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Finkledoodoo

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Everything posted by Finkledoodoo

  1. I played lord knight's aba. stay close and try not to rely on notes, it gives aba enough time to blood pack. watch match vids of to see where the holes are in aba's best guard bar rape strings in (mo) mode. also, number one thing that caught me off guard, mid match he wouldn't use tension in (mo) mode, it was because when aba reverted to normal, he guarded me on purpose for a dead angle attack which was great for a bloodpack than oki. aba's low airdash can really be a problem for I-no because aba's j.h. hit box is huge. I won more than I lost that day, but he never really played against I-no and I've never really played against aba. I wonder what the match would look like now.
  2. Forget it...
  3. bucklemyshoe, I know who he is, he's beaten me already, (at evo friendlies) digital watches, If you were just giving facts, than I was wrong and I'm sorry. I just wanted true unbiased info on the match-up, and I thought you were just trying to whore the I-no players. end... Goodluck both of you...
  4. Thanks, I still want input from every american I-no, what's the deal america, I don't want to hear about koichi or ten, I can't play them...
  5. Fighting good johnnys suck, its really about who doesn't drop their momentum. I, sadly, have been killed by one block string to mix-up to oki second combo dead... Johnny isn't good because of his damage output, but against lighter characters, he can combo them dead... One thing I did notice is that, they aren't afraid to waste every coin but the last two, idk why. Usually when it gets down to those two, it's time for him to mix you up, usually a throw. If you IB a coin and he dashes in, throw him, if you IB a coin and he attacks, you can reversal back dash... TK'd notes usually get beat out by his tk fire move or his quickdraw (which also get a free counter hit into the you lost half your life to johnny so lol on you combo). For some reason, I have two johnny mains here and one of them is rediculously good.
  6. I'm fighting a competitive venom this week, i'll let you know what I get from this later, keep in mind that koichi believes this match up is in i-no's favor, so it might be excution heavy, but I-no has some type of advantage.
  7. It's always koichi this or koichi that... Who are you guys in the thread? Do you feel you guys are good? Are you top players? I mean really, where is the american skill at? Who is Caveman, honnou, 9tnine and mynusdono? Where are you at? What do you guys think you excel at with I-no? who's the best? Are there other good I-no's that you heard about and do you have vids? Who is this guy named chad that I hear is the best I-no in the country right now?
  8. Well, they should have nerfed her execution difficulty as well, since they nerfed her rewards. But anyway, this isn't the thread for that, btw, since you mentioned koichi, I'll say that koichi still says that this match up is even... Don't ask me why, I'm not koichi...
  9. Why are you bothering us, we aren't the best players, but evidence seems to show that the match is in I-no's favor. Top axl's in japan, don't beat ten or koichi. American gg isn't as high calibur in the axl and i-no department, but once again, mynusdono vs axl (IN TOURNAMENT) = i-no win. everything you have said has been theory fighter up to now, and when we show proof, you slam on the axl. Well sorry if the top axls aren't up to your liking, maybe you should be better than them. Match vids of top I-no players are always vs top ranking opponents because anyone other than a pro gets raped by a pro I-no, period... If you want to say something, make it useful, this is the match-up thread (for I-no), not the axl is like totally gonna rape everything you do thread. In fact, you've denied everything that's been said about the match up that was positive about I-no, (where's your proof, btw.) Who do you play, your little sister? If you just want to argue, take that trash to axl's match-up thread... *edit* there are some spots in the thread where you gave good advice, I'll apologize about saying all you do is deny everything. sry...
  10. if you mean me, i'm not new, been around since evoeast2k7, I just don't post much because I'm not a pro. Flash's team beat mine. Ugh, round2... also, I'm poor, so no vids for now... I'll go to a tourney sooner or later, I just have alot of work because of staffing issues...
  11. Nice to hear you are real competitor. Maybe, when I start to put up this strat guide I'm working on, you can contribute your findings in practice, laterz!!!
  12. I have a post before this one bucklemyshoe... here's some other advice, you should replace respect with pks so you don't mess up rc's and frc's if you don't want to do that... learn to use the underside of your thumb's knuckle to press k so that when you input hcl, you can frc with shk. 360's left hand side facing right, put the tip of your thumb on the right side of the d-pad and roll your thumb for the input, it's should feel sloppy, but it really isn't 360's right hand side facing left, nothing you can really do about this one... grip the handle of your controller a little bit tighter than usual and force the slide of your thumb around the d-pad. If it feels accurate, you're probably going too slow, it should feel wrong (everytime).
  13. sry friend, but I only use pad, including in mvc2... It's all the same, in fact, I don't even use the analog stick. number one thing you have to remember about pad is, if you practice too long, you'll lose speed in your thumbs and nothing will work. If you want to get some hard practice in, you'll have to switch between one command and another. It took me about three days to get the gattling down. Practice the gatling for about 5mins than move to 6644, (the one where you pass your opponent twice and hit with a j.h.) than try the gattling again. It gives certain muscules the rest they need. Also, I'm guessing that since you play I-no (like I do) your wrist and elbow might start hurting after enough practice. That means one of two things, you practiced too long on only one thing, or you aren't practicing on both sides. The pad is actually easier than the stick, stick has it's advantages, but once I got into smash brothers (melee) my pad speed became godly and I realized that the stick can't keep up...
  14. can already do that, i'm practicing necessity combos, like the one's that can end in k dive, or you can delay s dive into 5k cl 6frc6... I'm working on combos with the second half. So that I can corner my opponent anytime I have 50% tension. Hey, aren't you the guy who was looking for help with the gatling cl's? If you are, I have some timing advice. Most people can't get past two regularly, it's because the timing for the first two is exactly the same, the rest you actually have to visually see the frc point. In other words, the timing changes because you aren't a programmable controller. So once you get the first two down with muscule memory, you have to rely on your ability to identify the next frc negative cl. Hope that helps!!!
  15. well, it looks like we still have some players practicing I-no, nice... I'm at the next phase of cl 6frc6, so I'll give you the training technique I used... It involves a little frame data knowledge... First of all, watch that vid everyday! For the next couple days, just practice all of your frc's (notes, cl's, grab, ect...) like this: frc6 as fast as possible, but with-in reason of course. Get it down to the point where you are at one hundred percent, it's easy as pie, trust me. Now what this does is get you one hundred percent familiar with your frc's at any point, (during combo's, in the air, on the ground, both sides and ect...) You are going to need this if you are playing I-no seriously. Ok, once you can hit your frc's everytime, (takes about a week, NO LESS, seriously for a reason) start throwing the first 6 when you notice the cancel for CL. You should visually see I-no not doing the previous attack and leave the ground before inputting the first 6. It's like a hit confirm of the CL, and there's a reason for this... The theory I used (this is what I actually did) The human eye to hand coordination can't detect and react to baiken's five frame over head, using this as a theory, hit confirming a CL means that you will most likely hit 6, at least after frame 5, but it will usually be about frame seven or eight (which is good). CL frc is frame 16-17. By now, (IF YOU HAD PRACTICED FOR AT LEAST A WEEK) your frc6 should take one frame to execute. Your muscule memory will have the frc6 down pat, and the 10 frame air dash window will be pushed to it's limit, but it will come out. The foundation of the frc6 practice will help to guarantee that you will do the CL 6frc6 with in a couple minutes. Once you hit it, experiment with the timing on the first 6 and it will just come out natural. What this practice did I noticed after I did this that my focus is now on the frc part of the cl 6frc6. This is apparently very good as I am something around 95% with my frc's now. What happend before, which was apparently an undiscovered problem, is that my focus was on the first 6 instead of the frc. I was getting the air dash alot during my frc's, but I wasn't hitting my frc's often. After the week of frc6 practice, it simply became natural to hit 6 (I'm guessing with-in 1-3 frames) right after any frc. Well, apparently that seems to work well, because the second six comes out naturally, I'm focused on the frc now so I rarely miss it, and I'm giving myself almost 9 frames to mindlessly throw in the first 6. Seriously, as I frc, I don't even know myself if I even hit the first 6, but I always seem to. Where I'm at Practice mode, single CL combo's, any hit 90%. working on combo's with multiple CL's about 60%. working on combos that have j.d. into delayed VCL for tensionless follow ups 40%. Oki practice, 0% (i'm getting there). Real fights, single CL combo's any hit, 40% (one out of three combo's are heart breakers for my opponent). It seems that while, in practice mode, I can knock these badboys out, and even in arcade mode, but the pressure while playing good kids, can throw my focus enough to drop combo's. I don't think one out of three is too bad though. It's funny cuz once they see the CL 6frc6, they usually pass the stick while I'm comboing,lol!
  16. Well, it has been forever since I posted... I'd like to think that my I-no is coming along pretty well, I wish I had a set up for some vids. My defense sucks tho... I checked out those vids of vegta and he can handle his own pretty well. Keep it up vegta!!! Anyways, I'll get to the point... I wanted to put up a strat guide and pretty much just wanted permission from the rest of the I-no players. I want to make a kinda all in one guide with the most up to date combos and all the strats that apply to ac (even some of the old reload and slash mix-ups!!!) It'll have pressure strings from 0-max tension, mix-up guides, non-knockdown combo follow ups for all recoveries, options for follow ups to dropped combos, suggested zoning patterns, links to tutorials, tick throw suggestions and a couple other things. But the most important part of the guide will be the forum input. I would like for you guys to put your input on match ups and the success rate of certain things (like mix-ups, oki's, zoning and ect...). I think that if all the knowlege we have is in one specific place, we wouldn't have to dig through few threads we have (I'm guessing though that this would pretty much be that thread) or search through youtube to find new things to up our game. Tell me what you think? If you guys are for it, I can start working on this thing monday. I have plenty of time because I can post during work. Laterz!!! PS, I'm pretty sure that most of you know just about everything you can know for I-no, but don't you think it would be cool if you found something new that might be of decent use? I mean, at worse, it would help new I-no players get the tools they need to practice immediately.
  17. Question, there is a video on you tube call i-no mixups or something like that. I want to know if it is a fake or simply a different version of accent core because her jump slash doesn't seem to have the property for hitting from behind like they show in the vid. can anyone plz clarify this. BTW, I have the american version of accent core...
  18. thx, nice to know... hey, now that you mention it, is there any where on the boards that I can learn I-no's technical strats, such as this one mentioned. Or should I just read the slash strats and improv on the ac changes?
  19. I got schooled, than found out my contoller wasn't moving to the right. I'll try again tomorrow...
  20. HA! Midterms were a joke... I wish guilty gear was this easy... Time to go home and play!!!
  21. yeah, I try to tk all my notes because the angle is safer and I like to think that the few frame perfect notes I do save me a frame lol! I dunno about the just give the damage thing tho, as I evolved in gameplay, I have found true that two combos to kill with only 50% (not including the knockdowns) tension is more efficient and allows more tension to blow during a match ie:instead of wasting 25% tension on a poopy bnb throw combo from mid screen during mid match, I'd just fast note jd pressure to build more tension and guard gauge, mixup, perform the proper combo which will most likely win the match right there. When I used to take what I could get, I found my self fishing for tension during critical moments in the match, that's why I decided to work on my technical game so hard. I'm gonna try your advice tonight after my midterms and let you know how it goes tommorrow. Here is another question, I know it doesn't belong here, but since I gotta go, maybe someone can give me a quick answer. I hear a lot of rumors about roman canceling, I've learned that it doesn't pause your tension guage (Horay!) but it does drop gain to 20%. The next rumor I can't seem to find on dustloop is if rc's/frc's reset damage counters. I'll figure it out myself, but if someone could just tell me, it'll save me some time and I can do more important stuff, like come up with more reasons to use this hoe's force break. thx vegita12, peace!
  22. ok, np, i'll try to elaborate... First of all, my opponents aren't slouches, they know how to avoid notes through experience. Fausts low profile allows him to run under tk notes, baiken rapes, and jam is hitting me before they even come out. I don't have any recording equipment so sorry about that, but i'll try to explain. My gamestyle I'm big on technical game so I gatling into 2d for the knock down alot (probably too much). I play on the theory that I-no needs to mix up into combos with no poration to win. Any combo I start with poration I immediately knock down and save the tension for pressure or non-poration combos. After I get the knockdown, I can j.d., a.d., ffvcl. I can drop a note. I can j.d. meaty a j.k. Or I can meaty a f.S. (very fun!!!). the problem is that even tho ffvcl is safe, baiken usually counter frc's my follow up. jam also just parries and 2p's me. faust has to deal with it so its my best option for him. the note on the other hand is usually going to be one hit since my slow note gets jumped over about 60% of the time. baiken and jam can deal with a one hit note very effectively, even if its frc'd. My best option with the quick note is an iad fd crossup k dive, which just resets the knockdown. faust likes to crouch/sj option (since it's the fast note I can only commit to a high or low trajectory since aiming mid would go over his crouch). I don't see many I-no's do this, but j.d. meaty j.k. is not only safe but very effective (perfectly executed gives 13f advantage!) It's my wake up attack of choice. All characters have a hard time dealing with it plus you can fuzzy guard a 5.p. if you like [good for baiken since it throws off her counter timing (it hits so fast that you can catch baiken in the 1 part of her 412 motion plus the block stun is so small that a delayed counter usually misses timing and the resulted attack gets stuffed), I can usually gatling a 2.k. and hit for a messed up counter]. faust can't deal with it and a parry from jam results in a throw (he hasn't realized that he can just throw break me yet). Meaty far slash is more of a parlor trick, you can do almost anything (a perfect f.s. meaty give you 10f) but, you have to be far so I'm usually telegraphing my follow up. I-no isn't exactly the queen of pressure so if my opponent escapes, that leads to my problem. My problem, no approach... I don't have anything for catching my opponent, or getting them to block. I used to chuck a couple notes, but jam has been going straight through them! My brother is starting to show off by dash brake parrying them! So my notes get me punished, I-no has no priority in her iad... I've tried, i get poke out then comboed... even by baiken ... and well, faust is gay, I just eat 5.k. for lunch if I approach him. The only two things I had going for me on approach was tk hcl 6frc6 into pressure string and jump around, bait an AA then dive. The cl thing was good for a while, but they started tapping me out of the ad. The baiting is still good, but it's not a game winning tactic. That's why I want to learn how to inertia cl. I think I could use it like the tk hcl 6frc6, but with less time for my opponent to interrupt. I think that something like intertia cl frc j.k. (mix up option here) would be a pretty good add to my arsenal. Please note that I'm not a pro nor do I consider my self one, but I'm trying to get to a competitive level with I-no, I think I'm gonna play eddie in tourneys for now... PS, my brother's jam isn't a god, when he parries he just buffers 5.p. if i'm close enough and we usually trade off or clash, than that bastard has the advantage. that's his anti pressure game he says...
  23. First off thx... I did read that btw, I just wanted to make sure that it was the exact input. Does anyone know if there is a vid teaching how to do this like the one for the cl6frc6 vid on youtube? Or if possible, can someone possibly make the vid? Sorry if I seem to be asking much, but I need everything I can in my arsenal since the only other players I have play as baiken (counter), jam (counter) and faust (very low crouch). When I finally get the tension I need, I can't approach during zoning (Plz don't say use note, It's a waste of tension on them). they've even begun to start jabbing me out of my wiff hcl 6frc6 (any attack here)... they're starting to hit me during the ad lag... I think if I can inertia hcl frc, I should be able to approach safely plus have the option to combo after a j.d. mixup...
  24. Hi, I'm not new to I-no, but I am new to the forums... I just had two quick questions on I-no's inertia cl... I think I know the input for it, but can someone plz give confirm it for me, and can someone clarify the timing for me. I can only seem to get it off when I buffer it after a back dash or 5k (and it's rare) Thx
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