Holy crap. Thanks man. I’ll check these out. I was just messing around yesterday with using Killer Bee > X23 + S to set up spacing for shot loops.
I’m hoping you were asking about X23 extensions. If not let me know and I’ll fix my face.
As far as X23 and Doom beam, at low HSD you can combo after an OTG so he can be used to pick up after a dirt nap or a throw (The same timing that lets you link the s.L after the OTG might let you catch WXP. Can’t say for sure on that, though.) In normal combos, the best he really offers is a beam bounce extentions s.S+PB sj.HxxTA L (falls on top of beam), land, s.Sxxsj.HdHxxCS HxxTA L etc. (check the vid ~0:45, it’s with daggers, but it’s the exact same combo/idea.)
For JS, it’s really just a bit of extra meter at the end of a combo. You can use him for meterless enders if you do OTG + JS > link CS HxxTA L (TA L is the safe option if they’re not going to die, TA Hxx CS H is a riskier chip option.) The only time he really does any good is on XF1 extensions. Full combo > OTG xx XF s.S+JS sj.HxxCS HxxTA L, OTG, link CS HxxTA HxxCS H (they tech on the last CS H but it’s like 100k chip). Otherwise, he’s just a neutral, throw combo, and dirt nap tool. I don’t think there’s any way to use him to combo into WXP after a real combo. Super low HSD you can, though.
Also, something that I think is criminally underused. XF3 dante corner back ground throw conversions are super reliable and every character seems to have the same visual cue for the dash timing right when the opponent hits the ground from the throw.
back throw (wait until opponent hits ground) Dash dfHHxxSxxTeleport, Hammer, dfHHxxStingerxxBC IAD j.S MCxxDT Thunderbolts ender kills really fast and does 1.24m.
For anyone running anchor Dante this is a huge huge tool to make his incoming game absolutely terrifying and you literally never see anyone use it.