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whytesakura

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Everything posted by whytesakura

  1. there are no setups for tkuf...50% tension makes overdrive attacks an option. someone tries to hit you with a non meaty low they get hit by it..someone who airdashes at you when you have 50% tension deserves to be super'd supers should only be reactionary which means they can possibly get you out of tight situations...they aren't things to spam just to try and get 300+ damage...it can happen but for all reality the ONLY PEOPLE WHO SHOULD LAND 300 damage combos are slayer, jam, may,aba. i-no's damage is in the b range. ino has to work for a knockdown in order to get the maximum damage she wants....anyone can get good damage if they hit their opponent with the right attack. plus you have to keep in mind how much health the opponent has. its a super you have 50% tension...its an option..getting hit by it should tell you something
  2. that combo is highly situational...you must be playing some bad people to land a combo like that....koichi would look at that shit and laugh 300+ with i-no in A MATCH lolz
  3. who besides slayer , aba , pot, jam, may,testament, zappa (raoh) lands a 300 damage combo in a match?
  4. testament does have a bad match up against axl. venom could be argued and bridget could be argued testaments anti airs are 5p , 6p, 6k, and 6hs all pretty below average. 5p 6k and 6hs are pretty much all the same in use. where 6p would be used more for that upper body invincibility. air to ground : j.hs, or j.p air to air : j.s is probably the best and safest one to use. leads to badlands and is can be jc'd
  5. j.hs, j.d, (j.c) j.hs j.d,vcl
  6. throw frc into combo thats it. mid screen you can easily set a hs note and they are forced to block two hits in the corner set a p note off of the throw. or p note frc into mix up into combo
  7. nah they just do frc 66 for aba
  8. slayer got like the best aa in the game lol everything is like anti air truthfully i agree with that may fight though...two 6p's is like dizzy city if you're unlucky. may is hella gay for i-no millia is too so is chipp until you lock them down
  9. in order to ji it sometimes you have to tk it though. there really is no point in tking hcl in a combo unless you're going for the ji. -doing an attack on the first frame of landing after dashing jump installs -jump installing it the hard way by cancelling a jump cancel;doing a tiger knee hcl on a jump cancellable move (which is all of her neutral moves besides far slash, nothing else) -dashing in and the first attack hits and you continue the combo.
  10. just gotta have fast hands.
  11. i tiger knee hcl but of course youll never notice because the jump is cancelled by hcl. when i tiger knee hcl in a combo it is the same height as if i were to jump install it. sorry i meant to remove johnny from the 2d hcl. ill edit that. tigerkneeing hcl it is the same as jump installing it if done correctly. ji hcl = tk hcl
  12. and dizzy, bridget,slayer, anji
  13. the necessary mixup that leads to 6frc6 from 2d hcl doesn't really work on these chars: ky, axl, baiken,venom, jam, a.b.a, robo ky, i-no(? didn't test that one out)
  14. johnny has no good match-ups either...he is easily zoned.
  15. alrighty lets put it like this testament is HARD TO GET IN ON!!!!! Testament has a whole arsenal of moves that say: "NO I-NO" (5p,6p,6k,6hs, phantom soul) i used to play testament so i know..just watch shounen vs. koichi..it was badlands city. I-no really has nothing on testament besides a note, hcl, and faster pokes. besides the fact of johnny outranging Ino once you throw a projectile in his way it is hard for him to get around that. johnny is easy to combo and he is one of the few that gets hit by hcl off of 2d...I know this because i fight 4r5 johnny. simple combo 2k 6p 5hs hcl everyone gets hit by that unless you start the combo off with a jump in; in that case sol won't get hit by 5hs.
  16. alright i-no really has no fights in her favor. most chars either outrange i-no or are really hard to get in against. best match ups for her are def 5-5 just like johnny. Its funny how bridget has a 6-4 match against pot lol. all i-no fights are pretty much in her favor once she gets them blocking. getting them blocking isn't easy though baiken is different because i-no has to bait everything i would say an easier fight for i-no would be and only be johnny and/or slayer. despite the fact that they both outrange i-no.
  17. Moroha the player its really hard to play run away against aba because her moves take up like half the screen and her run is wicked. running away is pretty much giving her the open door to put you in pressure...if you like blocking a lot then run away the whole match. she can run under HCL. really hard to 6p a.b.a j.hs.
  18. hellz no definitely not lol 4.5 - 5.5 a.b.a. fight moroha a.b.a lol
  19. nice thanks for clarifying all the confusion i def left out how to bait most things.
  20. just get in and poke it is 6-4 in axls favor. he does a very good job at keeping i no out. just be careful when you try to mix them up.
  21. the thing that screws i-no over is tatami. its just in the way so you have to note her very wisely. if you get a throw and don't combo off of it, just do note while she gets up. get in ->start baiting stuff. --if you are in the corner you have to p note --mid screen hs note. i'd say 5-5....usually the matches that are bad for i-no are the ones that just seem to out-range her at ridiculous degrees. once i-no is in = mix up;damage;reset. i-no can close the gap between her and baiken if she just stays on her. on defense you have to be patient until you see a way to get out. definitely not 6-4. baiken just forces players to fight differently tis all. dash braking is your friend
  22. don't be afraid of 6hs its as much a friend to i-no as 6k is to testament. you just have to know how to use it. 6HS to bait superman counter and air dashing. baiken is never an easy fight. you just have to bait stuff. you make baiken think superman counter then 6hs. of course you want to stay at around the max range for 6hs.baiken can't counter anything she isn't blocking. a counter hit 6hs at max range gives you enough time to dash up j.s. (j.c.) j.s j.hs.....etc. its pretty much free 25 - 50% health right there jump cancelling is good, but be aware of her anti air counter (p.counter). if you're fast enough you can air throw superman counter. note the bitch even though she will tatami it away, so that you can at least get within range to start baiting. you might want to create throw set ups ,but be wary of 6k. if she sees that you throw a lot she might throw that out, and that is free half life in the corner for baiken. learn good defense because she can really hurt i-no. you can't 6p j.hs so don't try. so all in all. note the bitch -> get in -> scare the bitch -> punish the bitch for being scared -> reset -> dead baiken i'm actually going to try baiken out once my i-no is consistent. i haven't fought many baiken's. When i actually did get to fight one back in may, it was s.h and i got crushed. I was just starting to understand more about i-no because i recently picked her up. Feel free to pm me or aim : needmorewhyte
  23. bait superman counter with 6hs sorry no zoning with 6hs
  24. i don't really know this fight bait counters by throwing and using low recovery moves(?) zone with 6hs 66956vcl frc
  25. i hate the may fight so much its gay as shit 6P is like murder to i-no she gets dizzied so easily off of this move. jhs is really hard to get around sometimes i try to zone with 6hs 6p helps sometimes and so does jp its really hard to note her ill just go for airthrows
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