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Everything posted by bucklemyshoe
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Youtubed (as well as some other recent I-No matches) www.youtube.com/bucklesmybuckles
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It translates to トゥーリオ(IN) Must be a new players. Anyway, I'll youtube these incase they do get taken down. Looks like that happens alot on that site.
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what's that I-No players name? It comes out as ƒgƒD[ƒŠƒI(IN) on my screen.
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if you have to you can add a 2k to the start or replace jh with js/k on all of those except the TKUF (which you'll probably never have the setup to use in a real match anyway) Corner: STBT(S) 5K HCL 6FRC6 JS VCL 5H JH PDIVE 66 JH PDIVE SDIVE 5K HCL (241) JS CS 5H HCL 6FRC6 JS JH CS 5H HCL 6FRC6 JS VCL CS VCL 5P CS HCL (249) STBT(S) 2S 5H HCL 6FRC6 JS VCL 5H JH PDIVE 66 JS JK SDIVE CS HCL (259) I hate Sol's hitbox too.
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I hate Ky's hitbox. 2D HCL doesn't work on him period. (well except JH, 2K, 6P, 2D, HCL) Corner: JH, CS, 6P, F.S, 5H, HCL, 6FRC6, JS, VCL, CS, SJC, JS, JH, PDIVE, 66, JS, JH, KDIVE (173) 2S, 5H, HCL, 6FRC6, JS, JH, CS, 5H, HCL, 6FRC6, JS, VCL, CS, SJC, JK, JS, JH, *KDIVE (240) *or HCL, 6FRC6, JH, SDIVE (255) JH, CS, 2H, LD, 5K, HCL, 6FRC6, JS, VCL, CS, JS, JH, KDIVE (248) CS, 6P, 5H, HCL, 6FRC6, JS, VCL, 5H, JH, PDIVE, 66, *JS, VCL, FRC, 5H, HCL, 6FRC6, JS, VCL, 5H, HCL (262) *The key to not wiffing the VCL is to delay the JS. It should connect at Ky's chest as deeply as possible. TKUF 5H, HCL, 6FRC6, JS, VCL, 5H, HCL, 6FRC6, JS, VCL, CS, VCL, 2P, CS, HCL (313)
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You can't jump install 6P because it's not a JC'able move. The input he probably used was 6P32147SFRC896S32147896K 6FRC6 23632H146S BTW if you TK an HCL from c.S it doesn't combo but can be used for a nice tech trap/reset at the end of a long combo. (5K TK HCL works better though, since usually c.S is out of range) TK HCL only combos on 5H and Far.S. TK VCL can combo on 5H, c.S and maybe 5K (dunno, i'd have to test that out) Otherwise you have to jump install. You can only JI c.S, 5K, 5H. However tech falling into an instant attack will give you an automatic jump install and landing her 66 hoverdash into an instant attack will give you an automatic jump install. (this is why you see people often wiffing j.H)
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LOL I know what you meant, I was just trying to add another angle to the thread.
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Both Den & Inoue have been playing I-No since Reload so it's no wonder why they're so good. Have you seen this match though? http://www.youtube.com/watch?v=1uMJTZ6YxnM Ten obliterates DnM
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We all know that Koichi is the best but other than him??? I tried to keep the poll to the more well known japanese players. I've put together a little clip video but if you're not familiar with a player it wouldn't hurt to youtube a match or two. http://www.youtube.com/watch?v=kKXmcuNcohk
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you can't negative edge directional inputs? or do you mean at the same time as the FRC? if so it would actually be FRC and 6 then another 6. however it'll only work for the TK version. you have to do 6thenFRCthen6 in order to do the jump installed method. It's the same for the throw and the same for a ground note.
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fucking awesome!!! thank you!!!
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6HS works wonders on Anji xD
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I honestly wouldn't even use STBT-H without planning to cancel it or feeling very very confident that it will net me a counter hit. You can follow the CH stutter with HCL 6FRC6 JK JS VCL HCL (6FRC6->ETC) TK P-NOTE Also about TK H-DIVE: It's highly punishable, there is only a few reason I could recomend doing it outside of a combo. Potemkin IK setup ABA (FRC into Airthrow > Knockdown) Okay well 2 reasons. lol but she can easily be 6P'd and thrown out of it by the whole cast.
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^^^That would be good advice if axl didn't have a full combo punish. And sorry if what I said came off as harsh but all you really need to do is go into training mode and learn your combos. That and learn defense.
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Well let me say first... http://www.youtube.com/watch?v=uzCkcqfNFrw posting this as an example would have helped everyone out in giving you advice. So before I critique the video, some general tips. 6644 works wonderful against axl. in addition you can also dash into instant "cross ups" by performing a slashback anytime you're above you're opponent. if you can't get in on your opponent then let them get in on you. I-No has a wonderful throw that literally has soooo many options. if you're up against a slayer who uses 632146+P on your wake up (non-meaty) or if they just use it alot (hah) then you can activate IK mode during it's animation, it'll go right through you leaving you right next to him to score an IK. If he follows the 632146+P with pretty much anything he's fucked. However if he's smart enough to stop it's blockable and you better hope you catch him with some air throws. Let us not forget her 6P. ummm anyway.... onto the vid, 0:12 you jump in and just stand there? is it really a wonder why you got hit? looks like you found out the hard way that axl can punish STBT. I would suggest keeping it strickly to combos for this fight. Fishing with it is just dumb. Or atleast if you must do it at the end of a mix up. the next biggest thing is that you're attacking constantly, you have absolutey no defense. you can tell that the axl player knows this, he's baiting your random dives and hcl's left and right. you have to be able to think. i know you see koichi doing jk 2k into some elaborate high tension combo but really you should be focusing on getting a knockdown if that's your opener. the damage you get on a jk 2k combo is reduced sooo much that any tension you spend is worthless. try going from the 2k into 6p 5h jh ----> dives -----> k-dive instead of trying to HCL cancel. which brings up the fact that you're clearly trying to do something that you can't. jk into 2k isn't that hard but you messed it up through the whole video. try delaying your inputs in training mode a bit. what's worst is the fact that your dropped it and dropped it and dropped it again even on a counter hit. 2:36 throw, tk note, frc, 66 = WTF? what was the point of doing that other than to waste tension? also a little bit before that when you got the wall throw, try doing a p-dive instead of s-dive or atleast continue the combo, that's a real easy one. I-No's gameplan is fairly simple and most other players are somewhat aware of it. if you're going to spit notes on unkocked down opponents then you need to mix it up a bit more. reverse dash into them or super jump or whatever, don't just TK it every time. I could probably add alot more but I think you have plenty to work on already.
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I super jump constantly. Eventually you should learn how to super jump cancel. It's how you get knockdown on the third rep of dive combos and that extra p-dive on others.
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I do Dizzy's bubbles like that too 632147+X except the stupid new Necro's Anger input fucks things up for me when I try to dash after a P bubble. LOL my note input is usually something like a super reverse dragon punch. Usually once I get a knock down it's 277214+P+22+22/44(+66+X) Sounds kind of complicated but it's really just a super jump reverse airdash into a controlled note. lol PKS is standard if you're on pad but if you're on stick then it's usually KSH. That vid to me looks like it was made with stick because the inputs are way too perfect for pad. I mean this is me doing 5K (stand alone jump install) HCL on pad and look how it is. http://www.youtube.com/watch?v=UsEadycWYKY
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did your combo look like this? *See first vid in zip if so you don't have recovery turned on. I made the same mistake when I started learning I-No. LOL Notice how sometimes next to the combo counter how it says beat in color and sometimes it says it darked out? When it's darked out it means that a combo was escapable. When you don't have recovery on the dummy won't tech out. A combo I would suggest learning that is similiar to what you're trying to do is: 6P 5H JH 236P 66 VCL FRC 5H HCL FRC 66 JS VCL CS VCL 5P CS HCL. Just as flashy but with more damage and for less tension. Truthfully you only need 25% tension to start this, you'll gain the rest by the time you need it. *See second vid in zip. http://www.yousendit.com/download/Y2orT213Q3RrUm14dnc9PQ
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Guilty Gear FAQ Thread - Ask your questions here!
bucklemyshoe replied to Kairi's topic in Guilty Gear General
Thanks, I never would have figured out the 40 second thing with Millia. If anyone else is having trouble, it's Baiken 2nd Path that unlocks I-No's 2nd. (pick the 2nd choice at the prompt for baiken's 2nd path and pick the first choice for I-No's 2nd path at her promt) -
Do you have recovery turned on? 5S doesn't combo into JH and I'm about 90% sure you can't follow that UF (you're in the air already, no need to TK it) with 5S. Also about that video, does anyone else find it slightly odd that he uses PKS for the FRC?
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TK UF JS JH PDIVE JS VCL CS JS JH KDIVE (or if you can, instead of KDIVE) HCL AD JS VCL CS JS JH HCL AD JH PDIVE S/KDIVE. The above combo will net you 300+ damage on most of the cast with a normal guard bar. Not to mention it's super simple to pull off.
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イノウエ(IN) vs 将軍(FA) ^^^Nice match. Seems Inoue plays the same now as he did way back then.
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Guilty Gear FAQ Thread - Ask your questions here!
bucklemyshoe replied to Kairi's topic in Guilty Gear General
2 quick ac+ questions: what does soul of zepp do? i got it from gold potemkin in survival mode but didn't notice any effects. how the hell do you get i-no's 2nd story path? -
to do fast fall I believe you just have to input it within 31 frames of the previous move. not 100% sure but when you need to do it, it'll come to you like second nature. nothing you really need to focus on unless you plan to leave j.s out of some jump installed combos. (which for the most part serves no purpose) j.k FFVCL, 5K, HCL 6666 FFVCL Overhead fishing (high airdash into FFVCL) HCL 6FRC6 j.s FFVCL are pretty much the only practical uses. Maybe some j.d follow ups?
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that match is Koichi vs Nakamura.