Jump to content

Blackalpha

Members
  • Content count

    72
  • Joined

  • Last visited

2 Followers

About Blackalpha

  • Rank
    Beeeeeees

Contact

  • AIM
    Shtsngiggles54

Other Info

  • Location
    Massachusetts
  • XBL
    DoubleDistilled
  • PSN
    BewareMyPowerr
  1. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Yeah 6P is reaaaaallly good. Depending on the character move angles in the air it can get blown up though. For instance, elphelt air bridal express if they do it at a correct angle, because of the upper body invincibility it actually goes right through i-no's head and shoulder and then you get punished . I've ran into this a few times before in other matchups but that one was the one that stuck with me, so now I just try and air throw it or jump back j.H xx note. Great counter poke as well. Notable mentions I've found on this is slayer mappa/dandy, Ky 5h/f.S, May horizontal dolphin (this one is pretty tough though, tight window)
  2. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Agreed, this is why I only do HD ~ AD when they're forced to block a note because if they crouch block the j.K and get hit, you'd have to be very fast with the hitconfirm to do a ground combo (since the j.S whiffs in this situation). I just make sure they see me doing this and block high so I can go 2, 3, or 4 overheads.
  3. Blackalpha

    [Xrd] I-No Gameplay Discussion

    You can also do 6696 j.K > j.S > j.K > j.S. I don't recommend this one though as you have to go start the string almost frame perfect in start of the airdash, but its so sick cause you can end on a j.S with more blockstun yeaaaa
  4. Blackalpha

    [Xrd] I-No Gameplay Discussion

    I have to agree with Bob's writeup. If the changes stick it really isn't going to be that bad. VCL YRC was pretty braindead and fullproof on wakeup, we just have bait out the blitz more and be smarter with the approach. Also, don't forget NOTE IS STILL GOOD, and honestly I do more note on wakeup than VCL YRC to begin with. I really think she's going to be harder to pick up though. Instead of execution being the barrier, now it's mixup and reading abilities separating the great players from the good and this is a good thing in my eyes. If Arc wants us to have to think about our approach more (just like Millia now), I'm all for that. Still have to remember that its 25% for the BS, so with a successful bait or punish on our end, not only do they take CH DAMAGE combo, but now they have less meter to work with for their offense too. I welcome the change and will learn to adapt. I'd rather work more for the mixup and get recognition than someone just saying "well you knocked me down and had 3 bar, so eventually I'm going to block wrong and eat 30%+... GG" If you drop playing I-no because this change sticks, then you weren't cut out for the character to begin with. /rant
  5. Blackalpha

    [Xrd] I-No Gameplay Discussion

    I'm curious about this too, that would be great if it was the case.
  6. You can reversal it on wakeup so no meaty. Also, I am an i-no player and I REALLY HOPE THIS ONE DOESNT STAY IN
  7. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Well this is just day 1 loketest changes but all good stuff really. I'm really interested in the f.S with the stagger on CH and of course the extra 2 active frames never hurts. I was afraid they might nerf her and I already like how she is in this now that I've gotten adjusted.
  8. Blackalpha

    [Xrd] I-No Gameplay Discussion

    It gets fun once you put her knocked down in the corner, then it's "time to guess asshole". At least that's what I mutter to myself when I'm in that position haha.
  9. Blackalpha

    [Xrd] I-No Gameplay Discussion

    I use the K dive when the combo is also too high up. Like if you have to do a SJ j.S instead you can't end on a P dive since they will air tech out so its better to just get your double P dive loop when you can't see the ground, and then end it with a K dive for knockdown and to keep corner pressure.
  10. Blackalpha

    [Xrd] I-No Gameplay Discussion

    I like this, I haven't tried it yet either I usually just end in a K dive instead if I think they would be able to tech out (usually against the super bouncy characters, looking at you May, Millia, Elph, Ram) I'll let you know how it goes when I get some sets in against my friend
  11. Blackalpha

    [Xrd] I-No Gameplay Discussion

    You mean just buffering the special with the normal, right? I didn't even think about this until you brought it up so kudos.
  12. Blackalpha

    [Xrd] I-No Gameplay Discussion

    I think I'm going to use it to troll when I'm up a huge amount of life and meter, just looks hilarious.
  13. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Guys, I found the next new I-No tech, get cracking in the lab https://www.youtube.com/watch?v=Qx__i9sRowk&feature=youtu.be
  14. Blackalpha

    [Xrd] I-No Gameplay Discussion

    buffer the super jump after the 5H, so do 28 or 19 (whatever is easier) then just 66 once youre in the air and get the linking j.K > j.S
  15. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Agreed. I know someone posted this before but I don't think a lot of people saw it so I figured a video would showcase this to everyone else. I haven't tried messing with FDC hops for this as I don't want to overwhelm myself with the options but that just sounds dirty. I feel bad for people who have to play against high level I-No, so many mixups... Edit: also do you know which characters ffVCL> j.S doesn't work on? So far I've found it works on everyone but the j.S > j.H doesn't work on everyone so I just remove the j.H to get slightly less damage but at least a full combo. @Heroking, it will work after any combo into knockdown whether it be an HCL, dive, throw, 2D. etc. The key thing is that you get the timing right on the wakeup. See Essay's post above for some tips.
×