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Everything posted by Pestilence
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I use corner VCL loops all the time. I can Jump Install and normally do but VCL are probably the easiest and most reliable of all her corner loops. U-Zen's midscreen VCL loops are pretty nuts. I'd certianly rank him right behind KK1 as far as technical I-No goes. KK1, U-Zen, Yossan, Inoue, Ten, Attsun. Something a long those lines. Shameless plug https://www.youtube.com/watch?v=v-Wx-0h3zkQ&list=UUE3lvSw8cEGiOT0EFP8zFew (sorry first combo is on there twice)
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6P 5H JH Sdive c.S Is a timing issue, try inputting c.S sooner. As for whoever is eating Uppercuts in the corner.... Mix your note up, I tend to position the note right over an opponents head versus dragging it to the ground. If u do the same thing with your note every time, it's easy to read and. easier to deal with. That being said, when I know a character is capable of DPing out of a corner setup, I tend to bait it out, 664, block and punish. 5p c.S is an excellent starter that'll catch the opponent more often than not. As for applying pressure. 2K. 2S, 2D, STBT(S) all hit low, 214D is a Godsend that I underrated before. STBT (H) is jump cancelable into any of your overheads (j.whatever) and j.D now has some nasty untech time. Dust has some new options but I've yet to find a really good dust combo in +R. She has 2 dashes which can be beneficial in applying pressure but it's also when she is most vulnerable to being punished.
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HHHmmm... Haven't had a chance to play Xrd yet. Was reading the last page of this discussion though. In previous games when 2D HCL wiffs u simply swap it with 2S HCL and 2H while fishing for a counter hit. I would assume that still applies in Xrd? Also (again experience is from previous builds) u can jump install 6P STBT (2S)/(2D) HCL.
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So dunno if I'm just hella late and it's common knowledge but the other day I discovered that if you use I-No's FB note and then an 8>2 motion the notes will go straight forward as a projectile, you can also input down again to force the notes to cross each other in an X motion. I thought this was pretty cool.
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sorry no way to edit & the first combo is twice :/ , but having fun with her new combo system. https://www.youtube.com/watch?v=v-Wx-0h3zkQ&list=UUE3lvSw8cEGiOT0EFP8zFew
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http://www.youtube.com/watch?v=tj9FzTO7Iqg&feature=share&list=UUE3lvSw8cEGiOT0EFP8zFew
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No, in fact a huge problem people have with it is that they do it too fast. The trick to doing it is entering it as 63214K(hold kick)7896(release kick) forward FRC forward. Most people try to do it as K -360- K 6FRC6 which is Y they have problems. Another trick is to input the dash as 6 FRC 66 instead of 6 FRC 6. You'll want to get the right timing down but this will help u narrow the window down. When u r learning this and u get super jump instead try to jump again to see if u hit your jump install. C.s HCL is easier than 5K HCL 5K HCL is significantly easier than 2S HCL. I don't know Y it works but u can FRC Airdash off a low (2s/2D) VCL FRC without jump installing.
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UF jH PDIVE HCL jH PDIVE HCL jH VCL cS HCL TK UF/66(66)UF land jump into j.H cancel into Pdive, perform HCL during the bounce animation, FRC into airdash j.h Pdive, repeat but finish the 2nd rep with j.H VCL instead of Pdive, land c.S HCL. Needs to be in corner or pushable into the corner. Not saying it's practical, was just aiming for max damage.
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My combos from the other thread... (all vs slayer) 2k cS 2d hcl js vcl 5k hcl cs vcl js jh pdive js jk kdive = 149 2k 6p stbt s 5k hcl jh vcl (frc) walk forward cs js jh pdive js jk kdive = 148 cs 2s 2d hcl js vcl cs hcl js vcl js jh pdive js jk kdive = 225 2s hcl js vcl js jh hcl jh pdive hcl jh pdive kdive = 228 [cs hcl js vcl] x2 walk forward [cs hcl js vcl] x2 cs hcl = 254 stbt h pdive js jh sdive 5k hcl js vcl js jh hcl jh pdive hcl jh pdive kdive = 196 stbt h pdive hcl jh pdive hcl jh vcl [cs hcl js vcl] x2 hcl = 228 uf jh pdive hcl jh pdive hcl jh vcl hcl = 280 2S HCL FRC jS VCL 5K HCL FRC jS VCL [cS VCL FRC jS VCL] x2 HCL = 239 6H 5K HCL FRC jH VCL cS jS jH PDIVE jH PDIVE jS jH KDIVE = 230 6P 5H jH PDIVE HCL FRC jH PDIVE HCL FRC jH VCL cS jS jH HCL FRC jH PDIVE KDIVE = 230 jS cS 6P STBT S 5K HCL FRC jS VCL 5H jH PDIVE jH PDIVE jS jH KDIVE = 194 STBT H HCL FRC jH VCL [cS VCL FRC jS VCL] x3 HCL = 230 STBT H UF jH PDIVE jS VCL FRC jS VCL cS VCL FRC jS VCL cS HCL = 244 VS HOS STBT H 5K HCL FRC jH VCL [cS VCL FRC jS VCL] x3 HCL = 225
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Must say, while they certainly made her more user friendly, she flat out sucks now. Damage is way too nerfed. I love the new mobility and FB into negative edge UF looks sick. Tried some stuff out in training mode to see what was and still wasn't possible. A lot more stuff works, but damn damage is pathetic. Vs HOS STBT H 5K HCL FRC jH VCL [cS VCL FRC jS VCL] x3 HCL = 225 VS Slayer 2S HCL FRC jS VCL 5K HCL FRC jS VCL [cS VCL FRC jS VCL] x2 HCL = 239 Vs Slayer 6H 5K HCL FRC jH VCL cS jS jH PDIVE jH PDIVE jS jH KDIVE = 230 VS Slayer 6P 5H jH PDIVE HCL FRC jH PDIVE HCL FRC jH VCL cS jS jH HCL FRC jH PDIVE KDIVE = 230 VS Slayer jS cS 6P STBT S 5K HCL FRC jS VCL 5H jH PDIVE jH PDIVE jS jH KDIVE = 194 Vs Slayer STBT H HCL FRC jH VCL [cS VCL FRC jS VCL] x3 HCL = 230 Vs Slayer STBT H UF jH PDIVE jS VCL FRC jS VCL cS VCL FRC jS VCL cS HCL = 244 Seems a jump installed 2S is her best opener now.
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can't wait to try out the new airthrow!
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STBT H (in AC at least, not too familiar about the +R changes yet) has a FRC point, so there is no reason to even RC that, and if you were going to, u should just follow it up by continuing the combo into a knockdown. Players often will FRC Stroke the Big Tree (41236H) into a throw, but usually only if it's some form of win-con IE if they FRC the throw into a combo, the 100 or less damage they get from spending 50% tension will kill the opponent. Also, I-No has tons and tons of throw setups, just do as suggested above, watch some youtube vids of Koichi, Ten, Yossan, Inoue, Attsun. U really shouldn't spend any tension on RC with I-No, she can cancel into HCL from almost any normal, and what she can't cancel into it from (2P 5P 2K) she can easily combo into another normal that can.
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^^^ yea 6P 5H HCL FRC 66 is not an acceptable replacement for 5K HCL 6FRC6. Learn to do 5K first, otherwise it'll really hamper your ability to learn how to do 5K HCL combos properly. If u r brand new learn 5H j.H P Dive 66 j.H P dive K dive. (corner) (once u get this down, learn how to do it as an impossible dust by adding Dust, j.H/j.S VCL to the beginning of it) 6P STBT S 5K HCL (don't worry about FRCing it yet, just get the basics down) Anti-Air with 5P c.S j.S j.H, Dive or HCL Hoverdash, j.K, 2k (the secret to getting these to connect is that u have to be falling from the hoverdash when u input the j.K) Set the CPU to counter hit first, then STBT S hoverdash j.S, j.H, S Dive. FRC the note on the ground into hoverdash. These are some beginner friendly bits that u will deff incorporate into your game later on. Be prepared, learning I-No is not easy and takes a serious investment of your time.
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well 2k really isn't that important mid-combo. A lot of the pick up situations are very late in combos when it is literally only 1 hit of extra damage. I use 5p myself far more. U could also use 2k as a reset. KK1 did it all the time in slash, not as powerful nowaydays but it still allows your opponent to tech for a reset.
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u can pick up with 2k cs often when u airdash too high and know ur straight cs will drop cause it hits too late. it's mostly for mixup, but often gets thrown in via muscle memory. I know most combos u can add in a 2k for mixup purposes.