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TheRealBobMan

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Everything posted by TheRealBobMan

  1. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    @KoozebanianFazoob: Thanks for the explanation. That clears up a lot. @greatfernman: Yeah, I can't get consistent repro either. Ok, I guess this is good news. Hopefully the tweaks to the input buffer in 1.1 don't make it any easier. *Edit* So... 6H > plink K+S. Attempts throw, if fails does neutral YRC. This one is really easy to do. If you want to tick throw someone you can do this to catch them jumping away. Seems kind of expensive, but might work for some characters that don't have good alternate options among 5H/6H/c.S/6P/5K/6K for throw OS.
  2. TheRealBobMan

    Monitor Discussion Thread

    It's in the first post of the thread, but here it is again since you missed it: http://www.displaylag.com/ One troubling thing when it comes to buying TVs is that sometimes the same model of TV might be manufactured at multiple locations with different parts. I remember that a few years back there was a popular model of a Samsung TV that had good display lag for the time, but only if you got one that had the screen manufactured by Sharp. There was no way to check online if you were going to order one... the best thing to do was to find a store that stocked them, then visit them in-person to check the boxes for a secondary number to see which factory it came from. If at all possible, you'd probably want to test TVs if you're going to buy one. As far as I know this kind of problem hasn't come up with ASUS or BenQ monitors.
  3. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Yeah, that's pretty bad. We have this. We have YRC with invul frames. We have this thing I still don't fully understand where you can YRC a move without the 6 frames of startup. There's the known version with projectiles where you do the input as the projectile starts (like VCL), and when the projectile makes contact it becomes YRC instead of RC (you can do stuff like I-No 5P/j.P > VCL as a gatling and YRC it on the hit if you're frame perfect). However, if you do something like I-No's 2P > 2H as an example, which has a 2 frame gap on block (1-frame on hit), you can YRC during that gap even if you have 50+% meter. Normally under those conditions if you attempt to YRC and make contact during the 6 frame startup, you get RC when you make contact (try it with I-No's dives). I noticed it because you can use Desperation super, then YRC during the 2 frame window before the projectile hits, and the projectile actually goes away. Another example is I-No 5K > f.S. For whatever reason the game decides the startup isn't going to apply and does YRC before the next hit makes contact. This makes frame traps super powerful if you have 25%. And it's confusing because you're not buffering a YRC either. You have 50%+ meter so if the gap hasn't started up yet, you'll just get RRC.
  4. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    So apparently there's an option select that has to do with plinking buttons when you YRC. Basically, if you have 50+% meter and would RC on hit or YRC on whiff, this method makes it so that you YRC on whiff, but you don't RC on hit. Mike Z showed me the twitter post last night at UGC. I was able to find the youtube video, but I can't find the detailed information about how to actually do it. Does anyone know more or know where to find that info? This is a kind of important option select. YRC is looking more and more insane as people test it.
  5. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I noticed some discrepancies in how projectiles work during super flash. Not sure if this was ever talked about before, but uh... So, in older games, I think projectiles kept moving during all super flashes? I'm noticing that if I shoot a note and then use Desperation, the note stops moving until after the cinematic. If I shoot a note and use Fortissimo it keeps moving during the flash. This was an old gimmick to catch someone with their pants down. (note to self: try this again tomorrow but see what happens if I throw in YRC) This is inconsistent with May. If I pull out a Dolphin and do Whiner (reversal super) or Whirlwind, both of which are non-cinematic supers, the dolphins stay put until after the flash. If I pull out a Dolphin hoop and then use the Whale super, I can release the Dolphin during the cinematic and have it hit during the cinematic. You can straight up pause and see the the other character getting hit, and the dolphin bouncing in front of May's face as she's posing. And then the Whale actually combos off of the dolphin. The projectiles are not affected by the other character's super. So if I shoot a note and May calls a Whale, the note wont keep moving during the cinematic. I couldn't find any repro with Faust's kit (item > item super / item > kancho super / exploding head bag > YRC > either super). I also know that Elphelt's grenades are weird and the timer actually counts down during cinematic supers, including Desperation, so it might be possible to run her out of time and make her blow herself up. This stuff seems way more character/move specific than before, so we'll have to check a lot of combinations if it hasn't already been done...
  6. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Yeah, it's not that hard to learn to do hide your inputs: 'dash > j.[K] > j. > dj.D > back > ]K+S[ > j.K' 'dash j. > pink [K] during j.S startup > dj.D > back > ]K+S[ > j.K' '2[K] > c. > j.D > back > ]K+S[ > j.K' 'dash j.K > j.S > j.D > press [K+S] during j.D startup > dj.D > back > ]K+S[ > j.K' It's harder to get the timing+execution down for the 'dj.D > back' part.
  7. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    I thought YRC had 2 frames of invul. That accounts for being able to go through Sol's 5H with YRC. Eh... no. If your opponent tries to tick throw they have to leave a gap. The minimum gap between being in block stun and being in a throwable state is 5 frames. Guess what, you have 5 frames of startup on YRC before the 1st invul frame, then time stops for ~20 frames, then you can move and the 1st frame is invul. If they try to tick throw on the first possible frame with a command throw, you go through it. If they continued hitting buttons and didn't try to frame trap you, guess what happens? If you're holding back and you're in block stun, you get FD when pressing 3 buttons. If they went for a regular throw and your timing is early you wind up using YRC before their state changes, so now you have to jump, attempt your own throw, etc. If your timing was spot on, the state check determines that you can't be throw and whatever move they OS'd with their throw (5H/6H are standard, some use 6P, etc) comes out. And it's time slowed. The punish isn't as great as a command throw but you can still either throw on reaction (guaranteed with your 1 additional invul frame) or use a fast poke to get a full combo. Yes, they have options to deal with this. They could simply stand there to get you to waste meter, but then you get initiative unless they play games with a Reversal or spend meter on BS/YRC. They could frame trap you, sure. If they're going for frametraps though they're generally not going for mixups, so you can just block. If they did go for the command throw but were just kinda slow about doing it you'd have to get out of the way, but with YRC you have an advantage when attempting to do so. You're not going to get thrown out of the YRC since they are forced to leave a gap. That's why this works and is so effective vs throws. It just happens to work against some other things too, but it's higher risk and harder to time. It's also safer than BS if they feinted since you don't go into recovery and give them a full punish. There's no 1-size fits all answer, and that's part of what makes this fun. This OS needs meter up front and can still be baited or beaten, but it can help in several situations. You just have to know when it's worth attempting. A 2-frame window is like Slashback, so I know some people are going to be able to do this in a pinch. Coincidentally a 2 frame window with 5 frames of start up is the same as a Perfect Shield in Smash Bros Melee (blocking has 5 frames of startup in that game and the Perfect Shield window is 2 frames). People pull that off in that game too. Though per his inquiry on how to deal with Elphelt, yeah it might be a bad idea to use YRC to attempt to escape per pressure. I haven't looked into that yet. Shotgun blasts are only active for 1 frame though, so if she left a big enough gap you could go through it. Given her toolset in shotgun stance though (and considering grenade coverage) it might not be worth the risk.
  8. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    This is the kind of thing I was worried about when Xrd came out. The game is fun, but I feel like decisions are going to degenerate into meter chicken at high level. Though with the way meter gain works in Xrd it's still going to be ok. Maybe not as good a game as +R in terms of strategic decision making, but it'll still be simpler which is what Arcsys wanted. A) FD/YRC OS for any sort of blocking situation. Blow up command throws. Blow up gaps in strings that are wide enough (in most cases you'll need to IB, but that's not hard with practice). Blitz Shield is still good because it doesn't prorate meter gain, it gives you back some meter, and you cover different things that this OS doesn't cover. However, since that's the big new obvious mechanic, I feel like people are going to prepare for baiting BS and get wrecked by this if they don't do their homework. B) Countering this on offense with frame traps. Leave a gap on purpose, then YRC in the 1-frame window somehow. Don't ask me how that shit works, but it does. 2P > 2H on block, you can YRC before 2H hits even though it shouldn't be possible because the gap is smaller than the YRC startup time. I-No really benefits from having meter, so just drop your nutsack on the table with an early gold burst and RTSD. I'm 100% down for helping to test stuff and write an article. I test games in my dreams and the urge to squash bugs courses through my veins at this point. We're going to make Ogawa eat his words. Oh, one more thing that I've been looking into recently, since I started looking at what we could invul through with this and punish with IK, is stuff that we can punish with IK on prediction/reaction (assuming appropriate conditions for time-stop during activation). Like, not even needing to make them whiff. For example, I'm tired of newer players using Bandit Revolver to end block strings and want to make them learn. I start off small by throwing, but then get into IB > 2K > full combo. When that shit doesn't work and they keep doing it... IB the prior hit and IK mode on prediction. If they actually used BR, that's game. So that's another thing to investigate. Can't really deal with Bandit Bringer or Fafnir on reaction, but maybe a Kudakero that was used to bait a 6P? There's still so much to play with. Hell yes it's risky, but you're not even committing to using the IK and losing your meter. You use the time-stop to react to what they did, and if your read was on point you just won. If not you're safe, and now have the threat of IK with invul in your arsenal because you safely entered IK mode. That's going to scare them into not pushing buttons, and as I-No we're all the happier for making them block.
  9. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Sweet merciful crap. Now I really hope I somehow figure out a way to go to EVO this year. I'd love to meet Koichi. He's kind of the reason that I started playing I-No.
  10. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    HCL is a higher level move. Instead of being -4 it's +3, so on hit you're going to be able to act faster than with VCL which makes it easier to keep them in the air, and it scales RISC by 1 fewer point than VCL. While it does less damage outright, if your follow ups are slightly better it can definitely amount to more damage. Otherwise it's kind of an outlier situation, but it's totally possible that at a specific point in a combo a weaker but higher level move winds up resulting in more damage by the end of the same combo than a stronger but lower level hit.
  11. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    What did they take away from him again? No more Break the Law YRC stalling, an extra second of recovery on Eddie gauge when Eddie gets hit, and I think Drill Special is now prorated 80% or something? Most of the stuff I remember reading about seemed like fair nerfs. Why would people think he's bad?
  12. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Several I-No players do it, but U-Zen generally goes out of his way to burst early (frequent gold bursts) so that he can consistently j.D FDC without worry, and he uses it very frequently in his game. Hasegawa is using it more and more, but only after bursting, and he doesn't seem to have changed his burst habits at all. I'm pretty sure I've seen OSCA use it after bursting too, but again it doesn't feel like he's changing his burst habits around this technique. Pressure/Mixup Applications: Dash in 'j.K > j.S > dj.D FDC > j.K' If you're in the early stages where you haven't really grinded out your hit confirms, the j.S will actually combo into j.K. This is useful when you want to use a secondary mixup but you frequently drop combos by going for them (IE j.K or j.S hits, but then you went for j.D because you didn't expect either of them to hit. That's the underlying problem that you need to fix, but you can use this as a work around - even U-Zen does that from time to time and saves his combo this way). As this actually combos, it's also a legit block string (they may be able to IB > reversal out though, haven't checked that yet). Dash in 'j.S > dj.D FDC > j.S' Use in conjunction with dash in 'j.S > j.K > 2K', dash in delayed 'j.S > 2K', and dash in 'j.K > j.S > j.D'. The goal here is to incorporate different timings for when you transition from highs to lows, and when doing different follow up overheads. Also, if you're doing 'j.S > dj.D FDC > j.S', you're using less in your block string prior to this mixup, so it's easier to confirm a combo on some characters (like Millia, Zato, Venom, I-No... basically anyone skinny) because you're not pushing yourself out as far before the mixup occurs. '2K > c.S > j.D FDC > j.K' This is a frametrap first and a mixup second, but it does both. It'd be a much stronger mixup first if 2S was still a low, but whatever, we still have 2D if you feel like spending meter. Or uh... if we can still combo HCL into 5P we can get a meterless pickup. That said, 'c.S > j.D FDC j.K' is tighter than 2D, and at the proper range for 2D it's kinda risky. It's still a decent frame trap, and when you have them conditioned to block the overhead you feint by landing into 2K. When they're dealing with that mixup and you have meter to burn, you can get fancy with 'c.S > 2D'. Dash in 'j.K > j.S > j.D > dj.D FDC > j.K' Also use when the j.K and j.S are reversed before the j.D. The key here is that you're removing the landing recovery from your normal j.D mixup (making it safer) and adding yet another overhead. If you want to get fancy you can feint into 2K after the j.D FDC because the landing recovery from the j.D you didn't FDC is removed by the second j.D that you did FDC'd. As good as j.D FDC is, you do want to use regular j.D from time to time. It leaves a gap where 'j.D FDC into j.K' options don't, which means you can use regular j.D to condition them to attempt a counter poke, then frametrap with VCL YRC into huge damage in the corner. Depending on height when using the j.D, you can sometimes go into j.S instead of j.K for better damage, but you're going to leave a gap in this case. You could also try to j.P as you land for one extra overhead if they manage to block, before going into 2K, creating yet another mixup opportunity. 'Whatever > j.D FDC away' Rather than blocking a DP and letting them RC it, move out of the way to make them whiff. You can also jump away into spaced 6P/5H to bait an attack and get a CH. Remember that CH 5H > STBT-H is going to be awesome in 1.1. 'STBT YRC > j.D FDC > j.S' Use in conjunction with raw STBT (both versions), 'STBT YRC > 2K', 'STBT YRC > Throw', and 'STBT YRC > Airthrow'. Many players try to jump out of STBT-H, so YRC into airthrow tends to mess them up. Between doing that, using STBT-S to keep them on the ground, and STBT-H > 2K to catch them trying to jump, you're going to want to get a reward that's better than a throw or prorated damage. That's where the j.D FDC j.S comes in. Get your full combo for spending 25%! In pressure you'll see better results when doing this late out of STBT-S YRC (going to have to YRC at the last second). In Neutral You can STBT-H into 'j.D FDC j.S' to move large distances and hop over lows. If you're baiting them to over/under our stuff by using spaced 6P, notes, 6H, f.S, HCL, etc, you can do this as a sort of stupid feint. STBT-H from a range that they can low counter-poke on reaction, then YRC into short hop j.K/j.S to blow them up. I'd assume you could also really practice and go into j.H with this, which would lead to slightly better damage and make it harder for them to low-profile under overheads (useful in matchups like vs Elphelt or Millia with their damn rolls). You can also HD and j.D FDC a few times to float over something if you think they'll use a low hitbox, or to extend the time you're in the air if you mistimed your dash in for a safe jump. Probably wont use this often. If you're falling from the air after a tech and you're right above them, you could use this a few times to stall and hopefully bait a 6P or something. Look at Elvenshadow using Faust's j.2K FDC for an example. Escaping pressure IB to create a big enough gap, then j.D FDC over a low hitbox. Think they'll throw? j.D FDC can help. It's risky overall but it can lead to nice rewards if you know when to use it. It certainly helps deal with situations where we can't counter-poke, and it takes too long to jump > dive for it to be a safe option. I'm pretty sure I posted a detailed thing here about this already, or I PM'd it to Hollysmoke and she posted it here. Check a few pages back in the thread for other uses. I think I went into some of the crossup applications as well. *Edit* Sorry, I should have linked it for convenience. Here you go.
  13. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    By the way, I've been experimenting with YRC invul for escaping tick-throw options and it's pretty awesome for an OS. Hold down+back, tap 3 buttons with timing such that you'll be invul when they throw (command throw, regular throw, whatever). If they did a block string, you tap Faultless. If they attempted to throw, you invul through it. If it's a command throw, you whiff punish REALLY hard (even with IK under appropriate conditions!). If it's a regular throw, you can either throw their whiffed 5/6H or use a quick poke to CH. If you're too late with the YRC you'll get blown up, and if you're early against a command throw you pretty much have to counter-throw or jump out. Compare that to getting caught by a low while you're trying to jump out, or getting CH by a frametrap by trying to counter-poke. Of course you can still bait it, and of course you need 25% meter, but it's another good tool in your arsenal. YRC through Pot Buster, IK FAB. Let's Rock.
  14. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Ground SM doesn't start fast enough to throw a Burst if they start on the same frame. Gotta use air SM. I hope the patch makes it just 1 frame faster so we can throw bursts with the ground version! f.S is honestly pretty derp right now. 2S covers almost the same uses (range), but you're lower to the ground (might go under stuff), it starts faster, it recovers faster in case of a whiff, and it's not as - on block. I guess the benefit with f.S is that I-No doesn't extend her hurtbox forward and it has more active frames. I think the vertical hitbox also extends slightly lower than with HCL so that you can try to catch people that would go under that. While I'd rarely use it in other matchups, it helps vs Potemkin. He can't flick it since it's not a projectile in this version of the game. However, he can Hammefall through it and Megafist will probably go over it, so it's still risky to use. The increased active frames with the patch will hopefully improve it, but I get the feeling that the stagger on CH is going to suck. We already don't get much out of the stagger on CH STBT-S. I'm hoping we can combo into something because of the quick hoverdash cancel, but I get the feeling we wont get anything worthwhile without spending meter.
  15. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Right on, ok. I just don't want people to get the wrong idea.
  16. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    I really liked your post overall, but wanted to comment on this part. Getting a perfect means you're not getting hit. Not getting hit means you're not losing, which means you're winning. However, sometimes the right move involves getting hit. I'm not even talking about taking a calculated risk and being wrong here - you could put yourself into a position where your next hit would kill and you're getting a perfect, then **** it up and give the opponent an opportunity to escape because you decided that it wasn't worth it to trade hits because you wanted your perfect. Sometimes your opponent just isn't expecting something to hit you, and wont capitalize properly on you getting hit. I'm pretty sure that tactic was brought up by ehuangsan in his trade secrets thread. Maybe Sol does a Gunflame YRC and dashes in on you when you're in the corner. You're in a situation where you have no effective counter poke with that spacing (you'll get counter hit, leading to him getting a combo even if you hit him) and don't have the time to escape, so you're forced to block. Except that you decide to jump into the gunflame and take the non CH air hit instead, causing his Wild Throw or 2K to whiff, which lets you tech out. He could easily bait that, but that wasn't the intention of this player's sequence, so it fails to catch this really silly escape method. A win with 1 hp is still a win, even if the bragging rights are different from a perfect. This ties into what shtkn posted about knowing risk/reward ratios and making strategic decisions.
  17. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    So I need to look into this more, but I was able to do 2P > 2H and YRC in the small gap between the hits, even with more than 25% meter. Not sure how the game is determining what to do there, but it's consistent with Desperation YRC. 5K > f.S also worked. *Edit* Just thought about how I'd like to play with 2S YRC after it gets increased forward momentum.
  18. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Exhibit A: A mechanic that punishes you with a large recovery animation, which triggers at random when performing any left/right movement on the ground. Exhibit B: A mechanic that greatly raises the stakes in the neutral game and shifts the risk reward ratios of moves around, which triggers at random when two moves clash as a result of being spaced really well. No where near the same level of bullshit. Tripping is more likely to affect characters that want to stay on the ground than characters that want to stay in the air, and is a punishment for using a core game mechanic. A GG equivalent would be that any time you press left or right, there's a 2% chance that you'll stand there and taunt instead.
  19. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    So this thread was posted today. YRC is confirmed to have 1 invul frame right before the screen freeze, and 1 after. This means a couple of things: 1. There might be situations where you call out someone's 1-2 frame active move with YRC and whiff punish with IK. 2. STBT (S or H) YRC > throw is guaranteed if they didn't jump or become invul, provided you don't **** it up (I get thrown for using this setup most of the time, but it's because I didn't know about this - now I'll actually practice it). 3. It's yet another reason why VCL YRC is so good, not just on oki but for frame traps. We also need to investigate a couple of things. When it comes to projectiles, YRC will occur on hit if the active frame makes contact during the 6f startup, whereas a non-projectile will trigger as a RRC if an active frame makes contact during this window and you have enough meter. There's a strange property with Desperation where you can YRC after the super flash and cancel the move, which shouldn't be possible because it's active 2 after the flash. So in this case, if you Desperation and see that it's the wrong move, the YRC would only leave a 1-frame gap in vulnerability. At that point we could block or reversal throw. I've actually done this before, but the YRC invul means it's even safer than I realized, especially if it's full invul rather than strike invul (since attempts to throw Desperation on startup would have to be that much tighter once the flash occurs). Now, considering that a move couldn't turn into RRC on normal hit unless we have the meter, this creates some really stupid frametrap OSes. Stuff like 5K > f.S. Imagine you do this string and YRC the f.S. This leaves a gap of 2 frames. Now YRC it. It wont turn into RRC on hit/block, and we can't PRC on whiff. If they used the gap to DP out, our YRC happens and the invul occurs on frames 6-7 (not counting the time stop, which would let us react to the reversal). Slash VV goes active on 7, so we'd have the opportunity to block. IB against the 5K creating a wider gap, and H VV starting on frame 5 will make things more complicated, but that's what we need to investigate. If we try to YRC the f.S earlier (during the startup) when it can't occur because of the 5K block stun, will the 6 frames of startup for YRC still start counting down and enable the YRC as soon as the gap occurs? If not, how many moves do we actually need to worry about punishing us between some of our "unsafe" galtings if we YRC? I-No probably wont benefit from this quite as much as other characters when considering the whiff-punish rewards, but this could potentially lead to some really stupid traps being developed. I'll try to investigate some tomorrow, but any help is appreciated. *Edit* 5K > f.S was probably a poor example because why would you DP out there based on spacing? 2P > 2H is normally a good frametrap because it catches people trying to jump out or poke to stop a tick-throw. 2H doesn't recover fast enough to block a reversal, so in this case a 2P > 2H YRC could work in the way I had described above.
  20. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    You can also jump out of pressure or over lows in neutral while staying low enough to the ground to punish effectively or stuff unprepared AA attempts. Pot keeps opening rounds with 2P? Sure, you can jump > dive for knockdown to gain the initiative, but he could start Heat Knuckling or using 2H or something. j.D FDC over it to deal with both options! You'll also scare the shit out of someone if you open a round with it while your burst is stocked and confirm into a full combo. j.D FDC opener into low IAD j.S > j.H is pretty nice. If they panic burst on reaction to j.S and you airdashed low enough, j.H will cause you to land just in time to IB the burst. Besides this, STBT (either) > YRC > momentum carry j.D FDC is also a decent bait. You try to go under something on prediction, and if you react to them not doing what you expected you can be pretty sure they'll react to STBT with a low, so you YRC and hop over it into a full punish. One thing I'm noticing that sucks is how the hitboxes on j.K and j.S don't reach low enough. Today I found out that Bedman's idle pose (the one I bitched about before where he sleeps) causes him to go under j.K and j.S no matter how you space them.
  21. TheRealBobMan

    [Xrd] News & Gameplay Discussion 2 - Console is Out!

    Clash a non jump cancelable move against Potemkin and trigger Danger Time when you're a character that doesn't have a frame-1 airborne or throw invul attack. Good luck not getting Pot Bustered after the 3-2-1-Go. If it was just a regular clash the Pot would have to predict it to take advantage of the clash, which would be risky considering that he'd otherwise special cancel into a throw on block if there was no clash and whiff because of the restriction on throwing someone that's in block stun. You can tell that they tried to implement it in a way that randomly adds "danger" without skewing things too far toward either player, but there are still some minor things like this that can come up. The 3-2-1-Go is necessary to give a fair chance to react and plan for the sudden change in risk/reward, but the extra time to react causes a problem in that very specific situation since Pot Buster is fast enough to beat pokes and has enough range that it'll work in plenty of instances where clashes would occur. *Edit* I think overall people are more annoyed with the random factor involved with it activating than what it does. If this happened every time on a clash, you'd know to zone your moves differently if you wanted to intentionally trigger it or avoid triggering it.
  22. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    j.S > dj.K works on tall enough characters. It's hard to get anything when rising with j.K though. Millia gets more off of this since she has meterless confirms with H-disc, Sol can go into air VV for a meterless confirm (air VV recovers fast enough to combo into 5K), Zato has Little Eddie to work with when using j.K > dj.K, etc. So yeah, the mixup does work, you just don't get much off of it in this current state. You might be able to get dj.K > dj.S > dj.H > 5P on Zato, but I think c.S would be too slow of a link after the j.H because of vertical positioning (would need a few extra frames to land).
  23. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Do you mean high/low fuzzy? I don't know about option selects, but vs at least Slayer and Zato I-No can do stuff like landing whatever > dj.K > dive. It used to lead to a hell of a lot more though when Sdive actually worked to start combos... if you want to use a fuzzy with j.K and get more than a second hit into knockdown you pretty much have to spend some meter, though comboing into Fortissimo is probably your best bet for efficiency. Uh... you're either RCing on hit, which is unnecessary, or canceling on whiff. If you're doing the airborne version you can YRC during active after the first active frame fails, which is ideal. If you're doing it from the ground, it's PRC well before active. There isn't much reason to intentionally PRC this move since you could always just RC whatever came before it if it's on hit/block, or YRC on whiff into the air version. Basically, if you PRC the ground version of SM, it's because you went for it and realized as you were starting that it's a bad idea. If that happens, you just want to deal with whatever made SM a bad idea. If they already had a hitbox out, maybe all you can do is IB, or maybe you have meter for Fortissimo. I guess there's some gimmicky stuff you can do, but none of it is worth the meter unless you're forced to do it.
  24. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Make sure you have some stuff for TK Psycho Crusher (Hdive). It's really helping in the Pot matchup when he goes for Slidehead, but it's really hard to confirm anything without spending meter because of the way it works in Xrd (was really easy to confirm into damage even without the FRC in +R if you spaced it right). You do get a solid combo if you RC on the first hit though, and I've noticed that you want to RC before I-No's forward momentum stops 99% of the time if you're using it from near max range, especially if you're disrespecting someone that's backed into the corner. TK 236H > RC 1st hit > j.D > VCL loop. Even with the time slow prorate you're looking at solid damage. Mid screen you'd just land into 5H > standard IAD stuff. Optimized 5D combos are good too (since these are often overlooked with I-No's better mixup options - I haven't started experimenting with them until recently). There's that weird property where non projectiles do bonus damage during the wall splat before the slump, so while dash in j.D > j.D hits the hardest you get comparable damage for j.H > c.S > 2H > dash j.H > whatever because of the prorate and scaling on 5D. This setup will be even better post-patch if the STBT-H buff sticks since you can catch them with it during the slump instead of dash j.H for more damage and meter. I also haven't looked into Danger Time combos yet, so I'd like to see those. I'm expecting some 0-deaths. As far as neutral game goes, I thought of something on the way home today. What moves can you punish with IK activation time freeze? IE: you're on match point with 50% meter and they're in hellfire without meter to YRC, and they just did a big laggy move like Bandit Bringer. Can you reaction IK mode > IK? I'm thinking the invul frames would let you get away with the slower startup in a case like that, and you'd hit them during recovery.
  25. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    So you can Special/Super cancel j.D's startup as well as FDC it. And just like with FDC, I-No's landing recovery is removed. Not sure if anyone posted about this before. *Edit* So I'm tooling around with the idea of intentionally using Fortissimo near the ground to landing cancel it. You're strike-invul until the flash, and the super wont start if you land before the flash, so you get to be invul until landing and then keep your meter. I figured that if you're using j.D FDC for a mixup and decided to feint into a low/throw instead of using an overhead, you'd probably land quickly enough to make use of this. Since you'd be invul through attempts to disrespect you it seems like it would be worth it if we can come up with an input shortcut since it's pretty hard overall (doing the input and timing it right). Can anyone think of any other applications for this? Remember that you have to use Fortissimo low enough to the ground while falling that you land during the 7 frame start up. Makes the uses very limited. In the majority of cases you'd actually want Fortissimo to hit them instead of being canceled.
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