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OneSanitarium

[Xrd] I-no Combo Thread

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There are several ways to mess that one up.  If you simply do j.K out of 5H, you're doing the IAD too early and need to slow down.  If you're getting the IAD and the j.K wont link, you need to either IAD faster or j.K faster.  If you IAD and the j.K doesn't come out, you're doing j.K too fast and need to slow it down.  But then if you slow it down and j.K doesn't link, either the IAD is too slow or the j.K is too slow.  Though you get more optimized damage with j.K > FFVCL, practice it with j.K > j.S > FFVCL.  Doing the j.K > j.S > FFVCL string is necessary sometimes anyway and it's probably close to frame-perfect timing (the fast fall for VCL occurs during active airdash frames, and those were lengthened in +R just enough to combo j.K > j.S and still have VCL fast fall).  In this case it'll also help you determine if you're doing the j.K too early (you'll drop it and get j.S).

 

It's kinda hard and takes time to feel out.  Keep working at it.

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Does I-No have VCL loops? I vaguely remember seeing some a few months back.

 

The recovery is fast enough that you can theoretically get away with it if you're close enough to the ground. May have to RC it though.

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She has VCL loops in the corner, and they aren't that hard to set up.

 

c.S > 6P > 5H > IAD j.K > j.S > VCL > land > VCL > c.S > VCL > 5P > c.S > VCL > c.S > j.S > j.H > K Dive is like 204 on Slayer.

 

It just doesn't feel as worth while going for them as it is just doing maybe one more VCL and into dive loops. Could be wrong though.

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She has VCL loops in the corner, and they aren't that hard to set up.

c.S > 6P > 5H > IAD j.K > j.S > VCL > land > VCL > c.S > VCL > 5P > c.S > VCL > c.S > j.S > j.H > K Dive is like 204 on Slayer.

It just doesn't feel as worth while going for them as it is just doing maybe one more VCL and into dive loops. Could be wrong though.

As seen here on slayer at 4: 20 it's a thing. http://youtu.be/wBIc07ZqtmE

The consistency would be a problem over just doing Two into p dive ender. It's just super showy I guess.

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Looking for more character or weight class specific stuff now, also going back to update some older combos I've posted with values for every character they work on I guess.  Looks like I also need to update some of the stuff about note oki since Pdive tends to push you out for 3-4 hits (depending on if you TK the note or not), but you generally don't wind up far enough away for 5 hits.  You could probably save your airdash and end a combo with Pdive early, but why sacrifice damage now for a few points of RISC you might not get to use?  Unless you think they'll burst or something...  also updating any previous errors I may have made if I catch them.  Anyway, here's some stuff:

 

 

Corner

VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                             (Costs 25%) (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                                                             (Costs 25%) (SL: 219, SO: 229, EL: 230, KY: 232, SI: 236, AX: 239, ZA: 246, MI: 263, CH: 277) (4-hit Note Oki)

VCL > YRC > j.D > VCL > 5P > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                                                  (Costs 25%) (SI: 223) (4-hit Note Oki)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > Pdive                                                             (Costs 25%) (SO: 235) (4-hit Note Oki)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive                                                          (Costs 25%) (SI: 243) (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                                       (Costs 25%) (SO: 246)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                         (Costs 25%) (MI: 275, IN: 255, MA: 252) (4-hit Note Oki)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive                         (Costs 25%) (RA: 258)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > j.S > j.H > Kdive                                                                                            (Costs 25%) (VE: 217)

VCL > YRC > dash FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive                                   (Costs 25%) (VE: 227)

VCL > YRC > j.D > VCL > c.S > VCL > c.S > j.S > j.H  > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                  (Costs 25%) (EL: 254, CH: 294)

VCL > YRC > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                           (Costs 25%) (PO: 218, BE: 219)

 

 

6H(second hit against airborne) > VCL > c.S. > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive               (BE: 227, SL: 233, MI: 278, FA, EL: 243, KY: 244, MA: 249, SI: 251, IN, AX, RA: 252, CH: 291) (4-hit Note Oki)

6H(second hit against airborne) > VCL > c.S. > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > KDive             (RA: 255, ZA: 263)

6H(second hit against airborne) > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > KDive                                                           (VE:232)

6H(second hit against airborne) > VCL > c.S. > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                  (PO: 210) (4-hit Note Oki)

6H(second hit against airborne) > VCL > c.S. > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                      (PO: 230)

 

Uh, it's getting tricky accounting for a lot of I-No's combo flexibility.  I mean, there are situations where I want to list things like HCL ~ D damage in case you're close to a kill, but we know that HCL itself gives better oki when it knocks down compared to ~ D.  In most airborne instances it's easy to infer from context that "you need the ~ D" :roboky: or you wont get knockdown at all, but there are some instances where HCL wont knock down when used on the ground, and some where it will occur.  So then it's still worth knowing the damage if you give them the ~ D because it might kill, but otherwise you'd want to keep it in your pants so you'll get better oki.

 

Also, now that I'm noticing the difference in hits when you TK the note vs grounded note, it's really getting complicated thinking about these set ups.

 

 

 

*Edit*  Another starter has been added!  Similar to what VCL YRC offers when VCL hits, so I'm dumping it in with this post, though the setups are drastically different.

 

 

Cornered Opponent

Max Range HCL > YRC > dash immediate j.D (hits super late) > VCL > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > PDive                                  (Costs 25%) (KY: 191) (4-hit Note Oki)

|-> Same combo, delay the YRC to almost PRC status to prevent the proration                                                                                                                         (Costs 25%) (KY: 242, IN: 249) (4-hit Note Oki)

 

Max Range HCL > late YRC > dash immediate j.D (hits super late) > VCL > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D    (Costs 25%) (KY: 255, IN:263)

 

HCL > YRC > dash j.D > delay VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                                                     (Costs 25%) (KY: 230) (4-hit Note Oki)

HCL > YRC > dash FFVCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive                                                                                          (Costs 25%) (KY: 226)

 

Man, I didn't think I-No had this kind of flashy stuff in Xrd.  :toot:

 

HCL > late YRC > dash j.D > delay VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                                                          (Costs 25%) (PO: 217)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive                                                      (Costs 25%) (BE: 228)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > VCL > 6H > HCL ~ D                                                                                                 (Costs 25%) (MI: 281)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                           (Costs 25%) (SL: 231, EL: 243, CH: 290, MA: 251)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive                                                                        (Costs 25%) (AX: 254)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Kdive                                                                                                      (Costs 25%) (RA: 244)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Kdive                                                                                                          (Costs 25%) (ZA: 248)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > 5P > c.S > sj.S > sj.H > Kdive                                                                                              (Costs 25%) (VE: 235)

HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                               (Costs 25%) (SL: 241, CH: 299, MA: 261)

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Heh, yeah, it's hard to pull away from it right?  : )

 

No worries and no rush.  Keep playing.  Thanks for all your hard work.  You've put in more work into the video thread than I have into anything else anyway.

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Bob, I know I'd be interested in knowing when you can knockdown with just HCL for note oki or IAD VCL YRC. I haven't looked into those yet but I remember those were a staple of her in #reload with knocking down HCL and always getting a note follow up.

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Every combo I've posted should end in knockdown if you do it right.  There are a couple so far that knock down with HCL (without ~ D), but most of the stuff I'm working on so far is in the corner, and I'm trying for Pdive knockdown where possible.  Occasionally the best damage will result in knockdown with HCL, or maybe some of the simpler combos that work from further away (where 6P > 5H whiffs) will end with HCL knockdown.  I'll probably post some easier stuff or some mid-screen stuff that ends with HCL knockdown.

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Just some fun stuff I tested on Sol, not sure who else it works on. 

 

Midscreen Instant kills!

SM > delayed P dive (fall as far as you can) > RC immediately after Pdive > land > activate IK > IK 

6P > 5H > VCL RC > land > activate IK > IK (have to be right next to them with the 6p for this one, guess you could land this after blocking a DP)

Throw > RC > activate IK > IK (this one is pretty tight, couldn't believe this worked actually)

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Ok, so I'm putting these in an earlier post since I guess they should be grouped with the VCL YRC stuff, but I wanted to make sure you guys saw these:

 

 

Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > VCL > 6H > HCL ~ D                                                                                                 (Costs 25%) (MI: 281)

Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                           (Costs 25%) (CH: 290)

Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                               (Costs 25%) (CH: 299)

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Ok, so I'm putting these in an earlier post since I guess they should be grouped with the VCL YRC stuff, but I wanted to make sure you guys saw these:

 

 

Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > VCL > 6H > HCL ~ D                                                                                                 (Costs 25%) (MI: 281)

Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive                                                                           (Costs 25%) (CH: 290)

Max Range HCL > late YRC > dash j.D > delay VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D                                               (Costs 25%) (CH: 299)

 

 

 

Going off these I also found you can do it non max range, just the late YRC is key here. I got this on Sol:

 

Corner:

HCL > late YRC > dash j.d > delay VCL > c.S > VCL > c.S > VCL > c.S > sj.S > j.H > Pdive > dash j.H > Pdive > Kdive (SO:244)

 

midscreen towards corner:

HCL > late YRC > dash j.d > delay VCL > 5k > j.S > j.H > Sdive > c.S > sj.S > j.H > Pdive > dash j.H > Pdive > Kdive (SO:196)

 

Couple other combo things I'd like to point out that I'm pretty sure has been gone over before, but having presence of mind where you are on the stage is good. If you reset to neutral position in training, this is (I think) the max range where if you start a combo with either 2k, hover dash j.S, or HCL YRC'd, you can end them with Sdive (instead of HCL ~D) to get the wall bounce and continue the corner combo with either HCL ~D Kdive/Pdive as enders.

 

I'm starting to work on her Sdive wallbounce reset combo that I'll post up soon, basically you hit an Sdive higher up in a longer corner combo that they can tech out of, but you can get an easy jump airthrow, or jump air command throw if they aren't paying attention, it's super tricky but I haven't tested if it can be easily punched out or not, or if it still works when they tech forward.

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Alright some basic testing I did, sorry for phone quality I don't have a capture card (yet).
 

https://www.youtube.com/watch?v=qa08w7qTCS8

^ This is what happens if he forward techs with a move or nothing

 

 

 

https://www.youtube.com/watch?v=3RhNlLrPw2U

^ This is what happens with a neutral or back tech 

 

 

I guess this isn't all that useful because a smart person will probably tech forward out and you'll just get a CH j.H and send them out of the corner which is bad! However, it could be something useful every once in a blue moon to catch someone sleeping who might just be mashing on tech and not putting the stick in forward. What do you guys think?

 

 

 

 

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i know this has been mentioned before, but 6P>5H>IAD j.K, is there like a visual or audio cue for the IAD, it comes out to late and the computer techs 9/10 times.  

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the IAD can really only be felt out. I can tell if you're doing it too late though. Do 5H by itself, but don't cancel it. You'll hear a feedback sound from the guitar. If you jump cancel it correctly you won't hear that. Beyond that, it's just doing the air dash part of the IAD quick enough, which the game feels like it has a buffer to help with. Trust me when I say it's MUCH easier than it was in any previous game.

 

Once you do that, there's still the matter of doing the j.K asap after the dash. It's all just practice. It's still pretty hard but much more doable now, and comparatively infinitely more easy.

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i know this has been mentioned before, but 6P>5H>IAD j.K, is there like a visual or audio cue for the IAD, it comes out to late and the computer techs 9/10 times.  

 

There's an easier way to do it too if you want to go the lazy route (I do). Like OneSanitarium said, the buffer window is pretty large after the 5H so you can just hit up/upforward then do 66 input. I find this the best because on Sol, May, and Faust you have to do SJ IAD and it's a hell of a lot easier to buffer the SJ in the 5H and then do 66 input afterwards.

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Ok, so a quick update on combo stuffs on my end:  I'm almost done with everyone for 2K, j.S, j.K, j.D, corner-throw, corner-airthrow, corner SM, corner 6H (second hit AA against a jump out), corner VCL YRC oki, and corner HCL YRC starter combos.  Only need three more characters + Leo (I have to wait to get my LE to buy Leo anyway) and to go back to fill in some holes (missed some characters for HCL YRC).  Once that's done, I'll get some stuff nice and formatted on the wiki, try to write up some basic gameplan and theory stuff, and then I can start working on her more fancy combo stuff.  Starters with CH STBT-S/H, AA j.P, AA 5P, AA6P, mid screen SM, Fortissimo and Desperation as starters, RC combos in situations where you can't really get anything without spending the meter, combos that let you cross over/under someone when they have you in the corner, specialized punishes off of Blitz Shield, etc.

 

By "starter" I mean opening them up with that move, not necessarily that they're easy enough for a beginner, though I've been trying to throw in some variants where possible since some are easier than others and some are range specific.  I'm going out later tonight, but I can maybe do one or two more characters today and possibly even start the write up.  I'm getting kind of burned out on combo research.  I played Arcade mode for the first time last night just to break it up.

 

 

Thanks for all the hard work everyone.  It wasn't all ready right at the game's launch, but we have a lot of info for new players to get started with.  :toot:

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So, you can use these or some variation of these that's more character specific.  It'll also depend on what their height is when you get the grab:

 

Corner

SM > Pdive > dash j.H > FFVCL > c.S > VCL > c.S > j.S > j.H > Kdive

 

Mid Screen

SM > Pdive > dash j.H > Sdive

SM > Pdive > dash Pdive > Sdive

SM > Pdive > dash j.H > HCL ~ D

 

 

For mid screen you'll get better oki off of Sdive and more corner push, but take care not to accidentally wall bounce at a height you can't follow up on and lose your knockdown.  It doesn't seem all that great, but 100 damage at mid screen is like twice what we got before since we could only combo in the corner.  Corner damage is 20+ points higher than before too.  We also get to build some meter at mid screen where we couldn't before.

 

Refer to my older posts for more specifics.  I've just been editing those with more combos rather than making new posts.  I've honestly been skimping on mid screen SM stuff, but there's a bit more for corner SM combos.

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Ok, so I've begun some work on the combo section for the wiki.  I had to play around for a while and it looks like formatting is taking a dump on me.  At first I was going to put the combo that worked on the most characters for each starter near the top and then follow up with character specific variants in sub groups, but because the wiki formatting is a pain to work with, I've decided to try using tables.  When I use a table, it makes more sense to group combos off of the same starter together, with the one that works on the most characters displayed first and the other combos around it to fill in the gaps.  Since it's late I'm going to have to stop now, but I'll get everything sorted properly tomorrow.

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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)

 
 
How does the oki actually hit at the last p-dive? the computer always air techs on the note.?

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You may have to delay the dives at the end of combos (either do them late out of j.H or hold them for a few frames before releasing) to get the opponent low enough that they wont tech.  In some instances you'll need to delay the Pdive before the dash j.H as well as the one after, but that's usually with the super jump combos.

 

 

 

*Edit*  So... some of the combos I figured out maybe 1/2 way through doing this are more universal than I thought, and some are more conditional than I thought, so I'll have to double check a lot of the work I already did while adding them to the wiki.  This is going to slow me down a little bit.  The good news is that we already have a starting point with the stuff in this thread, and the better news is that by the time I'm done the wiki will be more accurate than that old info.

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You may have to delay the dives at the end of combos (either do them late out of j.H or hold them for a few frames before releasing) to get the opponent low enough that they wont tech.  In some instances you'll need to delay the Pdive before the dash j.H as well as the one after, but that's usually with the super jump combos.

 

 

 

*Edit*  So... some of the combos I figured out maybe 1/2 way through doing this are more universal than I thought, and some are more conditional than I thought, so I'll have to double check a lot of the work I already did while adding them to the wiki.  This is going to slow me down a little bit.  The good news is that we already have a starting point with the stuff in this thread, and the better news is that by the time I'm done the wiki will be more accurate than that old info.

 

Awesome, thanks for putting that info in there bob, it will help out all the newcomers to I-No and everyone else doing some combo theory.

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