Jump to content

Archived

This topic is now archived and is closed to further replies.

LM_Akira

I-No Combo Thread (Accent Core)

Recommended Posts

Wow, so little love for I-No, such a shame :( EDIT: Sorry but Honnou-cat is

Posted Image

Thanks for starting the thread LM_Akira

MOVE CONVENTIONS / NOTATION

Posted Image

P = Punch

K = Kick

S© = Slash (close)

S(f) = Slash (far)

HS = Hard Slash/Heavy Slash/Hi-Slash whatever its called

D = Dust

JC = jump cancel

SJC = super jump cancel (some people use HJC for high jump cancel)

IAD = instant air dash (e.g. 96)

sj.IAD = super jump instant air dash (e.g. 296)

Dash = 66 (Hover dash, I-no's normal dash, has special properties)

CH = counter hit

RC = roman cancel

FRC = force/false roman cancel

TK = tiger knee (e.g. 2369, generally doing an air move as low to the ground as possible)

CH = counter hit

JI = jump install (basically JC a move but perform another move straight away before the jump comes out...the jump is "stored" and doing this will allow you to dj after a hj, something not normally possible)

ID = impossible dust (essentially performing an action, e.g. dj or FD a certain time before the dust screen comes on will let you fall to the ground quickly whilst your opponent will be stuck in a long un-techable state. The easiest example with I-No is: 5D, homing jump, dj.HS(or FD then j.hs which I find easier), i.e. hold up after hitting with dust but then dj.HS straight away before the dust screen comes on. If done correctly you will fall to the ground and your opponent will slow float down in a long un-techable state, allowing you to combo them further.

BASICS

Midscreen BNB

hover dash j.s, 2k, 5s©, 6p, 5hs JC j.hs S dive (basic knockdown combo on entire cast excluding SO, OS)

*insert COMBO*-> 2D 632146k (2d->HCL works on TE, PO, MI, MA, JO, FA, CH, ZA, any range, WORKS UP CLOSE ONLY on OS, SO, AX, SL, combo into 6p, 2d HCL for Robo-Ky)

hover dash j.s, 2k, 6p, 5s(far), j.s JC j.hs S dive, land, 5p SJC j.p j.s j.hs K dive (knockdown combo on SO, OS)

dash j.K, 2K, 5S©, 2S, 632146K

dash j.s 5s©, 2hs, STBT S ver., 5k 632146 6FRC6 j.s VCL->etc... (crouching only combo, corner on all characters, midscreen on char where STBT S, 5k doesn't whiff)

Basic short gatlings into knockdown. Pressure with dash or Note as oki. Dash gives you her jumping moves close to the ground (which essentially act as overheads to a grounded opponent) so this is where the majority of I-No's mixup game stems from.

HCL FRC COMBOS

2K, 2S, 632146K FRC air dash j.S, j.HS (land) 5S© JC j.S, j.HS, 236P air dash j.S, j.HS, 236S

(Vs Potemkin, corner)

Dash j.S, 6P, 5HS, 632146K FRC air dash j.S, 632146S, 5HS

(Vs Anji)

(Tech catch) 5K JC j.P, j.S, 632146K FRC air dash j.S, 632146S (land) 5P, 5S© HJC hj.P, j.S, j.HS, 236S

(Vs Anji, corner)

(DASH) j.D COMBOS

Midscreen

j.D, 2363214S (land) hj.S, j.HS, 236S

Corner

j.D, 2363214S (land) hj.S, j.HS, 236(K)S (either go for knockdown or go into corner loops...)

j.D, 2363214S j.S, j.HS, 236S (land) 5S© JC j.S, j.HS, 236P airdash j.S, j.HS, 632146S

(Vs Eddie)

j.D, 632146S FRC 5S© JC j.S, j.HS, 236K (land) 5P JC j.P, 236D

(Vs Eddie)

DUST COMBOS

Impossible Dust:

5D, homing jump, dj.HS (land) j.S, j.HS, 236S

(Midscreen vs Eddie)

5D, homing jump, dj.HS, 632146S, 5S© HJC hj.S, j.HS, 236P air dash j.S, 236P 236xx

(Corner vs Zappa)

Honnou edit:

5D, homing jump, FD j.hs walk forward 5hs JC j.hs S dive, land, 5k HCL 6FRC6 etc...

5D, homing jump, FD j.hs hover dash j.s JC j.s j.hs S dive land 5p 5s SJC j.s j.hs K dive

STBT Combos Courtesy of Mynusdono

Slash STBT corner meterless follow ups (no AB):

5K > JS:

AX, ZA, DI, SL, OS, MA, ED, PO, TE, IN, FA, (BA; raw hit only, very hard)

6P > 5H:

JO, MI, JA, CH, AN, SO, KY, BR, RO, VE, (PO; hard)

Damage potential from this; even with a 2K starter is so worth it when you consider the meter gain, damage and practicality of this instead of going into S STBT > 5K > HCL (frc). I've made this a staple of my corner game so far and it is great. Certain starters start approaching 200 dmg for no meter.

Example follow up combos are:

A)

...S STBT > 6P > 5H > j.H > S dive >...© or (D)

B)

...S STBT > 5K > j.S > j.H > S dive >...© or (D)

--- INTO: ---

C)

[5S > j.S > j.H > K dive]

D)

[5K > HCL (frc) > iad j.S > VCL > 5S > j.S > j.H > K dive]

AIR THROW COMBOS

Air throw (wall bounce) 5S© JC j.S, j.HS, 236S land 5S© JC j.S, j.HS, 236P air dash j.HS, 236(K)S

(Corner vs Zappa)

Air throw (wall bounce) 5S© JC j.S, j.HS, 236S (land) 5S© JC j.S, j.HS, 236P air dash j.S, j.HS, 632146S

(Corner vs Eddie)

Dive at the end for the Zappa combo I saw may be K I'm not sure. If Zappa is deep into the corner, the wall bounce from the air throw will actually take him out of the corner and stop him from being hit by the rest of the combo, you'd need to do something different in this case

EDIT: Honnou Corner Air Throw Combos

IN VS JO

Corner:

Air throw, 2s 5hs jc j.hs p dive, air dash j.hs s dive, 5s© jc j.s j.hs p dive air dash j.s j.hs k dive 150 dmg

Air throw, 2s 5hs jc j.hs p dive, air dash j.hs s dive, 5s© jc j.s j.hs p dive air dash j.hs p dive k dive 151 dmg

IN VS SO

Corner:

Air throw, 5k SJC j.s j.hs p dive air dash j.hs [p dive] [k dive] 116 dmg *5k->j.s/sj.s is pretty damn hard

Air throw, walk SLIGHTLY forward 5s©, j.s j.hs [p dive] air dash j.hs s dive 5p 5s© SJC sj.s sj.hs k dive 136 dmg

Air throw, walk as forward as you can, 5s©, 5hs, j.hs [s dive slight delay] 5s© SJC sj.s sj.hs p dive, air dash sj.hs [p dive] [k dive] 151 dmg =^.^=

IN VS OS

Corner:

Air throw, walk slightly forward 5s© 5hs, JC j.hs [p dive] air dash j.s j.hs 5s© j.s j.hs k dive 141 dmg

IN VS BA

Corner:

Air throw, walk slightly forward, 5s© 6p VCL 5s©, j.s j.hs [p dive] (hold for slight delay) air dash j.hs p dive k dive 168 dmg

Air throw, 2s 5hs, sj IAD j.k VCL (2 frame link), 5s© VCL, 5s© jc j.s j.hs k dive 167 dmg

Air throw, walk slightly forward 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs p dive (should hit late if the height is right), air dash j.s j.hs k dive 168 dmg

NEW:

Air throw, 5hs JC j.s j.hs p dive air dash j.s VCL, 5s© VCL 5s© JC j.s j.hs k dive 175 dmg ^^^^^_^^^^^

IN VS MA

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© j.s j.hs k dive 151 dmg

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs [p dive] air dash sj.hs [p dive] [k dive] 159 dmg *may techs out really low, maybe more delaying and she can't tech?

IN VS JA

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© SJC sj.s sj.hs p dive air dash j.hs k dive 157 dmg

Air throw, walk slightly forward, 5s© 5hs JC j.hs [p dive] air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 154 dmg

IN VS IN

Corner:

Air throw, 5hs j.hs p dive air dash j.hs s dive, 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] k dive 159 dmg

IN VS AN

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 153 dmg

Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] k dive 153 dmg but better oki?

IN VS ED

Corner:

Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s©* SJC sj.s sj.hs p dive air dash j.s j.hs [p dive] k dive 153 dmg

Air throw, 5hs JC j.hs p dive air dash j.s VCL 5s© JC j.s j.hs k dive 147 dmg

IN VS SL

Corner:

Air throw 5s©, j.s j.hs p dive air dash j.hs VCL walk slightly forward 5s© j.s j.hs slight delay p dive, air dash j.s j.hs k dive 139 dmg

IN VS BR

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 161 dmg :)

IN VS VE

Corner:

Air throw walk slightly forward 5s© JC j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs [k dive] 147 dmg

Air throw *5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.s j.hs [k dive] 152 dmg**

*really difficult, 5hs has to be hit exactly as I-no lands or it will not launch Venom

**venom techs really low at the end, maybe this can be changed with more p dive #2 delay?

Air throw 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 153 dmg***

***wasn't able to actually complete this combo yet (venom teched between final p dive and k dive) but looks possible

IN VS FA

Corner:

Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 137 dmg

Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs [p dive] air dash j.s j.hs 145 dmg

Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs [p dive] air dash j.hs [p dive] [k dive] 146 dmg

Air throw 5s© SJC sj.s sj.hs [p dive] [p dive] air dash j.hs [p dive] [k dive] 127 dmg (4 dives!!)

Air throw j.k j.s j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs k dive 130 dmg

Air throw j.k j.s j.hs p dive air dash j.hs VCL 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 136 dmg

IN VS PO

Corner:

Air throw 2s 5hs JC j.hs [p dive] air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.hs [p dive] [k dive] 125 dmg*

Air throw 2s 5hs JC j.hs [s dive] 5s© JC j.s j.hs [p dive] air dash j.s j.hs k dive 125 dmg***

Air throw 2s 5hs JC j.s j.hs s dive, 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 126 dmg***

Air throw 6p 5hs JC j.hs s dive 5s© SJC sj.s sj.hs p dive air dash sj.hs [p dive] [k dive] 126 dmg

*Only if the 2s at the start hits Pot as low as possible I guess. This combo is hard to replicate

***Most reliable combos so far???

*Note* A lot seems unreliable on Pot after air throw. 6p 5s© is easy to connect. Walk forward 5s© seems unreliable as it will often OTG Pot or result in 5s(f). 6p 5hs only works if you don't 6p right away after landing.

IN VS AB

Corner:

Air throw, walk SLIGHTLY forward, 5s© JC j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs k dive 122 dmg

Air throw, walk SLIGHTLY forward, 5s© 5hs JC j.hs [s dive] 5s© j.s j.hs s dive 5p SJC sj.p sj.s sj.hs k dive 130 dmg

Air throw, walk SLIGHTLY forward, 5s© 5hs JC j.hs [[s dive]] 5s© 5hs JC j.hs s dive

IN VS DI

Corner:

Air throw, walk slightly forward, 5s© 5hs IAD j.k VCL 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 163 dmg

Air throw, walk slightly forward, 5s© 5hs JC j.hs [s dive] 5s© SJC sj.s j.hs p dive air dash j.hs k dive 167 dmg ^________^

IN VS TE

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 145 dmg

Air throw, walk forward 5s© 5hs JC j.hs [s dive], 5s© SJC sj.s sj.hs p dive, air dash j.hs [p dive] k dive 151 dmg and better okizeme for I-no :)

IN VS ZA

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 145 dmg

Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 145 dmg

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 150 dmg

IN VS AX

Corner:

Air throw, 5k JC j.s j.hs [s dive] 5s© SJC sj.s sj.hs p dive air dash [p dive] k dive 141 dmg

*It is possible to walk slightly forward and start your combo with 5s© JC->something or 5s© 5hs ->something or 2s 5hs -> something but all are really hard. I'll work on combos later

IN VS RO

Corner:

Air Throw, 2s 5hs JC j.hs [p dive] air dash j.hs [s dive] (slight delay), 5s© 5hs JC j.hs k dive 126 dmg

Air Throw, 5s© JC j.s j.hs [p dive] air dash j.hs s dive, 5s© JC j.s j.hs p dive air dash j.s j.hs k dive 125 dmg * easier

Air Throw, 2s 5hs JC j.hs [p dive] , air dash j.hs s dive, 5s© JC j.s j.hs p dive air dash j.s j.hs k dive 125 dmg *pretty hard

Air Throw, 5s© 5hs JC j.hs [p dive] air dash j.hs VCL, 5s© JC j.s j.hs k dive 128 dmg ***hard to pick him up with air moves after VCL 5s©

Air Throw, 5s© 5hs, j.hs [p dive] air dash j.hs VCL, 5s© 5hs JC j.hs [s dive] 130 dmg *** they can tech at the end, i'm trying to delay s dive to get no tech

Air Throw, 5s© 5hs, j.hs [p dive] (hold just enough to make it hit), air dash j.hs VCL, 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 131 dmg ***** super hard, everything has to be perfect timing to make finish possible

IN VS KY

Corner:

Air Throw, 5s© 5hs, j.hs [p dive] (hold just enough to make it hit), air dash j.hs VCL, 5s© j.s j.hs k dive 149 dmg *much easier on KY than RO

Air Throw, 5s© 5hs JC j.hs [p dive] air dash j.s j.hs (so you land deep under ky), 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 149 dmg

IN VS CH

Corner:

Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 181 dmg ^_^

Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© JC j.s j.hs k dive 183 dmg ^___^

IN VS MI

Corner:

Air throw, walk SLIGHTLY forward 5s© SJC sj.s p dive, air dash sj.s VCL, 5s© VCL, 5s© j.s j.hs [k dive] 175 dmg *Millia only combo for sj.s (or j.s when millia is lower) into p dive.

Share this post


Link to post
Share on other sites

Wow Major props for this! Thank you! I don't have the import of (GGAC) yet so I'll be looking forward to trying these out. Although I'm having a hard time with the Nomenclature Is there a reference on the forums someone could link to ? Much obliged :keke:

Share this post


Link to post
Share on other sites

Actually, I've added in a notations guide to the first post now so it should be easier to understand what is going on.

Share this post


Link to post
Share on other sites

Hey I got some love for I-no. I used to hate her but she's the only female I had fun playing seeing how I earlier decided on ABA but she was no fun. And I asked a simple question: How does I-no fare against Testament but low and behold NONE of the experienced I-no players helped me out. Plus all combos listed is comboed into HCL or VCL FRC which in turn gave me nothing else to work with. Which sucks if you're new to her. I mean I'm not gonna play her in tournies but I would like some combos for her. So thanks LM Akira. Now I have something esle to do besides random notes and 5S>6P>5HS HCL FRC. Much help.:toot:

Share this post


Link to post
Share on other sites

If you neglect the effort that goes into learning how to TK HCL FRC airdash (and it's variations), I-No is actually a really enjoyable and fun character to use imho. Quite frankly, I can't even CL FRC airdash properly in training mode yet so it's certainly not something I try for in matches. Simple stuff like 2K, 6P, 5HS, HCL is actually ok to use in a match to get you into the swing of things I think. She has a brilliant mixup game from her hoverdash and Note as oki and I think that's where a beginner I-No should start from (so I've been advised). You won't be doing much damage in 1 combo to start off with but ok damage from a few mixup situations is better than nothing. Comboing from her air super and hoverdash / j.D is another option I've not yet added to the first post, both can get you good damage without having to rely on CL FRCs. Setting up tech taps near a corner can give great damage for a very simple combo from her air throw (it may take a little time to get used to re-juggling with 5S©, not putting 5S(f) in by mistake and getting the dives right but you'll get solid damage when you nail it) and her ID combos are easier compared to most other chars. 6P into a hj is a decent anti air option and there are even more neat combos she can do from such things as STBT, ground throw FRC or 6HS on CH.

Share this post


Link to post
Share on other sites

Yeah I'm really getting into her. Of al my casual characters( JO,SL,) she's the one I'm best with. LK Akira if you find more combos post up!

Share this post


Link to post
Share on other sites

Yeah, I've been working on I-no lately myself. I've wanted to play her for a long time (since XX probably), but I kept putting it off since I didn't want to learn CL frc stuff. I was afraid that the next version might change her completely so as to make all my learning it useless. So anyway, I finally decided to buckle down and work with her and I can actually do the CL frc airdash fairly easily now. I'm not 100%, but I'm definitely feeling progress. Anyway, I had a feel for some of her combos, and got some from videos, but it helps to have it in writing so that you have a good road map to follow, so thanks for posting this up LM_Akira. Helpful.

Share this post


Link to post
Share on other sites

Are you guys using her FB at all in combo's? I was messing with it and not sure if it has any uses outside of flashyness. Wondering what you guys are doing with it.

Share this post


Link to post
Share on other sites

Only time I've seen it used is within random or obscure combos (except occasional use at the end of a round lol). For example I saw this against Potemkin: 6HS (CH) dash j.S, dj.S, j.HS, j.D, 236D, j.S, j.D, dj.S, j.D where 6HS was kinda used as an anti air.

Share this post


Link to post
Share on other sites

I've seen some combos end with FB, jh, jd, (jump cancel) jh, jd. From what I've been able to tell, damage hasn't been able to beat normal combos. I've also seen it used to like escape a corner or just confuse the opponent or something with its extra jump. Like they'll do jump, FB, air dash, 236s. This is usually the way I use it, though I guess I'm not 100% sure whether the goal of this is to hit with the 236s or just to get out of there.

Share this post


Link to post
Share on other sites

Here's what i've got for 50% tension. Corner 2k, 5s, 6p, 5hs, HCL FRC, ad, s, VCL, land, 5hs, HCL FRC, ad, s, VCL, land, 5s, jc, j.s, j.hs, 236+k. is there something better I should be doing?

Share this post


Link to post
Share on other sites

Here is a re-post from the matchup thread. Caveman had given a ton of combo options against Sol so I figured it made sense to re-post them here...

Here are some sample combos or ways to start combos vs. sol:

Corner

2K, 6P, S slide, K, j.S, j.H, S dive - no meter, limited wakeup options

2K, 6P, S slide, K,JI CL frc, ad S, VCL, H, j.H, P dive, ad j.S, j.H, P dive, land note - Easy to apply once you can JI the K,CL...Learn the how to JI the K and dash after the CL frc. there are lots of ways to do it, but do what is the easiest for you. Also leaves you with a meaty note lockdown

dash attack, 2K, 6P, CL frc, ad S, VCL, H...- auto-ji from your low option after a dash attack

dash attack, j.D, delay VCL, S, j.S, j.H, P dive... - easy combo for no meter, but j.D doesnt work all the time or against every opponent.

dash H~2K, 6P CL frc, ad S, VCL...- another auto-ji from the dash H whiff,2K

dash H~2K, 6P, S©, sj. S, H, P dive, ad H, P dive, S dive - no meter but you have to be deep and in the corner to hit the S© after a 6P. works best after empty jump into 2K.

throw frc, P dive, ad S, H, land H, j.H, P dive, ad S, H, P dive, land, note - good throw combo, that leads into a note lockdown.

airthrow into corner, S, j.S, H, P dive... - easy combo

Midscreen

dash attack, 2K, 6P, JI CL frc, ad S, VCL, dash S, dj S, H, S dive - auto-ji from the low after a dash attack

dash attack, 2K, 6P, JI CL frc, ad S, VCL j.S, j.H, S dive - same as the above, but easier

dash H~2K, 6P, JI CL frc, ad S, VCL , dash jump S, H, P dive, ad S, H, P dive, land note - auto-ji from the whiff j.H,2K. you can bring them to the corner with the dash jump S, H, P dive from about the 2P starting position.

2K, S(JI), 6P, CL frc, ad S, VCL, dash jump S...- same as above, but with the JI after the S

dash attack, 5P, 2D, HCL frc, ad S, VCL, dash jump S, H, P dive... - auto ji from the dash and fuzzy guard makes them have to block the 5P. limited mixup. 2D doesnt scale, though.

dash attack, 5P, 2K, 6P, etc... - similar to above with a faster, scaling low.

2K, 5S(ji). 6P, S(f), ad H, D, VCL, land S©, j.S, j.H, P dive... - works from around 2P starting position or less...

throw frc, dash S, dj 8 or 7 H, note - not much damage but puts them in the corner blocking a 5 hit note.

i am going to stop there for the combos cause i have gotten carried away. These arent the only way to start or extend combos, but some things to get your mind working. In general, midscreen combos need JI to do significant amounts of damage. If you arent confident yet, I would just focus on getting the knockdown and reseting the pressure until you can get to a better position (corner). You also mentioned not being able to hit jS, j.H, p dive on sol. It works best for me when you delay the P dive a little bit. just go into practice mode with it. Also if they are abusing VV the first step is to learn to punish it cause you will get over 50% everytime if you have 25% meter. If you want me to clarify on some of the combos, just let me know and I will respond.

Note I bolded the Corner and Midscreen titles for clarity.

Share this post


Link to post
Share on other sites

I have a question , I still have trouble CL FRC'ing. Does she have any decent combos that dont involve the CL FRC? As I continuously try and master the CL frc.

Share this post


Link to post
Share on other sites

You can practice linking some of her harder-to-link normals, such as 5k JC js jhs versus air opponents, js jc straight into j.hs k dive to finish air combos, and 5p jc/sjc jp for air combos as well.

Share this post


Link to post
Share on other sites

where I can get I-no gif animation?

Well I made mine by going to the art section here at Dustloop and than downloading all the GG in game sprites. That's one way :keke:

Share this post


Link to post
Share on other sites

CORNER vs Testament: 5D, TK HCL, VCL, VCL, 5S©, VCL, 5S©, JC, j.S, j.HS, P dive, air-dash, j.S, j.HS, land, 5S©, VCL (194 dmg) This is why I'm HAWT.

Share this post


Link to post
Share on other sites

CL only auto-JI's off dash ins? Crappy... My informant wasn't very specific on that =P Perhaps I'll still try to pick up I-No anyways, but I fuggin' hate JI CL.

Share this post


Link to post
Share on other sites

lol tk hcl? Nice titan...the old dust combo from Slash with 3 VCLs doesn't really work as well anymore... >>>Arvandor She never used to even have the auto JI, so that's a blessing. Just practice until you're comfortable doing it.

Share this post


Link to post
Share on other sites

just whiff a j.HS right before landing so you can't see anything, then go 2K -> 2S -> HCL frc -> sex

Share this post


Link to post
Share on other sites

×