phytoporg
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About phytoporg
- Birthday 12/28/1985
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Redmond, WA
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I'm having a lot of trouble keeping an offense up once I'm in. Usually by the time I make it through Nu's zoning game and pressure, she'll almost always have the meter to dead angle. Decent players are pretty patient (frame traps aren't terribly effective) and I'm almost always pushed out without dealing any damage one way or another and it sucks balls. Jin has some decent mixup/pressure options when he has the meter to spend, but IBing swords only goes so far in building up for it, and even then it's nothing stellar. I'd like to hear how some people make the best of their offensive opportunities. On that note, anyone have any good videos for this matchup? Can't seem to find any on youtube. D:
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This worked for me for a little while, but if you get predictable Tager will start backdashing and punishing your ass. A running jump-in will force Tager to guess whether or not you're going to follow up with an airdash (to catch his backdash with j.B or whatever). If he guesses right it can suck though, so be sure to switch it up
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Yeah that makes a lot more sense-- you can even hit confirm and FRC the VCL on reaction if he blocks, so it's still safe if pot guesses right. Just a shot in the dark, I'd have to try this out: land and auto-JI 2S could come out slow enough and have enough range to catch pot in his backdash recovery. If that works out it's still part of her high/low mixup and gives you a free combo on hit/free pressure on block (HCL FRC air-dash etc). Just a thought. [edit]Nevermind, totally doesn't work. D:[/edit]
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A late dashing j.d seems like it could be a decent option select, but I never play pot and have no idea how well it actually works out. D:
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I just had a full day of fighting my friend's testament so I thought I'd throw my hat in the ring... The only "safe spot" that isn't right in Testament's face seems to be just outside the range of exebeast. Otherwise, Testy's got his shit everywhere and any telegraphed approach can be killed with badlands or 2H if you're a little closer. It seems like the only good time to get a note out is in the aforementioned safe spot, on knockdown or TKed at max range (just above exebeast range). Also, you can totally stbt under forward exebeast on reaction (that thing stays out for a while), so you should get a free CH on any testament abusing that. I try and stay in the "safe zone" and create openings for approaches with notes and CL. Once in, apply pressure generously; Testament's defensive options seem pretty limited... just watch for counter, wakeup super and 2H on dash-in.
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Ah, thanks. This is more or less what I was looking for. Oh, and Buckles-- I didn't post the video 'cause I've watched it a million times and have picked it apart pretty thoroughly... not that it needs any kind of careful scrutiny. A lot of the mistakes in there can be explained by the fact that I've been playing I-no (and GG, for that matter) very on-and-off and still don't feel "comfortable" I guess? I'd like to think I've improved a bit since that thing was recorded, but who knows. :P I spend a lot of time thinking about the game and not nearly enough time playing; hopefully I can remedy that when finals week is over. D; Also I suck at blocking.
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So, I've finally gotten to the point where I can hit the HCL FRC nonsense fairly consistently in matches, but I'm finding myself not often having the opportunity to land it since I have a huuuge problem getting in on people. My general I-no game has become something to the effect of keeping away and spamming notes until the opposition either eats one or is stuck blocking it. It's not working out too well, since I can't seem to keep people far enough away to control the field with notes (I primarily play against an axl and a slayer). If I-no's not approaching under the cover of a blocked note though, how else is she supposed to go in for the mixup->damage? If I try and get in at any other time, unless it's to punish something retarded, I seem to get stuffed by anti-air or whatever random pokes. I see people get away with it in match videos though-- am I missing something? When is it a good idea to just go for the random dash-in? It seems if you're unpredictable enough and throw in a fake-out often enough to keep your opponent on his toes it shouldn't be a problem? There has to be a way, because relying so heavily on notes tends to leave me perpetually on the defensive, which is a frustrating uphill battle for I-no. D: Anyone care to share a strategy on getting in peoples' faces? Particularly in these two matchups-- that'd be cool
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Around 0:17-0:23, that was a lot of preventable damage. You got really itchy in the corner, which will happen sometimes, but he got 3 CHs off of you there by just throwing out some pokes. Be patient, block and wait for any potential openings before sticking something out or trying to escape. Force him to mix you up and take risks to get through your defense, or FD and push him away to create some distance. There are a few other places in the vid where he gets some random CHs off of you in the corner. I would personally suggest being patient and blocking high more often than low in the corner against I-no. Her mixup game can be scary, but better to eat a 2K-prorated combo than a CH, imho. D; On knockdown from far distances (0:44, for example) you use P-notes where a K-note will give you a nice, guaranteed meaty. You're at least looking for him to jump over it-- that's good (although you're always following up with a straight dash. Were you going for the air throw?), but a blocked note on wakeup is a safe, free mixup opportunity. I'd take those every chance I get. D: Actually, after watching the match another time, I notice that you actually used P-notes EXCLUSIVELY. Try experimenting with K-notes a little, they definitely have their uses. Watch out for air throw after S-STBT. There are a few places where you don't capitalize on your own counter hits (1:17, 1:29). I also feel that you're mostly using STBT, notes and dives to get in and control space. You have some pretty useful normals at your disposal (2S, j.HS, j.P, 5K, even 6HS) as well as HCL. Your high-low mixup game is all high. I think every dash-in on wakeup you had went high->neutral or high->high. Go low sometimes, even if just for a 2K>2S>2D knockdown. Throw is good, too. You have to pay attention to how he's blocking each time and change it up accordingly. S'all I got, hope it was helpful.