GGACR/I-No: Difference between revisions

From Dustloop Wiki
No edit summary
Line 500: Line 500:
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |description=Fits her mixup/rush down game perfectly. Knockdown. FRC point.
  |description=Completes her strong mixup/rush down game. Knockdown. FRC point.
  }}
  }}
}}
}}

Revision as of 22:24, 11 December 2015

I-No
GGAC I-No Portrait.png

Defense Modifier: x 1.06
Guts Rating: 1
Stun Resistance: 55
Prejump:
Backdash Time: 16
Backdash Invincibility: 11
Wakeup (Face Up/Down): /

Movement Options
1 Double Jump, 2 Air Dashes, Dash Type: Hover dash
Full Frame Data
GGACR/I-No/Frame Data

Overview

The face of Guilty Gear since XX, I-no is a sexually fanatic tease, who is only as attractive as she is both sadistic and batshit insane. She works for the series' main antagonist: That Man.

Pros/Strengths:

  • Virtually unblockable when close.
  • Incredibly safe overdrives.
  • Able to knockdown from near full-screen.
  • Explosive burst damage potential using optimized/character specific combos.
  • Versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown.
  • Above average tension gain.
  • third best backdash (invul) in the game.

Cons/Weaknesses:

  • Extremely high execution barrier for even the simplest of combos and her neutral game movement.
  • Must apply multiple advanced techniques for B&B combos such as Jump Install, dash splitting (6 > FRC > 6), and utilizing multiple FRC points throughout her moveset.
  • Somewhat average to low damage output midscreen without the use of tension.
  • Overall weak defensive options. Limited uses for her normal moves outside of close to mid-range situations; cannot truly counter poke.
  • Worst airthrow range in the game (though her hoverdash still enables her to tech-chase well enough).
  • Her unique ground dash may bring up difficulties in escaping some situations in certain matchups.
  • Below average health rating and guts.
  • Limited useful pokes, weak at mid-range, has to guess a lot, anti-air is situational (5p, j.p, 6p, 6hs, VCL)


Guilty Bits: I-no


Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

5P
GGAC Ino 5P.png
A flick of the wrist and you're dead baby
12 HLF 4 4 6 0 -
5K
GGAC Ino 5K.png
Kickin' your can all over the place
20 HLF 7 7 12 -7 -
c.S
GGAC Ino cS.png
Great if it activated farther out.
34 HLF 6 5 9 0 -
f.S
GGAC Ino fS.png
Control space, bait bursts and reckless approaches!
32 All 19 11 1 +5 -
5H
GGAC Ino 5H.png
Good combo tool.
37 HLF 13 4 18 -3 -
6P
GGAC Ino 6P.png
Good combo tool and AA. Staple launcher.
28 HLF 9 3 21 -10 -
6H
GGAC Ino 6H.png
Murder on aerial Counter hit.
20, 52 HLF 7 1(7)8 17 -6 -
5D
GGAC Ino 5D.png
At least it kind of looks like a low? Maybe it'll work once?
15 HF 29 12 7 -5 -
Dead Angle Attack
GGAC Ino 6P.png
Don't forget this move exists just because we have good supers.
25 All 11 3 25 -14 -
2P
GGAC Ino 2P.png
Blow him a kiss, and you're mad
10 HLF 5 2 6 +2 -
2K
GGAC Ino 2K.png
For the few times you're actually on the ground.
15 LF 5 2 8 +0 -
2S
GGAC Ino 2S.png
Great low. No proration. Excellent combo starter.
28 LF 9 2 17 -5 -
2H
GGAC Ino 2H.png
Frame Advantage and a hitbox that isn't terrible. Fish for counter hits!
35 HLF 11 2 11 +6 -
2D
GGAC Ino 2D.png
Knock 'em down. Become Unblockable.
26 L 11 3 18 -7 -
j.P
GGAC Ino jP.png
Good for smacking them out of the air.
18 HA 5 5 12 - -
j.K
GGAC Ino jK.png
The 'S' & 'M' attraction we've got the pleasure chest
13 HA 5 12 27 - -
j.S
GGAC Ino jS.png
All purpose aerial.
23 HA 8 6 23 - -
j.H
GGAC Ino jH.png
Guitar to the face.
32 HA 12 6 61 - -
j.D
GGAC Ino jD.png
Spread if you like mixups.
40 HA 16 5 20+8 after landing - -


Throws

Ground Throw
GGAC Ino throw.png
Tie your mother down!
60 45 pixels - - - - -
Air Throw
GGAC Ino airThrow.png
The bane of techs and jump outs.
60 80 pixels - - - - -


Specials

Stroke the Big Tree
41236S/H
GGAC Ino 41236S.png
Goes under pretty much everything
40 LF 20 2 17 0 - 40 LF 28 2 16 +1 -
Antidepressant Scale
214P air OK
GGAC Ino 214P.png
Free Oki all day.
12x1~5 All 19 - Total: 50 -11 - 12x1~5 All 13 - 6 after landing - -
Sultry Performance
j.236P/K/S/H
GGAC Ino j236S.png
30 HF 13 until landing 16 after lnding +1 - 35 HF 13 until landing 12 after lnding +1 - 40 HF 13 until landing 14 after lnding -1 - 25x3 All 10 32 10 after landing - -
K Chemical Love
632146K air OK
GGAC Ino 632146K.png
Dynamite Laser Beam
45 All 11 11 12+8 after landing +3 - 45 All 11 11 8 after landing - -
S Chemical Love
632146S air OK
GGAC Ino 632146S.png
Spread on Time
45 All 11 11 11+13 after landing -8 - 45 All 11 11 Landing+13 - -
Respect
GGAC Ino Respect.png
AS THE HAT I DECIDED YOU'RE SOMEONE I DON'T DISLIKE
2 All 174 3 32 -25 -


Force Breaks

FB Antidepressant Scale
214D air OK
GGAC Ino 214D.png
Cranks guard bar, controls ENTIRE screen
12x6~14 All 15 - - +10 - 12x6~14 All 13 - 6 after landing +9 -
FB Sultry Performance
j.236D
GGAC Ino j236D.png
Look up to the skies and see
20x5 All 9 17 23 - - - - - - Total: 1 - -


Overdrives

Ultimate Fortissimo
j.2363214S
GGAC Ino j2363214S.png
I AM THE HAT! I AM THE BEST CHARACTER IN THIS GAME!
50x3 All 7+0 9 until landing +27 -
Longing Desperation
632146H
GGAC Ino 632146H.png
I want to break free!
46x3 All 7+2 20 10 +1 -


Instant Kill

Last Will and Testament
in IK Mode: 236236H
GGAC Ino IK1.png
Dance with the devil in beat with the band, to hell with all of you hand in hand
GGAC Ino IK2.png
Fatal All 7+8 3 32 -25 -


Strategy

I-no is a unique and extremely effective rushdown pixie character, but takes great risks to do so without being covered by a note, scoring a knockdown, or having safe(anti-reversal) setups. I-no should be played with two goals in mind: 1) score a knockdown or make an opponent block a note during neutral, and 2) continually mix up the opponent in the corner utilizing her superior tension gain and unrivaled offensive potential during okizeme. When I-no is pressuring out of an okizeme situation, or even a simple blockstring; she can be almost unblockable up close. That being said, although her strengths are firmly rooted in offensive capabilities, she lacks in defensive options to get her opponent off of her without spending meter or bursting, and her unique movement options may sometimes be detrimental to her regarding certain matchups.

At round start, I-no will often have to guess the opponents move and choose a way to punish (TK dive, STBT, HCL), or alternatively IAD backwards with j.hs (very safe) and begin zoning with a note or fishing for HCL for a safer way in. The following are techniques to close the distance, extend combos and mix up the opponent.

What makes I-no immediately stand out from the rest of the cast is her movement options. I-no’s ground dash, instead of a run, hop, or glide; is an aerial hover dash which increases in height the longer the dash is performed. This enables her to leave the ground and immediately perform an overhead attack on opponent, or dash briefly and land to score a low attack. She also has the ability to airdash out of her ground hover dash, which is extremely useful for extending her mixup options as well as pushing the opponent back towards the corner before they have even risen from a knockdown.

However be warned, when it comes to execution I-no is definitely not for the dexterity challenged player. Many of her combos, especially those in midscreen, are notoriously among the hardest in the game. However when mastered, an expert I-no can leave even the best opponent feeling helpless, and has one of the highest comeback potential out of the entire cast.

-Mynus

Mix-up

When breaking down I-no, she has the same mixup everyone in the game has: high/low/throw. What makes her better at this than most characters (save Millia) is her hover dash, that lets her access near-instant overheads vs. the entire cast. Even so, when fighting players familiar with her, her mix-up becomes very stale unless you adjust it. A good basic example for instance, is her hover dash->j.k. After getting hit by this a few times, players will start to react to the hover dash and block. To stop this, you can do hover dash->land->2k. This will catch players still stand guarding, but is still reactable. A great way to hide the fall j.k is to hoverdash->while still at a fairly low height->j.hs. The j.hs has a slow startup and causes I-no to fall out of her hoverdash, ending it faster than just letting go of the dash. Use this to ground yourself faster, and then 2k. The same technique lets you land instantly into walk forward throw.

Techniques

6FRC6:

This is the most notorious, most used tactic when spending meter to combo with I-no and is a MUST LEARN which should be executed on at least an 90% consistency rate to play even remotely effectively with her. To give an example of one of her bread and butter combos, it would require utilizing the FRC point on her either jump installed or tiger knee’d Horizontal Chemical Love attack, and performing a dash split technique to instant air dash out of the cancelled move within 4-6 frames (depending on whether it was jump installed or tiger knee’d respectively), in order to continue the combo. Her Chemical Love attack, which has the unprecedented feature of being a special move with a super move motion; being performed by inputting 6332146+S for the horizontal version, or with the slash button for a vertical oriented version is a staple in her combo set and leads to her most damaging combo options, and its use via neutral as well as its FRC point must be mastered in order to be even somewhat competent with her. The notation for such a basic combo for her would be 6P > 5H > 632147(8)(9)6+K > [6 > K+S+H (FRC) > 6 (air dash 2nd input)] all within 4-6 frames > iad S > 632146+S. Keep practicing and don't give up!

Double Dash:

From Guilty Gear Slash onwards, I-no gained the ability to air dash out of her hover dash. On a pad, the easiest motion is simply 66, 66. Using a joystick, use 66, 9 (release to neutral 5), 6 (can also be written as 66956). Having this technique at your hands means that I-no gained access to a slew of new mixups!!! When I-no dashes over a downed opponent, she can dash backwards at the right moment to go back over the opponent and combo, or dash later and cross the opponent up! Also, using this double dash can lead to a fast falling vertical chemical love...

Fast Fall Vertical Chemical Love:

After successfully double dashing (see above), immediately perform VCL (632146s). Because the end motion to double dash is also 6, simply using that and doing 32146s will work fine. Depending on your timing, you will see I-no fall immediately to the ground after the VCL or recover slowly. Doing fast fall VCL has several useful applications. You can do so after knocking an opponent down to secure their postion during okizeme, so they do not try to backdash, jump out, or reversal attack. Double dashing in with fast fall VCL puts the opponent in a guessing position as to whether your next move will be high/low/throw. If the opponent has a shoryuken (reversal uppercut or super) of sorts, doing this fast fall VCL with an frc will guarantee your safety! Also with the frc, you can perform an instant high-low mixup, known incorrectly as a "fuzzy guard" mixup. In Guilty Gear, any attack that forces a high block will keep the opponent in a high block state for a certain number of frames. During those frames, if one can land or almost land and can go back into an air attack, it will hit the opponent even if they crouch underneath it, for the game will register them with the standing hitbox from the previous high attack. The window to do this is not so big. So when I-no does fast fall VCL (and the opponent blocks high), VCL FRC land into immediate j.k will hit a crouching opponent. J.k will then combo to k/s dive (s dive preferable for combos) and let you start making some damage. Sorry for the complicated explanation!!

Dash Momentum Chemical Love:

By adding a dash to the end of a chemical love (VCL or HCL, doesn't matter which), I-no can gain access to a new type of CL that contains the momentum of a dash!! This can be performed by inputting 6321466k/s. It is not as easy as it sounds and may be easier on the 1p or 2p side, depending on the player. This is not a commonly used technique, but can catch the opponent off guard, and allow access to new and sometimes tensionless combos. Not necessary but can be amazingly effective if applied correctly. Also not a bad round starter at times, as VCL momentum will go over any low pokes and score a knockdown, and HCL momentum will destroy backdashes and retreating opponents.

j.D FDC Cancel

This is simply doing J.d into a faultless defense, thus retaining the momentum of j.d while canceling the attack. Do j.d, immediate FD (different people have different methods. Find the two buttons most comfortable for you to FD from after hitting j.d). The speed at which this has to be done is quite fast, but not so fast that the j.d doesn't happen. Doing this fast and incorrectly will also cause you to burst, but when done properly, this technique is very doable even when retaining your burst. Don't listen to people who say you have to burst first to do this!!
Why is this useful? Throughout GGXX revisions, I-no has gotten many new tools to mix-up opponents, but this mix-up has been around as long as she has and is among her most confusing tricks. J.d while jumping has a certain momentum that moves I-no forward. If FD cancelled quickly, especially after super jumping, I-no will actually jump over the opponent. Doing so will enable I-no access to a quick crossover technique that is hard to react to. Another use can be seen in the following string. Hover dash (HD), j.s j.d. Normally this string is used to hit those that would block low after j.s, in hopes of guarding 2.k. However the block string can be further modified into HD, j.s j.d FDC cancel, j.s (again)/land, 2.k/land throw. This allows you to be less predictable, which is key to being a good I-no player!! Great examples of this include Attsun's #R SBO performance!

Optimizing Punishes:

Below in the combo section is a table listing I-no's best openers (starters) for combos and their respective protation rate (or lack thereof). It is important that when punishing something with I-no that you stay aware and use a combo starter with absolutely no proration if at all possible. Doing this will guarantee that the resulting combo hurts as much as possible, and any meter usage within that combo is justified. Some examples of excellent combo starters are her: 5K, 5S, 2S, j.S, j.H and Ultimate Fortissimo Overdrive. Don't punish yourself by punishing your opponent with a heavy prorated starter!

Burst Bait/Punish:

Do to I-no's lack of a traditional ground dash, punishing whiffed/blocked Bursts can be a bit tricky at first. Firstly, recognize where opponents are most likely to Burst in the first place. Here is list of the most frequent spots in a combo that an opponent might choose to (panic)Burst:

Common Burst Locations vs. I-no
  • j.K > 2K -> Burst
  • 2K > c.S -> Burst
  • 2K > 2S -> Burst
  • 2K > 6P -> Burst
  • 5K > TK HCL -> Burst
  • Air Throw > c.S -> Burst
  • Ground Throw > 6FRC6 > dash j.S -> Burst
  • j.P > FB Dive -> Burst
  • j.D -> Burst
  • S STBT (CH) -> Burst
  • 6H (CH) -> Burst

Use these tendencies to your advantage and plan ahead on how you might bait/punish their attempted Burst. Since I-no is lacking the aforementioned ground based dash, it is very important to try to make the Burst whiff completely, or at least be sure to Instant Block the Burst if making it whiff is not an option. Of course the best possible outcome would be to react to the Burst > Slashback it (easier in the air at 4 frame window) and punish accordingly. Not only does this give you the time to punish with the best possible starters, but it looks amazingly flashy and is demoralizing to your opponent in the worst way!

Speaking of demoralizing your opponent, you may notice that there is no previous mention of Air Throwing the opponents Burst...This is because although having your Burst (Soul) taken in Guilty Gear is one of the most demoralizing, humiliating and dehumanizing things that can possibly happen to you outside of a Perfect (>.<), unless you play a character such as I-no who has the ability to combo off of their Air Throw, you are essentially dropping huge amounts of combo damage in favor of a 60 damage throw. Even in I-no's case, an Air Throw in the corner gives comboability, but at the cost of 50% forced proration on the rest of the combo. Unless its going to get you the kill, or you have a read on a Gold Burst (which can only be punished by throw) try to avoid tossing someone's Burst across the screen and hit them with that 220dmg combo instead. Your win rate will thank you.

Here are some of the most common and successful Burst baits/punishes:

Burst Punishes
  • j.K > 2K > backdash -> -Burst- whiffs > dash j.S > follow up
  • 2K > c.S -> -Burst- > IB Burst > 5K > follow up
  • 2K > c.S > JC -> -Burst- > SB/IB Burst > P Dive/j.S > follow up
  • 2K > 2S > 2H (whiffs) -> -Burst- > SB Burst > 5H > follow up
  • 2K > 6P -> -Burst- > S or H STBT (under Burst) > (5P) c.S > follow up
[Use S STBT midscreen and block Burst on opposite side; use H STBT in corner to make Burst whiff completely]
  • 5K > TK HCL -> -Burst- > FRC > IB Burst > 5K > follow up
  • 5K > TK HCL -> -Burst- > FRC > SB Burst > 5H > follow up
  • Air Throw (corner) > c.S > JC -> -Burst- > SB/IB Burst > follow up with best punish
  • Ground Throw > 6FRC6 > dash j.S > double jump -> -Burst- > SB/IB Burst > P Dive/j.S > follow up
  • j.P > FB Dive -> -Burst- > FB Cancel > Burst whiffs > land > follow up with best punish
  • j.D > JC -> -Burst- > IB/SB Burst > P Dive/j.S > follow up
  • S STBT (CH) -> -Burst- > stand and wait > Burst whiffs > follow up with best punish
  • 6H (CH) > dash forward -> -Burst- > IB/SB Burst or stop short to make it whiff > 5K/5H > follow up
[can also double jump into the burst for positioning, IB/SB Burst > P Dive/j.S > follow up]

-Mynus


Combo Routes

Glossary

Midscreen Corner Crouching Counter Hit Anti-Air Knockdown Hover Air Dash (6696) Instant Air Dash Tiger Knee [HCL=632147(/8/9)K] Jump Install Dash Momentum HCL Fast Fall VCL Percentage Values (N%)
MS CN CR CH AA KD HAD IAD TK JI DM HCL FF VCL Meter Usage

Meterless

Combo Starters (With Proration Values)
Best Starters (All Have No Proration): j.S; j.H; 5K; c.S; 2S; 2D; Genkai Fortissimo; Longing Desperation


Good Starters: j.K(90%); 6P(90%); H STBT(90%)


Okay Starters: S STBT(80%); j.D(80%); S Dive(80%); FB Dive(80%); 2P(80%); 2K(75%)


Bad Starters (Avoid Using Meter if Possible): f.S(60%); Air Throw(50%); Ground Throw(40%)


Gatling Combos

  • Starter > 2S > 2H/2D > HCL
[MS, KD, 78dmg (2K and 2H) / 72dmg (2K and 2D) / 120dmg (c.5S and 2H) / 113dmg (c.5S and 2D]
  • Starter > 2S > 2H > S STBT > HCL/2D > HCL
[MS, KD, CR, 96dmg (2K) / 106dmg (2K and 2D) / 146dmg (c.5S) / 159dmg (c.5S and 2D)]
  • Starter > 6P > f.S > j.S > dj.H > K Dive
[MS, KD, 84dmg (2K) / 116dmg (c.5S)]
  • Starter > 6P > f.S > j.S > dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 107dmg (2K), 139dmg (c.5S)]
  • Starter > 6P > f.S > DM HCL > 5P > c.S > j.S > dj.H > K Dive
[MS, KD]
  • Starter > 6P > 5H > (A)/(B)...
(A) IAD j.K > j.S > FF VCL > 2D > HCL
[MS, KD, no KY/RO/AB, 112dmg (2K) / 159dmg (c.5S)]
(B) IAD j.K > j.S > FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, no KY/RO/AB, 136dmg (2K) / 189dmg (c.5S)]
  • 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)]
  • Starter > 6P > S STBT > 5K > j.S > j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 135dmg (2K) / 183dmg (c.5S)]
  • 2K > 6P > c.S > j.S > j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 131dmg]
  • 6P (AA) > c.S > j.S > j.H/dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 152dmg]
  • 6P (AA) > c.S > sj.K > sj.S > VCL > (delay) air dash j.K > j.S > FF VCL > 2S/2D > HCL
[MS, KD, 156dmg (2D)]
  • 6H (AA, CH, 2nd hit only) > dash j.S > dj.S (dj.H) > S Dive > (5P)/c.S > (sj.P)/sj.S > sj.H > K Dive
[MS, KD, 182dmg (dj.H, 5P and sj.P) / 175dmg (dj.S, 5P and sj.P) / 194dmg (dj.H, c.S) / 187dmg (dj.S, c.S) ]
  • j.D > dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 134dmg]
  • j.D > dj.H > (A)/(B)/(C)...
(A) S Dive > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, 187dmg]
(B) P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 164dmg]
(C) P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 185dmg]


Stroke The Big Tree Combos

  • H STBT > JC P Dive > air dash > j.S > j.H > (A)/(B)...
(A) K Dive
[MS, KD, 121dmg]
(B) c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 191dmg]
  • H STBT > JC S Dive > c.S/5K > j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash (j.S >) j.H > K Dive
[CN, KD, 216dmg (c.5S and j.S > j.H at the end)]
  • H STBT > JC j.D > dj.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 212dmg]
  • H STBT > JC j.D > dj.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 216dmg]
  • H STBT > JC S STBT > (A)/(B)...
(A) 5K > HCL
[MS, 117dmg]
(B) c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 197dmg]


Sultry Performance (Dive) Combos

  • S Dive > (5P/2P) 5K > HCL
[MS, 82dmg (5K only) / 85dmg (5P > 5K) / 84dmg (2P > 5K)]
  • S Dive > (5P/2P) 5K/c.S > (A)/(B)...
(A) j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 166dmg (2P > c.S) / 167dmg (5P > c.S) / 174dmg (5K) / 157dmg (2P > 5K) / 184dmg (c.S) / 158 (5P > 5K)]
(B) j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, Wide Hitbox Chars Only, 170dmg (c.S)]
  • K Dive (CH) > Hover Dash j.S > c.S > j.S > j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 181dmg]
  • K Dive (CH) > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
[CN, KD, 215dmg]



HCL 6FRC6 Combos

Gatling Combos

  • Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S/dj.H > K Dive/S Dive
[MS, KD, 25%, 184dmg (c.S then j.S > j.H) / 135dmg (2K then j.S > j.H)]
  • Starter > 6P > 5H > IAD j.K > j.S > FF VCL > 5K > TK HCL > 6FRC6 > air dash j.s > FF VCL > dash j.S > dj.S/dj.H > K Dive
[MS, KD, 25%]
  • Starter > 6P > 5H > TK HCL > 6FRC6 > (A)/(B)/(C)...
(A) air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 25%, 219dmg (c.S) / 163dmg (2K)]
(B) air dash j.H > j.D > delay VCL > (5P/2P) c.S > j.S > j.H > K Dive
[CN, KD, 25%, 207dmg (c.S as starter then c.S for the last juggle) / 203dmg (c.S then 5P > c.S) / 153dmg (2K then c.S) / 151dmg (2K then 5P > c.S) / ]
(C) air dash FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.H > K Dive
[CN, KD, 25%]
  • Starter > 6P > S STBT > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 25%]
  • HAD j.S > j.H > 5K > 2S > 2D > JI HCL > 6FRC6 > air dash j.S > j.H > c.S > j.S > j.H > P Dive > air dash j.S > j.H > c.S > VCL
[MS, CR, KD, 25%]
  • (2K) > 2S > (2H/2D) > JI HCL > 6FRC6 > air dash j.S > j.H > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[MS, KD, 50%, Must be standing if (2H/2D) are omitted]
  • 6P (AA) > c.S > TK VCL > 6FRC6 > air dash S Dive > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S > dj.H > K Dive
[MS, KD, 50%]
  • 6P (AA) > c.S > j.S > j.H > HCL > 6FRC6 > air dash j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 25%, 179dmg]
  • 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > dj.H > S Dive > 5K > TK HCL > 6FRC6 > dash j.S > dj.H > K Dive
[MS, KD, 25%]



Force Break Combos

  • j.P (confirm) > FB Dive (All Hits) > FB Cancel > Double air dash j.H > P Dive > K Dive
[MS, KD, 25%, 130dmg]
  • 6P (AA) > c.S > TK FB Dive (All Hits) > FB Cancel > Double air dash j.H > K Dive
[MS, KD, 25%, 144dmg]
  • 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > K Dive
[MS, KD, 25%, 206dmg (3 hits FB)]
  • Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.H > FB Dive (3 Hits) > FB Cancel > Double air dash j.H > K Dive
[MS, KD, 50%, 182dmg]
  • j.D > j.S/j.H > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > 5P > c.S > sj.S > sj.H > K Dive
[MS, KD, 25%, 167dmg (j.S) / 174dmg (j.H)]




Throw Combos

  • Air Throw > (2p/2K) c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, 136dmg (c.S) / 128dmg (2P > c.S) / 130dmg (2K > c.S)]
  • Air Throw > (2p/2K) c.S > j.S > j.H > S Dive > c.S > j.S > j.H > (K Dive)/P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 130dmg (c.S then finish with early K Dive) / 125dmg (2P > c.S then finish with early K Dive) / 127dmg (2K > c.S then finish with early K Dive / 144dmg (full combo with c.S) / 137dmg (full combo with 2P > c.S) / 139dmg (full combo with 2K > c.S)]
  • Air Throw > (2S) 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
[CN, KD, 144dmg (5H) / 146dmg (2S > 5H)]
  • Air Throw (near corner) > 5H > TK HCL > 6FRC6 > air dash j.H > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[MS->CN, KD, 25%]
  • Ground Throw > 6FRC6 > dash j.S > dj.S (dj.H) > S Dive > c.S(5K/5P) > (sj.P) sj.S > sj.H > K Dive
[MS, KD, 25%, 97dmg (dj.H then 5P > sj.P) / 102dmg (j.H then c.S)]
  • Ground Throw > FRC > P Dive > air dash j.S > j.H > j.D > (delay) VCL > c.S > j.S > j.H > K Dive
[CN, KD, 25%, 113dmg]




Super Combos

  • TK Ultimate Fortissimo > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash sj.S > sj.H > P Dive > air dash sj.S > sj.H > K Dive
[MS, KD, 50%, 280dmg]
  • TK Ultimate Fortissimo > st.H > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 295dmg]
  • Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 50%, 255dmg (j.K used as the blocked starter)]
  • Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > VCL
[CN, KD, 50%, 251dmg (j.K used as the blocked starter)]
  • Longing Desperation > HCL
[MS, KD, 50%, 153dmg]
  • Longing Desperation > st.H > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 266dmg]