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Everything posted by bucklemyshoe
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Hey that looks nice, what all did you do to mod it? how difficult was it? I just ordered a Tekken 5 stick.
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That is kind of puzzling to me.
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what series is this image from?
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- humor wasteland
- not even funny
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The truth is you can play any charachter the way you want. There is no set pattern of what you have to do or what combos you can use to win. Pick someone you like and stick with them for a while. If you can't make the progress you want with them, go back and try learning someone else. Sol and Ky are pretty much the newbie welcoming charachters. I think you'll enjoy the game more if you pick a charachter you kind of identify with one way or another. (Including Ky and Sol)
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To be fair, I was assuming that the previous combo ended in a key grab, so you would actually be morphing into moroha mode.
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Okay, I see your way of thinking, that's why we don't see eye to eye on this one. You're looking at as I-No vs Potemkin going toe to toe, which realisticly isn't the case. (and obviously if it was, I-No would lose out horribly) I think his wakeup is irrelevent (even though there is a vid of me contradicting myself) because in most cases I-No is going to use a note as oki instead of anything else in this match up. Second, a smart I-No player isn't going to dash in randomly without atleast a note for cover against anyone, not just Potemkin. Kind of defeating his 6P from your stand point. I can't argue with range (other than hcl) or damage, but it does come at a cost, and Potemkin is alot easier to instant block than most of the cast. FDing can really help I-No out here too, keeping her out of tick throw range. PB is a great move, I never said it wasn't. Problem is I-No really has to make a sloppy mistake in order for Potemkin to catch her with it. Potemkin may have more air throw range, but I guarentee I-No will air throw Potemkin far more times than Potemkin will air throw her. The above makes me think of something I'm surprised I've yet to see. Alot of times, I'll use a note and hope the opponent jumps so I can go for an air-throw. With Potemkin though, he could easily bait the setup and go for an ariel FBPB. HHHmmm.
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- crazy larry
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well I heard in Guilty Gear XXX I-No has a j.p follow up move called Guitar Slam Crusher. At the start of the round when you say fuck thinking and hover dash in for a j.p right in big bad Potemkin's face she immediatly lands and and hits him over the head with her guitar, cracking his skull and slightly making her guitar out of tune for her revamped solo. Also, this move can be considered an instant kill and the input is j.p > p. (but going into IK mode is not required) EDIT: WAIT WAIT! I just heard more about it. I guess this move is also going to have a special feature called "Force Time Rewind". Apparently the cancel has a 60 frame input window and by cancelling for the minimum cost of 1% tension you can actually rewind the clock and try the move again incase you missed it the first time.
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- crazy larry
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Okay, well to be fair, please point out what superior tools Potemkin has against I-No?
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- crazy larry
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I don't know about all the technical info, I do know that I've thrown Potemkin out of alot of situations where he could go for a PB easy. I was refering to the ariel 63214+S or 41236+S whatever it is FRC. Also, about escaping set ups. If Little Eddie manages to get behind I-No when she dashes in both a HCL FRC 44 VCL or a TK UF can kill him. If in front, a low poke can kill him as well as be followed up by Stroke the Big Tree, Chemical Love, or other pokes, depending on distance. EDIT: Also, I'm not asking you guys to agree, I'm just stating things from my perspective. If I had my choice of charachters to face off against, I would go for the Potemkin's and Testements before anyone else because I feel those are the easier matches for I-No. (not taking the player actually in control of them into account)
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- crazy larry
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While those are valid points, theres 2 things that don't make them as bad you say. 1st, just because you spit a note doesn't mean you have to rush in. If you're far enough away, a note will hit 5 times, wich is more than enough time to decide what to do. A flicked note is not the end of the match, it just gives Potemkin a bit of time to gain some ground. a super jump, back dash will set you up to release another note. Also considering theres 2 different speeds notes travel, it's not the easiest thing to FDB. Second, while it's possible for a reflected note to hit you, you still have control of it after it's been reflected. Forcing it to ride the ground is a fairly safe way to avoid it. EDIT: I also remember seeing some vids where Koichi actually slashbacked the flick and used it to his advantage.
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- crazy larry
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Well Testicle because she has ways to deal with all of his traps rather quick. Even the EXE beasts aren't a threat if you remember to keep an extra 25% to cancel oki notes. (In the event he uses a beast on wake up and given the distance to use a note as oki, he will.) Granted he can badland you to death but without webs, it's not nearly as easy. The only real threat he has is the poison or if he manages to push you into a curse. (although notes can cancel curses too!) Potemkin because it's relitvely easy to connect a note to a slow Potemkin, even a blocked note can lead into a real nice combo, especially on Potemkin's huge hitbox. I-No is just suseptable to a Potemkin Buster as the next charachter but it's a 50/50 chance of who will throw who. I-No can land into a throw, and throw in pretty much any other situation where a Potemkin would attempt a PB. She can even throw him out of his force break and his backdash PB bullshit. Not to mention she also has far superior mobility. You can quickly escape a failed attempt to break his gaurd, spit another note and attempt again. (unless he anticipates it and uses that stupid air grab move) The biggest threat in this match is yourself, playing sloppy and unsafe. To be fair, I haven't really played a decent Eddie, but I-No has alot of tools that help her escape Eddie's setups. She also has alot of ways to punish Eddie's moves in the event he misses a FRC. You just have to remember he can do that stupid little reflect move that'll punish you for a HCL poke and a keep a look out for a FB drill. His biggest threat is if he catches you, but Notes make that a difficult task. This is all my opinion... I'm sure Testy, PO, and Eddie players might have a different perspective.
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- crazy larry
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I agree with 90% of this. Only 2 things, her against air is completely wrong and I think Johnny is one of her worst matchups. The fact that it's so hard to connect a TK HCL during her standard combos really fucks this match up for her. EDIT: Just to add a bit more... I consider her best match-ups Testement, Potemkin, Eddie and I-No herself. Next, ABA, Faust, Baiken, and Zappa. Worst is definiatly May, Johnny, Anji and Chipp in that order.
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I tried that out too, damage was like 166. Obviously I'm doing something wrong, but this brings up something else I wanted to ask. What is ABA's oki? I was thinking it might be 63214+H. But your post sounds like it's 236+H in normal mode?
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So how far have you ever gotten in Survival Mode?
bucklemyshoe replied to Blade's topic in Guilty Gear General
Got a new record tonight, 560 and 74 wins. A Gold Potemkin with less than 1/3 of life killed me. I don't care though because it means I finally unlocked all the artwork. (in AC not AC+) -
Also, does 2H prorate because the damage I get from combos with it really sucks, like 160.
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Let me say first, I AM NOT an ABA player, so this probably will sound like scrub sauce to some of you. However I do really like her charachter. Well today I went into training mode to see if I could put any combos together with her that I like. This is one (well the start of one) I came up with. 2H, j.S, j.H, 41236+S, FRC, 66, j.H, 41236+S. Problem is, I don't know what else can connect after the 2nd 41236+S. So how would some of you expert ABA players follow it up to complete the combo?
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^^^Yes, I mean Inoue. lol
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I have absolutely nothing worthwhile to add to this thread. I just wanted to say Louise Cyphre rule, when I saw the previous poster's name.
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- down with naruto
- mod brown-nosing
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Innou > Ten (IMO) Ten has the best mixup game out there, but Innou is the reason people fear I-No.
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http://www.youtube.com/watch?v=qza82HMi8xM could someone tell me the players name in this vid? I know it says it, but I can't read japanese and I can't type it to search either :/
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small typo, jk prorates 90%
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hey!!! that combo is one of my favorites to do! only thing is opening it with jk 2k literally cuts the damage in half. Opening with js or jh into c.s has such a higher damage output. jh prorates 90% and 2k prorates 75% where as js, jh, and c.s don't prorate at all.
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Im saying for your wakeup. (I-No standing HOS knocked down) and I'm saying, what point during a combo do you say "Okay time to burst and get out of this shit"? Is there a specific move or series of moves that sets it off?
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I would say that she has almost no way to lock an HOS player down. The best is to just pin him down with notes. Especially with his fucked up hitbox that makes alot of bread and butter miss. lol, funny thing. that's pretty much her gameplan against you. wait for you to give an opening. I would say that the match is 5-5. Yea, infact, 9 times out of 10 if I land in range, I'm going to go for a throw. The success rate is outstanding. I'm going to tell you guys a secret, the worst thing you can do with a note is block it normally, the 2nd worst thing you can do is try to jump it. (including DJ and SJ) If you jump it, it's going to give I-No a free air throw. If you block it normally, then I-No is going to get damage off it no matter what she does. The best thing you can possibly do is A) go under it, B) fualtless defense block, or C) block it in air. My execution was pretty shitty, so don't give me shit but the first match here really illustrates all my points about notes, as well as give examples of landing into a throw. http://www.youtube.com/watch?v=CE9GhIZyh3o SV = Free throw for I-No. Even if you're only using it for AA. You're right about the assuming, I was just saying what it's been like from experence thus far. FDing really works out in I-No's favor. Mixup isn't I-No's only tool and when you FD it makes it very easy for I-No to redash in and try something else. Never heard of punishing 5K with j.D. I'll have to give that a shot. Is it a opening j.D or a falling j.D? I agree, this is a catious fight for both sides. Keep the discussion coming in! Love to hear more. What's the best tool HOS has for wake up against a throw range I-No? What sign do you guys use as a tool to know when to burst out of a combo?
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Okay Order-Sol players... What's your opinion on the match up against I-No What about her do you fear the most? What weakness of hers do you find easiest/best to exploit? General gameplan?