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Caveman

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    Cavemania
  1. if you aren't using seals, i have been using: 5A, 5B, 2B, 623B, d.5B, 2B, 7B, 623B - 2833 damage and not air techable. the jump back and combo into the firepunch increases the untechable time for some reason. You can actually do 7A, j.B, 623B and get a knockdown...but it wasnt consistent for me. you can also followup with a 5B (3010) if you want to try for a tech trap or go straight for bumper/oki stuff. This works on every character except carl and the d.5B, 2B can be difficult on taokaka, rachel, etc so I use a different combo on them: 5A, 5B, 2B, 623B, d.5B, j.A, j.B, 623B - 2663 also not techable and you can use a 5A (2718) to bait an airtech. for both of these you can follow up with a 2C, 623B(, d.5B) if they dont "emergency" roll for 3253 (3343 with d.5B)
  2. I noticed this as well. make sure you arent teleporting too early. For instance, if nu does her D,D,4D,D you can use 5D to guard point 4D on reaction. However, if nu chains 4D,D and you hit your teleport button too early you will remain in the same spot. It appears that when there are multiple attacks in quick succession it ruins the teleport.
  3. I dont think this combo is too restrictive or situational to prevent usage. It works anywhere on the screen except for when bang has his back against the wall(use another combo) or when the opponent has their back against the wall(relaunch with 5A instead). After you get the timing for the dash 5B, its easy enough. Also, its easier to land the fire punch if you jump straight up at the end instead of towards the opponent.
  4. With the mook recently released, here are some of the official changes for I-no in AC that I have seen floating around. I will update this page with more info as I physically get my hands on the mook, or someone releases more info. Good 2S: guard any level ----> low attack(no proration) 6H: 65 damage, 21F execution ----> 52 damage, 15F execution S dive: 50 damage, downs, 36F untechable ----> 40 damage, floats, 28F untechable H dive: 28F untechable ----> 32F untechable S slide: staggers for 36F max ----> floats for 28F untechable Backdash: 16F total, 8F inv. ----> 16F total, 11F inv. Bad far S: 18, 22 damage; 13F ----> 32 damage(one hit), 19F, 50% proration 5H: 43 damage ----> 37 damage j.H: 35 damage ----> 32 damage 6P: 32 damage ----> 28 damage Air throw: 120 dots ----> 96 dots P dive: 40 damage, 36F untechable ----> 30 damage, 30F untechable K dive: 50 damage, 36F untechable ----> 35 damage, 18F untechable Vertical Chemical Love: Level 5 attack ----> Level 3 attack Vertical Chemical Love: doesn't raise guard gauge Note: doesn't raise guard gauge Thoughts Flat damage decrease, Less knockdown potential, and VCL combos/pressure was reduced. airthrow reduction isnt too bad since most other characters when from 110 dots to 88 dots supposedly.
  5. . . . Its been a while since there has been any action in this thread, but here is some food for thought. On Koichi's blog he posts i-no's match-ups from his experiance in accent core: I-no advantage: VE、DI、AN、JO、KY Even: RO、BR、TE、CH、AB、SL、OR、ZA、ED、JA、MI、BA、AX I-no disadvantage: SO、PO I-no raped: FA、MA Also on Koichi's site but not really i-no specific, but there is also apparently a glitch with slash back in AC right now that lets you turn around immediately after airdashing over someone. It is inputed 664S+H and can be used for a potential crossups after an airdash. How it will effect the game and how it applies to i-no still remains to be seen, but i know that you can do slashback airdash, j.H or j.S, S dive for a crossup into combo/knockdown. I also managed to see a tier list in a japanese magazine (arcadia or tougeki spirits...dont remember right now) for accent core and they separated the characters somewhat in effectiveness. AC must be very balanced or hard to assess because the "tiers" are large and vague still. They ranked each character with stars where *** is better than *. I dont remember the specifics, but it looked like half of the cast had **, the other half had ***, and only bridget had *. I dont really care for tier lists much, but the only thing of importance to me was that i-no had ***. Also, Fuku says his new combo movie is 80% done so keep your eyes out for that. I have been reading his blog and he has some nice combos listed. Cant wait to see what he has thought of now.
  6. ttp://a.hatena.ne.jp/ilyalen/simple This isnt Koichi's blog but it is a site that has all of the top player's blogs linked, one of which is koichi's. It also refreshes the list by time/date so you can see when each player updates their blog. It also lists which character each player specializes in, if you didnt know already. There isnt much about i-no on koichi's blog but he does talk about his quest to make testament his main. He also has ranked the effectiveness of his characters like so: コイチイノ>>>>コイチミリア>>>>>コイチメント>>>>>>>>>コイチップ
  7. According to his blog, Koichi is now playing three characters: Testament, Millia, and I-no. I-no only got minor changes so I can see why he feels like this, but he also says he wins the most with i-no still. I hope he sticks with i-no but he will really beast with whoever he picks up as a main.
  8. Posting a verified list of changes to reduce confusion: Changes to existing moves: Normals - far S only has second hit now. no longer prorates. - 2S now hits low - j.H hits airborne opponents at a sharper downward angle. - 6H hits knocks them upwards and you can connect K. Still staggers on CH. - 2D increased range Specials - P note starts slow, then accelerates. otherwise the same. - S slide knocks down on normal hit. can combo in the corner or with RC. - H slide gains new frc. immediately after she gains upperbody invincibility. - P dive has less untechable time. It is difficult to do p dive, airdash j.H. - K dive has less untechable time. You get the knockdown only when around super jump height - S dive is like #R dives. can combo afterwards. new moves: - H note. accelerates quickly and then slows down at a fixed distance. - D dive. Forcebreak that resets jump options after use. May be invincible. When holding the dive, you can cancel by pressing any other button. There also may be a new technique in comboing after cancelling the FB dive (236[D]~P/K/S/H). I am not sure if it uses tension if you cancel it but it still gives you the jump options. supposedly this is possible in the corner: 2D, HCL, frc S dive, S©, H, j.H, P dive, airdash j.H, D dive cancel, P dive, airdash H, S dive, land, S©, j.S, j.H, K dive.
  9. Yeah, i-no did get alot in slash. She got a whole lot of good stuff. This in combination with her AC changes will work out pretty well and she will still function as well as before, IMO. I think the dive changes are great and something that I missed from #R in slash. They will definately give i-no combo potential and flexibility where she didnt have much before: + JC S dives in block strings for a random overhead into good damage/knockdown. If it is anything like the xx and #R dives you can still have frame advantage and be outside of throw range on block when spaced. + S dive to continue combos. If this works like they say it does, then it will be a nice addition to her midscreen and tensionless combos. It is probably height/weight dependent to combo afterwards, though. + easier to combo after crossups/fuzzy guard break. j.K, S dive, combo is much easier and reliable than having to j.K, VCL, frc, P dive etc...now you can choose to do the latter if the meter is available, need the damage, want to be flashy with fuzzy guard. Same can be said with the crossup air dash j.H where you needed 50% meter to combo. +- only K dive (and p dive) gives guaranteed knockdown. use of the S dive combos has yet to determine if it was worth the loss of the easymode knockdown. +- no more ground bounce on CH. I saw many botched combos because of the bounce alone. Probably will have more use out of the predictable CH effects now. I also saw that bit on the main site. I think it is a cancel of some sort to the force break. Maybe you can make it only hit a few times instead of all 4 to control your height for better combos? I could be completely wrong, though.
  10. Well, I dont think there is an opinion as of right now. The game hasnt been out for that long. They are still trying to develop combos with her force break and what not. In all honesty, i-no didnt get that much in the transition to AC. She doesnt look as strong as compared to some of the other characters that got dynamic changes or abusable new moves/tactics. IMO she still looks solid and has lots of potential with her new dives/force break and new note. The new note looks sooo good.
  11. Happy Holidays Everyone! Its been a while since I have kept up with AC, but here is some more info I have gathered from vids (about 8 out from 2 different sites, but 6 arent that good) and japanese message boards posts some of which from koichi albeit mostly day 2 responses: - 2 notes now that travel fast/slow and slow/fast. Otherwise they are the same as the old note. I believe the new one is performed with HS. By product of this is you cant OS reversal throw/VCL because of the HS note command. - far S doesnt prorate anymore - P dive is the same, K dive grounds and gives slide state on CH(?), S dive is like #R but less recovery on landing and more untechable time(?), H is the same, and D is the force break - D dive (FB) resets actions/jump options everytime you do it. ie. jump, dj FB, airdash, FB, tj FB, qj FB, etc... - 2D has more range and 2D, HCL hits sol all the time now? K,2D,HCL,(frc, dash) was reliable after blocked VVs - slides knock down on hit. You can do combos like (opp. crouching)2H, S slide,RC, dash jump j.S, dj.S, j.H, S dive, land, close S, etc... - Chemical love frustration - signs the CL is now a lvl 3 attack. VCL also looks weak in combos - far S, inertia HCL, 5P doesnt combo anymore - j.D, VCL, 5P doesnt combo on heavyweights - 6P, HS, HCL frc dash, j.H, j.D, VCL...hard to combo 5P after this period - might be better to combo D dive after j.D hits. - this whole section could be overreactions and mistakes. especially since other people on the forum seemed to dissagree with some of these statements. - 2S hits low? easier to combo after i-no's fuzzy guard corner trap with 2S and the dives not grounding. - j.K, S dive, 5P, S©, etc... - 2S, HS, iad loop or whatever - may have 90% proration or something similar. verified combos: 2K, 6P, H, HCL frc dash, j.S, VCL, 5H, j.H, P dive, airdash j.S, j.H, S dive, land, S©, j.S, j.H, K dive The only known ways to get guaranteed knockdowns in combos are with the K dive and a low hitting P dive at the moment. There are other little tidbits here and there, but that is most of common stuff I have seen. enjoy!
  12. This thread was needed because this is THE most frequent question that I-no players tend to ask. Here is Charred Chad's incredibly useful post: This only illustrates using the 6FRC6 method, but I believe that to be the best and easiest way to get it off.
  13. Anyone have some good venom slash match videos? I have most of the gigs videos, but that is about it. Sorry if this has been requested before
  14. I-nos dash super is inputted 262664S. It is because her airsuper's input is really just 2624S so you have alot of time to mess around with dash/airdash tricks and whatnot. This is also better suited for the i-no forums
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