GGACR/I-No/AdvancedTechniques

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Techniques

6FRC6:

This is the most notorious, most used tactic when spending meter to combo with I-no. Though you can use her Force Break Dive (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 HCL 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. Let me explain what it is, and give you some pointers. There's another section above this that talks about what you should learn first - check that out afterwards.

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 HCL move, you drop below the minimum height allowed to airdash. You also have the problem that HCL does not give I-No her air options normally, and that you will want to combo into HCL from moves that don't give you enough time to jump before HCL starts. You have to combo directly into HCL 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 HCL from the ground). The way you'll typically do this is to do the HCL from a jump-cancelable move (like 5K) and then input HCL 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 HCL. However, this means that you need to do HCL from a jump-cancelable normal.* So now you're ready.


  • If you mess up the HCL 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 HCL, 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 HCL, and succeeded at the 2-frame wide FRC, and succeeded at the dash, which involves a 10f window for the double tap and a 4f window for the second tap, congratulations, you just did "HCL 6FRC6" with I-No.


Practical Examples

The easy one

  1. You land air-to-air counterhit j.P, and combo into j.H > HCL, 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.
  2. 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) > Sdive, and then keep your combo going with c.S into a diveloop if you're in the corner, or 5K > HCL 6FRC6 to get them to the corner.
    • What, you didn't think you would need more than one HCL 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

  1. 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 HCL 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 HCL 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

  1. You connected with 5K and special canceled to HCL. You want to FRC the HCL and airdash to link afterward.
    • HCL 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 HCL input.
    • You can do this with an input like 6321476K. That 7 input gives you the up you need for the jump cancel.
  2. So now HCL happened, and you have the ability to airdash if you FRC it.
    • However, if you try to dash after inputting the HCL, 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. Or 6 > FRC+6 works too.
    • 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.
  3. Success, you did 5K > HCL > 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 HCL 6FRC6 from a normal that cannot be jump canceled, such as with the string 5P > 8 > 2S > HCL > 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.

  1. You did hoverdash > land > 2S, with intent to HCL, 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 HCL 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 > HCL can be kinda tricky to input. One technique is to input 63 2S 146K.
  2. You successfully landed into 2S within the landing window, input HCL 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 HCL 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:


Hover Dash to Airdash (66956)

From Guilty Gear Slash onwards, I-no gained the ability to air dash out of her hover dash. On a pad, the easiest motion is simply 66, 66. Using a joystick, use 66, 9 (release to neutral 5), 6 (can also be written as 66956). So on pad, you're basically doing 6565656, or hitting forward 4 times. On stick 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.

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 fast falling vertical chemical love...

How to 66956:



Fast Fall Vertical Chemical Love:

Inputting Vertical Chemical Love during an airdash (forward or backward) results in a fastfall. Getting the VCL to come out on during a small window at the end of an air forward dash (assumed to be the last frame of the airdash) results in an even quicker fastfall and removed landing recovery from the VCL.

After successfully double dashing (see above), immediately perform VCL (632146s). Because the end motion to double dash is also 6, simply using that and doing 32146s will work fine. Depending on your timing, you will see I-no fall immediately to the ground after the VCL or recover slowly. Doing fast fall VCL has several useful applications.

  • You can do so after knocking an opponent down to secure their postion during okizeme, so they do not try to backdash, jump out, or reversal attack.
    • This technique can wind up with some absurd amount of frame advantage on block if you get the "perfect" version.
    • It's maybe not so great if it's a regular fastfall without an FRC.
    • You're also keeping yourself low to the ground and making yourself vulnerable to the bug that allows opponents to grab you for a frame before you land.
    • I've also had opponents poke straight through the beam as they woke up, before I could block.
  • Double dashing in with fast fall VCL puts the opponent in a guessing position as to whether your next move will be high/low/throw. If the opponent has a shoryuken (reversal uppercut or super) of sorts, doing this fast fall VCL with an frc will allow you to block and punish it.
    • Also with the frc, you can perform an instant high-low mixup, known incorrectly as a "fuzzy guard" mixup. 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 VCL (opponent blocks the VCL high), VCL FRC land into immediate j.k will hit a crouching opponent. J.k will then combo to k/s dive (s dive preferable for combos) and let you start making some damage. Sorry for the complicated explanation!!
  • You can use FFVCL in combos.
    • A common example string is 5K > HCL > 6FRC6 > j.S > FFVCL. From here you can link another 5K > HCL, or c.S > j.S in the corner, etc.
    • Another example string is 6P AA > c.S > j.S > dj.S > VCL > airdash j.K > j.S > FFVCL > land 5K/c.S > continue.
    • A "perfect" FFVCL (no landing recovery) allows you to link the FFVCL into 5H instead of 5K which helps you optimize for damage. However, you may be able to link directly to TK HCL and skip the middle man entirely for even more damage.


Fastfall 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 (AKA Chemical Love Extend, or HCL:E / VCL:E):

By adding a dash to the end of a chemical love (VCL or HCL, doesn't matter which), I-no can gain access to a new type of CL that contains the momentum of a dash!! This can be performed by inputting 6321466k/s. It is not as easy as it sounds and may be easier on the 1p or 2p side, depending on the player. The window for the button press feels like it's 1f, or no more than 2 frames wide. This is not a commonly used technique, but can catch the opponent off guard, and allow access to new and sometimes tensionless combos. Not necessary but can be amazingly effective if applied correctly. Also not a bad round starter at times, as VCL momentum will go over any low pokes and score a knockdown, and HCL momentum will destroy backdashes and retreating opponents.

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 HCL:E or VCL:E 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 HCL Extend, 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 KD and deals ~40%.
  • Example 2: Let's say you land a CH STBT-S or j.D in neutral. Depending on the character you can link VCL:E 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 > VCL > airdash j.K > j.S > FFVCL for additional meterless corner carry. That string can also potentially be followed up with HCL:E, which can 1-frame link to 5P and set up a relaunch, or just HCL 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 HCL. However, HCL:E moves you forward and allows you to score KD from a range that they're not used to. If you have meter you can even link the CH HCL:E into another HCL, but this time you'll 6FRC6 and dash in for a confirm, from 3/4 screen! Or you can machine gun the HCL FRC inputs back-to-back and carry that forward momentum through multiple HCLs while flying across the screen.


j.D FDC (Faultless defense cancel)

This technique involves canceling j.D's startup into faultless defense, thus retaining the momentum shift from j.d while canceling the attack. Jump, double jump or hoverdash into j.D, then immediately FD. There are two methods:

  1. Find the two buttons most comfortable for you to FD from after hitting j.D and press those on the next frame. Using this input method incorrectly (typically too fast) will also cause you to burst. But when done properly, this technique is very doable even when retaining your burst. Don't listen to people who say you have to burst first to do this!!
  2. Figure out a way to buffer FD prior to using the j.D in whatever context you're trying to do this in, then input j.D > 4 very quickly.


Notes

  • 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.
  • In Xrd you cannot use the tap FD method to cancel without bursting, but an alternative input works for both games. Hold FD ahead of time (you can hide button presses with methods like j.D into slight delay P+K since it doesn't gatling), then dj.D > 4. This prevents you from pressing j.D and another button at the same time (or within Xrd's buffer window) and accidentally bursting. You must still abide by the above rule that you cannot gatling into j.D if you wish to cancel the j.D with faultless.
  • 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 Sdive, 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 Kdive or Sdive. 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 Sdive 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 HCL 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!