Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
Caution/Warning/Danger: If you're brand new to this game and the first thing you did was come here to find combos to practice, Read this first.
It has some onboarding suggestions if you've played other games or are starting fresh, as well as "execution practice drills" that will help you practice useful stuff first so you wont risk grinding some difficult and impractical combo listed in here by mistake. It'll walk you through methods to practice safejumping against wakeup reversals, a handful of blockstrings and what each one is good for, and short combos starting from your most common starters.
Check out this guide if you play on a leverless input device such as Hitbox or Keyboard.
I-No Combo Theory
Should go without saying, but read the rest of the page for the details. The gist of it is:
Always end in knockdown so you can use I-No's strong oki tools.
If you can't, fake it till you make it. Airthrow reset.
Get your opponent to the corner so you can diveloop which does plenty of meterless damage.
Meterless techniques to get there: 6P > 5H > sj.IAD j.Kj.S > j.632146S(FFVCL), or f.S > IAD j.K > j.S > j.632146S(FFVCL), or 6P > c.S > j.S > dj.S > j.632146S > airdash j.K > j.S > j.632146S(FFVCL). FFVCL explanation; perform the move shortly after the airdash.
j.236D which provides full screen corner carry, can be canceled instantly with any button and refreshes your double jump and airdashes.
Diveloop is basically "air normals > j.236P > airdash cancel" repeated till you're out of airdashes, then j.236K for knockdown.
So how should one optimize?
Avoid using meter on heavily prorated combos where possible.
Caveat: It can be worth it to use 25% on an FRC or j.236D just to get knockdown or corner carry if you have no meterless alternative, if you'll have extra afterward, since you wont get any more for several seconds. If your oki fails you'll be at a disadvantage.
I-No has so many strong metered tools that generally speaking, you should only use the minimum meter needed to convert, unless it'll kill (or be burst safe so you can bait and punish a burst).
Try to do your damage in fewer hits so you'll give your opponent less meter and burst. Doing huge (20+ hit) combos that end in super is a big waste.
Caveat: If it kills, it was worth it.
Caveat: Sometimes it's worth dragging a combo out so you can start building meter again, if you used an FRC or Force Break to set up or confirm a combo.
Consider damage breakpoints as you decide which combos are worth using.
Full health is 460 points.
Therefore, 92 damage is 20% (5 combos at this damage to kill). 115 damage is 25%. 154 damage is 33.4%. 230 damage is 50%. 306 damage is 66.6%. 345 damage is 75%. 368 damage is 80%.
Don't forget that your 230 damage combo is probably only going to hit for like 150 the second time due to guts, so you're not winning in two touches in most matchups.
While you should generally aim for as much damage as you can reasonably get, breakpoints might help you decide that the combo variant with the 1-frame link isn't worth the extra 8 damage.
Facts/Data about combos (for the DIY types)
You can find all of this on other parts of the wiki, but I've compiled it for your convenience in case you like figuring stuff out for yourself:
Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar, which defaults to 50% full. Hits below 50% guard bar are scaled.
Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm.
Lower attack level moves typically scale combos harder than higher attack level moves, and they crank up the guard bar by fewer points on block.
Proration is a different system applied on top of regular scaling:
Attacks with "initial prorates" reduce the damage of a combo when they start the combo.
Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo.
Prorates can go to progressively worse, but a "forced prorate" cannot stack on top of a regular "prorate", nor can you apply multiple "forced prorates".
Ex: In the string 2K > 6P > f.S > j.H, the 2K starter will apply a 75% prorate to the 6P, but the 6P's 90% forced gets ignored and we use the 75% prorate on the f.S, which updates the prorate to 60%, which is applied to the damage of the j.H.
EX: In the string 6P > c.S > 6P > c.S, the first 6P does full damage, but the first c.S has the 90% prorate applied, then the second 6P also has the forced prorate applied to it. The second c.S only has a 90% prorate applied to it, not two of them from both 6P's having a "forced prorate."
You build less meter per hit and your opponents get more meter per hit the longer your combo goes on.
Your opponent gets more burst replenished with each hit of your combo.
Hitstun decays the longer (in actual time, not hits) a combo goes on.
Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos.
Combo Guide
IMPORTANT: Slayer is used as a training dummy in most videos listed because his weight and hitboxes generally make him easy to combo. Combos listed here will be generally universal. Due to differing character weights and hurtboxes, you will likely need to make small adjustments to timing, or add moves to stabilize the combo when comboing other characters. When possible, suggested adjustments will be listed.
Combo Starters
Combo Starters (With Proration Values)
Best Starters (All Have No Proration): j.P; j.S; j.H; 5P; 5K; c.S; 2S; 5H; 2H; 6H; 2D; j.236K(CH only); j.2363214S(Genkai Fortissimo); 632146H(Longing Desperation)
Bad Starters (Avoid Using Meter if Possible): f.S(60%); Air Throw(50%); Ground Throw(40%)
6H generally requires CH or RC to combo.
j.236K causes slide on CH which gives strong confirms.
j.D launches opponents upwards and can be jump canceled. Easy air combo starter.
Proration will impact how much damage the following combo will do, explained here.
Combos that start with "..." indicate that multiple starters are possible for this combo.
Damage values listed are damage on Sol starting at full health.
If combo is impossible on Sol, character used instead will be listed in Notes tab.
For beginners
Basic combos are simple combos with the fewest requirements and conditions possible.
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
I-No has some of the hardest execution in the game, however her execution doesn't exactly gatekeep her gameplan. Her execution gatekeeps her damage and confirms, however you can still run her classic knockdown > note or f.S oki > mixup. You will just lose out on a lot of damage if you don't have the execution for her better combos, but you can still play a functional character and deal damage using some easier starters such as j.D, CH j.236K, or 41236H.
Once you learn her best confirms, any mixup will hold the threat of serious damage. Learning these confirms and routes will take time, so while you're learning them these are simple and reliable combos you can fall back on. These are things that will continue to be useful as you develop as well, as simple and straight-forward is always valuable.
2K > 2S > 2D
I-No's most basic combo into knockdown. This will work at most ranges, and depending on character you may be able to cancel the 2D into 632146K for additional damage. Reference for which characters this works on.
Basic Combo on CrouchersCrouchers only, can be mashed out
2K > 2S > 5H > 41236S > 632146K
Basic combo on crouchers. If the opponent does not mash out of the stagger, you may use 632146K to go into knockdown. May also use 2D > 632146Kif this will combo on the opponent. Otherwise, you must use the stagger as a reset point.
632146K will hit all characters if they are staggered except Baiken and Kliff. Baiken requires the 2K be done right next to her, Kliff is impossible. Baiken may also be hit with a very low j.632146K, as this is lower than a grounded 632146K.
If the opponent is mashing out of the stagger, you may use 2S, f.S, or hoverdash to continue your offense, forcing them to block or attempting a mixup.
May extend combo using jump install and the FRC on 632146K. This is an advanced technique covered in detail here.This is not necessary to master while starting out.
Combo into Note Oki 1Midscreen only, all characters
2K > 6P > 5H > 9jc. > dl. j.H > dl. j.214H
Basic combo into note oki. Note will not provide oki if you are too close to the corner. There is a short delay before the j.H, and a longer delay before the j.214H to ensure the note hits meaty. This depends on opponent wakeup speed, and you can cancel the j.H into j.214Hvery late. j.214P may also be used for oki after this sequence.
If the j.H is too early, the opponent may be able to tech out of the combo before landing into knockdown. You may still have the advantage as the note is headed towards them already, however this is not guaranteed.
Getting knockdown from this sequence may not be possible on all characters (to be tested) unless the opponent misses their tech after the j.H.
Combo into Note Oki 2Midscreen only, most characters
2K > c.S > 6P > f.S > 9j. > j.H > dl. j.214H
Slightly more lenient combo into note oki that does higher damage. Timing the delay between j.H and j.214H is much less strict. Still must delay significantly.
Possible (untested) that Baiken will always be able to tech out of the combo. It's possible your opponent misses their tech and could give you knockdown anyways, but be warned. It is at minimum difficult.
6P > c.S > 9sjc. > j.S > j.H > j.236K
Basic anti-air combo. 6P moves I-No forwards slightly, so this may cause the opponent to land behind you if they are close over you.
2K > 6P > 5H > 9jc. > j.H > j.236S(slight hold) > c.S > 9jc. > j.S > j.H > j.236K
Difficulty of this combo is highly character dependent, as it is greatly affected by their hitboxes and weight. For example, this is extremely difficult on Robo-Ky. Some adjustments are likely needed for various characters.
Timing of the j.236S to c.S link is crucial, and mostly depends on the height of the opponent when you hit them with j.236S. You must hold j.236S for a short moment usually in order to ensure the opponent is hit correctly.
If the opponent is able to tech out before c.S then you hit the opponent while they were too high. If c.S whiffs and the opponent is knockded down, you either pressed c.S too late or hit the opponent too low. Adding 5P or 2P before c.S makes this easier, but adds pushback which may be worse for some characters.
After the c.S, superjump may be used instead of normal jump, and a j.P or j.K may be inserted before the j.S. These may make the combo easier depending on character.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
The following combos are ones that are much more difficult than the beginner combos. They are very useful to learn, but will require more time practicing in order to get them consistent. These are something to work on while you have the beginner combos to fall back on.
sj.IAD RouteCorner carry and extra meterless damage
2K/j.S > 6P > 5H > sj.IAD > j.K > j.S > FF j.632146S > 632146K
Gives decent corner carry without having to spend meter. One of the few routes I-No has that doesn't rely on j.236D or JI 632146K 6FRC6 to extend the combo.
Using sj.IAD is not always required. Sometimes, regular IAD can work. sj.IAD will always at least make the combo easier however, and on some characters normal IAD will not work.
Assuming the sj.IAD is done perfectly, the j.K will be a 2 frame window. If the sj.IAD is a frame late, the j.K will be a 1 frame window. There is essentially 1 frame of leniency over two inputs, although with how close they are together it is reasonable to get this consistent.
An easier alternative to the 5H is using f.S. In order to get f.S off this combo, you will often need to add c.S prior to the 6P in order to push them out of c.S range. This makes the string 2K/j.S > (c.S) > 6P > f.S > sj.IAD > j.K. Using f.S is easier, but reduces damage and is not possible on Johnny since he gets hit off the ground (although neither is the 5H route). Additionally however, the j.K will whiff on Ky and Eddie.
CH 5H/2H > 41236H > 9sjc. > dl. j.236P > AD > j.S > j.H > j.236K
Short meterless combo off 41236H launch. Delay the j.236P in order to adjust height. Depending on opponent weight and hurtboxes, you may have to delay more or less, or substitute the superjump with normal jump.
41236 can only be comboed into off counter hit 5H or 2H. The combo can be completed as normal if the first hit (5H or 2H) is excluded.
Corner DiveloopExtended corner combo into knockdown
2K/j.S > 6P > 5H > 9jc. > j.H > j.236S(slight hold) > (5P/2P) > c.S > 9sjc. > j.S > j.H > j.236P > AD > j.S > j.H > j.236P > AD > j.S > j.H > j.236K
Extension of the previous combo, even more dependent on opponent weight and hurtboxes. You may end the combo early with j.236K at almost any point after the superjump, which is much preferable to dropping the combo.
The 5P/2P after the j.236S is optional. This will reduce damage, but makes the combo much easier on most characters. Adding 5P/2P is recommended against Sol.
While performing this combo, you must sometimes hold the j.236P in order to let the opponent drop further. Depending on relative height of the opponent to I-No, you may need to skip the j.S and go straight from the airdash into j.H, as the j.S may bring them up too high.
Performing this consistently will require practice against every character, in order for you to learn when and how to make adjustments.
CH 5H/2H > 41236H > 9sjc. > dl. j.236P > AD > j.S > j.H > j.236S > (5P/2P) > c.S > 9sjc. > j.S > j.H > j.236P > AD > j.S > j.H > j.236P > AD > j.S > j.H > j.236K
Extending previous CH 5H > 41236 combo into diveloops if midscreen or closer to the corner. Due to the length of the combo, the diveloops are much tighter than in the previous combo listed.
Do not expect to be doing this often, but this is a demonstration of linking different portions of the previously mentioned routes together to get better results.
j.236H Corner CombosGreat meter build, varies per character group
2K/j.S > 6P > 5H > 9jc. > TK j.236H > c.S > 9jc. > j.S > j.H > j.236P > AD > j.H > j.236P > AD > j.S > j.H > j.236K
The sample combo provided is done on Robo-Ky because 6P > 5H > j.H is very difficult on him, and this leads into 3-hit note setups (explained in the Advanced Combos section). This is very good to know for the matchup. Listed at the bottom of this block are the different groups characters will fall into for this combo. Different groups will need parts of this combo changed or substituted.
Compared to 6P > 5H > j.H corner combos, this deals less damage but builds more meter. Given how good I-No's metered options are, this is often very worthwhile to use. Additionally, the 6P > 5H > j.H route may be difficult on some characters, and using TK j.236H combos could potentially provide an easier route and more meter to enhance your next combo or help in neutral/defense later.
For 5H > 9jc. > TK j.236H, you may make the timing easier by waiting for the end of 5H's hitstop before inputting the 2369H for TK j.236H. Holding 2 for a moment before doing this motion helps avoid super jumping, which can make a mistimed TK j.236H safer, or rather not as awful a drop, in most circumstances.
Alternatively, this may be input by buffering the jump cancel after 5H early during 5H's hitstop, then timing the TK j.236H after the jump.
This section will make use of more difficult, advanced techniques that require 6FRC6 and jump installs. Before attempting these, it is recommended to read the following sections in order to understand these mechanics/techniques. This section will assume the player understands these. Links to explanations below.
632146K 6FRC6 is one of the main things that unlocks I-No's best combo routes. If you can do this technique, you will be able to confirm off many single hit normals and extend corner carry significantly. 632146K combos follow a sort of flow, so other types of starters will be discussed in other sections.
While combos will be listed, they are primarily meant to serve as examples. You will be making a lot of tiny adjustments for different characters and different types of hits, so this section will aim to inform why certain attack strings will be used and what function they serve. This section will be divided into Starters, Airdash Followups, Filler, and Enders.
Starters
Different starters will raise the opponent higher up into the air as you combo them. This changes what immediate followups to j.632146S are possible, and also what followups will be possible later in the route. All of the choices you make in the combo will affect what route options you have, and what adjustments you need to make later on.
Most fundamental application of 632146K 6FRC6. 6P launches opponent so that 632146K will hit regardless of if the opponent was standing or crouching, which makes this generally reliable at far ranges. Basic high low mix between starting with 2K or j.S.
Doing this on Sol or Order-Sol, the 5H will whiff if you had more than one hit prior to starting this string. For this reason, you want to hoverdash very deep on them to get as close as possible to prevent whiffing, or opt for a different route.
Most common followup is j.S, however this whiffs on some characters. Alternative followups include:
j.H (sometimes crosses up the opponent midscreen, hitting them behind you)
2S is I-No's best low combo starter, having no starter proration unlike 2K. Works on standing opponents only, which is usually not an issue as this is most commonly done during note oki. However, if 632146K does not hit your opponent when standing, you will usually need to use a different route. This would be a good reason to opt to use 2K > 6P > 5H as a low starter instead. Against Baiken for example, this will only work if the opponent is cornered and 2S is done as close to them as possible, and against May this will never work.
Opting to do Landing JI 2S > 632146K 6FRC6 allows you to get confirms from further away, as you don't have the pushback from 5H. You may also land close enough for the wider section of 632146K, allowing you to hit crouching opponents or ones who normally don't get hit by it when standing at a distance. This requires require jump install prior to 2S.
Compared to the other starters listed here, this keeps the opponent lower to the ground as they are not launched until 632146K hits.
Landing JI 2S > 2D > 632146K > 6FRC6More character specific low starter
Adding the 2D can allow this confirm to do more damage than JI 2S > 632146K > 6FRC6, but less damage than 2S > 5H > JI 632146K > 6FRC6. The 2D will launch the opponent prior to the 632146K, lifting them higher above the ground but not as high as 6P > 5H > JI 632146K.
2D > 632146K only works on some characters, but it works more often at closer ranges. You will need to be aware of how this works on certain characters, and can reference the Character Specifics chart on this page. For the characters this works on, this does more damage and can be more consistent than JI 2S > 2D > 632146K, since this works the same on crouching and standing opponents, and on crouchers this can hit beyond the range where 632146K hits crouching.
Compared to 2S > 5H > JI 632146K > 6FRC6, the opponent will be raised slightly higher up. Most airdash followups will work the same, but this additional height will often be useful later on in the combo.
JI 6P > 632146K > 6FRC6Keeps opponent lower, more consistent
Commonly used against Sol and Order-Sol since adding 5H is inconsistent. This will require jump install prior, and Landing JI 2K > 6P is the only way to use this off a low hit. This will raise the opponent slightly higher than using 2D will.
On some characters such as Ky, it is possible to do 6P > 2D > 632146K. This adds damage and raises them higher.
Airdash Followups
With some exceptions, these strings are usually done immediately following 632146K > 6FRC6. Depending upon how the starter used lifts the opponent, the opponent's height combined with their hitboxes may require you to use different strings during your airdash. If the opponent is too high, most two normal strings will whiff, requiring you to do a single normal (usually cancelled into FF j.632146S).
You'll be using these strings to follow up after the first 632146K > 6FRC6 you start a combo with, and can also go back to them if you choose to 6FRC6 again later on. You'll always have to be conscious of the height of the opponent and choose accordingly.
j.S > FF j.632146SMidscreen and cornered off most 6FRC6's
Generally works after any 632146K starter. This usually doesn't work on Millia, Sol and Order-Sol if you started with 6P > 5H > JI 632146K, since the j.S whiffs below him. This leaves the opponent high up and I-No has time for several different followups. Height of the opponent is of course, influenced by the starter you used for the route.
j.S > j.K > FF j.632146SRaises the opponent higher up, midscreen and cornered
Raises the opponent higher up compared to j.S > FF j.632146S. This is useful midscreen where it can provide a hoverdash followup with j.S, and in the corner where it can make 5H an easier link.
Will often not work as a followup to 6P > 5H > JI 632146K because the j.K can whiff the opponent. If delayed too much, the j.632146 will not fast fall.
j.P > j.K > FF j.632146SRaises the opponent high, but lower damage
Compared to j.S > j.K > FF j.632146S, this string does less damage, but may bring the opponent higher in certain situations. The opponent will usually be too high up for this to combo if you started with 6P > 5H > JI 632146K.
-->
j.S > j.HGood damage scaling, keeps opponent low
Does good damage and keeps the opponent low to the ground. This string is only possible if 632146K hit while the opponent was on the ground, because otherwise the opponent will be too high up for the j.H to hit.
You can follow up midscreen with a c.S, which is a tight window. This can be made easier by delaying this string, but if you delay too much you will land before the j.H connects. Once the c.S connects, the opponent will be considerably above you and you can followup with a jump/superjump, JI 632146K, or 632146S if you are in the corner.
In the corner this can go directly into 5H, which may require a delay on this string so the j.H hits right before you land. You can also add on j.D > j.632146S, which can provide a midscreen knockdown into 3-hit note oki, and allows you to continue the combo with c.S in the corner.
j.H > FF j.632146SWhen opponent is very high
This can be used in situations where the opponent is too high for j.S to connect, such as if Sol was comboed beginning with 6P > 5H. This may also be useful late in combos if you do an additional 6FRC6 and the opponent is much higher now.
Side switching from the j.H hitting backwards will likely pose a challenge if you try to do this midscreen, which can happen inconsistently depending on your timing. This problem does not apply when the opponent is cornered, making the string consistent.
The backwards hit is caused by the height different between I-No and your opponent, the slow startup of j.H, and the fact this move hits above I-No later than it hits below her. If you choose to do this midscreen, j.632146K is the only meterless followup. j.H will often knock down on it's own, but this will not give you a good oki setup. You may use an FRC to continue from this, although intentionally using routing like this is not recommended due to consistency. If you care more about doing cool combos than about being consistent, this rules.
immediate FF j.632146SWhen opponent is very high, consistent midscreen
Generally only used if absolutely required, such as if all other options will whiff, or you don't want to risk the side switch on midscreen j.H. Due to the untech time on 632146K, you do not have much time to do the motion after the airdash. Doesn't raise the height of the opponent much, but since this is usually chosen because the opponent is too high this isn't very noteworthy. If you attempt to do this when the opponent is NOT high enough, you likely will have difficulty comboing after.
Filler
If after your airdash string the opponent is not yet cornered, you will want to either go straight into an ender, or use one of these extensions to carry them further. If you can carry meterlessly, you should. If carrying them further will require meter, you will have to decide if it is worth the cost.
Once they're in the corner, the basic option is going into diveloops, which work the same as discussed earlier in this combo section.
5K > JI 632146K > 6FRC6Consistent at range
Lowest damage out of the metered extensions you could use, but is often a reliable choice is other options might not work. Good range and is only one frame slower than c.S (which has issues due to needing close proximity). This will not combo if the 632146K is delayed at all, so make sure you do this cancel fast. It is often easiest to input this as 6K > JI 632146K > 6FRC6 since I-No does not have a distinct 6K command normal.
c.S > JI 632146K > 6FRC6Fastest followup option, low range
Fastest button to pickup off your airdash string with, but due to being a proximity normal has low range. If you're out of range and get f.S by accident your combo is over. In the corner, this will generally be safe to use unless you do j.632146S very early in your airdash.
This will most often be used in the corner if you don't have time to use 5H. Midscreen, the only way to use this extension is off j.S > j.H. The j.H must be delayed enough that you can land and still get c.S instead of f.S, and due to the horizontal movement of the opponent you'll only have a few frames to hit this link. If you can do this however, you'll get better damage and scaling compared to the easier 5K option.
5H > JI 632146K > 6FRC6Slow but best damage
Slowest but highest damage metered extension. You will need to have the opponent higher up when you end the airdash string in order to give you enough time to hit, or else this will drop or hit OTG. Possible midscreen if your string ends with them high enough above you, but close enough horizontally to stay in range of the move.
You can usually loop 5H > JI 632146K > 6FRC6 > j.S > {FF j.632146S in the corner, adding on damage with each rep. However, if you do this pushback will make it harder over time, and this pushback could lock you out of good enders such as j.236P knockdown. Normally the extra damage might not be worth the meter (unless it kills), but if you built up the opponent's guard bar the extra damage can be massive.
c.S > 632146S > c.SUseful for extra damage in the corner
Use this when the opponent is very high up to add extra damage meterlessly, this is most practical on lightweight characters who will often float very high after your airdash string. If the opponent wasn't high enough when you started this the second c.S might not hit in time, which can possibly be salvaged with a 2P. If the opponent is really high, you can loop this multiple times before you have to route differently.
You can use meter to extend by doing c.S > JI 632146S > 6FRC6 > j.S > (j.K) > FF j.632146S. Because 632146S pops I-No upwards, she will usually be high enough for both of the airdash buttons to hit, bringing the opponent extremely high into the air. Because they're extremely high now, you can add even more of these.
Similar to looping 5H > JI 632146K in the corner, this adds damage, especially if the opponent's guard bar is built up.
HD > j.S > djc. > (j.S) > j.H > j.236P/K/SGood meterless corner carry after FF j.632146S
This link gets easier the higher up the opponent is. A common problem will be not hoverdashing far enough, so even though you hit them with the first j.S they're too far away for the next hits to be stable. You will need to make sure that you dash close enough to be stable, without waiting too long that you drop the combo.
The double jump > j.H can often be hard, as the j.H needs to happen immediately after jumping. This can be made easier by doing j.S > djc. > j.S > j.H. Adding the extra j.S bring the opponent higher which is not recommended if you want to combo into j.236P.
Comboing into j.236P is consistent in the corner and goes into diveloops. Since this string consumes double jump you only have one airdash to use during the loops, so you have less time to get the opponent to the right height for j.236P knockdown. On some characters such as Slayer this also works midscreen if you're high enough above them.
If you combo into j.236S, you will be able to extend the combo midscreen using 5K > JI 632146K > 6FRC6, or c.S if the dive brings you to the corner. Midscreen you can also use this as a knockdown if the j.236S hits close enough to the ground.
j.236K is a very reliable way to end the combo, but it also gives you generally weak oki compared to her other ender options.
5H > sj.IAD > j.K > j.S > FF 632146SMeterless extension if you have time for 5H to hit
Midscreen, you will need the opponent high enough, and be close enough, that 5H will hit. This can be useful to continue corner carry, or if the opponent is already in the corner but you aren't close enough to go into diveloops.
c.S/5H > 9jc. > (j.S) > j.H > j.236P > AD > etc.Tack on damage and set up j.236P knockdowns in corner
Basically what you always want to do once you have the opponent in the corner and you're close enough to hit them with c.S. Even if 5H will hit, you must be close enough that j.H > j.236P will work. If you're following up from a string that ends in FF j.632146S, you may want to delay j.632146S since this move cuts horizontal momentum. If you have the time, you can microwalk forwards before the c.S which helps with consistency on the diveloops.
If you use c.S, you will need to followup with j.S > j.H because going straight into j.H won't work. Off 5H, you should go straight into j.H to keep the opponent lower.
Depending on how long the combo that took the opponent to the corner was, you may need to cut the diveloops short due to gravity and untech time scaling. Your goal at this point of the combo is to stabilize the opponent at the right height so you can get j.236P knockdown, or reduce risk and end in j.236K.
669 > j.K > j.S > j.H > j.236PWorks from a little outside the corner
Useful for going into diveloops meterlessly if you're too far from the corner for c.S to connect. Can only be done after a FF j.632146S.
Enders
j.236PBest knockdown, leads to 3 hit note.
Best possible knockdown I-No can get in the corner. In order to get this to work, you'll need j.236P to hit them while they're extremely low to the ground. The bounce-back from j.236P puts I-No at a good position for note oki, and if you time your 214P (may use air or ground version depending on opponent wakeup timing) correctly you can consistently get 3-hit note.
This is often difficult, but absolutely worth practicing. This will be greatly affected by the hitboxes and weight of different characters.
j.236KEasiest knockdown, weakest oki
Easiest move to end your combos with, but usually ends up with you very close to the opponent after the knockdown. Midscreen, you have a bit more distance which is preferrable, but in the corner you'll often be right on top of them. If you have enough distance between the opponent and you, you can do TK j.214P for oki and usually get 2 hits. In the corner, you will likely need to backdash and then do a meaty f.S, or safejump with hoverdash.
If you end your combo with j.236P > j.236K, you can often add enough spacing to get a 2 hit note while the opponent is in the corner. This is worse than just knocking down with the j.236P, but if you recognize that it wasn't going to knockdown you can salvage by adding the j.236K. Ending combos with j.236K is not preferable, but if the alternative is not getting a knockdown you should take it.
j.236SLeads into 3-hit note if spaced properly
Pops up the opponent and can give a hard knockdown if you hit them while they were close enough to the ground. Because they get launched slightly on hit, this will end with the opponent moving away from you as they land. Compared to j.236K, this leaves you with much more frame advantage on knockdown, and more distance for note to travel, so you can almost always get 2 or 3 hit note oki midscreen.
In the corner, the distance between you and the opponent will be much less, since the wall will keep them from moving further away from you. You will still have the frame advantage however, and if you can space the j.236S well you can still end up with enough distance to get 3 hit note oki. This is useful in the corner if j.236P knockdown is difficult.
632146KLong range knockdown at low heights
Knocking down with 632146K requires that the opponent be close to the ground. This ender works from very far away, and you can usually get good decent afterwards. Depending on the distance to the opponent and their wakeup speed, you can use either TK j.214 or TK j.214H, with TK j.214H preferred at longer distances since it quickly covers the initial range before they can jump out on wakeup. Leads into 2 or 3 hit note oki consistently.
Can be used to salvage a dropped j.236P knockdown by using j.632146K as you are bouncing away from the opponent, and still give you 3 hit note oki.
632146SKnocks down from high elevations
Due to 632146S high untech time, this can knock down from quite high heights. This is most often useful with airdash strings ending in j.632146S, since this leads into 3 hit note oki midscreen. In the corner, the oki provided will be weak due to very little distance between you and the opponent on knockdown, not allowing for note to build up hits. This ender is primarily useful midscreen where it gives good oki. In the corner you have much better options.
If 632146S hits while the opponent is too high, they will be able to tech out of the combo before being knocked down. If this happens, you should use 632146K to catch them low to the ground and secure a knockdown.
j.S > c.S > 6P > 5H > JI 632146K > 6FRC6 > j.S > FF 632146S > HD > j.S > 9djc. > j.S > j.H > j.236P(slight hold) > AD > j.H > j.236(slight hold) > TK j.214P (Testament specific example)
The easiest knockdowns you will get will most often lead to 2-hit notes for oki. This leaves room for the opponent to potentially counterattack in the gap between the note and your hoverdash in, it isn't completely gapless most of the time. 3-hit notes will be completely gapless, allowing you to do much safer mixups on oki, however the method to getting the knockdown that allows this is tricky and often very character specific.
To get a 3-hit note setup, you will need to knock down the opponent after your combo, while keeping enough distance between you for the note to travel and increase the number of hits it will deal. After a j.236K ender (your easiest combo ender) this is impossible. There are several combo enders you can use to get this spacing needed.
j.236P: This is tricky due to j.236P hitting at a very downwards angle, and the limited untech time. In order to get a knockdown with this move, you will need to hit the opponent while they are very low.
j.236S: Getting this to knockdown is easier than j.236P, however since I-No does not bounce back like with j.236P this is not a guaranteed 3-hit note setup unless it was spaced correctly.
Midscreen j.D > 632146S: Ending a combo with this sequence can give a knockdown if 632146S hit them at the right height, and gives enough advantage and spacing for 3-hit note. Against the corner this cannot provide the needed spacing.
Video examples of these routes on all characters can be found in Character Specifics. Not all characters have routes found.
Characters are assigned to 1 of 3 groups, with each group being the union of smaller subgroups corresponding to different distances where 2D HCL will work. Below is a list of the 9 subgroups in order of decreasing range where 2D > HCL will connect.
Explanation of chart catagories
Can 2D > HCL: 2D > HCL connects on a grounded opponent from any range where 2D will connect.
All ranges (midscreen/corner): JA, BR, TE, JU, ZA, JO, MA, FA, CH, MI, ED, PO, SL
Can 2D > HCL if close: 2D > HCL connects at most ranges on a grounded opponent but HCL may whiff if 2D connects from far enough away.
All ranges (midscreen), microwalk closer than 2D tip (corner): BA
Microwalk closer than 2D tip range (midscreen), 5K tip range (corner): SO
Microwalk closer than 2D tip range (midscreen), Microwalk closer than 5K tip range (corner): AN, OS
5K tip range and closer (midscreen), Microwalk closer than 5K tip range (corner): AX
Generally can't 2D > HCL: 2D > HCL only connects at ranges where one would typically use normals other than 2D (such as in gatlings).
5P tip range and closer (midscreen/corner): VE
5P tip range and closer (midscreen), 2P tip range and closer (corner): KL, DI, IN
2P tip range and closer (midscreen/corner): KY, RO
2P tip range and closer (midscreen), point blank (corner): AB
632146K Hit Standing?
At close range, 632146K will always hit the opponent due to the hitbox near I-No being lower to the ground.
Midscreen meterless BNB. Frame windows for j.K listed assume the sj.IAD is done frame perfect, giving only up to a 2 frame window for j.K. Realistically, the opponent may not tech out of the combo perfectly, however this is very tight timing.
This route works on most characters, but is impossible on Johnny. On Eddie and Ky, f.S cannot be followed up with a jump normal after a forwards jump. May combo into j.S if performed out of hoverdash. May also followup with 632146K or TK j.236H. TK j.236H may be followed up meterlessly with c.S if in the corner.
The purpose of the previous section (Combo Guide) is to show recommended combos to learn, with video example. The purpose of this section is as a catalog of many different possible routes.
Entry-Level Mid-Screen Combos: All Characters
Combo
Damage
Notes
Video
... > 2S > 2H/2D > 632146K
78 (2K and 2H) / 72 (2K and 2D) / 120 (c.5S and 2H) / 113 (c.5S and 2D
Combo off 2H only works standing, 2D only some characters. List
Air Throw > (2p/2K) c.S > j.S > j.H > S Dive > c.S > j.S > j.H > (K Dive)/P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 130dmg (c.S then finish with early K Dive) / 125dmg (2P > c.S then finish with early K Dive) / 127dmg (2K > c.S then finish with early K Dive / 144dmg (full combo with c.S) / 137dmg (full combo with 2P > c.S) / 139dmg (full combo with 2K > c.S)]
Air Throw > (2S) 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
[CN, KD, 144dmg (5H) / 146dmg (2S > 5H)]
Air Throw (near corner) > 5H > TK HCL > 6FRC6 > air dash j.H > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[MS, KD, 25%, 97dmg (dj.H then 5P > sj.P) / 102dmg (j.H then c.S)]
Ground Throw > FRC > P Dive > air dash j.S > j.H > j.D > (delay) VCL > c.S > j.S > j.H > K Dive
[CN, KD, 25%, 113dmg]
Super Combos
TK Ultimate Fortissimo > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash sj.S > sj.H > P Dive > air dash sj.S > sj.H > K Dive
[MS, KD, 50%, 280dmg]
TK Ultimate Fortissimo > st.H > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 295dmg]
Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 50%, 255dmg (j.K used as the blocked starter)]
Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > VCL
[CN, KD, 50%, 251dmg (j.K used as the blocked starter)]
Longing Desperation > HCL
[MS, KD, 50%, 153dmg]
Longing Desperation > 5H > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 266dmg]
Important Punishes
Burst Punishes
[Video.] Works on all characters. On light characters, will need to delay the j.S following the j.632146S((FF VCL), so hoverdash goes further.
Burst Blocked > 5K JI 632146K 6FRC6 j.S > j.632146S(FF VCL) HD j.S > djc.SH > j.236P AD djc.SHj.236K
Honnou's Combo Examples
You should check out his thread here for new content, but here's a compiled list for easy searching where clicking on the combo will link to the video for reference! Thanks for all the hard work Honnou!
Footage is sorted per character and by weight class, but does not mean the combo is exclusive to that character. Characters not listed do not have an example route yet, or a route hasn't been found.