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Revision as of 07:21, 31 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, 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 |
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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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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 |