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feri

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Everything posted by feri

  1. True, I should have been more specific. Slayer needs CH on specific moves... like for instance 2h/j.h/6h/6p/dandy anything/mappa and whatever else is sweet on CH. Can't always poke with such things.
  2. Slayer doesn't do huge damage 100% of the time, he at least needs AA/CH or 25% tension.
  3. wut? 6k 2k 2h bbu is needed (much much more than tk mappas imo) Too much teching back.... you were getting read. lots of reliance on dandystep All those back-dashing and forward-dashing instead of poking aba was really confusing. I guess its your playstyle but I wouldn't bother moving unless you need to get into a better position to do something or to evade something.
  4. I have to agree that hearing aggressive combo button mashing from miles away makes you look a little more intimidating. I've also never tried to play I-no on a stick with a circle gate, I should try it out. When it comes to playing I-no for her damage dealing capabilities you'd be gimping yourself :P... What I love about her is the really scary 'get tech/recovery thrown or eat S++ okizeme' that people whine about.
  5. I wish it was like that for me too. Sine: You'll have to relearn the whole thing again ><....
  6. That's alot of work for your left hand. BMS huh? why does it hit? Does HCL need to be FD in the air now? Anyways, they wont tech cause they're too scared of i-no's airthrow. Black beat 5k 6p STBT lol =D
  7. TK badlands reaches further than 6h and is -7 on block (thats half as laggy) o_o... safe zone is much futher out than you think + he can exe beast you when you tk note from far away.
  8. I seriously doubt you can jump any distance and then HCL off a 5k and not have it black beat. I'm guessing your doing the JI version if the AD is low. Maybe we both misunderstood each other so take a look at a few of BMS vids and take note of his 5H HCL 6frc6... thats what I meant by TK'ing. You dont need any jump height for HCL 6frc6 at all cause HCL itself gives you all the height you need.
  9. If you need more height to get the dash your not pressing the second 6 fast enough. Go faster since its always the problem. The way your doing HCL FRC AD wont work with 5k and you'll need it if your gonna main her. Congrats on getting it to work though... its the hardest step imo.
  10. feri

    Slayer AC Combos

    j.k, j.2k whiffs alot on some lights (baiken D=) so j.k~j.p, j.k fixes that or simply delay the j.2k as long as possible.
  11. I've had problems with FRC+6 since delays on the macro buttons make directional inputs come before it. Sticks should have absolutely no problem because of the way they work. So both methods work... And the faster the better imo.
  12. hoverdash into jump is pretty good and if slayer is bent on AA'ing you all day....
  13. I also use pks for frcs when I played #R at the arcades. Reason being is that my thumb is way stronger than my index. Also, If your in the air how does that necro anger input screw you up... :S Making me lol Just letting you know you'll almost never need extended combos w/ino Sine. If your get frcs consistently (you said you are right?) you'll never have the tension to do this w/out gold burst. Cool combo but for a beginner its probably a tad hard. Edit: Cept pot coz he's a whore who never dies and you do tensionless combos on him no sweat.
  14. (hoping this doesnt sound reaveresque) Sorry to beat a dead horse 'round but you'd net more damage doing c.s f.s 2k 2d rc into 5hs into srs business. Its only when dot is frc'd or you cant possibly use anything else making it worth using as part of a combo.
  15. feri

    Slayer AC Combos

    Delaying the SJIAD works, thanks.
  16. feri

    Slayer AC Combos

    I can do j.k |> 5h just fine its just that when you the 2nd rep the IAD j.d > *j.2k* whiffs (cause they've hit the floor) on everyone besides pot (though I haven't really tested it on everyone cause I'm lazy atm). And im not doing the j.2k slow =/ If you were thinking thats the problem. I wasn't ever intending of using it, I just accidentally did it in casuals one time and a few people went so I had to see if it works on others. Ross, by your wording it seems as though your implying it works on chars besides pot, right? Anyways, now that its bugging me i'ma give it a good shot and see what comes of it.
  17. Thanks. And Whytesakura is right on the mark. Well you can take whatever you like on board =) and best of luck to you. Perfection is not my kinda thing.
  18. The lag time on VCL is huge D=.. you could have started with a c.s instead of a throw. It happens, I know! I remember times when going into auto pilot combo mode THEN realizing that they are crouching and try to change my half input CL into a STBT s and it comes out as VCL Rush That Shit Down! Haven't tested what you can do on block because I'd never expect an i-no to do it lol.... 5p c.s 2s 2h hcl perhaps? Your welcome but I kinda don't feel like I should because I don't main I-no. Oh and throws are fine as punishes if you are unsure of exactly what you should do, but when your comfortable with the matchup then you should try to nail them.
  19. feri

    Slayer AC Combos

    funny but I thought gravity would play the main role in that specific combo (5hs making them bounce relative to the height they were hit at on the relaunch) =/
  20. feri

    Slayer AC Combos

    I'm totally boggled at why I can get 2 reps of 5hs SJIAD, j.d, j.2k, j.k on pot but fail so hard doing it on other chars.
  21. Cut down on the cpu fights as 'training' IMO (it just aint worth it) just stick to prac mode. I hope what your looking for is amongst these notes. If im heading in the wrong direction lemme know. 00:07 - Why a dive? You'd be better off letting them tech and have a ball out if thats what you were aiming for. 00:11 - after frc ad j.s/j.h, j.d, vcl? dunno if it connects but its pretty decent midscreen if it works. 00:28 - You coulda been more greedy with the damage I reckon and started with c.s 00:39 - That was blockable 00:40 - You missed the punish 1:00 - Punish harder 1:03 - Why'd you use the slow note? 1:07 - You could have either 5k hcl or dashed forward for the tech grab.... but j.p I guess is fine. 1:10 - hs combos into HCL or were you not expecting that to combo? 2:01 - There is nothing to be afraid of when RTSD'ing, corner mixup is life. 2:03 - punish harder =) Various points in the vid - Tech blue bursts/combos (besides STBT/corner resets cos its kinda dangerous) and cut down on the black beats as much as you can. Just a question because I'm interested.... Do you visually wait for ino to jump out of 5hs then hcl 6frc6 everytime?
  22. *cheers* Good work! That was a great introductory to ino's battle plan and her options.
  23. feri

    vs. Jam

    Not knowing jams strings for baiting CH's WILL get you killed. 5k > 6h x n 2s tiny dash x n And I hear some jams are fond of 6p > 2p x n I'm not saying you cant interrupt them... just know your playing a pretty hi risk/low reward kinda thing here. So its kinda worth learning what they can do.
  24. Yup, its exactly the same and I also have a audio cue for that too (its the sound she makes when she snaps the guitar string). Though that throw frc into negative edge tk dive just goes way over my head
  25. Give separating your inputs a go since you have to relearn it on a stick you might as well try. 6+frc 6 will be slower than 6 frc 6 I'm pretty sure your problem (since your already an adept ino player like you say) lies in the last 6 just not being fast enough. But to answer your question like you want it. Tap forward with whatever motion you use and let it slide back to neutral then tap it once more (should be faster than dragging it back to neutral to do it again). IMO There is no correct way... just do whatever your comfortable with and do it FAST. 5k > HCL FRC AD on a keyboard would just absolutely blow my mind away. Oh and just a question... Are you playing reload on a keyboard on a slower framerate?
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