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I-No Combo Thread (Accent Core Plus R)

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Is the (B) followup doable with standing opponent without counterhit? If I manage to get to the first air dash j.H I haven't connected it a single time yet :[ Tips and tricks?

  • Starter > 6P > 5H > j.H > S Dive > c.S > (A)/(B)...

(A) j.S > j.H > K Dive [CN, KD, 131dmg (2K) / 178dmg (c.5S)]

(B) sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive [CN, KD, 152dmg (2K) / 204dmg (c.5S)]

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Counter Hit in this game only applies to the hit stun of that hit.  So, you can link things like 'CH j.P > j.H' when it normally wouldn't work, but it has no bearing on the rest of the combo.  The standing/crouching difference only applies while your target is still on the ground AFAIK.

 

 

So, Pdive has a property that allows you to special or airdash cancel it as early as frame 10 on hit.  If you're dropping the combo here, that's actually pretty common when starting out, since you have to just memorize the timing for the follow up.  You have to wait a little bit after the Pdive hits, but you need to airdash as soon as possible.  Linking Pdive to j.H is tight, but it's not that bad, and if you can get that link you can link j.S no problem.

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Is it the same timing if I practice the dive part separately on a standing dummy? Just from a jump Pdive into dash j.H. I have no idea if it works similarly or not. Thanks foe the encouragement btw. This is not easy stuff.

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You can practice just the Pdive loop to get better at that segment of your combos.  With I-No, combos are really more like short segments moves that you link together based on the character you're comboing (weight/hitbox), screen position, and how you're feeling.  You can really free form it and improvise, though there are some strings that are more optimal than others.

 

However, with Pdive loop, you'll need to launch them first.  You can still bounce off of someone that's on the ground with Pdive, but you wont be able to combo into anything after an airdash.  The dive moves are only lvl 3, but they have special properties like Kdive causing knockdown (untechable for 30 frames), Sdive causing float on ground hit (untechable for 28 frames), and Pdive being untechable for 30 frames along with being able to dash or special cancel the recovery on hit/block after frame 9.  If they're on the ground, Pdive wont float like Sdive does, so the 30 frames of untech doesn't apply.

 

Do something like '6P > c.S > j.S > j.H > Pdive > dash j.H > Pdive > dash j.H > FFVCL > c.S'.  You'll get some practice with the Pdive link to j.H, and if you can hit that link you can get the j.S link since it's not as tight.  You'll also get some experience with FFVCL relaunches.  You should also do some 'Pdive > dash j.H > Pdive > Kdive' stuff, though it's not used as much anymore since we have 2 airdashes.  It'll come in handy in Xrd though.

 

Just keep in mind that the further along you are in a combo, the more that hitstun will decay.  You won't always have enough hitstun for the 'Pdive > dash j.H' link, which is why you're linking j.S after the second airdash in the combo you're doing.  The guard bar (the pink meter under the opponent's HP) can help you gauge how much more you can press for tight links in combos, as well as how much damage scaling is kicking in.  If you've pressured someone a bit and cranked their guard bar before managing to hit them, you can do significantly more damage with the combo.  Anyway, if you're doing Pdive loops at the start of the combo, you'd probably be able to do 2 reps of 'Pdive > dash j.H', whereas if you did a set involving Sdive relaunch first, you can probably only get the first link to work, and the second dash will need to use j.S first.  You want to use the '6P > 5H > j.H > Sdive' string though since it's more optimized for damage than the Pdive loop.

 

It's just that you wont always be able to combo into 5H after the first Sdive set so you'll have to use j.S to link to j.H, and Sdive's untech time scales really bad after it's already been used in combos once, so you'd have to use 5P instead of c.S to relaunch which usually results in crap damage.

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Thanks Bob. c.S need superjump for the rest to work but I figured that out by myself. Does the FFVCL need any special input to trigger or does it happen automatically since there is an air dash before j.H?

 

Edit: Dude I got the combo! Having the shortcut to the loops helped a lot and I know how it works. Grinding the gears!

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Awesome, just keep it up.

 

Fast fall for VCL occurs when you use VCL during airdash frames.  You can even link 'j.K > j.S > FFVCL' because I-No's airdash lasts a little longer than it did in AC (and this also works in Xrd).  You wouldn't always want to use a string like that since the damage isn't as good as raw 'j.H > FFVCL', but sometimes that's the only thing that'll work.  For the most part though, if the character you're comboing is heavy, 'j.S > FFVCL' will work where 'j.H > FFVCL' wont.

 

Most of the instances where you change it up are done from other airdash based combos, like with 'HCL > 6FRC6' stuff.  There are also instances where you can do 'j.H > j.D > late VCL'.  You wont get the fast fall, but vs some characters caught at certain heights (you're low to the ground and they're slightly above you), if you time the VCL late enough into j.D's hitstun to get as much float as possible, you'll be able to catch with c.S.  There's also the meterless corner push string '6P > 5H > IAD j.K > j.S > FFVCL' which gets used in Xrd a lot.  Might want to start practicing that now because the '5H > IAD j.K is a 2 frame link'.

 

 

Anyway, once you're comfortable with just the Pdive loop part, make sure you practice the full combos.  The timing gets tighter as the hit-stun decays.

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Is there any trick to getting a P dive to hit in the corner after like a c.S relaunch into j.S>j.H? It seems like a height issue thing, and I can usually get it by slightly delaying the cancels or holding the P dive slightly, but I feel like this is an incorrect way to go about it. As a result, a lot of times, I can't seem to do P dive into K dive to end the combo.

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It can vary.  Sometimes you'll get it by holding the Pdive out of j.H, sometimes you need the super jump out of c.S.  Some characters are relatively easy to catch with dives.  May's air hitbox is pretty big, and Johnny lies down in the air so it's really easy to catch him with dives.  Compare that to Sol... you'll go right through his legs sometimes.  :psyduck:

 

In some instances you can end combos with Sdive instead of Kdive if it hits low enough.  Even though Sdive floats instead of knocking down, the amount of untech time is long enough to still get the knockdown in that case.  Experiment a bit as this can be character specific.  I remember some combos where I'd do this vs Zappa or Pot.  I don't think it comes up vs the lighter characters.

 

It's also possible to knock down with Pdive.  It's hard to do, but if you manage it you'll be pushed out far enough that FB note will get 10 hits on oki, which is enough to crank the GB to flashing if they don't FD it (and it's enough time to get back in for the mixup).  It's only worth bothering with if you have meter though, since regular notes (and pretty much all projectiles) don't build the guard bar.  I never really bother with this, but it's another thing you can experiment with.  If you get good at it, you could go for it when you have enough meter to spend on an optimized combo off of an unprorated mixup starter (IE 'j.S/2S > HCL > 6FRC6') - if they don't FD the note and waste their meter or burst the resulting combo, you'd do significant damage.

 

I bring it up because I see some I-No's (mostly Hasegawa) going for Pdive knockdown in Xrd since Note builds small amounts of RISC again.  This is a tactic I saw Koichi use in Slash videos - even off of 2K combos he'd do like 65% damage because of 5-hit note oki building GB.

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Oh~thanks you two.

 

I'm relatively new to the series and didn't even realize you could super jump out of jump cancelable moves since I would input the superjump, but I would get a normal jump. But it seems that I had to input it towards the end of the hitstop in the move to get the superjump.

 

Also thanks for the additional information about the Pdive and FB note. That sounds interesting to me. Along with the information about the knockdown option in xrd.

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