GGACR/I-No/Combos

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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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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 = Jump
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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
HAD = Hover Air Dash (6696).
DM HCL = Dash Momentum HCL.
FF VCL = Fast Fall VCL.
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa
Midscreen Corner Crouching Counter Hit Anti-Air Knockdown Hoverdash (66) Hover Air Dash (6696) Air Dash Instant Air Dash Tiger Knee [HCL=632147(/8/9)K] Jump Install Dash Momentum HCL Dash Momentum VCL Fast Fall VCL Percentage Values (N%)
MS CN CR CH AA KD HD HAD AD IAD TK JI DM HCL DM VCL FF VCL Meter Usage


Warning For New Players

Caution/Warning/Danger: If you're brand new to this game and the first thing you did was come here to find combos to practice, please go here first. It has some onboarding suggestions if you've played other games or are starting fresh, as well as "execution practice drills" that will help you practice useful stuff first so you wont risk grinding some difficult and impractical combo listed in here by mistake.


Combo List

Combo Starters

Combo Starters (With Proration Values)
Best Starters (All Have No Proration): j.P; j.S; j.H; 5P; 5K; c.S; 2S; 5H; 2H; 6H; 2D; j.236K(CH only); j.2363214S(Genkai Fortissimo); 632146H(Longing Desperation)

Good Starters: j.K(90%); 6P(90%); 41236H(90%)

Okay Starters: j.D(80%); 2P(80%); 2K(75%);; 41236S(80%); j.236S(80%); j.236D(80%)

Bad Starters (Avoid Using Meter if Possible): f.S(60%); Air Throw(50%); Ground Throw(40%)

  • 6H generally requires CH or RC to combo.
  • j.236K causes slide on CH which gives strong confirms.
  • j.D launches opponents upwards and can start air combos.
  • Proration will impact how much damage the following combo will do, explained here.
  • Combos that start with "..." indicate that multiple starters are possible for this combo.
  • Damage values listed are damage on Sol starting at full health.
    • If combo is impossible on Sol, character used instead will be listed in Notes tab.

Entry-Level Mid-Screen Combos: All Characters

Combo Damage Notes Video
... > 2S > 2H/2D > 632146K 78 (2K and 2H) / 72 (2K and 2D) / 120 (c.5S and 2H) / 113 (c.5S and 2D Combo off 2H only works standing, 2D only some characters. List Link
... > 2S > 2H/2D > 632146K 78 (2K and 2H) / 72 (2K and 2D) / 120 (c.5S and 2H) / 113 (c.5S and 2D Combo off 2H only works standing, 2D only some characters. List Link
... > 2S > 2H > 41236S > 632146K/(2D > 632146K) 96 (2K) / 106 (2K and 2D) / 146 (c.5S) / 159 (c.5S and 2D) Basic crouch confirm. 41236S stagger can be mashed to avoid followups. Link
... > 6P > f.S > j.S > dj.H > j.236K 84 (2K) / 116 (c.5S) Basic launch combo. Link
... > 6P > f.S > j.S > jc.H > j.236S > 5P > sjc.PSH > j.236K 107 (2K), 139 (c.5S) Your first rejump combo. Link
... > 6P > f.S > 63214656K(DM HCL*) > 5P > c.S > jc.S > jc.H > j.236K 107 (2K), 139 (c.5S) HCL link for when you're out of c.S range. Dash HCL explanation Link
j.D > jc.H > j.236S > 5P > sjc.PSH > j.236K 134 Midscreen j.D starter. Link

Entry-Level Corner Combos: All Characters

Combo Damage Notes Video
... > 6P > 41236S > 5K > jc.SH > j.236S > c.S > jc.SH > j.236K 135 (2K) / 183 (c.5S) Basic corner combo. Link
2K > 6P > c.S > jc.SH > j.236S > c.S > jc.SH > j.236K 131 2K starter corner combo. Link
... > 6P > 5H > jc.H > j.236S > c.S > jc.SH > j.236K 131 (2K) / 178 (c.5S) Easier corner relaunch combo. Link
... > 6P > 5H > jc.H > j.236S > c.S > sjc.SH > j.236P > air dash j.H > j.236P > air dash j.SH > j.236K 152 (2K) / 204 (c.5S) Harder corner relaunch combo utilizing P Dive. Link
j.D > jc.H > j.236S > c.S > jc.SH > j.236P > air dash j.S > j.632146S(FF VCL) > c.S > jc.SH > j.236K 187 j.D starter corner combo using FF HCL. Link
j.D > jc.H > j.236P > air dash j.H > j.236S > c.S > jc.SH > j.236K 164 Easier j.D combo at the cost of some damage. Link
j.D > jc.H > j.236P > air dash j.S > j.632146S(FF VCL) > c.S > sjc.SH > j.236P > air dash j.SH > j.236K 185 Alternate j.D starter route. Link

Instant Airdash combos

  • Starter > 6P > 5H > (A)/(B)...
(A) IAD j.K > j.S > j.632146S(FF VCL) > 2D > 632146K
[MS, KD, no KY/RO/AB, 112dmg (2K) / 159dmg (c.5S)]
(B) IAD j.K > j.S > j.632146S(FF VCL) > c.S > j.S > j.H > j.236P > air dash j.S > j.H > j.236K
[CN, KD, no KY/RO/AB, 136dmg (2K) / 189dmg (c.5S)]


Anti-Air Starter Combos

  • 6P (AA) > c.S > j.S > j.H/dj.H > j.236S > 5P > sj.P > sj.S > sj.H > j.236K
[MS, KD, 152dmg]
  • 6P (AA) > c.S > sj.K > sj.S > j.632146S > (delay) air dash j.K > j.S > j.632146S(FF VCL) > 2S/2D > 632146K
[MS, KD, 156dmg (2D)]
  • 6H (AA, CH, 2nd hit only) > dash j.S > dj.S (dj.H) > j.236S > (5P)/c.S > (sj.P)/sj.S > sj.H > j.236K
[MS, KD, 182dmg (dj.H, 5P and sj.P) / 175dmg (dj.S, 5P and sj.P) / 194dmg (dj.H, c.S) / 187dmg (dj.S, c.S) ]


Stroke The Big Tree Combos

STBT-H Starter

Note: These should generally work if you open with counterhit 5H/2H and combo into STBT-H.

  • 41236H > JC j.236P > air dash > j.S > j.H > (A)/(B)...
(A) j.236K [MS, KD, 121dmg]
(B) c.S > j.S > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K [CN, KD, 191dmg]
  • 41236H > JC j.236S > c.S/5K > j.S > j.H > j.236S > c.S > sj.S > sj.H > j.236P > air dash j.H > j.236P > air dash (j.S >) j.H > j.236K
[CN, KD, 216dmg (c.5S and j.S > j.H at the end)]
  • 41236H > JC j.D > dj.H > j.236S > c.S > j.S > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K
[CN, KD, 212dmg]
  • 41236H > JC j.D > dj.H > j.236P > air dash j.S > j.632146S(FF VCL) > c.S > sj.S > sj.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K
[CN, KD, 216dmg]
  • 41236H > JC 41236S > (A)/(B)...
(A) 5K > 632146K [MS, 117dmg]
(B) c.S > j.S > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K [CN, KD, 197dmg]


STBT-S Starter

For simple knockdown:

  • 41236S > 2S > 632146K
  • 41236S > 632146K
  • 41236S > 2D


For damage:

  • 41236S > 5K > 632146K 6FRC6 > stuff
  • CH 41236S > 6321466S(DM VCL) > c.S > stuff
  • CH 41236S> empty dash > c.S > stuff
  • CH 41236S > hoverdash j.D > 632146S > c.S > stuff


Sultry Performance (Dive) Combos

Sdive

  • j.236S > (5P/2P) 5K > 632146K
[MS, 82dmg (5K only) / 85dmg (5P > 5K) / 84dmg (2P > 5K)]
  • j.236S > (5P/2P) 5K/c.S > (A)/(B)...
(A) j.S > j.H > j.236S > c.S > sj.S > sj.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K
[CN, KD, 166dmg (2P > c.S) / 167dmg (5P > c.S) / 174dmg (5K) / 157dmg (2P > 5K) / 184dmg (c.S) / 158 (5P > 5K)]
(B) j.S > j.H > j.236P > air dash j.S > 632146S(FF VCL) > c.S > j.S > j.H > j.236K
[CN, KD, Wide Hitbox Chars Only, 170dmg (c.S)]


Counterhit Kdive

  • CH j.236K > Hover Dash j.S > c.S > j.S > j.H > j.236S > 5P > sj.P > sj.S > sj.H > j.236K
[MS, KD, 181dmg]
  • CH j.236K > 5H > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > c.S > j.S > j.H > j.236K
[CN, KD, 215dmg]


Advanced Combos

  • Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S/dj.H > K Dive/S Dive
[MS, KD, 25%, 184dmg (c.S then j.S > j.H) / 135dmg (2K then j.S > j.H)]
  • Starter > 6P > 5H > IAD j.K > j.S > FF VCL > 5K > TK HCL > 6FRC6 > air dash j.s > FF VCL > dash j.S > dj.S/dj.H > K Dive
[MS, KD, 25%]
  • Starter > 6P > 5H > TK HCL > 6FRC6 > (A)/(B)/(C)...
(A) air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 25%, 219dmg (c.S) / 163dmg (2K)]
(B) air dash j.H > j.D > delay VCL > (5P/2P) c.S > j.S > j.H > K Dive
[CN, KD, 25%, 207dmg (c.S as starter then c.S for the last juggle) / 203dmg (c.S then 5P > c.S) / 153dmg (2K then c.S) / 151dmg (2K then 5P > c.S) / ]
(C) air dash FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.H > K Dive
[CN, KD, 25%]
  • Starter > 6P > S STBT > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 25%]
  • HAD j.S > j.H > 5K > 2S > 2D > JI HCL > 6FRC6 > air dash j.S > j.H > c.S > j.S > j.H > P Dive > air dash j.S > j.H > c.S > VCL
[MS, CR, KD, 25%]
  • (2K) > 2S > (2H/2D) > JI HCL > 6FRC6 > air dash j.S > j.H > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[MS, KD, 50%, Must be standing if (2H/2D) are omitted]
  • 6P (AA) > c.S > TK VCL > 6FRC6 > air dash S Dive > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S > dj.H > K Dive
[MS, KD, 50%]
  • 6P (AA) > c.S > j.S > j.H > HCL > 6FRC6 > air dash j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
[MS, KD, 25%, 179dmg]
  • 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > dj.H > S Dive > 5K > TK HCL > 6FRC6 > dash j.S > dj.H > K Dive
[MS, KD, 25%]


Force Break Combos

  • j.P (confirm) > FB Dive (All Hits) > FB Cancel > Double air dash j.H > P Dive > K Dive
[MS, KD, 25%, 130dmg]
  • 6P (AA) > c.S > TK FB Dive (All Hits) > FB Cancel > Double air dash j.H > K Dive
[MS, KD, 25%, 144dmg]
  • 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > K Dive
[MS, KD, 25%, 206dmg (3 hits FB)]
  • Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.H > FB Dive (3 Hits) > FB Cancel > Double air dash j.H > K Dive
[MS, KD, 50%, 182dmg]
  • j.D > j.S/j.H > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > 5P > c.S > sj.S > sj.H > K Dive
[MS, KD, 25%, 167dmg (j.S) / 174dmg (j.H)]


Air Throw Combos

  • Air Throw > (2p/2K) c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
[CN, KD, 136dmg (c.S) / 128dmg (2P > c.S) / 130dmg (2K > c.S)]
  • Air Throw > (2p/2K) c.S > j.S > j.H > S Dive > c.S > j.S > j.H > (K Dive)/P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 130dmg (c.S then finish with early K Dive) / 125dmg (2P > c.S then finish with early K Dive) / 127dmg (2K > c.S then finish with early K Dive / 144dmg (full combo with c.S) / 137dmg (full combo with 2P > c.S) / 139dmg (full combo with 2K > c.S)]
  • Air Throw > (2S) 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
[CN, KD, 144dmg (5H) / 146dmg (2S > 5H)]
  • Air Throw (near corner) > 5H > TK HCL > 6FRC6 > air dash j.H > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
[MS->CN, KD, 25%]


Ground Throw Combos

  • Ground Throw > 6FRC6 > dash j.S > dj.S (dj.H) > S Dive > c.S(5K/5P) > (sj.P) sj.S > sj.H > K Dive
[MS, KD, 25%, 97dmg (dj.H then 5P > sj.P) / 102dmg (j.H then c.S)]
  • Ground Throw > FRC > P Dive > air dash j.S > j.H > j.D > (delay) VCL > c.S > j.S > j.H > K Dive
[CN, KD, 25%, 113dmg]


Super Combos

  • TK Ultimate Fortissimo > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash sj.S > sj.H > P Dive > air dash sj.S > sj.H > K Dive
[MS, KD, 50%, 280dmg]
  • TK Ultimate Fortissimo > st.H > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 295dmg]
  • Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
[CN, KD, 50%, 255dmg (j.K used as the blocked starter)]
  • Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > VCL
[CN, KD, 50%, 251dmg (j.K used as the blocked starter)]
  • Longing Desperation > HCL
[MS, KD, 50%, 153dmg]
  • Longing Desperation > 5H > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
[CN, KD, 50%, 266dmg]

Important Punishes

Burst Punishes

  • [Video.] Works on all characters. On light characters, will need to delay the j.S following the j.632146S((FF VCL), so hoverdash goes further.
    • Burst Blocked > 5K JI 632146K 6FRC6 j.S > j.632146S(FF VCL) HD j.S > djc.SH > j.236P AD djc.SH j.236K

Honnou's Combo Examples

You should check out his thread here for new content, but here's a compiled list for easy searching where clicking on the combo will link to the video for reference! Thanks for all the hard work Honnou!

f.s combo KD conversion series

"long-range" fuzzy mixup advanced meterless conversion

Air-to-air confirm

Anti-Air conversions

Mid screen j.H > Hnote setups

5H Starter


Monz's Pdive/Sdive Knockdown Route Examples

Footage is sorted per character and by weight class, but does not mean the combo is exclusive to that character.

Super Light Weight

Baiken:

Bridget:

Jam:

Kliff:

May:

Light Weight

Dizzy:

Millia:

Medium Weight

Eddie:

Slayer:

Sol:

Zappa:

Heavy Weight

Order Sol:

ABA:

Super Heavy Weight

Combo Theory

Character Specifics

Character Weight Class 2D > 632146K(HCL)1 6P > 5H > sj.IAD j.K/j.P link window j.236P (P-Dive) 2S > 5H midscreen air VCL j.H/j.D delay j.632146S(VCL) Airthrow wallbounce Comment
A.B.A Heavy Generally can't 2D > HCL j.K 2f / j.P whiff - - - - - -
Anji Mito Mid Can 2D > HCL if close j.K 2f / j.P whiff - - - - - -
Axl Low Mid Can 2D > HCL if close j.K 2f / j.P whiff - - - - - -
Baiken V.Light Can 2D > HCL if close j.K 2f / j.P whiff - - - - - -
Bridget V.Light Can 2D > HCL j.K 2f / j.P whiff - - - - - -
Chipp Zanuff Mid Can 2D > HCL j.K 2f / j.P whiff - - - - - -
Dizzy Light Generally can't 2D > HCL j.K 2f / j.P whiff - - - - - -
Eddie Mid Can 2D > HCL j.K 2f / j.P whiff - - - - - -
Faust Mid Can 2D > HCL j.K 2f / j.P 2f - - - - - -
I-No Light Generally can't 2D > HCL j.K 2f / j.P 2f - - - - - -
Jam Kuradoberi V.Light Can 2D > HCL j.K 2f / j.P combo drops after j.P - - - - - -
Justice Light Can 2D > HCL j.K 2f / j.P 2f - - - - - -
Johnny Heavy Can 2D > HCL Both whiff - - - - - -
Kliff Undersn V.Light Generally can't 2D > HCL j.K 2f / j.P combo drops after j.P - - - - - -
Ky Kiske Mid Generally can't 2D > HCL j.K 2f / j.P whiff - - - - - -
May V.Light Can 2D > HCL j.K 2f / j.P 1f - - - - - -
Millia Rage Light Can 2D > HCL j.K 2f / j.P 1f - - - - - -
Order-Sol Mid Can 2D > HCL if close j.K 2f / j.P whiff - - - - - -
Potemkin V.Heavy Can 2D > HCL j.K 2f / j.P whiff - - - - - -
Robo-Ky V.Heavy Generally can't 2D > HCL j.K 1f / j.P whiff - - - - - -
Slayer Heavy Can 2D > HCL j.K 2f / j.P 1f - - - - - -
Sol Badguy Mid Can 2D > HCL if close j.K 2f / j.P 1f - - - - - -
Testament Mid Can 2D > HCL j.K 2f / j.P whiff - - - - - -
Venom Mid Generally can't 2D > HCL j.K 2f / j.P whiff - - - - - -
Zappa Mid Can 2D > HCL j.K 2f / j.P whiff - - - - - -

1Characters are assigned to 1 of 3 groups, with each group being the union of smaller subgroups corresponding to different distances where 2D HCL will work. Below is a list of the 9 subgroups in order of decreasing range where 2D > HCL will connect.

Can 2D > HCL: 2D > HCL connects on a grounded opponent from any range where 2D will connect.

  • all ranges (midscreen/corner): JA, BR, TE, JU, ZA, JO, MA, FA, CH, MI, ED, PO, SL

Can 2D > HCL if close: 2D > HCL connects at most ranges on a grounded opponent but HCL may whiff if 2D connects from far enough away.

  • all ranges (midscreen), microwalk closer than 2d tip (corner): BA
  • Microwalk closer than 2d tip range (midscreen), 5k tip range (corner): SO
  • Microwalk closer than 2d tip range (midscreen), Microwalk closer than 5k tip range (corner): AN, OS
  • 5k tip range and closer (midscreen), Microwalk closer than 5k tip range (corner): AX

Generally can't 2D > HCL: 2D > HCL only connects at ranges where one would typically use normals other than 2D (such as in gatlings).

  • 5p tip range and closer (midscreen/corner): VE
  • 5p tip range and closer (midscreen), 2p tip range and closer (corner): KL, DI, IN
  • 2p tip range and closer (midscreen/corner): KY, RO
  • 2p tip range and closer (midscreen), point blank (corner): AB

Modular Strings: I-No Specifics

There are going to be various points in your combos where you could gatling or link something else. As you learn more about the game you'll realize there are reasons to ad-lib a little bit. Sometimes you'll want to deviate from max damage to make something burst safe. Sometimes you'll go for the harder combo and realize that something you didn't do perfectly earlier in the combo prevents you from getting the ideal link now, so you have to go for something easier. Sometimes you just wont want to screw up a killing combo and will opt to go for something easier.

I-No is the kind of character that gives you a lot of freedom to change things on the fly. There's some actual demand to do so, because being a frame late on something early in a combo will result in adapting with a variant or dropping the combo, and you'll get blown up for it. Here's a short list of strings that allow you to change what follows:

Common Modular Strings
Starters String Position Character Specifics Difficulty Notes/Uses
5K, c.S, 5H, j.S, j.H, j.D
2S* & 2D*
HCL > 6FRC6 Anywhere, used to convert from STBT-S or TK Sdiv via 5K, or to punish blocked bursts via 5K, or to do big damage from 2S when landing Works on everyone with follow-ups based on the character Very Hard Requires: jump install (*These normals cannot be jump canceled, so a jump install must be carried from somewhere else.), 25% for the FRC.
Gives: corner carry, big damage potential. Follow-ups to set up the next string require adaptation based on vertical/horizontal positioning when HCL made contact and also on the character.
Note: Substitute VCL for HCL in situations where your opponent is too high for HCL to hit, but is close enough that VCL doesn't whiff, which can happen from anti-air starters or while in the corner.
2K, j.K, j.S, c.S, 2P, 5K 6P > 5H > sj.IAD j.K > j.S > FFVCL Anywhere Regular jump IAD can work against some characters, but SJ offers a larger window against more characters and drops against the fewest Hard (sj.IAD is a 2f link on the characters it works on) Meterless, provides corner carry, can potentially be followed up depending on character weight and position (almost always in the corner, sometimes at mid screen). Best to use after a heavily prorated starter such as 2K instead of burning meter on the combo. Avoid using meter on combo extensions after the FFVCL in such cases.
2K, j.K, j.S, c.S, 2P, 5K 6P > f.S > IAD j.K > j.S > FFVCL Anywhere Super Jump IAD for lightweight characters Hard Good for midscreen confirms from long-range 6P, like the above string (but this one is easier when/where it works). Meterless, provides corner carry, can potentially be followed up depending on character weight and position (almost always in the corner, sometimes at mid screen). As f.S heavily forced prorates your damage (more than the above string), avoid spending meter on the combo if possible, unless it'll kill, of course.
Anti-Air 5P or 6P > c.S > j.S > dj.S > VCL Vs already airborne, midscreen or corner Hard on skinny characters (MI, VE, etc) and should probably be avoided in favor of spending meter for consistency Hard Meterless corner carry, by following up with the string airdash j.K > j.S > FFVCL, which leads to more stuff.
Pdive, HCL 6FRC6, j.236D airdash j.H > Pdive > airdash Corner Varies greatly depending on character weight/hurtbox Moderate Link into j.H, except if the opponent is too low or the hitstun is scaling because the combo has gone on for too long, at which point you do j.S > j.H. When it's time to knock down, substitute the Pdive with Kdive.
j.D, j.236D, FFVCL, 5D c.S > VCL > c.S Corner, with opponent high above you near max vertical range of c.S Can use against lightweights who are lower. Easy~Moderate Good added damage where possible, before going into a diveloop to knock down.
N/A j.236D > airdash > airdash > j.H > Kdive Anywhere Adjust airdash and j.H timing if necessary Easy Requires: Meter. Provides: Corner carry, baits burst at the j.236D due to cancel window. Note: use one fewer airdash when close to the corner
2K, j.K, j.S, c.S, 2P 6P > 5H > TK j.236H > c.S Corner, or very specific mid-screen combos Try to TK as low as possible, adjust slightly higher (like 1f) if necessary Moderate Sacrifice small amount of damage for meter gain, good when starter already prorates the combo heavily and you haven't prorated your meter gain recently via FRC, Force Break, etc. Though you can go into this from starters other than 2K, it's commonly sub-optimal to do so.

Facts/Data

You can find all of this on other parts of the wiki, but here it is for your convenience:

  • Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar, which defaults to 50% full. Hits below 50% guard bar are scaled.
    • Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm.
    • Lower attack level moves typically scale combos harder than higher attack level moves, and they crank up the guard bar by fewer points on block.
  • Proration is a different system applied on top of regular scaling:
    • Attacks with "initial prorates" reduce the damage of a combo when they start the combo.
    • Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo.
    • Prorates can go to progressively worse, but a "forced prorate" cannot stack on top of a regular "prorate", nor can you apply multiple "forced prorates".
      • Ex: In the string 2K > 6P > f.S > j.H, the 2K starter will apply a 75% prorate to the 6P, but the 6P's 90% forced gets ignored and we use the 75% prorate on the f.S, which updates the prorate to 60%, which is applied to the damage of the j.H.
      • EX: In the string 6P > c.S > 6P > c.S, the first 6P does full damage, but the first c.S has the 90% prorate applied, then the second 6P also has the forced prorate applied to it. The second c.S only has a 90% prorate applied to it, not two of them from both 6P's having a "forced prorate."
  • You build less meter per hit and your opponents get more meter per hit the longer your combo goes on.
  • Your opponent gets more burst replenished with each hit of your combo.
  • Hitstun decays the longer (in actual time, not hits) a combo goes on.
  • Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos.


So how should one optimize?

  • Avoid using meter on heavily prorated combos where possible.
    • Caveat: It's worth it to use 25% on an FRC or FB dive to get knockdown or corner carry if you have no meterless alternative, but be careful about using all of your meter just for that since you wont get any more for several seconds. If your oki fails you'll be at a disadvantage.
  • Try to do your damage in fewer hits so you'll give your opponent less meter and burst. Doing huge (20+ hit) combos that end in super is a big waste.
    • Caveat: If it kills, it was worth it.
    • Caveat: Sometimes it's worth dragging a combo out so you can start building meter again, if you used an FRC or Force Break to set up or confirm a combo.
  • Consider damage breakpoints as you decide which combos are worth using.
    • Full health is 460 points.
      • 92 damage is 20%
      • 115 damage is 25%
      • 154 damage is 33.4%
      • 230 damage is 50%
      • 306 damage is 66.6%
      • 345 damage is 75%
      • 368 damage is 80%
    • You should test lower damage combos while your opponents are set to lower health, to factor in guts. Your 230 damage combo is probably only going to hit for like 150 the second time, so you're not winning in two touches.
    • While you should generally aim for as much damage as you can reasonably get, breakpoints might help you decide that the combo variant with the 1-frame link isn't worth the extra 8 damage.

HCL 6FRC6

This is the most notorious, most used tactic when spending meter to combo with I-no. Though you can use her Force Break Dive (j.236D) for a corner to corner conversion, the 6FRC6 technique allows you to convert more stray hits into combos than you can with j.236D, and since HCL does not have a forced prorate like j.236D, this technique gives I-No explosive damage.

"How do I do 6FRC6?" People always want to start here. I strongly advocate for building up all of your fundamentals so that it actually matters when you finally learn to do this consistently, and I also advocate for starting drills that will help you get better at this while you learn those other skill sets. This section will explain what it is and give you some pointers. I highly recommend you check out the "what should I learn first" writeup, because the included drills will teach you to 6FRC6 before trying to add in all of the extra layers that are required for HCL 6FRC6 to work.

Here's the video tutorial:

The breakdown

6FRC6 itself is actually not that complicated, and it's not unique to I-No. The idea is that you want to dash immediately after you FRC. However, I-No makes things more complicated, because if you take too long to airdash following the FRC on her HCL move, you drop below the minimum height allowed to airdash. You also have the problem that HCL does not give I-No her air options normally, and that you will want to combo into HCL from moves that don't give you enough time to jump before HCL starts. You have to combo directly into HCL without jumping, which means you're required to "jump install" to get your jump options. When you get a jump install during a combo, you're essentially doing a jump cancel, but then you cancel that jump cancel into the special move before you leave the ground. This will allow you to airdash after the FRC, provided you input the dash before you drop below the minimum height threshold (which is 4f when using HCL from the ground). The way you'll typically do this is to do the HCL from a jump-cancelable move (like 5K) and then input HCL as 6321476K. The 7 input in there counts as a jump cancel, giving you jump options in case you go airborne without jumping, but then you special canceled into HCL, effectively canceling the jump cancel. However, this means that you need to do HCL from a jump-cancelable normal.

And for reference, you can also carry a jump-install that you got prior to the normal, which allows you to do HCL 6FRC6 from non-jump cancelable normals like 2S. There's an explanation for that below.

The ways you may screw this up

  • If you mess up the HCL input, you may accidentally jump or super jump and whiff j.K. This is bad, as you're likely to get hit and die because of the long recovery on the move. Try not to do that.
  • If you get the HCL, you may mess up the FRC. Your game-winning combo just dropped and you have to go back to neutral or run your oki one more time. Try not to do this, but it's not as bad as the first one.
  • If you mess up the jump install, or if you mess up the timing on the 6FRC6, you can wind up getting the FRC and dropping the dash. This typically means you wasted 25% and dropped your combo. If you're paying attention, you may be able to link something else and salvage your combo in some way, and your opponent may even think you waited to bait their burst (because that is something you can actually do at this point in the combo).
  • If you succeed at the jump-installed input for HCL, and succeeded at the 2-frame wide FRC, and succeeded at the dash, which involves a 10f window for the double tap and a 4f window for the second tap, congratulations, you just did "HCL 6FRC6" with I-No. Now don't drop the rest of the combo.

Common Questions

  • Q: Can I do the 6 at the end of the input as the start of the dash? So like 632146K FRC 6?
    • A: No. This is notated HCL 6FRC6 for a reason. A dash must be inputted with a the second direction press within 10 frames of the first. The FRC window is 15+ frames later. This does not work.
  • Q: Do I have to JI or can I TK? / Why does my TK not combo?
    • A: The TK variant only works when you have sufficient hitstun from the prior hit to allow you to leave the ground before starting HCL, which typically occurs when doing 5H > HCL. If you didn't launch with 6P prior, you may lift too high and HCL will not combo. If you attempt to TK HCL from 5K, this cannot combo unless it's an anti-air counterhit (and you should try to go for something meterless in that case since that's a deliberate setup).


Practical Examples

The "easy" one

  1. You land air-to-air counterhit j.P, and combo into j.H > HCL, with the intent to 6FRC6.
    • You're already airborne so you don't have to do the jump install part.
    • You're also probably high enough in the air that you don't have to worry about the minimum airdash height.
  2. So long as you time the FRC properly, and do it as 6FRC6, you should get the airdash. This will probably be the first version you're able to do because there are fewer ways it can go wrong. Typically you'll link j.H (make sure you don't input this too early) > Sdive, and then keep your combo going with c.S into a diveloop if you're in the corner, or 5K > HCL 6FRC6 to get them to the corner.
    • What, you didn't think you would need more than one HCL 6FRC6 in one combo? Use j.236D instead then and sacrifice a little damage for consistency and less meter cost! This is why I say you should learn other things first!


The "somewhat easy" version

  1. You hit with 6P and comboed into 5H. You want to 6FRC6.
    • Although you can do it exactly the same as the jump install version, you can actually TK this one, since 5H has enough hitstun that you can leave the ground before HCL goes active, and you'll still combo.
    • This means you don't have to worry about the minimum airdash height, and you can be kinda sloppy with your HCL timing and input. Ideally you want to do "the standard version" just below this example, but you're likely to be able to get this conversion before you're consistent at all of the other moving parts from that version.


The "standard" version

  1. You connected with 5K and special canceled to HCL. You want to FRC the HCL and airdash to link afterward.
    • HCL does not give I-No her air options normally. You need to jump install from the 5K, which means you have to jump cancel it, but then cancel the jump cancel into the HCL input.
    • You can do this with an input like 6321476K. That 7 input gives you the up you need for the jump cancel.
  2. So now HCL happened, and you have the ability to airdash if you FRC it.
    • However, if you try to dash after inputting the HCL, you probably don't have enough time before dropping below the minimum airdash height limit and will get nothing. This window is 4f long according to the video linked below in the tutorial section.
    • This is where the 6FRC6 technique comes in. You input 6 > FRC > 6. Or 6 > FRC+6 works too.
    • You have to input the 66 with no more than 10 frames between the inputs to be counted as a dash, but the second 6 input has to be within 4f of the FRC happening or you'll be too low. This is why you input 6 > FRC > 6. Putting the first 6 input before the FRC allows you to complete the dash input by inputting the second 6 within 4 frames of the FRC.
  3. Success, you did 5K > HCL > FRC > airdash!


The "I already had a jump install*" version

"What's that?" you ask? There's a way to already have a jump install? Yes, you can do the jump install from an earlier move in the combo so that you can do the HCL 6FRC6 from a normal that cannot be jump canceled, such as with the string 5P > 8 > 2S > HCL > 6FRC6. More importantly, you can also keep your jump install when landing from a hoverdash or jump by starting your normal within something like 3f of landing.

  1. You did hoverdash > land > 2S, with intent to HCL, 6FRC6.
    • Stop right there! If you didn't do the 2S in a narrow window when landing, you're going to screw up later! Make sure you do that part right! Practice it!
    • You do not have to worry about doing 6321476K for the HCL input, because you cannot jump cancel here. This also means you don't have to worry about accidentally jumping and whiffing j.K, which is nice every once in a while. Your nerves during winners/losers/grand finals will thank you.
    • Note that doing 2S > HCL can be kinda tricky to input. One technique is to input 63 2S 146K.
  2. You successfully landed into 2S within the landing window, input HCL without issues, and got the 6FRC6. Congratulations, you just converted from an unprorated low for only 25% meter. Your opponent is questioning why their deity of choice would allow this bullshit to exist on this earth.


If you do all of this correctly, you will airdash following the HCL and will have the ability to link into something to keep the combo going. That's right, you're doing all of this just for the chance to link something else. What you do next is beyond the scope of this section, but you can expect the combos to do 35+% damage.


Video Examples

Combo Tutorials

I-no - HCL FRC Airdash Tutorial GGXXAC+R I-no basic IAD combo tips-

+R Combo Videos

I-No Combos and Mixups


Older Game Combo Videos

May not be relevant anymore due to game changes, but they're still damn fun to watch. Enjoy!

GGXXAC - "Phantasm Infinity" pt.6 - Dizzy, Slayer, I-no Combo Video

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