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TheRealBobMan

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Everything posted by TheRealBobMan

  1. It's been nearly three years since anyone posted in here. There's a bit of a resurgence in some +R communities, so I figured I should make a "check-in" post. I have been actively updating I-No's +R wiki pages for the last several years. On the main page: Overview Section is more robust with detailed explanations of her strengths and weaknesses. Suggested Video section including tutorials/basics and some highlights of what the character can do at high level. Move explanations are more detailed with tips on how to use them effectively. In Progress: Links to images with hitboxes for every frame of I-No's moves (click the notation of the move itself directly above the image to go to one). I have a couple on there like 5P, 6P, 5K. It takes a lot of work to do, so this is slow going. That 5K dodging slidehead is confirmed by the hitbox viewer. On the first frame her hurtbox rises slightly - only really enough to dodge Slidehead and nothing else (I've tested with other moves). Still cool to know about. Combo Page: Haven't touched this very much yet. There's some good carryover stuff that Mynus and some others posted. I'll get around to adding to this eventually, but it's way lower on priority compared to other things since it's already pretty good. Strategy Page: Added some stuff like HCL:E and VCL:E. More details on j.D FDC. I wrote up a big thing about Fastfall j.D last year, but the post got eaten for some reason (I just couldn't post it, and then I couldn't go back to save it). I'll have to rewrite that. It's in the plans. Also planned: Matchup specifics. Other: Thanks to the hitbox viewer and OBS I've been testing some system mechanics and making updates to those parts of the wiki as well. We can confirm that the window to Instant Block is 8 frames wide, and that the window to Slashback is 2 frames. Need to check if the SB window gets bigger on success (since that was a thing for one of the Loketest builds prior to +R's launch), among other things. Here's hoping the next version of Guilty Gear is awesome. Based on the recent announcement that it's in development, but not far enough along to talk about, along with the "Releases in 2019" thing on ArcSys's booth at EVO this year saying "Kill la Kill" and "???", and the fact that DBFZ is running Unreal 4 whereas Xrd runs Unreal 3, I'm going to guess that the next GG release will be a major overhaul and not just another patch.
  2. TheRealBobMan

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

    Everyone in GG already has reversal backdash and reversal throw, and characters that are specifically bad at that (Chipp has a bad backdash and the lowest throw range) tend to have a meterless option (Chipp has a DP). Venom is notable for having the least options even when including meter, and he still has decent enough options if you're patient enough to block. I can get that at lower levels of play, some players want the ability to execute "X" action after knocked down to escape and go back to neutral, but that's not how this works. Sometimes the other player has the initiative and you have to block, but you have plenty of options when blocking. Tech rolls specifically have come up before and I've weighed in on them before. What happens in BB is that you shift the oki from when you're knocked down to when the roll ends, and it adds a layer of mixup on rolling forward or backward (or waiting and standing up), the corner restricts your ability to escape since you have less space to work with. High level players are going to be able to react and bait your roll most of the time anyway (either with a punish or by retaining initiative), so this is actually a very similar situation to baiting reversal throws and reversal backdashes. Smash also has tech rolls, but at high level there's still a huge risk of being punished, especially for characters with slower rolls and/or against characters with high mobility. I've actually had this conversation from the opposite perspective with BB players. "Why do the backdashes tend to suck in this game?" "So that you can't get out for free." Uh... sure? You can bait backdashes in GG, so they're missing the point. I like GG's system more, but there are trade offs. Lower level players are going to have an easier time playing around with BB's system because they have a wider margin to make errors and get away with it, and/or players coming from different games will adapt differently (Smash players would probably adapt to BB faster), but the system is also a little more convoluted at high levels because there are more options to deal with before you even factor in character specific options or what you're going to do once you start blocking.
  3. TheRealBobMan

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

    Dude, if you want a teleport buff, I'd definitely agree that they could make it so he warps to the oldest ball he has out (like previous games) instead of the newest. The current version might be easier to understand, but Venom could put out a ball, then change it's position by putting out another ball, which made it harder for the enemy player to track and increased his options. Instead of only warping to a ball's initial summon position, he had access to every position of every ball because he could summon in any order to set that up (provided he had time to get at least 2 balls out). I'd also let him hit balls that are already in motion from being hit (like previous games), which also indirectly buffs the teleport since he could warp to a ball that whiffed and hit it again. These would be pretty good offensive buffs. Making his teleport fully invul on startup is a terrible idea though. Do you hate trying to oki against Pot's backdash? Now imagine that much invul, but Pot could warp to different parts of the stage, or imagine Slayer's backdash shenanigans, except give him Venom's range. Your Chipp example isn't very good because his teleports aren't invul on startup (they actually only have a few invul frames in Xrd), and the VV example is bad because DPs have lengthy fully vulnerable recovery windows, whereas Venom's teleport has only 5 vulnerable frames at the end of it (only 1 in older games). Part of Venom's cool points come from being built around having few defensive options (which are just the same ones everyone else always has), and having neutral + offensive options that make up for it. Hell, in this game he even gets a new reversal option with Blitz Shield, even if it might hurt his offense more than it helps his defense, and can Burst power his Dark Angel to make it startup-invul. If you want a zoner with a meterless reversal option pick Axl since they gave him one. Or Ky. Or you can ghetto reversal with Faust 5D. I get it though. You like Venom, but he's a little weaker than other characters. It's not so much that he needs an escape tool as it's a problem with the stronger characters having really easy-mode setups that are difficult to escape, and everyone all-around seems to have fewer moves that lead to big reward on counter-hit (or the rewards have been reduced), so it's harder to turn a game around when you make a strong read and escape. Tension pulse/balance seems to have a reduced effect, so if you're patient and IB a lot until you get your opportunity, you don't build quite as much meter once you get back to neutral as you would have built in older games, so that hurts too. I feel some definite power creep since Johnny used to have to set up an Enkasu to set up Bacchus Sigh, which would probably cost at least 25% for an FRC for that flying combo, or 50% to RC the Ensenga (artificial Enkasu). Now he can set up his unblockables off of wall-sticks, he can YRC Bacchus Sigh, has YRC on his transport moves which helps his mixup even more... I get it, blocking is hard, and even if you're good at it, 3 of the top characters have unblockable tech (and Elphelt's is just "DUR I THROW GRENADE THEN SHOOT WITH RIFLE DUR"). Use Venom's offense to avoid having to block in the first place. If you're forced to block, and you're not fighting ZA/EL/JO, then you have all the tools you need, even if it doesn't look like you do. You can reversal BS, reversal backdash, reversal throw, OTG burst, reversal Gold Burst, reversal Burst powered Super, IB and FD to create gaps, and can Dead Angle. And since I'm ranting about Venom, how many people think it would be cool if Bishop Runout was his Burst super instead of Dark Angel? Pay your Burst to have it automatically start at 4 balls or something.
  4. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    What? 2S is a lvl 2 move (13 frame hitstun), so it can't combo into STBT at all anyway (STBT-S is frame 20, STBT-H is frame 28).
  5. TheRealBobMan

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

    That first part looks like the bug where you can ground throw characters that are airborne. Since ground throw is instant, you can reversal throw with it, so with the bug extending that to airthrows, you can also beat safe jumps.
  6. TheRealBobMan

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

    I worked on Jack-O's a little bit some time ago for RISC +/- values on some moves, but got busy. Elysion Driver doesn't force prorate either... 6H[1] CH > Elysion Driver > Microdash 6H > combo does a butt-ton of damage, so learn some frame traps (should be easy with Jack-O goons right?). I also wonder why I don't see Zato players use 6K to set up DMH more often, though I think they made it force prorate with the balance patch? I don't remember anymore.
  7. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    Divide your time intelligently between getting match experience with other players, acclimating yourself to the game by playing against the CPU (including in various side modes), and in training mode. The more you learn and the better you get, the more you'll spend time in training mode. Early on, playing against the CPU and goofing off in training mode is a great way to get used to how a character moves and feels, so you'll have an idea who you want to learn first. It also helps to watch videos of the top players for any character so you can see what they're like at high levels of play. I never imagined I would want to play I-No back in AC, but then I watched Koichi committing genocide and realized I had to learn her. Continue to watch top players after that for your enjoyment, but you probably wont realize the depth behind their decisions immediately. This game is a little more complicated than BB. One thing you'll want to know going in is that while there are conventions like nearly every 6P having upper body invul so everyone has some kind of anti-air option, not every 6P has a good hitbox+animation to AA with. Furthermore, BB uses a system where a move designated with "head invul" will beat attacks that target the "head", so some AA's are completely invul to some jump-ins and almost always work. In GG it's strictly about hitbox interaction, so sometimes a really good jump-in will lose to a AA when it's timed wrong, and sometimes a really good AA will fail to beat a jump in because it wasn't timed or spaced correctly (the same moves can interact totally differently depending on context). Also, backdashes are better on average (I think the standard is 8 frames invul out of 16 frames total, though some are 9/13, and Pot's goes as far as 20/21), so that everyone has some kind of reversal option, and throws are instant, which means they're also a reversal option if oki isn't spaced properly. Throws also only have like a 1-frame wide break window, so don't count on escaping throws by mashing. Anyway, as you pick up these things it'll be easier to see why players make the decisions they make, which will help you figure out your gameplan (since you already have experience and have a general idea of what your character does at this point). Early on, learn a few basic universal combos. Get a combo down for each of your main mixup options, both for midscreen and in the corner. Start working on your neutral in a single matchup that you're going to practice heavily at first with the CPU (ideally a character that you can get real experience against). As you see which moves you're using in neutral, start learning some combos off of each of those main options. Now continue to play focusing on improving neutral with your main practice buddies. You can grind oki in training mode along with your mixup. Play the bonus modes for fun. MOM actually has the AI act in certain ways that will force you to learn game mechanics, such as a Bedman that spams his Task C (an overhead slam similar to Honda's buttslam) that gets countered easily by Blitz Shield. When you're comfortable, you should start practicing against every CPU with this character. You want to focus more on matches with real players at this point so you can build a neutral game while trying to avoid building bad habits that you'd learn from a CPU. Playing with the CPU is still good since they'll point out any holes that your buddies might let you get away with (like not spacing your oki properly, which will get you thrown, or not safe jumping properly, which can get you DP'd). At a certain point as you're learning neutral, you'll realize you're running into some roadblocks where some moves give you trouble, or their pressure/oki gives you trouble. Learn how to do that stuff with their character in training mode, then record it and play it back against yourself so you can experiment and find solutions. After a certain point, playing the CPU for any reason other than some side mode for fun is probably a waste of your time, so stick to training mode and real match experience. It's easy to learn basic offense to get started since oki options and most combos will be universal. You'll have to adjust here and there to account for a really good backdash (Slayer/Pot) or a meterless DP (Sol, Chipp), but for the most part you'll pick this up first. It's more complicated to learn defense since that's a tad more character specific. It comes from understanding their hitboxes so you can work in neutral, and then learning when/where you can push buttons when the enemy player has the initiative. You have to learn more about each character to learn how to create holes in their offense via IB, FD, BS, DA, and to pick up good Bursting habits. I'd say that's a good starting point?
  8. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Which move? VCL?
  9. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    IB his Elk Hunt (the low slide) when he pressures you with it. It's a lvl4 move at +2, so if you IB that puts it at -2, and he'll be pretty close to you. You might not be close enough to throw, but his fastest options to chain into are his DP (frame 9) and Beak Driver (frame 11), which gives you enough time to punish with a move like 2K. If you're scared of the DP (shouldn't be really, if he has to take this risk you can hang him for it by making him whiff), 2P's total animation is 10 frames, so if your IB > 2P is frame perfect you'd recover in time to block the DP anyway. He could also go for the hop, but that's a slower option and you should have less trouble beating it at this range. In neutral he can Beak Driver through your notes. Shoot the notes just above where this works and then drop them on his head (or close enough to it that if he blocks the note with the beak driver, the multi hits of the note lock him down so you can shoot another one). On hit you should get enough time to get closer for HCL knockdown and start your game up. Well spaced hops are definitely hard to deal with because of the angle of his jump ins. His mixup otherwise isn't that scary - he'll probably get the most of his hits in neutral, and after that his successful mixups will come from honest jump-in type stuff, sometimes from a well-spaced hop, where he 50/50s off of the air normal with Vulture Seize (the scoop) or a low. Bull Bash is too slow to ever mix you up, and if he doesn't cover himself properly by YRCing it from time to time, it's like he's screaming "Blitz me please!". He can also do fuzzy type stuff from his normals and actually get something for it in the corner, or maybe do no damage but get corner push from mid screen (hough I'm not sure how effective his fuzzy stuff is against I-No's hurtbox), but once he's chaining his special moves his mixup isn't scary at all. Finally, his pressure has to stop sometime so he can eat. If you block until he has few calories left, look for the openings where he tries to eat and figure out a way to punish. Usually by then he'll have the meter to YRC his eating and reset pressure or to cover his ass with Voltic Deign. You'll deal with these situations differently, but they do create gaps where you can wiggle around and take the initiative. Usually you have to take some form of risk to deal with the super through, like a 50/50 escape with jump into dive, or STBT, where success gets you initiative and failure gives him a big combo. You can try to outrun it, or maybe you'll have meter to block > Dead Angle.
  10. TheRealBobMan

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

    Is this "one shot Mist Finer" Gold Johnny, or have they changed him up?
  11. TheRealBobMan

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

    There's a backdash OS that's blowing up on Twitter (though I had to dig for it). Trying to figure out how to link just the video made me realize how much I hate twitter since I can't get that to work (even with inspect element to pull the video file path), and trying to link to twitter is causing all sorts of problems with this post editor since it doesn't seem to actually link the video. I'll keep editing till I get the important footage linked, but what you need to know is that you can OS backdash with just about anything in the demo: Command Throw + Backdash (Pot Buster if they did nothing, backdash if they did something) Normals + Backdash (Normal if they did nothing, backdash if they did something) Etc. *Edit* Looks like you can right click on the twitter links and open in a new tab to see the posts. Good enough. But still, **** social media and double-**** twitter for being a pain in the ass.
  12. TheRealBobMan

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

    I went dark for several weeks due to my work schedule. Any confirmation that Revelator uses that arcade stick driver? I'd hate to buy the game on PS4 and not really be able to play it.
  13. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Ram is probably harder to control than I-No at lower levels. At higher levels I-No starts using j.D FDC which is pretty hard to do, but Ram has microdash stuff and pretty complex combos, along with a just-frame input 623 move. Everyone takes advantage of Oki in GG, but I-No and Ram are definitely among the better characters at it. One major negative for Ram is that if you wind up blocking a DP or Dead Angle, your swords act like they got hit. They really should be going back to stand-by mode, but they don't. Bait a burst? Swords are out of commission for a while. It's a stupid weakness. Also, Ram doesn't get meter for her swordless normals, so she has really great corner-to-corner combos that give the other player 1/2 a bar and build you nothing. Her sword hitboxes are good, but they're not as good as you'd hope. Ram can probably run more mixups back-to-back without spending meter than I-No if she gets a corner setup with both swords deployed, though their damage is probably similar in that situation. It's easier to build meter with I-No (or anyone else) though, and it probably puts more mileage in for her. VCL YRC still leads to a pretty brainless 50/50 on oki, or they can push a button and get hit for 250+ in the corner. Note YRC does more for I-No's neutral than just about anything Ram can do with 25%. Overall I was pretty unhappy with I-No coming from AC and +R because of a lot of subtle nerfs from those games, even if she's good in this game. She kinda feels more like Millia. Millia didn't really wreck you off of a CH; she'd dance around until she was able to knock you down, then ran a train on you while you struggled to get an opportunity to play the game, whereas I-No worked harder to get a hit but wrecked you off of that hit, then had good oki afterward on top of that. Now I-No does a lot more struggling to get knockdown, or only gets knockdown for a hit instead of a full combo, then runs oki. I was interested in Ram because she was a little more like I-No used to be (get a hit and corner carry with 50% damage into dangerous oki, but fuck her ability to run away and call swords all game, which was boring), but when she was nerfed they kinda went too far with some things and made her really weak. I don't mind working hard with a character, but again, the rewards feel like they're not there with Ram. She's still pretty much "get them to the corner, then run the pain train", except they can derail your train with a burst, even if you bait it. I-No has more space control options with her toolset. I-No is probably easier to play as. I still like I-No, but I'd be interested in Ram if they fixed some things. She's really weird though, since you pretty much want to keep your swords equipped in most matchups until you get a hit, then use them for oki and damage. In some matchups you'll deploy just so that you have a full screen punish option, like being able to punish Venom for summoning a ball at the wrong time. Ram also has a really silly thing where she can wallsplat you, then use her command throw and a sword attack (2S/2H) on the same frame because they didn't code a restriction on the wallsplat like they did for wakeup/hit-stun/block-stun. Block? Get thrown. BS? Get thrown. Backdash? Unless you're SI/PO/SL you get hit. Jump? Hit. You pretty much have to DP out, and Ram could always bait the expected DP. Maybe this is already fixed. I don't know, I've been working a lot so I haven't been following the game as much as I'd like. I'm rambling, and tired. Someone else can probably do a better job explaining this.
  14. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    @PhantomBlood: Not a fan of ground SM, even with YRC. It doesn't go active until 18, which is slow, and it moves I-No too high to grab a burst from the ground. Pretty sure you have to YRC pretty early before active anyway. It's not like it's a terrible idea, but there are better options to make them respect you and give you a mixup. VCL YRC is great for that if you're going to spend meter. j.D FDC also helps your mixup and doesn't cost as much. Ground SM is useful for trying to catch jump-ins and IAD in attempts, though I like TK SM. @Mangyang: Matchup thread is here. It might be a little barren for some characters, but it's a start. Hm... I have a little time off work. Maybe I can try to RTSD some more of the combo section on the wiki for the new Steam players before I'm completely lost to OT. No promises, and there's plenty of stuff on there already anyway, but if I work efficiently I can probably fill out a lot of what's left.
  15. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Yeah, the matchup isn't quite that bad. It was actually pretty close to even in AC, and might have shifted in I-No's favor in +R. It's just that I-No got some nerfs in Xrd to match her buffs, where Sol mostly got buffs. After you knock down you want to shoot a note to force them to block. After that you mix up with j.K/j.S/j.H as overhead options or land into 2K for the low (or 2D in the corner to try and confirm into Desperation super for much bigger damage off of a low, but only do this if you have 50+% meter since you wont get any damage otherwise). If you don't cover the approach with a note, j.K is probably the better hitbox to use for oki. It starts faster so you have more wiggle room when setting up (in case the reason you didn't use a note was because you had to get in from far away, like with HCL ~ D knockdown). A major problem right now is that you can be ground thrown on the last airborne frame before you land, so you have less margin for error when setting up a safe jump. If you are covered by note, j.H / feint j.H into 2K is a strong mixup. If you dash and immediate j.H in Xrd, the j.H actually goes active and you'll hit them as you land. If you don't hold the dash and delay the button press slightly, it'll look like it's starting up, but it'll whiff and you can go into immediate low. It's good because j.H starter does more damage than j.S, which is already more than j.K (which prorates). Between all the different options you have on oki for overheads into lows, or feinting into a low, you're probably going to catch a lot of people blocking the first hit and messing up right after. You can also layer j.D on top of this, or j.D FDC into more j.K/j.S or even a feint into 2K. This is just a regular match vid, but right at the start there's a good example of a successful safe jump (he feints an early j.H, then dashes again and safe jumps with j.S). I've time stamped to when it happens, but you should probably watch the whole match after you see how it works because it's Mynus playing.
  16. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Depends on when you're timing it. You might be able to connect with 5H and get a full IAD string, but mostly 6P > c.S > j.S > j.H > Pdive > dash j.H > Sdive would be the go-to option. This also works when you AA Sin, but doesn't work on most other characters. The Sol matchup is difficult because he's at less risk than us a lot of the time. If we use the wrong move it leads to him scoring a CH that leads to 1/2 life loss (mostly from Fafnir or 6H), and puts us so close to dizzy that if we don't block the mixup after the combo we get reset and die (essentially off of the one CH). If we take a risk to stuff those moves with a move like 2S, not only are we at risk from other options as expected (he reads the 2S and goes for something else), but we get way less reward if we're right (just knockdown unless we spend meter). That said, our options are decent enough, though they're a little weaker than in AC. Can't reaction jump > dive to beat a non FRC'd gunflame and kick Sol's ass because we don't get a combo for it, and the flames go a bit higher. If he did FRC but didn't plan to stuff the dive, we'd get away with it safely. Now Sol gets to punish because YRC time slow. That option is bunk. HCL could work to stuff gunflame at the wrong range, but because it's slower to start at long range, we'd knock him down after the gunflame stays active, so we'd get hit, knocked down, and he gets the initiative again, or we block in time to not get anything. f.S isn't as useful for space control as it used to be either (even though it was a risk in AC, it's awesome in +R), because now you don't force him to go high/low over it, which you could then call out and punish hard. Instead, there's a range where Sol gets to stay on the ground and we can't really do very much without taking a big risk. Feels kind of like fighting Ky, except he's not quite as strong in neutral, but gets much better rewards when it works. If he messes up, he gets more chances than we do since our first correct read simply knocks him down. Then we get to attempt to roll him. If he makes the right move we get rolled from the start, and might be dead off of his next mixup because we get dizzied. Get to a distance and shoot notes, but know when to stand your ground so he doesn't run in for free. It helps to spend meter on RC when you punish whiffs and confirm into corner carry. We wreck stuff in the corner even without meter.
  17. Discoveries about FFj.D in +R: 1. The window is wider than Xrd. Wide enough for either airdash j.K > j.P > j.D to work, or j.K > j.S > j.D. The latter must be SUPER tight though. 2. When FFj.D is done right, you can jump cancel j.D's landing recovery. You just airdashed so you're not jump canceling the j.D itself, and you can't do anything else on landing without the lag. However, being able to jump cancel the recovery gives us meterless follow up options, and the ability to j.D FDC for additional mixup. So like... airdash pressure string, except that where you could land after 3 overheads with j.H and go low, you use j.D instead and follow up with more overheads, or a combo if they get hit. You can also adjust your height to either make the j.D hit or whiff to throw their timing off even further. Frame trap into Fortissimo to bait throw and 6P attempts? Edit: Fun example combo vs Johnny starting at mid screen: CH 5H > STBT-H > TK Pdive > dash j.H > FFj.D > land jump cancel > j.s > j.H > Pdive > dash j.H > Pdive > Kdive [223]
  18. TheRealBobMan

    Guilty Gear FAQ Thread - Ask your questions here!

    Edit*: Never mind, started working as soon as I posted this. That's how these things work.
  19. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    I've thrown some basic 2S RC confirms on the wiki if you need them. The universal route is typically RC > dash j.H, which should be burst safe at this part and will usually bait out a burst because people realize you're "going in" if you RC a 2S on hit from half screen like that. If they don't burst you still get a legit corner carry combo. If they're standing and not too far away, you can go into HCL before the RC and get more damage, and if you're near the corner the confirm does more damage than a meterless 2K combo by a little bit. Also, FFj.D seems to be really effective for character specific combos on her. It doesn't optimize by all that much, but because she's light you might get an extra VCL loop in the corner or something, and she takes a lot of damage anyway. There's a lot of taking risks and acting on prediction in this matchup during neutral. Millia's hitboxes are good enough to shut down our pokes if we're not being precise, and she gets to dance around to bait us to try to hit her. At a lot of ranges it's a huge risk to throw out a note without YRC cause she can just go around it or dash in before it even starts and then pain-train on us. 1. Don't be afraid to walk forward during neutral. There's a range just outside of her effective poking range where she can dodge shit and punish us super easily. At max range we can almost safely use a note without YRC (chance to lock her down and get close), and at close range she has to take more risk. If you dash in from that mid-range all the time you're cutting your options too much and making it easy for her to counter poke. If you're walking she has to use a different set of normals, which we can't bait to whiff and punish with HCL or 2S or STBT, etc. 2. 5K is a surprisingly good AA to use in this match since she can come in at an angle we can't really deal with all that effectively sometimes. She'll airdash in above 6P range, but kinda below 5P and VCL range, and if you try to take a risk with 6H it's totally not worth it in this game since you get almost squat on CH relative to the almost guarantee that she'll be able to punish it. 5K is hard to confirm off of on her hitbox in that particular position, but you should be able to link j.P > j.S > HCL ~ D for knockdown to get started. Pre-emptive j.P CH > j.H > HCL ~ D should also work effectively. 5K is pretty active; you you can throw it out early and have her dash into it. 3. It can be rough, but try to bait her to throw a pin and then guard it so she can't get in as easily. This strategy works well for Axl, and since we can't really outrun Millia it can be effective for forcing her to come to us if she's really good at runaway. Without the pin it's harder for her to punish YRC-less Note. If she backs up to set up a Secret Garden we have an easier time punishing with HCL than she would have trying to punish YRC-less note without a pin. 4. I think in this matchup I see a lot of IAD j.P > j.S > FFVCL as an air-to-air confirm from Koichi? Again, early j.P is pretty effective at sniping Millia since she has to delay a little bit to come in from angles that we can't normally deal with. Just don't overuse this. 5. Without RC, if you tag Millia with air-to-air j.H you can at least note to get started. On ground hit you're probably not going to get anything. 6. Taking a gambit on aggressive use of BS may pay off. I-No can HD mixup against ground reject state to punish them for trying to counter BS. Millia is also going to air approach a lot, and will have to change up her timing or bait more if we scare her with BS to air-reject since we should get relatively good damage and corner carry with it. Don't wait until she's running her oki to attempt a BS. Catch her being cheeky in neutral. 7. Regular air throw is pretty good. Don't forget we have it just because we have SM.
  20. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Thanks for the info. Thanks really jank, but if that's how it works I can't really complain. At least I-No can approach behind a note.
  21. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    @greatfernman: Holy dog dicks, that's actually hugely important and I've never seen it mentioned anywhere. I have a hard time believing that it was always like that without a source. Where/when did you find this out? I mean, I guess it could have been like that... it was easier to oki with I-No's HD safejumps before because they seemed to have better hitboxes, so you didn't have shit like reversal 6P going through meaty j.K/j.S. You have to do them lower to the ground now to avoid that, which means you land sooner and would be more opened up to landing on the frame after your normal should have put them in block stun (enabling them to throw you instead of being forced to block). Still though, I'd say it's a bug that you can be ground thrown while in the air, even if it's only 1-frame and even if it was always like that. "Legacy" bugs suck. @G0d3L: By recorded I meant the input itself, not the video, though I'm probably misunderstanding what you said. I don't really know... something like a May jump in or a Ram jump in? Just record 2D knockdown or something and then jump on them with a normal, then play it back and try to throw. I just wanted to see if it involved more than these 2 characters (checking that it's a global issue and not something character specific).
  22. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Hm... in this video I can't actually freeze-frame on the frame that Sol is still in the air with I-No starting her throw animation. That's different from your first video where I can pause with Sol clearly starting to throw while I-No is still clearly in the air. That said, I can pause during the frame where I-No appears to be invul right before the throw, and then in the next part of the clip where she blocks standing I can pause when she is blocking (not invul) that jump in on the same frame. That makes no sense if it's a recorded input. Can you try this again with two different characters and see what happens? @felirx: In such a situation, they would actually be put into block stun, and as such you would be able to see the block spark and confirm with the block-pause. Even a lvl1 jump in would give you 6-9 frames of block stun (accounting for how tight your jump-in window has to be to bait a 5-frame DP) and 11 frames of block pause to work with.
  23. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    Actually, if you safe jump properly it's supposed to be safe against throws. The idea is that you land with an attack meaty on the frame they get up, so if they block they're blocking something, and if they try to throw they get hit. If they DP, you land 1-2 frames later before the DP comes out. If you're getting thrown, either: A) You're timing it wrong or B) It's that fucking bug
  24. TheRealBobMan

    [Xrd] I-No Gameplay Discussion

    One thing I kinda tested for a while that might work for you if you want to make VV whiff would be to j.D FDC away and go into falling Fortissimo. If you time it right you'll land and Fortissimo wont come out, but you'll be invul on the way down. The idea is to bait them to use the DP and make it whiff (you're invul so it'll pass through you until you land) so you can punish. You get to keep the meter since the super flash never happens if you do it right. You'll have to jump away though so you wont be in throw range as you land and so that you wont get hit by the VV anyway since it's way more active than the invul you'd get. You could actually go into Desperation on landing if you wanted to chain the invul even further, but depending on what the other player does you're taking a risk by committing to that (Sol could VV or GV on reaction to the Desperation super flash to beat it if he didn't commit to something). It's a tricky input, but it wasn't that hard to do back when I was messing with it before 1.1. It may be harder now that the buffer windows have changed though. I'll try to give it a shot myself this weekend (hopefully sooner) and see how it goes.
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