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TheRealBobMan

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  • Birthday 07/12/1988

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    TheRealBobMan

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  1. Thanks a bunch for the write up! So there's a discord chat? Did everyone migrate there or what?
  2. Sorry, been busy, and it seems like activity has dropped off of Dustloop. Most people prefer to post on twitter, where it's not easy to access information and you can't post long information dumps. It's good for seeing videos I guess? Anyway, attacking during time slow adds a prorate, so most of I-No's RC based combos aren't damage optimized. You'd use RC more to get confirms off of stray hits or long-range hits where you couldn't without spending meter. Other characters have attacks with huge amounts of hitstun, so they can convert to max damage with RC because the time slow runs out before the combo drops. Going into super is the better way to spend meter for damage, but supers scale faster than regular hits, and I-No's supers each hit 3 times, so they scale themselves. You want to confirm into super as early in a combo as possible. In the corner, a good opener would be to open with 2D > 632146H (Desperation super) > combo. To make this a strong mixup, pair with something like j.S > 2363214S (Fortissimo Super). You go high, they get nuked, you go low, they get nuked. If you open someone up mid screen with something that goes into 6P > 5H, you're probably better off just going for the IAD into corner push. If you open someone up and think it'll kill, link your opener (probably 2K or j.S/j.H?) into probably c.S > TK Fortissimo, then follow that up with the IAD stuff for corner push. I'm pretty sure you can link Fortissimo into IAD j.K if you did the super low enough to the ground (since you have to land before you can IAD and that eats time). IMO I-No does better spending her meter on neutral than on combos in general, but the threat of unprorated damage off of 2D (a low) into Super into a combo is worth using. Makes her kill threshold off of a corner mixup pretty high since you can save the meter if you hit with j.H, or spend it for the same (maybe slightly better) damage if you feint j.H to go into 2D. Raw Fortissimo to call out BS also leads to huge corner damage, and good mid-screen damage.
  3. Nice find. My suggestion for these things is to try to get a video onto youtube (training mode so they can see your inputs) and then E-mail to Aksys with an explanation so they can pass it on to Arcsys (in case they don't already know about it), and then they'll decide if it's worth fixing in the next patch.
  4. You are the best!
  5. I hate that Elphelt's Shotgun S beats lows. It's already a disjointed AA that's +3 on block. Why'd they make it so you can't low profile under it? I can't even STBT to beat it. On that note, anyone post Fafnir yet? Who wants to be awesome and take a screenshot of every move so we can put that onto the wiki? Even though I'm working 60+ hours per week right now (with a 3hr per day commute), I'd try to find time to update the wiki with all of this stuff if someone provides the screenshots.
  6. Thanks for the help! Hopefully I'll be able to try that out on Saturday.
  7. Hey, I'm having trouble with OBS not picking up the sidebars in +R when I try to record from Steam. Example video: https://www.youtube.com/watch?v=frEveoCTJ5o I've since figured out how to edit the scene settings and quality settings, but I still can't get the side bars to appear. This let's you see that the background textures aren't perfectly squared off, you can see cornered characters sticking off the edge of the screen, etc. Someone has to have tried this and run into this issue. I'm sure I'd eventually figure it out if I keep playing with it, but can anyone help me out and save me some headache? I don't care about streaming at the moment, I just want to record some stuff. My side bars are actually drawing in-game, but OBS just isn't picking them up. That's why this is really confusing. If I can auto-lock the scene size so that the game play fills the window without the side bars that would be an acceptable work around, but I can't get that to work well either since the game is outputting widescreen.
  8. Ahoy! The video examples on your channel are pretty sweet. If you don't mind, I'd like to link any applicable reference videos to the combo section of the I-No wiki. Even though it's unfinished you should take a look through it since it has some optimizations you haven't found yet (EX: Your "I-no vs. Potemkin 2 2 1 CORNER HCL dmg" video shows you hitting for 163, but there's a combo listed for Pot that does 223). You'll want to play with those and then see what else you can figure out. I suggest putting the damage values in the video name or in the video info since it can be hard to see in the video itself at times. That said, keep it up. I love that you're doing this.
  9. TK stands for Tiger Knee. In SF, that move had an input that ended with an upward motion, so now "TK" is used to reference doing an input such that you're doing it during jump startup. So HCL is a 214 input in Xrd. To TK it, you'd do 2147K. The idea is to do it right as you're leaving the ground, but haven't really left the ground. I guess a good example would be hitting with 5K and doing TK SM. If you don't leave the ground, you'd get the grounded version where you jump upward more and have more startup, but if you do it right you'll barely leave the ground and it'll start faster. You wouldn't want to actually do this against a grounded opponent, but it'll get the point across. Anyway, the hitbox on air HCL is different from ground HCL (it reaches slightly lower), which allows you to hit some characters while they're crouching or running (if their run puts them low to the ground). In this case, Faust goes under HCL when he runs forward, so you'd want to TK it to keep him from running underneath it and punishing you for trying to keep him out.
  10. Maybe it's just that I see Koichi doing that a lot in general, and caught it once in this match vid that I found on Keep On Rockin' (and jeez, the j.K didn't even connect after the j.P): https://www.youtube.com/watch?v=l7kqPeVhyuA&feature=youtu.be&t=00h06m52s Honestly, if you're watching that much stuff on that many channels, you're viewing more content than I am. My life right now is pretty much 'Traffic > Work > Traffic > Sleep' on repeat. Sorry that I misremembered that. j.P is a move you want to use in that matchup though. On IAD you can usually go into j.K > FFVCL, or from a regular jump a CH will combo into j.H. In a lot of cases you can combo that into HCL ~ D even from far away against Millia, but if you know you wont get knockdown (too high/low after the j.H) just shoot a note to keep her blocking so you can get in with the initiative, even if you don't get a mixup from it. The idea is the preempt her jump-in j.Ps that she has to do late to beat our AA 6P attempts, or her air-to-air j.K attempts by reaching her before her j.K gets started.
  11. So... what's the deal with evernote? Why even use it? With your permission I'll transcribe this stuff onto the wiki, but why not just do that in the first place? Seems kinda odd.
  12. Oh right. Derp.
  13. I like to use 23663214S when I want to dash/airdash into immediate Fortissimo. I figure that 2366K3214S should work. Also pretty sure that I tried this recently in +R and it doesn't work with the old input buffer.
  14. That wouldn't work with everyone else's current iteration. Giving him vacuum on 2S standing/crouching hit/block would already be a really strong option since it would give him corner level pressure at mid screen on top of improved ability to combo on air hit, which leads to Heat Extend or ICPM to take them to the corner. If it was only on air hit it would give him the improved ability to get you into the corner without giving him a better mid-screen game than everyone else. *Edit* And that's just that move. If he had all the other AC/+R things he'd probably shit on everyone with Xrd's RC/YRC mechanics.
  15. Here let me try. So in all seriousness, you're suggesting buffs to a character that doesn't really need them. You've made statements like, "Riot Stamp: This move has been made pretty useless in the transition from ACR to Xrd...", when Xrd's Riot Stomp is probably the best version of the move. It was risky as balls before, only gave you a reward on Counter Hit, and it was easy to beat clean on reaction or to punish on block, with the only redeeming feature being that it was a fast overhead when you were cornered. Now you get something on Counter Hit and regular hit, and it gives you an opportunity to keep initiative on block, which seems fair since it's still possible to beat clean on reaction (assuming they don't YRC at any time, which is also a nice buff to the move compared to the old FRC window). Suggesting that this move is worse than before shows a lack of understanding. "Forward HS: I've seen many Sol players get hit out of this move from such absurd distances where his body hasn't even reached that space yet. This is ridiculous. The hurtbox should be reduced to fill his actual body, for goodness' sakes." Sol's 6H gives a huge reward on CH, and as such it's easy to beat on startup. You can gatling it out of 6P and 2S, in both cases leaving something like a 5-frame gap (I think 8 with IB). Not everyone has a move that can reach him in that amount of time if he's spacing from max 6P or 2S range, so the idea is to occasionally trap someone that tries to get out. 2S is + on block, so Sol usually uses it to reset his pressure. It often follows 6P, and if he's at max 6P range it's likely to whiff (but that's ok because it recovers so fast - it might be a bait to get you to try to hit him). So he'll corner you and create situations to bait the other player into hitting a button or trying to get out of the corner. They'll either eat the 6H when trying to run forward or jump and get knocked down, or try to push a button in a 5-frame gap and get wrecked. If you're using it at neutral without some kind of advantage you better know the risks involved. The rewards are totally worth the risk if you create the right situation to use the move.
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