GGXRD/I-No: Difference between revisions

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{{AttackData-GGXRD
{{AttackData-GGXRD

Revision as of 07:21, 31 July 2015

I-No
GGXRD I-No Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Stun Resistance: 55

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-8F

Movement Options
  • Double Jump
  • 1 Airdash
  • Ground Hoverdash (Dashing puts I-No in the air)
  • Hoverdash -> Airdash (6696)
  • Hoverdash -> Vertical dash (663)
Full Frame Data
GGXRD/I-No/Frame Data


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, or in the corner since it now wall splats; possible to combo after CH (either version), or if comboed from a 6P juggle (S version).
  • 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. Has upper body invulnerability above the knees.


Xrd Notes: I-no


Move List

Normal Moves

5P
5P
GGXRD Ino 5P.png
A flick of the wrist and you're dead baby
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CSJ YRP 4 4 6 ±0

You can use this to AA when someone starts their jump in from further up to try to beat our awesome 6P. This is used in combos when c.S (frame 6) is too slow to catch someone or wont activate (f.S range) and 5K is too slow. Also good to use before a c.S in combos when baiting a burst. It's fast, but it can be crouched under so watch out.

5K
5K
GGXRD Ino 5K.png
Kickin' your can all over the place
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Mid SJ YRP 7 7 12 -7

You can poke with this, but the hitbox isn't great. In older GGs this was used as a linker in HCL FRC dash combos, as well as in pressure to set up mixup with TK Dive and 2S. With 2S not hitting low, 2D not leading to very much without spending meter, and TK dive not being a starter anymore, you'll have to learn j.D FDC to make use of mixup out of this move. However, once learned your mixup options improve dramatically. Should also be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a j.D FDC mixup out of block pressure) since I-No may push herself out too far to link into 6P against skinny characters like Venom, Zato, I-No, Millia.

c.S
c.S
GGXRD Ino c.S.png
Great combo tool
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid SJ YRP 6 2 12 ±0

Combo tool, used in some pressure strings because it's jump cancelable. You'll wish it activated from further away instead of f.S.

f.S
f.S
GGXRD Ino f.S.png
Hitbox is much smaller than the graphic
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 13 5 19 -9

In most cases where you would combo into this, you can substitute 5H for more damage. Almost seems useless now that it has been reverted from the AC/+R function of being really slow to start up but really active and good for covering space, with significantly less recovery. Now you get stagger on CH, but they can mash out of the stagger in the same amount of time that the CH used to give, so it's a worthless buff against people that know the matchup and can mash out of stagger. The problem with this move is that at maximum range you can't combo into HCL unless you CH, and on CH you can't really get much more than that (knockdown) unless you spend meter. If they mash out of stagger they can recover quicker than you can dash in for a better punish, so the stagger is worth nearly nothing. They also gave it 2 more active frames, but we're not sure if they replaced recovery frames or were just added in. In most cases where you'd want to poke with this, 2S is a better option because it recovers slightly faster, has more range, and will actually combo into HCL on regular hit more consistently.

5H
5H
GGXRD Ino 5H.png
Do damage with this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid SJ YRP 13 4 18 -3

Good hitbox, though it's smaller than AC/+R. When spaced right, if you've conditioned the opponent to attack low to try to beat STBT, you can tag them with this for a counter hit. Otherwise, this is a staple combo tool. Patch 1.1 buffed STBT-H, so now that's an excellent move to combo out of when you score CH 5H. As such, the value of 5H (and 2H) as a poke has increased.

2P
2P
GGXRD Ino 2P.png
Blow him a kiss and you're mad
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CS YRP 5 2 5 3

It's now +3 on block, up from +2. Used in tick throws, used in frame traps. You can gatling 2P > 2H to leave a 1-frame gap, and if they don't get counter hit by 2H, 2H is another frame trap. Gatling 2P > 5H from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with 2K, 6P, and other moves. Prorates 80% on hit.

2K
2K
GGXRD Ino 2K.png
Low combo starter
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low S YRP 5 2 8 ±0

A staple low combo starter. Prorates 75%. Low profiles and can dodge under moves like Bandit Bringer.

2S
2S
GGXRD Ino 2S.png
Long range poke
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 9 2 17 -5

No longer hits low. Long range poke that you can usually combo into HCL for knockdown. Patch 1.1 increased the forward slide effect, so now you can almost always link HCL... unless they're crouching. Lots of recovery so take care when using it, but it's still less recovery than f.S. Unfortunately, hitting a crouching opponent near max range doesn't lead to any real reward without spending meter. You can cancel into Note or STBT, but you'll leave a gap that they can hang you for. They'll crouch under HCL, and 2D's nerfed range means you can't even knock down. 5H and 2H also have reduced range, though you may be able to link 5H and IAD for a combo if you're close enough. 5D has enough range since it's actually bigger than 2S, but it's even slower than Note or STBT, and as there's no real opportunity to mix up out of 2S since 2D (low) wont reach and mashing could beat both STBT-S (low) and 5D (overhead). Anyone that knows the matchup wont be caught by 5D overhead - if you use it here, you're trying to catch them going for a punish since you out-range many pokes.

2H
2H
GGXRD Ino 2H.png
She should really should treat her guitar better
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid S YRP 11 2 11 6

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).

j.P
j.P
GGXRD Ino j.P.png
Air to air with range and speed
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air CS YRP 5 5 12 -

Good when you need to jump at someone with a poke, or want to OS your air throw with your lowest recovery air normal. Combos into j.H on counter hit. Also used at the end of IAD pressure strings when you want to land into 5P or 2K, or mix up with j.D, or frame trap with delayed VCL YRC.

j.K
j.K
GGXRD Ino j.K.png
How does she hold it without a strap? Magnets.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air S YRP 5 12 18 -

5 frame overhead that's used out of a hover dash for mixup. Has a decent hitbox for such a fast move, given that I-No's hitboxes aren't great. Prorates 90%. Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets close to the floor, so sometimes this can lose to wakeup 6P even when meatied. For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.

j.S
j.S
GGXRD Ino j.S.png
Starter that leads to damage
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
23 High / Air SJ YRP 8 6 23 -

Works as an air to air, works as an air to ground. Overhead with no proration that leads to big damage in the corner. Will lose out to most things, so try to stay covered by a note or HCL YRC. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets all the way to the floor. For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.

j.H
j.H
GGXRD Ino j.H.png
Pete Townshend's favorite attack.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High / Air S YRP 12 6 Until Landing -

I-No sticks her leg down somewhat, so you can sometimes use this to land earlier than normal. In AC/+R you could j.H right out of the start of a hover dash to land immediately for very strong j.K/2K mixup, but with I-No's dash in Xrd you have to stop dashing and start to fall for a few frames. You can also go into j.H in airdash pressure to land early for 2K/throw mixup. Besides this, j.H does great damage and has a lot of range. It can work as an air to ground when spaced correctly.

j.D
j.D
GGXRD Ino j.D.png
Spread on Time
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air SJ YRP 16 5 20 / 9 After Landing -

An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling. Used at the end of air block strings before landing for mixup. Can jump cancel for combos or continued block pressure. 16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup your you'll get counter hit. Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.


Can be faultless defense canceled on startup for the altered momentum effect. This is difficult to do if you have a Burst stocked, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump. You can also delay the j.D FDC slightly to jump over the opponent for a cross up. In Xrd, j.D FDC removes j.D's 9 frames of landing recovery, so go nuts.

6P
6P
GGXRD Ino 6P.png
Disrespect people's pokes and jump-ins with this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 9 3 21 -10

Improved to 1-11 frames invul above the knees. Damage buffed by a few points. Prorate is no longer forced. It's a good anti-air tool, a good ground-to-ground poke, and a staple launcher for combos. Just try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it. Knocks down on ground hit if you don't combo it into anything. For reference, if you space at max range you can actually safely bait some DPs (like S-VV and Artemis/Bentengari).

6H
6H
GGXRD Ino 6H.png
High risk low reward at neutral, but rocks as a throw OS
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,45 Mid S YRP 5 4(12)8 17 -6

The first hit prorates 80%, but the second doesn't. Now causes blow back, and you can't dash cancel this move unless the first hit connects, though you can special cancel it. Really limits I-No's options when using the second hit to fish for an AA Counter Hit. It used to lead to meterless damage and corner push, which was great considering the risk when using this move. Now you push them out too far to get oki, and don't really get a combo. However, this move is still great when attempting to throw as the AA hitbox will catch people who jump away, and now that you can special cancel on block you have options if it's blocked on the ground. Also works in corner combos when you're going to optimize for damage and end with HCL ~ D knockdown. If the 2nd hit catches someone jumping away from your throw in the corner, you can VCL loop for huge damage.

2D
2D
GGXRD Ino 2D.png
Knock people down > use oki mixup
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low S YRP 11 3 18 -7

Has significantly less range than before, which means it's really difficult to knock down from about max 5K range (with f.S and 2S having more range than that). Knocks down, but floats a little bit on hit, which is used in some HCL setups. This move is a low without proration, so there may be situations in which you'll take the risk on using this as a low and then spend meter (Desperation - its proration is not forced) to do big damage in the corner.

5D
5D
GGXRD Ino 5D.png
She'll make a super sonic man outta you!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 26 12 9 -7

A little faster than +R, though still slower than AC, and has more recovery. Also has a prorate on top of scaling RISC really hard. It's a grounded overhead, so that's a thing. The horizontal range is surprisingly good, but we have better high/low options. If you're going to use this it's best to take advantage of the range, so use it more like a zoning tool than a mixup tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this. Otherwise, throw it in from time to time in the corner when you're at a distance. Worthless on air hit, so be cautious given the risk of using it. Very active, so you could meaty it on oki for shenanigans and use the unexpected frame advantage to score a counter hit. A universal 5D gimmick is to YRC late into startup and hit low or throw. Some buffs to other moves in 1.1 improved the damage you can get from this in the corner.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ino GroundThrow.png
Tie your mother down
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 78750 - R 1 - - 54

It's a throw. Throw people from time to time because I-No likes the physical contact. It costs more meter to combo off of now, but the prorate is improved. In the corner you can do 160+ damage now! Otherwise, it's great because it causes knockdown, so you can mix them up again. You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.

Air Throw
Air Throw
GGXRD Ino AirThrow.png
It has range again! RANGE THAT TIES POTEMKIN'S AIR THROW
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 201250 - R 1 - - -

Instant air throw that doesn't combo anymore. But it's instant and has good range. Causes knockdown so you can oki, throws them toward the corner.

Dead Angle Attack
Dead Angle Attack
GGXRD Ino 6P.png
Don't ****ING touch me!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 3 25 -14

Costs 50% meter, prorates meter gain, shoves people off of you, can be used while blocking. Try not to let players sweep under this or block this. Also try not to forget this option exists just because we have good supers and there's this new Blitz Shield kid on the block that you can reversal with. Back in my day we blocked oki mixup and used Alpha Counters like real Scotsman!


Special Moves

Antidepressant Scale
Antidepressant Scale
214P (air OK)
GGXRD Ino AntidepressantScale.png
Do a mixup then a combo ending in knockdown then a note then do it again
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 12×n All - YRP 18 Until Corner Total 50 -12
Air 12×n All - YRP 15 Until Corner Until Landing -

Shoot notes at range to try to force the other player to block so you can get in. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup. You can control the note with up/down inputs to determine it's vertical position on the screen. Gains extra hits the longer it's on screen, up to a max of 5. Slightly builds RISC in this game. Sometimes you'll want to end combos with Pdive for knockdown to push yourself out far enough for note to hit 3 times on oki, which is enough time to get back in, and also helps your combo damage if your mixup is successful. If you knock the other player down with HLC ~ D, you wont have enough time to force them to block with note. In such a situation you'll have to use another oki method, like VCL YRC.

Stroke the Big Tree
Stroke the Big Tree
41236S/H
GGXRD Ino StrokeTheBigTree.png
A dig in the ribs...
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Low - YRP 20 2 17 ±0
H 40 Low - YRP 28 2 14 3

S version staggers on ground hit and can be escaped easily. If they don't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. On Counter Hit there's enough stun to usually link into something and guarantee knockdown, however, it's still possible to shake out faster than I-No can link certain follow ups. Used to lead to big meterless damage on CH, so this is a big nerf. If you're deep in the corner when you get a CH with this, you can 6P > 5H > IAD combo for unprorated damage, but if you're too far away with STBT-S gets a counter hit you'll still only get knockdown.

H version knocks down on ground hit and is +3 on block. On counter hit launches ridiculously high mid screen, and you can set up full combos in the corner because it wall splats now. It's a very risky move to use given the start up time, but you can low profile under a lot of moves with it, and the low profile frames/hurtboxes were buffed in 1.10, and now that you can YRC at any time you can bait all sorts of stuff. STBT YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC the H version during the travel frames, I-no will retain the forward movement of the move in neutral, creating almost teleport-like kara throw situations, and clever movement techniques in the neutral game.

Sultry Performance
Sultry Performance
j.236P/K/S/H
GGXRD Ino SultryPerformance.png
... and then a kick in the head!
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 30 High / Air - YRP 14[67] Until Landing 15 -
K 30 High / Air - YRP 13[66] Until Landing 12 -
S 30 High / Air - YRP 13[66] Until Landing 14 -
H 20×3 or 5 All - YRP 10[63] 32(3 Hit) 10 After Landing -

Pdive - Travels at a 15 degree angle. Combo tool with plenty of untech time. Can be canceled into an airdash or into specific special moves (more dives or note) after frame 9. If it hits low enough I-No will land and can link into 5H.

Kdive - Travels at a 30 degree angle. Knocks down with plenty of untech time. Prorates 85%. Hits overhead but can't be used as a starter even with RC when it's a ground hit. Damage nerfed to 30 from 35(AC value). Patch 1.1 added a little extra bounce on CH that pushes the opponent closer toward the corner, and you can now combo from ground CH if you spend 50% to RC. Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, but at least it's there. Now causes a floor bounce when fully charged that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.

Sdive - Travels at a 45 degree angle. Knocks down, but wallbounces on air hit in the corner. Scales RISC by 19 points, prorates by 70%, and can't be used as a starter on a ground hit outside of the corner even with RC. Given the proration and harsh scaling, it's not recommended to RC on air hit for a combo anyway, unless it'll kill. Damage was reduced from 40(AC) to 30. Probably I-No's most nerfed move. Patch 1.1 now causes an extra little bounce on CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce. You can RC to combo off of a CH at mid screen, but since this is even more prorated than Kdive and scales harder than Kdive you're going to get crap damage. Now causes tumble when fully charged, and it lasts long enough that you could combo into STBT-H if your timing is spot on. Damage is still ass, but at least there's a reason to charge K and S dive. When a fully charged version scores a CH, you get the charged properties instead of the CH properties.

Hdive - Travels horizontally along the screen. Low damage, but multi hit. Can be used in character specific combos that emphasize meter gain over damage. Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch them off guard and hit them you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing you can potentially combo into c.S for a more substantial combo. Usually though, you'll just get knockdown. If they react too slow to AA you and block, you're safe if you spaced it just right. Great it certain matchups for dealing with certain tools, like SlideHead.

Chemical Love
Chemical Love
214K (air OK)~214S (Derivative follow-up)
GGXRD Ino ChemicalLoveK.png
Dynamite with a laser beam
GGXRD Ino ChemicalLoveK2.png
Follow-Up.
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 35 All - YRP 11 10 13+8 After Landing 3
Air 35 All - YRP 11 10 12 After Landing -
Followup
214S
25 All - YRP 13 - 9 After Landing -

Reaches about 2/3 distance across the screen when the camera isn't fully backed out. Range seems worse than AC/+R, but it's still pretty good. The hitbox takes longer to come out starting around max f.S range which can cause some combos to drop (you'll lose the knockdown from HCL). More untech time, so it's useable in some combos in the corner. Also pretty good when YRCd during neutral. The derivative follow up can only be used on hit/block. Knocking down with derivative gives less advantage time for oki than dive knockdown, so take care to use it when you have at least 25% so you can dash in and VCL YRC or use Note YRC for oki, or when it'll kill, or when there's no alternative that gives knockdown. Now it's airborne on frame 2 and the vertical hitbox on I-No's body was nerfed to pre +R status so it'll whiff on crouching opponents. Follow-up can be done with both ground and air versions. I-No's hurtbox also no longer allows her to dodge lows.

Chemical Love (Vertical)
Chemical Love (Vertical)
214S (air OK)
GGXRD Ino ChemicalLoveS.png
Guaranteed to blow your mind
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 40 All - YRP 11 11 11+9 After Landing -4
Air 40 All - YRP 11 11 8 After Landing -

Hits pretty hard and has improved landing recovery. Used in corner loops for big damage. When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options. There's just enough time in I-No's air dash to link j.K > j.S > VCL and still fast fall. Airborne on frame 2, so you can't "ghetto reversal" against lows anymore.

When YRC'd, this VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit. If they try to reversal out, you can use the super flash from the YRC to react and FD block as soon as game play resumes. If they commit to blocking, I-No is in the air and can land with an overhead or land and immediate low while they're in block stun for an unreactable mixup. If they reversal Blitz Shield and absorb the projectile, I-No can land and throw.

Disinfection Method
Sterilization Method
214H (air OK)
GGXRD Ino SterilizationMethod.png
Let me squeeze you till you've dried
GGXRD Ino SterilizationMethod2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 0,60 Air Throw: 227500 - YRP 18 - Total 47+8 After Landing -
Air 0,60 Air Throw: 227500 - YRP 6 - 8 After Landing -

It's an airthrow with the most range in the game. Unlike Heavenly Potemkin Buster, it's actually a throw and not an unblockable air-to-air attack, so you can throw bursts with it. Resets jump options on hit and has enough untech time to set up a combo. Forced prorate 60%. The ground version is just slow enough that if you hit a player and clairvoyantly go for the air throw knowing they'll burst, you wont grab them in time, but only if they blue burst on the first possible frame when getting hit. Patch 1.1 made it so that I-No stays lower to the ground, falls faster, is not in Counter-Hit state during recovery, gave it a few extra active frames, AND made it upper body invincible. It was already a useful move and it was mega buffed. Now it's a solid Anti-Air option. Ties into her incredibly powerful YRC OS. Make sure you work on your tech traps!


Overdrives

Longing Desperation
632146H
GGXRD Ino LongingDesperation1.png
GGXRD Ino LongingDesperation2.png
I want to break free!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50x3 Mid - YRP 7+2 20 10 +1

Frame 1~13 Strike Invul. Starts 2 frames after the flash so it's possible to reversal throw it right before it goes active if used at neutral (it's not throw invul), FD, or even in some cases beat it clean with an uppercut (Volcanic Viper) or some low profile moves (Grand Viper). However, throwing this super on reaction would be much harder when used as a reversal because of the restriction on throws when waking up. Safe on block. It can be used as a combo-finisher but Fortissimo is a better option for that. Goes through projectiles and untechable knockdown. 80% prorate means that it can be used as a combo starter, but ultimately Fortissimo is a better combo starter due to no proration if you get an opportunity to punish. If you have 50% meter when you run your corner oki, it's actually worthwhile to use 2D in place of 2K sometimes (since 2D doesn't prorate) and confirm into Desperation for full damage, then follow up with a full combo.

Ultimate Fortissimo
j.2363214S
GGXRD Ino UltimateFortissimo1.png
GGXRD Ino UltimateFortissimo2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50X3 Mid - YRP 7+0 7 16 -

In AC/+R this was contender for best super in the game. In Xrd some of this move's properties have changed. Recovery is now listed as 16 instead of "Until Landing", it's active for 2 fewer frames, and it doesn't look like the input freeze is still present. However, this move is still frame 0 after the flash, which means this move basically wins in any situation where the other player isn't invul at the time of the super flash. It's + on block (no longer sure by how much) so you get to run a mixup if they manage to block, and on hit it sets up a high-damage combo. Because the invul only lasts up to the active frame, Fortissimo will trade with or lose to most 6P attacks (the upper body invul) and will lose to other Reversals depending on timing and how much invul they have. It's pretty much guaranteed to lose to an uppercut, though it may beat other supers if it goes second. Don't forget that supers gain hellfire damage in Xrd and beat Blitz Shield on top of being unburstable.


Instant Kill

Megalomania
in IK mode: 236236H
GGXRD Ino Megalomania.png
GGXRD Ino Megalomania2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+12[5+9] 6 30 -19

Anime.



External Links

Character specific match up threads can be found here.
I-No's "General Gameplay Discussion Thread" can be found here.
The "I-No Video Thread" can be found here.


Strategy

"Use green note Oki then do a mixup then a combo then do it again."

I-No has a challenging neutral game because her hitboxes aren't great. She's not a character that goes around disrespecting other characters' pokes with her own. That said, she has many tools that knock the opponent down, a slow moving multi-hit projectile to cover her approach, and strong high/low mixup options. In older versions of Guilty Gear, I-No's high damage options off of risky moves in neutral led her to sometimes win in 2 combos: one that did big damage while pushing into the corner, and a follow up high-damage 'dump all your meter' combo in the corner when started with an unprorated mixup normal (often j.S or 2S). She might have to get in 3-4 times based on her opponent's defense or which starters she opened up the opponent with, but 3-4 successful reads was a good average. With the increased Guts factor and lack of meterless high-damage corner push combos in Xrd, characters survive longer. I-No's neutral options are a little worse than before, so emphasis is tipped more toward her oki game since she needs about as many reads as Millia does now. I-No wants to knock the other player down to make use of her excellent oki tools.


General Tactics

1. When you back up to a safe distance and fire a note, think about your opponent's options as you control part of the screen. No one wants to block a note if they can dodge it, but some characters have better options against I-No when jumping over a note to dodge, and some have better options when they stay on the ground. Generally speaking, it's effective to shoot the note around the opponent's head height since it gives a larger opportunity window to react and change direction to force the opponent to block. Some matchups like VS Zato and VS Leo will have you shooting notes along the ground (to kill Little Eddie and avoid being broken by Leo's projectiles - both characters can reflect the Note, but it's very easy to dodge when it runs along the ground so you actually want to bait this). VS Potemkin it's effective to shoot it over his head so that he can't reflect it with FDB (though you're trying to bait him to use it and whiff), then drop it onto the back of his hurtbox.

2. I-No's Anti-Air is situational. 5P is her fast option that hits at about her shoulder height, but has no invul. 6P is slower but is invul above the knees, so opponents have to attack deep in a jump-in to hit I-no. 6H covers angles that 5P and 6P don't cover. Grounded Sterilization Method (SM) and TK SM are good options that lead to additional meterless damage, and her regular air throw is also good per the speed (instant rather than 6f startup with SM). VCL doesn't have the greatest hitbox for AA and really needs YRC to be safe, but it can lead to solid damage if you call your opponent out for doing something stupid.


Tips and Tricks

J.D Faultless Defense Cancel

The j.D FDC we know and love from the XX series has both drastically changed and improved in terms of usage and application in Xrd. Most notably...the j.D landing recovery that was usually associated with performing this technique has been removed!

For those new to the Guilty Gear series, or I-no in general, j.D FDC lets I-no cancel the startup frames of her aerial Dust attack - yet while retaining the unique hop-like movement that the move entails. Doing this low to the ground lets I-no fall and re-land almost immediately, as well as cross up the opponent immediately and land next to them on the opposite side.
Using this otherwise in the air lets I-no stall in place (height-wise), as well as retain her forward or backwards momentum, depending on the type of jump or dash that was performed prior to execution.

Due to this substantial buff, j.D FDC in Xrd can be utilized as a terrifying mixup tool, as well as movement option to keep your opponents guessing.

Some applications include:
1. Super low airdashes - 9~j.D+FD > 6 (7~j.D+FD > 4) 2. Stalling in the air after teching to discourage/throw off traps (incl. airthrow) 3. Offensive pressure utilizing multiple overhead strings, empty hops inches of the ground into lows/throw, and cross-ups on the opponents body.
Offensive usage allows you to mix your opponent up in oppressive fashion, and is nigh unblockable. The removal of the landing recovery allows you to confirm into full meterless combos - something that was not possible in the XX series.

Notation:
1. j.D~(4+FD) - Without Burst
2. [FD] > (j.D~4) - With Burst

The first method of performing the technique was possible in the XX series and Xrd 1.0 with Burst stocked, but with the change to the input buffer in Xrd 1.10, it has become almost impossible.

The stocked Burst method of holding FD (P+K or K+S or P+S) prior to the D~back input [hit j.D then back immediately] is used to perform the technique if you have your Burst at the ready.
In order to do this in a match you would hide the inputs in your attacks [e.g. hover dash j.S, but plink j.S~K and hold both as you go for the j.D~4 FDC cancel].
Otherwise, you can button map the Street Fighter 'Medium Kick' button (unassigned in Guilty Gear) to P+K to create a simple plink from Dust - making it easier on the hands if you'd like.

Mastering the technique while your Burst is stocked greatly improves our mixup at any given situation, as learning to hide your inputs while attacking can be learned ala Zato.

Utilize a super jump in conjunction with the FDC to cross up on your opponents body from a grounded position, or utilize it during hoverdash to accomplish the same result.
You can also use the technique out of any jump-cancellable ground or aerial move, or while you are in a neutral jump state.
You cannot use j.D FDC during airdash frames, or after gatlinged aerial moves that are not jump-cancellable.


FFVCL (Fast Fall VCL)

If I-No uses VCL during airdash or air backdash frames, she will fall quickly instead of floating (hence the term Fast Fall VCL). 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. Also, Mynus discovered that the landing recovery for VCL will actually be removed when using it to fastfall during the last frame of two of an airdash. 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. 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. The "late" version should function like safe-jump oki due to the landing recovery being absent.

You will not fast fall when using VCL during a regular Hover Dash. Also, the timing for IAD j.K > j.S > FFVCL causes the FFVCL to always be the "last frame" version if your timing is tight (you will still get a non-FastFall version if you do the VCL even a frame late).


Option Selects

1. YRC Command Grab Option Select

I-no's command grab - 'Sterilization Method' - is one of the stronger techniques in her moveset. Unfortunately, many times landing Sterilization Method -SM for short- includes making hard reads on your opponents' teching habits.

Although YRC OS was removed in 1.10, this only applied to BURSTS; not Dead Angle, Blitz Shield, or Aerial Tech.
This OS requires that you have at least 25% meter, and less than 50% if you do not want to waste all 50% if your opponent chooses not to tech.

The Option Select works as follows:

1. Combo into 6P - 5H - iad j.S - KSH - Slight Delay 214H~S.
2. Combo into 6P - 5H - iad j.S - PSH - land 5P - repeat (or SM if they teched and YRC activated).

Note that without the plink on H~S - when your opponent techs, you YRC immediately and have to react since your PKS input either becomes YRC or a j.K, and you have to choose immediately between SM and VCL to either reset, or continue combo accordingly.

But...since
a. I-no cannot chain command throw from an aerial normal
b. Slash has button priority over Heavy Slash
c. In GG you cannot FD during your airdash frames
d. VCL & SM -command grab- have the same input motion....

Utilizing the 'KSH' variation, If the opponent does not tech, since you cannot chain air normals into command grab, VCL auto comes out - continue B&B combo as normal. If the DO tech, the plink of H~S is enough so that you will not activate the Slash button priority over the Heavy Slash. The delay on the 214H~S input is to ensure you do not lose your Heavy Slash input during the YRC flash/freeze - causing VCL to come out instead.

On the other hand, the 'PSH' variation is great for corner carry, and for inserting the OS in places where the opponent would not expect it (ie at the end of a combo, and subsequently where you can do the most damage from a reset).
In the corner, if the opponent does not tech, you can easily confirm upon landing into a multiple of combo extensions, or confirm the j.H (from the PSH input) into P dive > S dive > c.S/5P. Midscreen, confirm the re-launch 5P into the j.P combo extension.

Since I-no does amazing damage in the corner, this OS is best served for combos heavily prorated: note starter, 2K, j.K and multiple air normals. Because the j.S is now coming before the j.K typically in the combo, using this OS not only discourages your opponent from teching, but will now net bigger damage otherwise if they do not tech. The OS however can be used anywhere, and although if performed off of a good starter and implemented in the beginning segment of a combo - you may end up doing the same amount of damage as if the combo was performed normally (without the OS) - the reset does impact their dizzy meter substantially. Implemented well, you will be inflicting stun on your opponents at a substantially higher rate.

Finally, be aware that attacks that connect on your opponent during YRC/RC slowdown force prorate 80%. You can delay your SM input if you manually wait after the YRC so that SM connects and grabs the opponent after the YRC slowdown has ended. However, since your opponent gains all air movement options back after a tech, if you delay SM you run the chance of letting them double jump out of the command grab range.

Video Application:



2. Faultless Defense Proximity Option Select

Newly discovered in June 2015, FD Proximity OS is a technique that can be applied across the board among all characters, and I-no is no slouch when applying its benefits. This Option Select prioritizes a special move of your choice if your opponent attacks, and Faultless Defense if they do not.

Faultless Defense gets priority as long as your opponent:
1) is outside a certain distance (depending on the attack range/type).
2) they are not attacking.

Special/Super Move gets priority as long as your opponent:
1) is within a certain distance (depending on the attack range/type).
2) they are attacking, or launched a projectile that would trigger the OS.
3) a ground based special/super move is being inputted by the player performing the OS.

There are three (3) main types of this option select:

Type 1 = Specials/supers that end their input with 4 -
a. HCL if your opponent does an attack, FD if they do not...214K+H (useful for counter hitting characters out of stray whiffed normals, specials, projectiles, non-airtight strings from a distance)
b. VCL if your opponent does an attack, FD if they do not...214S+H (useful for crushing low-hitting moves, and characters directly above I-no. Combine with YRC for devastating results)

Type 2 = Ground based charge specials that end their input with 8 -
I.e - Works for Leo's flash kick as well! Just charge 1 to 7 instead of 8.

Type 3 = Input 4 and two buttons after ANY special/super -
c. STBT if your opponent does an attack, FD if they do not...412361P+S (P+H) (useful for low profiling almost any whiffed normal, combine with hellfire state to auto-punish into Instant Kill)
d. Longing Desperation if your opponent does an attack, FD if they do not...6321461S+H (can really disrupt your opponents oki game if they are looking to bait super. Allows to escape oki situations while conserving meter)

  • Button Combinations can be adjusted for comfort/preference while yielding the same results.




Combos

I-No Combo Theory

Like most characters in Xrd, I-No does the majority of her damage in the corner, and 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. With the changes to the Roman Cancel system we can't confirm into HCL FRC for cheap corner push and near-max damage, so the majority of mid screen corner push options involve the 6P > 5H > IAD j.K link in order to save meter. 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. Sdive also knocks down now, which helps us set up oki while giving us some extra corner push in situations where we wouldn't get knockdown before. HCL ~ D also allows knockdown in situations where we wouldn't get it before, but it gives less advantage time the higher I-No is in the air, so most of the time you'd want to knock down with Dive instead. Preferably Pdive as I-No bounces out to a range where Note gets multiple hits, allowing I-No to approach safely after the opponent is already blocking.


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 or c.S

c.S > VCL > c.S

Airdash FFVCL > VCL / c.S or j.S

j.H > Sdive (wallbounce) > 5P or 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 use a pressure string out of a hover dash and decide to mix up with j.D, the late cancel into VCL linked into 5K gives you mid screen options. Being able to link the j.D into late VCL into c.S gives you your best corner options for maximizing damage.

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 transitions into a FFVCL string (so the full combo would be '6P > 5H > IAD j.K > j.S > FFVCL'). Being able to link that 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 from midscreen 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 sj.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.


General Advice (This is super important!)

When learning a character's neutral game you want to focus on "what's the best I can do after hitting the opponent with X move," rather than "what moves can I use to set up X combo?"

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 if that's your priority you'll miss out on the focus of the game, which is the interaction between character tools that lead up to someone getting hit.

Learn combos in chunks because it's easy, but make sure to refine your understanding of when and how each move will be used in neutral, and what your best options to follow them up are.

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. This even applies to the same attack if it lands in a different part of the screen. Properties also change when the attack is a counter hit, you'll need to optimize for those situations as well.


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 (or feint/2P into throw), chain j.P into j.D for an overhead, or do a slightly delayed VCL and YRC to frame trap. 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 first 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.

Here is a thread on Execution Tips


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!




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* 181 181 - - 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 - 181* 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 - 153 - - - 158 - - Meter Gain/Spent Combo Notes
j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL 136 136 - - - - 148 - - - 153 - - - - - - Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D 146 146 151 - - 159 159 159 159 163 164 - - - 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 - 159 159 159 163 164 - - - 170 - 204 Meter Gain/Spent Combo Notes
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D 152 152 156 - - 165 165 165 165 169 169 - - 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 - 169 169 169 169 169 - 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* 186 186 - - 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 - - 186* 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* 155 157 - - 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* - - - 155* 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 - - - - - - - - - - - - - - - Meter Gain/Spent Slightly less damage than ~D knockdown, but better oki
j.K > j.S > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL 117 117 - - - - - - - - - - - - - - - Meter Gain/Spent Combo Notes
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D 124 124 128 - - 137 137 137 137 139 141 - - 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 - 137 137 137 139 141 - - - 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 - - 144 144 144 144 146 148 - - 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 - 146 148 148 148 148 - 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* 154 156* 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 - - - - 158* 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 - - - - 140 142 142 142 142 - - - Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.S > HCL ~ D 114 114 117 124 124 124 124 125 125 126 128 128 128 128 133 147 158 Meter Gain/Spent Combo Notes
j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D 128 128 130 - 139 - 139 - - 141 142 - 142 - 148* 165 177 Meter Gain/Spent Combo Notes
j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D 117 117 119 128 128 128 128 129 129 130 131 131 131 - 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 - 135 136 - 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 - - 134 135 136 136 136 136 141 158 170 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* - 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* - - 144* 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* - - - - - 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* - - - - 156* 158* - - - - - - Meter Gain/Spent Combo Notes
j.D > VCL > 6H > HCL ~ D 127 127 - - - - 138 139 - 141 - - - - - - - Meter Gain/Spent Combo Notes
j.D > Fortissimo > VCL > 5K > j.S > j.H > HCL ~ D PO - 188 200 200* - - - - 177 207 - - - - - - Meter Gain/Spent Combo Notes
j.D > Fortissimo > VCL > 5K > HCL ~ D PO 169 - - - - 184 186 - 188 - - - - - 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 - 162 165 - 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 - - 161 162 - - 165 165 169 - - (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 - 168 - - 171 - - - - (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 - - 162 163 - - 166 166 170 - - (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 - - 156 159 - - - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive - - - - - 155 - - - - - 159 159 159 - 183 - (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 - - - - - 167 167 167 - 191 - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive - - - - - - - - - - - - 164 - - - - (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 - 152 154 - 154 - 160 - - (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 - - 165 167 - 167 - - - - (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 - - - - - - - - - 165 - - 167 - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive - - 142 - - - 154 - - 156 - - - - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive - - 136 148 - - - - - 150 152 - - - - - - (Costs 50% meter)
Throw > RC > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive 130 130 133 144 - 144 144 145 145 146 148 148 148 148 153 172 - (Costs 50% meter)
Throw > RC > Fortissimo > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive - - - - - - - - 219 221 - 221 - - - - (Costs 100% meter)


Meterless Corner Throw Combos (RISC must be +64 or higher to get a "Throw Counter")

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 > 2K > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive > Sdive > c.S > j.S > j.H > Kdive - - - - - - - - - 250 252 - 250 - - - - Start at +64 RISC
Throw > 2K > c.S > sj.S > sj.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive - - - - - - - - - - - - - - - 277 - Start at +64 RISC
Throw > 2K > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive > Sdive > 6H > HCL ~ D - - - - - - - - - 252 254 - - - - - - Start at +64 RISC
Throw > 2K > c.S > j.S > j.H > Sdive > c.S > sj.S > sj.H > Pdive > dash Pdive - - - - - - - - - - 225 - - - 236 - - Start at +64 RISC
Throw > 2K > c.S > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Sdive - - - - - - - - - - - 209 209 209 - 235 - Start at +64 RISC Use when crossing under in the corner due to Sdive
Throw > 2K > Desperation > j.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive - - - - - - - - - - 291 291 285 - - 315 - Start at +64 RISC, costs 50%
Throw > 2K > Desperation > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive - - - - - - - - - - - - - 291 - 315 - Start at +64 RISC, costs 50%
Throw > 2K > Desperation > 5H > j.H > Sdive > c.S > sj.S > sj.H > Kdive - - - - - - - - - - - - - - 283 300 - Start at +64 RISC, costs 50%


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



Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc