UMVC3/X-23: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=X-23
|image=Umvc3_x23_face.jpg
|health=830,000
|magicseries=Zig-Zag
|airchain=None
|forwarddash=16
|backdash=21
|jump=45
|superjump=80
|walljump=Yes
|doublejump=No
|airdash=No
|xfactordamage1=20
|xfactordamage2=40
|xfactordamage3=60
|xfactorspeed1=20
|xfactorspeed2=30
|xfactorspeed3=40
|minimumdamagenormal=20
|minimumdamagehyper=40(?)
|minimumdamagexfactor=35
|content=
==Introduction==
An imperfect clone of Wolverine, the 23rd attempt at recreating the Weapon X program and the only one to survive. She shares her "dad's" regenerative capabilities, adamantium skeleton, and heightened, feral senses. However, instead of having three claws on each hand, she has two per hand and an additional, hidden claw on each foot. Laura eventually escaped the program, but struggles with the emotional damage of being raised exclusively as a killing machine for her entire childhood.


{{UMvC3CharacterHeader|X-23|x23|
In UMvC3, X-23 draws superficial comparisons to Wolverine, as they are both rushdown-focused characters with limited ranged ability. Her attacks are usually slower, but in exchange she has several aerial specials that provide her some unique mobility options. The most important difference, however, is her unblockable level 3 "Dirt Nap" hyper. X-23 teams are typically constructed to maximize the effectiveness of this unblockable attack. These teams are typically called "300%" teams because - while they often struggle in neutral - one clean hit with them will lead to inescapable death to all three members of the opposing team.
<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.
|}}


=== Alternate Colors ===
{{ProConTable
| pros =
*Very fast grounded dash speed, combined with multiple movement-heavy special moves and a fast walljump, allow her to quickly maneuver around the screen.
*Silent Kill level 3 hyper can enable inescapable unblockable setups that can kill a character from full health, provided enough resources are available.
*Has multiple cancel options and specials that are safe or even advantageous on block to maintain pressure when in range.
| cons =  
*No projectile options and poor range cause her to struggle against characters who can zone her out, especially if they can match her mobility as well.
*Very poor conversion options off normal throws, and her command grab is too slow to use consistently.
*Doesn't get very notable combo extensions off of common assists; mainly relies on X-Factor or large amounts of meter to deal big damage.
}}
 
}}
 
== Move List ==


[[File:X23 colors.jpg]]
=== Assists ===


=== Players to Watch ===
{{MoveData
|image=
|caption=
|name=Neck Slice
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=42
|active=7
|recovery=119, 79
|onhit=-
|onblock=-
|properties=
|description=
THC Hyper: Rage Trigger.
}}
}}


Dapvip, Jayto, Traumatisch, [http://www.youtube.com/user/Merkyl999x/videos MAD|Ash]
{{MoveData
|image=
|caption=
|name=Ankle Slice
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Low
|startup=44
|active=4
|recovery=114, 84
|onhit=-
|onblock=-
|properties={{otg}}
|description=
THC Hyper: Rage Trigger. Although Ankle Slice usually needs to be charged in order to hit {{otg}}, the assist performs the uncharged version, but hits {{otg}} regardless. As a low-hitting assist, it can be used to set up high/low unblockables when combined with an overhead attack from the point character, although this requires being very close as the assist has poor range. Has very poor coverage and lockdown, but its low-hitting and OTG properties give it some utility. You can also whiff this assist on purpose mid-combo if X-23 is in the second position, so that a TAC immediately after brings in your third character instead. This is a useful strategy for 300% teams, as your anchor character likely has an easier TAC Infinite than X-23.
}}
}}


{{ UMvC3CharacterDataBox | [[File:830k.jpg]] | ZigZag | No | No | 1-3 (Move Specific) |
{{MoveData
20.0 | 40.0 | 60.0 |
|image=
? | ? | ? |
|caption=
11.0 | 16.0 | 21.0 |
|name=Crescent Scythe
? | ? | ? | ? | ? |
|input=Assist Y
? | ? | ? | ? | ? |
|data=
? | ? | ? | ? | ? |
{{AttackData-UMVC3
? | ? | ? | ? | ? |
|damage=40,000 x3
|guard=Mid
|startup=29
|active=9
|recovery=154, 124
|onhit=-
|onblock=-
|properties={{strk}}
|description=
THC Hyper: Rage Trigger. This is X-23's fastest assist and the one that covers the most screen space. Note that it has no invulnerability, and is not really a reversal or escape tool under normal circumstances. This assist is mainly notable for its use as a Crossover Counter (Alpha Counter). When brought in as a guard cancel, this assist does have a respectable amount of invulnerability, allowing the previous point character to escape pressure fairly safely. Moreover, this attack can be canceled into Talon Strike (j.236X) to either remain safe on block or convert into a full combo on hit.
}}
}}
}}


== Video Walkthrough ==
=== Ground Normals ===


=== Technology ===
{{MoveData
|image=
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=40,000
|guard=Mid
|startup=4
|active=3
|recovery=11
|onhit=-1
|onblock=-1
|properties={{rpdfire}}
|description=
Hitbox does not extend as far as the visual claw swing effect indicates, but still has good reach for a light normal. Good abare button to steal momentum. Otherwise mainly used after Neck Slice or Talon Strike to confirm a hit or maintain pressure.
}}
}}


<youtube>OsjHQVFrp8A</youtube> <br>
{{MoveData
[http://www.youtube.com/watch?v=RWDzf5IzqPg&sns=em using her alpha counter] <br>
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=30,000 x2
|guard=Mid
|startup=5
|active=2(2)3
|recovery=19
|onhit=-4
|onblock=-5
|properties=-
|description=
Double-hitting poke normal. Has a solid hitbox and advances X-23 forwards slightly.
}}
}}


=== Combos ===
{{MoveData
|image=
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=68,000
|guard=Mid
|startup=9
|active=4
|recovery=21
|onhit=+1
|onblock=-3
|properties={{strk}}
|description=
Important combo tool due to its (relatively) high base damage, large amounts of hitstun, and {{strk}} property enabling both simple and advanced jump loops. Its rather lengthy recovery can be largely negated - even on whiff - by using Mirage Feint (see that move's description for more details).
}}
}}


<youtube>ZWyzGnZffGc</youtube> <br>
[http://youtu.be/Rm7lC4GKAnk Dorm, Trish, Doom and X23 Stuff] <br>


=== Team Concept ===
{{MoveData
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=35,000
|guard=Low
|startup=5
|active=3
|recovery=13
|onhit=-3
|onblock=-3
|properties={{rpdfire}}
|description=
Standard fast low attack. Like 5L, it is good for maintaining pressure after Talon Strike or Neck Slice.
}}
}}


<youtube>EDh6mA-7cx4</youtube> <br>
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=28,000 x2
|guard=Low
|startup=6
|active=7
|recovery=16
|onhit=-2
|onblock=-3
|properties=
|description=
Has slightly poorer range than 5M and advances X-23 only about half as far forward. Mainly useful as a low confirm.
}}
}}


== Move List ==
{{MoveData
|image=
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=63,000
|guard=Low
|startup=10
|active=4
|recovery=20
|onhit=-
|onblock=-2
|properties={{strk}}, {{softknockdown}}
|description=
Standard sweep attack. This attack does not juggle high enough into the air to start jump loops the way that 5H does, but it can still be followed up with a Mirage Feint Cancel, or with a regular 5S.
}}
}}


<youtube>nCZPuSuGp18</youtube> <br>


=== Assist Types ===
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=8
|active=4
|recovery=27
|onhit=Launch
|onblock=-9
|properties={{launch}}, {{nocancel}}
|description=
Standard 5S launcher. Unremarkable except that it is fairly fast.
}}
}}


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


=== Normal Moves ===
{{MoveData
|image=
|caption=
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=40,000
|guard=OH
|startup=4
|active=3
|recovery=16
|onhit=+9
|onblock=+9
|properties=-
|description=
-
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Standing Light | {{l}} | 40,000 | {{rpdfire}} }}
|image=
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 35,000 | {{low}} {{rpdfire}} }}
|caption=
{{MoveListRow | Standing Medium | {{m}} | 30,000 x 2 }}
|name=Jumping Medium
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 28,000 x 2 | {{low}} }}
|input=j.5M
{{MoveListRow | Standing Heavy | {{h}} | 68,000 | }}
|data=
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 63,000 | {{low}} }}
{{AttackData-UMVC3
{{MoveListRow | Special | {{s}} | 80,000 | {{launch}} {{nocancel}} }}
|damage=50,000
{{MoveListRow | Jumping Light | air {{l}} | 40,000 | {{high}} }}
|guard=OH
{{MoveListRow | Jumping Medium | air {{m}} | 50,000 | {{high}} }}
|startup=6
{{MoveListRow | Jumping Heavy | air {{h}} | 70,000 | {{high}} }}
|active=3
{{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{aircombofinisher}} <br> }}
|recovery=22
{{MoveListRow | Falling Claw | air {{d}} + {{h}} | 68,000 | }}
  |onhit=+16
{{MoveListFooter}}
  |onblock=+15
|properties=
|description=
Works naturally as an instant overhead against big-body characters, and can also work as an instant overhead against standard-sized characters via a Fuzzy Guard setup. Thanks to j.2H, this can be converted easily and freely into a full combo if used as an instant overhead. Otherwise, it is fairly standard air combo filler and a respectable air-to-ground attack.
}}
}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=11
|active=3
|recovery=22
|onhit=+18
|onblock=+17
|properties=
|description=
-
}}
}}
 
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=11
|active=3
|recovery=22
|onhit=+18
|onblock=+14
|properties={{aircombofinisher}}
|description=
Because X-23 also has j.236L as an {{aircombofinisher}}, this move is mainly used for its strength as a regular normal. It is a strong jump-in attack, deals good damage, and is helpful in jump loops or similar combos due to the large amount of hitstun dealt.
}}
}}
 
=== Command Normals ===
 
{{MoveData
|image=
|caption=
|name=Falling Claw
|input=j.2H
|data=
{{AttackData-UMVC3
|damage=68,000
|guard=Mid
|startup=8
|active=Until Grounded
|recovery=10
|onhit=+7
|onblock=+6
|properties=Special Cancelable
|description=
Immediately halts all of X-23's aerial momentum and causes her to plunge straight downward. This attack hits on both sides directly below her, and thus can be used as a crossup. However, it does not hit overhead. This move is useful combo filler, can help with certain conversions (such as after an instant overhead attempt), or be used for mobility purposes to evade underneath certain projectiles.
}}
}}


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


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Neck Slice | {{qcf}} + {{l}} | 85,000 | }}
|image=
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Neck Slice | {{qcf + hold {{l}} }} | 135,400 | {{stagger}} on Grounded Opponents <br> {{hardknockdown}} on Airborne Opponents }}
|caption=
{{MoveListRow | Ankle Slice | {{qcf}} + {{m}} | 85,000 | {{low}} }}
|name=Neck Slice
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Ankle Slice | {{qcf + hold {{m}} }} | 135,400 | {{low}} <br> otg}}
|input=236L
{{MoveListRow | Decapitating Slice | {{qcf}} + {{h}} | 120,000 | {{throw}} <br> hardknockdown}}
|data=
{{MoveListRow | &nbsp;&nbsp;&nbsp;Charged Decapitating Slice | {{qcf + hold {{h}} }} | 120,000 | {{throw}} <br> hardknockdown}}
{{AttackData-UMVC3
{{MoveListRow | Talon Attack (L) | air {{qcf}} + {{l}} | 90,000 | {{aironly}} <br> {{aircombofinisher}} }}
|damage=85,000
{{MoveListRow | Talon Attack (M) | air {{qcf}} + {{m}} | 90,000 | {{aironly}} }}
|guard=Mid
{{MoveListRow | Talon Attack (H) | air {{qcf}} + {{h}} | 90,000 | {{aironly}} }}
|startup=18
{{MoveListRow | Crescent Scythe (L) | {{dp}} + {{l}} | 85,000 | {{airok}} }}
|active=9
{{MoveListRow | Crescent Scythe (M) | {{dp}} + {{m}} | 55,000 x 2 | {{airok}} }}
|recovery=14
{{MoveListRow | Crescent Scythe (H) | {{dp}} + {{h}} | 44,000 x 3 | {{airok}} }}
|onhit=0
{{MoveListRow | Mirage Feint (L) | {{qcb}} + {{l}} | 0 | Chargeable, Can be canceled with {{s}} }}
|onblock=-1
{{MoveListRow | Mirage Feint (M) | {{qcb}} + {{m}} | 0 | Chargeable, Can be canceled with {{s}} }}
|properties=
{{MoveListRow | Mirage Feint (H) | {{qcb}} + {{h}} | 0 | Chargeable, Can be canceled with {{s}} }}
|description=
{{MoveListFooter}}
Largely unremarkable advancing attack. X-23 does a quick backflip and then advances forward while slicing. The backflip can be used to evade and then whiff punish some normals (so 2L xx 236L sometimes works as a frame trap, or to bait mashed pushblock attempts). However, uncharged Neck Slice isn't advantageous enough to combo after without additional resources.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Charged Neck Slice
|input=236[L]
|data=
{{AttackData-UMVC3
|damage=45,000 x3
|guard=Mid
|startup=37
|active=12
|recovery=11
|onhit=+30
|onblock=0
|properties=Stagger on hit versus grounded, spinout into {{hardknockdown}} on hit versus airborne.
|description=
The charged version of Neck Slice deals more damage and has significantly better advantage on hit, while also being slightly better on block. It is impractical for most teams to combo into this move, but it easily starts combos of its own. Charged Neck Slice is a decent approach tool, especially when covered by an assist, and is extremely difficult to punish once active, even on whiff. Although typically neutral on block, very few characters can contest X-23's fast 5L, so she typically keeps momentum.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Ankle Slice
|input=236M
|data=
{{AttackData-UMVC3
|damage=30,000 x5
|guard=Low
|startup=20
|active=4
|recovery=22
|onhit=-3
|onblock=-4
|properties=
|description=
Works very similarly to Neck Slice, but with a low-hitting slash instead of the larger, mid-hitting attack of 236L. Like with Neck Slice, it is fairly unremarkable when uncharged.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Charged Ankle Slice
|input=236[M]
|data=
{{AttackData-UMVC3
|damage=45,000 x3
|guard=Low
|startup=39
  |active=7
|recovery=19
|onhit=+27
|onblock=-3
|properties={{otg}} Staggers on hit vs grounded.
|description=
Charging Ankle Slice causes it to gain the {{otg}} property, which makes it an important combo tool. Like with Neck Slice, charging this move also causes it to deal increased damage and hitstun, while also enhancing the move's horizontal range.
 
Against most characters, this move launches the opponent slightly airborne when it hits OTG, allowing for a combo into Rage Trigger and basically nothing else outside of X-Factor. Against large-body characters (Hulk, Sentinel, Nemesis), this move launches slightly higher, allowing her to combo into Weapon X Prime (623XX) instead.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Decapitating Slice
|input=236H
|data=
{{AttackData-UMVC3
|damage=120,000
|guard=Throw
|startup=26-45
|active=8
|recovery=23
|onhit=-
|onblock=-
|properties={{hardknockdown}}, Can be charged
|description=
X-23's command grab. In most cases, it is too slow and predictable to use effectively, and opponents can simply hold up on reaction to the lengthy startup animation. Charging this special by holding the button increases the range of the attack (she leaps further horizontally) but otherwise has no benefit. On successful throw, the opponent is knocked airborne and eventually falls down next to X-23, allowing her to pick up with a well-timed normal just before they reach the ground.
}}
}}


===Hyper Moves===
{{UMvC3MoveListHeader}}
{{MoveListRow | Rage Trigger | {{qcf}} + {{atk}} + {{atk}} | 245,400~294,600 | Mashable. }}
{{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 Follow-up | {{s}} during Silent Kill | 400,000 | {{airok}} <br> {{unblockable}} <br> {{hardknockdown}} | level3 }}
{{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 {{ s}} . You can  <br>
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 ==
{{MoveData
|image=
|caption=
|name=Talon Attack
|input=236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcf}} + {{l}}
|damage=90,000
|guard=Mid
|startup=15
|active=Until Grounded
|recovery=11
|onhit=+10
|onblock=+9
|properties={{aircombofinisher}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=90,000
|guard=Mid
|startup=15
|active=13
|recovery=13
|onhit=-3
|onblock=-4
|properties=-
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=90,000
|guard=Mid
|startup=15
|active=13
|recovery=13
|onhit=-3
|onblock=-4
|properties=-
|description=
Divekick-esque special move. Direction is changed based on the button used. {{l}} travels diagonally down-forward, {{m}} travels straight horizontally forward, and {{m}} travels diagonally up-forward.


=== Tips and Tricks ===
{{l}} Talon Attack is an {{aircombofinisher}} and is preferred over j.5S due to dealing more damage and bringing X-23 down to the ground alongside the opponent, letting her follow-up more quickly. It is also a strong approach tool, as it is quite advantageous on both hit and block. {{m}} Talon Attack is also a solid approach tool, especially when done close to the ground as a Tiger Knee motion and/or covered by an assist.


* 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 can freely cancel her other specials into Talon Attack so long as she is airborne. This is mainly notable for Crescent Scythe (623X) and Mirage Feint (214X) which have lengthy airborne periods during their duration.
}}
}}


* 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.
{{MoveData
|image=
|caption=
|name=Crescent Scythe
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=85,000
|guard=Mid
|startup=5
|active=8
|recovery=33*
|onhit=+1
|onblock=-19
|properties={{airok}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=55,000 x2
|guard=Mid
|startup=5
|active=11
|recovery=40*
|onhit=-5
|onblock=-25
|properties={{airok}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=44,000 x3
|guard=Mid
|startup=5
|active=12
|recovery=59*
|onhit=-23
|onblock=-46
|properties={{airok}}
|description=
Dragon Punch-style upward hitting attack. However, it has no invulnerability and is a poor reversal. Crescent Scythe is mainly useful as combo filler, especially the H version which deals fairly significant damage.


* Her Mirage Feint Cancels ( {{ qcb}} + {{ L}}, {{M}}, or {{H}} then {{ S}} ) makes most of her normals safe on block and allows for fast pokes.
This move does not recover naturally until X-23 reaches the ground (recovery listed is for grounded version of the move). However, its lengthy recovery can be circumvented by canceling it into any version of Talon Attack at any time.
}}
}}


* 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 {{ hardknockdown}} on airborne opponents, you can follow up with her Charged Ankle Slice for extra damage and finish with Rage Trigger.  
{{MoveData
|image=
|caption=
|name=Mirage Feint
|input=214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcb}} + {{l}}
|damage=-
|guard=-
|startup=3
|active=-
|recovery=14
|onhit=-
|onblock=-
|properties=
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcb}} + {{m}}
|damage=-
|guard=-
|startup=3
|active=-
|recovery=25
|onhit=-
|onblock=-
|properties=Passthrough
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcb}} + {{h}}
|damage=-
|guard=-
|startup=6
|active=-
|recovery=7
|onhit=-
|onblock=-
|properties=
|description=
X-23 drops into a stance which can be maintained by holding the button. Releasing the button causes X-23 to leap forward, with the trajectory determined by the button used:
* {{l}} X-23 hops very slightly forward
* {{m}} X-23 leaps horizontally a very long distance. This leap has passthrough; it can slip behind opponents to cross them up.
* {{h}} X-23 leaps upward and very slightly forward, similar to a standard forward jump. This version recovers very quickly, allowing her to perform aerial normals before landing.


* 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.
214M is useful as a cross-up tool, by canceling it into L Talon Attack once it basses behind the opponent. 214H is a useful combo tool and can also be used to quickly access aerial normals as a sort of pseudo jump-cancel.


* 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.
While holding down the button to delay any version of Mirage Feint, pressing S will cause X-23 to cancel the stance and return to a neutral state. This is referred to as a "Mirage Feint Cancel" and is a useful tool to reduce the recovery of {{m}} and {{h}} normals. In particular, Mirage Feint Cancels allow X-23 to loop 5H into itself with some practice, leading to a high damage combo.
}}
}}


=== Combos ===


*
=== Hyper Combos ===


=== Basic Strategy ===
{{MoveData
|image=
|caption=
|name=Rage Trigger
|subtitle="Fight's Over!"
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=245,400 - 294,600
|guard=Mid
|startup=13+2
|active=16(13)24(10)10
|recovery=44
|onhit=-12
|onblock=-29
|properties=Invuln until frame 19, mashable
|description=
Standard combo ending hyper, as well as a decent reversal due to being invulnerable from frame 1. Final hits raise the opponent quite high in the air, which makes DHCs awkward to perform unless the cancel is done early.
}}
}}




=== Advanced Strategy ===
{{MoveData
|image=
|caption=
|name=Weapon X Prime
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=280,900
|guard=Mid
|startup=24+1
|active=33
|recovery=38
|onhit=-
|onblock=-50
|properties=Invuln frames 6-64, Spinout into {{softknockdown}}
|description=
Cinematic level 1 hyper. Although it is not frame 1 invuln like Rage Trigger, it has significantly more total invincibility. This makes it a decent counter-activation to certain other hypers, such as Doctor Doom's 214XX.


== Strategy vs. X-23 ==
This hyper is harder to combo into (and deals less damage) than Rage Trigger, but it is more friendly to DHCs in either direction. It is especially nice for comboing into install hypers such as Dante's Devil Trigger due to its lengthy spinout.
}}
}}


{{MoveData
|image=
|caption=
|name=Silent Kill
|subtitle=Dirt Nap
|input=214XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=400,000
|guard=Good Luck :)
|startup=20+9
|active=290
|recovery=-
|onhit=-
|onblock=-
|properties=Invuln frames 6-29, 290 frame invisibility install
|description=
Upon activation, X-23 performs a backflip and turns completely invisible for roughly 5 seconds. This means that neither X-23 nor her opponent knows exactly where she is, although the dust clouds kicked up whenever she dashes can give clues to her current location. While invisible, X-23 can move and attack as normal, however, her S button is replaced with a special unblockable attack. This special S follow-up can be done at any time, including during special attacks. Pressing S while on the ground causes the unblockable attack to have identical hitboxes and frame data to 5L. Pressing S while airborne gives the unblockable the properties of j.5L.
Because Silent Kill's followup is an Unblockable and not a throw, it can be landed even on an opponent already in hitstun or blockstun, leading to truly inescapable setups. Upon connecting this attack, a short cinematic plays where X-23 deals a single, highly damaging attack to the opponent. This attack causes a {{hardknockdown}}, and she can follow up either by catching the opponent before they land, or with an {{otg}} 236[M].
}}
}}
=== Universal Mechanics ===
{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
X-23 can follow up her forward ground throw with a well-timed dash up 236[M], although the damage potential here is limited. Picking up after a backthrow is effectively impossible.
}}
}}
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
X-23 can follow up her forward air throw with a well-timed dash up 236[M], although the damage potential here is limited. Picking up after a backthrow is effectively impossible.
}}
}}
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=4
|recovery=21
|onhit=-
|onblock=-3
|properties=Snapback
|description=
Animation and hitbox based on 5H
}}
}}
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=17
|recovery=34
|onhit=-
|onblock=-13
|properties={{softknockdown}}
|description=
-
}}
}}
== Team Position ==
Laura is typically placed in the '''second''' or '''anchor''' position on a team. Although her unblockable hyper is very powerful, she typically needs another character to score the first hit and build meter in order to set her up. Unfortunately, her assists are not the most useful while she waits in the backline. Crescent Scythe is a decent defensive assist and can be used to set up Alpha Counter Cancels since it is freely cancelable into j.236X on hit or block. Ankle Slice hits low and thus can be used to set up Unblockables when combined with an overhead from the point character. She also makes an excellent candidate for Level 2 or Level 3 X-Factor, as the speed boost opens up some additional solo combo routes for her, and the damage boost allows her to quickly build meter for more Dirt Naps.
=== Notable Synergies ===
'''Dante''': Dante's Jam Session assist has huge vertical coverage and provides a significant amount of blockstun. When called against an oncoming character, it can force most opponents to block (or be hit) as soon as they appear, making X-23's unblockable hyper truly inescapable. It's also a generically useful assist that she can call in neutral in order to mount an offense. Like many other characters on this list, Dante has many tools for extended combos that build significant meter, which can be used to fuel Dirt Nap setups.
'''Players to Watch:''' Dapvip (Dante/X-23/Iron Man), Traumatisch (X-23/Dormammu/Dante), Mitsu (Dante/X23/Strange)
'''Iron Man/Doctor Doom:''' Both of these characters offer a beam assist. Besides being useful in neutral, X-23 can call these assists during her 5S launcher and then quickly bring a launched opponent back to the ground with j.236L. These beams lasts long enough for the opponent to land on them and for Laura to relaunch, making it one of the few ways that she can use assists to extend her main combo routes. Both of these characters also have relatively easy, any-position TAC Infinites, which are one of the easiest ways to build 5 bars for X-23 to use in unblockable setups.
'''Players to Watch''' Jayto (X-23/Doom/Vergil), Dapvip (Dante/X-23/Iron Man)
'''Dormammu/Vergil:''' Dark Hole (Dorm) and Rapid Slash (Vergil) are rare examples of assists that last long enough for Laura to call them before starting her 236[M} OTG, and still be active as she recovers from it. This allows her to perform a relaunch without X-Factor, which is a welcome boost to her damage potential. Additionally, Dormammu can activate both Stalking Flare (214XX) and Flame Carpet (3H) and then tag out, leaving these attacks on screen for the opponent to block while Laura mounts an offense.
'''Players to Watch:''' Jayto (X-23/Doom/Vergil), Traumatisch (X-23/Dormammu/Dante)
'''Magento:''' With his high mobility, Magneto makes an excellent point character for 300% teams, as he can hold his own and score a hit even with limited assist availability. Magneto can score an early hit and set up a TAC for another character to finish, or be the character brought in to perform the TAC himself. In either case, the result is the same: one dead character and 5 meter to spend on Dirt Nap unblockables for the remaining two opponents.
'''Players to Watch:''' ASH (Magneto/X-23/Dante)
'''Other Players to Watch:'''
== Combos ==
=== Solo Combos ===
<code><nowiki>2L > 2M > 5H xx 214H, j.5M > j.5M > j.5H, rejump, j.5M > j.5M > j.5H xx j.236L, 5M > 5H > 5S sjc. j.5M > j.5M > j.5H > j.2H xx j.623H xx j.236L, land, 236[M] xx 236XX (596,000 damage for 1 bar, builds 1.1 bars of meter).</nowiki></code> <br>
Standard jump loop bnb combo. Compared to her other jump loop variants it is the easiest and most consistent to confirm. If you land a raw 236[L] or j.236L, you can link 5L afterwards and start this combo route.<br>
<code><nowiki>j.236L, 5H xx 214H, j.623L xx j.236L, 5H xx 214H, j.623L xx j.236L, 5H xx 214H, j.623L xx j.236L, 5H > 5S sjc. j.5M > j.5M > j.5H > j.2H xx j.623H xx j.236L (639,000 for 0 bar, builds 1.2 bars of meter)</nowiki></code> <br>
More advanced jump loop aka "Luis Loops". Can be ended with OTG into super in the usual way as well, or extended with assists (see below). Confirm into the jump loop portion as fast as possible, omitting unnecessary attacks, to minimize hitstun deterioration. <br>
=== X-Factor Combos ===
<code><nowiki>[Forward Air Throw], land, slight forward dash, 236[M] xx [Level 1 X-Factor], 5H > 5S sjc. j.5H > j.2H xx j.623H xx j.236L, land, 236[M] xx 236XX (597,000 for 1 bar, builds ~0.8 bars of meter). </nowiki></code> <br>
X-Factor cancel allows X-23 to pick up after an OTG Ankle Slice. Due to the significant amounts of minimum hitstun on her Heavy attacks, this extension can be tacked onto the end of just about any combo that ends with 236[M], allowing her to secure the kill and take on the next incoming character with more meter. <br>
<code><nowiki>[In X-Factor 2/3] 236[M], 5S sjc. j.5H xx 623H xx 236L, land, 236[M], 5S sjc. j.5H xx 623H xx 236L, land, 236[M], 5S sjc. etc. </nowiki></code> <br>
Simple OTG relaunch loop in higher levels of X-Factor. Not a true infinite, but kills fast enough for it to rarely be a problem. Allows Laura to conserve meter for additional Dirt Nap setups.
=== Sample Team Combos ===
<code><nowiki> 5L > 5M > 5H xx 214L > S, 5H xx 214L > S, 5H xx 214L > S, 5H > 5S+A (Iron Man - Unibeam) sjc. j.5H xx j.236L, land (Assist hits), 5H > 5S sjc. j.5H xx j.623H xx j.236L, land, Assist (Wesker, Samurai Edge), 236[L], 5H > 5S sjc. j.5H > j.2H xx j.623H xx j.236L, land, 236[M] xx 236XX (733,000 for 1 bar, builds 1.5 bars of meter)</nowiki></code> <br>
This sample combo highlights three concepts for X-23:
* Mirage Feint Cancel loops (5H xx 214L > S, 5H). These are fairly difficult to land in a real match setting and aren't especially damaging compared to advanced jump loops, so they are not commonly used. It may be worth considering them to minimize damage scaling in combos where you plan on using multiple assist extensions.
*Using beam assists for a relaunch by calling the assist alongside 5S (but before superjumping, which locks out assists) and then using j.236L to immediately spike the opponent back down into the beam. This works with several projectile assists, including Iron Man beam, Doctor Doom beam, and Ryu's hadouken.
*Using an OTG assist to relaunch by calling it after a knockdown and using 236[L] instead of 236[M]. Since Charged Neck Slice causes a lengthy spinout on hitting an airborne opponent, X-23 has time to recover and relaunch.
== Alternate Colors ==
[[File:X23_colors.jpg]]
== Videos and External Resources ==
<youtube>nCZPuSuGp18</youtube> <youtube>EDh6mA-7cx4</youtube> <youtube>ZWyzGnZffGc</youtube> <youtube>OsjHQVFrp8A</youtube> <youtube>Rm7lC4GKAnk</youtube> <youtube>5ycIuVF38d0</youtube> <youtube>KNowP0nczT8</youtube> <br>
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 19:24, 29 December 2021


Introduction

An imperfect clone of Wolverine, the 23rd attempt at recreating the Weapon X program and the only one to survive. She shares her "dad's" regenerative capabilities, adamantium skeleton, and heightened, feral senses. However, instead of having three claws on each hand, she has two per hand and an additional, hidden claw on each foot. Laura eventually escaped the program, but struggles with the emotional damage of being raised exclusively as a killing machine for her entire childhood.

In UMvC3, X-23 draws superficial comparisons to Wolverine, as they are both rushdown-focused characters with limited ranged ability. Her attacks are usually slower, but in exchange she has several aerial specials that provide her some unique mobility options. The most important difference, however, is her unblockable level 3 "Dirt Nap" hyper. X-23 teams are typically constructed to maximize the effectiveness of this unblockable attack. These teams are typically called "300%" teams because - while they often struggle in neutral - one clean hit with them will lead to inescapable death to all three members of the opposing team.

Strengths Weaknesses
  • Very fast grounded dash speed, combined with multiple movement-heavy special moves and a fast walljump, allow her to quickly maneuver around the screen.
  • Silent Kill level 3 hyper can enable inescapable unblockable setups that can kill a character from full health, provided enough resources are available.
  • Has multiple cancel options and specials that are safe or even advantageous on block to maintain pressure when in range.
  • No projectile options and poor range cause her to struggle against characters who can zone her out, especially if they can match her mobility as well.
  • Very poor conversion options off normal throws, and her command grab is too slow to use consistently.
  • Doesn't get very notable combo extensions off of common assists; mainly relies on X-Factor or large amounts of meter to deal big damage.
X-23
Umvc3 x23 face.jpg
Character Data
Health 830,000
Ground Magic Series Zig-Zag
Air Chain Combo Limit None
Forward Dash Duration 16 frames
Backdash Duration 21 frames
Jump Duration 45 frames
Superjump Duration 80 frames
Walljump? Yes
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 20% / 40% / 60%
X-Factor Speed Boost (1/2/3) 20% / 30% / 40%
Minimum Damage Scaling (Normals, Specials) 20%
Minimum Damage Scaling (Hypers) 40(?)%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Neck Slice
Assist A
Damage Startup Active Recovery
80,000 42 7 119, 79
On Hit On Block Guard Properties
- - Mid -

THC Hyper: Rage Trigger.

Ankle Slice
Assist B
Damage Startup Active Recovery
80,000 44 4 114, 84
On Hit On Block Guard Properties
- - Low Otg.png

THC Hyper: Rage Trigger. Although Ankle Slice usually needs to be charged in order to hit Otg.png, the assist performs the uncharged version, but hits Otg.png regardless. As a low-hitting assist, it can be used to set up high/low unblockables when combined with an overhead attack from the point character, although this requires being very close as the assist has poor range. Has very poor coverage and lockdown, but its low-hitting and OTG properties give it some utility. You can also whiff this assist on purpose mid-combo if X-23 is in the second position, so that a TAC immediately after brings in your third character instead. This is a useful strategy for 300% teams, as your anchor character likely has an easier TAC Infinite than X-23.

Crescent Scythe
Assist Y
Damage Startup Active Recovery
40,000 x3 29 9 154, 124
On Hit On Block Guard Properties
- - Mid Strk.png

THC Hyper: Rage Trigger. This is X-23's fastest assist and the one that covers the most screen space. Note that it has no invulnerability, and is not really a reversal or escape tool under normal circumstances. This assist is mainly notable for its use as a Crossover Counter (Alpha Counter). When brought in as a guard cancel, this assist does have a respectable amount of invulnerability, allowing the previous point character to escape pressure fairly safely. Moreover, this attack can be canceled into Talon Strike (j.236X) to either remain safe on block or convert into a full combo on hit.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
40,000 4 3 11
On Hit On Block Guard Properties
-1 -1 Mid Rpdfire.png

Hitbox does not extend as far as the visual claw swing effect indicates, but still has good reach for a light normal. Good abare button to steal momentum. Otherwise mainly used after Neck Slice or Talon Strike to confirm a hit or maintain pressure.

Stand Medium
5M
Damage Startup Active Recovery
30,000 x2 5 2(2)3 19
On Hit On Block Guard Properties
-4 -5 Mid -

Double-hitting poke normal. Has a solid hitbox and advances X-23 forwards slightly.

Stand Heavy
5H
Damage Startup Active Recovery
68,000 9 4 21
On Hit On Block Guard Properties
+1 -3 Mid Strk.png

Important combo tool due to its (relatively) high base damage, large amounts of hitstun, and Strk.png property enabling both simple and advanced jump loops. Its rather lengthy recovery can be largely negated - even on whiff - by using Mirage Feint (see that move's description for more details).


Crouching Light
2L
Damage Startup Active Recovery
35,000 5 3 13
On Hit On Block Guard Properties
-3 -3 Low Rpdfire.png

Standard fast low attack. Like 5L, it is good for maintaining pressure after Talon Strike or Neck Slice.

Crouching Medium
2M
Damage Startup Active Recovery
28,000 x2 6 7 16
On Hit On Block Guard Properties
-2 -3 Low -

Has slightly poorer range than 5M and advances X-23 only about half as far forward. Mainly useful as a low confirm.

Crouching Heavy
2H
Damage Startup Active Recovery
63,000 10 4 20
On Hit On Block Guard Properties
- -2 Low Strk.png, Softknockdown.png

Standard sweep attack. This attack does not juggle high enough into the air to start jump loops the way that 5H does, but it can still be followed up with a Mirage Feint Cancel, or with a regular 5S.


Launcher/Special
S
Damage Startup Active Recovery
80,000 8 4 27
On Hit On Block Guard Properties
Launch -9 Mid Launch.png, Nocancel.png

Standard 5S launcher. Unremarkable except that it is fairly fast.

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
40,000 4 3 16
On Hit On Block Guard Properties
+9 +9 OH -

-

Jumping Medium
j.5M
Damage Startup Active Recovery
50,000 6 3 22
On Hit On Block Guard Properties
+16 +15 OH -

Works naturally as an instant overhead against big-body characters, and can also work as an instant overhead against standard-sized characters via a Fuzzy Guard setup. Thanks to j.2H, this can be converted easily and freely into a full combo if used as an instant overhead. Otherwise, it is fairly standard air combo filler and a respectable air-to-ground attack.

Jumping Heavy
j.5H
Damage Startup Active Recovery
70,000 11 3 22
On Hit On Block Guard Properties
+18 +17 OH -

-

Jumping Special
j.5S
Damage Startup Active Recovery
70,000 11 3 22
On Hit On Block Guard Properties
+18 +14 OH Aircombofinisher.png

Because X-23 also has j.236L as an Aircombofinisher.png, this move is mainly used for its strength as a regular normal. It is a strong jump-in attack, deals good damage, and is helpful in jump loops or similar combos due to the large amount of hitstun dealt.

Command Normals

Falling Claw
j.2H
Damage Startup Active Recovery
68,000 8 Until Grounded 10
On Hit On Block Guard Properties
+7 +6 Mid Special Cancelable

Immediately halts all of X-23's aerial momentum and causes her to plunge straight downward. This attack hits on both sides directly below her, and thus can be used as a crossup. However, it does not hit overhead. This move is useful combo filler, can help with certain conversions (such as after an instant overhead attempt), or be used for mobility purposes to evade underneath certain projectiles.


Special Moves

Neck Slice
236L
Damage Startup Active Recovery
85,000 18 9 14
On Hit On Block Guard Properties
0 -1 Mid -

Largely unremarkable advancing attack. X-23 does a quick backflip and then advances forward while slicing. The backflip can be used to evade and then whiff punish some normals (so 2L xx 236L sometimes works as a frame trap, or to bait mashed pushblock attempts). However, uncharged Neck Slice isn't advantageous enough to combo after without additional resources.

Charged Neck Slice
236[L]
Damage Startup Active Recovery
45,000 x3 37 12 11
On Hit On Block Guard Properties
+30 0 Mid Stagger on hit versus grounded, spinout into Hardknockdown.png on hit versus airborne.

The charged version of Neck Slice deals more damage and has significantly better advantage on hit, while also being slightly better on block. It is impractical for most teams to combo into this move, but it easily starts combos of its own. Charged Neck Slice is a decent approach tool, especially when covered by an assist, and is extremely difficult to punish once active, even on whiff. Although typically neutral on block, very few characters can contest X-23's fast 5L, so she typically keeps momentum.


Ankle Slice
236M
Damage Startup Active Recovery
30,000 x5 20 4 22
On Hit On Block Guard Properties
-3 -4 Low -

Works very similarly to Neck Slice, but with a low-hitting slash instead of the larger, mid-hitting attack of 236L. Like with Neck Slice, it is fairly unremarkable when uncharged.

Charged Ankle Slice
236[M]
Damage Startup Active Recovery
45,000 x3 39 7 19
On Hit On Block Guard Properties
+27 -3 Low Otg.png Staggers on hit vs grounded.

Charging Ankle Slice causes it to gain the Otg.png property, which makes it an important combo tool. Like with Neck Slice, charging this move also causes it to deal increased damage and hitstun, while also enhancing the move's horizontal range.

Against most characters, this move launches the opponent slightly airborne when it hits OTG, allowing for a combo into Rage Trigger and basically nothing else outside of X-Factor. Against large-body characters (Hulk, Sentinel, Nemesis), this move launches slightly higher, allowing her to combo into Weapon X Prime (623XX) instead.


Decapitating Slice
236H
Damage Startup Active Recovery
120,000 26-45 8 23
On Hit On Block Guard Properties
- - Throw Hardknockdown.png, Can be charged

X-23's command grab. In most cases, it is too slow and predictable to use effectively, and opponents can simply hold up on reaction to the lengthy startup animation. Charging this special by holding the button increases the range of the attack (she leaps further horizontally) but otherwise has no benefit. On successful throw, the opponent is knocked airborne and eventually falls down next to X-23, allowing her to pick up with a well-timed normal just before they reach the ground.


Talon Attack
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
90,000 15 Until Grounded 11
On Hit On Block Guard Properties
+10 +9 Mid Aircombofinisher.png
M
Qcf.png + M.png
Damage Startup Active Recovery
90,000 15 13 13
On Hit On Block Guard Properties
-3 -4 Mid -
H
Qcf.png + H.png
Damage Startup Active Recovery
90,000 15 13 13
On Hit On Block Guard Properties
-3 -4 Mid -

Divekick-esque special move. Direction is changed based on the button used. L.png travels diagonally down-forward, M.png travels straight horizontally forward, and M.png travels diagonally up-forward.

L.png Talon Attack is an Aircombofinisher.png and is preferred over j.5S due to dealing more damage and bringing X-23 down to the ground alongside the opponent, letting her follow-up more quickly. It is also a strong approach tool, as it is quite advantageous on both hit and block. M.png Talon Attack is also a solid approach tool, especially when done close to the ground as a Tiger Knee motion and/or covered by an assist.

X-23 can freely cancel her other specials into Talon Attack so long as she is airborne. This is mainly notable for Crescent Scythe (623X) and Mirage Feint (214X) which have lengthy airborne periods during their duration.


Crescent Scythe
623X
L
Dp.png + L.png
Damage Startup Active Recovery
85,000 5 8 33*
On Hit On Block Guard Properties
+1 -19 Mid Airok.png
M
Dp.png + M.png
Damage Startup Active Recovery
55,000 x2 5 11 40*
On Hit On Block Guard Properties
-5 -25 Mid Airok.png
H
Dp.png + H.png
Damage Startup Active Recovery
44,000 x3 5 12 59*
On Hit On Block Guard Properties
-23 -46 Mid Airok.png

Dragon Punch-style upward hitting attack. However, it has no invulnerability and is a poor reversal. Crescent Scythe is mainly useful as combo filler, especially the H version which deals fairly significant damage.

This move does not recover naturally until X-23 reaches the ground (recovery listed is for grounded version of the move). However, its lengthy recovery can be circumvented by canceling it into any version of Talon Attack at any time.


Mirage Feint
214X
L
Qcb.png + L.png
Damage Startup Active Recovery
- 3 - 14
On Hit On Block Guard Properties
- - - -
M
Qcb.png + M.png
Damage Startup Active Recovery
- 3 - 25
On Hit On Block Guard Properties
- - - Passthrough
H
Qcb.png + H.png
Damage Startup Active Recovery
- 6 - 7
On Hit On Block Guard Properties
- - - -

X-23 drops into a stance which can be maintained by holding the button. Releasing the button causes X-23 to leap forward, with the trajectory determined by the button used:

  • L.png X-23 hops very slightly forward
  • M.png X-23 leaps horizontally a very long distance. This leap has passthrough; it can slip behind opponents to cross them up.
  • H.png X-23 leaps upward and very slightly forward, similar to a standard forward jump. This version recovers very quickly, allowing her to perform aerial normals before landing.

214M is useful as a cross-up tool, by canceling it into L Talon Attack once it basses behind the opponent. 214H is a useful combo tool and can also be used to quickly access aerial normals as a sort of pseudo jump-cancel.

While holding down the button to delay any version of Mirage Feint, pressing S will cause X-23 to cancel the stance and return to a neutral state. This is referred to as a "Mirage Feint Cancel" and is a useful tool to reduce the recovery of M.png and H.png normals. In particular, Mirage Feint Cancels allow X-23 to loop 5H into itself with some practice, leading to a high damage combo.


Hyper Combos

Rage Trigger
"Fight's Over!"
236XX (1 bar)
Damage Startup Active Recovery
245,400 - 294,600 13+2 16(13)24(10)10 44
On Hit On Block Guard Properties
-12 -29 Mid Invuln until frame 19, mashable

Standard combo ending hyper, as well as a decent reversal due to being invulnerable from frame 1. Final hits raise the opponent quite high in the air, which makes DHCs awkward to perform unless the cancel is done early.


Weapon X Prime
623XX (1 bar)
Damage Startup Active Recovery
280,900 24+1 33 38
On Hit On Block Guard Properties
- -50 Mid Invuln frames 6-64, Spinout into Softknockdown.png

Cinematic level 1 hyper. Although it is not frame 1 invuln like Rage Trigger, it has significantly more total invincibility. This makes it a decent counter-activation to certain other hypers, such as Doctor Doom's 214XX.

This hyper is harder to combo into (and deals less damage) than Rage Trigger, but it is more friendly to DHCs in either direction. It is especially nice for comboing into install hypers such as Dante's Devil Trigger due to its lengthy spinout.


Silent Kill
Dirt Nap
214XX (3 bars)
Damage Startup Active Recovery
400,000 20+9 290 -
On Hit On Block Guard Properties
- - Good Luck :) Invuln frames 6-29, 290 frame invisibility install

Upon activation, X-23 performs a backflip and turns completely invisible for roughly 5 seconds. This means that neither X-23 nor her opponent knows exactly where she is, although the dust clouds kicked up whenever she dashes can give clues to her current location. While invisible, X-23 can move and attack as normal, however, her S button is replaced with a special unblockable attack. This special S follow-up can be done at any time, including during special attacks. Pressing S while on the ground causes the unblockable attack to have identical hitboxes and frame data to 5L. Pressing S while airborne gives the unblockable the properties of j.5L.

Because Silent Kill's followup is an Unblockable and not a throw, it can be landed even on an opponent already in hitstun or blockstun, leading to truly inescapable setups. Upon connecting this attack, a short cinematic plays where X-23 deals a single, highly damaging attack to the opponent. This attack causes a Hardknockdown.png, and she can follow up either by catching the opponent before they land, or with an Otg.png 236[M].

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

X-23 can follow up her forward ground throw with a well-timed dash up 236[M], although the damage potential here is limited. Picking up after a backthrow is effectively impossible.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

X-23 can follow up her forward air throw with a well-timed dash up 236[M], although the damage potential here is limited. Picking up after a backthrow is effectively impossible.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 4 21
On Hit On Block Guard Properties
- -3 Mid Snapback

Animation and hitbox based on 5H


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 17 34
On Hit On Block Guard Properties
- -13 OH Softknockdown.png

-


Team Position

Laura is typically placed in the second or anchor position on a team. Although her unblockable hyper is very powerful, she typically needs another character to score the first hit and build meter in order to set her up. Unfortunately, her assists are not the most useful while she waits in the backline. Crescent Scythe is a decent defensive assist and can be used to set up Alpha Counter Cancels since it is freely cancelable into j.236X on hit or block. Ankle Slice hits low and thus can be used to set up Unblockables when combined with an overhead from the point character. She also makes an excellent candidate for Level 2 or Level 3 X-Factor, as the speed boost opens up some additional solo combo routes for her, and the damage boost allows her to quickly build meter for more Dirt Naps.


Notable Synergies

Dante: Dante's Jam Session assist has huge vertical coverage and provides a significant amount of blockstun. When called against an oncoming character, it can force most opponents to block (or be hit) as soon as they appear, making X-23's unblockable hyper truly inescapable. It's also a generically useful assist that she can call in neutral in order to mount an offense. Like many other characters on this list, Dante has many tools for extended combos that build significant meter, which can be used to fuel Dirt Nap setups.

Players to Watch: Dapvip (Dante/X-23/Iron Man), Traumatisch (X-23/Dormammu/Dante), Mitsu (Dante/X23/Strange)

Iron Man/Doctor Doom: Both of these characters offer a beam assist. Besides being useful in neutral, X-23 can call these assists during her 5S launcher and then quickly bring a launched opponent back to the ground with j.236L. These beams lasts long enough for the opponent to land on them and for Laura to relaunch, making it one of the few ways that she can use assists to extend her main combo routes. Both of these characters also have relatively easy, any-position TAC Infinites, which are one of the easiest ways to build 5 bars for X-23 to use in unblockable setups.

Players to Watch Jayto (X-23/Doom/Vergil), Dapvip (Dante/X-23/Iron Man)

Dormammu/Vergil: Dark Hole (Dorm) and Rapid Slash (Vergil) are rare examples of assists that last long enough for Laura to call them before starting her 236[M} OTG, and still be active as she recovers from it. This allows her to perform a relaunch without X-Factor, which is a welcome boost to her damage potential. Additionally, Dormammu can activate both Stalking Flare (214XX) and Flame Carpet (3H) and then tag out, leaving these attacks on screen for the opponent to block while Laura mounts an offense.

Players to Watch: Jayto (X-23/Doom/Vergil), Traumatisch (X-23/Dormammu/Dante)

Magento: With his high mobility, Magneto makes an excellent point character for 300% teams, as he can hold his own and score a hit even with limited assist availability. Magneto can score an early hit and set up a TAC for another character to finish, or be the character brought in to perform the TAC himself. In either case, the result is the same: one dead character and 5 meter to spend on Dirt Nap unblockables for the remaining two opponents.

Players to Watch: ASH (Magneto/X-23/Dante)

Other Players to Watch:

Combos

Solo Combos

2L > 2M > 5H xx 214H, j.5M > j.5M > j.5H, rejump, j.5M > j.5M > j.5H xx j.236L, 5M > 5H > 5S sjc. j.5M > j.5M > j.5H > j.2H xx j.623H xx j.236L, land, 236[M] xx 236XX (596,000 damage for 1 bar, builds 1.1 bars of meter).

Standard jump loop bnb combo. Compared to her other jump loop variants it is the easiest and most consistent to confirm. If you land a raw 236[L] or j.236L, you can link 5L afterwards and start this combo route.

j.236L, 5H xx 214H, j.623L xx j.236L, 5H xx 214H, j.623L xx j.236L, 5H xx 214H, j.623L xx j.236L, 5H > 5S sjc. j.5M > j.5M > j.5H > j.2H xx j.623H xx j.236L (639,000 for 0 bar, builds 1.2 bars of meter)

More advanced jump loop aka "Luis Loops". Can be ended with OTG into super in the usual way as well, or extended with assists (see below). Confirm into the jump loop portion as fast as possible, omitting unnecessary attacks, to minimize hitstun deterioration.

X-Factor Combos

[Forward Air Throw], land, slight forward dash, 236[M] xx [Level 1 X-Factor], 5H > 5S sjc. j.5H > j.2H xx j.623H xx j.236L, land, 236[M] xx 236XX (597,000 for 1 bar, builds ~0.8 bars of meter).

X-Factor cancel allows X-23 to pick up after an OTG Ankle Slice. Due to the significant amounts of minimum hitstun on her Heavy attacks, this extension can be tacked onto the end of just about any combo that ends with 236[M], allowing her to secure the kill and take on the next incoming character with more meter.

[In X-Factor 2/3] 236[M], 5S sjc. j.5H xx 623H xx 236L, land, 236[M], 5S sjc. j.5H xx 623H xx 236L, land, 236[M], 5S sjc. etc.

Simple OTG relaunch loop in higher levels of X-Factor. Not a true infinite, but kills fast enough for it to rarely be a problem. Allows Laura to conserve meter for additional Dirt Nap setups.

Sample Team Combos

5L > 5M > 5H xx 214L > S, 5H xx 214L > S, 5H xx 214L > S, 5H > 5S+A (Iron Man - Unibeam) sjc. j.5H xx j.236L, land (Assist hits), 5H > 5S sjc. j.5H xx j.623H xx j.236L, land, Assist (Wesker, Samurai Edge), 236[L], 5H > 5S sjc. j.5H > j.2H xx j.623H xx j.236L, land, 236[M] xx 236XX (733,000 for 1 bar, builds 1.5 bars of meter)

This sample combo highlights three concepts for X-23:

  • Mirage Feint Cancel loops (5H xx 214L > S, 5H). These are fairly difficult to land in a real match setting and aren't especially damaging compared to advanced jump loops, so they are not commonly used. It may be worth considering them to minimize damage scaling in combos where you plan on using multiple assist extensions.
  • Using beam assists for a relaunch by calling the assist alongside 5S (but before superjumping, which locks out assists) and then using j.236L to immediately spike the opponent back down into the beam. This works with several projectile assists, including Iron Man beam, Doctor Doom beam, and Ryu's hadouken.
  • Using an OTG assist to relaunch by calling it after a knockdown and using 236[L] instead of 236[M]. Since Charged Neck Slice causes a lengthy spinout on hitting an airborne opponent, X-23 has time to recover and relaunch.


Alternate Colors

X23 colors.jpg

Videos and External Resources