whytesakura
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Everything posted by whytesakura
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thats the thing. I don't use everything that I know. Sometimes my mind is on auto pilot and i just pretty much do clockwork.
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The HOS fight is very bare knuckles you could say. -Yes you have to anti-air (5k and 6HS specifically) -Yes you have to poke correctly -Yes you must bait all uppercuts for big damage. Im not too sure but 6HS should be a fine punish -Yes you must zone correctly -React to RI's with 6P immediately. -Yes you must stroke eventually, you might even get beat by Fafnir. -Yes you must handle gunblaze with either stroke, a move that hits the ground, or by throw. -Yes you have to dive sometimes. -No you must not be predictable -No by any means do you dash directly at HOS. -If you do not JP or 5k soon enough when he jumps from a mid range distance, you will get hit. -You have greater airthrow range...USE IT! Against Testament you will have to stroke eventually to counter is 2HS, but bear in mind that HSexebeast CH is free loop for Testament. Testaments generally can start a fight off with badlands, back dash, forward beast. 5s (f), 2HS. Dashing over at the start is an option(or dashing in general) but he can easily keep I-No grounded. Axls pokes are slower than Testament and Testament does bad pretty much only against Axl, maybe even Venom. Testament has no trouble having breathing room in this fight. If she gets tension, then Testament should be very very scared. Otherwise she's no one special.
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^If I-No even gets to pressure test then sure. She pretty much has to get him right off the bat or catch a mistake he makes. Which can be pretty hard to do. She also has to worry about his 2HS. Not many people use it, but his dust is godlike. Testaments J.S also has very good air control. While I-No has speed. Testament has range and his pokes aren't uber slow either. Either way frc or not I-No's 2HS is +6 on block. I-No can get ridiculous damage with 25% off of just about anything ground or air on the field whereas HOS is probably going to get big damage off of throw, anti-air 5Hs, gunblaze, RI level 2, and potentially 2D, 5k, and Fafnir, BRP lvl3 all of which aren't really high or low except for fafnir and BRP. Take that out all you have really are Fafnir, both throws (airthrow is weird), BR lvl 3 (Which is easy to see), and 5D(Which can be easy to see). Compared to I-No who has STBT, 2K(Which can combo into corner carry and knockdown), SDive, Both throws(air throw more likely to get a wall bounce), her dash (all of her air normals have little or no proration and are closer to the ground than HOS's). Risks actually seem pretty even. HOS doesn't really have to risk as much because his normals are better IMO. I-No doesn't necessarily set up her damage. HOS does a little more than she does. At least in my opinion, I-No can score big damage off of random hits(if you can see and react) more so than HOS. And I am big on capitalizing if I can. The way i play at least, I try to make everything hurt.
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I-no is not really worried about 6hs in the testament fight. She is worried about 2s, 6k, correct warrants, nets, well placed trees, back exe beast, not to mention forward exe beast. Testament zones better than I-No. He dominates her at mid range as tricky as it can be (dash over move, or stroke). Her air dash is long and can get her badlands on reaction. HOS does have better buttons but again 5k, 2s, 2k all are good options for I-no. Her Jp has more range than HOS's. A nice 6P can beat RI not to mention her 2hs can and will murder GB. I-no is not too worried on oki. She does have a good super in this fight as well as a good back dash. If you play shitty defense with her, of course you die. Correct spacing is key in this fight.There is a chance to comeback if you screw up in the HOS fight. If you're not even using 5k, 6hs, or Jp, you're not playing this fight right at all. The Dizzy fight...probably not. Correct spacing is also key with the Testament and Dizzy fights.
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Dizzy's favor? JP totally destroys her face. HCL in Dizzy block strings is risky but works. dizzy can't set up anything within HCL range.
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HOS?? Hell no. You screw up in any fight you lose. This is probably the only char you will ever dizzy. Well maybe him and Millia. Testament..Obviously in his favor. His pokes outrange I-No's by all means. He has superior field control. Her only scary tool is hcl and that can easily be taken care of. Watch Koichi vs. Shounen fights. Notes can get warranted. Koichi might make it seem that way, but its clearly not. Dashing over trees is fine, but you have to deal with webs, high curses, back exe beast, 2s, j.s...list goes on. OF course when i-no gets a knockdown she wins. Pot i believe crushes her face. Whoever gets the knockdown first. Pot can reaction hammerfall STBT, flick notes, potbuster her ground super, or just pot buster in general. Not to mention her terrible Dizzy rating.
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http://www.youtube.com/user/FourAreFive#p/u/0/p8Adg7hA7bw Xanadu Casual's 6 and 7 have me in them. They aight.
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Jam. Id say even. After playing Marn option select parry's are never nice. Go for cross ups. Chipp...Even. Anji...Even.
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Bridget...S(He) has solid pokes. Don't worry too much. Get a life lead. Most likely even.
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Baiken, should be pretty even if not slightly in her favor. Testament definitely beats I-No as he does most of the cast. Can get fucked up by I-No. Slayer beats I-No, but can get fucked up. Aba beats I-No, but will get fucked up if she doesn't avoid HCL, Knockdowns, and Jp. Axl...Nuff said May...Nuff said Venom...i'd say Even. No clear advantage. Dizzy..id say even or slightly in I-No's favor Potemkin....clearly in Potemkin's favor. Robo....Robo's favor. Not sure why. Probably good option selects and safer normals. IB notes for meter. Sol....probably in Sol's favor or least even. His buttons and risks have a lot better pay outs than I-No's. Ky...Even. Zappa...I-nos favor. Faust...Slightly in his favor or at least even. Its kind of the same principle as Baiken. Just gotta figure it out. Eddie...Id say even. There is no clear rapeage going on. They both fuck each other up. Classic fight. HOS...Even..Keep your 5K's, 6HS's, JP's, 6P's handy. Johnny...Even...he dashes over strokes. Coins are pretty nice in this fight. Millia...most likely in her favor. Just face it. She has BETTER buttons.
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I usually keep my distance and throw out a few far slashes and hcl's until i can get a note out. then i can 6p/airthrow him from the air, or get closer and scare him with Tk dives, strokes, pokes, and mix up. stroking is nice, but it is lowly recommended.
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potemkin is a scary match for i-no. i can imagine what would happen if FAB's godly potemkin touched an I-no player
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its funny how the mechanics work 956 is the instant airdash input. 9 also counts as a forward so when your dashing so you don't lose your dash when you move your stick up to 9. the feeling is very natural. then all you have to do is release then press 6. Clean everytime, perfect height and everything.
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escaping pressure has never been i-nos strong point. Keep your dead angles, supers, and backdashes handy (she does have a great backdash). outside of that i-no is fucked on the defensive side.
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there is not really much left to say about this fight. off of ch 6hs you want to go for js>djs>sdive and if they are too high js> dj.s>dj.hs> delay sdive noting correctly is key. running towards, hs note. running away pnote. all you have to do is hit her and that pretty much ends the fight. always go for note oki mid screen. airgrabs are risky but make good judgement when going for one. outside of that, this fight is hard as fuck. turtle more> fight less
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stay on your toes. this is a fight i would rate along the slayer fight. Easy to get fucked up. Millias normals are like anti-i-no. a running millia is probably one of your biggest threats on the ground. Good range normals (6p, 2k) are murder and make it hard to note. Not to mention her ability to run under HCL. Moves/Normals to use: 6HS Millia disarmed will have a lot of trouble approaching this move, and if she is way above your head, its hard for her to get around. VCL can catch her high airdashes. Challenge her airgame carefully with Jp if it clashes with her jp, you pretty much lost that battle. 6p if she is falling directly above your head. S/HS stroke on the ground will get beat but are entirely worth it if she decides to run in 6P which is a viable option for millia in this fight. S stroke will catch her roll if done correctly if you aren't confident in your stroke at that moment, if you have space go for 5s(f). 2k and 5p are your friends.
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66956 all you have to do is hold 9 while dashing then go to neutral then press 6 again. stick players should use 66956 pad players idk probably 6666
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may has no reason to play defensively in this fight at all. may playing defensively probably means i-no is going to have a lot more space. space is probably the deal breaker in this fight for i-no....well space and punishment.
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yeah you can't fuzzy guard may...shame. but her backdash is not that good so make sure you handle it appropriately as with any backdash. beware of reversal supers note frc oki is the most foolproof way to ensure that she doesn't backdash shit and is the most solid oki in the game next to dizzy's oki. im not a fan of vcl oki on small chars but this will hold her in place quite nicely if you meaty it correctly (itll save you tension and other things you might not want to lose, like your life bar). if you choose to stroke, here are the ONLY moves you are probably going to beat: 5p, 5k,3k (on block), 6p. With that being said not much stroking is going to be taking place unless you are trying to get across the screen from an aerial may. Tk dives in block strings will beat any dolphin, ie 5s© TK sdive (for a combo or knockdown)/k dive (for knockdown) if she dolphins, in between 5s and the dive she will be counterhit and either dive on counter hit gives you a combo or knockdown or both if you know how to combo. The reason for me putting only 5k, 2k, and 2hs as pokes are because they are your fastest moves with range. Outside of this May WILL murder you on the ground with 5HS. Tis all.
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I went toe to toe with the best of them (in the US)...the most I can say is that her 5hs is broke and should be banned in this fight.
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I cannot stress the fact of how much space you need in this fight. With space it gives I-No the upperhand to control her movement with notes and catch her doing anything risky. May's whiffed 6HS is punishable by HCL 3K blocked gives you a counter hit SSTBT By all means do not get hit by 6P..thats a trip to frown town IBing vertical dolphins usually get you a 2hs>2d>hcl punish if they land in front of you. If it crosses you up and you block it, use this oppurtunity to launch with 5s© and get a nice dive combo. 6HS is your anti air of choice IF YOU HAVE SPACE. VCLs can ground extremely high mays and take care of some vertical dolphins. Use with caution though. J.p is only to be used as an answer to airdashes not ad.Jhs...thats just bloody murder. abuse the shit outta J.k on oki and if somehow you are caught falling towards May. 6P handles may's J.2Hs Ground pokes include 5k, 2k, 2Hs careful use of JP and a spaced J.hs in the air should limit her approach in the air not to mention beating any vertical dolphin. Your goal is to beat out any dolphin and not get caught by the FB. Airthrow when you can. SPACE SPACE SPACE
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i can do it on pad also but its weird and im not nearly consistent with it due to a dpad
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actually you don't have to negative edge it.