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Jonhova

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Everything posted by Jonhova

  1. Is there any players down for some casuals in socal area? I live in the 626 area and i have 3 other friends that are good competition. We can host and I have one ps2 stick you could use if you dont smash it. Holla at me
  2. seconded
  3. With so many posts for this matchup i take it Ino players are not afraid of Zappas lol.
  4. @Phrekwenci any competent zappa player can restrict their movement wisely without getting knocked down. if they do fly away, on the way down you can edgy and IF they fd do it again or setup for fireball chip damage. @bucklemyshoe HAHA ghosts are very good at keeping her at bay:kitty: the corner loops get ridiculous even without hcl frcs, and zappa is very comboable by Ino.
  5. @Phrekwenci last edgy and p fireballs.
  6. Hadn't really thought about that! Good point! Do you think for zappa its better to 66 then 4/1 or do you just let the skid kinda do its animation then 6HS?
  7. i use zappa. i notice when i fd it gives visual cue for my opponent and they tech. i was thinking you could just run up and fd with hs and slash pressing hs first so if your close enough for grab you grab but if your too far you just fd? Does that work?
  8. when your running at someone and you want to grab them do you just run slide go to neutral and 6hs or do you run fd with any button and hs?
  9. I still would like to know your input on these questions : @hellsap -stbt isnt really a problem. you cant react to it on sight with sword with like you said 2s or 236s landing a counterhit then hs rc aircombo:) -The real problem is getting stuffed from hovering rushes when you try to use 5p,5k,6p. @Phrekwenci -exchanging your opportunity for damage/lockdown/chipp for a fresh summon with no orbs? You are going to be summonless after x seconds anyway, whats the rush? If Ino is turtling looking for a knockdown you should grab, chip enough where they feel uncomfortable in that they will want to attack, mixup between hs and ultra fast dust.
  10. i need some competition in the 626 area. who's down for console or AI
  11. I have tons of experience playing against I-no. I have been playing Zappa as my main against my friend's I-no since ac was released on ps2. Unsummoned -spit. spit again baits tiger knee/hyperjump air dash in. summon. or spit they block and you summon. - combo summon rc run p summon. rc again to get another summon if you have the bar. Its a race to get raoh not to conserve bar. GHOSTS -The ghosts are great at being annoying. If Ino is trying to play from afar she will lose or get frustrated from marbles and pots. ( loves pots!) -Hyper jumping and using frced kick ghosts that bounce are really usefull and cover pretty much the lower portion of the stage. The jump h.s when I-nos going to air dash is great and also good for wakeup and even a fakeout when you jump over their head and double back but be prepared to tech an air throw. -When your using the ghosts you don't want to get hit from chemical love, notes, or the air dash attack that is VERY fast and DANGEROUS on rc DOG Without a doubt the hardest summon to control and especially so while blocking. Keeping the Dog alive has got to be the most frustrating aspect of this fight. I-no will try to hit the dog at all costs usually killing him and leaving you in a bad spot. Frequently i will use 8D and I-no will fd it kill the dog and now she's on your face doing a high/low mixup. You want to avoid getting in a situation where: I-no instant airdashes backwards doing a note or frced note and airdashes on top of you. You can: a) dodge it or b) 6D, 5D or 6D, 8D chasing her before the not gets out. c)fd it. Now if you block/fd it, I-no is going to be on top of you so fast you cant get a punch out and you know I-no is going to go low but since your blocking low you cant 8D or 5D. 4D,D doesn't work because the startup time is much too laggy. You have to wait for that high attack or until you have enough space to breathe for a second. Fding might be a good option as well. I-no's standing punch will beat all your air moves while dog is summoned or if your unsummoned. Unless you just got a knock down don't cross up with hs. SWORD After Raoh its the best normal summon. -I use constant pressure games while the sword is out. burn your meter on rc after 236 s, hs. burn meter on frc sword swipe, the wall bounce and aircombo after is worth it not to mention you get 3 orbs from it:keke: Raoh I would never in my life cancel raoh heres why: [+] -Raoh can kill I-no in one combo. (The amount of orbs required usually means 1/3 to half health has been taken lost by I-no.) -The slash fireballs are safe from chemical love at full screen and travel full screen. Are great at closing distance and making I-no do desperate things when feeling cornered. -If you have them afraid of dash low slash, hard slash you can just dash fireball getting a good amount of chipp damage. -Raohs fireballs cancel I-no's notes. -Raoh's special does ridiculous chip damage. Use it at the beginning of the summon and the end for maximum damage unless you land some hits warranting last edgy rc last edgy low slash last edgy. -5D is crazy good damage! HS HS and one more HS on the way down ground bounce last edgy! -It is also the second fastest Dust aside from order sol?! [-] You will never get hs low fireball loop like on other characters. Footsies 6p beats standing/crouching punch and kick but loses to low slash (not sure about standing slash) 5k beats low slash and wake up grabs. Questions Most reliable Dust combo for sword? and ghost? For ghost i use PPP j.c PPP D punch ghost throw. Best way to get 5HS with dog in a pressure string? Favorite pressure strings with dog? Is there a way to make Raoh hs low fireball loop?
  12. I think Ino is one of Fausts worst matchups. Her ability to lock Faust down with her rushdown is difficult to deal with. Ino's mixups in the corner are too good. 6p, p, and 5k are pretty much the only things you can counter with and they arent the most reliable. I also noticed that compared to most other characters like potemkin, aba, ky slayer and testament she is lighter and falls slower so when you do land a counter hit 5k you cant air combo after and you can air combo after a 5p but thats pretty rare when that beats a hs from ino. On the opposite side i will have to agree that slayer and aba are at a disadvantage against faust.
  13. For most of the guilty gear roster i have a fairly good grasp of what i need to do and what they are going to be doing to me. However when it comes to anji i have no clue. The most difficult part of dealing with anji is his butterfly trap, and predicting when its actuallly safe to attack. I saw earlier how someone mentioned johnny has the advantage. can anybody explain that?
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