GGST/I-No/Combos

From Dustloop Wiki
 I-No
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values were tested against  Ky at full life with the R.I.S.C Level at 0 (unless specified otherwise).

Beginner Combos

  • THESE ARE YOUR BREAD AND BUTTER, AND THE MOST IMPORTANT COMBOS TO LEARN. If the size and scope of this page intimidates you, you can probably do fine with just these five combos.
  • All of these combo with 214P at then end, are NOT part of the combo. The 214P helps setup your Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • 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
  1. BNB Overhead from j.S/j.H
  2. BNB from 2K/j.S/j.H (The Most Key Combo to Learn)
  3. DP Punish
  4. Corner Combo
  5. Charged Dust Combo



Basic BNB Overhead from j.S/j.HA overhead combo used that ends with good oki
64 Damage
Very Easy

(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.


Basic BNB from 2K/j.S/j.HThe most useful of BNB
126 damage
Very Easy

2K/j.S/j.H > 6H(2) > 236H > 214P (setup)
Your go-to combo for the 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.


BNB DP PunishBig Damage
153 damage
Very Easy

CH 2H/6H(1) > 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. 6H(1) starter is burst safe on the first hit and comes out faster, while 2H starter is damage-optimal.


BNB Corner ComboBig Corner Damage
173 damage
Easy

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.


Charged Dust ComboThe Classic
182 damage
Easy

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

Intermediate.png 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

Optimal Corner ComboA Big Cash Out
210/220/190 Damage
Hard

j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K
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.


Corner DP PunishBye-Bye! Health Bar!
253 Damage
Medium

CH 6H(2) > delay 214K > 66 j.H > microwalk 6H(2) > 214K > 214K > WS > 214K
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.

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Slingshot 66PRC Combos

Midscreen 66 PRCWE GO FLYING BOYS
180 Damage
Hard

j.S > j.D > j.236H(3)~H~66PRC~j.S > j.H > 6H > 214K > WS > 214K
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.

Corner to Corner 66 PRCCoolest Looking Combo
181 Damage
Hard

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.

Combo List Midscreen

P/K starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > (5P) > 6H(2) > 236H > 214P (setup) Anywhere 85 Everyone [1] [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.
1.24
AA 5P > 6H(1) > 236H > 214P (setup) Anywhere 73 [1] [1] Very Easy Tension Gain: ~12%
Anti-Air 5P confirm. 236H has a tendency to whiff at further confirm ranges.
1.24
5P > (5P) > 6P > 236S/214K Anywhere 66 [1] [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.
1.24
5K/2K > 214K Anywhere 66/50 Everyone [1] [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.
1.24

S/H starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S/2S/2H > 236S/214K Anywhere 66/59 (f.S starter) Everyone [1] [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. 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.
1.24
f.S/2S > 5H > 236H > 214P (setup) Anywhere 91 (f.S starter) Everyone [1] [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.
1.24
5H > 236H > 214P (setup) Anywhere 77 Everyone Tension Gain: ~15%
Quit complaining, it's oki.
1.24

6H combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H(2) > 236H > 214P (setup) Midscreen 101 Everyone [1] [1] Very Easy Tension Gain: ~13%
It's universal! It's boring.
1.24

5[D] Combos

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] [2] Easy 1.24
5[D]~8 > (Delay) > j.H > j.S > JC > j.H > 66 > j.H > Finishing Blow Anywhere 186 Anyone [3] [3] Medium 1.24
5[D]~8 > (small delay) > j.H > j.P > j.D > JC > j.S > j.H > j.S > Finishing Blow Anywhere 194 Everyone [3] [3] Medium Get j.S as early as possible after JC to make sure this can get a finishing blow 1.24
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.S > Finishing Blow Anywhere 203 Everyone [3] [3] Medium Video 1.24
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.H > Finishing Blow Anywhere 204 Everyone [3] [4] Hard Back to corner Dust combo; may work on some characters midscreen Video 1.24
5[D]~8 > (slight delay) > j.H > JC > j.H > j.S > j.H > j.S > JC > j.H > Finishing Blow Anywhere 207 Everyone [3] [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 1.24

CH starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH c.S/2S/f.S > 236H > 6H(2) > 236H > 214P (setup) Midscreen 151 (c.S starter) Everyone [1] [1] Very Easy THE basic CH route. 1.24
CH 236H > j.H > 6H(2) > 236H Midscreen 144 Everyone [1] [1] Very Easy A little additional damage to your 236H confirm. 1.24
CH 236S > 6H(2) > 236H Midscreen 117 Everyone [1] [1] Very Easy Doesn't work at max range CH. 1.24
CH j.S/j.H > j.D > 6H(2) > 236H Midscreen 127 (j.H) Everyone [1] [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. 1.24
CH j.S/j.H > 5H > 236H Midscreen 97 (j.H) Everyone [1] [1] Very Easy Confirm for if you're too low to combo into j.D, but too far away to get anything else. 1.24
CH j.D > (microwalk) c.S > 6H(2) > 236H Midscreen 123 Everyone [1] [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. 1.24
CH 6P > 236H > 2D Midscreen 88 Everyone [1] [1] Very Easy Counterpoke 6P confirm. Essential. 1.24

Basic Corner

  • Note: Every corner combo listed will wallbreak if possible. It is your job as the I-No player to determine if you actually want to break the wall and cut your combo short where possible to keep the corner oki.

Basic starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
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] [3] Medium Try to time 214K so it hits meaty as they are falling down. The combos in this section work from any single-hit starter that gatlings or links into 6H(2). Video 1.24
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.S > j.D > j.236H(3)~H > WS > 214K Corner 177 (j.S starter) Everyone [3] [3] Medium Probably the easiest corner combo of them all, however this combo does like zero damage. Video 1.24
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) [3] [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 1.24
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] [4] Hard It's a littler easier and more consistance than doing 66 j.H > 6H(2). Video 1.24
j.S/j.H/2K > 6H(2) > delay 214K > 66 j.H > 6H(2) > delay 214K > 214K > WS > 214K Corner 210/220/190 Everyone [4] [4] 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 1.24

6H starter

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 > 214K Corner 254 (LE) Probably everyone but definitely PO/LE/NA/GO [4] [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. 1.24
6H(2) > delay 214K > Hoverdash FDC (664P+K) > 6H(2) > delay 214K > 6H(1) > 236H > WS > 5[D] Corner 257 (LE) Probably everyone but definitely PO/LE/NA/GO [4] [4] Hard Maybe damage-optimal on heavyweights. Definitely not meter-optimal, though. 1.24

j.236S/j.236K starter

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.236K > c.S > 5H > 236H anywhere 115 everyone [3] Medium Requires the j.236K to be quite low to ground for this combo to work. Usually the j.236K needs to be at the height of right after the start of a hoverdash. 1.24
j.236K > 5P > 6H(1) > 236H anywhere ? [3] Medium 1.24
j.236K > 2P > 6P > 214K anywhere 92 ? [3] Medium A more consistance route. j.236K can be done from almost about any height. 1.24
j.236K > 6H > 214K > j.H > 6H > 214K > WS > 214K Corner 254 ? [3] Medium 1.24

236H starter

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 except CH/ZA/HA [4] [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 1.24

CH starters

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] [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??? 1.24
CH 6H(2) > delay 214K > 66 j.H > microwalk 6H(2) > delay 214K > 6H(1) > 236H > WS > 5[D] Corner 264 Everyone [3] [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. 1.24
CH 6H(2) > 236S (whiff) > delay 6H(2) > delay 214K > 66 j.H > 6H(2) > 214K > WS > 214K Corner 247 Everyone [4] [4] Hard The 6H CH optimal. However if this starts from a blocked reversal DP do 66 j.H > 2H > WS for optimal damage. Video 1.24
CH 5H > j.S > j.236H~H > j.S > 6H(2) > 236H > WS > 5[D] Corner 215 Everyone [3] [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. 1.24
2D (CH) > 236S > 5K > 214K Anywhere 107 Everyone [2] [2] Easy 1.24
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K Corner 199/198 Everyone [4] [4] Hard Need to use 214K for wall splat against PO/LE/NA. 1.24

Mixup Conversion

j.D basic conversions

j.D basic conversions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.D > j.236H(3)~H > j.S Anywhere 77 Everyone except women. [2] [2] Easy Misogynistic combo, hoverdash j.H after landing from j.S for an okay safejump. Universal if close enough to corner. ??
j.D > j.236K/j.236S Anywhere 59 Everyone [1] [1] Very Easy Universal, leads to manually timed safejump. ??
j.D > j.632146S > 214P (setup) Anywhere 130 Everyone [1] [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. ??
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] Corner 159 Everyone [2] [2] Easy Universal route. ??
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H > WS > 5[D] Corner 169 Everyone except PO/LE/NA [3] [3] Medium Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is. ??

j.D jc j.S conversions

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] [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] [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] [4] Hard Difficult conversion but pretty great damage for a high mixup. ??

F-Shiki conversions

F-Shiki conversions
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] [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 [2] [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] [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] [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. ??

Roman Cancel Stuff

Common RC extensions

Common RC extensions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
... > 236H (air hit) > 66PRC > c.S > jc > j.D > (jc > j.D) > c.S > 5H > 236H Anywhere - Everyone [2] [2] Easy Most basic extension. Use this for max damage if you aren't close to the wall. 1.24
... > 236H (air hit) > 66PRC > c.S > jc > j.D > jc > j.D > delay j.236H(3)~H > j.S > etc etc Midscreen to corner - Everyone [2] [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. 1.24
... > 236S > 66PRC > (c.S) > jc > 6H(2) > 236H Anywhere - Everyone [2] [2] Easy Converts 236S into a hard knockdown. Depending on the number of hits before 236S and your opponent's character, you might need to exclude c.S. 1.24
... > j.236H(3)~H~66PRC~j.H > j.D > j.236S Midscreen/corner to corner - Everyone [4] [4] Hard Momentum cancel j.236H into huge corner carry and safejump. The air combo you can do after the PRC varies on character. 1.24

Full RC combos

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] [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. 1.24
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] [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. 1.24
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] [4] Hard Corner to Corner combo that doesn't break the wall. Sets ups a manual safe jump. Video 1.24
CH 6H > 236H~88PRCC~j.H > delay j.D > jc > j.S > j.D > j.236H(3)~H > j.H > WS > j.236S Midscreen to Wall Break 242 Everyone [5] [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. 1.24
CH 6H(2) > 214P~66PRCC~6H > 66 j.H > 6H > 214K > 214K > WS > 214K Midscreen to Corner Wall Break 266 Everyone except LE [3] [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 1.24
CH 5H > 214K~22RRC > 66 j.H > 6H > 214K > 6H > 214K > WS > 214K Midscreen to Corner Wall Break 308 ? [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. 1.24
Forward Throw > RRC > j.s > j.H > 236H(3)~H > j.S > j.H > WS > 5[D] Corner 149 Everyone [3] Medium Not super useful, since the damage isn't great and it'd probably be better to just take the hard knockdown and oki setup rather then go for damage and wallbreak at the cost of meter. 1.24
236S > 88~RRC > j.66 > land c.S > JC > j.S > JC > j.S > j.H > 236H~H (3) > j.H > WS > 214K Back to corner 169 Anyone [3] [3] Medium May need a small delay to initial j.66 to side switch properly. First attack can be pretty much anything that doesn't push away from the corner. Easier to land before doing 214K or use j.S to do WS. 1.24

Combo Theory

Starting Combos

Combo Starters
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. Hitstop OS 236S and 236H and you won't need to confirm the CH.
5H Big fat disjoint that groundbounces, leading straight into 236H at long ranges.
6H Launcher for 90% of your combos and weird poke in neutral. 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 or 2K.

Extending combos

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.
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.

Ending combos

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:

Combo 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.

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