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Honnou

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Everything posted by Honnou

  1. A.B.A. MATCHUP INFORMATION Poking Game Strategy Specific Punishes Setups/baits Knowledge
  2. Was it when I was fighting Ky? I was trying to do a tensionless variant of the combo, but I think I was out of range and it turned into a black beat.
  3. ABA Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-no Jam Johnny Ky May Millia Order-Sol Potemkin Robo Ky Slayer Sol Testament Venom Zappa I liked the way the information was compiled in the Johnny section so I'm going to use the same format. I'm going to make links to posts with information on each character soon. Discuss whatever you want and I will try to compile the information in the most organized way I can.
  4. While U-zen does do some questionable things and miss some opportunities, I wouldn't go so far as to say he is horrible. He obviously isn't quite on the same level that Ten, Yossan and Koichi are, but he is a good player and just needs some work. The part U-zen does worst on is also the hardest part about playing I-no, which is when you don't have the knockdown. U-zen's okizeme and mixups were fine.
  5. Against Potemkin corner 6p, 5hs SJC IAD j.k* j.s j.hs, land, 5s VCL, 5p/2p, 5s, jc, j.s, j.hs k dive 140 dmg 0% tension *5hs IAD j.k is a 2 frame link. 6p, 5hs, jc j.hs S dive, land, 5s*, jc j.s, j.hs, p. dive, dash, j.s, j.hs, land, 5s, jc j.s, j.hs, k dive. 165 dmg 0% tension 6p, 5hs, jc j.hs p dive, dash j.s j.hs, land, 5s jc j.s, j.hs, p dive, dash, j.s, j.hs, land, 5s VCL 161 dmg 0% tension. 6p, 5hs, TK HS dive, land, 5s, jc j.s, j.hs, p dive, dash j.s j.hs, land, 5s, VCL 142 dmg 0% tension
  6. I've had Sol dash through Johnny's low mist finer, but I don't really understand how that works. Don't know how relevant this is.
  7. If you do 632146 k 236 FRC (KSHS), she will do whichever button you release first. If you release them at the same time, the weakest attack will take priority, in your case kick.
  8. By using her force break, 236D, you get your jumps reset, so you can dash again. You can also cancel the 236D with any other button and then do whatever. At 00:42, I-no does the 236D, cancels, then dashes again and VCL.
  9. J.s will also hit most crouching opponents BUT I have missed with it on several characters so j.hs is definitely more reliable (but comes out slower).
  10. Slayer:2s 2s 2s 2s 2s plus 2d cos Jam can't block low What was meant by crossup is that if Jam does 6hs and Slayer does BBU at the right time, Slayer will get hit (I think) but end up behind Jam. It's like how Johnny and Slayer go through each other when Johnny does 6k and Slayer BBU.
  11. You can only do 6p, 5hs TK HCL on Sol when very close (near point blank) or when 6p counter hits. You have to start getting good at 5k JI HCL 6FRC6 and things like that to really deal good damage. I will list some combo starters out now. 5s©/5k if slightly farther away from opponent so you don't get 5s(f), JI, 2d, HCL 6FRC6... In the corner, but this can work on a lot of characters midscreen but with much tougher timing: Anything->6p (5p->6p, 5s©->6p, j.s/j.hs,6p), S STBT (41236s), 5k JI HCL 6FRC6... Note: If you start any combo with the hover dash, you won't have to JI anything for the rest of the combo as long as I-no doesn't go back to neutral. I like this combo but it is pretty tough! Towards corner: dash j.s, land, (5s©) *optional but makes the combo easier, 6p, HCL 6FRC6, j.s VCL, dash jump (669), j.k, j.s j.hs, **dive. **depending on what dive you want to do, there is more to this combo. If you carefully delay the j.k, j.s, j.hs (especially during the j.s->j.hs part), you can get a P dive on some characters. I have to double-check to make sure it works on Sol, but I've gotten it on others. If you do the S dive, you can land, 5p, SJ, j.p, j.s, j.hs HCL or FB or whatever. It might be possible to get a 5s© to combo if you do the delay, but I need to test.
  12. Domi burst is now called Dogura burst
  13. you mean that in the corner right? and yeah, i'd love to play against your i-no bms. nice johnny theory lol where are you from? feel free to PM me with details and we can meet up.
  14. Sure! BTW If you're ever out of range for the 5k jc j.s or can't do it for whatever reason(WHICH IS VERY HARD TIMING FOR A NORMAL TO A NORMAL), this combo is ok but uses 50% throw 6frc6 j.s jc (j.s) j.hs, s dive, land, 5k JI HCL 6frc6 j.s, VCL, dash, j.s, jc js jhs k dive.
  15. There are already video tutorials about how to do 5k JI HCL 6frc6. I suggest you watch them (youtube is fine). I usually do 5k, 89632146 HCL 6frc6, but there are many methods. All you need to do is 1) have an up in HCL motion after 5k, or just JC 5k and HCL before I-no leaves the ground 2) Make sure she doesn't leave the ground at all, or the 5k->HCL will NOT combo If you FRC the throw with I-no and follow up with the appropriate combos (I'm talking about midscreen more specifically but corner is fine as well), it is true you only get a little more damage BUT you can get a much more solid okizeme as well. While the combos are somewhat character specific, I will try to list some out, and I'll write who what works on after some testing. Throw, 6frc6 j.s, jc j.hs p note (Untechable on most if not all the cast, good for oki) Throw, 6frc6 j.s, jc j.s s dive, land, 5k, jc j.s, (jc, depending on height may or may not be necessary), j.hs k dive Throw, 6frc6 j.s, jc j.s j.hs, s dive, land, 5k, jc, j.s, jc j.hs k dive.
  16. Wow, I didn't even realize who you were talking about until just now. I have a buddy or two who has some video equipment, so like I have stated before, I'd like to make some videos showing some general combo situations. I don't plan on showing anything mindblowing or whatnot, but rather what I-no can do from a given point. I am somewhat busy with school, but hopefully I can get some things done for the community this semester.
  17. I'm having trouble downloading all 3 videos at http://umiyoriasaku.fc2.com/ Can anyone help?
  18. 6p beats out long range Rock It clean. Even Order Sol forcing you to block long range pokes and then charge cancelling into another one can still be interupted by Johnny's 5s(f). Punish his gatlings to 5d and 2hs with Johnny's 2hs, better done on reaction than mashing cos HOS can just j.hs and mess you up bad.
  19. This blog is hot. Congrats on the wins.
  20. I thought 5k->5hs doesn't combo with I-no, even point blank on the ENTIRE cast qunless crouching. I swear I've gotten it to hit before though on standing... anyways if you wanted that combo to do more damage, 5k, TK HCL 6FRC6, air dash j.s/j.hs, VCL (fast fall), land, 5s© then air combo (j.s, j.hs, p/s dive depending on char, land continue) or have 5s©->JI HCL 6frc6 j.s VCL, land 5hs, j.jhs, k dive.
  21. Honnou

    Slayer AC strats

    The trick is not to do the footloose too high/too early P.S. I often do this when a burst knocks them in the corner/edge of the screen (fake corner) so I never cross up. :3
  22. 360s work just fine for me and they are what I probably use the most. 632147896k just feels natural. You can also hit up early on, such as 96321456k or whatnot. Just keep practicing.
  23. Honnou

    Slayer AC strats

    tick throw setup: gold burst, DOT as okizeme (RC OR FRC DUN MATTER), FOOTLOOSE JOURNEY SPIN THAT CAPE SON, land, 66 grab.
  24. That's correct. JI lasts until you go neutral. You can do a dash, do nothing, land and do whatever gatling/combo and it will be JI-ed, as long as you started doing something the moment you landed from her dash.
  25. My advice to Axl: don't think you're being clever by throwing out 6hs for no reason. Slayer can just 5p->air shenanigans. If you're doing it because you think he is going to do a low, that is another thing altogether.
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