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Everything posted by Honnou
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You can always hit me up too
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Posted some recent I-no vids here https://www.youtube.com/user/HonnouRod/videos Nothing too special, just little finds and combos
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You were right on the first guess. In this case, the kanji for sora is part of sukashi, referring to empty/whiff 空かし
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On a stick, I can consistently do 37 for 2P super jump, I'm good at 19 but I miss it a lot, 29 is easier for me.
- 73 replies
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- XRD
- Guilty Gear
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(and 1 more)
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Late response, but thanks Essay, I did send a message and am now part of that. Thanks for the heads-up!
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Some I-no Xrd stuff I've been retweeting, mostly courtesy of Kurushii http://t.co/3J4l94VJ8c http://t.co/fZaZUR8CSr http://t.co/bq1jhedSwS
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Welp that clears that up, thats what happens when you dont add proper combo notations :V
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Source post: http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-%28Theoretical%29-Gameplay-Discussion&p=1582770&viewfull=1#post1582770 This could be amazing
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"I-No: -Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed" HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNGH
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I have to replay/enter training mode to test some things here myself, but I'll list a few notes I have from playing my friend who mains Justice. 6321466 (dash momentum HCL) is really nice to master for this matchup, as HCL punishes Justice hard for doing the Napalm bomb but doesn't go full screen. Whatever you do, do not try to 6p Justice's j.HS, it just doesn't work. Pre-emptive j.p/AA Force Break/AA VCL/air IB then air throw or ground throw/backdash etc. is way better.
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Uploaded some I-no content on my channel, I'll link it here... Lots of sub-optimal but different paths for combos off STBT, just fooling around with ideas as I haven't played AC+R as much as I've wanted. I was happy to use 9TNine's VCL air dash combo after an anti-air super, Lots of damage for little to no meter post-super http://www.youtube.com/user/HonnouRod Some are just slight variations of others
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All of GGAC+R run on PS3? No XBOX setups?
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No, thank you for putting a lot of work in, especially in my absence. Added a super combos section, feel free to expand on it. I put in a few basic ones and will add more as I go along.
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Reversal backdashes and reversal Gold burst are both specific 1-frame timing. Technically, special moves should be too, but due to Guilty Gear's buffering system, a special with reversal timing is more lenient, and somewhere around 2~3 frame timing. I don't know the exact math or why, but a special is always easier to reversal than BD/Burst
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I wouldn't expect spoiled Axl or Sol players to understand that some moves DO only have certain frames of normals that count as "low-profile"
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Stream is up and running again. Check my twitter for when I go live https://twitter.com/HonnouRod
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In terms of Invul, it'd actually be 1) Pot 2) Slayer and 3) I-no. Overall I'd say the best backdash in the game is Zappa (same backdash frames as Potemkin (21f total, 20 invul) but divided in 2 (so Zappa is 11f total, 10 invul), so it's harder to air throw/bait punish), then Potemkin (lol technically the most invul but easiest to see and punish), then Slayer then I-no/Robo-Ky/May.
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Edited first post with a header image courtesy of Kurushii. Hope you like. Anyhow, keep up the good video linking, and unrelated discussion to the appropriate threads. Cheers!
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P-dive? practice practice... P-dive, airdash j.s is easy, but you should always practice with j.hs since it's tight and helps you perfect your timing. and your input should be 236P (bounces) input one 6 slightly too early, input 6 + hs right after that, at least thats how I do it. Try to watch I-no bounce off and find a visual timing cue that works for you.