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OneSanitarium

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Everything posted by OneSanitarium

  1. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Started working on the video thread again. Definitely not everything, but a little bit is better than nothing!
  2. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Faust is just really short.
  3. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Holidays are ending and family is finally leaving, so I should have time to update everything I can soon! Videos, combo thread, probably make that look less like garbage since I'm bad. Maybe work on some more corner carry combos.
  4. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Beating it is just a matter of delaying the air tech. Recovery on a whiffed SM is pretty intense.
  5. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Pretty sure you can't combo into it.
  6. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    You have to jump cancel the normal, you can't do it within a chain since the j.D has to be done at a neutral state.
  7. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Faust crouching dodges Potemkin's 5D, if that makes you feel any better. I also had an Axl run under HCL and 6P me into damage. 6H's hit trajectory can make it so HCL hits a bit meaty. c.S>6P>6H>Meaty HCL>HCL~Follow Up is like 206 damage on Millia. I don't think this has a worth while use. Some characters you delay HCL on, some you don't.
  8. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Questions are good and you can never ask too many!
  9. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    On Sol Ground Throw RC > Double hover hop cross under > c.S > 5H > j.H > S Dive > c.S > sj.S > sj.H > P Dive > 66 > j.H > P Dive 138 Damage, 4 note oki. I'm bad at combo exploration. Definitely think the key to cross under VCL is an extremely small delay so I-no falls low enough for it to happen. And perhaps a certain moment in the enemies fall arc too. Pretty much. If they have a burst in stock, you can just input burst safe inputs and get a combo. If they burst, you get a YRC into whatever. Soul steal, jump block~land c.S punish, what have you.
  10. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Ground Throw RC > 2 instant hoverdashes can cross up. You have to do both of them ASAP, which helps with the dash buffer RC's give, and let them recover instantly. You can get c.S>5H on Sol, I-no, and Potemkin at least. Haven't tried it on anyone else yet, but you can't get IAD j.K j.S off of it on anyone that isn't Potemkin. They're just too high up. I got a pretty stupid combo on Potemkin that left hit knocked down from P dive that went full screen and had reverse hitting 5H and some weird stuff. Still working this out, if anything can come from it.
  11. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    No reason outside of throwing them out of the corner and wanting them back in. And even then it seems really hard to do, spent three hours just trying to get it off fully. If I could find a way to make it practical it'd be totally cool, but until then it's just combo video material. If you throw them out, she pretty much goes most of the screen anyway with an easier combo. And if you were gonna do combo video you'd do some weird shit like cross under UF into bullshit!
  12. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    About the Burst OS thing, right? All right, short right up on button priority. Input priority in Guilty Gear is D > P > K >S > H. If you had no burst and no meter, and couldn't IK activate, hitting all 5 buttons would just give you a 5D because it's the highest on the input chain. This is the cause of throw OS's as well, since throws have priority beyond that. The reason why this is important for the Burst OS, is so you know what buttons to input for a string to continue. I'll use 2K>6P>5H as the example. Starting at 25-49% tension, assuming the 2K doesn't send you to 50%, once 2K connects you can't get a normal RC because you don't have then tension, and you can't get a YRC because they're in a form of stun. Once they burst, they are technically at neutral, or at least the RC system says it is, so if you input moves beyond 2K that also read as a YRC input. From 2K, what are your gatling options? 6P/5S/2S/2H/2D. You want 6P though, most likely. What's good about it is P being really high on the priority list. 2K>6P+any two buttons really will give you a YRC at the burst. 6PKH will give you 6P. 6PSH will give you 6P. 6P to 5H is where priority becomes much more important. 6P gatlings to both c.S and 5H. Can't do xSH for the input, because you'll get c.S from it. 6P doesn't gatling to any K normal or any P normal, so pressing 5PKH will give you the 5H you want. PKH also works as the input to get 6P in the same situation, so may as well use that for both to you don't need to change your hand! 2K > 6PKH > 5PKH > Chemical Love! It even works for the CL input as well, though 214KS would give you the HCL anyway, no need to change buttons! Also works for something like 2K>2S>2H>2D or what have you. 2K > 2KSH > 2KSH > 2KSHD. edit: Sorry, I wrote a lot. Probably a bit of superfluous information too.
  13. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Here is a very low quality proof of concept for it. Dropped the combo because I'm a scrub. https://www.youtube.com/watch?v=pkcosw2aGdQ
  14. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Whoops, Throw RC. Throw RC>Hover dash>airdash crosses under so you switch sides>VCL>combo. I got it to work on I-no, but I mucked up the combo since I didn't expect to hit it. Definitely works.
  15. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    I'm still upset I can't find a consistent way to do Ground throw > Hoverdash~Cross under airdash VCL. I think the secret is falling slightly after the hoverdash before doing the airdash, but obviously staying at minimum airdash height. If you get it to work, you should be able to straight into a high damage corner combo. I got a recording of I-no doing Hoverdash ~ Crossunder air dash and it works on everyone with the same timing. Don't have Leo, but I assume he's not different. In theory, the combo would be [Ground throw > Hoverdash~Cross under airdash VCL > 5H > IAD j.K > j.S > VCL > VCL > c.S > sj.S >Dive loops] or something to that extent.
  16. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    5 Hit H Dive is weird. You can combo after it midscreen though. Of course, I don't know who would let you get a max charge TK H Dive though.
  17. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    CH 6P > H STBT momentum RC > 5H > IAD j.K > j.S > VCL > land > sj.S > sj.H > S Dive is 122 on Faust, but it goes almost full screen. Fuck f.S If they can't mash out, which they probably can, maybe 2K? You can connect a 6P on lv1 stagger, but you only need to drum your fingers across KSH twice to get past lv2 stagger. Oh normal hit, you can really only use it as a way to get the slight advantage and try to dash in and/or start pressure
  18. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    You can duck under the 2nd hit and do a low jump>dive (not TK) to hit the edge of the low chain. If it misses and he continues doing them after that, you're in range for HCL. I-no's 6P can beat Faust f.S. Max range CH 6P RC into a combo too. Max range as in f.S would whiff but 6P still hits it. Stupid combo: Mid range CH 6P>Note RC>HD j.S>dj.S>note hits>stupid ALSO YOOOO. CH 6P>H STBT RC (early on for momentum boost.) into holy shit distance. I hope something amazing comes from this. The hoverdash goes from 2P start position to 1P corner. edit: Start positions, Faust backdash + slight walk back so f.S is just outside of being able to hit. CH 6P > H STBT RC > 5H > IAD j.K > j.S > VCL > land > j.S > dj.P > dj.S > dj.H > VCL~Follow Up is 135 If you get it close enough you can wall dive loop some.\_sj.S > sj.H > P Dive > 66 > j.H > P Dive> land > Note 138. Not too much damage, but hey, fuck Faust!
  19. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    There are instances of HCL not hitting in other games when being too close as well. It's just her idle hurtbox moving and being weird.
  20. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Because ArcSys thought it was cute to have a color that is only selectable in a mirror match retain that requirements for a console release. We still can't even select it after the DLC, so it remains "Same character, same color, second to chose gets it".
  21. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    I-no is fantastic in this version. She does good damage, her mixup is still strong, and she has one of the best YRC's in the game with VCL YRC. Doing it right and they HAVE to block you.
  22. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    So none of you old time I-no players knew of that? I thought people just didn't use it because it was a more complicated input that just j.D~FDC.
  23. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    j.D>UF should work. j.S (blocked) j.D>UF> j.S>dj.S>dj.S>HCL~Follow Up did 210 on Sol for me.
  24. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    Literally no use to do this, but if you do an S Dive for a Homing Dash combo in the corner and cross up, they keep the hitstun/gravity sort of effect they would have in the corner. i.e. 5D>6>S Dive, but you need to dash a bit to I-no gets higher up. The only stuff it allows is just slightly weird, low damage things. 5P knocks down if it hits before the original gravity starts back up, and you can do like 5P>2H and it's just silly. Pointless, but woo.
  25. OneSanitarium

    [Xrd] I-No Gameplay Discussion

    That's the thing with super jumps. I-no has j.236 motions, so if you do a sloppy input you'll just get those You need to either not hit 2 when doing that motion, or just do 2~9 for the super jump. Have to get it clean and you need to practice!
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