.
If all he’s looking for is a combo that can OTG afterwards into another super (which is kind of a waste of meter but if you gotta kill somebody sure…) then I think HSD shouldn’t kick in too hard to find something that’ll work. We’ll see when the game hits I guess.
In other news, Firebrand’s assists look interesting, especially the air dive. Thoughts?
WX prime startup is a very significant buff, assuming it retains the invincibility during the run-up. This makes for 3 very good supers with literally tons of mixup potential.
I think X-23 is one of those characters that never got opened up vanilla. Definitely can;t wait to play her in Ultimate. I think having more options of defense will make her an even better anti Wesker and Wolverine. Especially since both both of those chars are getting nerfs.
I don’t even remember what they all are. Does the air dive have any interesting properties?
She definitely got “opened up” in Vanilla. Tatsu was placing pretty well with her and 10 Stars got X-23 (Dante/X-23/Tron) to win at least 1 or 2 8 on the Breaks early on in Vanilla with basic stuff that I learned and picked up . 10 stars pretty much originated the whole “assist + level 3+XF1/2 and kill 2 people shit” that others are now doing with her. Which is basically what her whole play style is based around. Using assists to get people into the corner and then kill them off…then use her level 3 and use XF+assist to essentially make it so the opponent then has to lose their second character. Which if the opponent only had 2 characters left you basically win the game.
She’s kind of a weird character in that you have to use a lot of resources with her to make the most out of her (good assists, level 3, XF) but if you use all of those things in the right way you can finish the match off or get very close to it very quickly. Early on in Vanilla people didn’t wanna burn meters early, burn XFs early or really play any characters that relied on assists to complete their offense but later on it started to show how all of those things when utilized at the right spots can be important to win matches. I literally learned the most out of the game of anyone from playing X-23. You can basically learn at least one of every little aspect of the game from playing her since she’s a character that you really get the most out of if you utilize all of what the game offers you.
Her fundamentals aren’t that scary outside of talon dive/attack abuse and her special moves dont reach their full potential without good assists being called during them. I think that’s what a lot of people had the most trouble with early on. If you play her like Wolverine or Magneto just spamming specials you don’t really notice much good happen. To make her fundamentals scary you have to pretty much have to learn the MFC options with her normals. Her normals are really unscary and short ranged unless you learn MFC. MFC allows her to be the only character in the game that can rapid fire her M and H normals and rapid fire H is like plus 12 on block and safe to XF guard cancels instantly turning it into one of the best normals of the game if you have execution.
The MFC stuff is probably the only thing that still needs to really be “tapped” out from X-23 at higher levels of play. I’m pretty much the only person coming close to utilizing that in tournaments but I don’t really go out to tournaments like that anymore for it to really get shown.
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It should be all queued up so just click play!
The medium and heavy demon missiles were what I was talking about. I like the heavy version because of its being a full-screen swoop. It’s pretty fast, and it seems like it could help X-23 deal with people who are either always in the air or just love to jump. I like the medium version because not only is it fast, but it flies through the opposing character. If spaced correctly and Firebrand ends up behind the opposing character, I guess it would be hard to punish, outside of a full-screen super of course.
Assuming that the effects of his equivalent of berserker charge persist when he is tagged out, it would be safe to say that the assists become even faster. The hitboxes of these moves seem to be the only thing uncertain at the moment.
I could see the 2 flying assists being good for X-23’s M mirage feints. Should work out.
I hope H demon missile has overhead properties, from the looks of it I think it should. And yes, both look to compliment M feints decent enough.
Hawkeye’s quick shot greyhound is another assist I look to put to use for X23. Great durability and looks to compliment X23’s mixup game.
I love that “come at me bro” X-23 pic. LOL.
The one thing I’m wondering about though as far as X-23’s changes is how the overall game changes will affect her. The one thing I’m most worried about is how the XF1 and 2 changes will affect her ability to kill people off when she turns on XF. That’s a big part of X-23’s game to turn on XF and kill someone off and then have the remaining XF to relaunch after a dirt nap kill. With the changes to XF I wonder how this will affect her original play style via XF. I’m assuming XF2 X-23 should still be able to kill 2 characters off and get full dirt nap kill combos in but I see XF1 probably not being as good as it used to overall.
**Another thing I didn’t think about that my brother brought up was that the buff to crescent scythe being cancellable will make it so it will finally be a viable crossover counter. **Jill has a similar invincible crossover counter with her sommersault assist but what makes it good is that she can cancel it into other stuff if it doesn’t make contact with the opponent. Keeping her mostly safe and basically giving you something to save your point characters and get X-23 on the screen without turning on XF.
One of the main issues I had with playing X-23 second is that if Dante is getting beat up (not that it happens a lot) there’s no way to safely get X-23 in other than doing DHC into rage trigger/WXP and then turning on XF so she stays safe. Which forces me to get aggressive early and try to kill people off to make the most of the XF before it runs away. Crescent scythe being cancellable into any of the talon attacks means she’ll be able to L talon attack down on the opponent or M/H talon attack away to safety after using her invincible CS. Finally having a way to safely get X-23 in during bad situations is a heck of a buff.
It will make me more confident about not performing well at the beginning of the fight since I will have more options to save Dante for later rather than resort to turning on Devil Trigger to regain health and fight in desperation with DT specials. I can use the DT to back people off and then raw tag in X-23 but then X-23 loses a safe DHC since Dante can’t double up DT and stays in DT mode until you bring him back on point and run it out. Going into DT and then getting X-23 in helps Dante recharge red health faster and gives his assists a slight damage buff but that’s not really worth X-23 not having a safe DHC.
I’ll be changing Laura’s assist to CS if this works out like I think it will. I will most likely still be putting Dante first in Ultimate so this will work great. I was really getting complacent with ankle slice assist’s lack of range and start up speed and I already have enough mix ups/frame traps with Doom’s beam assist for Dante to open people up as it is.
This is what I’m worried about the most actually.
Eternal Blaze posted that Level 1 XF hardly gives you a boost. Then somebody else told me Level 1 XF Wolverine did a combo into Fatal Claw and the other character **was left standing. **Though I was never told who the character was or what the combo was, but usually, when Wolverine pops X-Factor into a combo, somebody dies lol, which doesn’t bode well for X-23. I wasn’t given information on Level 2 though.
The increase of histun deterioration might affect her combos. Hopefully it would just make her combos slightly more strict instead of straight killing them off which is more favourable. Also, the nerfing of metre gain might affect things too, making it slower to gain access to Silent Kill early on during the match. Though you could have someone else on point as the battery.
I feel the increase of hitstun deterioration punishes a lot of the weaker characters that rely on long and assist-extended combos to deal a lot of damage and sways things in favour of characters who can deal a lot of damage with simple ABCS stuff. On the other, it tones down characters that got too much mileage from their combos. I suppose damage is high enough, and you can always run resets, but I’m not particularly happy about it.
Very good point about Crescent Scythe being a safer cross-over counter though.
Orochi Zoolander was saying that Wolverine can still kill in one combo or whatever and I’m assuming he was talking about XF but I haven’t seen any visual confirmation. I’m not worried about it because with Wolverine’s nerfs X-23 will have completely better tools for getting in now than him. He might hit harder once he gets in but he doesn’t automatically get free pass to get in with B Slash that renders every other rushdown character less useful in tourneys.
Heh…you make the game sound mad boring with the HSD changes. That’s what I was afraid of too. They’re basically trying to make the game less TOD centric by taking the swag out of the combos. Swagneto is all but gone now it seems. I’d rather they just upped the health for all the characters or something. Having low health isn’t a huge deal as long as you can survive one combo. It sounds like it might ruin X-23’s XF1 dirt nap shit and make it so you’ll probably so you’ll be only killing one character at best with level 1 XF now. The hit somebody, turn on XF1, kill them, dirt nap 2nd character, still have enough XF1 to relaunch kill second days are probably done. You’ll most likely just have to standard reset kill one character, then call jam session in the corner and turn on dirt nap + XF1 and burn all your XF1 on the 2nd character.
I guess this will kinda force more emphasis on learning X-23’s game outside of the DHC glitch, XF1 dirt nap kills etc. I’m glad I figured out most of the MFC shit early cuz it sounds like I’m gonna need it for Ultimate. XF2 X-23 still sounds like it shouldn’t be bad though.
I guess by the time I get complacent with UMVC3…Skullgirls will be out any way.
Oh, Wolverine can still TOD haha? UK guys screwed up then. I agree, with Berserker Slash nerfed, Wolverine’s more dependent on assists than before and X-23 could outshine him, except in the health department, but that doesn’t matter too much. Like you said, he can’t just get in there anytime he feels like it when he’s got meter and run things.
And that’s exactly it! They’re taking the swag, the oomph outta combos LOL. Yeah, I can’t really say anybody likes to experience an in-game combo movie and get TOD’d right off the bat, but I dunno, it’s what made it exciting for me. Like, I believe Dante’s still gonna be hot stuff in UMV3, but the proper fun stuff like Acid Rain Loops, Charge Shot Loops and other things seem to be gone. Magneto, as much as he jarred me, I found his proper combos hilarious to watch. I’d like for that to stay, but they could make it less effective if they were truly worried about it. Some of the new characters like Strange have some cool combos though.
Good call on the reset into XF combo then Level 3’ing the next character. And yeah, I’ve only seen you make use of MFCs so far actually haha, no other X-23 player on video seems to do that. There probably are X-23 players that have been making more use of her tech, but for whatever reason, they’re not well-known/don’t have vids/just not playing anymore. Not to sound douchey, but I find it strange that a lot of tech’s simply not getting used in this game all-round, even though it’s right here on the forums. Like, not even the Japanese seem to have grasped X-23 yet and they’re usually pulling out interesting stuff with lesser known characters, with old and new tech. Then again, they’re playing mostly online. I dunno if it’s because the game hasn’t been out very long and people are just comfortable doing the stuff they’re familiar with, or they don’t feel it’s necessary or both. And then a good amount of that tech’s going anyway when UMVC3 hits. Oh well, there’ll be new stuff to find anyway.
I also think UMVC3 will be the turning point for X-23 since like you said, she’ll be forced to go without the DHC glitch and XF will have less emphasis, which will turn the focus onto her advanced techniques. With the new characters and new combinations, the level of X-23 play(at least shown on videos anyway) will likely rise.
I might get Skullgirls too. That game’s pretty much guaranteed to have very good online as well. Actually, there’s a whole buncha fighting games I’d like to get for next year(Persona 4, DOA5, Soul Calibur 5, SFxTekken and so on.)
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Looking at this video it seems the it’s going to be harder to kill people with level 1 XF for sure. If anything you’ll probably just see people turn on XF towards the end of a combo to add some extra damage. Like maybe after a reset use it to kill someone then use the rest to try and put big damage on the 2nd incoming character.
I wonder if she will still have her solo relaunches under x-factor.
Also if she could do her standard combo into rage trigger and then x-factor on the last few hits in the air, it might be interesting to see if you could follow it up with something like talon dive L for more damage into another hyper rather than x-factoring rage trigger while she is still on the ground.
I would love it if crescent scythe is a feasible anti-air with a combo follow up through talon dive L, I also play jill and just absolutely love how good her somersault is as an anti-air. It’s like a shoryuken that actually has invincibility, plus you can kill off of a hit since she can jump cancel it into her basic combo.
Another thing is if the window for OTG ankle slice makes it so assists such as doctor doom’s beam enable it so x–23 can do a relaunch it would be awesome.
Yeah I would definitely like to be able to get real relaunches off of beam assists. I hear assists scale now also but for a standard relaunch if it could work would be sweet.
Crescent Scythe even if you couldn’t combo off of it would still be solid for anti air just by cancelling it into talon attacks to keep it safe. I’m assuming that was one of the intentional uses of the move was a 5 frame start up huge hit box anti air. Right now air throw and s.H MFC are the main anti air options but CS buffs will help a lot with something that has bigger range.
I updated the first post with some of the extra changes that were posted on event hubs. Mostly random adjustments…no real buff based things.
What the hell did it mean by “Can now cancel her Hornet Needle with special moves in the air”? If they mean Talon Dive, then nothing about that changed >.> lol
EDIT: Also, Google Translate says “The Crescent floats high in size” for the Crescent Scythe change, which suggests that it got a range buff as opposed to hitting opponents higher in the air, but I wouldn’t know.