GGACR/I-No/Structuring Useful Practice 5

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Revision as of 00:16, 9 August 2021 by SlashGordon (talk | contribs) (→‎j.D FDC drills: Wip, need to save work.)

Advanced Drills

Offensive Drills

A good combo for "calibrating" yourself to a monitor and/or warming up

Hoverdash > land 2S > 2D > HCL 6FRC6 > j.S > FFVCL > 5K > HCL 6FRC6 > FFVCL > 5H > HCL 6FRC6 > FFVCL > c.S > VCL 6FRC6 > FFVCL

You'll do HCL/VCL from every attack level possible to adjust for the slight differences in timing caused by hitstop, carry a jump install from hoverdash into low, and even do a VCL > FFVCL. Is it a good combo to use during a match? Not really. Is it swag? Kinda, but not any more than other stuff you're doing. Probably only other I-No players would recognize why it's tricky. It's a "practice combo".


"Fuzzy Mixup" Training

On oki or when your opponent blocks a note, you can jump or hoverdash at them and try to hit them with j.S. If they block it you have a choice: land from the j.S and use 2K, or double jump into j.K for an unreactable high/low. If your opponent standing blocked something (the j.S) and switches to low block, they will still have the standing hurtbox until there is a gap in blockstun. If they expect 2K they will block low, and then the rising j.K hits overhead. They will go into a crouching hitstun animation, which makes it difficult for most characters to convert into a combo, but not for I-No with her dive attacks!

Pros:

  • Works on everyone (the j.K version at least, but note that against some characters you can substitute j.S for better proration at the cost of speed of the mixup)
  • Converts pretty well at mid screen even without meter, and with 25% you can probably take them corner-to-corner
  • Pretty high damage meterless in the corner
  • Easier to input/execute than j.D FDC.

Cons:

  • This technique gets blown up by faultless defense (your dj.K will whiff if the j.S is blocked, and you will die).
  • If you commit to the mixup idea ("I'm going to use this fuzzy here!") and the j.S actually hit your opponent, you're giving up a combo.
  • You don't get a great conversion from this unless you have 25% when you're mid screen.
  • Cannot really use effectively with FB note, since the multiple blocked hits allow them to switch their hitbox when they switch from blocking high to low, so your j.K will whiff.


What to do

  1. Set your dummy to guard > first
  2. Set the dummy to crouch
  3. Do hoverdash j.S (like on oki)
  4. Jump cancel to dj.K
  5. Combo the dj.K into Sdive, then link into whatever

Don't forget to practice this against every character in the game, but start with the ones in your local community.


j.D FDC drills

This is a technique where you cancel the 2nd frame of j.D into FD, to take advantage of I-No's momentum shift when j.D starts. You can use it to float briefly (repeat it quickly enough and you'll fly, though it's highly impractical), or on the way up when you first start a jump to fastfall and do low overheads. You can only do this when jump canceling into j.D. You cannot gatling to j.D and cancel it into FD. There are two ways to input j.D FDC in +R.

  1. Since the buffer is smaller in +R than in Xrd, you can actually do j.D > FD, and not burst. The window is really tight.
  2. You can hold FD ahead of time, then do j.D > 4 to cancel to FD.

It is advised to learn the hold FD method since there is zero chance of accidentally bursting if done correctly. Here are some drills for practical use:

From hoverdash j.S

  1. Dash up and press and hold [j.S]
  2. During j.S's startup press and hold [j.K] (should be immediate, like a plink)
  3. Double jump and use j.D (while still holding KS)
  4. Immediately hit 4 (while still holding KS)
    • This should perform the j.D FDC. Now to apply it...
  5. Release KS and quickly press j.K
  6. Cancel the j.K into HCL 6FRC6 to convert.
    • This is probably the fastest way to go into an extra overhead, and you can do it without leaving a gap they can use to mash out.
    • It also costs 25% to convert from and is wicked hard, because you're doing HCL 6FRC6 after a frame perfect FDC, and every component needs to work.

Alternatively, you can go for a slower second overhead by doing j.S > j.D FDC > j.S. If you land into active frames of a jump cancelable normal, you remove j.D's landing recovery. With I-No's air normals you can only take advantage of this from j.D FDC with j.S.

  1. Dash up and press and hold [j.S]
  2. During j.S's startup press and hold [j.K] (should be immediate, like a plink)
  3. Double jump and delay slightly before using j.D (while still holding KS)
  4. Immediately hit 4 (while still holding KS)
    • This should perform the j.D FDC. Now to apply it...
  5. Release KS and quickly press j.S
    • You want to time this such that j.S lands right after it makes contact. Doing so will remove the landing recovery of j.D and let you do j.S > 6P to set up a meterless confirm.
    • In terms of execution this is easier than using j.K, and it costs less. However, having to delay the j.S until it's the right height means the second overhead is slower (than even j.236S).

From a blockstring on the ground

  1. Let's say you did hoverdash j.S and they blocked it, so now you're doing a ground blockstring. Or maybe you did empty hover 2K and they blocked...
  2. Press 2[K] and hold.
  3. Gatling to c.[S] and hold. Now you're holding K+S.

Burst Bait Technique Drills

Been working on this one for a while, though I've yet to land it in a match.

  1. Set opponent to burst the first hit.
    • Burst delay zero.
  2. Hit them with j.K, j.S, or 2S like you're going for a mixup. They begin to burst...
  3. HCL FRC, using [P+K+S] (the brackets indicate you should hold the buttons) > 4H / 6H
    • 4H will give you slashback, 6H will give you throw.

You use PKS so that you can plink H for the throw/SB attempt. HCL's FRC window is right before an opponent's burst would go active, assuming they bursted the previous hit (whatever it was) and didn't delay burst on purpose to mess with you. So this will give you a nice setup to throw or SB the burst from any hit you can't jump cancel (and also those that you can). Some notes:

  • Even if you can't jump cancel (so no jump install), you have jump install following blocking in the air. So you can do SB 66 to convert, including in situation where you otherwise couldn't have converted (and your opponent messed up by bursting there).
  • If your opponent didn't burst you're not actually in a bad spot.
    • You wont go into IK mode because you were airborne when you hit all 4 buttons.
    • You can visually confirm and link c.S or 5K from the HCL FRC to keep the combo going.
  • Though SB leads to a much greater punish, you can substitute throw for the SB if you want the consistency of not having to time the SB exactly to their burst (just being early works, so you may have a slightly wider window and/or could throw them if they delay burst whereas a delay would screw up your SB attempt). Throw is also nice if you want to guarantee knockdown against ABA or finish the round with the last hit.


You can modify the practice drill however you want, such as by making the burst random so you have to practice the combo "salvage" if they didn't burst. And such practice will also help you in case you ever legitimately drop your HCL 6FRC6 and want to still get damage.

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