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- HCL knockdown enders translation by @AttemptedPoo#9671
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- Original video: http://www.nicovideo.jp/watch/sm26779089. This video was made last year so Revelator characters aren't covered.
- Original post : http://www.dustloop.com/forums/index.php?/forums/topic/9831-xrd-i-no-combo-thread/&do=findComment&comment=959015
- Mid weight: ~6P 5HS normal/super jc IAD j.K j.S FFVCL VCL cl.S jc j.S j.HS P-Dive 66 j.HS FFVCL 2S HCL
- Light weight: ~6P 5HS normal/super jc IAD j.K j.S delay FFVCL delay VCL delay cl.S jc j.S j.HS charged P-Dive 66 j.HS delay FFVCL 2S HCL
- Heavy weight: ~6P 5HS normal jc IAD j.K j.S FFVCL j.S j.HS charged P-Dive 66 j.HS FFVCL cl.S HCL
- At first this seems like a lot to memorize but think of it this way: there are only 3 main routes, 1 route per weight class. The routes for light- and mid-weight characters are essentially the same, you just need to delay the VCLs and charge the P-Dives longer against light characters so they fall lower.
- Sol Mid
- Ky Mid
- May Light
- Millia Light
- Zato Heavy, modified: finish with 2S HCL instead of cl.S HCL
- Potemkin Heavy
- Chipp Mid
- Faust Mid
- Venom Heavy, modified: finish with 2S HCL instead of cl.S HCL
- (Venom wakes up fast; do ground note ASAP)
- Axl Mid, modified: P-Dive must be charged
- Slayer Mid
- I-No Light
- Bedman Heavy
- Ramlethal Light, modified: each VCL must be delayed as much as possible. Very difficult
- Sin Mid
- (Sin wakes up slowly so delay your ground note)
- Elphelt Light, modified: each VCL must be delayed as much as possible. Very difficult
- Leo Mid, modified: P-Dive must be charged, finish with cl.S HCL instead of 2S HCL
- Some notes:
- - The route for a character may not correspond to their actual weight class (example: Leo is a heavy weight character but we use the mid weight route for him)
- - Light characters: Use a normal jump IAD on Ramlethal and Elphelt. Use a super jump IAD on May and I-No. Normal and super jump IAD both work on Millia, normal jump IAD feels easier.
- - Mid characters: Both uncharged and charged P-Dive work. Charging P-Dive feels easier. Normal jump IAD feels easier on some characters?
- - Heavy characters: Always use a normal jump IAD.
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- Summary (might be easier to remember everything when it's organized this way)
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- FFVCL -> ground VCL route
- Light: MA MI IN
- Mid: SO KY CH FA SL SI
- Mid + charged P-Dive: AX
- Mid + charged P-Dive + cl.S HCL ender: LE
- FFVCL -> j.S route
- Heavy: PO BE
- Heavy + 2S HCL ender: ZA VE
- Difficult to hit, HCL knockdown not recommended
- Light + delayed VCLs + charged P-Dive: RA EL
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- Someone asked about the difficulty of the HCL knockdown on each character. My opinion, from easiest to hardest: Mids > PO+BE > ZA > VE > MI > MA+IN > RA+EL
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