632146K > 6FRC6
This is the most notorious, most used tactic when spending meter to combo with I-no. Though you can use j.236D for a corner to corner conversion, the 6FRC6 technique allows you to convert more stray hits into combos than you can with j.236D, and since 632146K does not have a forced prorate like j.236D, this technique gives I-No explosive damage.
"How do I do 6FRC6?"
People always want to start here, and while I strongly advocate for building up all of your fundamentals so that it actually matters when you finally learn to do this consistently. I also advocate for starting drills that will help you get better at this while you learn those other skill sets. This section will explain what it is and give you some pointers. I highly recommend you check out the "what should I learn first" writeup, because the included drills will teach you to 6FRC6 before trying to add in all of the extra layers that are required for 632146K 6FRC6 to work.
The breakdown: 6FRC6 itself is actually not that complicated, and it's not unique to I-No. The idea is that you want to dash immediately after you FRC. However, I-No makes things more complicated, because if you take too long to airdash following the FRC on her 632146K move, you drop below the minimum height allowed to airdash. You also have the problem that 632146K does not give I-No her air options normally, and that you will want to combo into 632146K from moves that don't give you enough time to jump before 632146K starts. You have to combo directly into 632146K without jumping, which means you're required to jump install to get your jump options.
When you get a jump install during a combo, you're essentially doing a jump cancel, but then you cancel that jump cancel into the special move before you leave the ground. This will allow you to airdash after the FRC, provided you input the dash before you drop below the minimum height threshold (which is 4f when using 632146K from the ground). The way you'll typically do this is to do the 632146K from a jump-cancelable move (like 5K) and then input 632146K as 6321476K. The 7 input in there counts as a jump cancel, giving you jump options in case you go airborne without jumping, but then you special canceled into 632146K. However, this means that you need to do 632146K from a jump-cancelable normal.* So now you're ready.
Read this guide if you are playing I-No on hitbox, keyboard, or another leverless input device.
And for reference, you can also carry a jump-install that you got prior to the normal, which allows you to do 632146K 6FRC6 from non-jump cancelable normals like 2S. There's an explanation for that below.
- If you mess up the 632146K input, you may accidentally jump or super jump and whiff j.K. This is bad, as you're likely to get hit and die. Try not to do that. Dying is bad.
- If you get the 632146K, you may mess up the FRC. Your game-winning combo just dropped and you have to go back to neutral or run your oki one more time. Try not to do this, but it's not as bad as the first one.
- If you mess up the jump install, or if you mess up the timing on the 6FRC6, you can wind up getting the FRC and dropping the dash. This typically means you wasted 25% and dropped your combo. If you're paying attention you may be able to link something else and salvage your combo in some way, and your opponent may even think you waited to bait their burst (because that is something you can actually do at this point in the combo).
If you succeed at the jump-installed input for 632146K, and succeeded at the 2-frame wide FRC, and succeeded at the dash, which involves a 10f window for the double tap and a 3f window for the second tap, congratulations, you just did "632146K 6FRC6" with I-No.
Exact timing of the second 6 input on the 6FRC6. This timing does not change whether you FRC on the first or second possible frame.
|Type||Frames after FRC|
|Lowest TK j.632146K||Cannot airdash after|
|Second Lowest TK j.632146K (2nd frame of jump)||1-4|
- Q: Can I do the 6 at the end of the input as the start of the dash? So like 632146K FRC 6?
- A: No. This is notated 632146K 6FRC6 for a reason. For a dash to be performed, the second 6 input must be inputted within 10 frames of the first. The FRC window is 15+ frames later. This does not work.
- Q: Do I have to JI or can I TK? / Why does my TK not combo?
- A: The TK variant only works when you have sufficient hitstun from the prior hit to allow you to leave the ground before starting 632146K, which typically occurs when doing 5H > 632146K. If you didn't launch with 6P prior, you may lift too high and 632146K will not combo. If you attempt to TK 632146K from 5K, this cannot combo unless it's an anti-air counterhit (and you should try to go for something meterless in that case since that's a deliberate setup).
- You may however, JI by doing a TK motion and not actually leave the ground. This gives you a superjump installed HCL even if you did it without canceling into it off of a button.
- If you do a frame perfect TK HCL, acting as soon as you leave the ground, you will be too low to the ground for you to airdash afterwards. This will allow you to hit Baiken standing, but it is a 1 frame window and you cannot followup with airdash.
- If you do a TK HCL on the second frame of your jump, you may airdash afterwards.
The easy one
- You land air-to-air counterhit j.P, and combo into j.H > 632146K, with the intent to 6FRC6.
- You're already airborne so you don't have to do the jump install part.
- You're also probably high enough in the air that you don't have to worry about the minimum airdash height.
- So long as you time the FRC properly, and do it as 6FRC6, you should get the airdash. This will probably be the first version you're able to do because there are fewer ways it can go wrong. Typically you'll link j.H (make sure you don't input this too early) > j.236S, and then keep your combo going with c.S into a diveloop if you're in the corner, or 5K > 632146K 6FRC6 to get them to the corner.
- What, you didn't think you would need more than one 632146K 6FRC6 in one combo? Use j.236D instead then and sacrifice a little damage for consistency and less meter cost! This is why I say you should learn other things first!
The somewhat easy version
- You hit with 6P and comboed into 5H. You want to 6FRC6.
- Although you can do it exactly the same as the jump install version, you can actually TK this one, since 5H has enough hitstun that you can leave the ground before 632146K goes active, and you'll still combo.
- This means you don't have to worry about the minimum airdash height, and you can be kinda sloppy with your 632146K timing and input. Ideally you want to do "the standard version" just below this example, but you're likely to be able to get this conversion before you're consistent at all of the other moving parts from that version.
The "standard" version
- You connected with 5K and special canceled to 632146K. You want to FRC the 632146K and airdash to link afterward.
- 632146K does not give I-No her air options normally. You need to jump install from the 5K, which means you have to jump cancel it, but then cancel the jump cancel into the 632146K input.
- You can do this with an input like 6321476K. That 7 input gives you the up you need for the jump cancel.
- So now 632146K happened, and you have the ability to airdash if you FRC it.
- However, if you try to dash after inputting the 632146K, you probably don't have enough time before dropping below the minimum airdash height limit and will get nothing. This window is 4f long according to the video linked below in the tutorial section.
- This is where the 6FRC6 technique comes in. You input 6 > FRC > 6. 6 > FRC+6 does NOT work.
- You have to input the 66 with no more than 10 frames between the inputs to be counted as a dash, but the second 6 input has to be within 4f of the FRC happening or you'll be too low. This is why you input 6 > FRC > 6. Putting the first 6 input before the FRC allows you to complete the dash input by inputting the second 6 within 4 frames of the FRC.
- Success, you did 5K > 632146K > FRC > airdash!
The "I already had a jump install*" version
"What's that?" you ask? There's a way to already have a jump install? Yes, you can do the jump install from an earlier move in the combo so that you can do the 632146K 6FRC6 from a normal that cannot be jump canceled, such as with the string 5P > 8 > 2S > 632146K > 6FRC6. More importantly, you can also keep your jump install when landing from a hoverdash or jump by starting your normal within something like 2-3f of landing.
- You did hoverdash > land > 2S, with intent to 632146K, 6FRC6.
- Stop right there! If you didn't do the 2S in a narrow window when landing, you're going to screw up later! Make sure you do that part right! Practice it!
- You do not have to worry about doing 6321476K for the 632146K input, because you cannot jump cancel here. This also means you don't have to worry about accidentally jumping and whiffing j.K, which is nice every once in a while. Your nerves during winners/losers/grand finals will thank you.
- Note that doing 2S > 632146K can be kinda tricky to input. One technique is to input 63 2S 146K.
- You successfully landed into 2S within the landing window, input 632146K without issues, and got the 6FRC6. Congratulations, you just converted from an unprorated low for only 25% meter. Your opponent is questioning why their deity of choice would allow this bullshit to exist on this earth.
If you do all of this correctly, you will airdash following the 632146K and will have the ability to link into something to keep the combo going. That's right, you're doing all of this just for the chance to link something else. What you do next is beyond the scope of this section, but you can expect the combos to do 35+% damage.
Here's a video tutorial:
632146K 6FRC6 Execution Training Tool
There are many points of failure when attempting a 632146K 6FRC6. The program below, Heaven or HCL written by Zenryoku, is a training tool that aims to help players diagnose their mistakes as soon as possible to help facilitate faster improvement by showing where and how you failed the input. See the video below for a demonstration and a link to the GitHub repo with a download link for the program.
Heaven or HCL uses PyGame and reads the inputs of your controller. It compares the timing of your inputs to the timing of a successful 632146K 6FRC6 and tells you how to adjust the timing of your inputs. There are options in the program to enable a metronome whose timing is synched up to a successful 632146K 6FRC6 input, as well as adjusting timing measurements based on what normal you cancel into 632146K from (e.g. from 5K).
Link to download (GitHub) (Latest version is in main branch, use Heaven or HCL 0v2.exe)
Hover Dash to Airdash (66956)
From Guilty Gear Slash onwards, I-No gained the ability to air dash out of her hover dash. Using joystick / pad, use 66, 9 (release to neutral 5), 6 (can also be written as 66956). On stick and pad you do 66 to dash, hold the second 6 slightly and roll up to 9 (you're still dashing forward), then release to neutral (5) and hit 6 again. The same technique can be done on leverless devices such as Hitbox.
Having this technique at your hands means that I-No gained access to a slew of new mixups!!!
- I-No can dash at an opponent while covered by a note (or if you think you can do this without being anti aired) and run an airdash blockstring into a mixup. The basic jist of it is...
- Low airdash j.K > j.S > j.H > 2K (low after 3rd air normal)
- Low airdash j.K > j.S > j.K > j.P > 2K (low after 4th air normal)
- Low airdash j.K > j.S > j.K > j.P > j.D (a 5th overhead)
- When I-No dashes over a downed opponent, she can dash backwards at the right moment to go back over the opponent and combo, or dash later and cross the opponent up!
- Also, using this double dash can lead to a FF j.632146...
How to 66956:
Fast Fall Vertical Chemical Love (FF j.632146S
Inputting j.632146S (Vertical Chemical Love) during an airdash (forward or backward) results in a fastfall. Normally j.632146S will pop I-No upwards, but this will not happen during an airdash.
After inputting airdash, since you ended the input on 6 you may simply do 32146s to get the full inputL. If I-No pops upwards after doing the move, you waited too long. Doing the airdash low to the ground, such as after 66956, will decrease the recovery as recovery is dependent on how long I-No takes to touch the ground.
In order to get FF j.632146S after a backwards airdash, input as j.63214546S. This will help as the window to perform this technique off a backwards airdash is much smaller than off a forwards airdash, so buffering the first part of the motion before the airdash is necessary. This is primarily useful for mixups where you jump over the opponent, and is very niche.
The later into an airdash you do this move, the more advantageous you will be. Below is a chart explaining how advantageous FF j.632146S will be when done on crouching Sol after performing 66956. The 66956 was performed as fast as possible. Note that if FF j.632146S is done as a meaty, you will gain more advantage as the move connects later.
|Frames After Airdash||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23|
|Advantage||Too early||-7||-6||-6||-5||-5||-4||-3||-3||-2||-1||-1||0||+1||+2||+3||+4||+4||-12 (No Fastfall)|
Important note: FF j.632146S does not remove the move's landing recovery as was previously stated. This landing recovery is 13 frames which is not cancelable into anything.
Doing FF j.632146S has several useful applications:
- You can use FF j.632146S in combos.
- A common example string is 5K > JI 632146K > 6FRC6 > j.S > FF j.632146S. From here you can link another 5K > JI 632146K, or c.S > j.S in the corner, etc.
- Another example string is 6P AA > c.S > j.S > dj.S > j.632146S > AD > j.K > j.S > FF j.632146S > land 5K/c.S > continue.
- Because FF j.632146S has less recovery the later into an airdash it is performed, performing the move later (or as late as possible) may allow you to link the FF j.632146S into 5H instead of 5K if you start the FF j.632146S at certain heights. This helps you optimize for damage, as 5H hits way harder than 5K. However, you may also be able to link directly to TK j.632146K and skip the middle man entirely for even more damage at that point in the combo. You'll need to test if the resulting total damage of the combo is worth the added difficulty. Most top I-No players don't bother with this.
- You can use FF j.632146S during a 66956 airdash after knocking an opponent down to secure their postion during okizeme, so they do not try to backdash, jump out, or reversal attack.
- Loses to most invulnerable moves due to j.632146S's 13 frames of landing recovery.
- If not done as a meaty, it's a regular FF j.632146 without FRC, your maximum advantage can be seen in the table above.
- If done as a meaty, at most +14 on block (+16 if the opponent uses FD). This assumes perfect execution, done as documented on the table above.
- This can be thrown by the opponent. The frame before you land you are considered airborne, so you may be thrown by a grounded opponent. Generally, when doing FF j.632146S being lower to the ground is better as it increases the advantage, but this is a risk.
- To avoid being thrown, this will be +13 at best on normal block (+15 if the opponent uses FD).
- If you are too late you risk FF j.632146 not hitting the opponent at all, which almost guarantees you will be punished. The animation can be deceptive, as the move is not active for the entire time the projectile appears on screen.
- If you FRC j.632146 you gain more advantage and eliminate the landing recovery. Depending on timing of the meaty it's possible you could still land into being thrown by the opponent on their wakeup.
- 66956 in with FF j.632146S puts the opponent in a guessing position as to whether your next move will be high/low/throw. If the opponent has a reversal of sorts, doing this FF j.632146S with an FRC will allow you to block and punish it while greatly increasing frame advantage.
- Also with the FRC, you can perform an instant high-low mixup, known as a "fuzzy overhead" or an "f-shiki". In Guilty Gear, any attack that forces a high block will keep the opponent in a high block state for a certain number of frames (2). During those frames, if one can land or almost land and can go back into an air attack, it will hit the opponent even if they crouch underneath it, for the game will register them with the standing hitbox from the previous high attack. So when I-No does fast fall j.632146S (opponent blocks the j.632146S high), j.632146S FRC land into immediate j.K will hit a crouching opponent. j.K will then combo to j.236K/S (S dive preferable for combos) and let you start making some damage. Sorry for the complicated explanation!!
Fastfall j.D (FF j.D)
Using j.D during specific frames (near the end) of I-No's forward airdash causes a fastfall effect just like with Vertical Chemical Love. The easiest use for this is in specific combos, but you can also use it to aid your mixup.
- Combo example: Round start (for distance) CH 5H > STBT-H > TK Pdive > dash j.H > FFj.D > VCL (hits really late) > c.S > corner combo.
- Mixup examples:
- 66956 j.K > j.S > FFj.D (whiff) > low/throw.
- 66956 j.K > j.P > FFj.D (makes contact to enforce respect once they look for the above) > blockstring.
- Unlike FFVCL, this does not occur if you use it at the very beginning of I-No's forward airdash.
- If you get j.D to make contact low to the ground, you can actually jump cancel its landing recovery and have full jump options. This can aid your mixup even further.
Dash Momentum Chemical Love (DM 632146K/S)
By adding a dash to the end of a chemical love input, performed as 632146 56K/S (VCL or HCL), I-No can use Chemical love with the forward momentum of a dash!! It is not as easy as it sounds and may be easier on the 1p or 2p side depending on the player. This technique is not necessary to be effective at entry level or intermediate play, but can be amazingly effective in neutral if applied correctly and is highly useful in some matchups (such as against Venom or Justice). Also not a bad round starter at times, as DM 632146S will go over any low pokes and score a knockdown (though the lack of a hitbox in front makes this pretty risky), and DM 632146K will destroy backdashes and retreating opponents, as well as beating some low pokes in some matchups. It can also allow access to new and sometimes tensionless combos or combo extensions.
Example (DM 632146K "late" counterhit into j.S conversion, followed by DM 632146K "late" regular hit into 5K > 632146K conversion): https://clips.twitch.tv/BrainyPlainFlyKeepo-PvfNh_Cm4XKfQ2LC
- Input 632146
- Input 56 to start a hoverdash
- Input either K or S. This is a 3f window and cannot be input on the same frame as the last 6 input.
- Finish input with 6 and K/S same frame: This will not give dash momentum, and I-No will do the move in place as normal.
- Input K/S late: This will cause I-No to hoverdash, which is not cancellable immediately. This both fails the intended move and locks you into hoverdash shortly which can be very bad.
When you start testing hitboxes to see which moves beat your opponents in individual matchups, remember that the position shift will change whether or not DM 632146K/S will win, and typically improves the reward you'll get if you score the CH.
- Example 1: Vs KY you can beat round start 2S with DM 632146K, netting a counter hit. Because you moved forward, you're at range to link into c.S and get a full corner carry combo that ends in knockdown and deals ~40%.
- Example 2: Let's say you land a CH 41236S or j.D in neutral. Depending on the character you can link DM 632146S with enough time to link c.S afterward. This is pretty much the optimal link for corner carry, damage, and dizzy, and you can potentially follow up with a string like j.S > dj.S > j.632146 > airdash j.K > j.S > FF j.632146 for additional meterless corner carry. That string can also potentially be followed up with DM 632146K, which can 1-frame link to 5P and set up a relaunch, or just 632146K to confirm knockdown.
- Example 3: It can be difficult to gain ground on Justice or Venom when they're skilled at zoning and know not to open themselves up to 632146K. However, DM 632146K moves you forward and allows you to score knockdown from a range that they're not used to. If you have meter you can even link the CH DM 632146K into another 632146K, but this time you'll 6FRC6 and dash in for a confirm, from 3/4 screen! Or you can machine gun the 632146K FRC inputs back-to-back and carry that forward momentum through multiple 632146Ks while flying across the screen.
- This technique does not give you jump install.
- Because you cannot cancel landing recovery into movement, you cannot land from a hoverdash and carry your jump install into DM 632146K/S like you can when landing and using 2S.
- This technique also requires at least 1 frame of hoverdashes startup, which appears to remove air actions, so a frame-perfect land-recovery > hoverdash will not give jump install either.
j.D FDC (Faultless Defense Cancel)
This technique involves canceling j.D's startup into faultless defense (FD), thus retaining the momentum shift from j.D while canceling the attack. Jump, double jump or hoverdash into j.D, then immediately FD.
While slashback (SB) can be used in place of FD, this will always be referred to as FDC. The differences between these techniques are minor, and really only applies to j.D FDC Airdash. If you choose to use SB for this cancel, you will not be able to block immediately after doing this. That said, you're almost always using this on offense, with the intent of attacking or airdashing immediately after, so this is not much of a con.
For reasons detailed below under Notes, it is higly recommended to use an FD macro (P+K or P+K+S both work) for this technique. SB cancel can be achieved using the IK macro (P+K+S+H).
There are two methods:
- Do j.D, then input FD 1 or 2 frames after. You may hold the backwards direction prior to hitting j.D. Using a button macro for FD will eliminate the problem of accidental bursts (so long as you have the meter to FD and do not mistime the backwards input), but you may also use two buttons + backwards direction if you wish.
- Hold two button prior to using j.D, then input j.D ~ 4. This does not work for SBC. You will need to buffer these buttons in some situation.
- Sample buffer 1: j.[K] > j.[S] > 9djc. > j.D~4. Here, you hold K and S after inputting them in your string, so that you have them already held for the j.D FDC.
- Sample buffer 2: j.D into slight delay P+K, then 9djc. > j.D~4. Because j.D doesn't gatling, you will not whiff any buttons from pressing P or K.
- In Xrd you cannot use the tap FD method to cancel without bursting, so this alternative input works for both games. This prevents you from pressing j.D and another button at the same time (or within Xrd's and +R's buffer window) and accidentally bursting.
- Pressing j.D+FD same frame will result in FD with no momentum shift.
- Pressing FD on the 3rd frame of j.D will result in just j.D.
- You CAN do this method while you have Burst available. Don't listen to people who say you have to burst first! j.D startup can also be cancelled into burst, so if you don't press the two buttons for FD at the same time you will buffer into burst instead of using FD.
- FD takes priority over Burst. Pressing 4+P+K+D will result in FD, while 5+P+K+D will result in Burst. This assumes you have the meter to FD, if you do not then you will get burst. This priority also applies to the 1 or 2 frame delay you need to properly j.D FDC.
- For the reasons listed above, using an FD macro (available in Controller settings) is highly recommended.
- Even if you input j.D FDC properly, it's possible to hold D with another button, release FD (either by releasing one of the buttons or releasing back), and get a burst immediately after j.D FDC. This happens because you stopped using FD before the buffer window on the Burst input expires.
- You cannot cancel the j.D if you gatling into it. You have to use a raw hover dash, or jump, or double jump into the j.D.
- You can cancel the landing recovery of the j.D with the startup of a normal when landing into the active frames of a jump cancelable normal that made contact with an opponent.
- You can cancel the landing recovery of the j.D by double jumping after a j.D FDC if you have a double-jump left (such as if you used the j.D from a hoverdash or your jump).
I-No specific notes
- When you use this technique in Xrd you remove j.D's landing recovery, even if you used a j.D and double jumped into a second j.D that you FDC'd. In +R the landing recovery is still there, though it can be canceled into normals if you landed during the active frames of j.S, which allows for j.D FDC j.S to link to 5K or 6P. You can go for unprorated damage instead of taking the proration from a TK j.236S, though using FD means you're prorating your meter gain for a while even if you use a meterless combo.
- You can use j.D FDC to stay as low to the ground as possible while advancing with IAD. This tactic became popular in Xrd, but it does work in +R.
- Though you can use this from standing normals to run high/low mixups (gatling to 2S to go low or jump cancel into j.D FDC to overhead), the speed when using j.S as an overhead isn't much better than TK j.236K or TK j.236S. In fact, to be able to have enough time for j.S to start and to be able to cancel the landing recovery into a combo, you're looking at a ~22f overhead, compared to an 18f TK j.236S starter! However you can get ~16f with j.K done much lower to the ground (or possibly faster - needs more research). However, good luck comboing that into j.632146K 6FRC6 since you can't cancel the landing recovery to get a combo that way.
- You can't use j.D FDC > whiff j.S > throw as a mixup without waiting for the 8f landing recovery frames from the j.D.
Why is this useful?
- You can superjump j.D at your opponent after a knockdown, and cancel the j.D into faultless to have access to your other moves as you quickly start to fall and oki with an ambiguous crossup. Be warned that under most conditions you'll have j.D's landing recovery.
- You can use this technique out of any jump cancel to throw out another overhead, and you'll have more freedom with your follow-ups (since you're not forced to wait on a dive's recovery frames).
- Example: Normally you'd use a string like hover dash (HD), j.S > j.D for your mixup. Normally this string is used to hit those that would block low after j.S, in hopes of guarding 2K. However the block string can be further modified into HD > j.S > j.D FDC > j.S (again) or land 2K or land > throw.
- This allows you to be less predictable, which is key to being a good I-No player!!
Great examples of this technique include Attsun's #R SBO performance!
j.D FDC Airdash
A way to get an extremely low airdash after jumping is by doing j.D FDC airdash. There are two main ways to do this.
- Do j.D FDC then input 66
- Jump then input (6 or 9)5 j.D FDC 6
Method 1 is the easiest, however generally takes longer to input.
Method 2 is by faster to input, however has some quirks that are important to know. Using SBC makes this easier for reasons explained below.
Method 2 explanation:
- Input a jump, with either 7 8 or 9
- After you input jump, input either 9 or 6 to get the first input of the airdash, then input 5 (release directions). You may not hold 9 between these steps.
- Input j.D FDC
- Stop using FD for at least 2 frames. This makes using SB easier, since SB cannot be held while FD can.
- Finish the dash input with 6
Step 4, stop inputting FD is highly important. For some reason, the game will not register a forwards airdash within 2 frames of using FD. Additionally, there must be a 5 input between the 6 or 9 and the second 6.
Important details notes for troubleshooting this technique:
- Wait after FD or SB: If you do not have at least 2 frames where you are not using FD, or 2 frames after inputting SB, before you input the second 6, you will not get an airdash.
- Since SB cannot be held this is easier to use. FD must be manually released before the 2 frame wait, whereas SB you simply must wait 2 frames after the initial 4S+H input.
- Minimum airdash height: If you j.D FDC too low, you will not be able to airdash. I-No has a 3f jump startup, and you must wait until the third airborne frame of her jump to be high enough.
- 1st airborne frame after jump: Not actionable.
- 2nd airborne frame after jump: May use j.D FDC, however you are unable to airdash after.
- 3rd airborne frame after jump: May airdash after j.D FDC, however you must stop using FD or SB for 3 frames before finishing the airdash instead of 2. Unknown why.
- 4th airbone frame after jump and later: No other strange behavior to note.
- Input timing of airdash: The input for airdash is either 656, or 956. There can be up to 10 frames between a fresh 6 or 9 input, and the last input of the motion. This means if 6 is held for a while and you input 56, you will not get a dash.
- The first 6 or 9 input of the airdash can be done at any point after inputting jump, however will offer the most leniency if done right before pressing j.D.
- Since j.D FDC takes 2-3 frames to input, and you must wait 2 frames after using FD or SB to airdash, you have at most 6 frames of leniency on the final 6 input of the airdash. If you're a robot who can input j.9D~4S+H this technically makes there be 7 frames of leniency but good luck.
It is extremely strict (almost TAS precision), but you can also do this technique by doing 9 j.D FDC 6. This method however, has only 2 frames of leniency across the entire input. This is included for completeness sake, and is completely advised against trying to use in matches.
j.236P is a core part of I-No's corner combos, mainly in the form of Diveloops. Any dive can be held by holding the button input, including j.236P. After j.236P hits, you can followup with a forward airdash, any air special, or j.2363214S. A Diveloop is looping j.236P and airdashing back in with a button, then connecting j.236P again, until you run out of airdashes. j.236P doesnt travel as far horizontally as the other dives, so it can take precision to get it to hit. Ideally you want your opponent below or slightly below you to get j.236P to hit. Having your opponent cornered makes it easier to get the j.236P hit, however it is possible midscreen in some situations.
Adjusting for Vertical Distance
In order for j.236P to hit, you want your opponent to be slightly below you, to achieve this you can:
- j.H Delay j.236P
- j.H has a wide cancel window, allowing you to delay your followup special by quite a bit. Delaying j.236P from j.H allows you fall slightly, or to continue moving horizontally if done from an airdash, until you finish the j.236P input, while your opponent falls. Your opponent will fall more than you, so use this when you want to be lower as well.
- Hold j.236P
- Holding j.236P allows you to stay at the height you are, cuts your momentum, and lifts you up slowly. You can hold j.236P while your opponent falls into the correct position, or to avoid falling yourself when you're too low.
- Wait for Character's Falling Animation to Change
- Most characters have wider hurtboxes while falling during air hitstun, allowing you to connect j.236P easier via delaying.
- Choose the Right Route
- You can adjust your opponents height by choosing which buttons you route with.
- After j.236P airdash, you can link either j.S or j.H for various effects. j.S j.H will bring your opponent higher, while j.H will keep them nearly the same height. If you need them lower you can delay or hold j.236P as needed. Generally avoid using j.S j.H on the lighter characters, and use j.S j.H as needed on the heavier characters. You can slightly delay your airdash after j.236P to allow your opponent to fall.
- After 632146K 6FRC6, various follow-ups can help you change your opponents height. j.K j.S FF j.632146S for a lot of height, j.S FF j.632146S for some height, j.H FF j.632146S to keep them lower, or straight into FF j.632146S to keep them as low as possible.
- After FF j.632146S, which button you use as your pick-up also helps you change your opponents height. c.S to bring them higher, 5H 9jc j.H to keep them lower, or skip the ground link altogether.
- You can adjust your opponents height by choosing which buttons you route with.
Adjusting for Horizontal Distance
You also need to be close enough horizontally to be able to connect j.236P, to help close the distance you can:
- After a low FF j.632146S, simply walk forward a few frames before linking your ground button. This is sometimes required in order to get j.236P to connect, and something you should get used to doing when linking c.S. Be wary of getting 6P or 6H on accident while microwalking.
- Choose the Right Route
- Choosing what follow-up you use can make the difference between being close enough to connect j.236P or whiffing.
- After 632146K 6FRC6 or j.236P airdash, delaying j.S or using j.H instead will keep you closer.
- Skipping the ground link and going into j.K keeps you closer as j.K has less pushback than c.S.
- Dash jump (669) j.K can be used after FF j.632146S when near corner or pushed out.
- Hover j.S after FF j.632146S can also be used where 669 j.K is applicable, however it is slower.
- 5H 9jc j.H has less pushback than c.S 9jc j.S j.H.
- Choosing what follow-up you use can make the difference between being close enough to connect j.236P or whiffing.
- Super Jump
- Super jumping and super jump canceling can get you closer to your opponent, generally at the cost of giving up j.236P knockdown.
Another core use for j.236P is using it for knockdown. j.236P's pushback on hit makes it favorable for setting up 3-hit Note oki, I-No's best meterless oki. To get j.236P knockdown, your opponent must be low enough so that they cannot tech after being hit. With enough untech decay, this becomes increasingly difficult or even impossible. Cutting a combo shorter than you'd like can sometimes help score j.236P knockdown. Generally, j.236P knockdown gets harder the lighter the character. Using 632146K after j.236P can help when you otherwise can't get j.236P itself to knockdown. Using the techniques above will help you get close to your opponent, and get them low enough for j.236P knockdown.