Microwallets
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I didn't know someone posted this video here. People on Discord were asking about the HCL knockdown ender so I thought I'd do a translation of this video and post it on DL. So here it is, one year later lol. I hope the formatting isn't screwed up... --------------------------------------------------------- =================== HCL knockdown ender =================== Original video: http://www.nicovideo.jp/watch/sm26779089. This video was made last year so Revelator characters aren't covered. Mid weight: ~6P 5HS normal/super jc IAD j.K j.S FFVCL VCL cl.S jc j.S j.HS P-Dive 66 j.HS FFVCL 2S HCL Light weight: ~6P 5HS normal/super jc IAD j.K j.S delay FFVCL delay VCL delay cl.S jc j.S j.HS charged P-Dive 66 j.HS delay FFVCL 2S HCL Heavy weight: ~6P 5HS normal jc IAD j.K j.S FFVCL j.S j.HS charged P-Dive 66 j.HS FFVCL cl.S HCL At first this seems like a lot to memorize but think of it this way: there are only 3 main routes, 1 route per weight class. The routes for light- and mid-weight characters are essentially the same, you just need to delay the VCLs and charge the P-Dives longer against light characters so they fall lower. Sol Mid Ky Mid May Light Millia Light Zato Heavy, modified: finish with 2S HCL instead of cl.S HCL Potemkin Heavy Chipp Mid Faust Mid Venom Heavy, modified: finish with 2S HCL instead of cl.S HCL (Venom wakes up fast; do ground note ASAP) Axl Mid, modified: P-Dive must be charged Slayer Mid I-No Light Bedman Heavy Ramlethal Light, modified: each VCL must be delayed as much as possible. Very difficult Sin Mid (Sin wakes up slowly so delay your ground note) Elphelt Light, modified: each VCL must be delayed as much as possible. Very difficult Leo Mid, modified: P-Dive must be charged, finish with cl.S HCL instead of 2S HCL Some notes: - The route for a character may not correspond to their actual weight class (example: Leo is a heavy weight character but we use the mid weight route for him) - Light characters: Use a normal jump IAD on Ramlethal and Elphelt. Use a super jump IAD on May and I-No. Normal and super jump IAD both work on Millia, normal jump IAD feels easier. - Mid characters: Both uncharged and charged P-Dive work. Charging P-Dive feels easier. Normal jump IAD feels easier on some characters? - Heavy characters: Always use a normal jump IAD. ======= Summary (might be easier to remember everything when it's organized this way) ======= FFVCL -> ground VCL route Light: MA MI IN Mid: SO KY CH FA SL SI Mid + charged P-Dive: AX Mid + charged P-Dive + cl.S HCL ender: LE FFVCL -> j.S route Heavy: PO BE Heavy + 2S HCL ender: ZA VE Difficult to hit, HCL knockdown not recommended Light + delayed VCLs + charged P-Dive: RA EL --------------------------------------------------------- Someone asked about the difficulty of the HCL knockdown on each character. My opinion, from easiest to hardest: Mids > PO+BE > ZA > VE > MI > MA+IN > RA+EL
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Nice, I'm happy to hear that you're having some success. If you have any more questions it might be better to use this thread instead: http://www.dustloop.com/forums/index.php?/forums/topic/10016-xrd-i-no-qafaq101-thread/. It basically functions as a "ask a question, get an answer" thread so feel free to ask anything you like in there. One last thing. It seems you already know at least a little bit of notation but here's a link to the notation guide on the wiki just in case you need it: http://www.dustloop.com/wiki/index.php?title=Notation. New players not understanding notation is a pretty common thing I've seen on other sites.
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OK so it sounds like you understand that you're supposed to cancel horizontal Chemical Love ("HCL", 214K) into its follow-up. So the problem lies solely in your execution. Some general tips: 1) First of all, it's completely normal to be unable to do even the simplest things when you first start playing on stick. Don't worry about it, it's a phase that everybody goes through. Don't get frustrated, stay motivated and keep trying. 2) There are many different ways to hold the stick. One of the most popular grips involves resting the knife edge of your hand on the panel and putting the shaft of the stick either between your middle and ring fingers or between your ring finger and pinky. But there are also many players who don't like having the shaft between their fingers. Experiment and see which grip feels most comfortable for you. Here are some examples: Daigo's hands - https://www.youtube.com/watch?v=0NvS4bwocJk Tokido's hands - https://www.youtube.com/watch?v=ng7JJKMlOcs 3) The window to do HCL~D is quite large. You don't have to rush it. Start slowly and gradually increase the speed. You said you can do HCL by itself but not the follow-up, so make sure that after the first 214K you are moving the stick all the way to 2 and cleanly hitting the rest of the 214S. Check the input display to see if you're missing any directions. If you are missing directions, you have to deliberately adjust the movement of your hand/fingers to try and hit those directions. 4) When you successfully land the combo, make a mental note of how you physically manipulated the stick and try to recreate that feeling. Think of the timing, the position of your hand and fingers, the way you moved the stick, and so on. 5) Don't stop practicing until you can do it 100% of the time on both player 1 and player 2 sides. It's kind of annoying to practice basic things like this in Challenge mode so it might be better to switch over to Training mode instead. Remember to set Display Information to either "Input History" or "Both" so you can see your inputs.
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Could it be that you're adding some hits before the first c.S? That may allow the opponent to tech between the 2nd VCL and c.S. If you're not doing extra hits before the first c.S, then the only other thing I can think of is maybe your 2nd VCL is too slow. To be honest, adding even one hit before the first c.S makes the VCL c.S link too difficult for my tastes. I'll only attempt the link if I know for sure that I started from either 2K, c.S, or 6P. If I started from something like hover dash j.S > c.S, then I'll choose a different combo route like FFVCL VCL 5P c.S sjc ... or FFVCL j.S j.H P-dive. That's just my personal preference though.
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http://www.nicovideo.jp/watch/sm26210835 Koichi vs Roi (SO), Nage (FA), and TSM7 (LE).
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Here are some Mikado videos that aren't on Goldenrody's channel. 04/07/2015 Mikado random 3 on 3 http://www.nicovideo.jp/watch/sm26070919 OSCA (IN) vs Moga (SL) ~0:20 (STBT-H midscreen combo around 2:39: STBT-H IAD j.S j.HS 5P sj.P j.S j.HS K-dive) OSCA (IN) vs Akroma (ZA) ~3:30 OSCA (IN) vs Taka (SL) ~6:25 http://www.nicovideo.jp/watch/sm26071122 Maro (FA) vs OSCA (IN) ~0:20 Chappu (CH) vs OSCA (IN) ~2:20 Otouto (IN) vs Roi (SO) ~9:25 http://www.nicovideo.jp/watch/sm26071174 OSCA (IN) vs Shimokita Zato (ZA) ~7:50 04/16/2015 Mikado singles http://www.nicovideo.jp/watch/sm26077731 Otouto (IN) vs Nage (FA) ~10:20 http://www.nicovideo.jp/watch/sm26084224 Mocchii (SO) vs Otouto (IN) ~0:18 04/21/2015 Mikado random 3 on 3 http://www.nicovideo.jp/watch/sm26090814 Karinchu (SO) vs 2rio (IN) ~14:24
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Pulled myself out of the Bloodborne vortex long enough to catch up on some 1.10 matches. 03/19/2015 Mikado 3 on 3 [03/19/2015] Otouto (IN) vs Sharon (EL) [03/19/2015] Otouto (IN) vs Kiisha (FA) 03/21/2015 Mikado 5 on 5 [03/21/2015] Suke (EL) vs OSCA (IN) (S-dive midscreen CH combo around 14:00) [03/21/2015] Ranzu (MI) vs OSCA (IN) [03/21/2015] Abe (BE) vs OSCA (IN) [03/21/2015] Gonzaburou (FA) vs OSCA (IN) 03/24/2015 Mikado random 3 on 3 [03/24/2015] http://www.nicovideo.jp/watch/sm25877184 Ranzu (MI) vs OSCA (IN) ~5:20 (STBT-H corner combo around 5:49) Sharia (EL) vs OSCA (IN) ~8:20
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Last batch of Mikado videos before the 1.10 update. 02/26/2015 Mikado 3 on 3 [02/26/2015] Taka (SL) vs OSCA (IN) [02/26/2015] 2rio (IN) vs Karinchu (SO) [02/26/2015] 2rio (IN) vs Roi (SO) [02/26/2015] 2rio (IN) vs Karinchu (RA) 03/10/2015 Mikado random 3 on 3 [03/10/2015] Kamego (VE) [2:44], Tarou (PO) [5:20], FAB (PO) [7:00] vs OSCA (IN) (Nicovideo link) 03/17/2015 Mikado random 3 on 3 [03/17/2015] Otouto (IN) vs Kasutera (ZA) [4:58], Ain (KY) [6:59] (Nicovideo link)
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CH S Dive causes a ground slide that can lead into a combo but only in the corner according to Hasegawa. cl.S can connect, and possibly 5HS too but he didn't test that. During the 2nd loke test I wrote that K Dive got a new effect on CH. Apparently it causes a ground slide like S Dive but Hasegawa said nothing seems to combo from it. Even in the corner CH K Dive > cl.S won't work. Charged K Dive: causes ground bounce (from the 1st loke test; haven't seen anything that says it was removed but no one has really talked about this) Charged S Dive: causes a longer ground slide than on CH. According to Hasegawa, in the corner it's possible to do BnB into VCL, HCL RRC > max charge S Dive > STBT-HS (wall splat) 5HS jc j.HS KDive As for H Dive it seems to be back to normal. It's possible that that something has changed but I haven't seen anything yet.
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From last week. 02/07/2015 Mikado 3 on 3 [02/07/2015] Shaka (SO) vs Hasegawa (IN) [02/07/2015] Maruhan (SO) vs Hasegawa (IN) [02/07/2015] Kisshi (MA) vs Hasegawa (IN) [02/07/2015] Ain (KY) vs Hasegawa (IN)