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About choysauce

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  1. choysauce

    JP Player Diaries from EVO translated

    super cool find
  2. choysauce

    [Xrd] I-No Gameplay Discussion

    I'm recently discovering the power of TK SM. I'm not sure how practical it will become, but it seems like a very viable anti air tool for anticipating an attack any time someone goes into the air. At certain distances you'll expect an airdash once someone leaves the ground, and pre-emptive TK SM will def get them for it. Same with if someone jumps in on you and attacks, reacting to the jump and going for TK SM seems to beat out a good amount of stuff. (mostly just tested this w/ Sol, but I'm sure will work on most characters) obv double jumps or air backdash will avoid it and most likely they'll be able to punish by simply running up, but for those who are insistent on going in will be getting a big surprise with this move.
  3. choysauce

    [Xrd] I-No Gameplay Discussion

    Yesss I didn't of utilizing this but this will be great for our wakeup game and save tons of meter. But def still gotta watch out for Slayer 6P or other normals that just beat it outright. Thanks Vryu sensei~~~
  4. choysauce

    [Xrd] I-No Gameplay Discussion

    Thanks for the info on this OS, it's so good! I've been implementing it this way 2K > 6P > 5H > IAD > 2K > immediate KSH > confirm VCL or SM when I input the KSH the buffer allows the j.S chain to come out and gives a ton of time to confirm to VCL if the j.K whiffs I get the YRC as soon as it can come out and gives plenty of time to input the SM
  5. choysauce

    [Xrd] I-No Gameplay Discussion

    They're mainly for corner carry and a little extra damage. totally fine to not have to use it. But there are some ways to artificially make the execution easier. If you establish the use of something > 6P > 5H > IAD > command grab reset, the opponent will very much want to NOT TECH to avoid the reset. after you feel that they are trying to avoid the reset, they will black beat vs your combo, essentially making it super free to get the link. (cuz we all know the IAD > j.K is the hardest part of the combo)
  6. choysauce

    [Xrd] I-No Gameplay Discussion

    What would you guys say are key things to work on for her neutral game? I was playing a bunch of GG vets online and they were destroying me in the neutral. I think I'm having most trouble with dealing with ppl that jump at me, esp at heights that HCL won't tag people at. Would j.P be a good answer for people coming in at the 35/45 degree trajectory?
  7. choysauce

    [Xrd] I-No Gameplay Discussion

    So I've been messing with the P dive ender and it seems you can choose if you want to get the hard knock down or go for this Meaty HCL reset/Hoverdash Throw reset. If you do combo > Pdive > airdash > delayed j.H > Pdive then you can get the hard knockdown since they're closer to the ground without having to use the K dive ender (where you don't get the choice between note oki or FFVCL oki) Is there any situation where K dive is the more optimal situation over P dive > Note oki? If you do the airdash j.H > Pdive as high you can allow the Pdive to hit, then it will do the low air tech. for the meaty HCL, it has to be delayed because of the invul frames the opponents get for air teching. Also the delay masks that you're trying to meaty them from that far away as well. An early HCL > YRC is a huge tell and they'll start blocking if they decide to forward tech. Also this reset is GREAT for doing hoverdash > airthrow resets (works for back and forward tech really well, neutral tech seems to be the toughest to get though) Unfortunately It doesn't seem like SM will work in any situation for this. Unless someone can find something But I'm testing this all on Elphelt so far. It may be a different case for different characters. Let me know what you guys find.
  8. choysauce

    [Xrd] I-No Gameplay Discussion

    How do you guys feel about her P dive combo enders when there's so much hitstun deterioration that it doesn't cause a knockdown? Usually they tech pretty low to the ground, so I had an idea of if meaty HCL for these instances would work well. Mainly this would be for people who are looking for forward tech and tag them. But it would be an option to keep people locked down if the air tech is in the line of fire. Haven't tested this yet, but I think it's worth exploring.
  9. choysauce

    [Xrd] I-No Gameplay Discussion

    We talked about this already. try to make sure you're releasing D when you hit the P+K after. You don't have to worry about this if you used your burst already You can tell you got it if you hear her audio clip for the j.D but an FD green block comes out.
  10. choysauce

    [Xrd] I-No Gameplay Discussion

    the setup at the 28 second mark uses this tech for a super fast cross up https://www.youtube.com/watch?v=rNabIUcd6jI
  11. choysauce

    [Xrd] I-No Gameplay Discussion

    That's a pretty sick find. I was trying to practice this the other day with +R (don't have the game yet lol). and thought I should just rage burst early so I can utilize this lol. Good to know there's a way to not accidentally burst while using this technique. I think another good way is to buffer with a Hoverdash > j.K or j.S after a knockdown. It'll look like you're setting up for a high/low on the 2nd Hoverdash but you go for the cross up FD cancel instead.
  12. choysauce

    [CP] ยต12: Combo Index

    What does CT stand for? I couldn't find any notes on the abbreviations for Mu. I know SoD is the sword. might be good to list them in the front
  13. choysauce

    California Love: The SoCali Thread

    yeah, it seems friday would be more doable, especially if we bring setups
  14. Nice meeting last night Henry!

  15. choysauce

    [P4A] Yukiko Amagi - Q&A/FAQ Thread

    does anyone have any theories of the usefulness of EX maragi? the only thing i can think of is creating a whole bunch of stuff everywhere quick. since the recovery is better than D maragi at least. you can throw it out, toss a fan upward and buffer the C pillar input any thoughts?