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Everything posted by LM_Akira
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Who is Anthony, does he have a screen name / come here on the forums? He plays a nice HOS.
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Dash 6K on oki has a few options. On hit you can gatling to 2D for knockdown which resets the situation. You could also CC and go back in for more pressure. On block you can CC, gatling to 2D (if they're blocking high) or delay cancel to BHB for pressure. On CH you get stagger so can CC and combo into Fafnir or dash buffered Fafnir or go for BHB into combo, whatever.
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For Lv2 RI combos, make sure your gatling beforehand is short otherwise you won't be able to follow up unless you RC it. Dash 5K will work after a midscreen hit, as well as (dash) j.P (but the j.P won't connect on ED, JO, KY, PO, RO, TE tho). 5S© will also connect after midscreen hit if your gatling is really short, e.g. 5K, 5S©, Lv2 RI, 5S©, 5HS hj.IAD, j.P, j.HS, SV. Dash 5S© also works in the corner to go into dust loop. RCing the 2nd hit of Lv2 RI will allow you to follow up anywhere with a direct dash j.HS but it's up to you if you want to waste that much Tension. Lv2 RI could also be used as a tech trap if you just run up after the 2nd hit.
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Well it's quite simple really, Johnny can just throw out 6HS if Order-Sol techs out of a combo. Not much more to it tbh. With hindsight it's maybe not one of his best tech catches, 5K and 5HS are probably a lot stronger but it still has some uses. EDIT: In fact, in the corner Johnny can use 6HS as a tech trap and if it hits, follow with JC j.K, j.S, dj.K, j.S, j.D, Ensenga for easy damage (186). Try it yourself. 5HS and 6HS have very similar animations, 6HS might actually be better at catching techs than 5HS since it is JCable and 5HS is not.
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Do you know what a tech trap is? If a Johnny player sees that you always tech backwards out of combos or pressure for example, he can then chose to drop a combo after a few hits, wait for you to tech then throw out a move or try to air throw you (which leads to Bacchus Sigh FRC, block string pressure into unblockable MF). 6HS and Lv1 P MF blowback on mid air hit. That puts Order-Sol into a position he doesn't want to be in (and do ok damage for "pokes"). If you get knocked back into the corner it can become a damn pain. On CH Lv1 P MF gives knockdown, so that's another thing that puts Order-Sol into a position he doesn't want to be in (since Johnny can safely bait reversal SV with 3HS and so on...). These work as pseudo anti-airs against Order-Sol since his jump is so low...so the Order-Sol player needs to bait these things or FD them in the air (and watch for Johnny throwing them out if you tech backwards out of combos). Also 6HS is not -15 if it misses, it's -15 if it's blocked. There is no + or - advantage when you whiff a move, that's to do with block/hit stun. 6HS just has 32 frames of recovery after a whiff.
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One of our local players uses Faust as a backup but he'll only use him once in a blue moon so I'll rarely get to play vs Faust. The times I do play him, the things that concern me the most are item spam, remembering to watch out for meteors, dealing with the outrageous range he has on certain moves, what to do when he's on the pogo and generally just approaching him. I play vs Testy and Venom quite often so I have a game plan for those matchups but trying to approach Faust I don't really know what to do. Go in from the air or stay on the ground and bait?
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Nice combos. Dust Looping Johnny from Lv1 GB gives me too much of a headache, I just stick to the standard combo but I'm trying to work in HJI these days for that extra damage.
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Have you even checked the 1st post in this thread? Cos everything you ought to be doing is kinda covered there already...
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All the standard combos work on Zappa, in fact he's quite easy to Dust Loop as well. Make the bastard pay. You just need to take into account he's very low profile when fighting him, so certain block strings and strats won't work quite as well when going up against him.
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I've copy and pasted most of the important discussion to here: http://www.dustloop.com/forums/showthread.php?t=4698 Any chance we could move the I-No talk to there?
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Copy and paste from general matchup thread:
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lol Another recent match: http://www.youtube.com/watch?v=qo2zBGaRE0w Yes it's not HOS again but Slayer. Check out the 1st round of the 2nd fight tho, I was like :scared: when that last combo happened.
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Testament is a bad matchup for I-No, you saw what Kane did when he landed 1 BL loop, you can go to town with BLs vs her (amongst other things). I just wanted to point out I-No's amazing high/low/throw oki game. Similar to Millia and others, you can feasibly kill the opponent with 1 knockdown (granted it takes work and solid mixups). I'm trying to root out my HOS matches vs Ryza's I-No but they're mostly laughably bad
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Does playing against this http://www.youtube.com/watch?v=xcHrY2q_qT0 look like fun to you? FD is good for pushing her out...but you need to actually successfully block at least a few hits for that to pay off.
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I was actually going to start this matchup thread very soon as I've had the opportunity to play a great I-No player recently and I wanted to discuss it with other HOS players. I was under this impression the match was considered 6-4 to HOS in the early days of AC but no idea what it's considered now. The thing I fear about most is constantly watching for the mixup after knockdown: Hoverdash j.K, hoverdash whiff j.HS land throw, hoverdash j.K land hoverdash j.K, hoverdash land 2K, hoverdash land 2K hoverdash j.K etc... It's funny, it's 50-50 to try and react to the high - low but one of our players said it's not even that because she can land and throw, so it's like 33.33-33.33-33.33 or 1 out of 3 in terms of guessing lol This is without doubt the thing I hate about playing I-No the most. Even if you block the initial mixup, a good player can still mix you up afterwards and score damage. Stuff like j.K can be timed so they're reversal safe. If I whiffed a reversal/wakeup SV I found myself getting air thrown and combo'd. So I fear the knockdown more than anything I guess, since that's where the main mixup game comes into it. I find Note a pain too, since blocking it on the ground actually gives I-No an easier opportunity to mix you up. I try to avoid it by high jumps or double jumps or block it in the air. I remember seeing Kaqn doing this all the time so I figured he must be doing it for a reason. I will search for some of my vids (and some old HOS-I-No matches) and see what more I can think of.
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Well *sigh* you're ALWAYS considering that your mind game will ALWAYS work and the opponent will ALWAYS fall for it... For one thing 2S, Lv1 RI happens faster than 2S, Fafnir because you cannot cancel into Fafnir which is exactly what you're doing with 2S, Lv1 RI (you're cutting off 2S recovery with RI startup). No one will ever try to hit you out of blocked 2S, Lv1 RI, they'll most likely IB the RI or whatever. So you won't get that CH as no one will do that! And even instead of trying to stuff the Fafnir (which is risky with some of those things I listed) they can simply just jump if they see you've not canceled 2S into RI. And by now, a lot of players are accustomed to blocking low vs HOS anytime they see that FB spark anyway... EDIT: LOL this is the exact same discussion that took place in the media thread already
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Just to bring this back up, this strat is actually highly flawed. If HOS pokes with 2S at maximum range and it's blocked, then he follows with a Fafnir, there are plenty of ways the Fafnir can be stuffed. Just from a few mins of testing I found that... - Normal ABA can stuff the Fafnir with 5HS, Moroha ABA can stuff the Fafnir with 5S(f). - Slayer can stuff the Fafnir with 5K. - Ky can stuff the Fafnir with 5S(f) and 5HS. - Dizzy can stuff the Fafnir with 5S(f). - Venom can stuff the Fafnir with 5S(f). - Testament can stuff the Fafnir with 5HS. etc... These are just a few of the things I found will beat Fafnir in this situation. Now, granted some are risky (e.g. Testament's 5HS) but some of these will win almost effortlessly (e.g. Ky's 5S(f) and Venom's 5S(f)). So, if you like to use blocked 2S into Fafnir, you will only be getting those CH launches on people who don't know what to do in the situation (rather people who try to mash on something instead of block/use their head). As soon as they realise they can stuff the Fafnir with the right move, this setup becomes relegated to something to do every so often i.e. it's not a reliable way of fishing for CHs unless you're playing someone who never learns from their mistakes.
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Yeah I'm pretty certain they are. Some of those matches also made it up onto Gamechariot directly (e.g. the Kaqn-KA2 one).
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5K is even on standing block. But you don't want loads of + frames for tick setups, you can't throw people when they're in block/hit stun (well not sure about hit stun and command throw properties tbh). You want to tick them with a fast move which recovers quickly and then throw them immediately as they come out of block stun.
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Most ticks I use are 2K and 5P. Every once in a while I'll use jump, low airdash j.P as a tick to catch people off guard. Other than that I don't really try to tick throw that much at all.
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But you just said after any tick: Well, using 2S at that range is not ticking then, it's poking. Ticking is when you're feasibly right in someone's face and you can throw them/do something to them immediately as they leave block stun. Using 2S like that is just poking with an attempt to bait a retaliation.
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With regards to the first post, as further way of saving space I'm considering making a list of contributors at the top of the page and making no further comments about who contributed what throughout the post. So there would be no more "combo as listed by xxx" or "intro written by xxx" it would just be a list of people who've contributed at the top and then just a body of text and combos all the way thru. Would anyone have a problem with that?
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Are you talking about being close enough for HOS to tick the opponent and then Fafnir if they try to hit buttons? Because at that sort of range, Fafnir gets stuffed by 101 different pokes.
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Coins and pokes in your face all day long, wavedash rushdown, crazy range on low and mid MFs as well as TK Ensenga, you simply can't back up and charge against an aggressive Johnny. Against Johnny I find most of my Gauge comes from CC'd normals more often than that (or AC FRC within combos). BHB AC FRC is a really good way to waste a Fafnir/Tension in general. If you do it at long range but the opponent attempts to punish then fair enough (just to be safe) but using 25% Tension just to AC and build 80% of 1 level on the ground is not recommended.
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Yes but I wasnt saying these 2 moves have the exact same function, produce the same results and are obtainable in the same way, was I? You basicaly said HOS can't cover himself with anything as he rushes down when in fact he can, Lv3 BHB (orr Lv3 BHB AC FRC even). Now, whether or not you actually want to use Lv3 in that way is up to you. If I want to reach Lv3 in a round, I generally can. It's only if your opponent is being super aggressive or you keep losing to an oki mixup (e.g. Millia, I-No, Dizzy...) that I find charging up Gauge to be difficult.