I-no’s 2K isn’t JCable unfortunately But doing dashing K, land, 2P might be something worth trying. 2P gives a small frame advantage, like +1 I think.
Although another thing to try with her j.D mixups is, do a blocked string into a JCable normal into j.D, CL, FRC, and then air dash. it can catch people off guard and is a good way to keep pressure and get someone into the corner.
Oh, I worked it out. due to the number of frames it takes to get the dash to a level the kick comes out, the jumping dust is faster than the kick, but only just barely. The dash takes about 4 frames to execute, plus like 11-12 for the dash to get to a level the attack will hit from the kick takes 4 startup, which puts you at 19-20 frames, and this is IF you kick at the earliest possible moment, if you’re too early you’ll whiff and land.
The Quickdust, as I’ve decided to call it, takes 3 for the jump and 16 to execute, and requires NO technical precision. whereas the dashkick loses frames if you time it wrong. Plus, you can do so much more off the dust. the only thing you lose is a little bit of range.
As for the crossup, it’s slower than the kick, but it’s faster than j. S it’s basically just a slower Quickdust, and it lands on their back. it’s really scary.
Plus, you can QD, land, superjump, and thow them out of their recovery. total shutdown…
What’s her fastest JCable move that cancels from a 2K?
I still think you could chain a 2K into a JCable move, then JC into her j.D. They would have to guess weather you are going to go for the j.D or chain into a sweep (or other low attack).
Did you factor in how long it takes to execute a dash manually?
Jumping is instant, because you just have to hit 9. Dashing might take a few extra frames since you have to execute more than one input.
heh, I have used it on you before, but you might not remember. But as I said before, something I should work on more now that I have #R at home since its easier in #R.
Her fastest JCable move from 2K is 5S which would set up JC j.D/2D. other than that its just 5H. range is a factor, so you have to be pretty deep to get the close slash after 2K. after 5H i doubt doing j.D will even connect due to range and it being highly telegraphed. You could do this starting with 2P and have a few more options since you are at +2 and can chain to many moves…like dash, JC j.D, 2K, 5S, 5H, 6P etc…
I still dont use j.D as a crossup as often as I use SJ fdc j.S. It takes more execution, but the results are much better. j.D as a crossup can whiff unless spaced correctly, especially against crouchers whereas fdc j.S has less margin of error. Only drawbacks to fdc j.S are execution and you cant have a burst.
Also, I am also pretty sure its just as fast if not faster than the crossup j.D cause they are practically the same except you have one more input than the j.D crossup and the j.S is 8 frames faster than j.D. so if you can input j.S 8 frames or so after SJ 4PKD, its practically the same.
The difficulty with the (air) 5S is that it doesnt combo to the (air) dust against a grounded opponent, All the stuff I’m talking about here is against an opponent who is either waking up, standing, or crouching.
The j.D will NEVER connect after the 5H so I dont try it except when the 5H is blocked, so I can maintain pressure, but it’s pointless to put that pressure on when you could just land and throw a 6P mikestand for 139 damage and a free knockdown mixup.
Plus, remember S-Kill’s article on Japanese players, how if something is actually good, no matter how hard it is to pull off, they learn it (like walkup 720’s and reacting to crouches)? well, why shouldn’t we? the crossup dust has huge payoff, you can follow it up with a pretty solid combo, or just land, superjump and throw them out of recovery EVERY TIME (with good execution) this gives Ino a very fast overhead, low, throw, mixup, most of which is nigh-unpunishable…
The whole “superjump and throw them EVERY TIME TOTAL SHUTDOWN HAHA” theory doesn’t work if your opponent thinks to alter their tech timing. If you get too eager, they might end up airthrowing YOU.
I dunno, j.D just doesn’t seem that safe to me, especially on wakeup. Too easy to see it coming and reverse or block. It’s an ok trick, but not nigh-unpunishable.
I am also refering to crossups on wakeup. j.S as a crossup doesnt need to combo to j.D to combo. It combos to 236S, land 5P,5K, CL or if you can JI 236S, land 5P, 5K, JI CL frc, dash 236P, 5H, CL or any other JI combo. Or if you are at the right height, it can combo to j.S, 6P, 5H, etc etc. Both of these combos do more damage that you could do with the crossup j.D. Only combos you could possibly do after a crossup j.D are j.D, dj. K, dj. S, CL or j.D, super. That isnt much damage for the (high) potential to whiff and get comboed in your back. The crossup j.S is alot safer on block, more likely to hit (connect), and gives you more damage.
Yeah, I do. which is why I am trying to use SJ fdc j.S, which requires more execution, but leads to more damage, is faster, and safer.
Again the payoff isnt that huge on hit. on block you can basically only DJ away which is debatable as safe. On hit, you cant even SJ and throw them everytime for two reasons, 1) they have to tech at the right time and in the right direction which wont work everytime and 2) forward tech kills this mixup completely cause they go too high up.
j.D as a crossup is great and works really well, but doing sj FDC j.S has much better options around the board, IMO. But its all about having options. j.D is probably easiest to apply, but i think doing the FDC will give you more for your risk/effort.
I-no can blow through their projectiles not only with 6P, but with her 41236S/H which is possibly better since you can close distance or potentially hit them. The S version ducks faster than then H version, thought (3F vs 5F i think) so you have to use it wisely.
block. lol. eddie is a hard match for anyone. All I can say is hope you knock him down and get in cause he cant really get you off of him then. Learn to block his drills and overhead correctly. Dont be afraid to just kill the summon with 2K, 2S or a note. You have to be really fast on defense and look out for command throws or look for chances to throw yourself. He has good anti air with 2H and eddie S so dont trying to jump out of his strings or jump in/dash in at the wrong time means ggpo to i-no.
Also, If eddie tries to do alot of the flight mode keep away, try and use notes, CL, j.P and even 6P to try and get something to connect so he has to go on the defensive. You can play keep away , but you dont want to give him space to get his offense going because its too good. If he has the little eddie out and missed a string or combo, you can keep away to run down the eddie meter a bit.
I know it’s not actually a perfect system, because every trick has it’s flaws. But it seems pretty safe, you are within throw range at the first possible moment they can recover, so if you air throw like I do, and option select it with Faultless Defence, then you’ll either get the air throw, or a block. and if you don’t do that, you’ll get the Hardslash to come out while they’re recovering. I fooled around with it in training and the guitar stays out long enough to hit them out of recovery if they do it slightly late, or it will make them block, which is a fine outcome because you still have the aggressive advantage.
Right, but the j.S has a lot more time in-between leaving the ground and hitting them than the j.D does.
Not only can she blow through those projectiles, but she can blow through Dizzy’s full-tension super. Not that you will ever really need to do this, but I once threw Dizzy’s super against the computer, and the game came back with 6p, 6p, 41236H and hit me out of it. WTF?
And yeah, rush Eddie down, he has some trouble when you don’t give him breathing room.
Oh, what’s this SJ FDC I’m hearing about? it sounds cool.
sj FDC j.S is not any slower than j.D as a crossup. It might even be faster, but I am not sure. I’ve used both of them in matches before and of the two, j.D is less successful and gets punished harder. I’ve yet to hit a crouching opponent with a crossup j.D…maybe I am timing it wrong.
SJ FDC is just what it sounds like. Its a crossup technique. Super jump and immediately FDC (4PKD) and if you cross your opponent up, you will turn around to face them so you can crossup with normal jumping attacks. Doing j.S from this is good cause it will hit standing and crouching oppoennts from the crossup. It all goes like this:
whatever knockdown, dash, land 29, 4PKD, j.S or j.K or 236P or whatever.
in this situation, you can do the j.H to reduce the recovery time of the dash to execute your super jump earlier if you want. Decently mixed up with dash, dash K or dash, dash, 2K or dash, j.D or whatever.
it means super jump, faultless defend cancel (refering to her j.D FDC), j.S. I think I put the notation up before, but its 29, 4PKD, j.S. Its has application in that when you superjump and crossover your opponent, you turn around to face them automatically (as opposed to normal jumping and just facing the same direction till you land). well, when you do her j.D FDC, she will cease all vertical motion (especially in #R), so you can super jump, cross them up, and still be at a height to hit them with j.S or j.K.
The fact that you turn around to attack is mainly why I think it is better than the j.D crossup. If they guess right against the j.D often it will just whiff and you will get hurt bad whereas they still have to block or 6P or whatever against your j.S. Also, on hit you have more flexible combo options. j.D is just limited to j.D dj. P, dj.S, CL or j.D, air super cause CL, dive, or notes will whiff since they will be behind I-no after the cross up. But both are good, no doubt. I like doing knockdown, TK note, dash, j.D as a crossup sometimes.
I still have trouble putting these in clutch games though, I am just not confident with them. anyone have got any specific setups for crossups of any kind?
all I’ve got is try a crossup on knockdown… well, that and landing an impossible dust then turbo-falling with P, if you do it right, you get a crossup on their recovery, no matter how they recover… at least, you do in training mode…
Oh, and I’m looking for some BIG combos to land off of dash-H and c.S the best I’ve got off of Dash-H goes Dash-H close S, HS 632146H it does decent damage. and as far as c.S goes, i’ve got combo into knockdown, then do I-no’s mixup as they get up, but that’s not really a COMBO, now is it?
I’d like to know what everyone follows up her midscreen/corner air-throws with. Her throws have like Dhalsim/Zangief type range (rediculous).
I just never know what to do after an air-throw, though. I usually just go for her usual rushdown mix-up, but it’d be nice to get a combo in before they land.