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Everything posted by Honnou
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Awesome, it'd be more fun to make these in person but if that's what it comes to to make a guide, then I'm all for it. I'll contact you soon then.
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Nothing yet. Tons of ideas, but I have to sit down with someone who has the proper equipment. I have a potential friend who might be able to do it, but it won't be for awhile.
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cos you have less time to do stuff after they block vcl I have a theory on why they did this: I-no would be too good with lvl 5 vcl in this game, due to being able to combo after the S dive at any point on screen. In Slash, you could do a fast fall VCL on the opponent and then do j.k (IT IS NOT CALLED FUZZY GUARD BUT WHATEVER IF THEY BLOCKED LOW IT WILL STILL HIT, HITBOX FEATURE/GLITCH), VCL FRC 236 p 236 p air dash js jhs etc combo, but only in the corner. In AC, you can do a fast fall VCL anywhere, but due to the stun being shorter, you won't recover in time to do the mixup, so you need to frc the VCL, and then do j.k, s dive and combo. If this was AC combined with Slash, you could do tensionless combos off a super tricky mixup anywhere on screen, and I think it'd be a little too mean.
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Yeah, timed right, that is not DP-able as well.
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Yeah ABA is whacky. One of my 1-hit setups... 6k, MC, 6k, MC, SJ sj.s,sj.hs, killer joker frc, j.k, jc jp jk js jd ensenga 1 hit, land, 6k coin for recoin lol...
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Juicy G and Spirit Juice both switched So the best sol in the US is MIU. :Ololololol
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OCV FROM ACROSS THE PACIFIC :o Party time.
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Wow, I've actually been there in the winter. The whole town was COVERED in snow! Anyways, congrats!!!
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That was my favorite part haha >>>CD Yeah, I can see the later hits of multi-hit moves being easier to parry because the move is already out there, there is no guessing, only timing.
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IMO, I thought SBing versus Slayer would be easier than a lot of characters, because every single one of Slayer's attacks are 1-hit, save for crosswise heel, footloose journey, and the dandy S has the HS followup (which you can punish before it hits you with IB anyways). Trying to SB dandy attacks may not always be worth it cos of delays/different dandies, but other than that, learning how to do it versus mappa, dot, and BBU would help considerable.
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If you catch someone with a j.p towards a corner, j.p j.s HCL frc air dash j.hs VCL fast fall, land, and depending on lots of things (especially the height you started at), you may or may not be able to combo. If it's a random j.p, j.p->FB, air dash (j.s) j.hs S dive works on quite a few characters. Again depending on height and or near a corner, you may or may not be able to go into a big combo off of a FB. And for basic no tension, j.p, j.s, jc j.s, j.hs s dive/HCL/p note and try to make it go where you think they will tech or use it to block off a route (this isn't always smart, if they neutral tech and have a quick move that will get you if you don't frc the note, it really depends).
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I use VCL as a DP when I read/predict a low attack as okizeme (it seems to work against May's 5k depending on timing). I sometimes use VCL as anti-air, to catch techs above me, to beat falling attacks (against may/faust/axl etc).
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Aside from combos which everyone can practice alone, focus a lot on trying to get control of the match. I-no doesn't have a lot, but it's enough. While HCL can be ducked/jumped/run under by people, it is still good to look for chances to throw it out. Try to use notes to make people go one way or another and take advantage of it when they do block it. Use 5p/j.p/6hs to stop lots of air shenanigans. 6p is good, but you really have to know when to use it. When fighting versus DP characters, if using the hover dash, try to make your attacks so they land and recover in time. It's easier to do this with j.hs and j.s than j.k, cos j.k cannot be as high in the air as the others or you will get hit. If you go for a mixup and it is blocked, it is often smart to go for a TK dive/alternate. example: hover dash j.k (blocked), land, 5s->jc into low dive, 5k, HCL 6FRC6, j.s VCL (fast fall), 5hs, jc jhs 236p, AD jhs 236k. alternate: hover dash j.k (blocked), land, 5s, 2s (hits low in AC, auto-JIed from Hover dash, if in different situation, 5s JI 2s will be fine), HCL 6FRC6 js jhs land 5s, jc js jhs dive and stuff.
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10 dmg over 10 in game seconds, amounting to 100 damage maximum, IIRC.
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Thank you very much XD
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Does anyone have the song from Johnny - Howling? I think it's Howling Soul by 片霧烈火 (katakiri rekka) I don't want to rip it from the video because it has that obnoxious HERE COMES DAREDEVIL in the middle of it haha.
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Actually in this game, even though her damage is overall reduced, you can land and just do 2s CL frc sex and have it do a TON MORE DMG than 2k 2s CL. It is harder of course.
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lol tk hcl? Nice titan...the old dust combo from Slash with 3 VCLs doesn't really work as well anymore... >>>Arvandor She never used to even have the auto JI, so that's a blessing. Just practice until you're comfortable doing it.
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I used to instant kill her, that being the only way I could beat her. Even now as a competitive player, I honestly sometimes lose to her or Order Sol in the arcade, but it really depends on which character I am. Also, if you just look for patterns, it doesn't matter how strong the computer is. Some times they always backdash on wakeup (order sol) or with I-no, a lot of times she doesn't block after getting out of Megalomania. As for chemical love (the move that goes across the screen), many characters dash under (faust, chipp, millia, sol, etc.) and for tall characters (Slayer, Johnny) many have moves that go through/under (Johnny: 6k, 6hs, 6p, Slayer: 6p, mappa hunch, dandy step, dash). If you're faust/testament, poisoning I-no is a super easy way to beat her, especially when she goes into megalomania. As Sol, gunflame is obviously a great move against I-no cos she can't dash over it until a way late point, and she can't slide under either. Just be careful cos you're vulnerable doing it. VV goes through anything, always great, and yeah throw a lot like Mike Z said. Eddie....dunno drill spam, abuse Anti-air (6p, 2hs, 6hs) and long pokes that take up space. And if she blocks everything, you can command throw her during shadow pressure. >>>Teyah: LOL, yeah I remember the funny strings that the computer never tries to break out of. I remember using Sols 6hs BB x N, in AC, Johnny 6k MC 6k x N, with I-no, 41236S x N, Ky 6hs x N etc.
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You don't need to do the Mist finer frc to do the above combo. Just generally jump backwards after the level 2 S MF (sometimes with certain characters or spacing, you can jump straight up and do different combos).
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>>>Ryuk: http://www.dustloop.com/forums/showpost.php?p=154580&postcount=351
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Yeah something like that, detailing different situations, possibilities etc.
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I think I'm just going to make a video sometime.
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NEVERMIND I WAS TOO LATE SINCE MY FIRST POST GOT WIPED When Koichi does 6p, 41236 S, K HCL air dash, he jump installs it on the Kick with a TK motion. In this situation you can only combo a ground HCL cos kick doesn't carry a lot of stun, so when you hit K, do a 632147896 motion and hit K again to do the HCL before I-no leaves the ground. That way you can dash after HCL but it is hard. You can use any motion you want for the HCL so long as there is an up in the motion (7, 8, or 9) and that you do the HCL on the ground. You can also do 5k (hold the button), motion 632147896, and let go of K to get a HCL (the negative edge method), from here FRC and Air dash. For 6p, 5hs combos, they depend on how far away you are from the enemy, and whether or not you're in the corner. I'll edit in examples later. I wrote this whole post once already and it got wiped by my stupid computer. I actually have no idea how to cancel the FB. Someone fill me in? 236S is a dive attack that goes at about a 45 degree downwards angle and floats the opponent. At very low heights/on standing opponents, it is a guaranteed knockdown. Depending on the combo set up, I-no's height and stuff, you can combo afterwards with 5s© in the corner, 5p/2p and 5k all work midscreen. So for an example Vs. Jam: TK 236s, 2p/5p, 5k, sjc. sj.p sj.s, sj.hs HCL frc AD j.hs 236k. (I think Jam can recover) 236K is a dive attack that goes downwards at something like 30 degree angle. It's purpose is to be a combo finisher. It carries a large amounts of untechable frames. At the end of longer combos at higher heights, it can be techable and it is techable if done too high, i.e. dust combos. For 2p, 5s, the jump install would have to be on 5s. The same way I talked about with the 5k. You can do this on all I-no's JCable ground moves. (5p, 5k, 5s©, 5hs). If it was a super jump combos like vs. Jam, 6p, 5hs, sjc. sj.s, sj.k, sj.s, jc sj.s, sj.hs, HCL. You have to JC normally and then really fast before the jump happens, cancel it by doing a super jump to replace it. This way, you can jump again after Super Jumping. It's quick! You would have to do the 5hs then 828, 737, or 919 (whichever however you like). But let's say you hit someone heavy with a 236s dive in the corner, you can do 2p, 5s©, 632147896K and that will JI the HCL so you can dash after and combo. Sorry if this is confusing. I'll clean it up later hopefully.
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For Millia, you do something like 6p, 5hs, sj s, p dive. On ABA, you can do something like... 6p, 5hs, jhs s dive, 5s, 5hs, j.hs s dive, and then MAYBE 5p jp js jc jhs k dive?