whytesakura
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Everything posted by whytesakura
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what about vcl, you know anything about that mynus?
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i think two airdashes will provide her more mix up options, but that is given that they are under a decent lockdown like millia or dizzy, but i don't see that happening with i-no
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Keep space, and look for a good opportunity to get him to block a note iot get close. If not: Utilize Jp when you can into damage Or Set up for airthrow>oki> repeat Or Anti air into knockdown into oki (catch him with Vcl, he can wind up crossing himself up in the air) Doing anything that takes too long can put you in a bad spot Keep in mind chipp wakes up a tad slower than other characters
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Why do I post here now, and so late. 1) Ky's fireballs besides CSE (don't try and counter it its not worth the risk), IAD J.HS> SDive> 2p>5k >combo 2) Well spaced far slashes when ky is in the corner renders GS useless, Keep your 2HS, 5HS, 6HS, 6P, and 5K handy, Stroking is optional, dashing back in if you got him trained. 3) I have yet to see if 6p punishes a blocked GS, if so, 6p>5HS>IAD K,S, VCL> HCL. If Ky is in the corner, you have other options that hurt a lot more. 4) VCL does work on wake up if it is a 2K, 5k, or airdash string. Not recommended. 5) 5k is your friend 6) Let Ky jump first, if you don't you best be mashing JP going up, or JK whilst falling 7) You can stroke 6HS if you see it coming. 8) Notes are great at distance, and oki, nothing else. 9) SRK safe oki, and a few grabs to get in his head.
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NEW I-NO General FAQ and Update Thread: No more random threads all over the place!
whytesakura replied to Honnou's topic in I-No
Hi guys -
sdive can give a knockdown sir.
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while both characters are in the air, assuming millia is at a higher altitude than i-no, diving is also a nice idea.
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NEW I-NO General FAQ and Update Thread: No more random threads all over the place!
whytesakura replied to Honnou's topic in I-No
If the spacing is right you can get 5hs>jhs>sdive>5sc>js>jhs>delay sdive>5p>5sc>js>jhs>kdive or even 5hs>jhs>pdive>66>j.s>vcl>5sc>js>jhs>kdive -
I played DW wayy back when he came over for the inauguration.
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yeah...its one of the things i taught him Coma is the player. One day there will be more videos of epic fights of me v. coma. we go back and forth.
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If I had some more me v coma vids, you would see a lot more variety. Those are actually my best matches probably, or when I do good against Steve Harrison.
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thats the thing. I don't use everything that I know. Sometimes my mind is on auto pilot and i just pretty much do clockwork.
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http://www.youtube.com/user/FourAreFive#p/u/0/p8Adg7hA7bw Xanadu Casual's 6 and 7 have me in them. They aight.
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I usually keep my distance and throw out a few far slashes and hcl's until i can get a note out. then i can 6p/airthrow him from the air, or get closer and scare him with Tk dives, strokes, pokes, and mix up. stroking is nice, but it is lowly recommended.
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NEW I-NO General FAQ and Update Thread: No more random threads all over the place!
whytesakura replied to Honnou's topic in I-No
yeah don't freestyle with i-no. she can't rap. -
NEW I-NO General FAQ and Update Thread: No more random threads all over the place!
whytesakura replied to Honnou's topic in I-No
you can also ask me for anything. i usually don't post too often but i have an aim needmorewhyte -
potemkin is a scary match for i-no. i can imagine what would happen if FAB's godly potemkin touched an I-no player
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its funny how the mechanics work 956 is the instant airdash input. 9 also counts as a forward so when your dashing so you don't lose your dash when you move your stick up to 9. the feeling is very natural. then all you have to do is release then press 6. Clean everytime, perfect height and everything.
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escaping pressure has never been i-nos strong point. Keep your dead angles, supers, and backdashes handy (she does have a great backdash). outside of that i-no is fucked on the defensive side.
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there is not really much left to say about this fight. off of ch 6hs you want to go for js>djs>sdive and if they are too high js> dj.s>dj.hs> delay sdive noting correctly is key. running towards, hs note. running away pnote. all you have to do is hit her and that pretty much ends the fight. always go for note oki mid screen. airgrabs are risky but make good judgement when going for one. outside of that, this fight is hard as fuck. turtle more> fight less
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stay on your toes. this is a fight i would rate along the slayer fight. Easy to get fucked up. Millias normals are like anti-i-no. a running millia is probably one of your biggest threats on the ground. Good range normals (6p, 2k) are murder and make it hard to note. Not to mention her ability to run under HCL. Moves/Normals to use: 6HS Millia disarmed will have a lot of trouble approaching this move, and if she is way above your head, its hard for her to get around. VCL can catch her high airdashes. Challenge her airgame carefully with Jp if it clashes with her jp, you pretty much lost that battle. 6p if she is falling directly above your head. S/HS stroke on the ground will get beat but are entirely worth it if she decides to run in 6P which is a viable option for millia in this fight. S stroke will catch her roll if done correctly if you aren't confident in your stroke at that moment, if you have space go for 5s(f). 2k and 5p are your friends.
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66956 all you have to do is hold 9 while dashing then go to neutral then press 6 again. stick players should use 66956 pad players idk probably 6666
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may has no reason to play defensively in this fight at all. may playing defensively probably means i-no is going to have a lot more space. space is probably the deal breaker in this fight for i-no....well space and punishment.
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yeah you can't fuzzy guard may...shame. but her backdash is not that good so make sure you handle it appropriately as with any backdash. beware of reversal supers note frc oki is the most foolproof way to ensure that she doesn't backdash shit and is the most solid oki in the game next to dizzy's oki. im not a fan of vcl oki on small chars but this will hold her in place quite nicely if you meaty it correctly (itll save you tension and other things you might not want to lose, like your life bar). if you choose to stroke, here are the ONLY moves you are probably going to beat: 5p, 5k,3k (on block), 6p. With that being said not much stroking is going to be taking place unless you are trying to get across the screen from an aerial may. Tk dives in block strings will beat any dolphin, ie 5s© TK sdive (for a combo or knockdown)/k dive (for knockdown) if she dolphins, in between 5s and the dive she will be counterhit and either dive on counter hit gives you a combo or knockdown or both if you know how to combo. The reason for me putting only 5k, 2k, and 2hs as pokes are because they are your fastest moves with range. Outside of this May WILL murder you on the ground with 5HS. Tis all.
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I went toe to toe with the best of them (in the US)...the most I can say is that her 5hs is broke and should be banned in this fight.