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Posted

if you're on pad you need to do it as 63214+K (hold K down) 789 (release K)

Ok, I've been practicing this input, but seem to rarely get it out. When it does work, I think it was by accident. Just to clarify, do I "hold k, rotate 360, release k" or do I do what you said originally, which is to "63214+hold k, 789+release k (do u mean to rotate 180 and press k right at the end of the 63214.

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Posted

im not a fan of negative edge in this game unless it is really needed.

Unfortunately, the only way to connect the chemical love frc after the kick is to use this method. Sigh.....doing it normally would not connect. Anyways, any ideas on what I'm asking?

Posted

o yea, to connect the chemical love frc after 2S/2HS/2D u would have to start hovering first right, because you need the jump install property.

Posted

if you're quick enough you can input those from neutral as 852+X > 632146+K or 9632+X > 246+K

you really need to input it as a low 180, hold k, high 180, release k if you want to do it on pad.

it's possible to input it as 5k > 632147896+K on pad but odds are you won't hit the jump install timing.

if it helps press 5k and hold up, learn when i-no jumps. as soon as i-no jumps is when the chemical love animation needs to start, pretty much any point after that and you've missed the timing. you shoulld be inputting you're 6frc6 as soon as chemical love begins to animate.

i have to go back to work at 11:15 but maybe later tonight or tomorrow i'll put together a vid to help you out.

BTW if you just can't get it. http://www.youtube.com/watch?v=9E0mzteN5fs

Posted

Unfortunately, the only way to connect the chemical love frc after the kick is to use this method. Sigh.....doing it normally would not connect. Anyways, any ideas on what I'm asking?

actually you don't have to negative edge it.

Posted

yeah i never negative edge it either, its just a method choice.

Posted

actually you don't have to negative edge it.

I guess, but the input requires you to do it too fast.

Anyways, I gave up. I just can't do it. Everything comes out when I input it, but it won't connect because the input is too strict/tight. Maybe if I used a stick it would be easier to do.

:arg: damn it all

Posted

I guess, but the input requires you to do it too fast.

Anyways, I gave up. I just can't do it. Everything comes out when I input it, but it won't connect because the input is too strict/tight. Maybe if I used a stick it would be easier to do.

:arg: damn it all

took me about 120 hours of practice. don't give up but yea, buying a stick is much easier.

  • 2 weeks later...
Posted

Not sure where to post this. How do you guys do the airdash after the hover dash so easily. I see ppl hover dash for a little bit then they airdash. I tried inputting 99 or 77 after the hoverdash but it doesn't come out. Is there a trick to this that I'm not seeing?

Posted

6666 6(6) hold for like a 10th of a second then 6(6) you'll probably want to learn how to follow it up with a few things too. first, fast fall VCL. if you're opponent is in the corner and tries to jump on wake up the vcl will catch and you can go into a 5p cs corner rape combo for free. if they don't jump you can sometimes use it as a tick setup on block or you can frc it into a 2k/2p cs combo if you're quick enough. next, j.k Ultimate Fortissimo. basically the j.k is only there to hit confirm. if it's blocked then turn your 2363214+S into a 23632146+S

  • 4 weeks later...
Posted

Not as an offensive comment, but anything buckle says input wise should be an answer more likely for pad players. Whyte is right about the stick input being different.

Posted

its funny how the mechanics work 956 is the instant airdash input. 9 also counts as a forward so when your dashing so you don't lose your dash when you move your stick up to 9. the feeling is very natural. then all you have to do is release then press 6. Clean everytime, perfect height and everything.

  • 1 month later...
Posted

#RELOAD

So I've been playing around with reload on PC lately and my first question is how do you combo in this game?

What's the best thing to follow an cl airdash with outside of the corner? I can't piece combos together at all :(

c.s, 6p, stbt s, 5k, hcl, airdash, jh, 5h, jh <-----then what? i'm having a nightmare canceling into dives :(

Posted

#RELOAD

So I've been playing around with reload on PC lately and my first question is how do you combo in this game?

What's the best thing to follow an cl airdash with outside of the corner? I can't piece combos together at all :(

c.s, 6p, stbt s, 5k, hcl, airdash, jh, 5h, jh <-----then what? i'm having a nightmare canceling into dives :(

Most of I-No's reload combos were pretty corner dependent, and relied on jump installing.

It's been awhile (forever) since I've played it, but you'd probably want to omit the last jh and do CL FRC etc after the 5h (if possible. Again, I've forgotten a lot of it). Remember also that punch dive doesn't bounce in that game.

EDIT: or if it puts them in the corner, after airdash 5H, Cl, land, kick CL, etc.

Easily her worst game, btw.

-9

Posted

i finally got the dive down. never thought a simple 236 input would be much harder than ji 5k hcl but whatever lol. does 254 damage vs anji. i'ma stick with it, at least as far as the corner is concerned, i think i'm going to start using your suggest vs midscreen opponents.

Posted

I'm not sure if reload is anything like x2, but in ggx2 I was able to do 80% dmg using only 25% tension.....and ppl complain that accent core is broke lol. This was against baiken/millia though, but against average defense characters it was still pretty ridiculous considering only 25% tension was used.

  • 2 months later...
Posted

So...buckles already knows but this is a lot of work for one guy.

WANTED: COMBO ASSISTANTS

Do you have video recording capabilities and want to help the I-no forums become a better place for everyone?

Bucklemyshoe is already helping me take care of recording these combos, but not even close to all are done and I'm still looking for many other IDEAL combos on the entire cast. Do you have any combos you think are good or better than what I have? Post what you have and let's see it!

In the meanwhile, enjoy!

* A lot of these were written down at different times, hence a variation in notation. I need to erase certain things that go without saying or insert "jump cancel" and such here and there. If anything is hard to understand, let me know

EPISODE 1: Better than the Phantom Menace, Corner Air Throw Combos

IN VS JO

Corner:

Air throw, 2s 5hs jc j.hs p dive, air dash j.hs s dive, 5s© jc j.s j.hs p dive air dash j.s j.hs k dive 150 dmg

Air throw, 2s 5hs jc j.hs p dive, air dash j.hs s dive, 5s© jc j.s j.hs p dive air dash j.hs p dive k dive 151 dmg

IN VS SO

Corner:

Air throw, 5k SJC j.s j.hs p dive air dash j.hs [p dive] [k dive] 116 dmg *5k->j.s/sj.s is pretty damn hard

Air throw, walk SLIGHTLY forward 5s©, j.s j.hs [p dive] air dash j.hs s dive 5p 5s© SJC sj.s sj.hs k dive 136 dmg

Air throw, walk as forward as you can, 5s©, 5hs, j.hs [s dive slight delay] 5s© SJC sj.s sj.hs p dive, air dash sj.hs [p dive] [k dive] 151 dmg =^.^=

IN VS OS

Corner:

Air throw, walk slightly forward 5s© 5hs, JC j.hs [p dive] air dash j.s j.hs 5s© j.s j.hs k dive 141 dmg

IN VS BA

Corner:

Air throw, walk slightly forward, 5s© 6p VCL 5s©, j.s j.hs [p dive] (hold for slight delay) air dash j.hs p dive k dive 168 dmg

Air throw, 2s 5hs, sj IAD j.k VCL (2 frame link), 5s© VCL, 5s© jc j.s j.hs k dive 167 dmg

Air throw, walk slightly forward 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs p dive (should hit late if the height is right), air dash j.s j.hs k dive 168 dmg

NEW:

Air throw, 5hs JC j.s j.hs p dive air dash j.s VCL, 5s© VCL 5s© JC j.s j.hs k dive 175 dmg ^^^^^_^^^^^

IN VS MA

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© j.s j.hs k dive 151 dmg

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs [p dive] air dash sj.hs [p dive] [k dive] 159 dmg *may techs out really low, maybe more delaying and she can't tech?

IN VS JA

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© SJC sj.s sj.hs p dive air dash j.hs k dive 157 dmg

Air throw, walk slightly forward, 5s© 5hs JC j.hs [p dive] air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 154 dmg

IN VS IN

Corner:

Air throw, 5hs j.hs p dive air dash j.hs s dive, 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] k dive 159 dmg

IN VS AN

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 153 dmg

Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] k dive 153 dmg but better oki?

IN VS ED

Corner:

Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s©* SJC sj.s sj.hs p dive air dash j.s j.hs [p dive] k dive 153 dmg

Air throw, 5hs JC j.hs p dive air dash j.s VCL 5s© JC j.s j.hs k dive 147 dmg

IN VS SL

Corner:

Air throw 5s©, j.s j.hs p dive air dash j.hs VCL walk slightly forward 5s© j.s j.hs slight delay p dive, air dash j.s j.hs k dive 139 dmg

IN VS BR

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 161 dmg :)

IN VS VE

Corner:

Air throw walk slightly forward 5s© JC j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs [k dive] 147 dmg

Air throw *5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.s j.hs [k dive] 152 dmg**

*really difficult, 5hs has to be hit exactly as I-no lands or it will not launch Venom

**venom techs really low at the end, maybe this can be changed with more p dive #2 delay?

Air throw 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 153 dmg***

***wasn't able to actually complete this combo yet (venom teched between final p dive and k dive) but looks possible

IN VS FA

Corner:

Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 137 dmg

Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs [p dive] air dash j.s j.hs 145 dmg

Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs [p dive] air dash j.hs [p dive] [k dive] 146 dmg

Air throw 5s© SJC sj.s sj.hs [p dive] [p dive] air dash j.hs [p dive] [k dive] 127 dmg (4 dives!!)

Air throw j.k j.s j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs k dive 130 dmg

Air throw j.k j.s j.hs p dive air dash j.hs VCL 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 136 dmg

IN VS PO

Corner:

Air throw 2s 5hs JC j.hs [p dive] air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.hs [p dive] [k dive] 125 dmg*

Air throw 2s 5hs JC j.hs [s dive] 5s© JC j.s j.hs [p dive] air dash j.s j.hs k dive 125 dmg***

Air throw 2s 5hs JC j.s j.hs s dive, 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 126 dmg***

Air throw 6p 5hs JC j.hs s dive 5s© SJC sj.s sj.hs p dive air dash sj.hs [p dive] [k dive] 126 dmg

*Only if the 2s at the start hits Pot as low as possible I guess. This combo is hard to replicate

***Most reliable combos so far???

*Note* A lot seems unreliable on Pot after air throw. 6p 5s© is easy to connect. Walk forward 5s© seems unreliable as it will often OTG Pot or result in 5s(f). 6p 5hs only works if you don't 6p right away after landing.

IN VS AB

Corner:

Air throw, walk SLIGHTLY forward, 5s© JC j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs k dive 122 dmg

Air throw, walk SLIGHTLY forward, 5s© 5hs JC j.hs [s dive] 5s© j.s j.hs s dive 5p SJC sj.p sj.s sj.hs k dive 130 dmg

Air throw, walk SLIGHTLY forward, 5s© 5hs JC j.hs [[s dive]] 5s© 5hs JC j.hs s dive

IN VS DI

Corner:

Air throw, walk slightly forward, 5s© 5hs IAD j.k VCL 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 163 dmg

Air throw, walk slightly forward, 5s© 5hs JC j.hs [s dive] 5s© SJC sj.s j.hs p dive air dash j.hs k dive 167 dmg ^________^

IN VS TE

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 145 dmg

Air throw, walk forward 5s© 5hs JC j.hs [s dive], 5s© SJC sj.s sj.hs p dive, air dash j.hs [p dive] k dive 151 dmg and better okizeme for I-no :)

IN VS ZA

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 145 dmg

Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 145 dmg

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 150 dmg

IN VS AX

Corner:

Air throw, 5k JC j.s j.hs [s dive] 5s© SJC sj.s sj.hs p dive air dash [p dive] k dive 141 dmg

*It is possible to walk slightly forward and start your combo with 5s© JC->something or 5s© 5hs ->something or 2s 5hs -> something but all are really hard. I'll work on combos later

IN VS RO

Corner:

Air Throw, 2s 5hs JC j.hs [p dive] air dash j.hs [s dive] (slight delay), 5s© 5hs JC j.hs k dive 126 dmg

Air Throw, 5s© JC j.s j.hs [p dive] air dash j.hs s dive, 5s© JC j.s j.hs p dive air dash j.s j.hs k dive 125 dmg * easier

Air Throw, 2s 5hs JC j.hs [p dive] , air dash j.hs s dive, 5s© JC j.s j.hs p dive air dash j.s j.hs k dive 125 dmg *pretty hard

Air Throw, 5s© 5hs JC j.hs [p dive] air dash j.hs VCL, 5s© JC j.s j.hs k dive 128 dmg ***hard to pick him up with air moves after VCL 5s©

Air Throw, 5s© 5hs, j.hs [p dive] air dash j.hs VCL, 5s© 5hs JC j.hs [s dive] 130 dmg *** they can tech at the end, i'm trying to delay s dive to get no tech

Air Throw, 5s© 5hs, j.hs [p dive] (hold just enough to make it hit), air dash j.hs VCL, 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 131 dmg ***** super hard, everything has to be perfect timing to make finish possible

IN VS KY

Corner:

Air Throw, 5s© 5hs, j.hs [p dive] (hold just enough to make it hit), air dash j.hs VCL, 5s© j.s j.hs k dive 149 dmg *much easier on KY than RO

Air Throw, 5s© 5hs JC j.hs [p dive] air dash j.s j.hs (so you land deep under ky), 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 149 dmg

IN VS CH

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 181 dmg ^_^

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© JC j.s j.hs k dive 183 dmg ^___^

IN VS MI

Corner:

Air throw, walk SLIGHTLY forward 5s© SJC sj.s p dive, air dash sj.s VCL, 5s© VCL, 5s© j.s j.hs [k dive] 175 dmg *Millia only combo for sj.s (or j.s when millia is lower) into p dive.

Posted

I AM INTRIGUED BY THE UNUSUAL STARTING NORMALS

Oh, there's definitely a better vs. Slayer combo there where you can tag him with this amazingly low and far-away S Dive to KD (since his hitbox allows it) and get like a 4-hit P note because of the spacing.

IDK, will have to run these through training later.

Posted

I gotta get a new FLip video cam to help record some of these Im in once i get it, if you guys dont mind the quality..

Posted

whyte is correct, the truth is ANY dive (including hs psycho crusher and even FORCE BREAK) can give a knockdown with the right height.

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