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bucklemyshoe

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Everything posted by bucklemyshoe

  1. thanks
  2. Kawada Mami is teh sex! I know this is off topic, but if you like her you will mostly likely also like Koda Kuma who's music isn't just teh sex, it's actual sex EDIT: Anyway, there was a Millia combo movie someone posted in the video posting thread a while ago that started off in black and white with lines like on a old tv. It had alot of combos in the corner that would transition from one to another whenever Millia placed a disk. If anyone knows what I'm talking about, what's the song and artist used? EDIT2: this vid http://www.youtube.com/watch?v=zicszqJwK_4
  3. Some counters can really work out in your favor. If you use STBT (s) and you both get a counter it will launch the opponent and you'll be able to recover from their hit in time to still combo off the launch. (with most things, obviously some opponents have things that you won't be able to recover from in time)
  4. conan, you should of posted those vids in the robo ky matchups section. anyway, offensively your I-No is decent. Defensively, she's horrible. I think that Robo-Ky player could read your every move. He was baiting things left and right and the whole time you didn't seem to change anything up. (IE see you eating his knee rocket in the 2nd match vid) also, IMO you shouldn't be using 2k to open up so much, I know it's a good poke but it depletes your damage so much that any tension or anything else used aferwords is just a waste. I don't know if you're planning to play that Robo-Ky player again but I did notice that he values tension via mat alot. You can really exploit that aspect of his gameplay. Also I noticed he perfectly baited your lasting desperation. (the same exact way he baited your bust) I know sometimes you just have to do it to get out of pressure but I think if you would of let him make the first attack and used a dead angel instead it would have put you in a much better position.
  5. Sucess rate I would say is about 65% with the first cancel. After that, any other cancel in the combo is about 90%. For some reason, it's always the first that is hardest. 2nd and 3rd are a piece of cake. Also I noticed alot of people don't seem to be able to perform as well as in training mode when they're fighting a real person. I'm kind of opposite, I do much better against a real oppponent than a dummy I get infinite tries against. I enjoy being under pressure. Well those 125% combos are for show because they require a perfect oppertunity in order to work. (spacing plays a huge factor) However most of them do about 300 damage so they're worth the tension IMO but at the same time the damage the last handful of moves does isn't enough to make a significant differance. EDIT: I try to save my burst until I have a good understanding of what my opponent is capable of. If I feel that there is any chance they're a good enough player to be a threat then I'll save my get out of combo free card until I absolutely need it. Sometimes if I'm winning and there is only 1 round left but they're coming out on top, I'll use it when I'm close to death to turn things around.
  6. When I'm in the corner I would say 80% of my combos depend on Chemical Love and cancelling it. (5% rely on a successful TK UF, and 15% rely on building tension so I can pull off a Chemical Love combo) When I'm not in the corner, my combos focus on the quickest way to get my opponent into the corner. If I use more than one Chemical Love on that depends on if I have tension and who I'm facing. If 6P, 5H, D-DIVE didn't fuck up any following damage so bad I would use it more often. Also, if I have tension and decide to dive instead of CL it's probably because I didn't think the CL would connect (SMH@Ky) Sorry for my post being so scattered, lol. 1 last thing is I find that most of the time you can combo long enough to where you can gain atleast 25% tension by the point you absolutely need it in the combo. Only problem is at the beggening of the round. I'm slowly gaining an arsenal of combos I can rely on that take 125% tension.
  7. my cousin likes to call the move vagina everywhere
  8. I'm thankful Jam's 236K has no FRC point.
  9. Thanks for the list! I saw Tsubu on Tougeki 07. He impressed me.
  10. Not really a direct request but kind of related. Currently who are the top ABA players to watch?
  11. that's part of why I hate it! lol I tend to do multiple things and sometimes it involves me TKing a bubble with 632147+P and then 66 to dash forward after the bubble is released but if I do it too quick, stupid Necro's Anger comes out.
  12. ^^^Yea I noticed, I just... nevermind
  13. Haven't played a good I-No have you? Anyway, on topic. I was playing around with Dizzy last night, something I haven't done in a while and I must say I absolutely hate the new input for Necro's Anger. Infact I just came into this forum to express my hatred for it. Anyone else really wish they would bring the old 34123646 input back?
  14. for some reason i thought the focus of this thread would be on air throws? i love dizzy's air throw. one of the sickest moves in the entire game.
  15. yea the combo at 5:40 was nice! makes you wish the proration on 2k didn't suck the damage out of combos so bad.
  16. Good job Vegta, even though you lost. I thought you handled that match pretty well. Bonus points for FRCing out of the note to dodge the exe beast!
  17. Those were done with a PKS macro, my point was if I had a stick I wouldn't have to deal with the problems in the vids. I play I-No pretty defensively against some charachters, Slayer, Sol, Order-Sol, Chipp. I love to be aggressive but for some charachters it's just easier to let them make a mistake.
  18. http://www.mediafire.com/?oxuctscm1ky
  19. Negative Edge is performed by pressing a button, keeping it pressed while entering command inputs for a special move and the releasing the button at the same time you normally would press the button down. So essentially you could input 63214k(hold k)76(release k). Actually most of Kochi's combos aren't ridiculous. What makes him so good is he knows what to do in every single situation. (I say most because obviously he has pulled off some amazing stuff) you're wrong. anything that can hit with the JI method can also hit with the TK method. Some things are siginifically harder but still can be done with practice. Also as an example of my earlier post... http://www.mediafire.com/?z9ztm52yxlj
  20. Some I-No combos: *on the 286 damage combo you can also end it with P-Dive > S-Dive (288) or K-DIVE (285) http://www.mediafire.com/?51c1lnmee1g
  21. 168 Damage, 25 Tension 6P, 5H, jH, P-DIVE, HCL, FRC, 66, jS, VCL, cS, jS, jH, HCL http://www.mediafire.com/?h2tnmxnd9mm
  22. Handful of May combos: http://www.mediafire.com/?d91m2hvddfc *Note that the 272 combo starts at the jH not the HCL.
  23. 361 Damage, 100 Tension TKUFx2, jS, jH, P-DIVE, 66, jS, VCL, cS, jS, jH, K-DIVE even if you're new to I-No this combo should still be a piece of cake to pull off http://www.mediafire.com/?o9hbcjyymds
  24. 308 Damage, 125 Tension (you gain the extra 25% during the combo) TKUFx2, jS, jH, P-DIVE, 66, jS, VCL, cS, jS, jH, HCL, FRC, 66, jS, VCL (this and the above combo are both in the .rar file) http://www.mediafire.com/?xyj2b2xdvd0
  25. 218 Damage, 25 Tension cS, 6P, 5H, HCL, FRC, 66, jS, VCL, jS, jH, H-DIVE 270 Damage, 100 Tension cS, 6P, 5H, HCL, FRC, 66, jH, VCL, cS, jS, jH, HCL, FRC, 66, jS, UF http://www.mediafire.com/?5i9mzso47mn
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