Jump to content

Blackalpha

Members
  • Content count

    72
  • Joined

  • Last visited

Everything posted by Blackalpha

  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.
  16. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Been working on safe setups against DPers. Some people may know about these, but I figure the majority might not so these will be useful to know and utilize (2nd video more importantly). https://www.youtube.com/watch?v=s77LcivbHzg https://www.youtube.com/watch?v=CglZD1_MzfA In the first one, this is just off a midscreen starter combo, thought it was interesting and seemed to work The 2nd video is REALLY helpful though. Basically if you do a quick hoverdash (just tap 66) and then a j.S or j.K on their wakeup at the right time, it becomes a safe hoverdash. If they wakeup DP, you can block and punish. If they don't, they have to block the incoming j.S/j.K. This can't be thrown or jabbed on wakeup either. I backed up a bit in the video before doing an HCL, but just to note that it doesn't matter on the range. You just have to time it well enough to get it on their wakeup where it becomes safe. I'm working on seeing if you can whiff certain moves then go in to make the timing more "setplay", but because the nature of the HCL combos on the ground can really change the distance, I don't think that will work. This might have to be something to learn the timing on habitually. I tested the same setups on Ky and Axl (only others I know of that have a wakeup DP), and it works for them all.
  17. Blackalpha

    [Xrd] I-No Gameplay Discussion

    This is interesting, I am trying to test out both but I haven't come across any differences really, but doing the 2 hold button method is definitely a tighter window than just doing J.D ~FD, that I will agree on. I did an HCL from starting position in training and tried both methods with SJ on wakeup and i can get cross up j.S > 6P > 5H both ways, but the 2 button is harder to land for sure.
  18. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Godlike! Post up on videos if you get any soon, would love to see him in action. I'm learning so much from U-Zen already, I have 3 pages in a notebook full of things he does I want to implement. Good ideas on the 663 too guys, I mainly use IAD FFVCL YRC, but i think it could be useful for bait purposes.
  19. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Have you guys started messing around with the vertical hoverdash at all (663)? So far I've found doing a note from full screen and aiming it up a bit then hover dashing in and doing the 3 to go higher is nice because it forces the note low (since 3 is a low input) if they stay on the ground and then you come in from the top. Other than that I figure they must have put this in for a reason, right? Just wondering what people have found for usage with this.
  20. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Some posts a couple pages back go over this, but make sure you do the j.K and j.S as soon as possible off the IAD to get FFVCL. You'll know you're doing it too slow if she's bouncing up from the VCL after j.K > j.S. This is something you will have to grind out a lot to get consistent, I'm not even 100% consistent with it yet myself and I've grinded the combo out a lot. Edit: You have to super jump IAD on Sol, Faust, and May, everyone else is just normal IAD.
  21. Blackalpha

    [Xrd] I-No Gameplay Discussion

    It has a certain height requirement so you might just be doing it too low to the ground, i've found the range better by just doing 66566 on a standing Sol in training to see where that height requirement is. You do need to hold down the hoverdash for a bit to get that height so you can airdash out of it.
  22. Blackalpha

    [Xrd] I-No Gameplay Discussion

    back yourself up in the corner away from the dummy in training and do an airdash. There's basically 3 things that can happen with VCL I've noticed off an airdash: If you do an IAD and VCL as soon as possible, she floats a tiny bit in the air. This is not FFVCL. If you do VCL at the end of an air dash, this is even worse as you'll notice she bounces up a bit and then falls down, you don't want to do this at all. The FFVCL window is basically not as early as possible, but also not as late, it is somewhere in the later half of the air dash. Say if the airdash is 15f long (I'm just guessing here) the FFVCL window would be between frames 9-13 to give an idea of when to do it. Just keep trying it and you'll notice if you do it right, she drops considerably to the ground.
  23. Blackalpha

    [Xrd] I-No Gameplay Discussion

    I found something neat, I don't know if this works on the cast but I tested with Sol, Ky, and May and it works (but varying degrees of difficulty depending on the character, sol is the easiest) HD S > jump cancel forward > slight delay > j.D if done right, you should hit them as a crossup. The problem is I can't figure out any good combos out of this without using RC, j.D launches them really high and you cant jump cancel again to follow up in the air, so this might not really be any good if there is no follow up, but it is really ambiguous. Try on sol first as I found him the easiest to do. They have to be standing too, doesn't work on crouch
  24. Blackalpha

    [Xrd] I-No Gameplay Discussion

    This is true, my brain just likes it with my hands at the moment since I'm used to plinks as muscle memory already. But the 2 button is optimal in the long run
  25. Blackalpha

    [Xrd] I-No Gameplay Discussion

    Found another way to do the j.D FDC if its easier for people, I found it was for me. Instead of holding down the 2 buttons then doing j.d > tap back, I found holding one button then j.d and the 2nd button right after + tap back all in one smooth motion works. Note that this has to be done pretty damn quick. So for example you would do 5k (hold) > j.D(S and hold) and tap back. You do the J.D > S (hold) > tap back all in one quick smooth motion starting with J. D, but make sure you dont hit them all at the same time or you will burst. Has to be done in succession If you played SF4 it feels like doing a plink from J.D to either K or S, that kind of speed maybe slightly slower., or if you played soul calibur it feels like a slide input. This might be way more complicated for all I know, but I like it at the moment. Just thought I'd share. Sorry if the notation is off I couldn't figure out the best way to type it since it's kinda weird?
×