UMVC3/X-23/Combos

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< UMVC3‎ | X-23


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
X-23 Basic Solo Combo
Easy-Medium
Damage: ~605,000 (with 1 bar)
Meter Gain: Builds 1.2 (costs 1)
2L 5M 5H > 214H, j.M j.M j.H, rejump j.M j.M j.H j.S, rejump j.M j.2H > j.236L, land, 5M 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

Stable X-23 combo without any special or complex execution requirements. Works off her most common starters, including L normals, j.236L, and 236[L]. 5H canceled into 214H puts both X-23 and her opponent at roughly normal jump height, setting up jump loops which form the majority of her combo potential.

j.236L works as an Air Combo Finisher and is almost always superior to j.5S for that purpose, so nearly all of X-23's solo combos will end the same way: Air Combo into j.623H > j.236L to pile on damage, then land and OTG with fully-charged 236[M].


Notation Damage Meter Location Video

2L 5M 5H > 214H, delay j.M j.H, land j.5H > 214H, j.M j.H (> j.623L) > j.236L, land, 5M 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

624,000

+0.15

Anywhere

Timestamp

  • Delay starting the air sequence slightly to allow X-23 to get a second Mirage Feint Loop.
  • Deals a little more damage than the normal combo but is harder

j.2M j.2H > j.236L, land, 5M 5H > 214H, j.M j.M j.H, rejump j.M j.M j.H j.2H > j.236L, land, 5M 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

682,000

+0.25

Anywhere

  • Modified combo route specifically for opening with Instant Overhead j.M conversion, since it cause a little more Hitstun Deterioration.
  • You can also just use this route for everything, if you prefer.

236H, 5M 5H > 214H, j.M j.H > j.623L > j.236L, land, 5M 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

~567,000

+0.1

Anywhere

  • Basic jump loop off X-23's command grab.

Alternate Ender vs Big Bodies

Against specific large-sized characters, X-23's 236[M] OTG juggles slightly differently than it does against normal-sized characters. The main useful effect is that - against these characters - X-23 can end a combo with 236[M] > 623XX instead of 236[M] > 236XX. Ending a combo with Weapon X Prime instead of Rage Trigger deals slightly more damage, and it also has much better DHC synergy.

X-23 can end a combo with OTG 236[M] > 623XX against: Sentinel, Hulk, Nemesis, and Thor.

Annoyingly, this is not the same as the list of characters that X-23 can naturally Instant Overhead with j.M. Thor can crouch under an IOH j.M, but the alternate hyper ender works against him. Conversely, MODOK can be Instant Overhead hit by j.M, but you can not OTG into Weapon X Prime against him.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Mirage Feint Loops
Medium-Hard
Damage: ~638,000 (with 1 bar)
Meter Gain: Builds 1.15 (costs 1)
2L 5M [5H > 214L+S,]x3, 5H > 214H, j.M j.H > j.623L > j.236L, land, 5M 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

X-23 can cancel any version of her 214X Mirage Feint without jumping by holding down S, called a Mirage Feint Cancel. Not only does Mirage Feint Canceling 5H improve its frame data, it does so to such an extent that X-23 can link another 5H, leading to loops like this. You can use any version of 214X for a Mirage Feint Cancel, but 214L is recommended.

You can do an easier Mirage Feint Cancel by linking into 5M, like 5H > 214L+S, 5M 5H > 214L+S, etc.. However, this adds so much extra Damage Scaling and Hitstun Deterioration that it usually results in a net damage loss compared to not using Mirage Feint Cancel at all.

The amount of 5H reps you get depends on the starter, but you can usually get away with 3.

Luis Loops
Hard
(Starter) [5H > 214H, j.623L > j.236L, land]x3, 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

Luis Loops are X-23's optimal combo route and refer to a combo route where you cancel L Crescent Scythe (either the grounded or airborne version) very early into j.236L. If done correctly, the cancel will occur early enough that Crescent Scythe will not knock the opponent very high, and the sequence can loop into itself. 623L and j.236L are both single, highly-damaging hits, so looping them racks up high damage with minimal scaling.

The key to consistent Luis Loops is to take advantage of a specific input leniency in UMVC3 that allows you to reuse part of the 623 input for the 236 input. The Crescent Scythe -> Talon Strike cancel input should look something like this: 623L6L. This is not strictly necessary but lets you get the inputs necessary for both specials with minimal inputs.

Hit Confirms

Notation Damage Meter Location Video

623H > j.236L, land, 5M [5H > 214H, 623L > j.236L land,]x2 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

~713,000

+0.15

Anywhere

Timestamp

  • Canceling Crescent Scythe into Talon Strike also applies to Raw Crescent Scythe. More importantly, it applies to X-23's Crescent Scythe crossover counter, which is fairly invincible.

j.5M j.2H > j.236L, land, 5M [5H > 214H, 623L > j.236L land,]x2 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

766,000

+0.25

Anywhere

Timestamp

  • j.2M is an Instant Overhead naturally against Big Body characters, and can also IOH normal-sized characters if set up with Fuzzy Guard. It's also easily confirmable with j.2H
  • From there, it's a normal combo.

(Air-to-Air) (j.L j.M j.H j.S, rejump j.M > j.623L > j.236L, land, 5H > 214H, 623L > j.236L land, 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

729,000

+0.15

Anywhere

Timestamp

  • Sample air-to-air confirm at regular jump height.

(Air-to-Air) j.H j.2H > j.236M, j.M j.S, rejump j.M j.S > j.236L land, 5M 5H 5S sjc. etc.

Anywhere

Timestamp

  • Sample air-to-air confirm at superjump height.
  • X-23's SJ confirms are not very consistent.

236[L], jump j.236L, [land, 623L > j.236L]x2, 5M 5H 5S sjc. j.M j.M j.H (j.2H) > j.623H > j.236L land, 236[M] > 236XX (Mash)

725,000

Corner

Timestamp

  • Fully-charged 236[L] causes a lengthy stagger if it hits a grounded opponent. You could just mash 5M into a regular combo, but you actually have enough time to jump and connect j.236L for some extra damage (this works midscreen too).
  • Modified loop using grounded 623L instead of the air version and no intermediate 5H hits.


Assist Extensions

Sample Assist Airthrow Conversion
Medium
Damage: ~591,000 (with 1 bar)
Meter Gain: Builds ~1.2 bars (costs 1)
Airthrow, j.236L land, dash + Assist (Jam Session) 236[M], jump j.H j.S > j.236L, land 5M 5H 5S + Assist (Plasma Beam) sjc. j.H > j.236L, land 5H 5S sjc. j.H > j.623H > j.236L, land, 236[M] > 236XX (mash)

X-23's main use for assist extensions is to support her poor OTG game. Her only OTG-capable attack, 236[M] is fairly slow and can't be followed up without X-Factor except by canceling into a hyper. A handful of notable assists are active long enough that X-23 can call them before charging 236[M], and the assist will still be hitting after she recovers. Notably, Jam Session and Dark Hole can be used this way. This is especially important for letting her get meaningful damage off an airthrow. Also keep in mind that X-23 can only pick up from a forward airthrow this way.

Alternatively, X-23 can use an assist to prevent a Hard Knockdown altogether, as seen in the Doom assist extension here. 5S + Assist sjc. j.H > j.236L, land 5H to knock an opponent down into a projectile assist and relaunch works with most common beam assists, including Plasma Beam, Unibeam, and Bolts of Balthakk.

As a last option, X-23 can use an OTG-capable assist, like Samurai Edge or Katana-Rama and charge 236[L] instead of 236[M].

X23/Rocket/Iron Man Part 2

X23/Dorm/Rocket
X23/Dorm & other stuff

X23/Iron Man/Sentinel

X23/Doom (Missiles)

X23/Tron/Strange

X23/Ryu/Wesker

Zero/X23/Dante

Magneto/X23/Dante

If X-23 lands her 236H Command Grab, she can Hard Tag to a character with a fast OTG (mainly Doom) Video Example.

Comboing in X-Factor

The main benefit from X-Factor for X-23 is better follow-up potential for her 236[M] OTG. X-Factor canceling 236[M] and then simply relaunching with 5H 5S sjc. j.H > j.623H > j.236L, then another OTG into hyper adds a significant amount of damage to any standard combo route. It can turn a non-kill combo or an expensive, multi-DHC kill into a meterless or 1-bar kill, setting X-23 up for a Silent Kill Unblockable (complete with X-Factor damage boost) on the next character.

If X-Factor is already active, the speed boost allows X-23 to link a variety of attacks naturally after 236[M]. At any level of X-Factor, she can do 236[M], 5M, although high enough Hitstun Deterioration may prevent her from chaining 5M into anything else. She can also do 236[M], 623H > j.236H, which is a very damaging meterless ender.

In XF2 and XF3, X-23 is fast enough that she can directly link 236[M] into 5S. This leads to a very simple loop of high minimum hitstun attacks: 236[M], 5S sjc. j.H > j.623H > j.236L, land, 236[M], 5S etc. This is not a true infinite but loops enough to kill any character fairly easily and meterless.

The speed boost from X-Factor causes X-23's jump loops to be significantly faster, which means that non-XF routes can drop due to her land-canceling an attack that normally hits. For example, the fairly common 5H > 214H, j.M j.M j.H, rejump etc. sequence does not work in any level of X-Factor. To make it work, omit one j.M attack and only loop with two normals. Similarly, you can make most other jump loop sequences work by cutting one of the normals.

Combo From Silent Kill
Medium
Damage: 1,000,000
Meter Gain: Builds ~1.6 (costs 3)
214XX, jump S, land, dash 5L 5M 5H > 214H, j.M j.H > j.236L, land, 5M 5H 5S sjc. j.L j.L j.M j.M j.H j.2H > j.623H > j.236L, land, 236[M] > LMHS, 5H 5S sjc. j.H > j.623H > j.236L, land, 236[M], 623H

Under normal circumstances, X-23's "Dirt Nap" unblockable leads to a standard Hard Knockdown, which she can only really convert with an OTH 236[M] into hyper or X-Factor. However, an oncoming setup into Dirt Nap leaves her at the correct distance and height that she can land, dash up, and connect a 5L before the opponent hits the ground, getting a much larger combo.

For a "300%" setup to work, X-23 will typically have 5 bars (like after a TAC Infinite) ready for an Oncoming Mixup in the corner, and spend 3 bars to activate Silent Kill, bringing her down to 2.0 bars. From there, the goal is to kill the opponent's second character off the Unblockable while also building at least one full bar of meter so that she has a total of 3 ready for another Silent Kill on the final character. This route will kill average-health or lower characters meterless while also building at least a bar (assuming the 2nd position character was still full health).


Notation Damage Meter Location Video

214XX, jump L, land, dash 5L 5M 5H > 214H, j.M j.H > j.236L, land, 5M 5H 5S sjc. j.L j.L j.M j.M j.2H > j.623H > j.236L, land, 236[M] > LMHS, 623H > j.236H

~786,000

Builds ~1.15 (costs 3)

Corner

Example

  • Modified (read: shortened) Silent Kill combo for lower-health characters.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.
Corner Solo Relaunch
Medium-Hard
236[L], 2H 5S sjc. j.H j.2H > j.236M, j.M j.S land 5M 5H 5S sjc. etc.

With the additional bonus hitstun from superjumping, X-23 can link normals after j.236M. By combining the falling motion of j.2H with the forced horizontal momentum of j.236M, X-23 can set up the precise height to spike an opponent with j.5S, land, and catch the opponent before they reach the ground. This extension is corner-only and quite difficult but provides some extra damage potential.

TAC Infinites

Note: X-23's known TAC Infinties are not considered to be human-practical.

Corner Down