If you know what moves leave the opponent vulnerable long enough to get a hit in, block normal and punish when they do that. If you’re just starting, it’ll be a bit before you start to have a little mental catalog of what to watch for. Until then, if they’re attacking on you, pushblock to give you some space. With a little space, you can start to work on getting in on your terms.
Common main ways of getting in and starting your attack:
-Normal jump height, qcf+L for the downward talon dive
-Normal or super jump height, qcf+M or qcf+H to avoid the opponents stuff and d+H for the straight down attack right on their head. Very hard to beat out, gives you plenty of time to continue the attack or start mixups. If you’re good enough, practice cancelling the d+H attack on hit or block into a qcf+L; more damage on hit, and safer on block than the d+H by itself.
-qcf+L on the ground. Best if used with an assist so you’ll have time to fully charge the qcf+L. On hit, it staggers the opponent, giving you tons of time to continue the combo. On block, you’re at a pretty serious frame advantage, meaning you have time to start with mixups, usually a low M attack or the qcb+M jumping mirage feint for high attacks. Using the qcb+H mirage feint to get to the other side is usually too slow to be effective.
If you get a hit, follow through with the combo. If not, no worries, just keep the pressure on. The real fun happens when they’re cornered. Your overhead mirage feints will work better, along with just repeated jump d+H’s low to the ground will lock a lot of characters down. The beginnings I mentioned will help get you in, after that, its a matter of mixups, and being able to mix up between high, low, otherside, and qcf+H throw.
Once you get the hit, make damn sure you can reliably combo into DHC trick. You can do it solo off a hit confirmed, fully charged qcf+L, but it’s rare you’ll get the chance. The usual way to do it is a normal air combo, land, call an assist and qcf+M xxdp+AA so the qcf+M hits the opponent OTG, the assist then hits them long enough for the slow weapon X prime to connect. I’m pretty sure Ammy’s Cold Star can be used for this purpose. At the end of WXP, DHC to the appropriate super of the next character and combo away. I don’t know if you can use Ammy for the cold star and then DHC to viel of mist, but definitely try it. The sword combos you can do after that do amazing damage, and will definitely help in turning your one confirmed hit with X-23 into a dead character.