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Honnou

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Everything posted by Honnou

  1. Yikes, porn! Mike, you know the Slayer/Faust player you always called "Seta セタ”?? You actually misread it the whole time, it's kanji and is a special reading, 七夕 Tanabata. Just so you know...
  2. too early for me to say anything, hope to see you guys there for a great showtime (and penis matches that i will take from anyone)
  3. Honnou

    Koichi at his best

    So I'm considering banning bucklemyshoe into the great beyond for posting that...lol edit: totally wasn't serious of course, just weird watching them play a game like Smash
  4. Definitely!! I WILL be back so don't worry. Maybe try to imitate QMZ next time I'm there.
  5. Actually, Shitsu, 6S to stuff whatever they're trying to do in that instant after blocking the butterfly and then IADing for a combo/blockstring is amazingly good.
  6. happy belated birthday, if you're really render!

  7. Honnou

    CS at Mike Z's!

    Sounds like an awesome opportunity to have the 3rd annual LEGENDARY PENIS MATCH (even though 1 and 2 never happened), you lose, you move to nor cal. :o!~
  8. FAQ PART 2 What can I-no do?!?! 1) Due to her hover-dash, she can instantly become airborne and thus has access to a stronger high-low game than other characters. 2) She is ridiculously sexy no matter what she does. 3) Makes your hands bleed, thus giving extreme satisfaction when combos are done well. Why is she good? 1) Abnormally strong okizeme game, can mixup opponent while maintaining a safe jump-in. 2) Many tensionless combos exist in AC 3) Hard to recover from her combos without being tech-trapped. 4) Long range specials that can control space and punish long range moves. Why is she bad? 1) She lacks normals that outrange or outprioritize most of the cast. 2) Needs a knockdown to realize her potential. 3) Needs tension to gain true damage potential off mixups. 4) Fights up close and puts herself at risk. NORMALS: 5p: A short, quick jab. Good for combos, gatlings, quick anti-air (AA), whiffs on most crouchers 5k: A fairly fast, mid range poke. Necessary for many combos and gatlings to most moves 5s(close,c for short): Necessary for combos, gatlings into needed mixup (dive/2s) 5s(far,f for short): Counts as projectile, somewhat unwieldly but delayed hit can be good 5hs: Long range poke, somewhat slow, lower body invincibility roughly halfway through 5d: Slow, long range, must be guarded high like all dusts. Good occasionally 2p: Short quick jab, like 5p, hits much lower 2k: Short low kick, vital to combos, has a 75% proration (damage correction) IIRC 2s: New low in accent core, super awesome range, vital to combos 2hs 2d: j.p j.k j.s j.hs j.d SPECIALS: GATLING: BASIC COMBO: Technique: 1) Double dash: From Guilty Gear Slash onwards, I-no gained the ability to air dash out of her hover dash. a) How do I do this? On a pad, the easiest motion is simply 66, 66. Using a joystick, use 66, 9 (release to neutral 5), 6 (can also be written as 66956). b) What does this mean? This means that I-no gained access to a slew of new mixups!!! When I-no dashes over a downed opponent, she can dash backwards at the right moment to go back over the opponent and combo, or dash later and cross the opponent up! Also, using this double dash can lead to a fast falling vertical chemical love... 2) Fast fall Vertical Chemical Love: a) How do I do this? After successfully double dashing (see above), immediately perform VCL (632146s). Because the end motion to double dash is also 6, simply using that and doing 32146s will work fine. Depending on your timing, you will see I-no fall immediately to the ground after the VCL or recover slowly. b) Why is this good? Doing fast fall VCL has several useful applications. You can do so after knocking an opponent down to secure their postion during okizeme, so they do not try to backdash, jump out, or reversal attack. Double dashing in with fast fall VCL puts the opponent in a guessing position as to whether your next move will be high/low/throw. If the opponent has a shoryuken (reversal uppercut or super) of sorts, doing this fast fall VCL with an frc will guarantee your safety! Also with the frc, you can perform an instant high-low mixup, known incorrectly as a "fuzzy guard" mixup. In Guilty Gear, any attack that forces a high block will keep the opponent in a high block state for a certain number of frames. During those frames, if one can land or almost land and can go back into an air attack, it will hit the opponent even if they crouch underneath it, for the game will register them with the standing hitbox from the previous high attack. The window to do this is not so big. So when I-no does fast fall VCL (and the opponent blocks high), VCL FRC land into immediate j.k will hit a crouching opponent. J.k will then combo to k/s dive (s dive preferable for combos) and let you start making some damage. Sorry for the complicated explanation!! 3) Dash momentum Chemical Love: By adding a dash to the end of a chemical love (VCL or HCL, doesn't matter which), I-no can gain access to a new type of CL that contains the momentum of a dash!! a) How do I do this?? 6321466k/s. It is not as easy as it sounds and may be easier on the 1p or 2p side, depending on the player. Practice!! b) Why is this good? This is not a commonly used technique, but can catch the opponent off guard, and allow access to new and sometimes tensionless combos. Not necessarily but can be amazingly effective if applied correctly. Also not a bad round starter at times. 4) J.d FDC Cancel This is simply doing J.d into a faultless defense, thus retaining the momentum of j.d while canceling the attack a) How do I do this? j.d, immediate FD (different people have different methods. Find the two buttons most comfortable for you to FD from after hitting j.d). The speed at which this has to be done is quite fast. Doing this fast and incorrectly will also cause you to burst, but when done properly, this technique is very doable even when retaining your burst. Don't listen to people who say you have to burst first to do this!! b) Why is this useful? Throughout new versions, I-no has gotten many new tools to mix-up and cross up opponents, such as the double dash. However this mix-up has existed since I-no's character was created and can utterly confuse opponents. J.d while jumping has a certain momentum that moves I-no forward. If FD cancelled quickly, especially after super jumping, I-no will actually jump over the opponent. Doing so will enable I-no access to a quick crossover technique that is hard to react to. Another use can be seen in the following string. Hover dash (HD), j.s j.d. Normally this string is used to hit those that would block low after j.s, in hopes of guarding 2.k. However the block string can be further modified into HD, j.s j.d FDC cancel, j.s (again)/land, 2.k/land throw. This allows you to be less predictable, which is key to being a good I-no player!! Great examples of this include Attsun's #R SBO performance! Maneuvers:
  9. oh you're the rachel i played a few games vs the other day, gg's. didn't know you were on here

  10. This is so we don't have random BS all over the I-no area. I've been a lazy mod and it's time to clean up. More to come. I'm going to merge a lot of media threads as well. I'd like to hear feedback on what you guys would like to see in terms of arrangement as well. Peace. I-No ==According to wiki, guiltygearx.com== GENERAL INFORMATION Name: I-no (イノ) Height (身長):165cm Blood Type (血液型):AB型 Weight (体重):46kg Origin (出身):Unknown (不明) Eye Color: Multicolored Birthday (誕生日):November 25th (11月25日) Hobbies (趣味):Anything fun, coded word games, making people peeved (楽しいことならなんでも、隠語しりとり、焦らすこと) Loves (大切なもの): Number 1 is a secret, her guitar Marlene (her guitar is named after German-American actress Marlene Dietrich. I-no's guitar is named Marlene, while Shiina Ringo's guitar is named Dietrich), youth (一番目はヒミツ、マレーネ(ギターの愛称)、若さ) Dislikes (嫌いなもの): People that can't have fun, milk (自分を楽しませられない人間、牛乳) Personality (性格): Enjoys to ridicule guys with words that that leave them fed up. Under whatever circumstances necessary will get involved in things that interest her (男であれば誰しもが「言われると気が抜けてしまう」ような言葉で翻弄し、それに反応する様子を見て内心あざ笑い、楽しんでいる。自分に興味がある事であれば、どんな状況、どんな場所でも顔を突っ込みたがる。). Post War Administration Bureau Rating (終戦管理局の評価): UNKNOWN Voice Actress: Kikuko Inoue (井上 喜久子) Fighting Style (戦闘スタイル): Playing around (おアソビ) A woman whose origins and motives are enigmas wrapped in mysteries. In command of a variety of aerial moves, I-No's air-to-surface rush attacks and aerial combat abilities overwhelm her opponents. Further, she's got an arsenal of "musical" moves, battling fearsome foes with her trusty "ax" in hand. * First Appearance: Guilty Gear XX: The Midnight Carnival FREQUENTLY ASKED QUESTIONS!!! 0) (can there be a Question 0?) I just started this game and I love Guilty Gear and I-no. What is going on though? What are these "gatling combos"? This game is really hard!! Read, practice and understand everything here at a pace of your liking! It's a lot but it'll come with time and experience! Also watching the video in #4 gives a good idea of I-no's basic strategy. 1) BOSS I-NO: How do I beat Boss I-no/get away from the big move (megalomania)? Pattern 1: The one that starts narrow and gets wider, filling up the screen. Get in front of her and double jump/super jump as she is about to shoot Patter 2: The Zig-Zag that goes up and down and changes halfway through. Go under the arch and slowly walk forward... Pattern 3: The straight across curving up. Simple, get as far away as you can and duck. I-no can be hurt during Megalomania but takes minimal damage. You can mash p on her during the zig-zag for tension gain. 2) How do I do Chemical Love FRC? 3) How do I do HCL 6FRC6? Originally Posted By Charred Chad Over time, I've seen a lot of people asking specifics about how to HCL, FRC, airdash, so I had the idea for this video, which covers only the execution of HCL, 6FRC6, nothing more. Specifically, I try to give a clear look at precisely what's required in terms of input, & point out some things to be aware of when doing a jump installed HCL vs a tiger knee'd HCL. If you can already HCL, 6FRC6 with little or no trouble, this video probably won't help you much. If you can't, hopefully it will. HCL 6FRC6 Breakdown (3:08, 18mb) 4) How do I do 5k, HCL 6FRC6? Practice! You have to push UP (7,8 or 9) during the motion of HCL in order to get the Jump Install (JI info here) 5) I only have XX cos I'm super OG. How do I use I-no there? Here you go. I-no's Midnight Carnival tutorial 6) What about XX#R (PROTIP: read as SHARP reload when talking to Japanese, or just reload)? Closest thing I can think of to a #R I'm also a big fan of Fuku's vids. 7) I'm the most dangerous player in America as tagged by the Japanese, but I can't do my combos and FRC's in the arcade! What gives?
  11. Yeah. I think Accent Core I-no has her nice points too (random FB combos off j.p spam is awesome) but having to lose that super sweet far slash CH combo and the guard gauge build from VCL, not mentioning having to frc it for a "fuzzy guard" (hate that term) is a bummer. At least all projectiles lost the guard gauge build (I blame slash ky, esp. vs bridget lol). I've stood right behind Koichi, it's not so much how his hands move (though his execution is sweet), it is how calm he is doing everything. Seems like a cool guy.
  12. man watching these bring back memories. my old job was at a bar right next to TRF so I'd always check it out before/after work. I don't play though, just played on GG cabs right next to all these guys. It's nuts live!
  13. Going off memory, might be wrong at parts. I'm going to have to disagree with you on a few points Qwerty, starting with giving anti-johnny burst advice. It is NOT usually a good idea to burst Johnny's air combos, at least at the start or right after he FRC's because he can block or JC into a block. He can cancel any air move into a Killer Joker with frc and will be able to block your burst at no matter what point you timed it, so doing it early in the combo is not always advised. I understand what you're getting at though Qwerty, and waiting till after the KJ is smart. However a lot of the time when they set those up, you're at the end of the line and there is no 100% safe burst. The follow up combo that Johnny can do is often limited though depending on positioning(i.e. KJ frc block burst, 66 j.k j.d ensenga). A great place to burst is after being 1 hit enkasu'd, when JO places the mist. A JO player trying to read this might back dash to predict the burst but if you don't burst and they do that, they lose pressure. Honestly it depends what the JO player is looking for. JO is a character with many combos that require amazing timing and positioning, and bursting in different areas can either throw him completely off or allow him to get an even better combo than before. If you want to burst JO on the ground, any string that turns into 5hs is a good spot, but watch out for Johnny's that adjust their strings to eliminate 5hs as well, such as 5s©, 2k, 5s(f).
  14. Shame that PO wasn't that good (at least according to that vid performance). He got 5p 5s against airborne i-no multiple times and didn't follow up with heat/(air combo)air pot buster, or anything for that matter. Shame pot didn't push i-no more to the limit. I met aki-tan a few times and he can take down people way better than that.
  15. thanks you were a great help. sorry i dont have the vid you want
  16. I requested Johnny NOSTALGIA awhile back and only got a lukewarm response, would it be ok to actually get that? Also, I saw a few videos by this [lili] person and was wondering if anyone grabbed them when they came out. Here's one that I wanted BONUS to anyone who can find out what song this is.
  17. i feel like GGXX#R just came out and no one has swap magic.
  18. no, mailing issues finished everything too oh well bro, gonna research other companies.
  19. Nope...this has been around for awhile, hasn't it? Any time you jump and don't end up using your double jump, you can land do something without going neutral and you can keep that previous extra jump for later as a SJI or a JI within a move like a transport. @4r5: good thing about playing in japan is that there is no coin to listen to, everything is so loud around you at the arcade didnt know about ggac running "2 frames" faster but i did feel like something was off.
  20. looks like i wont be joining you in minakami for an additional year
  21. Not as an offensive comment, but anything buckle says input wise should be an answer more likely for pad players. Whyte is right about the stick input being different.
  22. yeah nakamura was pretty difficult to beat. it wasn't a first try thing, but it wasn't a 40 try thing either (which I have had to do, 42 loss streak vs Meke Meke TE, god testament who never enters tourneys, go figure)...shame there is no vid! Don't think he remembers but Elvenshadow at least witnessed it, beat Hase once too, heart was racing so fast, never got around to getting FAB
  23. I have in one of my replays Tao doing the iron ball throw->pounce super setup and I just do a 360b and get her out of her super. Don't really know how it happened.
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