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Clousephinat

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Everything posted by Clousephinat

  1. Wow, it's the first time in a long time that I'm actually hyped with I-No's buffs, are we getting diagonal Chemical Love now when used with 663?
  2. Seems to be actually better than the old 6HS, unless it doesn't leave Ky that much in positive is actually faster so it should be more easy to use it as a meaty and the opponent will have to react more quickly if it wants to BS it without having to guess, the trick of FD the first hit and IB the second hit should be a little more difficult as well with that animation.
  3. Clousephinat

    [Xrd] I-No Gameplay Discussion

    I-No has double air dash in +R, and yeah the FB Dive allows you to reset any jump or air dash you did before, like with her command throw in Xrd.
  4. Well, if this is really true and Baiken is again like it was in the previous games, I wonder how many people will drop playing with I-No again because of her, unless they make her hurtbox bigger like they did with Faust.
  5. Did they say anything of future balance changes other than Dizzy?
  6. Does someone know where can you watch the first matches between Daru and Ogawa? I was only able to find this.
  7. Well, for me at the very least the netcode was already better than Sign since first day, I haven't had a single bug so far playing Revelator unlike Sign.
  8. What was all that about improved usability in the end? More input buffer?
  9. http://www.ggxrd.com/rev/gginfo_july.pdf
  10. Forget about Sign, you can laugh to those EU plebeians that have to pay to play Kum instead.
  11. You've to beat the Episode Mode of the character you want the color in order to have it, at the very least that's how I gained the PS+ color with I-No.
  12. You've to beat the Episode Mode of the character you want the color in order to have it, at the very least that's how I gained the PS+ color with I-No.
  13. Clousephinat

    [Xrd] I-No Gameplay Discussion

    Has anyone figured out how to make a good use of the P Dive when it doesn't bounce? I've found many cases when it happens, but even then I was not able to come out with a combo that was really worth the effort though, here's an easy example where I found it happens against Leo.
  14. Clousephinat

    [Xrd] I-No Gameplay Discussion

    I think he means the command throw, the move recovers faster the more close you're in the ground, so if you do for example hover dash and immediately the command throw I-No will have to wait longer to fall in the ground, but if after the hover dash you wait to be close to the ground you'll fall more quickly, or even like Ultimate Fortissimo if it's close enough to the ground the command throw will not really happen. EDIT: There you have it.
  15. Clousephinat

    [Xrd] I-No Gameplay Discussion

    Actually it should be way more easy, I haven't played -R- yet but Johnny has a really huge hurtbox, even more than Justice in the previous games from what I've seen. Watch the FT10 Koichi vs Karinchu, he does many specific combos against Johnny.
  16. Clousephinat

    [Xrd] I-No Gameplay Discussion

    Is someone able to do j.HS immediately after j.D FDC like 2rio does? Even with the superjump I'm unable to do it so close to the ground, and I think this is quite important in order to improve your shitty neutral in the game.
  17. Clousephinat

    [Xrd] I-No Gameplay Discussion

    Here's my personal suggestions, without knowing exactly how those players play against you though. - Venom: First of all you'll want to learn well the range that HCL has, bearing in mind it's not the same as in previous games, it doesn't hit from behind anymore and it also doesn't hit forward that much, so Venom players are more safe to start setting balls in the screen here, and someone that knows the matchup will know when they are safe to get CH of HCL, so what's the best to do in that situation to stop them setting balls? Your best bet most of the time is to start shooting notes, because if you approach carelessly Venom can easily punish you with 6P or 6HS (this last one also hits low profile so don't even think about spamming STBT in this matchup unless they don't know what they are doing), and I-No's hover dash means that if you let Venom do as he pleases, is even more easy for him to punish you with those balls, so yeah, you'll want to have good space control with the note especially in this matchup, and because the note hits more than just one time depending of the distance, it also means that it can stop 2 or more balls at the same time, and if by then Venom had to block even if it was only 1 hit remaining of the note, is when you'll want to start to get near him and get a knockdown. Also, 2S can be a really lifesaver in this matchup if they try to abuse of 6P AND 6HS, though unfortunately you also have to keep in mind that 2S>HCL doesn't work at max range unless you get a CH of 2S, if you know this is going to happen you'll probably want to at least try to do something shooting a note and see what happens. Finally, don't try to use 6P as a AA against him because is not going to work, his j.HS has enough range to even hit I-No in low profile if he's close enough, for that you'll want to try and get something of j.P instead, in CH and not in range to follow with j.S, you'll want to do HCL>DCL and get the knockdown. - Ky: This matchup is mostly about reads really, if you know there's a high chance they are going to do f.S in X situation, you'll want to STBT HS and get the knockdown, if you play against a Ky player that does j.HS most of the time, stop them with j.P, if you play against a Ky player that always does Stun Dipper during your blockstring, use STBT as a frame trap, or even 2HS if after they fear to do f.S and start doing Stun Dipper in neutral instead, you get a CH and a combo to follow with knockdown. In war of projectiles I-No has the advantage most of the time, because even with seals you know the place they are going to hit you, while you on the other hand can move the note to avoid a clash and hit Ky afterwards, you can move the note in the ground if they are abusing of Stun Dipper to avoid the note, or move the note in the air if they try to get away. So yeah, best way to win this matchup comes mostly in learning about your opponent habits, those are examples to punish Ky, but of course he also has his own ways to punish you instead if you've bad habits like STBT after 5HS, then he can get a free knockdown with Stun Dipper if you're predictable. Be more smart than your opponent and you'll win this 5-5 matchup. - Axl: This is I-No's worst matchup, the only way for I-No to be good in neutral by shooting notes can be easily interrupted with his 5P, and even by then having hurtbox in his chains means that the note will explode most of the time in many places except in his goddamn face, and 5P can also punish HCL before the projectile comes out. Furthermore again, I-No's hover dash means for Axl in this matchup to hit you from far way most of the time, without any chance for you to even get near him, nor punish him from far way. You'll think to try and get a knockdown with STBT HS, but if you're predictable he can punish you with 2D, so what you can do? This is not something to abuse because is unsafe most of the time, but if you do Dive HS TK and if you're lucky and you're in the correct distance, you'll even be able to get a knockdown of it without spending meter and then do the rest. Other than that... Yeah, the only way for you to get in is if the Axl player makes a mistake, if not you're screwed the entire round, and you'll pray to have 25% meter so you can try at the very least to do Note YRC and get something.
  18. I'm pretty sure that 1.1 has at the very least 2f or more than 1.0, just 1f more is almost nothing, and the game would be pretty much the same as before if so, which is not the case because clearly in 1.1 is even way more easy to do SJ IAD combos than 1.0 and other stuff. I think it was mentioned somewhere that the input bufer of 1.1 is 3f more than 1.0, but I could be wrong. And yeah, the input buffer also applies for normals.
  19. No, they said there would be 6 new characters in -R-, which 5 of them we already know that are Jam, Johnny, Jack O', Dizzy and Kum. Then the other character which is yet to be announced is probably Raven because you can see he has a chibi model in the new netcode of -R- (though I don't know if maybe they will let you choose other non-playable characters), so those three slots are for Dizzy, Kum and the other character that's likely to be Raven. The "?" is probably just to select a random character.
  20. Clousephinat

    [Xrd] I-No Gameplay Discussion

    I can't, every time I tried in training I just get it one time about twenty, for me at the very least is definitely even more hard than her previous 6FRC6, you've to be really, really, really quick in doing j.D 6FDC6 or you'll not get the low airdash in time even if your inputs are correct. It's a pity I didn't know this before the patch came out because maybe it would have been a little more easy to do in 1.0 without the extra input buffer.
  21. Rather than just to practice, the real problem is that 1 month is not enough time to learn the matchups against the new characters well enough, and for people that wanted to switch characters to those that are introduced in -R- and they have to start from the very beginning, even if it's an old character like Johnny, clearly is not enough time to participate in a tournament such as EVO against japanese people that play this game every single day in their life in arcades without having to rely on playing online.
  22. Umm... I thought we already knew her design since the Arcade Opening of -R- came out? (Well, just her face showed in not even one second, but yeah)
  23. BS also has invulnerability to overdrives after the rejected now? How was Potemkin able to avoid that Ultimate Fortissimo otherwise?
  24. It happens sometimes when the two characters do a move close enough to each other and one of them is going to defeat the other with it.
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