VRyu Sensei
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AvariceX reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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Microwallets reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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Nice matches raisedbyfinches ;-) we should have set a provate room to rematch xD
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Thats what i said. You can use 6P too. Oh, my last sentence about 5P wasnt on the same topic as 6P. Forgot to put a line between them xD Btw, pressing 4p+hs does NOT activate FD. (Or update wiki )
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えふて = efute ;-)
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Dont forget throw OS. Input priority when you push 2 buttons at once: P > K > S > HS > D That means if opponent mash 4P+HS, if you're too close, yoh got thrown. If out of throw range, 4P (=5P) comes out. Work with 6P+HS too. you can still do CH if you hit them during their 5P, but you cannot jump to make whiff a 5HS ans punish (since 5P comes out with this OS)
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RWA Announcer reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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madigawadesperate reacted to a post in a topic:
[Xrd] I-No Gameplay Discussion
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If they are spamming grab on wakeup (or OS 6P grab), just use 6K. It will counter hit and allow you to followup without meter. 5HS just outside of throw range (stagger on CH) is great too. (And +7 on block). You can still use 5HS > 6K gatling.
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Ky DP is slow (11f startup. Except if he use S version (9f) which sux). You can make your oki completly safe if you time you P/K well.
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If you cannot get this combo down, just train with throw RC first. Throw RC > k hoop > 6HS > P ball (release hoop) > ball hits. Btw, does anyone have a corner dust combo doing more than 180dmg without tension? The most damage ive found is: dust > 6HS > HS-HD > dash > 5S 2HS HS-VD > (5S) 2HS HS-VD.
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oups, its pubic now :D the 2D one is done really late. We can do it even more fast (same speed as jHS). it can be done with P hoop too. P hoop => 5K => 2K => 6K => release. Is great xD
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OMG. The new buff they gave her (aka mount on dolphin closer to the ground) allow us to do some SICK mixup with instant overhead (S or HS) or low. As fast as her 6K overhead. Meaning some 270+ dmg corner oki. Even midscreen its usable. To do it, use K hoop, then backdash or 6K instant release hoop. (its easier with 6K. Dont hold K when doing hoop, and just do 6K without holding). The key is to push S or HS as SOON as may hits the opponent. You can mix with j2HS to go to the ground immediatly (i havent do it as fast as i could in the video) https://www.youtube.com/watch?v=_kWw8q_IGXU
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You are not rejected on ball yrc oki. And for "old" oki, you usually release the hoop after using a normal. So new blitz has 0 impact on her.
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For the throw rc, just do (worked in 1.04 too): k hoop > 6HS > S-VD (release hoop as soon as you push S) > air dash S~HS, etc And for oki mid screen: ... > 2d > k hoop > dash ball yrc > ball jump (front) > jHS > land > 6HS > HS-HD (release hoop) > air dash S~HS > land > jD djD > ensenga. 260+ vs sol. crossup ball doesnt allow you to do the full combo. But regular one is still 220 xD
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Ball oki 5k 2k 2d range double overhead in corner (thx to hoop mount on dolphin closer to the ground (6k relase hoop (mount) => jHS) And so on xD
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May buffs are godlike
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Haha. Those dash in > beach ball instead of ohk are killing me xD. Btw, jump install HS-HD ([4]9HS) is an interesting thing. For example: JI- HS-HD YRC air dash K~ => land low (2k or 2d) => air D > double jS HS D ensenga is safe, fast ans easily confirmable It can be used on oki too. ...> 2D > P ball > ji HS-HD yrc > air dash K (block) ~ D (hit) > double jump delay HS (Ball hits just before) > land > re-jump combo is very damaging
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Usually people get hit by 2D because they are standing to block 6K after oki. Yes you have to adapt the combos depending on characters (especially light weight). Which one are you talking about? Ok lets do some matches