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Rhannmah

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Everything posted by Rhannmah

  1. btw, thanks for the replies guys. I was looking more in terms of general matchup info since i feel that i-no loses at all ranges. Trying to force a block with a combo of note + HCL might be an idea. Just a thing though, Potemkin can't FDB supers anymore, thank god
  2. Where's the GG grand finals? They're right here at http://www.twitch.tv/mtlfgc/v/12130441?t=1h57m21s
  3. http://www.twitch.tv/mtlfgc/v/12130441?t=1h13m50s http://www.twitch.tv/mtlfgc/v/12130441?t=1h57m21s halp, what to do vs Potemkin? FDB destroys I-No's projectile game, his normals beat ours at midrange and close range is a huge gamble. One good backdash guess and you take a potemkin buster for 1/3 of your life with a buster vortex to follow. Of course when Potemkin has 50% meter, he can escape the corner for free with heavenly potemkin buster and catch your VCL YRC while he's at it. Or he could just YRC heavenly pot buster startup and get through anything for 25%. He has a ton of tools to escape the corner and many chances to do so while 2 bad guesses on your part and you're practically out. I don't know what to do.
  4. i don't like it. waste of meter if you ask me, might as well yrc bacchus sigh instead
  5. Nice 11 win streak by Jonio http://www.twitch.tv/joniosan/v/13352775?t=4h21m07s
  6. lots of irl people usually at meetups
  7. infinitely easier
  8. Nope. 6k is back to its former #r attributes. I'm hoping that it's still + on block like it was in #r, but you can't special cancel it anymore. It looks like it recovers fast enough to be +, but it's hard to tell, depending on the amount of blockstun it does. YRC though makes it a lot more useful as a movement tool. That's a glitch? I always thought this was an intended feature. It's been around forever and is one of the cornerstones of I-No's gameplay.
  9. Johnny is looking like a real damage beast, judging from that footage. It looks like you can pick up after zweihander in f.S->mf lvl3->5k->5h->zweihander->something? unless ground zweihander isn't a knockdown also, his new 2h looks absolutely godlike, this is insane mixup potential with 2h->air mf cancel->j,k or 2h->air mf cancel->land 2k, that kind of overhead speed was limited to a specific TK ensenga range where no lows could reach his new normals also look much better than his previous ones, and bacchus sigh YRC looks nasty Time will tell, but i think Johnny looks really strong
  10. Dude... that's Strider Hiryu with a dress and a jacket
  11. UNIST a single match of Yuzu http://www.twitch.tv/llakb/v/8591522at 2h27m another one https://www.youtube.com/watch?v=ZJskB5MXvwo
  12. if you're gonna go ham on a noob, at least get your shit right Kappa FF = FASTfall, because... it falls fast
  13. corner throw(counter) > 2P > c.S > straight jump cancel > j.S > j.H > S dive > c.S > VCL > 5P > c.S > j.S > j.H > HCL+followup works on everyone except May, Zato and Ramlethal (the straight jump cancel > j.S whiffs). Pretty easy to do and does roughly half bar damage.
  14. I discovered a while ago that you can combo after a throw in the corner without any cancel if the opponent's RISC gauge is flashing, but I did a bit more thorough testing and the opponent needs to be at least at 64 RISC so you get a throw counter, you can do: throw(counter) > 2P > 5K > straight jump cancel > j.S > j.H > S dive > c.S > VCL > 5P > c.S > j.P > j.S > HCL+followup works on Slayer, Sol and Potemkin, so I assume it works on everyone. It does insane amounts of damage, about half bar on Potemkin, and I'm sure there's better combos.
  15. Wow. This seems completely broken.
  16. Goddamn pont Champlain midnight hour traffic midscreen unblockables, plz fix, developers
  17. No. There isn't any difference in untech time from character to character. For example, for ANY I-No combo going into airdash>j.S(11th hit)>j.K(12th hit)>VCL(would be 13th hit), the VCL will ALWAYS blackbeat, on ANY character. If there were untech time differences from character to character, you'd see different results there. Wakeup time is NOT the same and varies from character to character. Lighter characters are more floaty, therefore they spend more time in the air, therefore they get the chance to tech out of some combos since they have more time to do so compared to heavier characters.
  18. they don't tech more quickly, they just float more so they might still be in the air when the hitstun ends compared to other heavier characters
  19. GG everyone last night, step it up guys, I can't be winning so much!
  20. If you look at the last j.H>236p>airdash>j.H>236p part of the combo, all the p dives are delayed to allow the opponent to fall just a bit lower to the ground so that the last p dive knocks them down.
  21. what happened with sankishin chat? it disappeared
  22. Je t'ai vu jouer une game on stream à Xrd, pis Brice aussi un peu plus tard qui réussit à battre 2rio, je vous ai reconnus juste de la façon que vous jouiez!
  23. Hey les gars, vous étiez à mikado dimanche soir, hein?
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