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Everything posted by choysauce
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Here's a few initial combos' I've found. Super basic and most likely not optimized of course lol Midscreen Combos 2K > cl.S > 5HS(1) > 214K 2K > cl.S > f.S > 214K 2K > cl.S > 623K > 236S (Oki) 2K > 5S > 5HS > 214K > RC > 66 > 2HS(2) > 623K4(lv1) > 5HS > j.S > j.H 5K > f.S > 214K 5P/2P > 2P > 623K 5P/2P > 5S > 214K cl.S > 5HS(1) > 623K4(lv1) > 5HS > j.S > j.HS f.S > 214K 2S > 2D > 236HS (Oki) 5D8 > HS > HS > S > HS CH 5P/6P > 623[K]4 (lv2) x3 > sj.S > sj.HS CH 2HS > 214[K](lv2) > 623[K]4 x2 > sj.S > sj.HS Corner Combos 2K > cl.S > 5HS(1) > 214K > RC > 66 > 2HS(2) > 623[K] > cl.S > j.S > j.H 5D6 > 6HS > 6HS > 6HS > clS > [4]HS > 1FB hit > ]4[ > 5HS(1) > [4] > 2FB hit > cl.S > 2D > 236HS (oki)
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Is it still asking for accounts? I think I changed the link to be public
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Hey ya'll. Wanted to see if we can all share notes that we got on I-no so we can see what might be missing or wrong about our own notes. I figure we can learn a lot from what we look into, and how we organize notes, etc. So these are my notes As brief as I can make, matchup details. I'm attempting to use these as my "glance before a match" notes to make sure I remember any crucial info I may have forgotten. All of them definitely need more work General I-no Info Axl Low Bedman Chipp Zanuff Elphelt Valentine Faust I-no Ky Kiske Leo Whitefang May Millia Rage Potemkin Ramlethal Valentine Sin Kiske Slayer Sol Badguy Venom Zato-1 (so sad)
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=Cross up FDC Ultimate Fortissimo 2369~632147 D~P+K > S 7f startup, but 0f after super flash. The opponent isn't blocking this if they haven't started blocking cross up already and leads to 200+ damage combos. Great to use on opponents wakeup if you can be right next to them on wakeup. Difficult to do with hoverdash > double jump due to turning around so quickly. Shoutouts to Mynus for showing this on his stream (Sometimes I'm getting S Dive instead of super even with similar inputs to when I do it correctly. Not sure why this is the case yet)
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I doubt that 2366K starter would work since it would probably activate K dive.
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Updated the OP with some new info, namely the instant j.K > Fortissimo input =Instant j.K > Ultimate Fortissimo 665K 236 <hitstop> 63214S Input 66 goto neutral then hit K and try to get the 236 input before you get the hitstop from connecting j.K. You'll start feeling when you know the rest of the motion will make the super come out with 63214S. If you are too low to the ground/input the super too slowly, it won't come out due to the startup.
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This is a doc I'm working on for the Sin MU. Def needs more work though http://www.evernote.com/l/Ae8L1_a4vmZIuYR6GY_w6govdZ6s3G_kKJA/
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Maybe we should have a info/rules tab for the start so people don't just start inputting into the AXL page. I was about to do the same thing lol and if we link directly to the doc, there is an explanation about it I like Daiandoh's suggestion, it'll help avoid having to ask like 5 people to find out only 1 can play when you are able to. where do you think we'd want to uniformly place the AVAILABILITY field in each section? But also I would add info to say, even though people list their availability, don't let it deter people from contacting someone to schedule some game time with them outside of their availability.
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I think for incentivizing content creation for the front page would be good, so DL can offer some sort of compensation for the writers. Would the mods be against putting up advertisements to generate some income for paying writers? Probably won't get prime ads, but SRK started somewhere similar and now they are able to compensate for work done. Also having an easy and obvious way for community members to submit possible stories/streams/events/etc to be featured on the front page Also I think if there's a way to embed a list of the top stories (especially events and streams) on the right hand side while browsing forums might be useful, that way the info is more prevalent for "mainly forum" type users And def talk about just "upping motivation and hard work" is not going to work. We need to strategize on accountability and organizing information while keeping it fun. Having at least one other character specialist that you talk to will help immensely with accountability. Work on sharing tech and figuring out matchups then share it with all of us on DL. If there are recurring topics in a character discussion thread, definitely need to consider making a new thread to extract that type of info. New players will have a daunting TLDR moment when they see 200 pages on a character discussion. Also helping out new players will let us grow and find those people who have way more time and energy than most of us do to help. Let's use some outside research and studies too about how to organize, we can innovate and make things run well here
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Doing some last minute tech work before the drive up to EVO. let me know if there's anything else we can add to this http://www.evernote.com/l/Ae8iQUSt7PVM-YbPIsfjAYNGml2QRdxkAbY/
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A few last minute notes before I head out to EVO. Let me know if there would be any better answers http://www.evernote.com/l/Ae_5_rtWzxJKz4uwX8AnMoQ7cnVVS8oHjAg/
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Wrote a few notes on the Chipp MU. let me know if there's any other info we should add http://www.evernote.com/l/Ae9YvAXSyLtJrIFDUJslWvdeITejLvJ4vno/
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Some notes I've been working for the Venom MU. Very cursory for now, but looking to find better answers sometime. Let me know if there's anything we can improve for this note http://www.evernote.com/l/Ae90PvgOr-VAB5mFdmyfPI-Oddu9EvukSyo/
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Been doing some labbing vs Leo. Let me know if there are better answers than the ones written in this note. http://www.evernote.com/l/Ae-4bg_Fm6lIILVDjcJNpZ18R5tcbFca91A/
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These are some notes I've typed for the Faust matchup so far. Let me know if there's anything better answers for his bs. http://www.evernote.com/l/Ae_mYwlqq9VAOY3qkTC4pFrJGCJEcVw5BH8/
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Been working on some stuff for the Millia Matchup. Let me know if there's any data here you think can be improved upon. pretty basic info so far http://www.evernote.com/l/Ae99jUDKHiVIUZhEQ-oJ-1ngQDLxPv4lpcU/
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I don't like opting for 2P trade with sparrow hawk stance since the damage difference is ridiculous and you don't get a knockdown on top of that. 2P will lose vs the mid strike more often also. 6P also beats both mid and low cleanly.
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Been working on some character matchup stuff and here's my notes so far for Axl. Let me know if there's any data we can add or better answers for his BS #hateaxl http://www.evernote.com/l/Ae9iwXxKftdI8KODXGw0DK-KTM7Pm-MLDgM/
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can't do fastfall VCL after j.D. You can try delaying the VCL slightly, that might help the opponent pop up higher It's a link from VCL to 5K, so you just need to learn the timing or whatever setup you're doing might not work on the character you're training on. or you might need to use 5P or 2P instead of 5K. But double tapping the buttons works well for me, so that might help.
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Yeah after FFVCL, most generally you can do sj. P, S, H > S Dive. works on most of the cast so far as a general ender. Gives way more corner carry and knockdown if they're not too close to the corner. Actually I went back and added that info in after you brought it up, so you didn't misread anything lol
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It may be just preference for the neutral jump vs forward jump. My hands don't like the inputs needed for forward jump to IAD K. opting for either the super jump or regular jump versions most likely will change what you can follow up with after the j.K > j>S > FFVCL (one may be better than the other if both work on a character, need to explore this more) for my TK HCL, It helps activate the super jump more often from what I've seen. Starting from 3 would seemingly be a good choice, but I don't get the super jump from when I go for that for some reason.
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Been doing some lab work vs Sol. here's the notes I have so far. Let me know if there's any other blockstrings or punishes that can be listed http://www.evernote.com/l/Ae-vtLmiN6BG_7Ypx8slCe1ctEzmmOiBJ0E/
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Wanted to help consolidate some of the data we might want to share with people about executing some of the tougher things I-no has for Xrd. (this def makes it easier than to dig in the character discussion forum). let us know if there are other ways to execute these items or if there are better ways that are easier/more consistent! =Hoverdash > IAD 66956 It'll take a bit of muscle memory to get the timing down, but what I usually do is input the first 66 for the hoverdash, slide up to the 9 slowly then let go for the 5 then input the 6 for the IAD. The slow slide to the 9 lets me ensure I don't do the input too fast and makes the input overall more relaxed. =Combo > 6P > 5H > j.IAD K I preferably use neutral 8 jump to airdashes. To me it feels easier since she gets into the minimum airdash height quicker. I tend to hold the up slightly during the 5H, then input 66K for the IAD K to come out If the 6P is hit far away note that the IAD j.K will most likely NOT connect. Good to opt for the Mynus YRC OS, raw IAD SM, or regular j.S/j.H combo instead =Combo > 6P > 5H> sj.IAD K Same here I preferably use neutral 8 jump. I input the 2~8 motion during the 5H then tap 66K for the IAD If the 6P is hit far away note that the IAD j.K will most likely NOT connect. Good to opt for the Mynus YRC OS, raw IAD SM, or regular j.S/j.H combo instead =Faultless Defense Cancel (easier without burst) j.D~(4+P+K) j.[P+K]~(D~4) I use the macro for P+K and set it to my "medium kick" button (ala street fighter) and plink the D~(P+K) without my burst There's the manual method of doing j.D~4P+K with using your ring/pinky for the D then thumb and index for P+K Thirdly there's the "no burst" method of holding FD (P+K or K+S or P+S) prior to the D~back input [hit j.D then back immediately]. In order to do this in a match you would hide the inputs in your attacks [e.g. hover dash j.S, but plink j.S~K and hold both as you go for the j.D~4 FDC cancel] Super tight timing for the 3rd method, but guarantees that burst won't activate =TK HCL 632147+K (feels almost like XX again) 632149+K This input is what I've been using to get the most consistent "extra low" HCL to tag characters that can dash under a normal grounded HCL. Starts from the 6 to help activate the super jump, doesn't work well starting from 3 for some reason for me. One way to know that you're doing the TK is if you see the super jump dust cloud coming out or set dummy to crouch and see it hit. Micro pause on the 7 helps to ensure that you're jumping before the HCL input can help mentally (but in essence you're hitting the K 1 or 2 frames after the 7, hitting on the same frame will result in a grounded HCL) Mynus mentions that he uses 632149+K to get the height for his TK HCL. Use whichever works more consistently for you. =TK SM (TK Command Grab) 7214+H 9632147+H TK SM is used as a way to anti air really slow aerial attacks and also for call outs on bursts and jumps. It's preferred over grounded SM because TK SM is 6f while grounded SM is 18f, and you get to choose the height you want. =TK Note 32147+P 663 214+P I start on the down-forward input (3) to make sure I have the full input of the note 214 included (I don't trust myself to be able to do a clean 2 to start). You'll know you're doing it right if the note acceleration speed is fast in the beginning and if you see the super jump cloud. Grounded notes have a slower start acceleration. 663 214+P is a variation used to get a good height to perform TK Note YRC > Air Dash =TK Ultimate Fortissimo 123632147+S Wakeup 12369 632147+S I tend to start at the 1 to make sure my 236 input is completely registered. then circle all the way to 7 and wait slightly to make sure the jump happens. On wake up I tend to over exaggerate the 2369 input and start at 1 to make sure I hit the 2 and 6 for the first 236 motion. (this is manageable since you're not moving during the input buffer) =IAD j.K YRC OS (Mynus YRC OS) 6P > 5H > IAD j.K > K+S+H > FFVCL or SM (214+H~S) Mynus has listed and shown a video with using IAD j.S but I think this is a more common scenario with the IAD combos and it's been working really well for me. When inputting the j.K > KSH I hit the KSH immediately after j.K. This will activate the S chain if you didn't whiff the j.K and YRC will activate if the opponent techs. It's super easy to react with the proper followup of 214S for FFVCL and 214H for SM You can plink the SM/FFVCL if you don't want to react to whether or not the YRC happened. Due to special cancel restrictions on SM, FFVCL will come out when opponent doesn't tech. Due to button priority, SM will come out when YRC does happen. Make sure to only use this when your meter is between 25-49 by the time you hit IAD j.K =Instant j.K > Ultimate Fortissimo 665K 236 <hitstop> 63214S Input 66 goto neutral then hit K and try to get the 236 input before you get the hitstop from connecting j.K. You'll start feeling when you know the rest of the motion will make the super come out with 63214S. If you are too low to the ground/input the super too slowly, it won't come out due to the startup. =Cross up FDC Ultimate Fortissimo 2369~632147 D~P+K > S 7f startup, but 0f after super flash. The opponent isn't blocking this if they haven't started blocking cross up already and leads to 200+ damage combos. Great to use on opponents wakeup if you can be right next to them on wakeup. Difficult to do with hoverdash > double jump due to turning around so quickly. Shoutouts to Mynus for showing this on his stream (Sometimes I'm getting S Dive instead of super even with similar inputs to when I do it correctly. Not sure why this is the case yet) =Proximity Guard Super OS 632146~321+H+(another button except dust) Great during wakeup (beats most meaties) and blocking strings that have some gaps (you won't get blown up if opponent decides to stop their frame traps). I double tap the FD button input to save meter. If you map S+H like I do, make sure you're holding down back otherwise blitz will come out.
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Been doing some lab work to see what options we have and make some canned responses for Ram's tools. Let me know if there's anything we can add to this or if something needs to be corrected http://www.evernote.com/l/Ae9KC_RdJpdP0Kx1gvGa-bEwnneYplpyao8/
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Made a note for quirky matchup specific things. Trying to train up for EVO with this, and also share. Let me know if there's any info you think that should be added or modified. Blockstrings are probably not 100% correct for what Ky players usually do, but hoping to get the jist of what options we have to punish. http://www.evernote.com/l/Ae86gT5NSAZKo4elZla0yvZ_dS7z693F4Cw/