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Honnou

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Everything posted by Honnou

  1. Cute combo, and the vid was pretty funny, but for all practical purposes, it isn't hard to get around 140 with no tension! The combo isn't hard but the finish is really tough!! 2k, 6p, 5s©, j.s, j.hs, S dive (hold for delay), land, 5s(c, sol should be relatively low because of your delay from the dive and the 5s© timing should not be too difficult due to his height), j.s, j.hs, S dive (very slight delay), land, 5p, jc j.p j.s, jc j.hs, k dive 143 damage.
  2. Bleed is delicious. So many players got close to taking out Tanbo!!! Props to Taku for sealing the deal. P.S. BLEED is in the latest GVision 3rd strike ranbats playing as Ken. The announcer's comments are really funny!
  3. ZAPPA MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  4. VENOM MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  5. TESTAMENT MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  6. SOL MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  7. SLAYER MATCHUP INFORMATION Kaimaku (Start of the match): I-no 5hs > Slayer 2d I-no 2s > Slayer 6p I-no 2s < Slayer 2hs I-no 6p > Slayer 5k (if in range)/6hs/Mappa punch I-no jump back S dive > Slayer 2d/2hs/6p (hold the dive momentarily) Poking Game Nearly non-existent. I-no 2s, 5k, 2hs, 5hs, 5s(far) are all good, but Slayer's ability to NOT BE THERE ANYMORE really messes with you. Poke with caution, mix in the occasional slightly-higher-than-tk height S dive, and tk S dive/2s into combos when you get him to block a 5k/5s(close) Strategy Slayer is a hard matchup, mostly because you can't do much at neutral, but he also seals his own grave half the time. He is almost always hitting buttons and even doing things on wakeup (BDC mappa/bite, BDC jump out of pressure and so forth), so it is up to I-no to establish momentum and control. How good you are as a player truly shows here for these reasons. First things first, your normals lose to his. Get over it Random HCL isn't well rewarded even from far away. Slayer can 66 -> cancel partway through to K mappa and hit you from almost full screen. Dandy step dodges HCL but an HCL as Slayer is already D-stepping will tag him. Knowledge *Slayer floats a bit from JC-able move xx JI-HCL 6frc6 j.s j.hs land (RIGHT HERE he is a bit floaty), so walk forward a step, then 5k JI HCL again, or even 5hs as soon as you land from the air dash j.hs and you can go into another JI HCL or even IAD j.k j.s VCL (2-frame link for the IAD section, meterless) *6p can stuff both of I-no's supers, but if the supers are done extra late, they will beat 6p. If you read that Slayer wants to 6p your super, a quick 2k 2s HCL will hit him out of it and score you a knockdown. *Slayer is more than tall enough for deep j.s okizeme jc j.s/j.k s dive to fuzzy guard him.
  8. MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  9. JI-ing doesn't negate any momentum as long as you didn't stop during the combo, while TKing (since you jump straight back, up, or forward) will cut off momentum you might have had during a hover jump. Either way, it usually doesn't matter much. Did you mean to say that adding moves will cut off your momentum? Well, that isn't true either but it does push you out of range and depending on what you want to do, it can be bad. There are times to definitely use 5k over c.s, like if you land a hover dash j.s from further out, and 5k(JI then 2d) or 6p(5hs) will combo while c.s will whiff or turn into f.s. About Sol: He falls fairly normal and he has the 1.00 defense modifier, but because of those shoes or whatever, he has a weird ass hitbox, especially for characters like Johnny and I-no. If you want to practice generic combos, someone like Slayer would be better. The only weird thing about Slayer's hitbox is that he has to be somewhat lower than other characters in the air when you do 5k JI HCL. If he is too high, the 5k will push him up and the HCL will miss. Zappa is ok but if you do combos that push back and then end with 6p 5hs, the 5hs will sometimes whiff where it would normally hit.
  10. POTEMKIN MATCHUP INFORMATION Poking Game Avoid using moves that are not jump cancellable. Being able to jump away is critical for dodging hammerfalls (HF). Also special cancelling moves on reaction into stroke the big tree is useful against HF as well. HCL will hit him out of moves 3/4 of the screen away(such as a mistimed F.D.B, hammerfall during the break animation etc.) BUT IS NOT A GOOD "poke". Potemkin can dodge HCL by simply crouching, or by using hammerfall + break to get closer and closer. Strategy Specific Punishes On defense: IB Pot 2k->2s, backdash the 2s before it hits, the closer you are to him, the higher the chance you can punish (i.e. corner). At the very least, you escaped, and the next move is a guessing game. Learn Pot's common strings and realize 2k, 2s, 2d is common and 2k, 2hs, 2hs at close ranges for 2hs blockstun->hammerfall/slidehead, so you can avoid getting tagged by the next move. Setups/baits Knowledge
  11. Order Sol MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  12. MILLIA MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  13. MAY MATCHUP INFORMATION Kaimaku I-no 5hs > May 5hs, might beat May 3k, have to double check later I-no 2s > ? I-no S STBT > May 5s(f), goes under May 5k but she will recover in time to block (use with caution because of May 5hs at start of the round) I-no 6p > May S Dolphin I-no jump back S dive > May 6p if she doesn't hold it (good to note that S dive and May 6p are both delayable) I-no IAD backwards j.hs is another safe option. Poking Game/Neutral This is one match where I-no 6hs at the right distances really shines. It flat out beats most of May's approaches, dolphins and jump-ins (can lose to J.hs but you shouldn't be challenging that with this move and if she is using that on the way in constantly), you should blow her up with other moves. If she is dicking around in the air just throwing j.hs and turtling, force her to block a note and move in, or judge her height and do an air HCL at the right time. If may does gatling->5s(f) IAD, IB the 5s(f) and blow up her approach with j.p air-to-air. J.p counter hit combos to j.hs directly. Feel free to experiment in training mode to convert to knockdown with good damage. Unexpected j.p AA can always combo to I-no's force break too. Strategy Fish for the right move to knock May down and don't hesitate to go in. Greedy Mays that IAD too much get hit by jump back j.hs if done early, leads to knockdown on CH. J.p beats any air normals of May at the right moments, but be wary of j.hs because if you don't reach her in time, the anchor will swing around and clock you. The benefit of using j.p is that the chances of you being hit CH are greatly reduced. If May has a tendency to backdash too much, or reversal throw a lot, hover dash barely off the ground->j.d blows up both of these when properly timed. Knowledge *May is one of the floatiest characters in the game, can often tech out of normally untechable moves. Learn combos that knock her down for sure. *I-no j.hs will knock may out of many of her moves, but loses to May j.hs unless done preemptively. Proceed with caution. *May's best CHs she will fish for are 6p, j.hs, and 5hs. Don't get hit by these and you'll be on your way to victory. *Even though she lacks an SRK, May will often try to squirm her way out of bad situations. Plan your okizeme with her reversal backdash, 1-frame jump, wakeup dolphin, and wakeup Super (the spin anchor one, wakeup whale loses to meaties). *2d combos to HCL at any range. Have fun with extra damage A jump installed combo can go to 2d, HCL 6FRC6 for a full combo as well. Specific Punishes Against May 3k: She should NEVER do this move but you'll see May be the greedy little bitch you know she is sometimes and you should punish her hard. TK K dive, TK P dive (you have to get the right height to air dash after), air dash j.hs, s dive, 5k JI HCL 6FRC6 j.s, VCL, 5hs jc j.jhs k dive (I will test damage soon) From a further distance block (do this too close and far slash will whiff): 25% 5s(f) COUNTER HIT, hover dash as deep as you can, j.s, jc j.s j.hs s dive (brief hold), land, 5k, JI HCL 6FRC6 j.s VCL, 5hs, jc j.jhs k dive. 125 damage. Against May gatling string into 5s(f), IAD j.s, j.hs: I-no j.p/sj.p will beat it, backdash will work but with the wrong timing you'll get clobbered, 6p will probably fail or whiff and make May whiff too, I-no can use 2k to go under IAD attacks safely 6p has it's place in this match, namely for beating poor jump ins, any dolphin at the right distance (when theyre coming in at around a 45 degree angle over your head or straight at you), and the occasional ground normal (sometimes trades).
  14. :KY: KY MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge 6p-> chemical love, and 6p-> stroke the big tree won't combo, but combos such as 5s© JI, 6p, 2d HCL will work
  15. JOHNNY MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  16. JAM MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  17. I-NO MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  18. FAUST MATCHUP INFORMATION Poking Game What pokes? j/k J.p is a life safer and often times, a super jump backwards j.p can save you from a faust FB pogo drop move. VCL can be useful for when faust whores air space above you, and HCL can be used the same way to hit Faust out of summons/bomb bags. Strategy Most I-no players will figure out quickly that this match is not exactly "fair", and you will not be able to tackle it head on as easily as many other matchups. Faust's playstyle varies with the player, and you're going to want to figure them out ASAP. This matchup's goal, while really no different than any other character, is to either get a note on Faust, or get a knockdown on him in away you can to lock him down and start your usual pressure. Specific Punishes If you are at full screen and predict a faust scalpel pull, HCL does the trick and gets a knockdown. If you are REACTING to one, HCL will either trade or lose, so instead do STBT and slide under that shit. I believe it's also possible to a STBT, frc, dash combo instead if you did the stroke early enough. Setups/baits Baiting Hand slap: Faust reversals with EVERLONG (big hand slap, see foo fighters video Everlong for the reference), I-no 6hs, CH, dash, j.d VCL if close, if further, dash j.s, j.c j.s j.hs s dive, 5p/5s (depending on opponents height) s.j air combo (if 5p, s.j 5p 5s 5hs dive, if 5s, sj.s, j.hs p dive, dash j.hs k dive usually knocks down). Baiting 6p: Best way to bait 6p or make Faust think twice about using it is to use more hover dash j.hs, whiff-land, 2k as okizeme. Upon hitting, 2k, 6p, 5hs HCL FRC combos or IAD jk js VCL combos are fine. If close and blocked, 2k, 5s then either tk s dive or 2s 2d HCL FRC for a combo. Punishing wakeup 5d (see knowledge): It's important to know that premeditating an okizeme like hover dash j.k, j.d (instead of land, 2k as usually expected by opponent) can prove disastrous against reversal 5d, for I-no will whiff her oki, and if not reacting in time, will then begin her 5d and get 5d'd by Faust in the end. While risky against 6p, dashing slightly longer and using 5hs can punish faust hard, as will okizemes such as dashing over faust and dashing back with an attack. Meaty VCLs tend to linger as well and can prevent Faust from reversal 5d. Knowledge Faust can use 5d to dodge a meaty attack. During the spin animation at the beginning, Faust has complete invincibility for a very short period of time。If you freeze or hit the wrong followup, you will get dusted. Faust can use 6p to beat non meaty hover-dash attacks, and a few other moves as well (i.e. dash under HCL and 6p I-no for a hit/CH). Faust can also everlong out of mistimed meaties and such. VCL's, 6hs among other moves will hit faust out of this. 6p is a great anti-air sometimes, but vs. Faust it has limited uses. A 6p will sometimes lose/trade to fausts falling j.d, and Faust can delay his fall with FDC 2k, causing a well-timed 6p to whiff, and leaving you wide open. Instead of 6p, try to use more pre-emptive anti-air like j.p, and VCL to hit him while above you.
  19. EDDIE MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  20. DIZZY MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  21. CHIPP MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  22. BRIDGET MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  23. BAIKEN MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  24. AXL MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge I-no can STBT (41236S/HS) through Axl's 2p. Against, Axl's 5p, I-no can TK a 236 HS as low as possible and beat it, but whether it is worth it or not depends on distance because you may not reach him in time if too slow. Chemical love will win if you predict the 5p in advance. When doing 6p, 5hs, TK HCL 6FRC6, you may have to TK the HCL a little higher on usual on Axl. If done with any delay, a low TK HCL will black beat. I have no explanation for this but it is just something I've come across.
  25. ANJI MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
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