66 j.D(whiff) > 66 j.S
auto-timed safejump that works anywhere on screen. For Season 2 this DOES NOT work anymore off 236H.
j.P(whiff) > IAD > j.S
Quite a hard auto-timed safejump. works anywhere on screen.
Note that unless stated otherwise these are all manually timed SafejumpsA Safe Jump is a meaty jump-in that is commonly used to beat reversal attacks like Sol's Volcanic Viper. Safe Jumps take advantage of the fact that you can cancel the recovery of a jumping attack by landing and immediately blocking afterwards..
66 j.D(whiff) > 66 j.S
auto-timed safejump that works anywhere on screen. For Season 2 this DOES NOT work anymore off 236H.
j.P(whiff) > IAD > j.S
Quite a hard auto-timed safejump. works anywhere on screen.
66 j.H/j.P(whiff) > 66 j.S
One of I-No's most consistent safe jumps once you learn the timing.
66 airthow(whiff) > 66 j.S
Auto-timed safejump off 2K 2D can be used off other knockdowns but will need to be delayed slightly.
66 j.H(OTG) > j.S
Auto-timed safejump off 2K 2D. Can be sort of difficult trying to hit the OTG j.H.
9 j.P > 66 j.S
A auto-timed safejump off 236H and comes with worse pressure as you hit them higher on block.
66 j.H/j.P(whiff) > 66 j.S
A very similar to the 2K > 2D variant but with a longer dash before j.H.
DCJ j.P > 66 j.H
A much harder varient of the 9 j.P that is also a auto-timed safejump, but can also be used to for cross-up j.K.
66 land > 66 j.S
Sometimes you just need to eyeball it.
c.S (OTG) > dc > j.H
Auto-timed safejump in the corner. It can also be used off a throw too.
66 j.S (OTG) > IAD > j.S
Auto-timed safejump in the corner. You can do a j.H instead of the j.S after the IAD to go for a grab or a 2K.
j.S (OTG) > 66 j.P(whiff) > 2K
Another Corner-only auto-timed safe jump using 2K to meaty. Replace the 66 j.P with 6[6] j.S for a safejump.
236S (OTG) > j.S
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236S (OTG) > AD > j.S
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5P (whiff) > 5K (whiff) > j.S
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Dash Cancel c.S BRC:
Doing a DC > (Delay) 66BRC~j.S/j.H after a c.S allow for a crazy mixup.
Do you want to scare your opponet is with a command grab jump scare during your blockstrings or oki? Here a list of common Megalo setups:
2K > 6P > 236S
You can also replace 6P with 6H(1) if you aren't sure if a 3 hit combo will wall slump.
j.S > c.S > 236S
You can also replace c.S with 6H(1) if you aren't sure if a 3 hit combo will wall slump. This combo can easily turn into a 4 hit combo by adding 2K before the 6P.
j.S > c.S > 2H > 236S
A more riskier, but rewarding wallslump combo because if the opponent block the j.S then the opponent most likely will block the rest of the string.
CH 2H > 236S > 2H > 236S
Used to keep the wallslump when you don't want to break the wall while maximizing damage.
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