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Everything posted by Honnou
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I think you were fooled the whole time cos this grip sounds PRETTY HOMO
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Can we get a confirmation of how many TV's and setups are there? I feel like the front page is not fully updated but maybe its just me.
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Hey, you're the Dream Maker I met in Japan yes? We used to play a lot at Vegas together back when it was around, good times. I miss hanging out and being in Japan, hopefully next year I'll be going back. How is life treating you?
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I agree with you when I play AS May. Also, good luck with your dream. Character creation is fun, albeit frustrating.
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You guys COULD come to a gathering at my place too, like the one today from 12pm-whenever... I think I'll play this game a little more when it comes out in the summer...just too poor to lose to madteaparty or even beat him at the moment.
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BROKENTIER - Clothing for virtual punchy game players
Honnou replied to koogy's topic in Zepp Museum
Wait, is this just for recent orders or from awhile back too? -
So how far have you ever gotten in Survival Mode?
Honnou replied to Blade's topic in Guilty Gear General
If you feel like "grinding" by using Axl's time slip to keep going back, I feel AC's survival mode is pretty easy to beat with anyone. -
Be ready for this stream to get going on Saturday, as well as maybe Thursday if magz comes to the pre-gathering at my place!
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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.
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LOL I don't get sick regularly but it's much appreciated. It seems I have a ride there so: 1 TV 1 PS2 1 XBOX if necessary/requested (LOL OVERTURE COMBOS??? More like SENKO NO BRIDGET) 1 GGAC+ JP (don't pick robo ky on my tv??) 1 3rd Strike JP lol I hope you can read the names of the supers in Japanese 1 POWER SUPPLY I WONT FORGET THIS TIME Danny's Jacket AJ's forgotten cables?
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http://www.youtube.com/watch?v=CNEZUCdFqSI&feature=sub Koogy linked me to this, I swear it's the only good AC combo vid I've seen for I-no that didn't involve: 1) tension wasters 2) programmed combos
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Almost as easy as...THIS And yeah Dahlia, don't mind watches unless he says something intelligent
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Yeah, that's usually the best way. Also, the best thing about this combo is that Slayer is in the air so you can't go into IK mode...I almost wish the IK charge mode was more complicated so it happened less in matches by accident.
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Man young fuckers like dacid and hellmonkey BE SO NAMAIKI wow this is kind of like, a really big compliment in a funny way if you choose to take it like that qwerty even i wasn't able to do that to mike MAYBE I'll play this when it gets console release but then again that might just be for LULz...I think BB 3 is going to be where it's at.
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速く、早く do it fast Try the hellmonkeyORWHOEVERCAMEUPWITHITCOMBO for practice From Starting position: SL VS CH DOT FRC j.hs (land) 6hs 5hs FB PB 5hs PB *SHISHO~ 100 life goodbye ninja
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You mean throw or air throw? I'm guessing air throw. And by S dive loop you mean something like 5s©, j.s j.hs s dive (slight delay), land (5p if necessary) 5s©, j.s j.hs s dive land 5p 5s© super jump cancel sj.s sj.hs k dive? It's ok on some chars but I have some things that while they aren't easy, feel more consistent vs more of the cast GET HYPE
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BROKENTIER - Clothing for virtual punchy game players
Honnou replied to koogy's topic in Zepp Museum
you had to say it -
Oops, I made a big mistake. The 2k in both areas should have been 5k. I already edited my post. Guess that's what I get for posting at that time...lol 2k has longer reach than 5k and combos to 5s(f) too, but 2k->2s doesn't combo. 2k/5k, 5s(f) 2s works on... Ky Robo-Ky Johnny Anji I-no Millia Jam Testament* (can be picky midscreen if you didn't get deep enough, use 5k 2s heat in corner) Dizzy Bridget Justice (lol) On Faust/Justice, you can use 5hs heat lol. On Faust only, 6hs heat or 6hs to something else works when you got deep enough early enough. 2k, 5s 2s is good for those times where you didn't Hammerfall break close enough for 5k to connect. However... 1) it does slightly less damage 2) in the corner, if you connected the 2k from the MAX range, the final 2s won't connect on bridget, johnny, anji, jam and many others. sometimes this even happens with 5k, 5s(f) 2s heat. basically if you're ever unsure and in the corner, practice first in training mode to make sure the combo works, or use something sure-fire like 5k 2s heat.
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I suppose that is closer, yes. Also, anytime Blunts.
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Actually right now I'm coming up with a list of the most damaging combos vs. the cast when you catch an air throw in the corner. Most don't even use 25%. I'm trying to do no tension cos normally I-no will save the tension for the mixup afterwards.
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That's Anji's 6hs. You should learn what normals to look for as Potemkin and how to deal with them. Watch out for Anji's 3k, the throw invincible move. There's no point in reversal throw/PB if the Anji does that on your wakeup so focus on guarding/backdashing at an appropriate moment. Things to note in this match: When you slide head successfully, your combo will usually be 5k, 5s(f), 2s heat knuckle instead of 5k 2s heat. Potemkin's 2d is REALLY good in this match. If you flick a butterfly, the butterfly will transform into it's second stage and you can flick it again. The same goes if you slash back the first hit. IBing butterfly okizeme can get you pot busters if the Anji isn't careful. Watch out for being baited. Instant block K stomp, free pot buster. Learn to hammerfall at good times, such as through Fuujin followups if you read them right (S followup, D followup and so forth). IBing the Fuujin will help you pull this off when you want it.
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Shineiya is not Hase. IIRC I've seen him play and they do not look alike. I also have this video of him just TROLLLIN a bunch of people. Uploading now. EDIT: BAM!!! I wanted to upload it to youtube but it exceeded the 10 minute limit
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Good news. Planning another massive combo overhaul, going to post combos that maximize damage in different situations while minimizing tension, and if possible, effort. I would also like to ask for help from anyone ready to contribute combos/make videos of combos posted. More coming soon.
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http://www.geocities.jp/toramusi777/ggxx-combomovie.html I was never able to download Roman from here, and I was also interested in that multi-char video that has a high and low quality link. Any help would be much appreciated. :3