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Used to frame trap since it's +6 on block. Also has a good hitbox that you can use to fish for counter hits. I-No is low to the ground during this move so you can sometimes crouch under stuff. | Used to frame trap since it's +6 on block. Also has a good hitbox that you can use to fish for counter hits. I-No is low to the ground during this move so you can sometimes crouch under stuff. Hitbox is smaller than AC. Patch 1.1 seems to have removed the 80% prorate, so it's very comparable to 5H in function and utility now. 5H does 3 more damage and can be jump canceled, but 2H recovers faster which leaves it at +6 and puts I-No really close to the ground (I-No is lower to the ground during this move than 2S, and in AC this move was considered low profile). | ||
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======<font style="visibility:hidden" size="0">j.P</font>====== | ======<font style="visibility:hidden" size="0">j.P</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 00:30, 6 July 2015
I-No |
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Defense Modifier: x1.06 Guts Rating: 1 Stun Resistance: 55 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-8F
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Overview
Badass, cruel and sexy. The time traveling rockstar witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" 6 feet under. She is a force to be reckoned with and will murder any who gets in her way.
- Strengths
- Powerful high/low mix-up options with her unique hover dash
- Powerful high/low mix-up and cross-up options with the j.D FDC technique
- Oppressive okizemi tools with the Note projectile and YRC'd Vertical Chemical Love
- Reversal Super that's safe on block
- Powerful Air Super that's frame 0 after the super flash and has enough frame advantage to follow with a mixup if blocked
- High maximum damage when in the corner and spending meter
- High air-throw range and has an anti-air command throw
- Weaknesses
- Below-average defense
- Limited uses for her normal moves outside of close to mid-range situations; cannot truly counter poke
- Her unique ground dash may bring up difficulties in escaping some situations in certain matchups
- Situational anti air (5p, j.p, 6p, 6hs, VCL; depending on context)
- Reversal Super goes active 2 frames after the flash so it is easy to bait and possible to punish on reaction
- Has to make precise reads to use her tools effectively
Notable Changes from GGAC (+R)
Movement Options
- Lost double airdash buff from +R
- New dash option: Hoverdash -> Vertical Dash. I-no can now launch herself vertical after a ground hoverdash ala Morrigan from Vampire Savior (Darkstalkers). Input is 663.
- I-no now has auto jump-install status on both versions of Chemical Love.
- j.D FDC (j.D~4K+S) now possible without having landing recovery frames affect I-no; New mixup possibilities with this.
Normal Moves
- 2S no longer hits low.
- f.S no longer launches; hits once. Reduced active frames, increased recovery frames, no longer has a forced proration.
- 2H/5H/2D hitboxes have reduced range.
- 6H hits twice; special cancelable.
- All normals can be dash cancelled late in their animation/recovery frames. 6H can only be dash canceled when the first hit makes contact with an opponent.
- Air Throw: No longer wall bounces, so meterless combos impossible unless thrown into a traveling note projectile. Knockdown.
Special Moves
- Anti-Depressant Scale [214+P]: H Note gone; speed reduced back to Slash properties. Note now moves faster when used from the air than when used on the ground.
- Stroke the Big Tree [41236+S/H]: S version staggers on hit and counter hit, H version knocks down but can be comboed off of with a Counter Hit; possible to combo after CH, or if comboed from a 6P juggle.
- Chemical Love [214+K/S]: Horizontal version hitbox length reduced, also no longer hits below I-No's body or behind her. Vertical version landing recovery reduced. Input for both versions now 214+K/S. After successful HCL hit, now possible to follow up with VCL for a knockdown anywhere on screen. Both HCL and VCL take an extra frame to go airborne, so no longer a ghetto reversal tool.
- Sultry Performance [j.236+P/K/S/H]: K & S versions now both cause knockdown on hit; S version causes wall bounce for corner combo possibilities but now scales RISC by 19; K & S versions damage nerfed to 30 and have additional prorates. H version speed increased, less recovery on block. P version has increased untech time making it easy to use for knockdown.
- New Move: Shoudoku Method [214+H]- Command grab that can be performed grounded or mid-air. I-no will launch herself upwards a bit and choke opponent with her guitar string whilst flipping backwards. Resets all air movement options so can be comboed out of; can be performed during an airdash as well to catch teching opponents. Can grab burst startup. Cannot YRC the grounded version after active (will be PRC), but can YRC the air version after active.
Move List
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Antidepressant Scale
Antidepressant Scale 214P (air OK) |
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Stroke the Big Tree
Stroke the Big Tree 41236S/H |
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Sultry Performance
Sultry Performance j.236P/K/S/H |
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Chemical Love
Chemical Love 214K (air OK)~214S (Derivative follow-up) |
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Chemical Love (Vertical)
Chemical Love (Vertical) 214S (air OK) |
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Disinfection Method
Sterilization Method 214H (air OK) |
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Overdrives
Longing Desperation 632146H |
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Ultimate Fortissimo j.2363214S |
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Instant Kill
Megalomania in IK mode: 236236H |
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Strategy
General Tactics
Tips and Tricks
Combos
I-No Combo Theory
Like most characters in Xrd, I-No does the majority of her damage in the corner. With the harsh scaling on Sdive and 80% forced prorate that's introduced by attacking during RC or YRC time slow, she's only going to do her max damage if she starts combos in the corner. I-No wants to knock the other player down to make use of her excellent oki tools. With the changes to the Roman Cancel system we can't confirm into HCL FRC for cheap corner push and damage, so the majority of mid screen corner push options involve the 6P > 5H > IAD j.K link. It's still difficult even with the tweaked buffer window, but it's much easier than HCL 6FRC6, and with slight variants this string works on almost every character. The damage isn't too bad and it doesn't cost meter either. Sdive also knocks down now, which helps us set up oki while giving us some extra corner push.
Like in AC/+R, it's effective to think of I-No's combos as strings of a few hits that you can link together with a little bit of improvisation. Strings you'll want to be really comfortable with are:
6P > 5H > IAD j.K
j.D > delayed VCL > 5K / c.S
c.S > VCL > c.S
Airdash FFVCL > VCL / c.S / j.S
j.H > Sdive (wallbounce) > 5P / c.S
c.S > sj.S
By learning these strings you'll be able to use I-No's main combos against the majority of characters. For example, if you're doing a basic pressure string out of a hover dash and decide to mix up with j.D, being able to do the late cancel into VCL and link that into 5K gives you mid screen options, and the link into c.S gives you your best corner options. If you open someone up with 2K or j.S, knowing how to combo into 6P > 5H > IAD j.K will give you solid damage in the corner, and will give corner push at mid screen. This string usually involves the fast fall VCL technique, and being able to link into j.S helps at mid screen, while linking to c.S or another VCL is optimum for the corner. In some situations you'll be able to wallbounce with Sdive, and you'll need to learn to catch the other player with 5P or c.S to continue the combo, usually by linking a c.S into a super jump j.S.
When playing Guilty Gear, it's best to think of combos as being much more free form than in other games. Yes, there are ways to optimize your damage, but in the event that you flub your timing at a certain point in your combo, it's still possible to salvage your knockdown. For instance, if you start the combo '2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D' on Chipp, which works anywhere, but accidentally Super Jump the Instant Air Dash, that combo will now only work if Chipp reaches the corner when using HCL. No worries though! If you simply omit the j.H and cancel the j.S into HCL the combo will still knock down anywhere on the screen.
This is important in general, but is especially true with I-No. While I-No is much easier to use at a low level in Xrd than in previous versions of the game, she's still challenging and has a lot of character specific nuances to her combos. You should be willing to experiment, and you need to get comfortable with making things up as you go along. Improvisation with combos is almost a required skill with I-No, and it's part of what makes her so fun. When learning a character's neutral game it helps to think less about "what moves can I use to set up X combo", and more about "what's the best I can do after hitting the opponent with X move". However, some combos will play out just about the same with only slight variations per character, and the only thing that will change is damage based on the starter, such as a j.S combo hitting harder than a j.K combo, which hits harder than a 2K combo. It'll be easier to learn combos when you think of them as having interchangeable starters and enders, but you'll be missing out on the focus of the game, which is the interaction between character tools that lead up to someone getting hit.
Most new players will rush to learn some basic combos first, and with good reason since you want to get as much reward as possible off of a hit. You get a pretty significant reward for a few minutes of learning to string a few hits together into knockdown. Just don't forget that Guilty Gear combos involve an organic adaptation to your own mistakes and your opponent's bursting habits. Rote memorization of button presses will only take you so far, and sometimes the follow up possibilities for one attack are drastically different from another attack, or from the same attack that lands in a different part of the screen, or when the attack is a counter hit.
FFVCL
If I-No uses VCL during airdash or air backdash frames, she will fall quickly instead of floating. This is key for her mid screen corner push combos, as well as some of her optimized damage combos in the corner. It seems that I-No falls faster when using VCL during the later frames of an airdash, though she will still fastfall if VCL is used right as an airdash starts. If you use the "late" version of FFVCL out of her dash > hoverdash technique (often input as 66956), you'll be able to catch the opponent with c.S before they're knocked down, whereas you'd need a YRC otherwise. FFVCL can also be used on oki without a YRC, and it doesn't need to be done late in an airdash. The reduced recovery frames relative to AC/+R allow I-No to recover quickly and be + on block as the opponent wakes up. Note oki and VCL YRC oki are generally safer, but this technique has it's merits for closing distance after knockdown and also for staying unpredictable.
Going for knockdown and optimizing Oki
You get varying amounts of advantage time depending on how you knock the opponent down. Generally speaking, Dive knockdown gives a more advantageous position than HCL knockdown, which gives a more advantageous position than using HCL ~ D. If you're in the corner, Pdive bounces I-No back to about 1/2 screen distance which means her Note oki gains additional hits. More note hits scales RISC up and will boost damage on our follow up combo if our mixup is successful. It also gives more space between us and the opponent to confirm that they're blocking. If you use a note right in someone's face, they may be able to reversal through it. Knockdown with Kdive and Sdive puts I-No in a good position to use Note, 66956 FFVCL oki, or VCL YRC oki.
If you get the opponent to block a distant note after Pdive knockdown, you can take a gamble on 66956 pressure. Use that technique to airdash in their face while they're forced to block a note and run a block string. You'll want to learn a variety of block strings to further vary your mix up, but a general string is 'j.K > j.S > j.K > j.P'. This string will continue to build RISC while the opponent is blocking, and it ends with a mix up option. Land into 2K for a low/throw, chain j.P into j.D for an overhead, or do a slightly delayed VCL and YRC. I-No's j.P is a level 1 attack, so it has 10 frames of hit stun, and VCL has 11 frames of start up, which leaves a small gap. Do the VCL slightly late to make it easier to get YRC instead of RC, but this is a frame trap option. 2K is the safest (frame tight if they don't instant block) and does the least damage, j.D hits harder but leaves a gap that they can attack through, and VCL YRC will bait a punish for j.D with the time slow and lead into the most damage (also allows another mixup if they don't take the bait). Of course, if any of these are successful you're doing damage with increased RISC, so it'll do 20-40 points more damage than normal. This is a major benefit to Pdive oki with distant note. Make sure you learn to bait Dead Angles, and make sure to use other block strings so they wont IB and punish every time. You can even sneak a ground throw in if you're clever!
Chemical Love Derivative (HCL ~ D) allows us to knock down in many more situations than before, but it offers the least time to set up oki. It seems that we get more time the closer we are to the ground when using it. If you have no alternative method for knock down, or have meter to burn and want to push for max damage, this is what you'll wind up using. Oki after HCL ~ D is actually pretty good if you have meter to spend, so don't avoid using it. However, be aware that you shouldn't use ~ D at all times just because it's "free damage", especially if you can knock down with HCL by itself. There's a point where the extra damage isn't worth the lost options for oki. In those situations, if "giving them the D" doesn't finish them, keep it in your pants.
Sacrificing a significant amount of damage for slightly better oki is probably a bad idea, but all things are relative. Damage now is better than damage later, but 3 extra points of damage isn't worth oki that gives the other player an escape route. Also, play to your skill level. Some of the mid screen combos that involve Sdive relaunch do as much damage as their HCL ~ D counterparts, but give better oki. If you can't consistently pull them off, you're better off going for the sure thing. In some cases you can end in knockdown after HCL without using ~ D, but if you're ending the combo after only a few hits the extra damage might be worth it considering the knock down is occurring near the ground instead of in the air.
Combo Optimization
The "best" combos are subjective. Some give the most damage, some give more meter gain, some give better oki, and some may even remove a very difficult link at only a minor expense compared to the more optimized version. Even with experimentation among an entire community of I-No players, we're not going to find every combination of attacks that's worth doing. Spending some time on Research and Development is part of developing as a player and having fun with the game. If you want to optimize combos toward a specific end, here are some tips:
1. Higher level attacks scale better than lower level attacks. That means that 5H is going to scale the damage of following hits less than 5P does, and that's cool because 5H does more damage too. As far as I-No goes, if you can find a way to make stuff like 'c.S > 5H > j.H > Pdive' work in place of 'c.S > j.S > j.H > Pdive' you can squeeze a little more damage out of your combo, not just because the 5H hits harder than j.S, but also because it scales the rest of the combo a little better. Unlike some games, doing 4 jabs into super is not optimized damage! You'll do less damage that way than if you hit with the super raw.
2. Hitting with higher damage attacks earlier in the combo is better for damage output. Starting a combo with VCL loop (c.S > VCL > c.S > repeat) will result in more damage than leading into it after a Pdive loop. In order of damage, Fortissimo (air Overdrive), the second hit of 6H, VCL, j.D, and 5H are what you want to try to use as early as possible in combos for damage optimization (j.D applies an 80% prorate if it's the first hit in the combo, so use it after HCL/VCL YRC). Comboing into Overdrives later in a combo is still effective as they seal the opponent's Burst, but if you want to do as much damage as possible you want to hit with them early.
3. Sometimes it's worth it to use a worse move early on if it means you get a better follow up. In some instances you can get 4 reps of VCL loop, but you almost always have to combo into 5P at that point, which might leave you pushed out too far to hit with Pdive when you follow up with 'c.S > sj.S > sj.H'. You might do the same damage, give or take a point, with the 4 rep VCL loop without having to do as many hits, but ending the VCL loop early and doing a Pdive loop may leave you with Pdive oki.
4. Different moves give different amounts of meter. In I-No's case, Sultry Performance (Dive) gives more meter than Chemical Love. Hdive is great for building meter as it hits 3 times, but it also does very low damage. Leading into a VCL loop early and ending with a Dive loop is generally really effective when trying to optimize combos for damage and meter gain.
Tips for Difficult Combo Strings
When learning the '6P > 5H > IAD j.K' link, make sure to follow up j.K with j.S. There are multiple ways to screw up this tight link. If j.S comes out instead of j.K, you're doing j.K too early. If j.K comes out but they tech, either the j.K was too late, or the IAD leading up to the j.K was too late. If you flub the IAD and wind up jumping in place, you're probably doing the input too fast or too early. Take your time and work at it if you're having trouble, as you most likely need to slow down until you can do the input consistently, then speed up until the combo stops dropping. Just feel it out.
Final Notes
Anyway, here are some combos. Meter gain is estimated and not given for every combo - this is a work in progress and those values may be added later. Pay attention to the enders for these combos - in some cases you'll have an option that does more damage but gives slightly worse oki, or a harder option that gives better damage or oki, or both. Every combo should knock down when done properly. Mid screen combos are done from match start position, but with experience you'll be able to figure out if your Sdive will wallbounce or knock down based on your screen position when you started.
Mid Screen Combos
!This is a heavy work in progress while I get formatting straightened out!
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
Damage values with an asterisk (*) next to them mean that the combo much reach the corner to complete.
Characters are listed from highest defense to lowest, left to right. This should make it really easy to see at a glance what the lower and upper bound for damage is off of one combo.
Damage values are color coded for difficulty, with blue for easy, green for moderate, orange for hard, and red for very hard.
Difficulty is subjective, so it's difficult to measure such that new players wont get frustrated. Tight links (6P > 5H > IAD j.K), specific timing for YRCs, delayed timing between hits (j.D > VCL > c.S/5K), and complex inputs (5H > IAD, 2363214S, or c.S > sj.S) may all contribute to difficulty. Color coding has been implemented, but may not reflect combo difficulty accurately right now.
In many instances it is possible to replace Pdive enders with Kdive to make the knockdown easier or cut the combo short before a difficult part, though you will get different oki or lower damage.
Combos off of 2K
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 115 | 115* | 118 | - | - | 128 | 128 | 128* | 128* | 129 | 131 | - | - | 131 | 135* | 151 | 163 | (Builds approx 23% meter) | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 115* | 115* | 118 | 128 | 128* | 128* | 128* | 128* | - | 129* | 131 | 131 | 131 | 131* | - | 151* | 163* | (Builds approx 23% meter) | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 108 | 108 | 111 | - | - | 120 | 120 | 120 | 120 | 121 | 123 | - | - | 123 | 127 | 142 | 154 | Meter Gain/Spent | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 108 | 108 | 111 | 120 | 120 | 120 | 120 | 120 | - | 121 | 123 | 123 | 123 | 123 | - | 142 | 154 | Meter Gain/Spent | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D | 104 | 104 | 107 | - | - | 115 | 115 | 115 | 115 | 116 | 118 | - | - | 118 | 122 | - | 147 | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D | 104 | 104 | 107 | 115 | 115 | - | 115 | 115 | 115 | 116 | 118 | - | - | 118 | 122 | - | 147 | - | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL | 97 | 97 | - | - | - | - | 107 | 107 | 107 | 108 | 110 | - | - | - | 114 | - | 137 | Meter Gain/Spent | Better Oki, less damage |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL | 97 | 97 | - | - | - | - | 107 | 107 | 107 | 108 | - | - | - | - | - | - | - | Meter Gain/Spent | Better Oki, less damage |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 116* | 116* | 119 | - | - | 131 | 131 | 131* | 131* | 132 | 134 | 134 | - | 134 | 137* | 154 | 166 | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 116* | 116* | 119* | 131* | 131* | 131* | 131 | - | - | 132* | 134 | 134 | 134 | 134 | - | - | - | - | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive | 117* | 117* | 120* | - | - | - | 132* | 132* | - | - | - | - | - | - | - | - | - | - | Spacing dependent, may cross under at Sdive |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive | 117* | 117* | - | - | 132* | - | 132* | 132* | - | 133* | - | 135* | - | - | - | - | 167 | - | Spacing dependent, may cross under at Sdive |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D | 115 | 115 | - | - | - | - | 129 | - | - | 132 | - | - | - | - | - | - | - | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D | 115 | 115 | - | - | - | - | 129 | - | - | 130 | 132 | - | - | - | - | - | - | - |
Combos off of j.S
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 163 | 163* | 167 | - | - | 177 | 177 | 177 | 177* | SI | 181 | - | - | 181 | 189* | 211 | 224 | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 163* | 163* | 167 | 177 | 177* | 177* | 177* | 177 | - | SI | 181 | 181 | 181 | 181* | - | - | 224* | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL | 136 | 136 | - | - | - | - | 148 | 148 | 148 | SI | 153 | - | - | - | 158 | - | - | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL | 136 | 136 | - | - | - | - | 148 | - | - | SI | 153 | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D | 146 | 146 | 151 | - | - | 159 | 159 | 159 | 159 | SI | 164 | - | - | - | 170 | - | 204 | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D | 146 | 146 | 151 | 159 | 159 | - | 159 | 159 | 159 | SI | 164 | - | - | - | 170 | - | 204 | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 152 | 152 | 156 | - | - | 165 | 165 | 165 | 165 | SI | 169 | - | - | 169 | 176 | 197 | 211 | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 152 | 152 | 156 | 165 | 165 | 165 | 165 | 165 | - | SI | 169 | 169 | 169 | 169 | - | 197 | 211 | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 166* | 166 | 170 | - | - | 182 | 182* | 182 | 182* | SI | 186 | - | - | 186 | 192* | 214 | 229* | Meter Gain/Spent | Combo Notes |
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 166 | 166 | 170* | 182 | 182* | 182* | 182 | - | - | SI | 186 | 186 | 186 | - | - | 214* | 229* | Meter Gain/Spent | Combo Notes |
Combos off of j.K
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 138* | 138* | 142 | - | - | 153 | 153 | 153 | 153* | SI | 157 | - | - | 157 | 162* | 180 | 194* | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 138* | 138 | 142 | 153 | 153 | 153* | - | - | - | SI | 157 | 157 | 157 | 157* | - | 180* | - | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL | 117 | 117 | - | - | - | - | - | - | - | SI | - | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL | 117 | 127 | - | - | - | - | - | - | - | SI | - | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D | 124 | 124 | 128 | - | - | 137 | 137 | 137 | 137 | SI | 141 | - | - | 141 | 146 | 161 | 174 | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D | 124 | 124 | - | 137 | 137 | - | 137 | 137 | 137 | SI | 141 | - | - | - | 146 | - | 174 | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 130 | 130 | 134 | - | - | 144 | 144 | 144 | 144 | SI | 148 | - | - | 148 | 153 | 169 | 183 | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 130 | 130 | 134 | 144 | 144 | 144 | 144 | 144 | - | SI | 148 | 148 | 148 | 148 | - | 169 | 183 | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 137* | 137* | 141 | - | - | 154 | 154* | 154* | 154 | SI | 158 | - | - | 158 | 162* | 180 | 195* | Meter Gain/Spent | Combo Notes |
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 137* | 137* | 141* | 154 | 154 | - | - | - | - | SI | 158 | 158* | 158 | - | - | 180* | - | Meter Gain/Spent | Combo Notes |
Combos off of j.D
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D > VCL > 5K > j.S > j.H > HCL ~ D | 127 | - | 130 | 138 | 138 | - | - | - | - | SI | 142 | 142 | 142 | 142 | - | - | - | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5K > j.S > HCL ~ D | 114 | 114 | 117 | 124 | 124 | 124 | 124 | 125 | 125 | SI | 128 | 128 | 128 | 128 | 133 | 147 | 158 | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D | 128 | 128 | 130 | - | 139 | - | 139 | - | - | SI | 142 | - | 142 | - | 148* | 165 | 177 | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D | 117 | 117 | 119 | 128 | 128 | 128 | 128 | 129 | 129 | SI | 131 | 131 | 131 | - | 135 | 152 | 164 | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D | 122 | 122 | - | - | 133 | - | 133 | 134 | - | SI | 136 | - | 136 | 136 | 141 | 158 | 170 | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5P > sj.P > sj.S > sj.H > HCL ~ D | - | - | 124 | 133 | 133 | 133 | - | - | 134 | SI | 136 | 136 | 136 | 136 | 141 | 158 | 170 | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive | 133* | - | 136* | 148* | 148* | 148* | - | - | 149* | SI | 152* | - | 152* | - | - | 173* | - | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5P > 5K > sj.S > sj.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive | - | - | - | - | - | - | 142* | - | - | SI | 145* | - | - | - | - | - | 188* | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive | - | - | 139* | - | 153* | - | - | - | - | SI | 157* | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive | - | - | 140* | - | 154* | - | - | - | - | SI | 158* | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.D > VCL > 6H > HCL ~ D | 127 | 127 | - | - | - | - | 138 | 139 | - | SI | - | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.D > Fortissimo > VCL > 5K > j.S > j.H > HCL ~ D | PO | - | 188 | 200 | 200* | - | - | - | - | SI | 207 | - | - | - | - | - | - | Meter Gain/Spent | Combo Notes |
j.D > Fortissimo > VCL > 5K > HCL ~ D | PO | 169 | - | - | - | - | 184 | 186 | - | SI | - | - | - | - | - | 219 | 234 | Meter Gain/Spent | Combo Notes |
Corner Combos
Throw > RC combos
The Combo | PO | BE | SL | FA | SO | EL | LE | KY | VE | SI | AX | IN | MA | RA | ZA | MI | CH | Meter Gain/Spent | Combo Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive | 143 | 143 | 146 | - | 160 | 160 | 160 | 161 | - | - | 165 | - | - | - | - | - | 202 | (Costs 50% meter) | |
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive | - | - | 146 | - | - | 160 | - | - | 161 | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D | 148 | 148 | 151 | - | 166 | - | 166 | 167 | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
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 | - | - | 147 | - | - | 161 | - | - | 162 | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive | - | - | - | 154 | - | - | 154 | - | - | - | - | - | - | - | - | (Costs 50% meter) | |||
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive | - | - | - | - | - | 155 | - | - | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D | - | - | - | - | - | 163 | - | - | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive | 136 | 136 | 139 | - | 150 | - | 150 | 151 | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive | - | 146 | 148 | - | 163 | - | 163 | - | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
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% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive | - | - | 142 | - | - | - | 154 | - | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive | - | - | 136 | 148 | - | - | - | - | - | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Throw > RC > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive | 130 | 130 | 133 | 144 | - | 144 | 144 | 145 | 145 | - | - | - | - | - | - | - | - | (Costs 50% meter) | |
Derp | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Alternate Color Chart
Standard Colors
1 | 2 | 3 | 4 | 5 | 6 | Same Color | |
---|---|---|---|---|---|---|---|
Normal |
DLC Colors
7 | 8 | 9 | 10 | 11 | 12 | |
---|---|---|---|---|---|---|
Normal |
Limited Time DLC Colors
13 | 14 | |
---|---|---|
Normal |