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OneSanitarium

[Xrd] I-no Combo Thread

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GGXrd_Header_Combo_Thread.png
 

 

Information
  • If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for I-no.
  • Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only.
  • Only practical combos will be listed in this thread.

Collapsed: General Notations Used:

[Table]

>Progress from the previous move to the following move.
,Link the previous move into the following move.
>> or ->Cancel the previous special into a follow-up special.
|>After landing.
jJump
hjHigh Jump
ad or ADAir Dash
iad or IADInstant Air Dash
jc or (JC)Jump Cancel
hjc or (HJC)High Jump Cancel
ji or (JI)Jump Install
CHCounter Hit
MCMortal Counter
RC or (RC)(Red) Roman Cancel
YRC or (YRC)Yellow Roman Cancel
PRC or (PRC)Purple Roman Cancel
[ ]Hold Input
(X)X is optional.
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.
[X] or [Y]Perform series of actions X or Y.

[/table]


Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

[sS]Side Swap Combo
[sO]Standing Opponent
[CO]Crouching Opponent
[AA]Anti-Air or Air-to-Air

HCLHorizontal Chemical Love
VCLVertical Chemical Love
STBTStroke the Big Tree
DiveSultry Performance (j.236x)
Note Antidepressant Scale

HDHoverdash, I-no's grounded dash.

FFFastfall, using a VCL within a certain period after an airdash so I-no falls straight down.
SMSterilization Method
LDLonging Desperation
UFUltimate Fortissimo
N%Tension Usage[/table]

NDamage[/table]



Challenge Mode Combos

Collapsed: I-no's Missions:

Mission #01 - Antidepressant Scale (214P)

Mission #02 - Stroke the Big Tree (41236S/H)

Mission #03 - Sultry Performance (j.236P/K/S/H)

Mission #04 - Chemical Love (Horizontal) > Follow-up (214K~214S)

Mission #05 - Chemical Love (Vertical) (214S)

Mission #06 - Sterilization Method (214H)

Mission #07 - Longing Desperation (632146H)

Mission #08 - Ultimate Fortissimo (j.2363214S)

Mission #09 - Megalomania (Instant Kill - PKSH > 236236H > DESTROY)

Mission #10 - 2K > 2S > 2D

Mission #11 - 5K > HCL

Mission #12 - 2K > 6P > 5H > HCL

Mission #13 - 6P > S STBT

Mission #14 - 6H > HCL

Mission #15 - 2K > 6P > 5H > j.H > Note

Mission #16 - 6P > c.S > j.S > HCL

Mission #17 - CH 2H > Dash > HD j.S > c.S > 2D

Mission #18 - CH S STBT > 2S > HCL~Follow-Up

Mission #19 - j.S > j.K > 6H > HCL~Follow-Up

Mission #20 - c.S > 5H > 632146H

Mission #21 - HCL YRC > 66 > j.S > j.H > HCL~Follow-Up

Mission #22 - [AA] j.P > j.S > dj.S > dj.H > HCL~Follow-Up

Mission #23 - [AA] 6P > c.S > sj.S > sj.H > S Dive

Mission #24 - c.S > 5H > HCL RC > 66 > j.S > j.H > HCL~Follow-Up

Mission #25 - j.D > dj.S > dj.H > K Dive

Mission #26 - SM > j.H > HCL~Follow-Up

Mission #27 - 5D > 8 > j.H > j.H > j.S > dj.S > dj.H > S Dive

Mission #28 - 5D > 6 > j.H > j.D > land > c.S > 6P > S STBT > 6P > 632146H

Mission #29 - HD j.K > 2K > 6P > 5H > j.H > S Dive > c.S > sj.S > sj.H > P Dive > K Dive

Mission #30 - SM > P Dive > 66 > j.K > j.S > VCL > land > c.S > sj.S > sj.H > K Dive

Mission #31 - 2K > 6P > S STBT > 2S > HCL~Follow-Up RC > 66 > j.H > land > c.S > sj.S > sj.H > P Dive > K Dive

Mission #32 - j.D > H Dive > land > 5P > c.S > VCL > c.S > 632146H > j.H > P Dive > 66 > j.H > K DIve

Mission #33 - HD j.S > 6P > 5H > sj.IAD j.K > j.S > VCL > land > HCL~Follow-Up RC > 66 > land > 5H > j.S > j.H > H Dive

Mission #34 - HCL YRC > 66 > j.H > UF > land > j.S > j.H > P Dive > 66 > H Dive > VCL > land > 6P > 6H > HCL~Follow-Up

Mission #35 - UF > land > UF > VCL > 5P > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > K Dive

 




Mid-screen:

Collapsed: Mid Starters:

5K Starters:

 

5K > 2S > HCL~Follow-Up[?/?%]



Collapsed: Low Starters:

2K Starters:

 

2K > (c.S) > 6P > 5H > IAD j.K > j.S > VCL > land > HCL~Follow-Up[?/?%]

[Video Example]

 

2K > 2S > 2D > HCL ~ D (SO, FA: 78) (Builds approx 8% meter)

2K > 6P > STBT-S > 6P > HCL ~ D (SO: 104) (Builds approx 14% meter)

2K > 6P > 5H > IAD j.K > j.S > VCL > j.S > j.H > HCL ~ D (SO, FA: 128) (Builds approx 23% meter)



Collapsed: Overhead Starters:

j.D > VCL > 5K > j.S > j.H > Sdive > 5K > HCL ~ D                                                                                                                                              (SO: 144)

j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D                                                                                                                                                         (MI: 152)

j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D                                                                                                                                                           (SO, FA: 138)

j.D > VCL > 5K > j.S > dj.H > Sdive (wallbounces, sometimes cross under) > 5P > c.S > sj.S > sj.H > Kdive (may need Sdive if cross under)    (MI: 173, FA: 148)



Collapsed: Throw Starters:

Ground Throw

 

Throw > RC > Hoverdash~Airdash > FFVCL > c.S > j.S > j.H > S Dive > land > c.S > sj.S > j.H > P Dive > slight delay 66 >  j.H > P Dive (costs 50%) (138 on Sol)

 

 

Air Throw

 

Sterilization Method



Collapsed: Counter Hit Starters:



Collapsed: Instant Kill Combos:




Corner:

Collapsed: Mid Starters:

5K Starters:

 

 

c.S Starters:

 

5S > 6P > 5H > IAD j.K > j.S > FFVCL > land > VCL > 5S > j.S > j.H > P Dive > 66 > P Dive  (~214l)

 

5S > 6P > 5H > IAD j.K > j.S > FFVCL > land > j.S > j.H > P Dive > Delay > 66> j.S > j.K > FFVCL > j.S > j.H > P Dive > 66 > j.H > P Dive.

 

5S > 6P > 5H > IAD j.K > j.S > j.H > 5S > VCL > 5S > j.S > j.H > P Dive> 66 > j.H > P Dive

 

VCL Starters:

 

VCL YRC > c.S > j.S > j.H > P Dive > 66 > P Dive > S Dive > c.S > sj.S > sj.H > P Dive > 66 > j.H > K Dive[?/?%]

[Video Example]

 

VCL > YRC > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (235 on Sol) (5-HIt Note Oki)

 

VCL > YRC > Fortissimo > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (costs 75%) (278 on Sol)

 

Oki FFVCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive  (230 on Sol) (5-HIt Note Oki)

 

VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                           (FA: 241) (4-hit Note Oki)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                          (SO: 229, MI: 263) (4-hit Note Oki)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > Pdive                                                          (SO: 235, ) (4-hit Note Oki)

VCL > YRC > j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                      (SO: 246, )

VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                      (MI: 275,) (4-hit Note Oki)

 



Collapsed: Low Starters:

2K Starters:

 

2K > 6P > STBT > 6P > HCL > 5K > HCL                                                                                                   (SO: 115) (Knocks down, sets up 2-3 hit note)

2K > 6P > STBT > 6P > HCL > 5K > HCL ~ Follow Up                                                                                           (SO: 123, MI: 145) (Builds approx 23% meter)

2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                          (SO, FA: 148, MI: 175) (Builds approx 29% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                         (SO: 153) (Builds approx 28% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                      (FA: 153) (Builds approx 28% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive                                                       (MI: 173,

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive         (MI: 185,



Collapsed: Overhead Starters:

j.S Starters:

 

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > j.S > j.H > Kdive                                                                               (MI: 232

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                               (FA: 204, MI: 237) (4-hit Note Oki)

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                              (SO, FA: 211) (Builds approx 35% meter) (4-hit Note Oki)

 

j.K Starters:

 

j.K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                              (SO: 182) (Builds approx 35% meter) (4-hit Note Oki)

j.K > c.S > 6P > 5H > IAD j.K > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive                                                  (SO: 170) (Builds approx 28% meter) (4-hit Note Oki)

j.K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                            (FA: 175, MI: 205) (4-hit Note Oki)

j.K > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                   (FA: 176) (4-hit Note Oki)

j.K > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > sj.S > sj.H > Kdive                                                            (MI: 199

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Kdive                                                   (MI: 186

j.K > c.S > 6P > STBT > 6P > HCL > 5K > HCL                                                                                                (MI: 179

 j.K > c.S > 6P > STBT > 6P > HCL > 5K > HCL ~ D                                                                                         (MI: 189,

 

 

 

j.D Starters:

 

j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                                            (MI: 226) (3-4 hit Note oki)

j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                                                (MI: 238)

j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                                                                (FA: 182) (3-4 hit Note oki)

j.D > VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                                                                                 (FA: 193) (3-4 hit Note oki)

j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                                                                           (SO: 190) (Builds approx 27% meter)

j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > VCL > 6H > HCL ~ D                                                                                   (SO: 202) (Builds approx 29% meter)

j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                       (costs 50%) (MI: 267, FA: 235) (Builds approx 27% meter) (3-4 hit Note oki)

j.D > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > j.S > j.H > Kdive                                                           (costs 50%) (SO: 234) (Builds approx 34% meter)



Collapsed: Throw Starters:

Ground Throw

 

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > 66 > j.H > Pdive  (Costs 50%) (MI: 183)

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > 66 > j.H > FFVCL > 6H > HCL ~ D (Costs 50%) (MI: 191)

Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > 66 > j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 50%) (SO: 163)

Throw > RC > VCL > c.S > VCL >c.S > sj.S > sj.H > Pdive > 66 > j.H > Pdive > Pdive (Costs 50%) (FA: 148)

Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > 66 > j.H > Pdive   (Costs 100%) (FA: 212, MI: 241)

Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > 66 > j.H > FFVCL (Costs 100%) (SO: 218)

 

 

Air Throw

 

Air Throw > RC j.H > Sdive > c.S > j.S > j.H > Pdive > 66 > j.H > FFVCL > c.S > j.S > j.H > Kdive                                          (costs 50%) (SO: 129)

Air Throw > RC Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > 66 > j.H > FFVCL > c.S > j.S > j.H >Kdive                   (costs 50%) (SO: 151)

Air Throw > RC Pdive > dash j.H > FFVCL > c.S > j.S > VCL > c.S > j.S > j.H > Pdive > 66 > j.H > Pdive                                      (costs 50%) (SO: 151) (2-4 Hit Note Oki)

Air Throw > RC Pdive > dash j.H > FFVCL > c.S > j.S > VCL > c.S > j.S > j.H > Pdive > 66 > j.H > FFVCL > 6H > HCL ~D            (costs 50%) (SO: 159)

 

 

Sterilization Method

 

SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL/P Dive  (SO: 159)

 

 



Collapsed: Counter Hit Starters:



Collapsed: Instant Kill Combos:


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6P 5HS IAD j.K, j.S (j.S whiffs) doesn't work on Faust, May, Sol. You need to do super jump IAD to land those.

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Corner:

1) 5S>6P>5H>iad j.K>j.S>FF VCL>VCL>

5S>j.S>j.H>P Dive>air dash j.H>P Dive.

~214 Dmg

(No: PO, BE)

2) 5S>6P>5H>iad j.K>j.S>VCL>j.S>j.H>P Dive>Delay (for height & FF) iad j.S>j.K>

VCL>j.S>j.H>P Dive>air dash j.H>P Dive.

~212 Dmg

(No: MI, CH, IN, RA)

(Hard: FA, EL)

Pot only:

3) 5S>6P>5H>iad j.K>j.S>j.H>5S>VCL>

5S>j.S>j.H>P Dive>air dash j.H>P Dive

~196 Dmg

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Corner Throws

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > dash j.H > Pdive                                                       (Costs 50%) (IN, RA: 159, MI: 183) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                            (Costs 50%) (IN: 169, MI: 191)

Throw > RC > VCL > c.S. > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive                                                                          (Costs 50%) (PO: 135, SL: 139, ZA: 160, CH:191) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > 5H > sj.H > Pdive > dash j.H > Pdive                                                     (Costs 50%) (MA: 164) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                   (Costs 50%) (SO: 163, KY: 164, SL: 148)

Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive                                                               (Costs 50%) (SI: 156) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive                                  (Costs 50%) (SI: 165)

Throw > RC > VCL > c.S > VCL >c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive                                                               (Costs 50%) (FA: 148) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S > VCL >c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                               (Costs 50%) (VE: 145, EL: 144, SL: 133) (2-4 Hit Note Oki)

Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                (Costs 50%) (PO, BE: 143, CH: 202, KY: 161, AX: 165) (2-4 Hit Note Oki)

Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                (Costs 50%) (VE: 162)

Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > VCL > 5P > c.S > j.S > j.H > Kdive                                 (Costs 50%) (EL:159)

Throw > RC > Fortissimo                                                                                                                                                           (Costs 100%) (SI: 134)

Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                         (Costs 100%) (BE: 192, FA, KY, EL, VE: 212, AX, RA: 217, ZA: 222, MI: 241, CH: 259) (2-4 Hit Note Oki)

Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                      (Costs 100%) (IN: 222) (2-4 Hit Note Oki)

Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL                                                     (Costs 100%) (SO: 218)

Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive                                                        (Costs 100%) (SL: 203, SI: 219, MA: 221) (2-4 Hit Note Oki)

Throw > RC > Fortissimo > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive                                                                           (Costs 100%) (PO: 188)

 

 

Air throw stuff gets funky because of differences in spacing with the corner and altitude.  Probably going to need to know a couple of variations.  If you air throw them too low to the ground, can't pick up even with RC.

 

Air Throw > RC > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                          (costs 50%) (SO: 129)

Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H >Kdive                   (costs 50%) (SO: 151, KY: 152, SI: 153)

Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                       (Costs 50%) (PO, BE: 136, SL: 138, EL: 151, MA: 154, CH: 191) (2-4 Hit Note Oki)

Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive > Kdive                          (Costs 50%) (AX: 156)

Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                      (Costs 50%) (VE: 154)

Air Throw > RC > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Kdive                                    (Costs 50%) (IN, RA: 154, ZA: 163)

Air Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                     (Costs 100%) (MA: 217) (2-4 Hit Note Oki)

Variation from max jump height for 5hit note       |_ VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                         (costs 50%) (SO: 151, KY: 152, SI: 153) (2-4 Hit Note Oki)

Variation from max jump height for damage        |_ VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~D              (costs 50%) (SO: 159)

 

SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL                                                     (SO: 159) (Builds Approx 30% meter)

Variation for oki                                                                                                    |_ Pdive                                                       (BE: 143, SL: 145, SO: 158, SI: 160) (Builds Approx 34% meter) (2-4 Hit Note Oki)

SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive                                                                                     (VE: 152, EL: 151, ZA: 161)

SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                                       (EL: 160, AX: 164)

SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Kdive                                                    (IN, RA: 162)

SM > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                           (PO: 135)

SM > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                                                                                         (CH: 173)

 

Mid Screen Throws

 

Air Throw > RC > Pdive > dash j.H > HCL ~D                                                                                                                                                                           (Costs 50%) (PO: 96, SO: 104)

Full height jump - Air Throw > RC > Pdive > dash j.H > Fortissimo > j.S > j.H > Sdive > c.S > j.S > j.H > HCL ~D                                                                     (Costs 100%) (SO: 156)

Lower jump        - Air Throw > RC > Pdive > dash j.H > Fortissimo > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive           (costs 100%) (SO: 161)

Lower jump        - Air Throw > RC > Pdive > dash j.H > Fortissimo > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                   (Costs 100%) (SO: 157) (5-Hit Note Oki)

Low Air Throw > dash j.S > j.H > c.S > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive                                                                                                           (Costs 50%) (MA: 131, EL: 128)

 

 

SM > Fortissimo                                                                                                                                                                                                                       (costs 50%) (SO: 116, SI: 119, CH: 150) (Unburstable)

Low jump SM > Fortissimo > j.S > j.H > HCL ~ D                                                                                                                                                                      (costs 50%) (PO: 137, SO: 151, SI: 154) (Builds Approx 10% meter)

Low jump SM > Pdive > dash j.H > Fortissimo > j.S > j.H > HCL ~ D                                                                                                                                        (costs 50%) (SO: 155, MA: 159) (Builds Approx 21% meter)

SM > Pdive > dash Pdive > Sdive                                                                                                                                                                                            (SO: 95, MA: 98) (Builds Approx 22% meter)

SM > Pdive > dash j.H > HCL ~ D                                                                                                                                                                                            (PO: 100, SO: 108, RA: 117) (Builds Approx 15% meter)

SM > Pdive > dash j.S > FFVCL > 5K > HCL ~ D                                                                                                                                                                     (BE: 109)

 

 

 

Will continue to update this post with more combo stuff.  By the way, I'm eyeballing meter values (and not including them for RC based combos because proration).  I tried calculating them manually, but the numbers come out way higher than I'm actually seeing, so I don't know what's up with that.

 

 

*Edit*  Air throw note for Bedman: you can RC a regular air throw before he's crossed I-No's body completely and cross your own input up.  Take care when doing throw > RC combos on Bedman.

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So doing P Dive close to the ground causes I-no to land, but the enemy to be stuck in the truly magnificent untech time that P Dive has now. I'm trying to find some useful places where that can be used, but since it does less damage than VCL

 

Midscreen throw combos, depending on the distance from the corner, may be fairly strong.

 

Midscreen:

 

Throw > RC > Hoverdash~Airdash > FFVCL > c.S > j.S > j.H > S Dive > land > c.S > sj.S > j.H > P Dive > slight delay 66 >  j.H > P Dive (costs 50%) (138 on Sol)

 

Gets not oki too! P dive is the best.

 

Done from 75% distance. I.e Starting positions, dashing forward, throwing towards the furthest corner. If you do HD~AD~FF VCL fast enough you can actually cross up, but that seems to be combo video sort of stuff.

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Hey, so since you mentioned that crossup thing I started looking for ways to do that in case you throw the wrong way when in the corner (like if you want 6H OS in case they jump).  I can't do the 66956 method fast enough to get the crossup like you're getting, but I'm able to:

 

If you're backed into the corner and throw them forward

Throw > RC > Dash whiff Sdive (cross under) > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive.  Puts them back in the corner.  (Costs 50%)  (141 damage to Sol)

 

If you have them backed into the corner and throw them away from it

Throw > RC > Dash whiff Sdive (cross under) > c.S > j.S > j.H > Sdive > 5P > c.S > j.S > j.H > Kdive.  Puts them back in the corner.  (Costs 50) (120 damage to Sol)

 

 

Kinda silly flash doing the cross under.  It's pretty hard this way.  Couldn't find anything that would carry corner-to-corner though, so this'll have to do until someone finds something else.  Throwing them back out of the corner is kind of a big screw up, but there are times you'd want to 6H if you were backed into the corner, so that first one will probably be useful from time to time.  Does decent enough damage too.

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Throw > RC > 66956 > late j.236P > land > c.S > j.S > dj.S > dj.H > S Dive (Costs 50%)  (115 damage to Sol)

From one corner to about f.S distance from the corner.

 

 

Was doing something like

 

Throw > RC > 66956 > late j.236P > land > 5H > IAD j.K > j.S > VCL > land >

 But I couldn't get a good enough situation for an S dive to hit. If it did, it'd probably go full coast to coast.

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Since we'll be using VLC for oki a lot, here are some VLC starter based combos in case they get hit by the VCL and not the subsequent mixup:

 

 

Corner

VCL > YRC > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (235 on Sol) (5-HIt Note Oki)

VCL > YRC > Fortissimo > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (costs 75%) (278 on Sol)

Oki FFVCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Builds approx 34% meter) (230 on Sol) (5-HIt Note Oki)

 

 

These will also be good off of silly pressure strings like airdash j.K > j.S > j.K > j.P > slight delay VCL > YRC.  The slight delay isn't necessary, but it helps widen the gap so you don't have to hit the YRC in a 1-frame window.  You can safely land into 5P to continue pressure, or go into 2K/j.D for mixup just like before, but now we have VCL YRC to keep them honest if they try to push buttons to beat the j.D.  The slow down should make it reversal safe too.

 

 

Mid Screen

VCL > YRC > dash j.K > j.S > FFVCL > j.S > j.H > Sdive > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 25%) (173 on Sol) (5-hit Note Oki)

 

Given that Sdive wall bounce relaunches are tricky, there's also a string with the landing Pdive like you came up with:

VCL > YRC > Pdive > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Kdive (costs 25%) (182 on Sol)

Ender with more damage                                                      |_ HCL ~ D (costs 25%) (192 on Sol)

 

From the match start position I can't get a wall bounce to work if using Sdive where the Kdive ender is, and Pdive is too far away to hit.  You can do this for regular knockdown and better damage, or if you were further from the corner then this string would be preferable when going for a Sdive wall bounce (you'd be able to use a better ender string too).  Some characters might actually get hit by the Pdive in the corner in place of that Kdive ender if they're fat enough, so we'll have to experiment with that.

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Some starter j.D combos.

 

Corner

j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                    (EL: 198, MI: 226, MA, IN, RA: 205, KY: 199) (3-4 hit Note oki)

j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                       (MI: 238, MA, IN: 216)

j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                       (BE: 166, SL: 178, EL, FA: 182, KY, VE: 183, AX: 188, SI, ZA: 193, CH: 230) (3-4 hit Note oki)

j.D > VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                                       (FA: 193) (3-4 hit Note oki)

j.D > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                           (CH: 253)

j.D > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                           (SL: 197)

j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                                  (PO: 173, SO: 190) (Builds approx 27% meter)

j.D > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > VCL > 6H > HCL ~ D                                           (SO: 202) (Builds approx 29% meter)

j.D > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                                              (PO: 184)

j.D > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                                  (BE: 173)

j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                (costs 50%) (SL: 223, MI: 267, MA: 242, IN, AX: 243, FA, EL: 235, SI: 238, ZA: 247) (Builds approx 27% meter) (3-4 hit Note oki)

j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive > Kdive                 (costs 50%) (RA: 244)

j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > 5P > c.S > j.S > j.H > Pdive > dash j.H > Pdive                      (costs 50%) (SI: 233) (Builds approx 27% meter) (3-4 hit Note oki)

j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.S > j.H > Pdive                      (costs 50%) (KY: 234) (3-4 hit Note oki)

j.D > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > j.S > j.H > Kdive                   (costs 50%) (SO: 234) (Builds approx 34% meter)

j.D > Fortissimo > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Kdive                                                            (costs 50%) (VE:231)

j.D > Fortissimo > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                   (costs 50%) (PO, BE: 209)

 

 

Mid Screen

j.D > VCL > 5K > j.S > j.H > Sdive > 5K > HCL ~ D                                                                                                                                              (SO: 144, SI: 146)

j.D > VCL > 5K > j.S > HCL ~ D                                                                                                                                                                           (BE: 114, KY, VE: 125, ZA: 133)

j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D                                                                                                                                                           (KY: 140)

j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D                                                                                                                                                         (MI: 152, CH: 164)

j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D                                                                                                                                                           (SO, FA: 138)

j.D > VCL > 5P > sj.P > sj.S > sj.H > HCL ~ D                                                                                                                                                      (VE: 134)

j.D > VCL > 5K > j.S > j.H > HCL ~ D                                                                                                                                                                   (PO: 127, SL: 130, EL: 138, SI: 140, MA, IN, AX, RA: 142, CH: 176)

j.D > VCL > 5K > j.S > dj.H > Sdive (wallbounces, sometimes cross under) > 5P > c.S > sj.S > sj.H > Kdive (may need Sdive if cross under)    (MI: 173, FA, EL: 148, SI: 150

j.D > VCL > 5P > 5K > sj.S > sj.H > Sdive (wallbounces, cross under) > 5P > c.S > sj.S > sj.H > Kdive                                                                (PO: 127)

j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                                                                                       (SL: 139)

j.D > VCL > 5K > j.S > dj.H > Sdive wallbounce > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                                                         (AX: 158)

j.D > Fortissimo > VCL > 5K > j.S > j.H > HCL ~ D                                                                                                                                                (SL: 188, AX: 207)

Further away from the corner than starting positions: j.D > VCL > 5P > j.P > j.S > dj.H > Sdive > whatever                                                        (123 so far on Sol)

Further away from the corner than starting positions: j.D > Fortissimo > VCL > 5P > j.P > j.S > dj.H > Sdive > whatever                                    (189 so far on Sol)

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Ok, so some of the basic 2K stuff.  I'll throw in some of the more sub-optimal stuff so that we'll have a reference of random shit that works, and the stuff we already know for damage reference.

 

Corner

2K > 6P > STBT > 6P > HCL > 5K > HCL                                                                                                          (SL: 108, SO, KY, VE: 115, SI: 116, AX: 119, ZA: 122, CH: 147) (Knocks down, sets up 2-3 hit note)

                                                                | ~ D                                                                                                  (SL: 115, SO, KY, EL, VE: 123, SI: 124, MA, IN, AX, RA: 127, ZA: 130, MI: 145, CH: 157) (Builds approx 23% meter)

2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                 (SL: 135, SO, FA, KY, EL: 148, MA, AX: 151, MI: 175, CH: 187) (Builds approx 29% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > 5P > c.S > j.S > j.H > Pdive > dash j.H > Pdive                         (SI: 144) (Builds approx 29% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                (SL: 140, SO: 153, SI: 154, AX: 156) (Builds approx 28% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D    (SL: 148)

2K > 6P > 5H > IAD j.K > FFVCL > 5K > j.S > j.H > Kdive                                                                                  (SI: 121)

2K > 6P > 5H > IAD j.K > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive                                                             (PO: 121, ZA: 142)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                                                (BE, PO: 125)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                            (FA: 153, MA: 156) (Builds approx 28% meter) (4-hit Note Oki)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive                                                             (VE: 145, ZA: 153, MI: 173)

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                (MI: 185, IN, RA: 159)

2K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                 (IN, RA: 154)

 

 

Mid Screen

2K > 2S > 2D > HCL ~ D                                                                                                                              (PO: 71, SL: 73, SO, FA, SI, EL: 78, MA, RA: 80, ZA: 83, CH: 99) (Builds approx 8% meter)

2K > 6P > STBT-S > 6P > HCL ~ D                                                                                                              (SL: 98, SO: 104, SI: 105, MA: 108) (Builds approx 14% meter)

2K > 6P > STBT-S > 2S > HCL                                                                                                                     (SL: 87, KY, EL, VE: 92, MA, RA: 95, ZA: 98, CH: 118)

                                                | ~ D                                                                                                              (SL: 96, KY, EL, VE: 102, MA, RA: 105, CH: 131)

2K > 6P > STBT-S > 5K > HCL ~ D                                                                                                               (AX: 101)

From maybe half range of 2K (6P wont link) - 2K > 2S > HCL                                                                      (PO: 49, SL: 51, KY, EL: 54)

                                                                                              | ~ D                                                                (PO: 61, SL: 63, KY, EL: 67)

2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D                                                                         (SL: 118, SO, FA, EL: 128, MA, AX, RA: 131) (Builds approx 23% meter)

2K > 6P > 5H > IAD j.K > j.S > FFVCL  > j.p > j.S > dj.S > j.H > HCL ~ D                                                      (SI: 132, IN: 134)

2K > 6P > 5H > IAD j.K > j.S > FFVCL  > j.p > j.S > j.H > HCL ~ D                                                                (SI: 130)

2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive                            (PO: 117, KY: 132)

2K > 6P > 5H > IAD j.K > j.S > FFVCL >  HCL ~ D                                                                                         (BE, PO: 104, VE: 115, ZA: 122)

 

I guess I'll stick the j.S/j.K starters in with these

 

Corner

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > j.S > j.H > Kdive                                                                               (SI: 178, MI: 232)

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > j.S > j.H > Kdive                                                                     (KY: 199)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                               (SL: 191, FA, KY, EL: 204, SI: 208, MA, AX: 209, MI: 237, CH: 251) (4-hit Note Oki)

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                              (SL: 198, SO, FA: 211) (Builds approx 35% meter) (4-hit Note Oki)

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                           (SI: 214, AX: 216) (Builds approx 35% meter) (4-hit Note Oki)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Kdive                               (RA: 209)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive                                                   (PO, BE: 171, ZA: 199) (4-hit Note Oki)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                       (PO: 190)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Kdive                                                             (VE: 192)

j.S > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > sj.S > sj.H > Kdive                                                        (IN:205)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive               (IN:213)

 

j.K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                              (SO: 182) (Builds approx 35% meter) (4-hit Note Oki)

j.K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Kdive                              (RA: 183) (Builds approx 35% meter) (4-hit Note Oki)

j.K > c.S > 6P > 5H > IAD j.K > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive                                                  (SO: 170) (Builds approx 28% meter) (4-hit Note Oki)

j.K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                            (EL, FA: 175, SI: 177, MA, AX: 179, MI: 205, CH: 221) (4-hit Note Oki)

j.K > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                               (SL: 162, IN: 179) (4-hit Note Oki)

j.K > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                   (FA: 176, AX: 180) (4-hit Note Oki)

j.K > c.S > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > sj.S > sj.H > Kdive                                                            (MI: 199

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > c.S > sj.S > sj.H > Kdive                                                   (EL: 159, MI: 186

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > VCL > 5P > j.S > j.H > Pdive > dash j.H > Pdive                          (SI: 168, MA: 170) (Builds approx 28% meter) (4-hit Note Oki)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Pdive > dash j.H > Pdive                                             (PO, BE: 144, SL: 148, KY, VE: 160, IN, RA: 164, ZA: 169, CH: 202)

j.K > 6P > 5H > IAD j.K > j.S > FFVCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Kdive                                          (PO:150)

j.K > j.S > 6P > STBT > 6P > HCL ~ D                                                                                                               (SI: 141, RA: 143, CH: 176)

j.K > c.S > 6P > STBT > 6P > HCL > 5K > HCL                                                                                                (SL: 142, KY: 150, MI: 179, CH: 191

                                                                        | ~ D                                                                                         (SL: 150, KY, EL: 159, IN: 164, MI: 189, CH: 202

j.K > j.S > c.S > 6P > STBT > 6P > HCL                                                                                                           (MA: 138)

j.K > 5P > 6P > STBT > 6P > HCL > 5K > HCL ~ D                                                                                           (SI: 138, KY: 136, MA: 140, MI: 159

j.K > 5P > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > dj.S > dj.H > Kdive                                                      (PO: 123, IN: 141)

 

 

Mid screen

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D                                                                                                (BE: 163, SL: 167, SO, FA, EL: 177, MA, IN, AX, RA: 181, MI: 211, CH: 224) (Builds approx 23% meter)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL                                                                                                                      (VE: 148)

                                                                     | ~ D                                                                                                               (VE: 159, ZA: 170)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~ D                                                                                        (PO, BE: 165) (Builds approx 23% meter)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL  > j.p > j.S > dj.S > j.H > HCL ~ D                                                                             (SI: 186)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > late Sdive > 5P > c.S > sj.S > sj.H > Kdive                                            (BE: 162, KY: 180)

 

j.K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D                                                                                                (SO, FA: 150, MI: 177, CH: 190) (Builds approx 23% meter)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~D                                                                                 (PO: 137, SI: 155)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~D                                                                                                         (VE: 137, ZA: 146)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D                                                                                        (BE: 138, SL: 142, EL: 153, MA, IN, AX, RA: 157) (Builds approx 23% meter)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive              (CH: 196) (4-hit Note Oki) (This is odd - I get it as P2 in training mode from starting positions, but not as P1)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive                                           (BE: 138, CH: 194)

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So doing P Dive close to the ground causes I-no to land, but the enemy to be stuck in the truly magnificent untech time that P Dive has now. I'm trying to find some useful places where that can be used, but since it does less damage than VCL

 

Midscreen throw combos, depending on the distance from the corner, may be fairly strong.

 

Midscreen:

 

Throw > RC > Hoverdash~Airdash > FFVCL > c.S > j.S > j.H > S Dive > land > c.S > sj.S > j.H > P Dive > slight delay 66 >  j.H > P Dive (costs 50%) (138 on Sol)

 

Gets not oki too! P dive is the best.

 

 

 

Is there a trick to getting hoverdash~airdash out faster or is it just a timing thing?

 

By the time I get the FFVCL out its always is hitting OTG

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Just get used to the timing and work out the muscle memory so you can do it fast. Assuming you're doing the right input. 66~956. An IAD from the hoverdash without returning to netural between the two.

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What does ~ D mean?

 

Follow-up. I-No's Chemical Love has a follow-up attack now when you press a button. In this particular case, that means D.

 

EDIT: Which is Derivative. Sorry, neglected that.

 

Basically you input 214K > 214S

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Sorry didn't see it anywhere, what is the difference between VCL and FFVCL? Just trying to read your combo notations Bob. 

 

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Fast Fall VCL is a VCL done within a certain time frame after an air dash. You fall straight down instead of floating a bit. Just try it, air dash but don't VCL right away and you'll see the difference. Luckily the time frame is pretty long, so you can do j.K>j.S/j.S>j.K/j.H into a VCL from a dash and still get the right effect from it.

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Sorry if this is a silly question, but is the IAD j.K > j.S character specific, or is there some timing to it? I can't seem to get it to connect on Sol. The j.S just goes right under him.

 

Edit: Ah sorry, didn't see it was answered.

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@TheRealBobMan Those optimal combos are super tight! I've been trying to figure out which moves to stagger to get them to connect as some you have to really delay. Mind if you share any personal preferences you do on these to make them more consistent?

I've realized on this corner combo with sol:

2K > 6P > 5H > IAD j.K > FFVCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive 

the Pdive doesn't always connect, I've been trying to figure out if you need to do the c.S super late or early before the j.S > j.H, but it's always random for me if the pdive connects or not.

edit: I figured out the above one I think. If anyone is having trouble with this, you want to delay the j.S from the last c.S a little later, dont just do j.S as fast as you can from c.S or you wont get the pdive connect.

still having trouble on the midscreen 2k starter though, sometimes the HCL doesn't conect after the j.H, Sol is too low.

 

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I actually just hold the first Pdive after the j.H.  The timing is tight but if you do it late enough you can hit Sol's legs.  Also, I don't know if those combos are fully optimized, but I cut some corners where possible to get more damage out of them.  There might be better options that are character specific - I just used Sol since he has a defense modifier of 1.00 so you'd get accurate damage values.  I don't think I included this since I could get a worthwhile follow up, but in the corner if you do 2K > 6P > HCL, *Edit*  mucked this part up - it's 2K > 6P STBT-S that you can catch with 6P after the HCL, and if you delay the cancel to 5H by 1 frame it'll actually still hit Sol.  If you delay any more Sol can tech, and if you cancel on the first frame the 5H whiffs.  The problem is that even if you get the sj.IAD j.K > FFVCL, there's not a whole lot you can do after that.  Point stands though - you can connect 6P > 5H on Sol at much greater range.

 

Anyway, the rules for combo optimization go kinda like this:

 

1.  Hit with higher damage moves early whenever possible, especially if you're going to use a super in a combo.

2.  After prioritizing damage, prioritize attack level.  Higher attack level scales future hits better than lower attack level.

3.  Avoid moves with forced proration where possible (now that 6P doesn't force the 90% prorate anymore we don't have to worry about this as much since it's just our throws that force proration), and use stuff that prorates later in combos

 

So most of those IAD combos I've posted omit the j.S in the 6P > 5H > IAD j.K > j.S > FFVCL string.  j.S does only a little more than half the damage of VCL, and while you're sticking c.S in between the next VCL to keep the combo going, c.S hits harder than j.S anyway.  Another thing I try to do is combo c.S > 5H wherever possible when going into the air since you can then go into j.H > Pdive directly and skip the j.S.  5H does great damage (almost as much as VCL), lets you skip the j.S, and scales better since it's lvl 4.  This is part of the reason why that low Pdive > 5H string is so cool outside of the corner.

 

Anyway, while supers scale better at the start of combos, you still have reason to use them later in combos since you can't burst a super.  You just kinda want to improvise when to do this.  Fortissimo is great since it has the invul on startup and it recovers quickly.  Most of the time, if they burst before your super starts up, you'll either invul through the burst and get to punish, or you'll recover in time and get to punish.  : )

 

 

 

*Edit*  Woah, just noticed that Sdive's RISC level is now 19.  The problem with the current data is that it's ambiguous about the RISC value.  The 4gamer wiki says (using google translate):

 

"Numeric value to reduce the RISC level of opponent when it was hit attack. RISC level is heavily involved in the damage compensation, basically damage correction becomes tight as this number, the greater the damage given in a subsequent continuous technique becomes smaller."

 

So it seems like the value is only the RISC - on hit.  I doubt it'd be the same amount of RISC + on block, but anyway, avoid using Sdive in combos to optimize damage.  While normals follow the old GB- convention for RISC values, special moves were always subject to change.  Sdive didn't use to scale this hard.  That's like using 5D, which, by the way, never had prorates before.  I think our 5D is the only one to have a prorate ON TOP of scaling hard.  :v:

 

So anyway, when optimizing combo damage, avoid Sdive.  Since it also prorates 70% and you have to spend 50% on RC (forced prorating an additional 80%) if you want to combo off of a random air hit mid screen, the only use for doing that would be to get corner push.  I'd rather take the knockdown if I had 50% and do VCL YRC oki, unless it was going to kill.  I'll dig up some air-hit Sdive starter combos just for reference later.

 

 

I think my next project should be investigating how RISC +/- works, and to see if "guard balance" exists anymore.  I'll probably get to that after I do some stuff with I-No's wiki page.

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Posting more options

https://www.youtube.com/watch?v=hvxVMQ0TVXQ

https://www.youtube.com/watch?v=qn4b3qp-lTo

 

(inspired by the dustloop combo/ino thread)

https://www.youtube.com/watch?v=xTgskM3Bi_0

https://www.youtube.com/watch?v=oCgiZlLPGRs

https://www.youtube.com/watch?v=SFWZch76wio

 

I haven't spent a lot of time for optimization, this is more just showing hey she has these options/enders/starters (i used dif starters for each). The bottom three were inspired by recent posts in the dustloop forums.

Once we have these compiled and we weed out whats worth writing down, I'd be more than happy to build a video compendium.

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