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Tomo009

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Everything posted by Tomo009

  1. Tomo009

    [Xrd] I-No Gameplay Discussion

    They are already in there haha, been slapping in numbers as I go
  2. Tomo009

    [Xrd] I-No Gameplay Discussion

    I can put up the midscreen dive combos if people think they are optimal enough to be worth putting up. I've got damage numbers for most characters now and still working on it.
  3. Tomo009

    [Xrd] I-No Gameplay Discussion

    Well I'm working on dive knockdowns midscreen after the SJ IAD starter, so I could get numbers for that, although I don't know if my combos are optimal. They are also very character specific, in that there are many variations and I still don't have any working for many characters.
  4. Tomo009

    [Xrd] I-No Gameplay Discussion

    Would you guys like any help with the wiki? If you have any combos you want damage numbers for or whatever I could probably be of some use, I spend so much time in training mode as is. There's so much good stuff on there already I wouldn't mind helping with getting some damage for different combos and stuff.
  5. Tomo009

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    Would be pretty elegant, I think. If you want a tight setup you would need 50% tension for a combo, if you leave a gap, you could probably get a YRC, but the setup wouldn't be perfect.
  6. Tomo009

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    The way her toolkit works, they must have known the move would be used for exactly this. I doubt it will be completely removed, but maybe nerfed somewhat, perhaps a harsh proration hit and/or reduced untech so comboing without meter becomes more specific/impossible.
  7. Tomo009

    [Xrd] I-No Gameplay Discussion

    I also struggle to land much on Ram midscreen after an IAD starter. I can really only land j.S xx HCL ~ VCL, even j.P j.S double jump j.S seems to whiff at the first j.S. Although for the moment I'm basically just doing starter > super jump > j.S j.HS xx 236S against everyone that isn't Millia for the knockdown.
  8. Tomo009

    [Xrd] I-No Gameplay Discussion

    I'm honestly just considering doing j.H xx note midscreen against some characters. I'm finding it really hard to get a safe VCL YRC from the normal sj.IAD j.K j.S xx VCL > j.P j.S dj.S xx HCL ~ VCL combo and I swear if I run into one more Volcanic Viper I am going to rip my eyes out. Sol in general is just really, really frustrating for me, I'm not sure if it is a bad matchup but it is a matchup I have never enjoyed. Pretty much the only one in the series I can't stand, for as annoying as Faust can be, I enjoy playing against him.
  9. Tomo009

    [Xrd] Elphelt Gameplay Discussion "The True Best Girl"

    Edit: I'm an idiot, I was just training on May, so the reason is now blindingly obvious to me not that I'm practicing against a Sol dummy. So Elphelt is far from my main, but is there a reason I SHOULDN'T be just doing one hit into 2D confirms? The full air combo into oki setup seems so powerful. So what is the reason to actually hitconfirm with close S far S which seems to get very poor payout unless they crouch when I could just confirm with sweep and get a full combo guaranteed on hit or jump cancel on block?
  10. Tomo009

    [Xrd] I-No Gameplay Discussion

    Divekicks have pretty much been my answer, not that he doesn't have plenty of anti airs but whiff punishing has been my main in. Killing him once I'm in is my goal, but it seems all he has to do is FD one hit of one mixup and I'm too far out of range to confirm into any damage. So I've just been going for pressure resets with hoverdash/STBT but I'm finding I have to "get in" on Faust a good 2/3 times per round unless I manage to corner him in one hitconfirm. As for that Sparrohawk mission, I literally just crouch blocked, ducked under the 2nd last one then hoverdash > airdash j.S gets it done.
  11. Tomo009

    [Xrd] I-No Gameplay Discussion

    Who is likely to keep our matchup threads updated? I really want some advice on the Faust matchup so I'm anxious waiting for the threads to go up haha. His hurtbox is just going under absolutely everything though.... HCL? I've stopped trying, it wont work, he is either low profiling it or using far S which is basically a special cancellable HCL anyway, but much faster. I seem to get nothing for any hit that isn't point blanc unless I can sweep, but his hurtbox even seems to make it whiff from closer ranges than other characters. 66j.K even whiffs straight over crouching Faust which has got me punished on oki setups multiple times. I'm just lost in this matchup and looking for some advice, I had nowhere near as much trouble with pre-Xrd I-No in this matchup.
  12. Tomo009

    [Xrd] I-No Gameplay Discussion

    Can you do anything at all off a 5H counterhit? I see you can hoverdash > anything on a 2H counterhit so is there any reason to ever counter fish with 5HS over 2HS?
  13. Tomo009

    [Xrd] I-No Gameplay Discussion

    The main way I have been using it is after blockstrings. At first I was having trouble in Xrd because I-No's ground pressure seemed very nerfed to me, STBT never seemed like a good option and frame trapping with HCL was super risky because so many things avoid it now. My main thing to do after a block string was just cancel into note, or nothing. The problem with that was my opponents would keep IADing in on me, punishing/trading with note and pressuring me on block, so I started to incorporate SM after blockstrings on opponents I knew liked to jump at me and it has been working out quite well. I feel like I can use it rarely enough that I don't get punished for it much but often enough that I can make my opponents respect my pressure more so I can hoverdash cancel, get them to block notes more etc and get pressure more akin to what I am used to from XXAC. As for those IAD combos, my way to do them has been to buffer the superjump during 5HS then buffer 6[6] during that and time the j.K Edit: And I do hoverdash > air dash as just 6666
  14. Tomo009

    [Xrd] I-No Gameplay Discussion

    I'm not the greatest I-No ever by any stretch, but to me those combos all look REALLY character specific. There are combos TheRealBobMan has posted in the combo thread that are much more universal, though no matter what you will probably need at least 2 corner combos or you are going to be doing something very suboptimal. That VCL YRC combo on Slayer gave me an idea to try something though. I'm not sure what uses H dive has in this game, it is worse? than in AC where its only real use was character specific combos, so probably not really gonna be used much if ever. Sterilization Method is great, if people keep up-backing or jumping forward out of your ground blockstrings when you go for note or stroke the big tree, SM is the answer. It leads into good corner carry too and high damage in the corner. You can also reset into it, which is a powerful option in the corner specifically as you can cover multiple tech options.
  15. Tomo009

    [Xrd] I-No Gameplay Discussion

    Is hoverdashing over to them and doing VCL YRC DP safe at all? I'm finding notes significantly less useful in Xrd than I have in the past for some reason so I'm really wanting some way to keep Sol and Ky sitting down....
  16. Tomo009

    [Xrd] I-No Gameplay Discussion

    So with all these new different states and stuff, what knockdowns should I be going for? Right now I am just doing HCL > follow up, but it doesn't seem like a very desirable knockdown, should I be ending in K dives or something else? Not really sure what is optimal in Xrd, but I am finding myself pretty much always doing 6P 5HS > IAD jK meterless combos now and using my meter for YRC and FD.
  17. Tomo009

    [CP/EX] Kagura Mutsuki - FAQ/Q&A thread

    Not certain if this is the correct thread, but I am having significant trouble with Kagura corner combos. What I'm basically trying to do is: 5B B > 3C > 6D~C > 2D~C > [4]6B, 2C > 5C > [4]6A, 5C into ender There are a few parts that I have trouble with, but it all ends up making that last 5C incredibly difficult and inconsistent for me. Is this just a combo timer problem or is there a way to perform the combo to make it easier? The other 2 sections I sometimes drop are 6D~C > 2D~C and for some reason 2C > 5C which I don't really understand, but could this indicate I am causing a problem for myself later in the combo?
  18. I'm struggling with these w[1D > D] > h[2C] and similar pickups. Is there a certain timing or spacing I should be aiming for to get to the ground quick enough for these?
  19. Tomo009

    Soul Calibur 5

    I really like Algol, he was the first zoner I saw in a 3D fighting game that actually worked, but maybe too well. With proper attention I'm sure they'll give, he can still be effective without being spammy. Don't like his appearance this time though, why go the Greek statue route like Capcom loves to do haha. Both of the characters I'm most interested in seem to have very strange primary costumes this time, though Algol's trumps Cervantes'. At least Aeon looks undeniably awesome.
  20. Now I'm excited. I liked the look of Yukiko's gameplay but I don't like the character, hopefully Naoto will be an interesting zoning focused character as well. Teddie is also just awesome.
  21. Tomo009

    Street Fighter X Tekken

    About the linking thing, I'm pretty sure I remember LMHH, MH>special working, I think it's only LMH>special that needs to be linked. Throw range is abysmal, you need to be like right on top of them. Except for command throws, Zangief has his SF4 range.
  22. Tomo009

    Soul Calibur 5

    This game is looking better and better. Viola looks like an interesting character, Nightmare looks like Nightmare and Ezio is probably the coolest gust fighting game character of any series yet, so fitting. The only thing I can see bringing this game down now, after I've played it and seen the improvements since, is the absence of Cervantes, but I doubt that will happen.
  23. Tomo009

    Soul Calibur 5

    Oh god not Kilik. I just want Cervantes already, he's the one I mainly care about. Hope he isn't terrible...
  24. Tomo009

    Ultimate MvC3

    Is Phoenix Wright's animation supposed to be that terrible? It his style or just unfinished/lazy animation? Just kind of jarring to look at without knowing anything about the character
  25. Tomo009

    Street Fighter X Tekken

    I don't think that's correct, in the BAM build you could do the launcher either with LMHH or with HP+HK whenever you want it.
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