Luv-Sic Posted October 17, 2009 Posted October 17, 2009 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.
whytesakura Posted October 17, 2009 Posted October 17, 2009 im not a fan of negative edge in this game unless it is really needed.
Luv-Sic Posted October 18, 2009 Posted October 18, 2009 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?
Luv-Sic Posted October 18, 2009 Posted October 18, 2009 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.
bucklemyshoe Posted October 18, 2009 Posted October 18, 2009 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
whytesakura Posted October 18, 2009 Posted October 18, 2009 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.
Honnou Posted October 19, 2009 Posted October 19, 2009 yeah i never negative edge it either, its just a method choice.
Luv-Sic Posted October 20, 2009 Posted October 20, 2009 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. damn it all
whytesakura Posted October 20, 2009 Posted October 20, 2009 i can do it on pad also but its weird and im not nearly consistent with it due to a dpad
bucklemyshoe Posted October 20, 2009 Posted October 20, 2009 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. damn it all took me about 120 hours of practice. don't give up but yea, buying a stick is much easier.
Luv-Sic Posted October 29, 2009 Posted October 29, 2009 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?
bucklemyshoe Posted October 29, 2009 Posted October 29, 2009 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
whytesakura Posted October 29, 2009 Posted October 29, 2009 66956 all you have to do is hold 9 while dashing then go to neutral then press 6 again. stick players should use 66956 pad players idk probably 6666
Honnou Posted November 21, 2009 Posted November 21, 2009 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.
whytesakura Posted November 22, 2009 Posted November 22, 2009 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.
bucklemyshoe Posted December 30, 2009 Posted December 30, 2009 #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
9TNine Posted December 30, 2009 Posted December 30, 2009 #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
bucklemyshoe Posted December 31, 2009 Posted December 31, 2009 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.
Luv-Sic Posted December 31, 2009 Posted December 31, 2009 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.
Honnou Posted March 30, 2010 Posted March 30, 2010 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.
stinkymonz Posted April 4, 2010 Posted April 4, 2010 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.
SIne Posted April 5, 2010 Posted April 5, 2010 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..
Honnou Posted April 10, 2010 Posted April 10, 2010 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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