Jump to content

Dude Butts

Members
  • Content count

    115
  • Joined

  • Last visited

About Dude Butts

  • Rank
    fat gay jerk

Other Info

  • Location
    Hawaii
  • PSN
    drnismomd
  1. Dude Butts

    [Xrd] I-No Gameplay Discussion

    tell me about it! for some reason, if I wait a few frames after a djc off j.s, I can get it 95% of the time no problem, but trying to do it min. height I almost never get it.
  2. Dude Butts

    [Xrd] I-No Gameplay Discussion

    I mean, I just have to lift one... the point is, you can work habits into your gameplay where you can hide K+S being held, like at the end of a combo or during a backdash. Sort of reminds me of Urien and charge partitioning, constantly hiding quarter and half charges and keeping an economy in the back of your mind. It makes for a fun metagame.
  3. Dude Butts

    [Xrd] I-No Gameplay Discussion

    personally, I just hold K+S starting at the beginning of the match and lift them accordingly when I go to use those particular buttons. This way I can just hit D+back any time I want to fdc. Using this method you willl never, ever, ever get a burst.
  4. does anyone still have the archive of the nulldc setup? That was the best version.
  5. Dude Butts

    [Xrd] I-No Gameplay Discussion

    I have always used 956 and never had problems. I can say for sure that in old GG, it wouldn't buffer the second 6 into airdash, it would absolutely have to be on a frame when you were airborn. For some jump-cancellable normals with longer hitstop or active frames + prejump frames, i had some success slowing the motion and delaying the second 6 a bit. Your two options are basically hit 956 fast from later in the hitstop, or slow the motion and start it earlier. not i-no related but I had major trouble getting chipp's instant air alpha blade consistent off of 5H (accent core) and had some success with similar methods, basically between doing 2369 quickly later in hitstop or holding 2 starting a few frames earlier first. overall i-no's 5h iad combos seem a lot easier in xrd, not sure if it's because it's buffering the airdash or if the untech time is just a bit longer for 5h or if the link is more lenient or what
  6. Dude Butts

    [Xrd] I-No Gameplay Discussion

    i have a sneaking suspicion XRD buffers IADs from jump cancels. I went into +r the other day and tried a few and it was as hard as I remembered. Either the 6p 5h IAD combos are more lenient or the game is doing some work for me.
  7. Dude Butts

    [Xrd] I-No Gameplay Discussion

    that HAS to be some weirdness with sol's throwable hurtbox during j.h or something, this would make i-no straight up broken
  8. Dude Butts

    [Xrd] I-No Gameplay Discussion

    same!
  9. Dude Butts

    [Xrd] I-No Gameplay Discussion

    unrelated but I just fired up ac+r to keep my chops up and good god, if I was ever unsure about input lag in xrd, I'm more than certain now.
  10. Dude Butts

    [Xrd] I-No Gameplay Discussion

    I don't understand how I can keep being misunderstood. You seem to want to make this personal or something. I don't have a problem with her AA game, in fact I think it's pretty balanced considering her other tools. This isn't all about 6p, it's about recognizing that she is generally less competent on defense than other characters. Again, I don't have a problem with this, it's not a complaint with the game, it's not even a complaint about the character. We all agree that her ground to air tools are situational. Again, this isn't a problem with the game, in fact it's something I really love about the guilty gear series: the ability to create characters with such dynamic and finely tuned strengths and weaknesses. This is exactly the basis of my statement. Her G2A tools are more situational with a higher risk of losing or trading when compared other characters' similar tools. Examples that immediately come to mind are: sol 5k, 2h -> loses less often, converts just as well or better than i-no 5p or 6h, much nicer to whiff than 6h. not even mentioning svv. slayer 5p, 2s -> same millia 2h -> same chipp 2h -> can't convert as well, but will clash where i-no 5p or 6p will trade or lose clean. Comes out much faster than 6h, more viable to react with. ky 2h -> same as chipp, arguably somewhat better to whiff than i-no 6h axl 6k, 2s -> 6k is pretty bad to whiff, but the chances of being punished for it are relatively low. 2s is good. everyone but elph and may 6p -> has a higher vertical hitbox, meaning you can do it while the airborn character is higher off the ground and there is subsequently less chance of them being able to safejump and block your 6p, or airdash and punish you for trying it.
  11. Dude Butts

    [Xrd] I-No Gameplay Discussion

    There's no doubt how capable of a player you are, I've learned a lot by watching you and other of the world's best I-no's. By "who you've played" I meant characters you've spent time with. I've also been playing I-no (along with 90% of the cast) since #r, and I've learned through personal experience and through watching you and other i-no players just how inconsistent her ground-to-air options can be, and what it means if you choose wrong. I guess we disagree, but I don't think the advice I gave is particularly bad to a new player (to focus on i-no's a2a spacing instead of g2a punishing). I don't see how you can deny though that compared to the rest of the cast, her g2a options are a crap shoot, especially in xrd. Almost every other character has a normal that will beat (at best) or clash (at worst) a2g offenses that will either trade or beat clean i-no's best ground normals for a given situation.
  12. Dude Butts

    [Xrd] I-No Gameplay Discussion

    I guess you and I probably wouldn't agree on what it means to be belligerent. The problem with i-no's 6p as an anti-air is and has always been a long startup, few active frames, a very low hitbox juxtaposed relatively close to her vulnerable hurtbox, and a long recovery. These elements individually may not be much more severe than some other characters' 6p, but combined make it relatively one of the worst anti-airs in the game. It's very ineffective at stopping IAD pressure or even dry, predictable air normals from many characters. Often it will whiff right under air-dashed normals, leaving her unable to gatling to safer normals and unable to block for a whopping 21 frames. She loses upper body invul before the 3 active frames are done, so even on reaction to an air normal she might be able to beat, it has to be done with 2 frame accuracy. Miss the 2 frame window and you either get whiff punished, beaten completely clean, or giving the opponent an unintentional safe jump. 6p is a staple of i-no's pressure, combo, and poking game, but a solid or consistent anti-air it is certainly not. No disrespect to Mynus, who is a capable and technically impressive player, but let's not fall for appeals to authority either.
  13. Dude Butts

    [Xrd] I-No Gameplay Discussion

    I would hope if we're going to use relative terms like "good" and "bad", that we're going to use them in comparison to other characters in the game. That is the context of these relative terms, after all. I don't doubt you have successfully and consistently anti-aired plenty of players playing many different characters, but if you really think i-no's anti-air game is good compared to the rest of the cast, I have to wonder who else you've played.
  14. Dude Butts

    [Xrd] I-No Gameplay Discussion

    This is a big buff. Note oki is pretty much guaranteed after 2d now. If only we could get a slightly wider hitbox on 2d so we could actually combo into it on more standing chars. It's pretty bad. Don't ever try it against slayer or pot off the top of my head. The simple answer to your question is just to avoid ground-to-air situations with i-no. use j.p and j.h to create space and try to get a note out to start your pressure.
  15. Dude Butts

    [Xrd] I-No Gameplay Discussion

    agree to disagree I suppose
×