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About Honnou

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  • Birthday 04/30/1985


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    Sakaba Penguin
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    SF, Daly City/Bay Area, CA
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  1. Honnou

    [Xrd] I-No Gameplay Discussion

    I always did 23623664+S for hover dash instant air super to bait anti-hover pokes, didn't know about the other shortcut. Works great in the air too, 2362364+S
  2. Honnou

    [Xrd] I-No Gameplay Discussion

    I feel bad for being unable to get myself to hop on dustloop anymore, been sharing stuff on twitter but not here... Honestly been working more on Slayer lately but I'll be practicing I-no again soon. Gotta read where you guys are. Little things I've found: https://twitter.com/HonnouRod/status/557310083940376576 https://twitter.com/HonnouRod/status/557315343417225216
  3. Honnou

    [Xrd] I-No Gameplay Discussion

    5H has always had foot invul, just not on frame 1, generally good poke to beat people who have tendencies to do lows at range, like Chipp 2D
  4. Welp that clears that up, thats what happens when you dont add proper combo notations :V
  5. Honnou

    [Xrd] I-No Gameplay Discussion

    Source post: http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-%28Theoretical%29-Gameplay-Discussion&p=1582770&viewfull=1#post1582770 This could be amazing
  6. Honnou

    [Xrd] I-No Gameplay Discussion

    "I-No: -Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed" HNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNGH
  7. Honnou

    I-no vs Justice

    I have to replay/enter training mode to test some things here myself, but I'll list a few notes I have from playing my friend who mains Justice. 6321466 (dash momentum HCL) is really nice to master for this matchup, as HCL punishes Justice hard for doing the Napalm bomb but doesn't go full screen. Whatever you do, do not try to 6p Justice's j.HS, it just doesn't work. Pre-emptive j.p/AA Force Break/AA VCL/air IB then air throw or ground throw/backdash etc. is way better.
  8. Honnou

    I-No Media Thread (Accent Core Plus R)

    Uploaded some I-no content on my channel, I'll link it here... Lots of sub-optimal but different paths for combos off STBT, just fooling around with ideas as I haven't played AC+R as much as I've wanted. I was happy to use 9TNine's VCL air dash combo after an anti-air super, Lots of damage for little to no meter post-super http://www.youtube.com/user/HonnouRod Some are just slight variations of others
  9. No, thank you for putting a lot of work in, especially in my absence. Added a super combos section, feel free to expand on it. I put in a few basic ones and will add more as I go along.
  10. Honnou

    I-no vs Potemkin

    Reversal backdashes and reversal Gold burst are both specific 1-frame timing. Technically, special moves should be too, but due to Guilty Gear's buffering system, a special with reversal timing is more lenient, and somewhere around 2~3 frame timing. I don't know the exact math or why, but a special is always easier to reversal than BD/Burst
  11. Hate to bug ya and not sure if you read your notifications, but do you still have the old AC Anji 22min combo video with all the corner variation stuff?

  12. Honnou

    I-no san's Accent Core Plus R changes

    I wouldn't expect spoiled Axl or Sol players to understand that some moves DO only have certain frames of normals that count as "low-profile"
  13. Honnou

    I-No Combo Thread (Accent Core)

    In terms of Invul, it'd actually be 1) Pot 2) Slayer and 3) I-no. Overall I'd say the best backdash in the game is Zappa (same backdash frames as Potemkin (21f total, 20 invul) but divided in 2 (so Zappa is 11f total, 10 invul), so it's harder to air throw/bait punish), then Potemkin (lol technically the most invul but easiest to see and punish), then Slayer then I-no/Robo-Ky/May.
  14. Honnou

    I-No Media Thread (Accent Core Plus R)

    Edited first post with a header image courtesy of Kurushii. Hope you like. Anyhow, keep up the good video linking, and unrelated discussion to the appropriate threads. Cheers!