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Revision as of 03:01, 22 December 2014
Overview
Placeholder
- Strengths
- Placeholder
- Weaknesses
- Placeholder
- Movement Options
- Double Jump
- 1 Airdash
- Ground Hoverdash
- Hoverdash -> Airdash (6696)
- Hoverdash -> Vertical dash (663)
Defense Modifier: x1.06
Guts Rating: 2
Stun Resistance: ??
Jump Startup: 3F
Backdash Time: 13F
Backdash Invincibility: 1-8F
Notable Changes from GGAC (+R)
Movement Options
- Lost double airdash buff from +R
- New dash option: Hoverdash -> Vertical Dash. I-no can now launch herself vertical after a ground hoverdash ala Morrigan from Vampire Savior (Darkstalkers). Input is 663.
- I-no now has auto jump-install status on both versions of Chemical Love.
- j.D FDC (j.D~4K+S) now possible without having landing recovery frames affect I-no; New mixup possibilities possible with this.
Normal Moves
- 2S no longer hits low.
- f.S no longer launches; hits once. Reduced active frames, increased recovery frames, no longer has a forced proration.
- 2H hitbox seems to be reduced.
- 6H hits twice; special cancelable.
- All normals can be dash cancelled late in their animation/recovery frames. 6H can only be dash canceled when the first hit makes contact with an opponent.
- Air Throw: No longer wall bounces, so meterless combos impossible unless thrown into a traveling note projectile. Knockdown.
Special Moves
- Anti-Depressant Scale [214+P]: H Note gone; speed reduced back to Slash properties. Note now moves faster when used from the air than when used on the ground.
- Stroke the Big Tree [41236+S/H]: S version staggers on hit and counter hit, H version knocks down but can be comboed off of with a Counter Hit; possible to combo after CH, or if comboed from a 6P juggle.
- Chemical Love [214+K/S]: Horizontal version hitbox length reduced, also no longer hits below I-No's body or behind her. Vertical version landing recovery reduced. Input for both versions now 214+K/S. After successful HCL hit, now possible to follow up with VCL for a knockdown anywhere on screen. Both HCL and VCL take an extra frame to go airborne, so no longer a ghetto reversal tool.
- Sultry Performance [j.236+P/K/S/H]: K & S versions now both cause knockdown on hit; S version causes wall bounce for corner combo possibilities but now scales RISC by 19; K & S versions damage nerfed to 30 and have additional prorates. H version speed increased, less recovery on block. P version has increased untech time making it easy to use for knockdown.
- New Move: Shoudoku Method [214+H]- Command grab that can be performed grounded or mid-air. I-no will launch herself upwards a bit and choke opponent with her guitar string whilst flipping backwards. Resets all air movement options so can be comboed out of; can be performed during an airdash as well to catch teching opponents. Can grab burst startup. Cannot YRC the grounded version after active (will be PRC), but can YRC the air version after active.
Move List
- See also: I-No Full Frame Data
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Antidepressant Scale
Antidepressant Scale 214P (air OK) |
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Stroke the Big Tree
Stroke the Big Tree 41236S/H |
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Sultry Performance
Sultry Performance j.236P/K/S/H |
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Chemical Love
Chemical Love 214K (air OK)~214S (Derivative follow-up) |
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Chemical Love (Vertical)
Chemical Love (Vertical) 214S (air OK) |
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Disinfection Method
Sterilization Method 214H (air OK) |
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Overdrives
Longing Desperation 632146H |
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Ultimate Fortissimo j.2363214S |
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Instant Kill
Megalomania in IK mode: 236236H |
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Strategy
General Tactics
Tips and Tricks
Combos
Like most characters in Xrd, I-No does the majority of her damage in the corner. With the harsh scaling on Sdive and 80% forced prorate that's introduced by attacking during RC or YRC time slow, she's only going to do her max damage if she starts combos in the corner. I-No wants to knock the other player down to make use of her excellent oki tools. With the changes to the Roman Cancel system we can't confirm into HCL FRC for cheap corner push and damage, so the majority of mid screen corner push options involve the 6P > 5H > IAD j.K link. It's still difficult even with the tweaked buffer window, but it's much easier than HCL 6FRC6, and with slight variants this string works on almost every character. The damage isn't too bad and it doesn't cost meter either. Sdive also knocks down now, which helps us set up oki while giving us some extra corner push.
Like in AC/+R, it's effective to think of I-No's combos as strings of a few hits that you can link together with a little bit of improvisation. Strings you'll want to be really comfortable with are:
6P > 5H > IAD j.K
j.D > delayed VCL > 5K / c.S
c.S > VCL > c.S
Airdash FFVCL > VCL / c.S / j.S
j.H > Sdive (wallbounce) > 5P / c.S
c.S > sj.S
By learning these strings you'll be able to use I-No's main combos against the majority of characters. For example, if you're doing a basic pressure string out of a hover dash and decide to mix up with j.D, being able to do the late cancel into VCL and link that into 5K gives you mid screen options, and the link into c.S gives you your best corner options. If you open someone up with 2K or j.S, knowing how to combo into 6P > 5H > IAD j.K will give you solid damage in the corner, and will give corner push at mid screen. This string usually involves the fast fall VCL technique, and being able to link into j.S helps at mid screen, while linking to c.S or another VCL is optimum for the corner. In some situations you'll be able to wallbounce with Sdive, and you'll need to learn to catch the other player with 5P or c.S to continue the combo, usually by linking a c.S into a super jump j.S.
FFVCL
If I-No uses VCL during airdash or air backdash frames, she will fall quickly instead of floating. This is key for her mid screen corner push combos, as well as some of her optimized damage combos in the corner. It seems that I-No falls faster when using VCL during the later frames of an airdash, though she will still fastfall if VCL is used right as an airdash starts.
Going for knockdown
You get varying amounts of advantage time depending on how you knock the opponent down. Generally speaking, Dive knockdown gives a more advantageous position than HCL knockdown, which gives a more advantageous position than using HCL ~ D. If you're in the corner, Pdive bounces I-No back to about 1/2 screen distance which means her Note oki gains additional hits. More note hits scales RISC up and will boost damage on our follow up combo if our mixup is successful. It also gives more space between us and the opponent to confirm that they're blocking. If you use a note right in someone's face they can reversal through it.
Chemical Love Derivative (HCL ~ D) allows us to knock down in many more situations than before, but it offers the least time to set up oki. It seems that we get more time the closer we are to the ground when using it. If you have no alternative method for knock down, or have meter to burn and want to push for max damage, this is what you'll wind up using. Oki after HCL ~ D is actually pretty good if you have meter to spend, so don't avoid using it. However, be aware that you shouldn't use ~ D at all times just because it's "free damage", especially if you can knock down with HCL by itself. There's a point where the extra damage isn't worth the lost options for oki. In those situations, if "giving them the D" doesn't finish them, keep it in your pants.
Anyway, here are some combos. Meter gain is estimated and not given for every combo - this is a work in progress and those values may be added later. Pay attention to the enders for these combos - in some cases you'll have an option that does more damage but gives slightly worse oki, or a harder option that gives better damage or oki, or both. Every combo should knock down when done properly. Mid screen combos are done from match start position, but with experience you'll be able to figure out if your Sdive will wallbounce or knock down based on your screen position when you started.
Mid Screen
!This is a heavy work in progress while I get formatting straightened out!
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
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Damage values with an asterisk (*) next to them mean that the combo much reach the corner to complete.
Damage values are color coded for difficulty, with blue for easy, green for moderate, orange for hard, and red for very hard.
Difficulty is subjective, so it's difficult to measure such that new players wont get frustrated. Tight links (6P > 5H > IAD j.K), specific timing for YRCs, delayed timing between hits (j.D > VCL > c.S/5K), and complex inputs (5H > IAD, 2363214S, or c.S > sj.S) may all contribute to difficulty.
In many instances it is possible to replace Pdive enders with Kdive to make the knockdown easier or cut the combo short before a difficult part, though you will get different oki or lower damage.
Combos off of 2K
Combo Notes | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 115 | 115* | 118 | - | - | 128 | - | - | 129* | 131 | - | 131 | 131 | - | - | 151* | 163* | (Builds approx 23% meter) | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D | 115* | 115* | 118 | 128 | 128* | 128* | - | - | 129* | 131 | - | 131 | 131 | - | - | 151* | 163* | (Builds approx 23% meter) | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 108 | 108 | 111 | - | - | 120 | LE | KY | 121 | AX | IN | MA | RA | VE | ZA | 142 | 154 | Meter Gain/Spent | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D | 108 | 108 | 111 | 120 | 120 | 120 | LE | KY | 121 | AX | IN | MA | RA | VE | ZA | 142 | 154 | Meter Gain/Spent | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D | 104 | 104 | 107 | - | - | 115 | - | - | - | - | - | - | - | 115 | 122 | - | - | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D | 104 | 104 | 107 | 115 | 115 | - | - | - | - | - | - | - | - | 115 | 122 | - | - | - | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 116* | 116* | 119 | - | - | 131* | - | - | 132* | - | 134 | - | - | - | - | - | - | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D | 116* | 116* | 119* | 131* | 131* | 131* | - | - | 132* | - | 134 | - | - | - | - | - | - | - | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive | 117* | 117* | 120* | - | - | - | - | 132* | - | - | - | - | - | - | - | - | - | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive | 117* | 117* | - | - | 132* | - | - | 132* | - | - | - | - | - | - | - | - | - | - | |
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D | 115 | 115 | - | - | - | - | - | - | 130 | - | - | - | - | - | - | - | - | - | |
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D | 115 | 115 | - | - | - | - | - | - | 130 | - | - | - | - | - | - | - | - | - |
Character specific variants to maintain knockdown or optimize damage off of j.S
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (BE: 163, SL: 167, SO, FA, EL: 177, MA, IN, AX, RA: 181, MI: 211, CH: 224) (Builds approx 23% meter)
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~ D (PO, BE: 165) (Builds approx 23% meter)
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > late Sdive > 5P > c.S > sj.S > sj.H > Kdive (BE: 162, KY: 180)
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL (VE: 148)
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D (VE: 159, ZA: 170)
j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D (SI: 186)
Character specific variants to maintain knockdown or optimize damage off of j.k
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (BE: 138, SL: 142, EL: 153, MA, IN, AX, RA: 157) (Builds approx 23% meter)
j.K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (SO, FA: 150, MI: 177, CH: 190) (Builds approx 23% meter)
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~D (PO: 137, SI: 155)
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~D (VE: 137, ZA: 146)
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive (BE: 138, CH: 194)
j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (CH: 196)
Character specific variants to maintain knockdown or optimize damage off of j.D
j.D > VCL > 5K > j.S > j.H > HCL ~ D (PO: 127, SL: 130, EL: 138, SI: 140, MA, IN, AX, RA: 142, CH: 176)
j.D > VCL > 5K > j.S > HCL ~ D (BE: 114, KY, VE: 125, ZA: 133)
j.D > VCL > 5K > j.S > dj.H > Sdive (sometimes cross under) > 5P > c.S > sj.S > sj.H > Kdive (may need Sdive if cross under) (MI: 173, FA, EL: 148, SI: 150)
j.D > VCL > 5K > j.S > j.H > Sdive > 5K > HCL ~ D (SO: 144, SI: 146)
j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D (MI: 152, CH: 164)
j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D (SO, FA: 138)
j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D (KY: 140)
j.D > VCL > 5P > sj.P > sj.S > sj.H > HCL ~ D (VE: 134)
j.D > VCL > 5P > 5K > sj.S > sj.H > Sdive (wallbounces, cross under) > 5P > c.S > sj.S > sj.H > Kdive (PO: 127)
j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (SL: 139)
j.D > VCL > 5K > j.S > dj.H > Sdive wallbounce > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (AX: 158)
Corner
Throw > RC combos
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combo Difficulty | Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive | 143 | 143 | SL | - | 160 | 160 | LE | 161 | 162 | 165 | IN | MA | RA | VE | ZA | - | 202 | Meter Gain/Spent |
Combo Difficulty | Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive | PO | BE | SL | 160 | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | 189 | CH | Meter Gain/Spent |
Combo Difficulty | Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > dash j.H > Pdive | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | 159 | MA | 159 | VE | ZA | 183 | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Combo Difficulty | The Combo | PO | BE | SL | FA | SO | EL | LE | KY | SI | AX | IN | MA | RA | VE | ZA | MI | CH | Meter Gain/Spent |
Corner Combos
Damage off of Throw > RC
Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (IN, RA: 159, MI: 183) (2-4 Hit Note Oki)
Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 50%) (IN: 169, MI: 191)
Throw > RC > VCL > c.S. > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 50%) (PO: 135, SL: 139, ZA: 160, CH:191) (2-4 Hit Note Oki)
Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 50%) (MA: 164) (2-4 Hit Note Oki)
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 50%) (SO: 163, KY: 164, SL: 148)
Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive (Costs 50%) (SI: 156) (2-4 Hit Note Oki)
Throw > RC > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive (Costs 50%) (SI: 165)
Throw > RC > VCL > c.S > VCL >c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive (Costs 50%) (FA: 148) (2-4 Hit Note Oki)
Throw > RC > VCL > c.S > VCL >c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (VE: 145, EL: 144, SL: 133) (2-4 Hit Note Oki)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (PO, BE: 143, CH: 202, KY: 161, AX: 165) (2-4 Hit Note Oki)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (Costs 50%) (VE: 162)
Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > VCL > 5P > c.S > j.S > j.H > Kdive (Costs 50%) (EL:159)
Alternate Color Chart
Standard Colors
1 | 2 | 3 | 4 | 5 | 6 | Same Color | |
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Normal |
DLC Colors
7 | 8 | 9 | 10 | 11 | 12 | |
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Normal |
Limited Time DLC Colors
13 | 14 | |
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Normal |