66 j.D(whiff) > 66 j.S
auto-timed safejump that works anywhere on screen. Only works off close range 2D and throw.
j.P(whiff) > IAD > j.S
Quite a hard auto-timed safejump. works anywhere on screen.
Look here on why to use a Safe Jump.
Note that all of these Safe JumpsA Safe Jump is a meaty jump-in that is commonly used to beat reversal attacks like Sol's Volcanic Viper. Safe Jumps take advantage of the fact that you can cancel the recovery of a jumping attack by landing and immediately blocking afterwards.. should work against any DP or reversal, unless specified otherwise. (I just like using Ky.)
Note also that no safejump setups is strictly better than others. They just have different uses.
These Safejumps work on all knockdowns and all positions. Requires a different timing for all knockdowns. Most of these safejumps require practice to be consistent with.
66 j.H(whiff) > 66 j.S
Pretty good safejump. (everyone do be suggesting this safejump). Works on every possible knockdown. Perfectly fine to only learn this safejump. Very easy to transition this safejump to grab or a 2K low by doing two whiffj.H.
Delay 66 j.H
j.236S/j.236K/214K (corner) > Delay j.H
66 j.D(whiff) > 66 j.S
auto-timed safejump that works anywhere on screen. Only works off close range 2D and throw.
j.P(whiff) > IAD > j.S
Quite a hard auto-timed safejump. works anywhere on screen.
66 airthow(whiff) > 66 j.S
Auto-timed safejump off 2K 2D can be used off other knockdowns but will need to be delayed slightly.
66 j.H(OTG) > j.S
Auto-timed safejump off 2K 2D. Can be very unconsistantint getting the OTG j.H to hit.
9 j.P > 66 j.S
A auto-timed safejump off 236H comes with worse pressure as you hit them higher on block.
DCJ(669) j.P > 66 j.H
A harder varient of the 9 j.P that is also a auto-timed, can also be used to for cross-up j.K.
(small delay) 6P (whiff) > 66 j.S
Replacing j.S with j.H can setup a meaty autotimed low.
jump~AD > j.H > land > 66 j.S
Autotimed safejump. Can also replace the 66 j.S with 2K for a autotimed low.
66 land > 66 j.S
Sometimes you just need to eyeball it.
*All OTG corner safejumps work for throw and 236H.
c.S (OTG) > dc > j.H
Auto-timed safejump in the corner. Make sure to mash a couple of times. Otherwise the j.H will whiff in some cases. Replacing j.H with j.S turns it into a grab setup.
66 j.S (OTG) > IAD > j.S
Auto-timed safejump in the corner. You can do a j.H instead of the j.S after the IAD to go for a grab or a 2K.
c.S (OTG) > jc > (delayed) j.H
Manual timed safejump in the corner. Wait into I-No is falling down before doing the j.H.
236S (OTG) > j.S
Auto timed. Does the same OTG damage as c.S.
TK j.236S (OTG) > j.S
Auto timed safejump. Usually does 5 more damage than OTG c.S and OTG 236S, but is less consistant with a TK motion.
j.S (OTG) > AD > j.S
Auto-timed safejump. You can replace the last j.S with j.H to turn this into a auto timed grab.
5P (whiff) > 5K (whiff) > j.S
Auto-timed safejump. Quite a unconsistant safejump.
2P (whiff) > j.S
Auto-timed safejump.
Allows for a very ambiguous mix off c.S
The basic template is:
... > c.S/5K DC > (Delay) 66BRC~
From this you can do one of the following:
... > (whiff) j.H > 2K > 2D - Empty Low ... > j.S > j.S > 2K > 2D - Two Overheads ... > j.H > j.D - Two Overheads but different timing ... > (whiff) j.H > grab/megalo - Empty Greab
Basic template is 214S > PRC:
* j.S - Overhead * j.H (whiff) > megalo/grab -
ADD here eventually
Do you want to scare your opponet is with a command grab jump scare during your blockstrings or oki? Here a list of common Megalo setups:
236H > 66PRC~Megalo
One of the most basic and commonly seen uses of the Megalomania Setups. Can be used from almost anywhere on screen and can be done from almost any block string.
j.S > 2K > 6P > 236S > 66PRC~Megalo
Mostly used in a block string to break open a opponent's defense, but it can be used as sneaky reset. Doesn't matter the blockstring either.
236H (ender) > 236H > Megalo
Sorta of Auto timed. Depends on the starters, j.S > 2K > 236H is auto timed while the rest of them have small delay.
j.K > 2K > 2D > 214P > (Delay) 66PRC~Megalo
j.S (OTG) > 66 j.P(whiff) > Megalo
Another Corner-only auto-timed Megalo. You can replace the Megalo with 2K for a meaty low. You can also replace the 66 j.P with 6[6] j.S for a safejump.
66 j.S (OTG) > j.D > Megalo
Auto timed Megalo on a knockdown opponent in the corner.
236H air hit > DCJ(669) j.P (whiff) > j.H (whiff) > Megalo
Auto timed safejump that works anywhere.
236H (ender) > 214S (whiff) > Megalo
Auto timed safejump that works anywhere. You can also replace Megalo with 2K for a meaty low.
(blocked) WA > (blocked) 2K > Megalo
Works pretty well against FD.
Note that all of these option selectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s are on knockdown unless specified.
(Any Safejump) j.S/j.H > 632146S
OS that works anywhere beats DP and backdashes on wakeup. Video shows an sample example of this OS. It also beats YRC. Gives plus frames if they block. Loses to Backdash BRC.
(Safejump) j.S/j.H > delay 2K
Works anywhere. Catches backdashs and works off any safejump with a delayed 2K to not be hit by any DP. If the 2K hits them when their airborn while backdashing do: 2K > 6H(1) > 236H.
If I-No doesn't have access to Wild AssultGuardAllStartup16~27Recovery20Advantage-4 or Ultimate Fortissimo
GuardAll (Guard Crush)Startup5+3RecoveryAdvantage+37 to get both positive bonus and a Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. she can choose to set up a wall slump for increased mix up opportunities. Its important to consider a wall slumps opportunity cost however, each wall slump loop gives the opponent 25% burst meter that can be used for a guaranteed defect shield to buy some space and deny I-No positive bonus. But if the opponent is choosing to save burst wall slumps are one the the flashiest ways I-No can open the opponent.
The first step to setting up a wall slump is to deal enough damage to the opponent to lower the health of the wall to where it will break from the next combo. Therefore allowing a wall slump combo or move to splat the opponent grounded.
Some example corner combo of the wall at full health are:
Then do a wallslump combo. It doesn't always have to be a combo, but it has to end with the opponent being grounded. Depending on health of the wall it may require a 4 hit combo to wallslump. Here is some combo theory for wallslumps.
You can incorporate any of these moves into your non-launch combo:
Here are a couples of wallslump combos
3 Hit Wallslump Combos
2K > 6P > 236S
You can also replace 6P with 6H(1) if you aren't sure if a 3 hit combo will wall slump.
j.S > c.S > 236S
You can also replace c.S with 6H(1) if you aren't sure if a 3 hit combo will wall slump. This combo can easily turn into a 4 hit combo by adding 2H after the c.S.
4 Hit Wallslump Combos
j.S > c.S > 2H > 236S
A more riskier, but rewarding wallslump combo because if the opponent block the j.S then the opponent most likely will block the rest of the string.
CH 2H > 236S > 2H > 236S
Used to keep the wallslump when you don't want to break the wall while maximizing damage.
Once I-No has a wallslump she has two primary way to setup a mix. The first is a framekill setup:
The second utilises Antidepressant Scale and has two alternate methods of setting it up:
There are pros and cons to both setups. The j.H framekills are harder to set up, but are less vulnerable to DPs and less distance-dependent than the note setup. The note setup is much easier and cranks RISC, but requires the user to manually gauge their distance from the wall/their opponent, as backdash to immediate note at closer distances will cause the note to simply hit, and break the wall unintentionally.
Both these setups do little damage, builds alot of burst for the enemy, but can easily be repeated indefinitely until it kills, or have meter to break the wall while retaining okizeme. Keep in mind that launchless routes are fairly limited by design and these setups can only be performed once the wall has already suffered significant damage before you open your opponent up.
Repeat the wallslump combo and the mix to keep on wallslumping.
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