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PacStrife

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    Flame of Corruption

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    Pacstrife

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  1. PacStrife

    [Xrd] I-No Gameplay Discussion

    So the answer to your question is going to be kinda general without more information on exactly WHAT is hitting you/putting you in tough positions. So feel free to elaborate more on the match up or situation if you would like to. I would say that generally you want to A) get a note on the screen B) approach/distance yourself from the opponent or C) counter your opponents approach or movement. As you've already said, blindly throwing out HCL at midscreen is pretty low reward - high risk, so you need to find out when it is garunteed (wiff punishing, countering an airdash, ect) and what it can plausibly hit (out or range normals, backdashes, going through projectiles, ect). Once you figure out when and where it's good you can improve your usage while finding the gaps where it's not a great idea and form a game plan around covering those gaps. In some match ups you may even find that the move just isn't suited well and avoid it all together, with YRC anyways. One example of possible game plans affecting you mid range play: against venom if he's setting balls then you get a free HCL, then your strategy needs to revolve around being close enough to punish the unsafe summons. If instead he is trying to punish your HCL with 6p strings then STBT becomes an option or counter poking with 2d or 2s. If he's running away completely then you now get to throw notes to your hearts content and gain a safe approach if he blocks one. You also have universally good options such as spaced hover dash j.hs, HCL YRC, note YRC, and spaced 2s for testing how your opponent is going to stop YOUR game plan. anyways I guess what I'm getting at is what you can and should be doing at neutral is largely impacted by your match up gameplan and what your opponent is doing. Try to figure out specifically what's hitting you or stopping your game plan to win, then figure out how to beat that "thing" or at least how to get a new response from the opponent. sorry if this was too general or not what you asked, but I wanted to say something other than "knock them down, then do the things" :-D
  2. PacStrife

    [Xrd] I-No Gameplay Discussion

    It depends on who you ask, I would put the match up close to even 5.5-4.5 slightly in Sols favor.
  3. PacStrife

    [Xrd] I-No Gameplay Discussion

    You can safe jump sol with any button, just depends on your timing. tk HCL hits gun flame and knocks down sol if your consistent with it. i just play the match normally waiting to use notes to control Sol into an advantageous position for Ino. The only thing he can do is try to get close where you can 2s -> HCL to beat ground run ins and j.p or air command grab to beat iAd approaches. Of special note in the match is waiting slightly longer or tapping fd when applying note pressure in case he tries to volcanic viper through the set up. Also spaced hover j.hs is still hard for sol to deal with as long as you get the normal out in time (beats 2d common approaches) bob already posted the exact punish I use for riot stomp, though I think at the end you can airdash hs -> p-dive again to get a better note set up even mid screen
  4. PacStrife

    [Xrd] I-No Gameplay Discussion

    Some Millia things: - she can run under even TK HCL so your right when you say it feels like luck. Really only want to use HCL to try to catch a backdash or slow recovering normal like 2hs or mash 5p. - Spaced hover Hs is the name of the game for me against Millia. On hit or block you have to gauge their reactions to get a knockdown. Ex. If they stay grounded then maybe you can frame trap or re-dash to get started, if they jump then late HCL cancel will hit them during their jump start up. - millia's far slash loses to our 6p and stbt (mostly s version). - jump forward fdc. J.slash can be hard for Millia to deal with at closer spacings. Beats standing jab and far slash. I think it beats 6p but you get the idea, it's a hover dash height normal without the hover start up that they are looking to tag with safe normals. - anti airing with standing punch can work well especially if you slightly crouch first, such as if the Millia is auto piloting iAd jump jab -> jump jab to get back in. - it's ok to take to the skies if your seeing her air dashing around a lot in neutral ( jumping jab, early j hs, air throw are your main go tos). - you have to bait pin and it sucks a lot - try to save your burst for guaranteed situations in the corner, like right as she sets a disc for oki and she didn't backdash first. - if you can note, then just try to follow her as best you can with it. Alternatively iad back into whiffing jabs to fake a note can sometimes illicit over aggression from the Millia. - for some reason millia's like to blitz a lot? Know your punishes and try to get a read on the player - finally try not to bait the burst unless you KNOW or you have to try to win the round. It's generally not worth it
  5. PacStrife

    [Xrd] I-No Gameplay Discussion

    You already have most of the good VV bait options with cross up vcl, meaty note -> wait or hover fd/blitz, and traditional safe jumps. Something you may want to play around with would be os'ing a safe jump into blitz shield or backdash(from farther ranges). These will keep you from having to block the VV if your pretty sure he's not going to backdash or something like that. Honestly, I have the most success with the note -> wait strategy although you have to change up your post note options due to the lower frame advantage you'd be working with
  6. PacStrife

    [Xrd] I-No Gameplay Discussion

    So it seems like her invincibility runs out pretty fast if you try to yrc the start up. Meaty moves will just counter hit you if there is enough active frames. I was able to dodge some safe jump set ups with this, but it seems highly situational and potentially dangerous to me. #2cents
  7. PacStrife

    [Xrd] I-No Gameplay Discussion

    I'll mess around with this some tomorrow and see what I can find out/hopefully practical uses for Ino. in the specific scenerio your talking about with millia though, you could alternately just back dash yrc and hit j.s or stbt under the disc. Anyways thanks for reminding me about this stuuuuffffffff :-)
  8. PacStrife

    [Xrd] I-No Gameplay Discussion

    You can instantly turn around and cross up the opponent using the j.d -> FD tech. Basically you are Kara-ing or plinking I suppose from j.d to an FD input. The normal method is like hover dash -> double jump forward -> j.d ~FD -> j.s -> dive. You can set up the cross up a bunch of different ways but that's probably the easiest to get you started. The alrernate method used is to negative edge the FD so you don't accidentally burst. So that input would be something like, hoverdash [holding down two buttons] -> double jump forward -> j.d ~back on the joystick to start the FD -> j.s -> dive. There are many different methods to hide the held buttons as well. I believe this technique is very useful, yet ultimately secondary to learning other more important foundational things. Looks awesome to fly in the sky though :-D
  9. PacStrife

    [Xrd] I-No Gameplay Discussion

    For me personally, I'd rather have the hellfire values for hitting with air super or stuff like 2d -> desperation in the corner. If the damage values are equally affected for guts kicking in that would be more character specific anyways.
  10. PacStrife

    [Xrd] I-No Gameplay Discussion

    I assume he's talking about sj.p midscreen to end in s-dive for a closer knockdown? That combo is character specific and doesn't work depending on the number of hits before you launch the opponent in to iAd ffvcl stuff. If that is the combo your talking about that is :-)
  11. PacStrife

    [Xrd] I-No Gameplay Discussion

    I can understand that frustration, but since XRD is my first Ino I don't have those same feelings. I can tell you that I dropped Sol due to how I felt they shifted his general gameplay around (also sidewinder). As a result I learned a fun new character and improved as a player. I guess what I'm saying is that you don't have to play Ino if you don't like it, but we're all here to help develop game plans around what she DOES have. Hopefully you'll figure something out one way or the other soon!
  12. PacStrife

    [Xrd] I-No Gameplay Discussion

    I mean when koichi had play that match in the current version, he still picked Elph lol im going to stick with her though, as I don't think it's THAT bad T_T
  13. PacStrife

    [Xrd] I-No Gameplay Discussion

    Man that doesn't look too good. That match up may be drifting back towards 7-3 territory. :-( hopefully some other changes will counter balance or maybe it'll get reverted back in the console release :-D
  14. PacStrife

    [Xrd] I-No Gameplay Discussion

    I haven't used it much. I noticed it when trying to develop mix ups involving crossing over someone on wake up then air dash back into jump d to recross-up. Instead, as you pointed out, you usually just immediately fall down. (Though there is a small window where that mix up still works between the fast fall timing and when you'd actually turn around after the air backdash, causing the jump d to wiff) I'll look into more combo stuff now though and see if I find anything good from the airdash j.hs -> j.d route.
  15. PacStrife

    [Xrd] I-No Gameplay Discussion

    So this OS is pretty awesome. Took me a couple play sessions to get it down, but definitely worth learning it I believe. Thank you for spreading the tech everyone :-D
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