Nah man ima OWNZEORSZ in SLASHJ!! Even though Jam got dumbed down im still gonna be killin fools with the JAM!
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lolz, i teh us3 broken Anji!!11!1
ROFL @ people already getting on the “let’s talk shit” wagon.
And I dunno what KDX is smoking, Axl looks like ass in Slash. Man, what a shame.
Uh…pancakes?
That bitch KDX is always smoking himself stupid.
-KDX-
Yeah, what a shame for us Pot players.
My study of FDB is compete. You just need to wait for the absolute last second now. I was finally able to flick back resengekis today which made the Axl players sad. After f.Hing that hurdle, were back where we started with Axl and Potemkin. I
ve seen Axls new move, but it seems amazing slow and useless to me. Nobody really uses it where I play, but maybe they don
t know it`s secret. Or it sucks.
I played against a May player yesterday. Hes one of the two black guys I
ve seen since I`ve got here (I live in the ghetto) and he was about as good as Scamp. So…yeah. It seems like May can do her sparklie fly around in the air and get Heavenly Potemkin Bustered move for a lot longer than before.
Also, to get rid of any doubt, Slayer no longer has S, S, S, S. What else? Undertow is blockable and auto-guards one hit, but Im sure everyone knew that already. Everyone has been using the shit out of his air-super, too. I
m not sure if anything`s changed with it, but it sure is popular these days.
Dizzys arrow (421S) can be delayed ala EX Dizzy in #reload. Just hold slash and it will stay in ball form. You can do other moves in the meantime, too and it will disappear if you
re hit before releasing it.
Nothing else I feel like adding, really. I played against some Testament players this afternoon, but I dont feel ready to comment. Seemed like the same annoying litterbug to me. Though I swear to god I was getting hit by bloodwebs that were being placed mid-juggle. Then they would land, jump back up and finish the combo. I might just not have known how to tech properly, but that
s what was going on.
Slayer airsuper is supposedly untechable in the air now. You’re supposed to be able to use it in an aircombo, land and then relaunch.
Is the damage weak if you connect it with his Rising super and relaunch after that? Because if you land that air super on a counter, there’s extreme potential for massive damage. X3 But I think it’s lame how you can no longer knockdown with Slayer’s j.D, does this mean that his j.D won’t combo into his air 214K anymore?
It combos perfectly.
And If you have tension for one Super, than his air combos have a potential to do 220+ damage due to relaunch option.
I always liked the flashiness of ending a combo with jumping 214K back in #reload and now its the standard finish to his juggles. I
ll try to experiment with Slayers air super tonight or tomorrow. I went out drinking last night and spent the last of my pocket change on drinks. ATMs suck in this country so I
ll have to wait till tomorrow to get cash out at the one ATM that likes me. I miss being able to use my debit card everywhere. :sad: :sad:
Is there anything that anybody would like me to try out? Id like to start tooling around with some of the other characters and see if there
s anything I like now.
Can you test which characters Ky’s VT loop still works on if you use ID?
No…but only because I have no idea what you just said.
Supposedly you can still do Ky’s Vapor Thrust loop on certain characters if you use impossible dust in the corner. I was wondering if you could check which characters it was possible on.
Hmmmm…I will try and look into it. I do hate Ky, so dont hold your breath. I
ll pay closer attention to some of the other matches that are going on, too.
ID VT loop still works on everybody. It’s just harder with the increased recovery on the move
That is nice, how do you do this? Is it the same command as robo-ky?
If you are really willing to test some things out…how about any other opinions on I-no , more specifically:
dash
- Dash Jump with 69 and 669?
- Dash, ground attack/gatling, CL auto jump install, or is the CL always auto JI’d now?
- can she do a low airdash with 9,FDC,6?
moves
- 6H is one hit now, so has the speed changed? does it have any other properties (cancellable, CH, etc…) or is it just that bad
- Does the ground super stagger and I read her air super may not be instant anymore
- 2S more recovery?
- What is the deal with the P dive? Can you cancel with an airdash? Is it fast enough for a combo or pressure?
- j.H have long untechable time?
combos
- far S(2hit), j.S, HCL FRC, airdash S, VCL, dashjump K, S, H, S dive. Just really want to know what you can connect after far slash now. Is this possible or only after the CH from far slash?
- P dive, airdash S, H, P dive, S dive. this is actually a combo ender in the corner, but I would like to know if you can really extend combos with P dive, airdash S/K. Some BBS have many high damage combos listed because of this, but I havent seen much involving I-no’s P dive.
This is definately too much to be asking you to test, but I decided to go for broke. If you could confim any of this, I would appreciate it greatly. I cant wait until I go to japan in dec…thanks again
~C
Not so sure if I like that or not… :xeye:
EDIT: Caveman, I’ve seen P Dive get blocked and I-No airdash forward after bouncing.
-9
…Sounds like a great way to avoid Slayer’s new super armor’d Undertow? :s
I’m pretty sure I don’t either. I never knew how to do it with Robo-Ky either, I never play him… but still, I hate when Robo-Ky does that, it totally throws me off.
I’d just like to say that Potemkin’s new super super autoguard punch is awesome.