Jump to content
Dustloop Forums

PacStrife

Members
  • Posts

    92
  • Joined

  • Last visited

Everything posted by PacStrife

  1. I just got a chance to make it out to a VA event yesterday and got on stream a couple times, here is the playlist: Matches include - vs. MOB|Ursine (Axl) vs. Jin (Millia) vs. AngryBlack (May/Axl) vs. BZB (Chipp) feel free to let me know what you guys think ect ect ect Also, be on the lookout for me streaming some Ino stuff on twitch.tv/pacstrife :-D
  2. Yeah, I kinda feel similarly. Like I have an Evernote but it's mostly about what combos work on which characters and normal interactions, but written in a way that I doubt would be useful to "not me". I also don't get much from reading others notes, but maybe that's just me? Like the thought process is really different
  3. Just some more recent videos of me playing in tourneys: --At TFC-- vs NerdJosh (Elph) https://www.youtube.com/watch?v=DMnASNvXWGI vs Slim (Bedman) https://www.youtube.com/watch?v=zzUb2oFierU @26min --Random Online things people have uploaded--- vs _hdcloudstrife (Pot) https://www.youtube.com/watch?v=5UlhrzoqU1Y vs Brandino (Leo) https://www.youtube.com/watch?v=zz0HbIYYeMo https://www.youtube.com/watch?v=kywPgGfC8W0 I wouldn't say any of these matches is that great for me, but I can at last see a progression from where I started with the character. Need to work harder on committing to my match up strategy and not getting lost in the scramble. As always feel free to critique or tell me I'm terrible :-)
  4. So my 2 cents about your Pot matches @Rhannmah: Three biggest issues: 1) predictable strings Especially when you had him in the corner he was just waiting for you to jump to score some of those Heavenly Busters. Just mix it up more and dont be afraid to let the match go back to neutral, especially if you have the lead. you threw away many a match by being over aggressive when you didn't have to. 2) low damage/meaningful conversion on hits you got Many times after scoring a hit in the corner you would just string to 2s > 2Hs > hcl. This string gives you small damage and just decent oki. I'd like you see more damaging combos or at least combos that give you better positioning and set up (specifically set ups where you don't have to deal with that heavenly YRC BS or his godly backdash). There are also many useful Pot specific combos that you may want to look into such as: * corner: 2k > 6p > Hs > iad j.k > j.s > vcl > (land) Hs > jump forward Hs > p-dive > air dash j.Hs > vcl > (land) cl.s or 2s or 6hs > hcl > [set ground note/air note for 6hs] * crouching: j.s > cl.s > Hs > iad j.k > j.s > j.Hs > (land) cl.s > ender depending on location on screen [with this one you can actually land another rep of Hs > iad stuff but the Hs link is difficult] * midscreen: 2k > 6p > Hs > super jump iad j.k > j.s > j.Hs > (land) jump forward j.p > j.s > dj.s > dj.Hs > HCL ~D The first combo is to replace the double vcl combos in the corner since Pot usually falls too fast, but does more damage than the one vcl into j.s > j.Hs > p-dive stuff. The second two give ridiculous corner push allowing any hit to turn into Pot having to walk full screen again through notes, HCL, short hover Hs, ect. 3) lack of Pot specific tech The main thing I'm going to say here is something you already know. Practice the flick wiff punish with HCL. The timing is weird, but this technique can dominate the neutral if he's going to let you throw notes and try to flick them. The technique I do if just set the note to barely miss Pot at the last minute by going too high, then short dash into immediate HCL. Done correctly this is a punish to the flick giving you the knockdown and initiative to go in or continue ranged game. Another great technique to help you out would be fuzzy jumping the set ups he was using to land those empty jump busters on you. In case you (or others) don't know to do this you simply block on wake up then immediately hold up back + FD, then immediately back down to the down-back position. There are ways to beat this, but trying it out when you think a tick set up may happen gives you a low risk response which is hard to deal with unless specifically meant to punish your attempt. Last things that you may already know, you can blitz shield heat knuckle. You can os Pot's backdash with well timed hoverdash into safe jump normal - tap kick or 2s and it should only come out if he tries to backdash, punishing the attempt. The chain 2s > 2Hs that you ended up wiffing a lot (2Hs wiff) can instead be done as 2s > 2d. This hits at a further distance and still allows you to hit HCL or cancel into note. Learn high damage punishes for people who like to guess blitz shield on wakeup (universally you can just 2hs (CH) > hoverdash j.s > (land) into things. To prevent heavenly wake up from grabbing vcl yrc and super just do the input early so you'll have enough time to land before the grab becomes active or just YRC in general to mess up their inputs. So yeah, that's just a bunch of stuff you might already know, but hopefully some of it helped! Sorry if I sound dry or judgmental in my post, I liked watching your Ino play! EDIT - since I noticed you talking about neutral/midrange. By virtue of pot getting hit crouching by HCL, this puts you in the great position of being able to punish every one of Pot normals if he wiffs them. Slash, Heavy Slash, 6P, 2S, ect can all be hit by hcl in their recovery by out spacing the move. Ino can also travel under Pot's go to pokes with STBT, this includes heavy slash, far slash, 6p. and 2s. Any normal Pot hits that STBT cannot go under (2p, 2D ) you can hoverdash over them. If he goes aerial your 6p can deal with most angles, but you can also look for double/super jumps then dash forward and command grab him as he lands since he can no longer change his trajectory without doing something unlikely. Also, hcl and vcl beat his j.d clean which is pretty awesome :-)
  5. No real trick for that link unfortunately. After the second, grounded VCL you just do immediate close slash ASAP. As a crutch, you could learn the link with standing jab but you'll mess up your spacing for the p-dive and have to settle for k dive or hcl knockdown. You could super jump into the p dive stuff as well but overall just learning the close slash link would be best.
  6. I think catching them falling after the burst with Hs is probably optimal if you can get it consistently. I actually have a super bad habit of just using the burst as a mixup instead of getting the straight up punish. It usually works out but yeah don't do that :-(
  7. It comes up as playlist doesn't exist for me when I click the YouTube link?
  8. So my local scene just put up a ft7 MM I did with our Ky player PurifyWeirdSoul or PWS|Brent as he goes by sometimes. It's an ok set but it is from a couple months back (before the 1.1 patch). Anyways it may give people some ideas or see some situations in the Ky match up. https://m.youtube.com/watch?v=CP2IwOOaw78 Edit - I would have some videos of me playing at TCW tournament that just happened in VA but my first top 8 match wasn't streamed and my second top 8 match was a picture in picture inside winners finals set lol. Anyways more Inos in top 8 yay!
  9. What your describing probably is caused by a lack of good FDing on defense. They can definitely reset their pressure with stun edge YRC, but there is a hole there to get out with a smart jump, blitz, STBT, Dead Angle, ect. But really you have to FD some characters to get out of their pressure or IB to create gaps that way.
  10. Generally speaking the two factors in getting note oki are the opposing character's wake up speed and hitbox. On your end you must also be cognizant of how much advantage your different knock downs give you and the distance you are left away from the opponent. For example, if you do a grounded, midscreen throw then you must always do immediate tk note to get the meaty. In this same situation you can also ground note YRC and still dash into a meaty aerial move, with the note behind you. So common knockdowns that usually need immediate tk note are ground throw (midscreen) and HCL on grounded opponents (you get slightly more time here if you pop them up with 6p first). Also, corner knockdowns after p dive usually require the TK note. Some times when you can do grounded note are when your knockdown with a chain into 2D (affected by character wake ups and hitbox size so may have to delay the note cancel on Venom, Elph, Chipp, Sin, ect) and knockdowns that leave you close in the corner like 2d ->HCL on Eddie. Hopefully that gives you a basic idea of what type of note and timing you should be using. Feel free to ask about specific combo enders or set ups if your having a specific issue with one.
  11. My biggest advice would be, learn ram specific combos/timings because she can be weird to combo. Other than that it's one of those "who gets the first knockdown" kinda fights. So be smart with meter usage, as you might need that dead angle or note yrc later in the match. Smart bursting is a must as well, normally only when you get cornered if you can help it. The only other advice is have is knowing when you have to respect her pressure/normals
  12. Yeah you can do the iAd loop in the corner on crouching pot in the current version, but idk about all those reps though :-/
  13. My experience is the same as faulty's (needing the deep 6p midscreen for p-dive to hit). I've found it's good for riot stamp punishes and you can hit confirm the distance to just use k or s dive if your too far away
  14. I have two videos of me playing on the Final Round Stream Against Marlin-Pie http://www.twitch.tv/nycfurby/v/3928035?t=2h26m13s Against Lord Knight http://www.twitch.tv/funkyp/v/3929481?t=58min35s I feel that I didn't exactly play my best, (not being patient enough at neutral, dropped set-ups/combos, ect) But I'll try to give myself some slack as I've still got a lot to learn. Any notes/criticisms are welcome, if you feel so inclined :-)
  15. Yep you were definitely right on chipp being hit-able during leaf grab. Not really a reactionary thing for me but it's not the worst idea if the chipp is light on frame traps. Thanks
  16. You kind of hinted at this, but just to state it directly: you can make pot's flick Wiff with smart note movement then punish the Wiff with HCL. You can also blitz shield heat knuckle, which is hilarious :-D
  17. One (kinda obvious) thing in this match up is that the other Ino is going to better know how your strings work and where to mash. As such I tend to get more mileage out of counter hit set ups in the mirror than usual. You can punish the other Ino's note from almost full screen with HCL, if she's doing notes at neutral. It's also an option to OS a safe jump with kick or 2s to hit Ino's who are back dash happy and don't wanna block their own stuffs
  18. I don't think you can mash to beat the leaf command grab. You have to air throw it or just jump away & possibly hit his recovery. This is after the initial start up, when he becomes leaves.
  19. I'll add my 2 cents about some different things, though maybe not "better": - eddie is one of the characters you can always land HCL on after sweep and still get TK note meaty. Trading a little damage here for a worse note on top of them, maybe something to mess with. -I know you acknowledged already you need to mix it up more, but I just have to point out you went low 0 times on the initial mix-up, with made you rely more on the situation after blocked j.S which isn't so good. -also no note yrc' which could just be a player preference or match up thing for you -I would try to switch to hover dash S or K when attempting to punish drunkard shade reflecting a note, jHs is just too slow here I think - you can try to hold dive after a jump if he gets mashy with drunkard shade for AA (especially after a bad iAd) let it go for a Wiff punish or YRC to safety I kinda think you just need more time with her to add more "things" to your gameplay. I used to main Sol as well and one of the big differences is not having to base your oki off player tendencies because they can't account for all your options. So the more tricks/mix-ups/ect you implement smartly, the more your opponents are going to decide blocking just isn't an option and then you go from there. Again just my 2cents look forward to seeing your progress :-)
  20. She can link jab off 6k but I'm not sure if that's on normal hit or just counter hit or meaty/late active frames
  21. I forgot to mention that standing punch is the button you want to hit her out of horizontal Dolphins, at least in my experience. Added benefit of Comboing into HCL for a knockdown since it is a counter hit
  22. Hcl will go through hoop Dolphins and hit may if she's still doing things/not crouching. Also, notes that have multiple hits can collide with multiple may projectiles, if timed and positioned correctly. J.2Hs can be beat by a properly spaced 6p or jump IB -> throw punish (might be able to get more depending on when you IB the hit). Blitz shield is also not a terrible idea here.
  23. Another easy throw combo that doesn't require the dash -> airdash is to do: Throw(Rc) -> dash j.hs -> j.D -> double jump j.S -> j.hs -> k or s dive In the corner you just cancel the j.D late into VCL -> cl.S -> VCL -> cl.S -> j.S -> j.hs -> p dive -> airdash j.hs -> p dive I can't recall right now but you might get another rep of close slash -> VCL in the corner. Also, I do the same throw combo if I happen to throw out of the corner with the Wiff dive cross under :-)
  24. Incase it's unclear, I mean Comboing into STBT off a launch 6P, not into the stagger.
  25. You can just combo into STBT -> RC -> activate on almost everyone mid screen or corner. Notable exceptions include Bedman, Pot, and Sol that I know of. Also, throw -> RC IK is character specific outside of the corner.
×
×
  • Create New...