UMVC3/X-23: Difference between revisions

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{{UMvC3CharacterHeader|X-23|x23|
{{UMvC3CharacterHeader|X-23|x23|
<youtube>8pzgsAhDCDg</youtube>
<youtube>8pzgsAhDCDg</youtube>
|The female clone of Wolverine is a new character in the vs. series and has a few tricks up her sleeve. She's all rushdown, so the goal with her is to get in close and create mixups. Like her male counter part, she relies heavily on left/right mix-ups using her mirages and can maintain constant pressure with her air attacks. She's slightly weaker than Wolverine at up close confrontation, but where she shines are her supers. Weapon X Prime has invlunerability frames and can beat out a wide variety of supers, and Dirt Nap is a 3 bar hyper that can give you one touch unblockable kills. Creating a team optimizing around her Dirt Nap is one of the best ways to play her.
|The female clone of Wolverine is a new character in the vs. series and has a few tricks up her sleeve. She's all rushdown, so the goal with her is to get in close and create mixups. Like her male {{counter}} part, she relies heavily on left/right mix-ups using her mirages and can maintain constant pressure with her air attacks. She's slightly weaker than Wolverine at up close confrontation, but where she shines are her supers. Weapon X Prime has invlunerability frames and can beat out a wide variety of supers, and Dirt Nap is a 3 bar hyper that can give you one touch {{unblockable}} kills. Creating a team optimizing around her Dirt Nap is one of the best ways to play her.
|}}
|}}


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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Neck Slice | direct front | 80,000 | | Rage Trigger
   | Neck Slice | {{direct}} {{front}} | 80,000 | | Rage Trigger
   | Crescent Scythe (H) | direct tiltup | 108,000 | Invincible Alpha counter  | Rage Trigger
   | Crescent Scythe (H) | {{direct}} {{tiltup}} | 108,000 | Invincible Alpha {{counter}} | Rage Trigger
   | Ankle Slice | direct front | 80,000 | otg low | Rage Trigger}}
   | Ankle Slice | {{direct}} {{front}} | 80,000 | {{otg}} {{low}} | Rage Trigger}}


=== Normal Moves ===
=== Normal Moves ===


{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 40,000 | rpdfire }}
{{MoveListRow | Standing Light | {{l}} | 40,000 | {{rpdfire}} }}
{{MoveListRow | Crouching Light | d + l | 35,000 | low rpdfire }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 35,000 | {{low}} {{rpdfire}} }}
{{MoveListRow | Standing Medium | m | 30,000 x 2 |  }}
{{MoveListRow | Standing Medium | {{m}} | 30,000 x 2 |  }}
{{MoveListRow | Crouching Medium | d + m | 28,000 x 2 | low }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 28,000 x 2 | {{low}} }}
{{MoveListRow | Standing Heavy | h | 68,000 |  }}
{{MoveListRow | Standing Heavy | {{h}} | 68,000 |  }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 | low }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 63,000 | {{low}} }}
{{MoveListRow | Special | s | 80,000 | launch nocancel }}
{{MoveListRow | Special | {{s}} | 80,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Jumping Light | air l | 40,000 | high }}
{{MoveListRow | Jumping Light | air {{l}} | 40,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air m | 50,000 | high }}
{{MoveListRow | Jumping Medium | air {{m}} | 50,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air h | 70,000 | high }}
{{MoveListRow | Jumping Heavy | air {{h}} | 70,000 | {{high}} }}
{{MoveListRow | Jumping Special | air s | 70,000 | high aircombofinisher <br> }}
{{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{aircombofinisher}} <br> }}
{{MoveListRow | Falling Claw | air d + h | 68,000 | }}
{{MoveListRow | Falling Claw | air {{d}} + {{h}} | 68,000 | }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Neck Slice | qcf + l | 85,000 | }}
{{MoveListRow | Neck Slice | {{qcf}} + {{l}} | 85,000 | }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Neck Slice | {{#motion:qcf + hold l }} | 135,400 | stagger on Grounded Opponents <br> hardknockdown on Airborne Opponents }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Neck Slice | {{qcf + hold {{l}} }} | 135,400 | {{stagger}} on Grounded Opponents <br> {{hardknockdown}} on Airborne Opponents }}
{{MoveListRow | Ankle Slice | qcf + m | 85,000 | low }}
{{MoveListRow | Ankle Slice | {{qcf}} + {{m}} | 85,000 | {{low}} }}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Ankle Slice | {{#motion:qcf + hold m }} | 135,400 | low <br> otg}}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Ankle Slice | {{qcf + hold {{m}} }} | 135,400 | {{low}} <br> otg}}
{{MoveListRow | Decapitating Slice | qcf + h | 120,000 | throw <br> hardknockdown}}
{{MoveListRow | Decapitating Slice | {{qcf}} + {{h}} | 120,000 | {{throw}} <br> hardknockdown}}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Decapitating Slice | {{#motion:qcf + hold h }} | 120,000 | throw <br> hardknockdown}}
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Decapitating Slice | {{qcf + hold {{h}} }} | 120,000 | {{throw}} <br> hardknockdown}}
{{MoveListRow | Talon Attack (L) | air qcf + l | 90,000 | aironly <br> aircombofinisher }}
{{MoveListRow | Talon Attack (L) | air {{qcf}} + {{l}} | 90,000 | {{aironly}} <br> {{aircombofinisher}} }}
{{MoveListRow | Talon Attack (M) | air qcf + m | 90,000 | aironly }}
{{MoveListRow | Talon Attack (M) | air {{qcf}} + {{m}} | 90,000 | {{aironly}} }}
{{MoveListRow | Talon Attack (H) | air qcf + h | 90,000 | aironly }}
{{MoveListRow | Talon Attack (H) | air {{qcf}} + {{h}} | 90,000 | {{aironly}} }}
{{MoveListRow | Crescent Scythe (L) | dp + l | 85,000 | airok }}
{{MoveListRow | Crescent Scythe (L) | {{dp}} + {{l}} | 85,000 | {{airok}} }}
{{MoveListRow | Crescent Scythe (M) | dp + m | 55,000 x 2 | airok  }}
{{MoveListRow | Crescent Scythe (M) | {{dp}} + {{m}} | 55,000 x 2 | {{airok}} }}
{{MoveListRow | Crescent Scythe (H) | dp + h | 44,000 x 3 | airok }}
{{MoveListRow | Crescent Scythe (H) | {{dp}} + {{h}} | 44,000 x 3 | {{airok}} }}
{{MoveListRow | Mirage Feint (L) | qcb + l | 0 | Chargeable, Can be canceled with s }}
{{MoveListRow | Mirage Feint (L) | {{qcb}} + {{l}} | 0 | Chargeable, Can be canceled with {{s}} }}
{{MoveListRow | Mirage Feint (M) | qcb + m | 0 | Chargeable, Can be canceled with s }}
{{MoveListRow | Mirage Feint (M) | {{qcb}} + {{m}} | 0 | Chargeable, Can be canceled with {{s}} }}
{{MoveListRow | Mirage Feint (H) | qcb + h | 0 | Chargeable, Can be canceled with s }}
{{MoveListRow | Mirage Feint (H) | {{qcb}} + {{h}} | 0 | Chargeable, Can be canceled with {{s}} }}
{{MoveListFooter}}
{{MoveListFooter}}


===Hyper Moves===
===Hyper Moves===
{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Rage Trigger | qcf + atk + atk | 245,400~294,600 | Mashable. }}
{{MoveListRow | Rage Trigger | {{qcf}} + {{atk}} + {{atk}} | 245,400~294,600 | Mashable. }}
{{MoveListRow | Weapon X Prime | dp + atk + atk | 280,900 | }}
{{MoveListRow | Weapon X Prime | {{dp}} + {{atk}} + {{atk}} | 280,900 | }}
{{MoveListRow | Silent Kill | qcb + atk + atk | 0 | Level 3 Hyper. <br> Turns invisible. | level3 }}
{{MoveListRow | Silent Kill | {{qcb}} + {{atk}} + {{atk}} | 0 | Level 3 Hyper. <br> Turns invisible. | level3 }}
{{MoveListRow | Silent Kill Follow-up | s during Silent Kill | 400,000 | airok <br> unblockable <br> hardknockdown | level3 }}
{{MoveListRow | Silent Kill Follow-up | {{s}} during Silent Kill | 400,000 | {{airok}} <br> {{unblockable}} <br> {{hardknockdown}} | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}
NOTE -- Silent Kill, X23's Lvl 3 Hyper, makes her invisible for a short period of time and opens up her unblockable <br> follow-up that costs no additional meter. This is activated by getting close to your opponent and pressing {{#motion: s}} . You can  <br>
NOTE—Silent Kill, X23's Lvl 3 Hyper, makes her invisible for a short period of time and opens up her unblockable <br> follow-up that costs no additional meter. This is activated by getting close to your opponent and pressing {{ s}} . You can  <br>
still be hit while in the invisible state, as well as use any of her moves except for her {{#motion: s}} attacks, as the {{#motion: s}} unblockable <br> replaces her normal {{#motion: s}} attacks, including her {{#motion: launch}}. Ground version shares st.L hitbox, Air version shares j.L hitbox.
still be hit while in the invisible state, as well as use any of her moves except for her {{ s}} attacks, as the {{ s}} unblockable <br> replaces her normal {{ s}} attacks, including her {{ launch}}. Ground version shares st.L hitbox, Air version shares j.L hitbox.


== Strategy ==
== Strategy ==
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* Her fully charged Neck Slice is very safe on block as well as having a good reach and priority which means it could beat out other attacks if used properly.
* Her fully charged Neck Slice is very safe on block as well as having a good reach and priority which means it could beat out other attacks if used properly.


* Her Mirage Feint Cancels ( {{#motion: qcb}} + {{#motion: L}}, {{#motion:M}}, or {{#motion:H}} then {{#motion: S}} ) makes most of her normals safe on block and allows for fast pokes.
* Her Mirage Feint Cancels ( {{ qcb}} + {{ L}}, {{M}}, or {{H}} then {{ S}} ) makes most of her normals safe on block and allows for fast pokes.


* After you end an air combo, if you happen to have an {{#motion: otg}} assist, you can use her Charged Neck Slice move instead of her Charged Ankle Slice move since it doesn't have as much of a strict timing than her Charged Ankle Slice + Assist setup.  
* After you end an air combo, if you happen to have an {{ otg}} assist, you can use her Charged Neck Slice move instead of her Charged Ankle Slice move since it doesn't have as much of a strict timing than her Charged Ankle Slice + Assist setup.  


** What this also sets up however, is since the Charged Neck Slice does a {{#motion: hardknockdown}} on airborne opponents, you can follow up with her Charged Ankle Slice for extra damage and finish with Rage Trigger.  
** What this also sets up however, is since the Charged Neck Slice does a {{ hardknockdown}} on airborne opponents, you can follow up with her Charged Ankle Slice for extra damage and finish with Rage Trigger.  


* After killing or snapping back an opponent, going into her Lvl. 3 Hyper will get a guaranteed hit on the incoming character as long as you jump up to meet them as they come into the screen. This is also helpful against a Phoenix player, since she now only has 375k health, as it would now score an instant kill against her without having to activate X-Factor since it causes 400k damage.
* After killing or snapping back an opponent, going into her Lvl. 3 Hyper will get a guaranteed hit on the incoming character as long as you jump up to meet them as they come into the screen. This is also helpful against a Phoenix player, since she now only has 375k health, as it would now score an instant kill against her without having to activate X-Factor since it causes 400k damage.


* X-23 has the ability to create instant crossup attacks on her own, similar to Wolverine's Berserker slash with her ability to cancel any airborne special into a Talon Attack. Simply input {{#motion: qcb}} + {{#motion: M}} and then {{#motion: qcf}} + {{#motion: L}} when crossing up the opponent to perform an instant Talon Attack as she crosses through the opponent. You can utilize this as an auto-correct: If inputted just before, or just after X-23 crosses up with a Mirage Feint {{#motion: M}}, you will get a Talon Attack in the corresponding direction. This allows X-23 to create even safer mixups from her Mirage Feints (All versions of Mirage Feint can be canceled like this), and leave herself at frame advantage.
* X-23 has the ability to create instant crossup attacks on her own, similar to Wolverine's Berserker slash with her ability to cancel any airborne special into a Talon Attack. Simply input {{ qcb}} + {{ M}} and then {{ qcf}} + {{ L}} when crossing up the opponent to perform an instant Talon Attack as she crosses through the opponent. You can utilize this as an auto-correct: If inputted just before, or just after X-23 crosses up with a Mirage Feint {{ M}}, you will get a Talon Attack in the corresponding direction. This allows X-23 to create even safer mixups from her Mirage Feints (All versions of Mirage Feint can be canceled like this), and leave herself at frame advantage.


=== Combos ===
=== Combos ===
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[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]

Revision as of 23:17, 8 December 2020

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

X-23

Umvc3 x23 face.jpg


In a nutshell The female clone of Wolverine is a new character in the vs. series and has a few tricks up her sleeve. She's all rushdown, so the goal with her is to get in close and create mixups. Like her male Counter.png part, she relies heavily on left/right mix-ups using her mirages and can maintain constant pressure with her air attacks. She's slightly weaker than Wolverine at up close confrontation, but where she shines are her supers. Weapon X Prime has invlunerability frames and can beat out a wide variety of supers, and Dirt Nap is a 3 bar hyper that can give you one touch Unblockable.png kills. Creating a team optimizing around her Dirt Nap is one of the best ways to play her.


Alternate Colors

X23 colors.jpg

Players to Watch

Dapvip, Jayto, Traumatisch, MAD|Ash

Character Vitals

CHARACTER DATA
Health:
830k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
1-3 (Move Specific)
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
40.0 %
60.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 1:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 2:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 3:
? %
 ? %
 ? %
 ? %
 ? %

Video Walkthrough

Technology


using her alpha counter

Combos


Dorm, Trish, Doom and X23 Stuff

Team Concept


Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Neck Slice
Direct.png Front.png
80,000
Rage Trigger
Beta2.png Ankle Slice
Direct.png Front.png
80,000
Otg.png Low.png
Rage Trigger
Gamma2.png Crescent Scythe (H)
Direct.png Tiltup.png
108,000
Invincible Alpha Counter.png
Rage Trigger

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
40,000
Rpdfire.png
Crouching Light
D.png + L.png
35,000
Low.png Rpdfire.png
Standing Medium
M.png
30,000 x 2
Crouching Medium
D.png + M.png
28,000 x 2
Low.png
Standing Heavy
H.png
68,000
Crouching Heavy
D.png + H.png
63,000
Low.png
Special
S.png
80,000
Launch.png Nocancel.png
Jumping Light
air L.png
40,000
High.png
Jumping Medium
air M.png
50,000
High.png
Jumping Heavy
air H.png
70,000
High.png
Jumping Special
air S.png
70,000
High.png Aircombofinisher.png
Falling Claw
air D.png + H.png
68,000

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Neck Slice
Qcf.png + L.png
85,000
   Charged Neck Slice
{{qcf + hold L.png }}
135,400
Stagger.png on Grounded Opponents
Hardknockdown.png on Airborne Opponents
Ankle Slice
Qcf.png + M.png
85,000
Low.png
   Charged Ankle Slice
{{qcf + hold M.png }}
135,400
Low.png
otg
Decapitating Slice
Qcf.png + H.png
120,000
Throw.png
hardknockdown
   Charged Decapitating Slice
{{qcf + hold H.png }}
120,000
Throw.png
hardknockdown
Talon Attack (L)
air Qcf.png + L.png
90,000
Aironly.png
Aircombofinisher.png
Talon Attack (M)
air Qcf.png + M.png
90,000
Aironly.png
Talon Attack (H)
air Qcf.png + H.png
90,000
Aironly.png
Crescent Scythe (L)
Dp.png + L.png
85,000
Airok.png
Crescent Scythe (M)
Dp.png + M.png
55,000 x 2
Airok.png
Crescent Scythe (H)
Dp.png + H.png
44,000 x 3
Airok.png
Mirage Feint (L)
Qcb.png + L.png
0
Chargeable, Can be canceled with S.png
Mirage Feint (M)
Qcb.png + M.png
0
Chargeable, Can be canceled with S.png
Mirage Feint (H)
Qcb.png + H.png
0
Chargeable, Can be canceled with S.png

Hyper Moves

Name
Command
Damage
Notes (glossary)
Rage Trigger
Qcf.png + Atk.png + Atk.png
245,400~294,600
Mashable.
Weapon X Prime
Dp.png + Atk.png + Atk.png
280,900
Silent Kill
Qcb.png + Atk.png + Atk.png
0
Level 3 Hyper.
Turns invisible.
Silent Kill Follow-up
S.png during Silent Kill
400,000
Airok.png
Unblockable.png
Hardknockdown.png

NOTE—Silent Kill, X23's Lvl 3 Hyper, makes her invisible for a short period of time and opens up her unblockable
follow-up that costs no additional meter. This is activated by getting close to your opponent and pressing S.png . You can
still be hit while in the invisible state, as well as use any of her moves except for her S.png attacks, as the S.png unblockable
replaces her normal S.png attacks, including her Launch.png. Ground version shares st.L hitbox, Air version shares j.L hitbox.

Strategy

Tips and Tricks

  • X-23 needs a good projectile or beam assist to help her get in on good keep-away characters since she has limited tools to get around projectiles, or zoning based moves without leaving herself vulnerable to counter attack.
  • X-23 mainly relies on her Mirage Feints for mixups and good damage potential as most of her BnBs usually use the Heavy Mirage Feint to continue a ground combo.
  • Her fully charged Neck Slice is very safe on block as well as having a good reach and priority which means it could beat out other attacks if used properly.
  • Her Mirage Feint Cancels ( Qcb.png + L.png, M.png, or H.png then S.png ) makes most of her normals safe on block and allows for fast pokes.
  • After you end an air combo, if you happen to have an Otg.png assist, you can use her Charged Neck Slice move instead of her Charged Ankle Slice move since it doesn't have as much of a strict timing than her Charged Ankle Slice + Assist setup.
    • What this also sets up however, is since the Charged Neck Slice does a Hardknockdown.png on airborne opponents, you can follow up with her Charged Ankle Slice for extra damage and finish with Rage Trigger.
  • After killing or snapping back an opponent, going into her Lvl. 3 Hyper will get a guaranteed hit on the incoming character as long as you jump up to meet them as they come into the screen. This is also helpful against a Phoenix player, since she now only has 375k health, as it would now score an instant kill against her without having to activate X-Factor since it causes 400k damage.
  • X-23 has the ability to create instant crossup attacks on her own, similar to Wolverine's Berserker slash with her ability to cancel any airborne special into a Talon Attack. Simply input Qcb.png + M.png and then Qcf.png + L.png when crossing up the opponent to perform an instant Talon Attack as she crosses through the opponent. You can utilize this as an auto-correct: If inputted just before, or just after X-23 crosses up with a Mirage Feint M.png, you will get a Talon Attack in the corresponding direction. This allows X-23 to create even safer mixups from her Mirage Feints (All versions of Mirage Feint can be canceled like this), and leave herself at frame advantage.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. X-23