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Everything posted by mynus
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Of course it does. Just not in predictable strings. It is strongest when used in stagger, empty jump, shrouded by note, after Airdash string, and frame traps. Plus now the mixup continues even AFTER the H STBT if it's blocked. Plus if you are mixing S and H versions to mess with ppls reactions, as well as the FRC points, you can rely on it as one of her best tools. If stroke is getting blown up consistently in gameplay, you might be being too telegraphed/predictable.
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Dear 9TNine, Stolen. I am robbing you as we speak. Gimme all your tech. Stick 'em up. Yours Truly, Mynus
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Sad but true. But this is America filled with silly Americans. Just look at fucking Congress Jesus Christ this country sucks.
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That's what casuals are for... I wanna see some hype as fuck reverse OCV's and teams getting train run on them! Teams is always über hype.
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Nice research, Ill test it out. 118 dmg is pretty low though thats like max dmg of of frc throw :-/
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Wiki is being updated with combo routes and options by category. Should be compkete in a couple days. For now, meterless combos are up.
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Essay is right. I'll check to see if it is reflected correctly in the mook and wiki. The move total frames were increased, while the "you can't do anything afterwards" recovery frames were lessened. Also VCL hits earlier now, (actual beam travel time is faster) ID combos in the corner have to be delayed slightly so you don't lose the untech time to juggle with c.S. Last thing, idk if anyone else noticed but untech time on CH S STBT was shortened.
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if you do j.H off the screen after FB dive you should fully recover and be fine by the time you reach the ground. total move duration for j.H is like 60 something frames so otherwise you will be in counter hit state if done from a normal height jump ect. so no, not technically ch state until landing, but in theory and practice in a match yes.
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Ino is indeed in CH state throughout the entire duration of j.H, including the frame upon landing. I have the +R mook and have been adapting/editing the wiki as well as correcting any mistakes. Thanks for pointing the 2S and 2K typos out! The properties of low profile should probably be added to the main +R terminology page.
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Just a mistake. Does not consume a jump option in Arcade ver. either.
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Smh. Can this thread just start over?
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Thank God my scene took this release seriously and bought the Japanese release last year. Maybe NY is too hardcore cause even those who didn't bought it twice. Guess whose gonna be ready for NEC...
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Since when does May not have dolphin loop? She still has both midscreen vertical loop and corner horizontal loop man...
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Dust is really bad now at 29 frames dude but in the corner her ID combo is: 5D > j.S > VCL > VCL > 5S > kyougen loop > knockdown. Or 5D > j.H > kyougen (whiff) > VCL > VCL > 5S > kyougen loop > knockdown. Midscreen is 5D > VCL > 66VCL > relaunch > whatever Or 5D > j.H > kyougen (whiff) > relaunch > whatever.
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Haven't got to play any of those chars yet but we do have 2 May players and 2 Zappas. Those players we haven't sessions with yet but will be at TSB this weekend in NYC. We play and have been mashing on the weekends and I know Zidane, SKD, Biscuits have been mashing on netplay. You guys shouldn't fall behind, you don't know how long it will take to come out. It's gonna be like ~$25 to buy again for JP PSN but it'll be worth it trust me.
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So myself and the other NYC TSB crew were wondering since release why we were doing so much ridiculous damage from our combos in +R, even when many moves for much of the cast had new proration values added to them. Basically, and this goes especially for Ino and Anji the GB+ values for many moves have been buffed, and it is easier for her to keep constant pressure on an opponent with tools like 2 air dashes, JC STBT, FB note, f.S spam/trap, and HCL hitbox buff. +R punishes you severely for being too defensive, and rewards the attacker even more if their mixup involves a preceding block string (ie. Dizzy, Axl). When I initially saw the change list and the proration nerfs they were adding I was skeptical to why that was done, but I totally understand now. It would have been like XX damage Ino all over again if they didn't. Already in +R 345 dmg for 50 meter or 232 dmg off of a low (25% meter) for Ino are a bit much but Im not on the receiving end of it so Lolz. (Testament Dummy: 345 dmg is off of FB note oki > j.S/2S starter. 232 dmg is off of FB note > 2k starter > kyougen loop.)
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My Skype is mynusdono.
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Once you are finished recovering from your dash, you can do whatever you want. It should be noted however that you can slashback at any time even during airdash frames. Doing this will also reset your air options, allowing another dash or double jump to chars who could not normally do so.
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Yes. If you use 1 Airdash or 1 double jump (not both) > land > combo without returning to neutral you will still have the 2nd JI'd Airdash on deck. Who else actually owns the JP copy in this thread besides myself and Koogy? Help me test stuff ppl!!! I would have sold my kidney to get this game if it was available.
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True, tho Dizzy is even worse off than you if you knock her down. Against Jam, that really just comes with exp and figuring out how to play off reaction/counter to everything she does. Luckily you get the most best combos on her. Most ppl think that execution is the highest barrier with Ino, but a lot of beginners have the most trouble with learning her movement, staying safe while doing so, and figuring out that you need to utilize all system resources available. Positioning can put you in a great situation, or cost you tge round easily with Ino. Also, Learning how to properly slashback predictable/otherwise not punishable strings/moves makes you really a huge threat.
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Against Testa. Always against Testament. And yes that was off 2K > 6P starter lol. That's double proration (70% > 90% forced) Lolz. The Dmg!!