... > 6H(2) > 236[D] > jc > j.S > j.H > land (c.S) > 6H > (214K) > WS > 5D
Midscreen combo, works from all starters.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
(j.S/j.H) > 2K/c.S > 2D > (delay) 214P (setup)
Unimpressive damage and route, but critically sets up I-No's note oki and is less dependent on range than the 6H confirm. Depending on range, an immediate cancel into 214P might cause the projectile to whiff. Gauge the distance between you and your opponent after you hit your 2D and try to delay it appropriately so your projectile hits meaty.
2K/j.S/j.H > 6H(2) > 236H > 214P (setup)
Your go-to combo for I-No's high/low mixup, with 2K being your low option and j.S being your high option. Good corner carry and oki. Be aware that at farther distances 6H(1) wont connect so you will need to combo into 2D for a hard knockdown.
CH c.S/2H/2S > 236H > 6H(2) > 236H > 214P (setup)
Essential punish for DPs that works anywhere on screen. Okay damage, but huge corner carry and also leads to note oki. Use 2H or 2S if the opponent is farther away.
5[D]~8 > (Delay) > j.S > j.H > jc > j.P > j.S > j.H > Finishing Blow
Not the most important thing to learn, as charged dusts are easily reactable to block. However in the off chance this move hits why not be able to almost do half their health?
Core combos balance potency with consistency. They:
|
CH c.S > 6H(2) > delay 214K > 66 j.H > 6H(2) > 214K > 214K > WS > 214K/214S
Combo starts off with the optimal CH starter of c.S. The first 214K requires more delay than then the regular corner combo.
2K/c.S/j.S/j.H > 6H(2) > 214S > j.236H > j.H/j.S > WS > 5[D]
Timing can be tight on the j.236H farther from the corner and on characters with shorter horizontal hitboxes. Delay the j.236H when I-No is moving back after 214S.
2K/c.S/j.S/j.H > 6H(2) > delay 214K > 6H(1) > 236H > 214P (setup)
Version of the 6H confirm modified to give more damage and meter in the corner. Requires a delay to hit 214K in the later portion of the Active Frames, but the window to hit and still combo into 6H(1) is very lenient. This will also leave one hit on the wall allowing for a chance to setup wallslump oki. Note: the first hit of the second 6H whiffing is intentional.
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K/214S
Corner optimal from basically all starters. 214K needs to hit very meaty for this to work. j.H must be hit very close to the wall for 6H to connect after. Holding forward after j.H and before the second 6H increases consistency of connecting. You can replace the second-to-last 214K with 236S against certain characters to squeeze out slightly more damage with 5[D] wallbreak. This is the only way for the combo to work on Chipp. If you can't get this to work, practice the other corner combo here and then go back to this combo. As this is the hardest corner combo. NOTE: this combo has gotten alot alot harder since season 3.
... > 6H(2) > 236[D] > jc > j.S > j.H > land (c.S) > 6H > (214K) > WS > 5D
Midscreen combo, works from all starters.
... > 6H(2) > 236[D] > jc > j.S > j.H > j.D > jc > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D
Fullscreen Corner carry combo. Also works from all starters. Most consistent WA corner carry combo.
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > 6H > 236H > WS > 5D
Midscreen to wall break from a j.S starter. Using 66PRC after hopping out of j.236H (by pressing H again) and cancelling the 66PRC with a button (such as j.S) allows you to maintain a lot of horizontal momentum; useful for corner carry and breaking the wall anywhere on screen.
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > j.D > jc > j.D > 214K > 6H > WS > 214K
Corner to Corner combo. You need to be a little away from the corner for this to work. Same theory as the midscreen 66PRC combo for this to work.
j.S > j.D > j.236H~(3)66RRC~j.S > j.D > jc > j.S > j.H > (whiff) j.236S > WS > 5D
Still a slingshot combo even without the 66PRC. Sacrifices some damage to be able to break the wall, where the Corner to Corner slingshot combo can't break the wall. Has a different timing of when to RC compared to the usual slingshot combo.
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5P > (5P) > 6H(2) > 236H > 214P (setup)
|
Anywhere | 85 | Everyone | [1] Very Easy | Tension Gain: ~13% The first hit of 6H might whiff based on spacing and character, but this is the go-to combo for close-range 5P hits. Also works with 2P instead of 5P but 2P's usage as a starter is more limited. |
1.33 | ||
AA 5P > 6H(1) > 236H > 214P (setup)
|
Anywhere | 73 | [1] Very Easy | Tension Gain: ~12% Anti-Air 5P confirm. 236H has a tendency to whiff at further confirm ranges. |
1.33 | |||
5P > (5P) > 6P > 236S/214K
|
Anywhere | 66 | [1] Very Easy | Tension Gain: ~13% If 6H will whiff this is what you want to use instead. 214K has more frame advantage and damage but will blow them back fullscreen and whiff on crouching opponents, while 236S gives less advantage but leaves them closer to I-No. |
1.33 | |||
5K/2K > 214K
|
Anywhere | 66/50 | Everyone | [1] Very Easy | Tension Gain: ~10% Baby combo. Low damage, no oki, doesn't work on crouching opponents. Still necessary to get any reward from max range 5K/2K unless you go for resets. |
1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S/2S/2H > 236S/214K
|
Anywhere | 66/59 (f.S starter) | Everyone | [1] Very Easy | Tension Gain: ~10% Baby combo with no damage or oki, but you're likely not getting much better from them without CH or Wild Assault. Same caveats as stated above, 214K whiffs on crouchers and resets to neutral midscreen, 236S always works but doesn't knock down, only leaving I-No roughly +5. |
1.33 | ||
f.S/2S > 5H > 236H > 214P (setup)
|
Anywhere | 91 (f.S starter) | Everyone | [1] Very Easy | Tension Gain: ~16% Tragically due to pushback and the expanding nature of 5H's hitbox this will not work from further hits of f.S or 2S. Still useful if you catch them running towards you or crouching. |
1.33 | ||
5H > 236H > 214P (setup)
|
Anywhere | 73 | Everyone | [1] Very Easy | Tension Gain: ~15% Quit complaining, it's oki. |
1.33 | ||
5H > 214S > j.236H > j.S > j.D > 236S > WS > 214S
|
Midscreen to Corner | 183 | Everyone | [3] Medium | Tension Gain: ~40% Full combo off 5H. |
1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D]~8 > (Delay) > j.S > j.H > jc > j.P > j.S > j.H > Finishing Blow
|
Anywhere | 182 | Anyone | [2] Easy | 1.33 | |||
5[D]~8 > (Delay) > j.H > j.S > jc > j.H > 66 > j.H > Finishing Blow
|
Anywhere | 186 | Anyone | [3] Medium | 1.33 | |||
5[D]~8 > (small delay) > j.H > j.P > j.D > jc > j.S > j.H > j.S > Finishing Blow
|
Anywhere | 194 | Everyone | [3] Medium | Get j.S as early as possible after JC to make sure this can get a finishing blow | Video | 1.33 | |
5[D]~8 > (delay) > j.H > j.S > jc > j.H > j.S > j.H > jc > j.S > Finishing Blow
|
Anywhere | 203 | Everyone | [3] Medium | Video | 1.33 | ||
5[D]~8 > (delay) > j.H > jc > j.H > j.S > j.P > j.H > j.H > Finishing Blow
|
Anywhere | 203 | Everyone | [3] Medium | Different route that uses j.P instead. No real difference between the route with damage or tension gained. | Video | 1.33 | |
5[D]~8 > (delay) > j.H > j.S > jc > j.H > j.S > j.H > jc > j.H > Finishing Blow
|
Anywhere | 204 | Everyone | [4] Hard | Back to corner Dust combo; may work on some characters midscreen | Video | 1.33 | |
5[D]~8 > (slight delay) > j.H > jc > j.H > j.S > j.H > j.S > jc > j.H > Finishing Blow
|
Anywhere | 207 | Everyone | [4] Hard | The second j.S will drop against roughly half the cast unless you add a slight delay before the first j.H. Too large of a delay however and the Finishing Blow will drop. | Video | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH c.S/2S/f.S/2H > 236H > 6H(2) > 236H > 214P (setup)
|
Midscreen | 151 (c.S starter) | Everyone | [1] Very Easy | THE basic CH route. | 1.33 | ||
CH 236H > j.H > 6H(2) > 236H
|
Midscreen | 144 | Everyone | [1] Very Easy | A little additional damage to your 236H confirm. | 1.33 | ||
CH 236S > 6H(2) > 236H
|
Midscreen | 117 | Everyone | [1] Very Easy | Doesn't work at max range CH. | 1.33 | ||
CH j.S/j.H > j.D > 6H(2) > 236H
|
Midscreen | 127 (j.H) | Everyone | [1] Very Easy | On CH you can link a second normal after j.S/j.H. c.S does the most damage, j.D is the most consistent independent of distance, and sometimes you'll autopilot into 2K. | 1.33 | ||
CH j.D > (microwalk) c.S > 6H(2) > 236H
|
Midscreen | 123 | Everyone | [1] Very Easy | j.D CH leaves them in the air for a while, and if you hit it low enough, they'll still be airborne when you land and press c.S. Microwalk to ensure the grounded hit. | 1.33 | ||
CH 6P > 236H > 2D
|
Midscreen | 88 | Everyone | [1] Very Easy | Counterpoke 6P confirm. Essential. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2K/j.S/j.H > 6H > 214S > j.236H > j.S > j.236K
|
Midscreen to Corner | 116 | Everyone | [2] Easy | Timing can be tight on the j.236H farther from the corner and on characters with shorter horizontal hitboxes. | 1.33 | ||
CH 214S > AD j.S > j.D > c.S > 6H > 214S > WS > 214K
|
Midscreen to Corner | 180 | Everyone | [4] Hard | 1.33 | |||
CH 214S > AD j.S > 6H > 214S > j.236S > WS > 5D
|
Midscreen to Corner | 179 | Everyone | [3] Medium | Video | 1.33 | ||
CH 214S > AD j.K > c.S > 5H > 214S > j.236S > WS > 5D
|
Sideswap Corner Combo | 171 | Everyone | [4] Hard | Hard meterless sideswap combo. | 1.33 | ||
j.S/j.H/2K > 6H > 214S > (whiff)j.226S
|
Anywhere | 102(j.S) | Everyone | [1] Very Easy | Using the j.236S I-No can keep close to the opponent and set up a safe jump with an instant 66 j.S. This route also does more damage than the 236H hard knockdown with the sacrifice of note oki. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.S > j.D > j.236H(3)~H > WS > 214K/214S
|
Corner | 177 (j.S starter) | Everyone | [2] Easy | Probably the easiest corner combo of them all, however this combo does like zero damage. The combos in this section work from any single-hit starter that gatlings or links into 6H(2). | Video | 1.33 | |
j.S/j.H/2K > 6H(2) > 214S > 214K > 2K > 214K > WS > 5D
|
Corner | 195 (j.S starter) | Everyone | [2] Easy | Pretty consistent combo, not that spacing dependent. | Video | 1.33 | |
j.S/j.H/2K > 6H(2) > 214S > 214K > 6H(2) > 214S > WS > 214S
|
Corner | 194 (j.S starter) | Everyone | [2] Easy | More optimal version of the combo above. May be spacing dependent. | Video | 1.33 | |
j.S/j.H/2K > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D]
|
Corner | 191 (j.S starter) | Everyone | [3] Medium | Try to time 214K so it hits meaty as they are falling down. | Video | 1.33 | |
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > j.236H(3)~H > j.S > WS > 5[D]
|
Corner | 191 (j.S starter) | Everyone | [3] Medium | More optimised version of the above combo. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. | Video | 1.33 | |
j.S/j.H/2K > 6H(2) > 214K > 6H(1) > 214S > j.236S > WS > 5D
|
Corner | 195 (j.S starter) | Everyone | [2] Easy | 1.33 | |||
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 5k > 6H(1) > 236H > WS > 5[D]
|
Corner | 200 (j.S starter) | Everyone | [4] Hard | It's a littler easier and more consistance than doing 66 j.H > 6H(2). Better tournament combo than 66 j.H > 6H(2). | Video | 1.33 | |
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K/214S
|
Corner | 210/220/190 | Everyone | [5] Very Hard | Corner optimal from basically all starters. 214K needs to hit very meaty for this to work. j.H must be hit very close to the wall for 6H to connect after. You can replace the second-to-last 214K with 236S against certain characters to squeeze out slightly more damage with 5[D] wallbreak. This is the only way for the combo to work on Chipp. | Video | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.S/j.H > delay j.D > delay j.236H > j.S > 6H(2) > delay 214K > WS > 214K
|
Corner | 175 | ? | [3] Medium | adding 2K before the 6H can make this combo easier. | Video | 1.33 | |
j.S/j.H > delay j.D > delay j.236H > j.S > jc > j.S > j.H > j.236S > WS > 5D
|
Corner | 161 (SO) | ? | [3] Medium | Very character specific, removing the j.H can make this combo more consistent and reliable. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6H(2) > delay 214K > 66 j.H > microwalk c.S > 6H(2) > delay 214K > 214K > WS > 214S
|
Corner | 240 (KY) | Probably everyone but definitely PO/LE/NA/GO | [4] Hard | Route for heavyweights. Not quite damage-optimal but really close and builds a ton of meter if c.S is added. Excluding c.S makes the combo significantly easier and won't require a microwalk, but it loses you 4 damage and about 10% meter. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.236K > 2P > 6P(1) > 236S
|
anywhere | 87 | ? | [2] Easy | Probably the most reliable j.236K. Works from any j.236K height. | 1.33 | ||
j.236K > 5P > 6H(1) > 236H
|
anywhere | ? | [3] Medium | 1.33 | ||||
j.236K > 2P > 6P > 214K
|
anywhere | 92 | ? | [3] Medium | A more consistance route. j.236K can be done from almost about any height. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
236H > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K
|
Corner | 241 | Everyone | [4] Hard | Optimal. Hard. Can substitute the j.236H routing instead of j.H > 6H to make it easier at a heavy loss in damage. Also works from CH 236S | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 2H > 236H > 6H(2) > delay 214K > 66 j.H > 2H > 236S > WS > 5[D]
|
Corner | 244 | Everyone except ZA | [3] Medium | 2H CH corner route. Also works on 2S/f.S CH but requires a microwalk after 236H. Bro I hate Zato why does he just pancake when he gets hit by HCL??? | 1.33 | ||
CH 6H(2) > delay 214K > 66 j.H > microwalk 6H(2) > delay 214K > 6H(1) > 236H > WS > 5[D]
|
Corner | 237 | Everyone | [3] Medium | Unlike the usual 214K pickups the first 214K must hit as your opponent is rising rather than falling. Not the optimal but pretty close and pretty good. | 1.33 | ||
CH 6H(2) > 236S (whiff) > delay 6H(2) > delay 214K > 66 j.H > 6H(2) > 214K > WS > 214K
|
Corner | 247 | Everyone | [4] Hard | The 6H CH consistant optimal route. However if this starts from a blocked reversal DP do 66 j.H > 2H > WS for optimal damage. | Video | 1.33 | |
CH 6H(2) > 214K > 6H(2) > delay 214K > 66 j.H > 6H(2) > WS > 5[D]
|
Corner | 248 | Everyone | [4] Hard | The 6H CH optimal. Really unconsistanty landing the j.H and sometimes the 5D will be too far away to hit. | Video | 1.33 | |
CH 5H > j.S > j.236H~H > j.S > 6H(2) > 236H > WS > 5[D]
|
Corner | 215 | Everyone | [3] Medium | CH 5H is an inherently inconsistent starter but this should work no matter the distance you hit it at. Pretty meh reward, but if you hit this starter and need to kill it's there. | 1.33 | ||
2D (CH) > 236S > 5K > 214K
|
Anywhere | 107 | Everyone | [2] Easy | Consistent easy combo. Beware that this combo gives weak oki. | 1.33 | ||
2D (CH) > 2S > 5H > 236H/214K
|
Anywhere | 107 | Everyone except heavies | [2] Easy | Niche midscreen combo that gets good oki off 236H. For max damage replace 236H with 214K. | 1.33 | ||
2D (CH) > 6H > 214K > 214K
|
Corner | Everyone | [2] Easy | Doesn't work far away. Add 236S before the 6H to make it worker farther away. | 1.33 | |||
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K
|
Corner | 199/198 | Everyone | [4] Hard | Need to use 214K for wall splat against PO/LE/NA. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.D > j.236H(3)~H > j.S
|
Anywhere | 77 | Everyone | [2] Easy | Misogynistic combo, hoverdash j.H after landing from j.S for an okay safejump. Universal if close enough to corner. | 1.33 | ||
j.D > j.236H(3)~H > j.S > j.D > jc > j.S > j.236S
|
Midscreen | 118 | Everyone | [3] Medium | Delaying the h-dive followup helps makes the combo more consistent. | Video | 1.33 | |
j.D > j.236K/j.236S
|
Anywhere | 59 | Everyone | [1] Very Easy | Universal, leads to manually timed safejump. | 1.33 | ||
j.D > j.632146S > 214P (setup)
|
Anywhere | 130 | Everyone | [1] Very Easy | Super confirm that does not need to be confirmed. Leaves you +37 even if j.D is blocked and gives a hard knockdown on hit from which you can set up note oki. | 1.33 | ||
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D]
|
Corner | 159 | Everyone | [2] Easy | Universal route. | 1.33 | ||
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H/214S > WS > 5[D]
|
Corner | 169 | Everyone | [3] Medium | Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is. | Video | 1.33 | |
j.D > j.236H(3)~H > j.H > 2K > 6H > 214K > WS > 214S
|
Corner | 184 | Everyone | [3] Medium | Removing the 2K makes the combo do more damage. | Video | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.D > jc > j.S > j.D > delay j.236S
|
Anywhere | 92 (FA) | Everyone except SO/KY/MA/PO/LE/NA/AN/GO | [4] Hard | Leads to a safejump. The combos in this section all require a j.D hit as low to the ground as possible and are much more difficult than the ordinary j.D conversions due to this. | ?? | ||
j.D > jc > j.S > j.H
|
Anywhere | 79 (LE) | Everyone except SO/KY/MA/AN | [4] Hard | Safejump route for heavyweights. Exists but you probably won't use it because it's not worth the reward. | ?? | ||
j.D > jc > j.S > j.H > j.214K > 6H(2) > delay 214K > 236S > 5[D]
|
Corner | 195 | Everyone except SO/KY/MA/AN | [4] Hard | Difficult conversion but pretty great damage for a high mixup. | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.S (blocked) > jc > j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K
|
Corner | 181 | Everyone except GI/MA/CH/JC/BA | [2] Easy | Easy F-Shiki conversion after blocked j.S. You can replace j.K with j.S for a little more damage against certain characters. Also, works on Chipp where j.K doesn't! | ?? | ||
j.S (blocked) > jc > j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D]
|
Corner | 202 | Everyone except SO/ZA | [4] Hard | F-Shiki conversion using quick RC, delay the blocked j.S on Giovanna. Opting to wall stick with 214K instead of 236H and breaking the wall with 214K deals the same damage; at least on Ky. | ?? | ||
j.S > jc > j.S > j.236K/S
|
Anywhere | 69 | Everyone except GI | [2] Easy | Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked. | ?? | ||
j.D (blocked) > jc > j.K > j.236H > j.S > j.H > 6H(2) > delay 214K > 236S > WS > 5[D]
|
Corner | 205 | PO/FA/GO | [4] Hard | Possibly the cruelest mixup in the game. If your delay j.D is blocked you have the ability to add a THIRD unreactable, uninterruptible overhead to your string against Potemkin, Faust or Goldlewis. Won't be used often but will make your opponents very unhappy. | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
... > 236H (air hit) > 66RRC/PRC > (c.S) > jc > j.D > c.S > (2S) > 5H > 236H
|
Anywhere | - | Everyone | [2] Easy | Basic extension used to get oki at midscreen. Use this for max damage and oki if you aren't close to the wall. | 1.33 | ||
... > 236H (air hit) > 66RRC > (c.S) > jc > j.D > c.S > 6H > 214K > etc etc
|
Anywhere | - | Everyone | [2] Easy | Use this for max damage if you are close to the wall. Doesn't have the best corner carry | 1.33 | ||
... > 236H (air hit) > 66PRC/RRC > c.S > jc > j.D > jc > j.D > delay j.236H(3)~H > j.S > etc etc
|
Midscreen to corner | - | Everyone | [2] Easy | Corner carry RC extension. Can extend into a basic air combo to wallbreak, or end at j.S to keep them in the corner. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.236K~K > j.K > j.236H(3)~H~66PRC~j.S > j.H > 6H(2) > 236H > WS > 5[D]
|
Midscreen to Wall Break | 196 | ? | [4] Hard | Midscreen to wall break from j.236K~K. Using 66PRC after hopping out of j.236H (by pressing H again) and cancelling the 66PRC with a button (such as j.S) allows you to maintain a lot of horizontal momentum; useful for corner carry. | 1.33 | ||
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > j.D > jc > j.D > 214K > 6H > WS > j.632146S
|
Corner to Corner Wall Break | 191 | Everyone | [4] Hard | Corner to Corner combo. You need to be a little away from the corner for this to work. Same theory as the combo above for this to work. | 1.33 | ||
j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > j.D > jc > j.S > j.H > j.236S
|
Corner to Corner | 137 | Everyone | [4] Hard | Corner to Corner combo that doesn't break the wall. Sets ups a manual safe jump. Make sure the delay the PRC slightly otherwise the opponent will sideswap out of the combo. | Video | 1.33 | |
CH 6H > 236H~88PRCC~j.H > delay j.D > jc > j.H > j.D > j.236H(3)~H > j.H > WS > j.236S
|
Midscreen to Wall Break | 214 | Everyone | [5] Very Hard | Midscreen to Corner combo. One of most hardest and flashest ino combos. Uses 236H for horizontal momentum and the 88PRC allow for a air combo. Quite uesless because you need a CH 6H for this combo to work, most of the time you will fail this combo and it isn't optimal. | Video | 1.33 | |
CH 6H(2) > 214P~66PRCC~6H > 66 j.H > 6H > 214K > 214K > WS > 214K
|
Midscreen to Corner Wall Break | 251 | Everyone except LE | [3] Medium | One of the most high damage I-No combos. Not a hard combo at all, but you will have to wait a little after doing note before doing PRC. | Video | 1.33 | |
CH 5H > 214K~22RRC > 66 j.H > 6H > 214K > 6H > 236H > WS > 5D
|
Midscreen to Corner Wall Break | 233 | ? | [3] Medium | Need to be a little away from from round start midscreen. It also mostly doesn't matter if the a RRC or a PRC. | 1.33 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
... > 6H(2) > 236[D] > jc > j.S > j.H > j.D > jc > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D
|
Fullscreen Corner Carry | Everyone | [3] Medium | Video | 1.33 | |||
... > 6H(2) > 236[D] > (delayed) jc > j.D > jc > j.S > j.H > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D
|
Fullscreen Corner Carry | Everyone | [3] Medium | Video | 1.33 | |||
... > 6H(2) > 236[D] > (delayed) jc > j.D > jc > j.H > j.D > j.236H > j.S > j.H > j.236S/j.236K > WS > 5D
|
Fullscreen Corner Carry | Everyone | [3] Medium | Does the most damage for fullscreen WA routes. | Video | 1.33 | ||
... > 6H(2) > 236[D] > jc > j.D > c.S > 214K > (2S > 214K) > WS > 5D
|
Midscreen Corner Carry | Everyone | [3] Medium | 1.33 | ||||
... > 6H(2) > 236[D] > jc > j.S > j.H > land (c.S) > 6H > (214K) > WS > 5D
|
Midscreen Corner Carry | Everyone | [3] Medium | Midscreen combo, works from all starters. | Video | 1.33 |
Button | Use |
---|---|
2K | Low starter, close-range poke. Confirms into 2D for knockdown into note oki, 6H for a launch into a full combo or 214K if they're too far for either of the former to work. |
5P | Fast anti-air or abare button. 6H if you're close, 6P if you're far. |
6P | Good poke, good AA button. On CH confirms into 236H, on normal hit 236S or 214K. |
c.S | Best starter midscreen and air combo filler. On the ground, combo into 6H and in the air, 5H. |
2S | Probably your best normal poke but low reward on normal hit. 236S or 214K depending on screen position and whether they are standing or not. |
f.S or 2H | Huge disjoints that you'll hit CHs with more often than not. Great starters for DP's and other Counter Hitable moves. |
5H | Big fat disjoint that groundbounces, leading straight into 236H at long ranges. |
6H | Launcher for 90% of your combos. Combo into 236H if used in the former context, no combo if used in the latter. However, it has big reward on CH AA, where you whiff 236H and pick up with c.S. |
2D | HKD tool. Press for oki, delaying 214P if necessary. Extensions are ill-advised, but combos into super if you need the extra damage. |
j.S/j.H | High starter from hoverdash. Combos into 6H and 2K. |
j.236K | Mostly used as a frame trap tool after j.D. Combos into 2P. |
Move | Use |
---|---|
2K/5P | Generic combo filler, which you use is dependent on your opponent's current juggle state. |
5K/c.S | Combo filler with a jump cancel. 5K has more effective range but juggles at a worse angle and does less damage. c.S is useful for comboing into 5H, j.D or 6H and has a better launch angle for midscreen juggles. |
6P | Chains from P and K buttons and keeps them grounded if you want to set up a wallslump. |
5H | Groundbounce makes it useful to end juggles into 236H. |
6H | Very fast tool to continue juggles and your highest damage normal. Launches very far from I-No so best used to extend corner combos. |
j.S/j.H | Air combo filler. j.S launches lower but closer, while j.H flings them higher but further. |
j.D | Good midscreen combo filler as it launches straight up and stalls I-No's air momentum to keep her close to the ground. |
236H | Staggers on ground hit, useful for confirming CHs midscreen. Roughly +12 on hit. |
214K | Leaves them tumbling on the ground in a comboable state. Mostly used for corner combos due to how far it sends people from I-No. |
214S | Good corner carry, great for comboing off 5H. |
j.236H | Travels far, fast to come out, third hit launches very high. Decent for picking up weird combos near corner but does a lot of wall damage. |
Strive's juggle system and I-No's hoverdash allow her to end combos in almost anything and still get okizeme. The onus is on the I-No player to gauge when the distance between them and their opponent is good enough for a hoverdash safejump, or when to cut a combo short for the oki. Here are some common enders:
Ender | Explanation and Okizeme |
---|---|
2D | Hard knockdown on ground hit. Sets up note oki or a safejump. |
236H | Hard knockdown on air hit. Also sets up note oki or a safejumps. |
j.236K/j.236S | Ends juggles with I-No on the ground. Sets up a manually timed safejump if close to the ground. |
214K | Sends them tumbling in a soft knockdown animation for a long time, but no oki unless close to the corner. |
236S | Leaves them close to you, but only ~+5. Sets up an RPS situation where you can use 2S to frametrap or go for a high/low reset. |
j.632146S | Your only way to get a hard knockdown from an air combo. Sets up note oki or a safejump. |