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| <center>{{Character Label|GGACR|I-No|42px}}</center>
| | {{Overview/navigation |
| {{GGACR/CharacterLinks}}
| | |okizeme=true |
| <div style="float:left; margin-right:25px;">
| | }} |
| {{TOC limit|3}}
| | ==Notation Guide== |
| </div>
| |
| {{Combo Notation|game=GGACR|width=73%|additional= | | {{Combo Notation|game=GGACR|width=73%|additional= |
| :'''AD''' = Airdash | | :'''AD''' = Airdash |
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| --> | | --> |
| <br style="clear:both;"> | | <br style="clear:both;"> |
| =Warning For New Players= | | ==Warning For New Players== |
| <b>Caution/Warning/Danger:</b> If you're brand new to this game and <i>the first thing</i> you did was come here to find combos to practice, [[GGACR/I-No/Starter| Read this first.]] | | <b>Caution/Warning/Danger:</b> If you're brand new to this game and <i>the first thing</i> you did was come here to find combos to practice, [[GGACR/I-No/Starter| Read this first.]] |
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| [[GGACR/I-No/Leverless_Input_Tricks#JI_632146K.2FS_.28Jump_Install_Chemical_Love_.29| Check out this guide]] if you play on a leverless input device such as Hitbox or Keyboard. | | [[GGACR/I-No/Leverless_Input_Tricks#JI_632146K.2FS_.28Jump_Install_Chemical_Love_.29| Check out this guide]] if you play on a leverless input device such as Hitbox or Keyboard. |
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| =I-No Combo Theory= | | ==I-No Combo Theory== |
| Should go without saying, but read the rest of the page for the details. The gist of it is: | | Should go without saying, but read the rest of the page for the details. The gist of it is: |
| #Always end in knockdown so you can use I-No's strong oki tools. | | #Always end in knockdown so you can use I-No's strong oki tools. |
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| ==So how should one optimize?== | | ===So how should one optimize?=== |
| #Avoid using meter on heavily prorated combos where possible. | | #Avoid using meter on heavily prorated combos where possible. |
| #*Caveat: It can be worth it to use 25% on an FRC or {{clr|5|j.236D}} just to get knockdown or corner carry if you have no meterless alternative, ''if you'll have extra afterward,'' since you wont get any more for several seconds. If your oki fails you'll be at a disadvantage. | | #*Caveat: It can be worth it to use 25% on an FRC or {{clr|5|j.236D}} just to get knockdown or corner carry if you have no meterless alternative, ''if you'll have extra afterward,'' since you wont get any more for several seconds. If your oki fails you'll be at a disadvantage. |
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| #*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. | | #*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. |
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| ==Facts/Data about combos (for the DIY types)== | | ===Facts/Data about combos (for the DIY types)=== |
| You can find all of this on other parts of the wiki, but I've compiled it for your convenience in case you like figuring stuff out for yourself: | | You can find all of this on other parts of the wiki, but I've compiled it for your convenience in case you like figuring stuff out for yourself: |
| *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. | | *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. |
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| *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. | | *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. |
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| =Combo Guide= | | ==Combo Guide== |
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| '''IMPORTANT''': {{CLabel|GGACR|Slayer}} is used as a training dummy in most videos listed because his weight and hitboxes generally make him easy to combo. Combos listed here will be ''generally'' universal. Due to differing character weights and hurtboxes, you will likely need to make small adjustments to timing, or add moves to stabilize the combo when comboing other characters. When possible, suggested adjustments will be listed. | | '''IMPORTANT''': {{CLabel|GGACR|Slayer}} is used as a training dummy in most videos listed because his weight and hitboxes generally make him easy to combo. Combos listed here will be ''generally'' universal. Due to differing character weights and hurtboxes, you will likely need to make small adjustments to timing, or add moves to stabilize the combo when comboing other characters. When possible, suggested adjustments will be listed. |
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| ==Combo Starters== | | ===Combo Starters=== |
| {| class="wikitable" border="1" | | {| class="wikitable" border="1" |
| |- | | |- |
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| **If combo is impossible on Sol, character used instead will be listed in Notes tab. | | **If combo is impossible on Sol, character used instead will be listed in Notes tab. |
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| ==For beginners== | | ===For beginners=== |
| {{BeginnerComboDef}} | | {{BeginnerComboDef}} |
| I-No has some of the hardest execution in the game, however her execution doesn't ''exactly'' gatekeep her gameplan. Her execution gatekeeps her damage and confirms, however you can still run her classic knockdown > note or {{clr|3|f.S}} oki > mixup. You will just lose out on a lot of damage if you don't have the execution for her better combos, but you can still play a functional character and deal damage using some easier starters such as {{clr|5|j.D}}, CH {{clr|2|j.236K}}, or {{clr|4|41236H}}. | | I-No has some of the hardest execution in the game, however her execution doesn't ''exactly'' gatekeep her gameplan. Her execution gatekeeps her damage and confirms, however you can still run her classic knockdown > note or {{clr|3|f.S}} oki > mixup. You will just lose out on a lot of damage if you don't have the execution for her better combos, but you can still play a functional character and deal damage using some easier starters such as {{clr|5|j.D}}, CH {{clr|2|j.236K}}, or {{clr|4|41236H}}. |
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| | Title = Basic Gatling Combo | | | Title = Basic Gatling Combo |
| | Oneliner = Simple low into knockdown | | | Oneliner = Simple low into knockdown |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} | | | Recipe = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|5|2D}} |
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| | Title = Basic Combo on Crouchers | | | Title = Basic Combo on Crouchers |
| | Oneliner = Crouchers only, can be mashed out | | | Oneliner = Crouchers only, can be mashed out |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|41236S}} > {{clr|2|632146K}} | | | Recipe = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|41236S}} > {{clr|2|632146K}} |
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| | Title = Basic Combo on Standing | | | Title = Basic Combo on Standing |
| | Oneliner = Not universal | | | Oneliner = Not universal |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|632146K}} | | | Recipe = {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|632146K}} |
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| | Title = Combo into Note Oki 1 | | | Title = Combo into Note Oki 1 |
| | Oneliner = Midscreen only, all characters | | | Oneliner = Midscreen only, all characters |
| | Difficulty = {{clr|5|Medium}} | | | Difficulty = Medium |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > dl. {{clr|4|j.H}} > dl. {{clr|4|j.214H}} | | | Recipe = {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > dl. {{clr|4|j.H}} > dl. {{clr|4|j.214H}} |
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| | Title = Combo into Note Oki 2 | | | Title = Combo into Note Oki 2 |
| | Oneliner = Midscreen only, most characters | | | Oneliner = Midscreen only, most characters |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|f.S}} > 9j. > {{clr|4|j.H}} > dl. {{clr|4|j.214H}} | | | Recipe = {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|f.S}} > 9j. > {{clr|4|j.H}} > dl. {{clr|4|j.214H}} |
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| | Title = Anti-Air Combo | | | Title = Anti-Air Combo |
| | Oneliner = 6P anti-air into knockdown | | | Oneliner = 6P anti-air into knockdown |
| | Difficulty = {{clr|5|Medium}} | | | Difficulty = Medium |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|1|6P}} > {{clr|3|c.S}} > 9sjc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} | | | Recipe = {{clr|1|6P}} > {{clr|3|c.S}} > 9sjc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} |
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| | Title = Corner Combo | | | Title = Corner Combo |
| | Oneliner = Short combo into knockdown | | | Oneliner = Short combo into knockdown |
| | Difficulty = {{clr|5|Medium}} | | | Difficulty = Medium |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > {{clr|4|j.H}} > {{clr|3|j.236S}}(slight hold) > {{clr|3|c.S}} > 9jc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} | | | Recipe = {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > {{clr|4|j.H}} > {{clr|3|j.236S}}(slight hold) > {{clr|3|c.S}} > 9jc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} |
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| }} | | }} |
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| ==Core Combos== | | ===Core Combos=== |
| {{CoreComboDef}} | | {{CoreComboDef}} |
| The following combos are ones that are much more difficult than the beginner combos. They are very useful to learn, but will require more time practicing in order to get them consistent. These are something to work on while you have the beginner combos to fall back on. | | The following combos are ones that are much more difficult than the beginner combos. They are very useful to learn, but will require more time practicing in order to get them consistent. These are something to work on while you have the beginner combos to fall back on. |
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| | Title = sj.IAD Route | | | Title = sj.IAD Route |
| | Oneliner = Corner carry and extra meterless damage | | | Oneliner = Corner carry and extra meterless damage |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} > sj.IAD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} > {{clr|2|632146K}} | | | Recipe = {{clr|2|2K}}/{{clr|3|j.S}} > {{clr|1|6P}} > {{clr|4|5H}} > sj.IAD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} > {{clr|2|632146K}} |
| | Youtube = eI0NTCuHWVw | | | Youtube = eI0NTCuHWVw |
| | Size = 300 | | | Size = 300 |
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| Using sj.IAD is not always required. Sometimes, regular IAD can work. sj.IAD will always at least make the combo easier however, and on some characters normal IAD will not work. | | Using sj.IAD is not always required. Sometimes, regular IAD can work. sj.IAD will always at least make the combo easier however, and on some characters normal IAD will not work. |
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| This combo drops on {{CLabel|GGACR|Johnny}}, {{CLabel|GGACR|A.B.A}}, {{CLabel|GGACR|Ky}}, and {{CLabel|GGACR|Robo-Ky}}. For Johnny, the {{clr|1|6P}} > {{clr|4|5H}} > sj.IAD > {{clr|2|sj.K}} is impossible if Johnny was hit while grounded. [[GGACR/I-No/Combos#Character_Specifics|Reference for {{clr|4|5H}} > sj.IAD > {{clr|2|sj.K}} leniency.]] | | Assuming the sj.IAD is done perfectly, the {{clr|2|j.K}} will be a 2 frame window. If the sj.IAD is a frame late, the {{clr|2|j.K}} will be a 1 frame window. There is essentially 1 frame of leniency over two inputs, although with how close they are together it is reasonable to get this consistent. |
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| | This combo drops on {{CLabel|GGACR|Johnny}}, {{CLabel|GGACR|A.B.A}}, and {{CLabel|GGACR|Robo-Ky}}. On {{CLabel|GGACR|Ky}} this combo is more range specific. For Johnny, the {{clr|1|6P}} > {{clr|4|5H}} > sj.IAD > {{clr|2|sj.K}} is impossible if Johnny was hit while grounded. [[GGACR/I-No/Combos#Character_Specifics|Reference for {{clr|4|5H}} > sj.IAD > {{clr|2|sj.K}} leniency.]] |
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| | An easier alternative to the {{clr|4|5H}} is using {{clr|3|f.S}}. In order to get {{clr|3|f.S}} off this combo, you will often need to add {{clr|3|c.S}} prior to the {{clr|1|6P}} in order to push them out of {{clr|3|c.S}} range. This makes the string {{clr|2|2K}}/{{clr|3|j.S}} > ({{clr|3|c.S}}) > {{clr|1|6P}} > {{clr|3|f.S}} > sj.IAD > {{clr|2|j.K}}. Using {{clr|3|f.S}} is easier, but reduces damage and is not possible on {{Clabel|GGACR|Johnny}} since he gets hit off the ground (although neither is the {{clr|4|5H}} route). Additionally however, the {{clr|2|j.K}} will whiff on {{CLabel|GGACR|Ky}} and {{CLabel|GGACR|Eddie}}. |
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| {{clear}} | | {{clear}} |
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| | Title = Extended Anti-Air Combo | | | Title = Extended Anti-Air Combo |
| | Oneliner = Extended anti-air route | | | Oneliner = Extended anti-air route |
| | Difficulty = {{clr|5|Medium}} | | | Difficulty = Medium |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|1|6P}} > {{clr|3|c.S}} > 9sjc. > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.632146S}} > AD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} > {{clr|2|632146K}} | | | Recipe = {{clr|1|6P}} > {{clr|3|c.S}} > 9sjc. > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.632146S}} > AD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} > {{clr|2|632146K}} |
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| | Title = CH {{clr|4|5H}} Combo | | | Title = CH {{clr|4|5H}} Combo |
| | Oneliner = Midscreen combo into {{clr|4|41236H}} | | | Oneliner = Midscreen combo into {{clr|4|41236H}} |
| | Difficulty = {{clr|5|Medium}} | | | Difficulty = Medium |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = CH {{clr|4|5H/2H}} > {{clr|4|41236H}} > 9sjc. > dl. {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} | | | Recipe = CH {{clr|4|5H/2H}} > {{clr|4|41236H}} > 9sjc. > dl. {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} |
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| | Title = Corner Diveloop | | | Title = Corner Diveloop |
| | Oneliner = Extended corner combo into knockdown | | | Oneliner = Extended corner combo into knockdown |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > {{clr|4|j.H}} > {{clr|3|j.236S}}(slight hold) > ({{clr|1|5P/2P}}) > {{clr|3|c.S}} > 9sjc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} | | | Recipe = {{clr|2|2K}}/{{clr|3|j.S}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > {{clr|4|j.H}} > {{clr|3|j.236S}}(slight hold) > ({{clr|1|5P/2P}}) > {{clr|3|c.S}} > 9sjc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} |
| | Youtube = oNqvcc-v98o | | | Youtube = oNqvcc-v98o |
| | Size = 300 | | | Size = 300 |
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| | Title = CH {{clr|4|5H}} Corner Combo | | | Title = CH {{clr|4|5H}} Corner Combo |
| | Oneliner = Corner launch into diveloops | | | Oneliner = Corner launch into diveloops |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = CH {{clr|4|5H/2H}} > {{clr|4|41236H}} > 9sjc. > dl. {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.236S}} > ({{clr|1|5P/2P}}) > {{clr|3|c.S}} > 9sjc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} | | | Recipe = CH {{clr|4|5H/2H}} > {{clr|4|41236H}} > 9sjc. > dl. {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.236S}} > ({{clr|1|5P/2P}}) > {{clr|3|c.S}} > 9sjc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} |
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| | Title = {{clr|4|j.236H}} Corner Combos | | | Title = {{clr|4|j.236H}} Corner Combos |
| | Oneliner = Great meter build, varies per character group | | | Oneliner = Great meter build, varies per character group |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|3|j.S}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > TK {{clr|4|j.236H}} > {{clr|3|c.S}} > 9jc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} | | | Recipe = {{clr|2|2K}}/{{clr|3|j.S}} > {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > TK {{clr|4|j.236H}} > {{clr|3|c.S}} > 9jc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} |
| | Youtube = ahd9BycBIRA | | | Youtube = ahd9BycBIRA |
| | Size = 300 | | | Size = 300 |
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| }} | | }} |
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| ==Advanced Combos/Techniques== | | ==Advanced Chemical Love Combo Theory== |
| WORK IN PROGRESS
| | <!--{{SpecializedComboDef}}_--> |
| {{SpecializedComboDef}} | | This section will make use of more difficult, advanced techniques that require 6FRC6 and jump installs. Before attempting these, it is recommended to read the following sections in order to understand these mechanics/techniques. This section will assume the player understands these. Links to explanations below. |
| This section will make use of more difficult, advanced techniques includeing 6FRC6 and jump installs. Before attempting these, it is recommended to read the following sections in order to understand these mechanics/techniques. This section will assume the player understands these. Links to explanations below. | |
| *[[GGACR/Movement#Jump_Install| Jump Install (JI)]] | | *[[GGACR/Movement#Jump_Install| Jump Install (JI)]] |
| *[[GGACR/I-No/AdvancedTechniques#632146K_.3E_6FRC6| JI {{clr|2|632146K}} 6FRC6]] | | *[[GGACR/I-No/AdvancedTechniques#632146K_.3E_6FRC6| JI {{clr|2|632146K}} 6FRC6]] |
| *[[GGACR/I-No/Leverless_Input_Tricks#JI_632146K.2FS_.28Jump_Install_Chemical_Love_.29| JI {{clr|2|632146K}} Guide for Leverless Input Devices (Hitbox, Keyboard)]] | | *[[GGACR/I-No/Leverless_Input_Tricks#JI_632146K.2FS_.28Jump_Install_Chemical_Love_.29| JI {{clr|2|632146K}} Guide for Leverless Input Devices (Hitbox, Keyboard)]] |
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| {{clr|2|632146K}} 6FRC6 is one of the primary barriers that gatekeeps I-No's best confirms and damage. If you can do this technique, you will be able to confirm off many single hit normals and extend corner carry significantly. | | {{clr|2|632146K}} 6FRC6 is one of the main things that unlocks I-No's best combo routes. If you can do this technique, you will be able to confirm off many single hit normals and extend corner carry significantly. {{clr|2|632146K}} combos follow a sort of flow, so other types of starters will be discussed in other sections. |
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| | While combos will be listed, they are primarily meant to serve as examples. You will be making a lot of tiny adjustments for different characters and different types of hits, so this section will aim to inform why certain attack strings will be used and what function they serve. This section will be divided into Starters, Airdash Followups, Filler, and Enders. |
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| | ===Starters=== |
| | |
| | Different starters will raise the opponent higher up into the air as you combo them. This changes what immediate followups to {{clr|3|j.632146S}} are possible, and also what followups will be possible later in the route. All of the choices you make in the combo will affect what route options you have, and what adjustments you need to make later on. |
| | |
| | |
| | <tabber>6P 5H = |
| | {{TheoryBox |
| | | Title = {{clr|2|2K}}/{{clr|3|j.S}} > {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Mostly universal combo starter |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Most fundamental application of {{clr|2|632146K}} 6FRC6. {{clr|1|6P}} launches opponent so that {{clr|2|632146K}} will hit regardless of if the opponent was standing or crouching, which makes this generally reliable at far ranges. Basic high low mix between starting with {{clr|2|2K}} or {{clr|3|j.S}}. |
| | |
| | Doing this on {{CLabel|GGACR|Sol}} or {{CLabel|GGACR|Order-Sol}}, the {{clr|5|5H}} will whiff if you had more than one hit prior to starting this string. For this reason, you want to hoverdash very deep on them to get as close as possible to prevent whiffing, or opt for a different route. |
| | |
| | Most common followup is {{clr|3|j.S}}, however this whiffs on some characters. Alternative followups include: |
| | *{{clr|4|j.H}} (sometimes crosses up the opponent midscreen, hitting them behind you) |
| | *directly into FF {{clr|3|j.632146S}} (very fast input). |
| | |
| | }} |
| | |-| |
| | 2S 5H = |
| | {{TheoryBox |
| | | Title = {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Best damage low starter |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | {{clr|3|2S}} is I-No's best low combo starter, having no starter proration unlike {{clr|2|2K}}. Works on standing opponents only, which is usually not an issue as this is most commonly done during note oki. However, if {{clr|2|632146K}} does not hit your opponent when standing, you will usually need to use a different route. This would be a good reason to opt to use {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} as a low starter instead. Against {{CLabel|GGACR|Baiken}} for example, this will only work if the opponent is cornered and {{clr|3|2S}} is done as close to them as possible, and against {{CLabel|GGACR|May}} this will never work. |
| | |
| | Opting to do Landing JI {{clr|3|2S}} > {{clr|2|632146K}} 6FRC6 allows you to get confirms from further away, as you don't have the pushback from {{clr|4|5H}}. You may also land close enough for the wider section of {{clr|2|632146K}}, allowing you to hit crouching opponents or ones who normally don't get hit by it when standing at a distance. This requires require jump install prior to {{clr|3|2S}}. |
|
| |
|
| | Compared to the other starters listed here, this keeps the opponent lower to the ground as they are not launched until {{clr|2|632146K}} hits. |
| | }} |
| | |-| |
| | 2S 2D = |
| {{TheoryBox | | {{TheoryBox |
| | Title = {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 > ... | | | Title = Landing JI {{clr|3|2S}} > {{clr|5|2D}} > {{clr|2|632146K}} > 6FRC6 |
| | Oneliner = Best confirm and combo extender | | | Oneliner = More character specific low starter |
| | Difficulty = {{clr|4|Very Hard}} | | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Adding the {{clr|5|2D}} can allow this confirm to do more damage than JI {{clr|3|2S}} > {{clr|2|632146K}} > 6FRC6, but less damage than {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6. The {{clr|5|2D}} will launch the opponent prior to the {{clr|2|632146K}}, lifting them higher above the ground but not as high as {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}}. |
| | |
| | {{clr|5|2D}} > {{clr|2|632146K}} only works on some characters, but it works more often at closer ranges. You will need to be aware of how this works on certain characters, and can reference the Character Specifics chart on this page. For the characters this works on, this does more damage and can be more consistent than JI {{clr|3|2S}} > {{clr|5|2D}} > {{clr|2|632146K}}, since this works the same on crouching and standing opponents, and on crouchers this can hit beyond the range where {{clr|2|632146K}} hits crouching. |
| | |
| | Compared to {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6, the opponent will be raised slightly higher up. Most airdash followups will work the same, but this additional height will often be useful later on in the combo. |
| | }} |
| | |-| |
| | 6P 632146K = |
| | {{TheoryBox |
| | | Title = JI {{clr|1|6P}} > {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Keeps opponent lower, more consistent |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Commonly used against {{CLabel|GGACR|Sol}} and {{CLabel|GGACR|Order-Sol}} since adding {{clr|4|5H}} is inconsistent. This will require jump install prior, and Landing JI {{clr|2|2K}} > {{clr|1|6P}} is the only way to use this off a low hit. This will raise the opponent slightly higher than using {{clr|5|2D}} will. |
| | |
| | On some characters such as {{CLabel|GGACR|Ky}}, it is possible to do {{clr|1|6P}} > {{clr|5|2D}} > {{clr|2|632146K}}. This adds damage and raises them higher. |
| | }} </tabber> |
| | |
| | <!-- |
| | {{TheoryBox |
| | | Title = {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Mostly universal combo starter |
| | | Difficulty = |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|3|j.S}} > {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.632146S}} > HD > {{clr|3|j.S}} > 9djc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|j.236K}} (Midscreen) | | | Recipe = |
| | Youtube = | | | Youtube = |
| | Size = 300 | | | Size = 300 |
| | content = | | | content = |
|
| |
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| Most fundamental application of {{clr|2|632146K}} 6FRC6. {{clr|1|6P}} launches opponent so that {{clr|2|632146K}} will hit regardless of if the opponent was standing or crouching, and {{clr|4|5H}} is jump cancelable so the {{clr|2|632146K}} may be jump installed. | | Most fundamental application of {{clr|2|632146K}} 6FRC6. {{clr|1|6P}} launches opponent so that {{clr|2|632146K}} will hit regardless of if the opponent was standing or crouching, and {{clr|4|5H}} is jump cancelable which allows you to jump install for the {{clr|2|632146K}} 6FRC6. Basic high low mix between starting with {{clr|2|2K}} or {{clr|3|j.S}}. |
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| The {{clr|3|j.S}} > {{clr|2|j.K}} sequence can be substituted for other moves, such as {{clr|3|j.S}} > {{clr|4|j.H}}, however using {{clr|3|j.S}} > {{clr|2|j.K}} keeps the opponent higher which makes the hoverdash followup much easier. Certain characters such as {{CLabel|GGACR|Sol}} will often have the {{clr|3|j.S}} whiff underneath them if they are launched with {{clr|1|6P}} > {{clr|4|5H}}. For {{CLabel|GGACR|Sol}} it is advised to do {{clr|1|6P}} > {{clr|2|632146K}} > 6FRC6 to keep him lower. This requires jump install prior to {{clr|1|6P}}, which can be obtained with [[GGACR/Movement#Landing_Recovery_Jump_Install| landing recovery jump install]] or [[GGACR/Movement#Combo_Jump_Install| combo jump install]] using {{clr|3|c.S}} > 8 JI > {{clr|1|6P}} for example.
| | Doing this on {{CLabel|GGACR|Sol}} or {{CLabel|GGACR|Order-Sol}}, the {{clr|5|5H}} will whiff if you had more than one hit prior to starting this string. For this reason, you want to hoverdash very deep on them to get as close as possible to prevent whiffing, or opt for a different route. |
| | |
| | Most common followup is {{clr|3|j.S}}, however this whiffs on some characters. Alternative followups include: |
| | *{{clr|1|j.P}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} |
| | *{{clr|4|j.H}} (sometimes crosses up the opponent midscreen, hitting them behind you) |
| | *directly into FF {{clr|3|j.632146S}} (very fast input). |
| | |
| | Followups include: |
| | *{{clr|3|j.S}} > FF {{clr|3|j.632146S}} |
| | *FF {{clr|3|j.632146S}} immediately after airdash, necessary for {{CLabel|GGACR|Sol}} and {{CLabel|GGACR|Order-Sol}} |
| | *{{clr|4|j.H}} > {{clr|3|c.S}} |
| | *{{clr|4|j.H}} > FF {{clr|3|j.632146S}} (can cause sideswitch when done midscreen) |
| {{clear}} | | {{clear}} |
| }} | | }} |
|
| |
|
| {{TheoryBox | | {{TheoryBox |
| | Title = JI {{clr|3|2S}} > {{clr|2|632146K}} > 6FRC6 > ... | | | Title = {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 |
| | Oneliner = Best low combo starter | | | Oneliner = Best damage low starter |
| | Difficulty = {{clr|4|Very Hard}} | | | Difficulty = |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = JI {{clr|3|2S}} > {{clr|2|632146K}} > 6FRC6 > {{clr|3|j.S}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} > {{clr|4|5H}} > 9jc. > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}}(slight hold) > AD {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236}}(slight hold) > TK {{clr|1|j.214P}} (Corner sample into 3-hit note) | | | Recipe = |
| | Youtube = | | | Youtube = |
| | Size = 300 | | | Size = 300 |
| | content = | | | content = |
| I-No's best low combo starter, as unlike {{clr|2|2K}} her {{clr|3|2S}} has no proration. As you require jump install prior to {{clr|3|2S}}, this must either be done with [[GGACR/Movement#Landing_Recovery_Jump_Install| landing recovery jump install]] or canceling into {{clr|3|2S}} off a jump-cancelable normal and [[GGACR/Movement#Combo_Jump_Install| jump installing manually]]. | | {{clr|3|2S}} is I-No's best low combo starter, having no starter proration unlike {{clr|2|2K}}. Works on standing opponents only, which is usually not an issue as this is most commonly done during note oki. However, if {{clr|2|632146K}} does not hit your opponent when standing, you will usually need to use a different route. This would be a good reason to opt to use {{clr|2|2K}} > {{clr|1|6P}} > {{clr|4|5H}} as a low starter instead. Against {{CLabel|GGACR|Baiken}} for example, this will only work if the opponent is cornered and {{clr|3|2S}} is done as close to them as possible, and against {{CLabel|GGACR|May}} this will never work. |
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|
| {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 is an alternative low combo starter that may be easier to perform and can actually do more damage. However, due to pushback from {{clr|4|5H}} this will not work on every character at all ranges, and will not work on crouchers at any range under normal circumstances. With {{clr|3|2S}} > {{clr|2|632146K}} you may be close enough for the wider section of {{clr|2|632146K}}'s hitbox to hit a crouching opponent, and may get confirms on standing opponents from further away. | | Opting to do Landing JI {{clr|3|2S}} > {{clr|2|632146K}} 6FRC6 allows you to get confirms from further away, as you don't have the pushback from {{clr|4|5H}}. You may also land close enough for the wider section of {{clr|2|632146K}}, allowing you to hit crouching opponents or ones who normally don't get hit by it when standing at a distance. This requires require jump install prior to {{clr|3|2S}}. |
| | |
| | Compared to the other starters listed here, this keeps the opponent lower to the ground as they are not launched until {{clr|2|632146K}} hits. |
| | |
| | Followups include: |
| | *{{clr|3|j.S}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} |
| | *{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.632146S}} > Note Oki |
| | *{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}}/{{clr|3|c.S}} |
| | *dl {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|5H}} |
| {{clear}} | | {{clear}} |
| }} | | }} |
|
| |
|
| | {{TheoryBox |
| | | Title = Landing JI {{clr|3|2S}} > {{clr|5|2D}} > {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = More character specific low starter |
| | | Difficulty = |
| | | Anchor = ThrowMid2 |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Adding the {{clr|5|2D}} can allow this confirm to do more damage than JI {{clr|3|2S}} > {{clr|2|632146K}} > 6FRC6, but less damage than {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6. The {{clr|5|2D}} will launch the opponent prior to the {{clr|2|632146K}}, lifting them higher above the ground but not as high as {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}}. |
| | |
| | {{clr|5|2D}} > {{clr|2|632146K}} only works on some characters, but it works more often at closer ranges. You will need to be aware of how this works on certain characters, and can reference the Character Specifics chart on this page. For the characters this works on, this does more damage and can be more consistent than JI {{clr|3|2S}} > {{clr|5|2D}} > {{clr|2|632146K}}, since this works the same on crouching and standing opponents, and on crouchers this can hit beyond the range where {{clr|2|632146K}} hits crouching. |
| | |
| | Compared to {{clr|3|2S}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6, the opponent will be raised slightly higher up. Most airdash followups will work the same, but this additional height will often be useful later on in the combo. |
| | Followups include: |
| | *{{clr|3|j.S}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} |
| | *{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.632146S}} > Note Oki |
| | *{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}}/{{clr|3|c.S}} |
| | *dl {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|4|5H}} |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = JI {{clr|1|6P}} > {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Keeps opponent lower, more consistent |
| | | Difficulty = |
| | | Anchor = ThrowMid2 |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Commonly used against {{CLabel|GGACR|Sol}} and {{CLabel|GGACR|Order-Sol}} since adding {{clr|4|5H}} is inconsistent. This will require jump install prior, and Landing JI {{clr|2|2K}} > {{clr|1|6P}} is the only way to use this off a low hit. This will raise the opponent slightly higher than using {{clr|5|2D}} will. |
| | |
| | On some characters such as {{CLabel|GGACR|Ky}}, it is possible to do {{clr|1|6P}} > {{clr|5|2D}} > {{clr|2|632146K}}. This adds damage and raises them higher. |
| | |
| | Followups include: |
| | *{{clr|3|j.S}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} |
| | *{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|j.632146S}} > Note Oki |
| | *{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}}/{{clr|3|c.S}} |
| | {{clear}} |
| | }} |
| | --> |
| | |
| | ===Airdash Followups=== |
| | With some exceptions, these strings are usually done immediately following {{clr|2|632146K}} > 6FRC6. Depending upon how the starter used lifts the opponent, the opponent's height combined with their hitboxes may require you to use different strings during your airdash. If the opponent is too high, most two normal strings will whiff, requiring you to do a single normal (usually cancelled into FF {{clr|3|j.632146S}}). |
| | |
| | You'll be using these strings to follow up after the first {{clr|2|632146K}} > 6FRC6 you start a combo with, and can also go back to them if you choose to 6FRC6 again later on. You'll always have to be conscious of the height of the opponent and choose accordingly. |
| | |
| | <tabber>j.S FF VCL = |
| | {{TheoryBox |
| | | Title = {{clr|3|j.S}} > FF {{clr|3|j.632146S}} |
| | | Oneliner = Midscreen and cornered off most 6FRC6's |
| | | Difficulty = |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Generally works after any {{clr|2|632146K}} starter. This usually doesn't work on {{CLabel|GGACR|Millia}}, {{CLabel|GGACR|Sol}} and {{Clabel|GGACR|Order-Sol}} if you started with {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}}, since the {{clr|3|j.S}} whiffs below him. This leaves the opponent high up and I-No has time for several different followups. Height of the opponent is of course, influenced by the starter you used for the route. |
| | <!--Followups include: |
| | *{{clr|2|632146K}} |
| | *{{clr|2|5K}} > JI {{clr|2|632146K}} > 6FRC6 |
| | *{{clr|3|c.S}} > JI {{clr|2|632146S}} > 6FRC6 (in corner) |
| | *{{clr|4|5H}} > sj.IAD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} |
| | *{{clr|4|5H}} > {{clr|4|j.H}} > {{clr|1|j.236P}} (in corner) |
| | *{{clr|4|5H}} > {{clr|4|j.H}} > {{clr|2|K}}/{{clr|3|S}}--> |
| | }} |
| | |-| |
| | j.S j.K FF VCL = |
| | {{TheoryBox |
| | | Title = {{clr|3|j.S}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} |
| | | Oneliner = Raises the opponent higher up, midscreen and cornered |
| | | Difficulty = |
| | | Anchor = |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Raises the opponent higher up compared to {{clr|3|j.S}} > FF {{clr|3|j.632146S}}. This is useful midscreen where it can provide a hoverdash followup with {{clr|3|j.S}}, and in the corner where it can make {{clr|4|5H}} an easier link. |
| | |
| | Will often not work as a followup to {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} because the {{clr|2|j.K}} can whiff the opponent. If delayed too much, the {{clr|3|j.632146}} will not fast fall. |
| | <!--Followups include: |
| | *{{clr|2|632146K}} |
| | *{{clr|2|5K}} > JI {{clr|2|632146K}} > 6FRC6 |
| | *{{clr|3|c.S}} > JI {{clr|2|632146S}} > 6FRC6 (in corner) |
| | *{{clr|4|5H}} > sj.IAD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} |
| | *{{clr|4|5H}} > {{clr|4|j.H}} > {{clr|1|j.236P}} (in corner) |
| | *{{clr|4|5H}} > {{clr|4|j.H}} > {{clr|2|K}}/{{clr|3|S}} |
| | *HD {{clr|3|j.S}} > djc. > {{clr|4|j.H}}--> |
| | }} |
| | |-| |
| | j.P j.K FF VCL = |
| | {{TheoryBox |
| | | Title = {{clr|1|j.P}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}} |
| | | Oneliner = Raises the opponent high, but lower damage |
| | | Difficulty = |
| | | Anchor = ThrowMid2 |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Compared to {{clr|1|j.S}} > {{clr|2|j.K}} > FF {{clr|3|j.632146S}}, this string does less damage, but may bring the opponent higher in certain situations. The opponent will usually be too high up for this to combo if you started with {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}}. |
| | |
| | <!--With two hits prior to the FF {{clr|3|j.632146S}}, the opponent is raised up a fair degree and allows for better followups compared to {{clr|3|j.S}} > FF {{clr|3|j.632146S}}, especially if done after {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}}.--> |
| | |
| | {{clear}} |
| | }} |
| | --> |
| | |-| |
| | j.S j.H = |
| | {{TheoryBox |
| | | Title = {{clr|3|j.S}} > {{clr|4|j.H}} |
| | | Oneliner = Good damage scaling, keeps opponent low |
| | | Difficulty = |
| | | Anchor = |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Does good damage and keeps the opponent low to the ground. This string is only possible if {{clr|2|632146K}} hit while the opponent was on the ground, because otherwise the opponent will be too high up for the {{clr|4|j.H}} to hit. |
| | |
| | You can follow up midscreen with a {{clr|3|c.S}}, which is a tight window. This can be made easier by delaying this string, but if you delay too much you will land before the {{clr|4|j.H}} connects. Once the {{clr|3|c.S}} connects, the opponent will be considerably above you and you can followup with a jump/superjump, JI {{clr|2|632146K}}, or {{clr|3|632146S}} if you are in the corner. |
| | |
| | In the corner this can go directly into {{clr|4|5H}}, which may require a delay on this string so the {{clr|4|j.H}} hits right before you land. You can also add on {{clr|5|j.D}} > {{clr|3|j.632146S}}, which can provide a midscreen knockdown into 3-hit note oki, and allows you to continue the combo with {{clr|3|c.S}} in the corner. |
| | <!--Followups include: |
| | *(in same airdash) {{clr|5|j.D}} > {{clr|3|j.632146S}} (leads to midscreen note oki) |
| | *{{clr|2|5K}} > JI {{clr|2|632146K}} > 6FRC6 |
| | *{{clr|3|c.S}} > JI {{clr|2|632146K}} > 6FRC6 (requires the {{clr|3|j.S}} to be delayed for midscreen followup, which is tight) |
| | *{{clr|3|c.S}} > JI {{clr|2|632146S}} > 6FRC6 (in corner) |
| | *{{clr|4|5H}} > sj.IAD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|j.632146S}} (in corner) |
| | *{{clr|4|5H}} > {{clr|4|j.H}} > {{clr|1|j.236P}} (in corner) |
| | *{{clr|4|5H}} > {{clr|4|j.H}} > {{clr|2|K}}/{{clr|3|S}} |
| | *HD {{clr|3|j.S}} > djc. > {{clr|4|j.H}}--> |
| | {{clear}} |
| | }} |
| | |-| |
| | j.H FF VCL = |
| | {{TheoryBox |
| | | Title = {{clr|4|j.H}} > FF {{clr|3|j.632146S}} |
| | | Oneliner = When opponent is very high |
| | | Difficulty = |
| | | Anchor = ThrowMid2 |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | This can be used in situations where the opponent is too high for {{clr|3|j.S}} to connect, such as if {{CLabel|GGACR|Sol}} was comboed beginning with {{clr|1|6P}} > {{clr|4|5H}}. This may also be useful late in combos if you do an additional 6FRC6 and the opponent is much higher now. |
| | |
| | Side switching from the {{clr|4|j.H}} hitting backwards will likely pose a challenge if you try to do this midscreen, which can happen inconsistently depending on your timing. This problem does not apply when the opponent is cornered, making the string consistent. |
| | |
| | The backwards hit is caused by the height different between I-No and your opponent, the slow startup of {{clr|4|j.H}}, and the fact this move hits above I-No later than it hits below her. If you choose to do this midscreen, {{clr|2|j.632146K}} is the only meterless followup. {{clr|4|j.H}} will often knock down on it's own, but this will not give you a good oki setup. You may use an FRC to continue from this, although intentionally using routing like this is not recommended due to consistency. If you care more about doing cool combos than about being consistent, this rules. |
| | {{clear}} |
| | }} |
| | |-| |
| | immediate FF VCL = |
| | {{TheoryBox |
| | | Title = immediate FF {{clr|3|j.632146S}} |
| | | Oneliner = When opponent is very high, consistent midscreen |
| | | Difficulty = |
| | | Anchor = |
| | | Recipe = |
| | | Youtube = |
| | | Size = 300 |
| | | content = |
| | Generally only used if absolutely required, such as if all other options will whiff, or you don't want to risk the side switch on midscreen {{clr|4|j.H}}. Due to the untech time on {{clr|2|632146K}}, you do not have much time to do the motion after the airdash. Doesn't raise the height of the opponent much, but since this is usually chosen because the opponent is too high this isn't very noteworthy. If you attempt to do this when the opponent is NOT high enough, you likely will have difficulty comboing after. |
| | }} </tabber> |
| | |
| | ===Filler=== |
| | If after your airdash string the opponent is not yet cornered, you will want to either go straight into an ender, or use one of these extensions to carry them further. If you can carry meterlessly, you should. If carrying them further will require meter, you will have to decide if it is worth the cost. |
| | |
| | Once they're in the corner, the basic option is going into diveloops, which work the same as discussed earlier in this combo section. |
| | |
| | <tabber>5K JI HCL= |
| | {{TheoryBox |
| | | Title = {{clr|2|5K}} > JI {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Consistent at range |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Lowest damage out of the metered extensions you could use, but is often a reliable choice is other options might not work. Good range and is only one frame slower than {{clr|3|c.S}} (which has issues due to needing close proximity). This will not combo if the {{clr|2|632146K}} is delayed at all, so make sure you do this cancel fast. It is often easiest to input this as {{clr|2|6K}} > JI {{clr|2|632146K}} > 6FRC6 since I-No does not have a distinct {{clr|2|6K}} command normal. |
| | }} |
| | |-| |
| | c.S JI HCL= |
| | {{TheoryBox |
| | | Title = {{clr|3|c.S}} > JI {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Fastest followup option, low range |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Fastest button to pickup off your airdash string with, but due to being a proximity normal has low range. If you're out of range and get {{clr|3|f.S}} by accident your combo is over. In the corner, this will generally be safe to use unless you do {{clr|3|j.632146S}} very early in your airdash. |
| | |
| | This will most often be used in the corner if you don't have time to use {{clr|4|5H}}. Midscreen, the only way to use this extension is off {{clr|3|j.S}} > {{clr|4|j.H}}. The {{clr|4|j.H}} must be delayed enough that you can land and still get {{clr|3|c.S}} instead of {{clr|3|f.S}}, and due to the horizontal movement of the opponent you'll only have a few frames to hit this link. If you can do this however, you'll get better damage and scaling compared to the easier {{clr|2|5K}} option. |
| | }} |
| | |-| |
| | 5H JI HCL/VCL= |
| | {{TheoryBox |
| | | Title = {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 |
| | | Oneliner = Slow but best damage |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Slowest but highest damage metered extension. You will need to have the opponent higher up when you end the airdash string in order to give you enough time to hit, or else this will drop or hit OTG. Possible midscreen if your string ends with them high enough above you, but close enough horizontally to stay in range of the move. |
| | |
| | You can usually loop {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 > {{clr|3|j.S}} > {FF {{clr|3|j.632146S}} in the corner, adding on damage with each rep. However, if you do this pushback will make it harder over time, and this pushback could lock you out of good enders such as {{clr|1|j.236P}} knockdown. Normally the extra damage might not be worth the meter (unless it kills), but if you built up the opponent's guard bar the extra damage can be massive. |
| | }} |
| | |-| |
| | c.S VCL c.S= |
| | {{TheoryBox |
| | | Title = {{clr|2|c.S}} > {{clr|2|632146S}} > {{clr|3|c.S}} |
| | | Oneliner = Useful for extra damage in the corner |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Use this when the opponent is very high up to add extra damage meterlessly, this is most practical on lightweight characters who will often float very high after your airdash string. If the opponent wasn't high enough when you started this the second {{clr|3|c.S}} might not hit in time, which can possibly be salvaged with a {{clr|1|2P}}. If the opponent is really high, you can loop this multiple times before you have to route differently. |
| | |
| | You can use meter to extend by doing {{clr|2|c.S}} > JI {{clr|3|632146S}} > 6FRC6 > {{clr|3|j.S}} > ({{clr|2|j.K}}) > FF {{clr|3|j.632146S}}. Because {{clr|3|632146S}} pops I-No upwards, she will usually be high enough for both of the airdash buttons to hit, bringing the opponent extremely high into the air. Because they're extremely high now, you can add even more of these. |
| | |
| | Similar to looping {{clr|4|5H}} > JI {{clr|2|632146K}} in the corner, this adds damage, especially if the opponent's guard bar is built up. |
| | }} |
| | |-| |
| | Hoverdash j.S = |
| | {{TheoryBox |
| | | Title = HD > {{clr|3|j.S}} > djc. > ({{clr|3|j.S}}) > {{clr|4|j.H}} > {{clr|1|j.236P}}/{{clr|2|K}}/{{clr|3|S}} |
| | | Oneliner = Good meterless corner carry after FF {{clr|3|j.632146S}} |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | This link gets easier the higher up the opponent is. A common problem will be not hoverdashing far enough, so even though you hit them with the first {{clr|3|j.S}} they're too far away for the next hits to be stable. You will need to make sure that you dash close enough to be stable, without waiting too long that you drop the combo. |
| | |
| | The double jump > {{clr|4|j.H}} can often be hard, as the {{clr|4|j.H}} needs to happen immediately after jumping. This can be made easier by doing {{clr|3|j.S}} > djc. > {{clr|3|j.S}} > {{clr|4|j.H}}. Adding the extra {{clr|3|j.S}} bring the opponent higher which is not recommended if you want to combo into {{clr|1|j.236P}}. |
| | |
| | Comboing into {{clr|1|j.236P}} is consistent in the corner and goes into diveloops. Since this string consumes double jump you only have one airdash to use during the loops, so you have less time to get the opponent to the right height for {{clr|1|j.236P}} knockdown. On some characters such as {{CLabel|GGACR|Slayer}} this also works midscreen if you're high enough above them. |
| | |
| | If you combo into {{clr|3|j.236S}}, you will be able to extend the combo midscreen using {{clr|2|5K}} > JI {{clr|2|632146K}} > 6FRC6, or {{clr|3|c.S}} if the dive brings you to the corner. Midscreen you can also use this as a knockdown if the {{clr|3|j.236S}} hits close enough to the ground. |
| | |
| | {{clr|2|j.236K}} is a very reliable way to end the combo, but it also gives you generally weak oki compared to her other ender options. |
| | }} |
| | |-| |
| | 5H sj.IAD = |
| | {{TheoryBox |
| | | Title = {{clr|4|5H}} > sj.IAD > {{clr|2|j.K}} > {{clr|3|j.S}} > FF {{clr|3|632146S}} |
| | | Oneliner = Meterless extension if you have time for {{clr|4|5H}} to hit |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Midscreen, you will need the opponent high enough, and be close enough, that {{clr|4|5H}} will hit. This can be useful to continue corner carry, or if the opponent is already in the corner but you aren't close enough to go into diveloops. |
| | }} |
| | |-| |
| | Diveloops = |
| | {{TheoryBox |
| | | Title = {{clr|3|c.S}}/{{clr|4|5H}} > 9jc. > ({{clr|3|j.S}}) > {{clr|4|j.H}} > {{clr|1|j.236P}} > AD > etc. |
| | | Oneliner = Tack on damage and set up {{clr|1|j.236P}} knockdowns in corner |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Basically what you always want to do once you have the opponent in the corner and you're close enough to hit them with {{clr|3|c.S}}. Even if {{clr|4|5H}} will hit, you must be close enough that {{clr|4|j.H}} > {{clr|1|j.236P}} will work. If you're following up from a string that ends in FF {{clr|3|j.632146S}}, you may want to delay {{clr|3|j.632146S}} since this move cuts horizontal momentum. If you have the time, you can microwalk forwards before the {{clr|3|c.S}} which helps with consistency on the diveloops. |
| | |
| | If you use {{clr|3|c.S}}, you will need to followup with {{clr|3|j.S}} > {{clr|4|j.H}} because going straight into {{clr|4|j.H}} won't work. Off {{clr|4|5H}}, you should go straight into {{clr|4|j.H}} to keep the opponent lower. |
| | |
| | Depending on how long the combo that took the opponent to the corner was, you may need to cut the diveloops short due to gravity and untech time scaling. Your goal at this point of the combo is to stabilize the opponent at the right height so you can get {{clr|1|j.236P}} knockdown, or reduce risk and end in {{clr|2|j.236K}}. |
| | }} |
| | |-| |
| | 669 j.K = |
| | {{TheoryBox |
| | | Title = 669 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}} |
| | | Oneliner = Works from a little outside the corner |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Useful for going into diveloops meterlessly if you're too far from the corner for {{clr|3|c.S}} to connect. Can only be done after a FF {{clr|3|j.632146S}}. |
| | }} </tabber> |
| | |
| | ===Enders=== |
| | <tabber> j.236P= |
| | {{TheoryBox |
| | | Title = {{clr|1|j.236P}} |
| | | Oneliner = Best knockdown, leads to 3 hit note. |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Best possible knockdown I-No can get in the corner. In order to get this to work, you'll need {{clr|1|j.236P}} to hit them while they're extremely low to the ground. The bounce-back from {{clr|1|j.236P}} puts I-No at a good position for note oki, and if you time your {{clr|1|214P}} (may use air or ground version depending on opponent wakeup timing) correctly you can consistently get 3-hit note. |
| | |
| | This is often difficult, but absolutely worth practicing. This will be greatly affected by the hitboxes and weight of different characters. |
| | }} |
| | |-| |
| | j.236K = |
| | {{TheoryBox |
| | | Title = {{clr|2|j.236K}} |
| | | Oneliner = Easiest knockdown, weakest oki |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Easiest move to end your combos with, but usually ends up with you very close to the opponent after the knockdown. Midscreen, you have a bit more distance which is preferrable, but in the corner you'll often be right on top of them. If you have enough distance between the opponent and you, you can do TK {{clr|1|j.214P}} for oki and usually get 2 hits. In the corner, you will likely need to backdash and then do a meaty {{clr|3|f.S}}, or safejump with hoverdash. |
| | |
| | If you end your combo with {{clr|1|j.236P}} > {{clr|2|j.236K}}, you can often add enough spacing to get a 2 hit note while the opponent is in the corner. This is worse than just knocking down with the {{clr|1|j.236P}}, but if you recognize that it wasn't going to knockdown you can salvage by adding the {{clr|2|j.236K}}. Ending combos with {{clr|2|j.236K}} is not preferable, but if the alternative is not getting a knockdown you should take it. |
| | }} |
| | |-| |
| | j.236S = |
| | {{TheoryBox |
| | | Title = {{clr|3|j.236S}} |
| | | Oneliner = Leads into 3-hit note if spaced properly |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Pops up the opponent and can give a hard knockdown if you hit them while they were close enough to the ground. Because they get launched slightly on hit, this will end with the opponent moving away from you as they land. Compared to {{clr|2|j.236K}}, this leaves you with much more frame advantage on knockdown, and more distance for note to travel, so you can almost always get 2 or 3 hit note oki midscreen. |
| | |
| | In the corner, the distance between you and the opponent will be much less, since the wall will keep them from moving further away from you. You will still have the frame advantage however, and if you can space the {{clr|3|j.236S}} well you can still end up with enough distance to get 3 hit note oki. This is useful in the corner if {{clr|1|j.236P}} knockdown is difficult. |
| | }} |
| | |-| |
| | 632146K = |
| | {{TheoryBox |
| | | Title = {{clr|2|632146K}} |
| | | Oneliner = Long range knockdown at low heights |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Knocking down with {{clr|2|632146K}} requires that the opponent be close to the ground. This ender works from very far away, and you can usually get good decent afterwards. Depending on the distance to the opponent and their wakeup speed, you can use either TK {{clr|1|j.214}} or TK {{clr|4|j.214H}}, with TK {{clr|4|j.214H}} preferred at longer distances since it quickly covers the initial range before they can jump out on wakeup. Leads into 2 or 3 hit note oki consistently. |
| | |
| | Can be used to salvage a dropped {{clr|1|j.236P}} knockdown by using {{clr|2|j.632146K}} as you are bouncing away from the opponent, and still give you 3 hit note oki. |
| | }} |
| | |-| |
| | 632146S = |
| | {{TheoryBox |
| | | Title = {{clr|3|632146S}} |
| | | Oneliner = Knocks down from high elevations |
| | | Difficulty = |
| | | Video = |
| | | Recipe = |
| | | content = |
| | Due to {{clr|3|632146S}} high untech time, this can knock down from quite high heights. This is most often useful with airdash strings ending in {{clr|3|j.632146S}}, since this leads into 3 hit note oki midscreen. In the corner, the oki provided will be weak due to very little distance between you and the opponent on knockdown, not allowing for note to build up hits. This ender is primarily useful midscreen where it gives good oki. In the corner you have much better options. |
| | |
| | If {{clr|3|632146S}} hits while the opponent is too high, they will be able to tech out of the combo before being knocked down. If this happens, you should use {{clr|2|632146K}} to catch them low to the ground and secure a knockdown. |
| | }}</tabber> |
| | |
| | ==Oki== |
| {{TheoryBox | | {{TheoryBox |
| | Title = 3-Hit Note Setups | | | Title = 3-Hit Note Setups |
| | Oneliner = Best oki for gapless pressure | | | Oneliner = Best oki for gapless pressure |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = |
| | Anchor = ThrowMid2 | | | Anchor = ThrowMid2 |
| | Recipe = {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 > {{clr|3|j.S}} > FF {{clr|3|632146S}} > HD > {{clr|3|j.S}} > 9djc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}}(slight hold) > AD > {{clr|4|j.H}} > {{clr|1|j.236}}(slight hold) > TK {{clr|1|j.214P}} (Testament specific example) | | | Recipe = {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|4|5H}} > JI {{clr|2|632146K}} > 6FRC6 > {{clr|3|j.S}} > FF {{clr|3|632146S}} > HD > {{clr|3|j.S}} > 9djc. > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.236P}}(slight hold) > AD > {{clr|4|j.H}} > {{clr|1|j.236}}(slight hold) > TK {{clr|1|j.214P}} (Testament specific example) |
Line 469: |
Line 905: |
| }} | | }} |
|
| |
|
| =Character Specifics= | | ==Character Specifics== |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! Character !! Weight Class !! {{clr|5|2D}} > {{clr|2|632146K}}(HCL) !! {{clr|2|632146K}} Hit Standing? !! {{clr|1|6P}} > {{clr|4|5H}} > sj.IAD {{clr|2|j.K}}/{{clr|1|j.P}} Link Window !! {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > TK {{clr|4|j.236H}} in corner!! 3-Hit Note Setup !! {{clr|1|6P}} > {{clr|3|f.S}} Combos? | | ! Character !! Weight Class !! {{clr|5|2D}} > {{clr|2|632146K}}(HCL) !! {{clr|2|632146K}} Hit Standing? !! {{clr|1|6P}} > {{clr|4|5H}} > sj.IAD {{clr|2|j.K}} Link Window !! {{clr|1|6P}} > {{clr|4|5H}} > 9jc. > TK {{clr|4|j.236H}} in corner!! 3-Hit Note Setup !! {{clr|1|6P}} > {{clr|3|f.S}} Combos? |
| <!-- !!{{clr|1|j.236P}} (P-Dive) !! {{clr|3|2S}} > {{clr|4|5H}} !! midscreen air VCL !! //{{clr|4|j.H}}{{clr|5|j.D}} delay {{clr|3|j.632146S}}(VCL) !! Airthrow wallbounce !! Comment --> | | <!-- !!{{clr|1|j.236P}} (P-Dive) !! {{clr|3|2S}} > {{clr|4|5H}} !! midscreen air VCL !! //{{clr|4|j.H}}{{clr|5|j.D}} delay {{clr|3|j.632146S}}(VCL) !! Airthrow wallbounce !! Comment --> |
| |- | | |- |
| ! {{Character Label|GGACR|A.B.A|24px}} | | ! {{Character Label|GGACR|A.B.A}} |
| | Heavy || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || dl. TK [[https://www.youtube.com/watch?v=_P7X5SbMUIM&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=1| link]] || [[https://www.youtube.com/watch?v=EKUm-ireWi8&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=ytmNinjTzkc| {{clr|4|j.H}} Starter]] [[https://www.youtube.com/watch?v=s6KmfgWssVQ| {{clr|3|2S}} Starter]] [[https://www.youtube.com/watch?v=aAd_4RJ5aP0| {{clr|3|2S}} Starter #2]] ||{{clr|3|Yes}} | | | Heavy || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || dl. TK [[https://www.youtube.com/watch?v=_P7X5SbMUIM&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=1| link]] || [[https://www.youtube.com/watch?v=EKUm-ireWi8&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=ytmNinjTzkc| {{clr|4|j.H}} Starter]] [[https://www.youtube.com/watch?v=s6KmfgWssVQ| {{clr|3|2S}} Starter]] [[https://www.youtube.com/watch?v=aAd_4RJ5aP0| {{clr|3|2S}} Starter #2]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Anji Mito|24px}} | | ! {{Character Label|GGACR|Anji Mito}} |
| | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || Low TK [[https://www.youtube.com/watch?v=mJrPK9qOYoM&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=2| link]]|| [[https://www.youtube.com/watch?v=R33ei5xwt5Q&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}} Starter]] ||{{clr|3|Yes}} | | | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=mJrPK9qOYoM&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=2| link]]|| [[https://www.youtube.com/watch?v=R33ei5xwt5Q&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Axl Low|24px}} | | ! {{Character Label|GGACR|Axl Low}} |
| | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || None || [[https://www.youtube.com/watch?v=HbWBiLluVU4&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}}, {{clr|2|2K}}, {{clr|4|41236H}} Starter]] || {{clr|3|Yes}} | | | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} || None || [[https://www.youtube.com/watch?v=HbWBiLluVU4&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}}, {{clr|2|2K}}, {{clr|4|41236H}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Baiken|24px}} | | ! {{Character Label|GGACR|Baiken}} |
| | V.Light || Can 2D > HCL if close || {{clr|4|No-TK j.632146K hits}} || {{clr|3|2f}} / {{clr|4|whiff}} || dl. TK [[https://www.youtube.com/watch?v=if9JICO0SFQ&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=3| link]]|| [[https://www.youtube.com/watch?v=xpz18-6Z5sU&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|j.K}}, {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=-T4Zf3th-5Y| {{clr|3|2S}} Starter]] ||{{clr|3|Yes}} | | | V.Light || Can 2D > HCL if close || {{clr|4|No-TK j.632146K hits}} || {{clr|3|2f}} || dl. TK [[https://www.youtube.com/watch?v=if9JICO0SFQ&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=3| link]]|| [[https://www.youtube.com/watch?v=xpz18-6Z5sU&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|j.K}}, {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=-T4Zf3th-5Y| {{clr|3|2S}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Bridget|24px}} | | ! {{Character Label|GGACR|Bridget}} |
| | V.Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || dl. TK [[https://www.youtube.com/watch?v=Ew6vxsYjfi0&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=4| link]]|| [[https://www.youtube.com/watch?v=RVDz4AKlcKg&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=KJV915EC2Jo| {{clr|4|j.H}} starter]] [[https://www.youtube.com/watch?v=Mv4ihWs-HVM| {{clr|5|j.D}} Starter]]||{{clr|3|Yes}} | | | V.Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || dl. TK [[https://www.youtube.com/watch?v=Ew6vxsYjfi0&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=4| link]]|| [[https://www.youtube.com/watch?v=RVDz4AKlcKg&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=KJV915EC2Jo| {{clr|4|j.H}} starter]] [[https://www.youtube.com/watch?v=Mv4ihWs-HVM| {{clr|5|j.D}} Starter]]||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Chipp Zanuff|24px}} | | ! {{Character Label|GGACR|Chipp Zanuff}} |
| | Mid || {{clr|3|Can 2D > HCL}} || {{clr|5|Yes-not max range}} || {{clr|3|2f}} / {{clr|4|whiff}} || Raw {{clr|1|6P}}, dl. TK [[https://www.youtube.com/watch?v=DB1g97fhObY&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=5| link]] || [[https://youtu.be/zCVvBRJcxEI| {{clr|3|2S}} Starter]] || {{clr|3|Yes}} | | | Mid || {{clr|3|Can 2D > HCL}} || {{clr|5|Yes-not max range}} || {{clr|3|2f}} || Raw {{clr|1|6P}}, dl. TK [[https://www.youtube.com/watch?v=DB1g97fhObY&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=5| link]] || [[https://youtu.be/zCVvBRJcxEI| {{clr|3|2S}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Dizzy|24px}} | | ! {{Character Label|GGACR|Dizzy}} |
| | Light || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || None || [[https://youtu.be/6v7VnMn19zo| {{clr|2|j.K}} Starter]] [[https://www.youtube.com/watch?v=qjlPgAUUncE| {{clr|4|41236H}} Starter]]|| {{clr|3|Yes}} | | | Light || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || None || [[https://youtu.be/6v7VnMn19zo| {{clr|2|j.K}} Starter]] [[https://www.youtube.com/watch?v=qjlPgAUUncE| {{clr|4|41236H}} Starter]]|| {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Eddie|24px}} | | ! {{Character Label|GGACR|Eddie}} |
| | Mid || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || Low TK [[https://www.youtube.com/watch?v=2BhZU5gFjMc&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=7| link]]|| [[https://www.youtube.com/watch?v=1JQdB6xWCaA&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|j.K}} Starter]] [[https://www.youtube.com/watch?v=G-jwqJhHybg| {{clr|5|j.D}} Starter]] ||{{clr|5|Yes-Limited followup options}} | | | Mid || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=2BhZU5gFjMc&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=7| link]]|| [[https://www.youtube.com/watch?v=1JQdB6xWCaA&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|j.K}} Starter]] [[https://www.youtube.com/watch?v=G-jwqJhHybg| {{clr|5|j.D}} Starter]] ||{{clr|5|Yes-Limited followup options}} |
| |- | | |- |
| ! {{Character Label|GGACR|Faust|24px}} | | ! {{Character Label|GGACR|Faust}} |
| | Mid || {{clr|3|Can 2D > HCL}} || {{clr|4|No}} || {{clr|3|2f}} / {{clr|3|2f}} || Raw {{clr|1|6P}}, dl. TK [[https://www.youtube.com/watch?v=ZeJDjORt9j8&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=7| link]] || [[https://youtu.be/t1QRaRhBd9U| {{clr|3|2S}} Starter]] || {{clr|3|Yes}} | | | Mid || {{clr|3|Can 2D > HCL}} || {{clr|4|No}} || {{clr|3|2f}} || Raw {{clr|1|6P}}, dl. TK [[https://www.youtube.com/watch?v=ZeJDjORt9j8&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=7| link]] || [[https://youtu.be/t1QRaRhBd9U| {{clr|3|2S}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|I-No|24px}} | | ! {{Character Label|GGACR|I-No}} |
| | Light || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=kLVhlj5BlEw&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=8| link]] || [[https://youtu.be/a-EJDhhjULI| {{clr|3|2S}} Starter]] || {{clr|3|Yes}} | | | Light || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=kLVhlj5BlEw&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=8| link]] || [[https://youtu.be/a-EJDhhjULI| {{clr|3|2S}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Jam Kuradoberi|24px}} | | ! {{Character Label|GGACR|Jam Kuradoberi}} |
| | V.Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|black beat combo}} || None || [[https://www.youtube.com/watch?v=GQn5ikY2zCg| {{clr|4|5H}} Starter]] [[https://www.youtube.com/watch?v=ndgKIYtUEK0| {{clr|5|j.D}} starter]] [[https://www.youtube.com/watch?v=sJwETwluypA| {{clr|3|j.2624S}} Starter (Super)]] || {{clr|3|Yes}} | | | V.Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || None || [[https://www.youtube.com/watch?v=GQn5ikY2zCg| {{clr|4|5H}} Starter]] [[https://www.youtube.com/watch?v=ndgKIYtUEK0| {{clr|5|j.D}} starter]] [[https://www.youtube.com/watch?v=sJwETwluypA| {{clr|3|j.2624S}} Starter (Super)]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Justice|24px}} | | ! {{Character Label|GGACR|Justice}} |
| | Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=Ttk0CEcpuNI&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=10| link]]|| [[https://www.youtube.com/watch?v=oHuASa_1K-k&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] ||{{clr|3|Yes}} | | | Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=Ttk0CEcpuNI&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=10| link]]|| [[https://www.youtube.com/watch?v=oHuASa_1K-k&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Johnny|24px}} | | ! {{Character Label|GGACR|Johnny}} |
| | Heavy || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|4|whiff}} / {{clr|4|whiff}} || Lowest TK [[https://www.youtube.com/watch?v=HpJF_BxX4Cs&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=9| link]]|| [[https://www.youtube.com/watch?v=YqPSLqcKVMY&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] ||{{clr|4|No}} | | | Heavy || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|4|whiff}} || Lowest TK [[https://www.youtube.com/watch?v=HpJF_BxX4Cs&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=9| link]]|| [[https://www.youtube.com/watch?v=YqPSLqcKVMY&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] ||{{clr|4|No}} |
| |- | | |- |
| ! {{Character Label|GGACR|Kliff Undersn|24px}} | | ! {{Character Label|GGACR|Kliff Undersn}} |
| | V.Light || {{clr|4|Generally can't 2D > HCL}} || {{clr|4|No}} || {{clr|3|2f}} / {{clr|4|whiff}} || {{clr|1|6P}} > {{clr|3|c.S}}, dl. TK [[https://www.youtube.com/watch?v=hjRVfQ_1aiE&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=11| link]] || [[https://www.youtube.com/watch?v=zTlPH651ExQ| {{clr|2|j.K}} Starter]] || {{clr|3|Yes}} | | | V.Light || {{clr|4|Generally can't 2D > HCL}} || {{clr|4|No}} || {{clr|3|2f}} || {{clr|1|6P}} > {{clr|3|c.S}}, dl. TK [[https://www.youtube.com/watch?v=hjRVfQ_1aiE&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=11| link]] || [[https://www.youtube.com/watch?v=zTlPH651ExQ| {{clr|2|j.K}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Ky Kiske|24px}} | | ! {{Character Label|GGACR|Ky Kiske}} |
| | Mid || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || Low TK [[https://www.youtube.com/watch?v=PecusOoTH9o&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=12| link]]|| [[https://www.youtube.com/watch?v=GrH7Xdy2xsg&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}}, {{clr|3|j.S}} Starter]] ||{{clr|3|Yes}} | | | Mid || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=PecusOoTH9o&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=12| link]]|| [[https://www.youtube.com/watch?v=GrH7Xdy2xsg&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}}, {{clr|3|j.S}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|May|24px}} | | ! {{Character Label|GGACR|May}} |
| | V.Light || {{clr|3|Can 2D > HCL}} || {{clr|5|Yes-no combo off 2H, 5H, or far 2S}} || {{clr|3|2f}} / {{clr|5|1f}} || {{clr|1|6P}} > {{clr|3|c.S}}/{{clr|4|5H}} > dl. TK [[https://youtu.be/RQp-ljgKRWM| link]]|| [[https://www.youtube.com/watch?v=6uOco8YhytM| {{clr|4|j.H}} Starter]] [[https://www.youtube.com/watch?v=UGug-TXogHA| {{clr|3|j.2624S}} Starter (Super)]] [[https://www.youtube.com/watch?v=3GWj1bfrDmQ| CH {{clr|4|5H}} Starter]] ||{{clr|3|Yes}} | | | V.Light || {{clr|3|Can 2D > HCL}} || {{clr|5|Yes-no combo off 2H, 5H, or far 2S}} || {{clr|3|2f}} || {{clr|1|6P}} > {{clr|3|c.S}}/{{clr|4|5H}} > dl. TK [[https://youtu.be/RQp-ljgKRWM| link]]|| [[https://www.youtube.com/watch?v=6uOco8YhytM| {{clr|4|j.H}} Starter]] [[https://www.youtube.com/watch?v=UGug-TXogHA| {{clr|3|j.2624S}} Starter (Super)]] [[https://www.youtube.com/watch?v=3GWj1bfrDmQ| CH {{clr|4|5H}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Millia Rage|24px}} | | ! {{Character Label|GGACR|Millia Rage}} |
| | Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|5|1f}} || Raw {{clr|1|6P}}, Lowest TK [[https://www.youtube.com/watch?v=Zj1oMsgNr_E&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=19| link]] || [[https://www.youtube.com/watch?v=9_axEVPmTW0| {{clr|2|j.K}} Starter]] [[https://www.youtube.com/watch?v=xTqjd-nNQds| {{clr|3|j.S}} Starter]] ||{{clr|3|Yes}} | | | Light || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Raw {{clr|1|6P}}, Lowest TK [[https://www.youtube.com/watch?v=Zj1oMsgNr_E&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=19| link]] || [[https://www.youtube.com/watch?v=9_axEVPmTW0| {{clr|2|j.K}} Starter]] [[https://www.youtube.com/watch?v=xTqjd-nNQds| {{clr|3|j.S}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Order-Sol|24px}} | | ! {{Character Label|GGACR|Order-Sol}} |
| | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || None || [[https://www.youtube.com/watch?v=vg-baq2JAXk| {{clr|3|2S}} Starter]] ||{{clr|3|Yes}} | | | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} || None || [[https://www.youtube.com/watch?v=vg-baq2JAXk| {{clr|3|2S}} Starter]] ||{{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Potemkin|24px}} | | ! {{Character Label|GGACR|Potemkin}} |
| | V.Heavy || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || Lowest TK [[https://www.youtube.com/watch?v=t7b5_SOHjzg&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=14| link]]|| [[https://www.youtube.com/watch?v=nSUzl4IZ1J8&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://youtu.be/bBNJs_ttrJQ| Starter 3-hit note]] || {{clr|3|Yes}} | | | V.Heavy || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Lowest TK [[https://www.youtube.com/watch?v=t7b5_SOHjzg&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=14| link]]|| [[https://www.youtube.com/watch?v=nSUzl4IZ1J8&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://youtu.be/bBNJs_ttrJQ| Starter 3-hit note]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Robo-Ky|24px}} | | ! {{Character Label|GGACR|Robo-Ky}} |
| | V.Heavy || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|5|1f}} / {{clr|4|whiff}} || Lowest TK [[https://www.youtube.com/watch?v=ahd9BycBIRA&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=15| link]]|| [[https://youtu.be/eQ2Rhsg5HWk| Starter 3-hit note]] [[https://www.youtube.com/watch?v=2x76DThfpiE&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=zyhHDwFu_hg&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}}, {{clr|5|j.D}}, {{clr|4|41236H}}, Throw, etc. Starter]] || {{clr|5|Yes-Limited followup options}} | | | V.Heavy || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|5|1f}} || Lowest TK [[https://www.youtube.com/watch?v=ahd9BycBIRA&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=15| link]]|| [[https://youtu.be/eQ2Rhsg5HWk| Starter 3-hit note]] [[https://www.youtube.com/watch?v=2x76DThfpiE&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|2|2K}} Starter]] [[https://www.youtube.com/watch?v=zyhHDwFu_hg&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}}, {{clr|5|j.D}}, {{clr|4|41236H}}, Throw, etc. Starter]] || {{clr|5|Yes-Limited followup options}} |
| |- | | |- |
| ! {{Character Label|GGACR|Slayer|24px}} | | ! {{Character Label|GGACR|Slayer}} |
| | Heavy || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|5|1f}} || dl. TK [[https://www.youtube.com/watch?v=IvO3CtzS7UI&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=16| link]] || [[https://www.youtube.com/watch?v=_wbJ5v7gpEk| {{clr|5|j.D}} Starter]] || {{clr|3|Yes}} | | | Heavy || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || dl. TK [[https://www.youtube.com/watch?v=IvO3CtzS7UI&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=16| link]] || [[https://www.youtube.com/watch?v=_wbJ5v7gpEk| {{clr|5|j.D}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Sol Badguy|24px}} | | ! {{Character Label|GGACR|Sol Badguy}} |
| | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|5|1f}} || None || [[https://www.youtube.com/watch?v=Scb13rcFMHE| {{clr|3|j.S}} Starter]] [[https://www.youtube.com/watch?v=6tE6zIaiq5w| {{clr|3|2S}} Starter]] [[https://www.youtube.com/watch?v=EE79svsmnYY| {{clr|5|j.D}} Starter]] || {{clr|3|Yes}} | | | Mid || Can 2D > HCL if close || {{clr|3|Yes}} || {{clr|3|2f}} || None || [[https://www.youtube.com/watch?v=Scb13rcFMHE| {{clr|3|j.S}} Starter]] [[https://www.youtube.com/watch?v=6tE6zIaiq5w| {{clr|3|2S}} Starter]] [[https://www.youtube.com/watch?v=EE79svsmnYY| {{clr|5|j.D}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Testament|24px}} | | ! {{Character Label|GGACR|Testament}} |
| | Mid || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || Low TK [[https://www.youtube.com/watch?v=lQJ7PhRqk8Y&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=17| link]]|| [[https://www.youtube.com/watch?v=t0SNUN5mwkA&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}} Starter]] || {{clr|3|Yes}} | | | Mid || {{clr|3|Can 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Low TK [[https://www.youtube.com/watch?v=lQJ7PhRqk8Y&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=17| link]]|| [[https://www.youtube.com/watch?v=t0SNUN5mwkA&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Venom|24px}} | | ! {{Character Label|GGACR|Venom}} |
| | Mid || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} / {{clr|4|whiff}} || Raw {{clr|1|6P}}, dl. TK [[https://www.youtube.com/watch?v=EWGh6bXrJ7k&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=18| link]]|| [[https://www.youtube.com/watch?v=WiC6IRrxtGs&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}}, {{clr|4|41236H}} Starter]] || {{clr|3|Yes}} | | | Mid || {{clr|4|Generally can't 2D > HCL}} || {{clr|3|Yes}} || {{clr|3|2f}} || Raw {{clr|1|6P}}, dl. TK [[https://www.youtube.com/watch?v=EWGh6bXrJ7k&list=PLzXaqLc6vDf8cRlxQMHVu6NrQIms_b4Va&index=18| link]]|| [[https://www.youtube.com/watch?v=WiC6IRrxtGs&list=PLSaq4WTwwOgyhkHEI0xjI1iOIWb2e04Gd| {{clr|3|j.S}}, {{clr|4|41236H}} Starter]] || {{clr|3|Yes}} |
| |- | | |- |
| ! {{Character Label|GGACR|Zappa|24px}} | | ! {{Character Label|GGACR|Zappa}} |
| | Mid || {{clr|3|Can 2D > HCL}} || {{clr|4|No}} || {{clr|3|2f}} / {{clr|4|whiff}} || None || [[https://youtu.be/wWgingN-xbc| {{clr|3|j.S}} Starter]] || {{clr|3|Yes}} | | | Mid || {{clr|3|Can 2D > HCL}} || {{clr|4|No}} || {{clr|3|2f}} || None || [[https://youtu.be/wWgingN-xbc| {{clr|3|j.S}} Starter]] || {{clr|3|Yes}} |
| |} | | |} |
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| |} | | |} |
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| =={{clr|1|6P}} > {{clr|4|5H}} > sj.IAD {{clr|2|j.K}}/{{clr|1|j.P}} Link Window== | | =={{clr|1|6P}} > {{clr|4|5H}} > sj.IAD {{clr|2|j.K}} Link Window== |
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| Midscreen meterless BNB. Frame windows for {{clr|2|j.K}} listed assume the sj.IAD is done frame perfect, giving only up to a 2 frame window for {{clr|2|j.K}}. Realistically, the opponent may not tech out of the combo perfectly, however this is very tight timing. | | Midscreen meterless BNB. Frame windows for {{clr|2|j.K}} listed assume the sj.IAD is done frame perfect, giving only up to a 2 frame window for {{clr|2|j.K}}. Realistically, the opponent may not tech out of the combo perfectly, however this is very tight timing. |
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| *Using sj.IAD is always more lenient than normal jump IAD, so it is recommended to always use sj.IAD. | | *Using sj.IAD is always more lenient than normal jump IAD, so it is recommended to always use sj.IAD. |
| *Using {{clr|2|j.K}} is better than {{clr|1|j.P}}. {{clr|1|j.P}} is no easier and only works on some characters, it is included for completeness. | | *Using {{clr|2|j.K}} is better than {{clr|1|j.P}}. {{clr|1|j.P}} is no easier and only works on some characters, it is included for completeness. |
| | *The {{clr|2|j.K}} can be substituted with a {{clr|1|j.P}} on some characters. There's not much reason to do this, but technically this is possible |
| | **This is a 2 frame link on Faust, I-No, and Justice |
| | **This is a 1 frame link on May, Millia, Slayer, Sol |
| | **The {{clr|1|j.P}} whiffs on everyone else |
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| =={{clr|1|6P}} > {{clr|4|5H}} > 9jc. > TK {{clr|4|j.236H}} Corner Combo== | | =={{clr|1|6P}} > {{clr|4|5H}} > 9jc. > TK {{clr|4|j.236H}} Corner Combo== |
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| [[GGACR/I-No/Combos#For_beginners| More detail in For Beginners.]] | | [[GGACR/I-No/Combos#For_beginners| More detail in For Beginners.]] |
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| =Combo Catalog= | | ==Combo Catalog== |
| The purpose of the previous section (Combo Guide) is to show recommended combos to learn, with video example. The purpose of this section is as a catalog of many different possible routes. | | The purpose of the previous section (Combo Guide) is to show recommended combos to learn, with video example. The purpose of this section is as a catalog of many different possible routes. |
| ==Entry-Level Mid-Screen Combos: All Characters== | | ===Entry-Level Mid-Screen Combos: All Characters=== |
| {| class="wikitable sortable" border="1"<!-- class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" --> | | {| class="wikitable sortable" border="1"<!-- class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left" --> |
| |- | | |- |
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| |} | | |} |
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| ==Entry-Level Corner Combos: All Characters== | | ===Entry-Level Corner Combos: All Characters=== |
| {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> | | {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> |
| |- | | |- |
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| |} | | |} |
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| ==Instant Airdash combos== | | ===Instant Airdash combos=== |
| * Starter > {{clr|1|6P}} > {{clr|4|5H}} > ('''A''')/('''B''')... | | * Starter > {{clr|1|6P}} > {{clr|4|5H}} > ('''A''')/('''B''')... |
| : ('''A''') IAD {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.632146S}}[[GGACR/I-No/AdvancedTechniques#Fast_Fall_Vertical_Chemical_Love:|(FF VCL)]] > {{clr|5|2D}} > {{clr|2|632146K}} | | : ('''A''') IAD {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|3|j.632146S}}[[GGACR/I-No/AdvancedTechniques#Fast_Fall_Vertical_Chemical_Love:|(FF VCL)]] > {{clr|5|2D}} > {{clr|2|632146K}} |
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| ==Anti-Air Starter Combos== | | ===Anti-Air Starter Combos=== |
| {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> | | {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> |
| |- | | |- |
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| |} | | |} |
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| ==Stroke The Big Tree Combos== | | ===Stroke The Big Tree Combos=== |
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| ===STBT-H Starter=== | | ====STBT-H Starter==== |
| <b>Note:</b> These should generally work if you open with counterhit 5H/2H and combo into STBT-H. | | <b>Note:</b> These should generally work if you open with counterhit 5H/2H and combo into STBT-H. |
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| |} | | |} |
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| ===STBT-S Starter=== | | ====STBT-S Starter==== |
| {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> | | {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> |
| |- | | |- |
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| |} | | |} |
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| ==Sultry Performance (Dive) Combos== | | ===Sultry Performance (Dive) Combos=== |
| ===Sdive=== | | ===Sdive=== |
| {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> | | {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> |
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| |} | | |} |
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| ===Counterhit Kdive=== | | ====Counterhit Kdive==== |
| {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> | | {| class="wikitable sortable" border="1"<!--class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"--> |
| |- | | |- |
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| |} | | |} |
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| ==Advanced Combos== | | ===Advanced Combos=== |
| * Starter > {{clr|1|6P}} > {{clr|4|5H}} > TK HCL > 6FRC6 > air dash {{clr|3|j.S}} > FF VCL > dash {{clr|3|j.S}} > d{{clr|3|j.S}}/d{{clr|4|j.H}} > K Dive/S Dive | | * Starter > {{clr|1|6P}} > {{clr|4|5H}} > TK HCL > 6FRC6 > air dash {{clr|3|j.S}} > FF VCL > dash {{clr|3|j.S}} > d{{clr|3|j.S}}/d{{clr|4|j.H}} > K Dive/S Dive |
| :[MS, KD, 25%, 184dmg ({{clr|3|c.S}} then {{clr|3|j.S}} > {{clr|4|j.H}}) / 135dmg ({{clr|2|2K}} then {{clr|3|j.S}} > {{clr|4|j.H}})] | | :[MS, KD, 25%, 184dmg ({{clr|3|c.S}} then {{clr|3|j.S}} > {{clr|4|j.H}}) / 135dmg ({{clr|2|2K}} then {{clr|3|j.S}} > {{clr|4|j.H}})] |
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| ===Force Break Combos=== | | ====Force Break Combos==== |
| * {{clr|1|j.P}} (confirm) > FB Dive (All Hits) > FB Cancel > Double air dash {{clr|4|j.H}} > P Dive > K Dive | | * {{clr|1|j.P}} (confirm) > FB Dive (All Hits) > FB Cancel > Double air dash {{clr|4|j.H}} > P Dive > K Dive |
| :[MS, KD, 25%, 130dmg] | | :[MS, KD, 25%, 130dmg] |
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| ===Air Throw Combos=== | | ====Air Throw Combos==== |
| * Air Throw > (2p/{{clr|2|2K}}) {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > P Dive > air dash {{clr|3|j.S}} > FF VCL > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > K Dive | | * Air Throw > (2p/{{clr|2|2K}}) {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > P Dive > air dash {{clr|3|j.S}} > FF VCL > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > K Dive |
| :[CN, KD, 136dmg ({{clr|3|c.S}}) / 128dmg ({{clr|1|2P}} > {{clr|3|c.S}}) / 130dmg ({{clr|2|2K}} > {{clr|3|c.S}})] | | :[CN, KD, 136dmg ({{clr|3|c.S}}) / 128dmg ({{clr|1|2P}} > {{clr|3|c.S}}) / 130dmg ({{clr|2|2K}} > {{clr|3|c.S}})] |
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| ===Ground Throw Combos=== | | ====Ground Throw Combos==== |
| * Ground Throw > 6FRC6 > dash {{clr|3|j.S}} > d{{clr|3|j.S}} (d{{clr|4|j.H}}) > S Dive > {{clr|3|c.S}}({{clr|2|5K}}/{{clr|1|5P}}) > (s{{clr|1|j.P}}) s{{clr|3|j.S}} > s{{clr|4|j.H}} > K Dive | | * Ground Throw > 6FRC6 > dash {{clr|3|j.S}} > d{{clr|3|j.S}} (d{{clr|4|j.H}}) > S Dive > {{clr|3|c.S}}({{clr|2|5K}}/{{clr|1|5P}}) > (s{{clr|1|j.P}}) s{{clr|3|j.S}} > s{{clr|4|j.H}} > K Dive |
| :[MS, KD, 25%, 97dmg (d{{clr|4|j.H}} then {{clr|1|5P}} > s{{clr|1|j.P}}) / 102dmg ({{clr|4|j.H}} then {{clr|3|c.S}})] | | :[MS, KD, 25%, 97dmg (d{{clr|4|j.H}} then {{clr|1|5P}} > s{{clr|1|j.P}}) / 102dmg ({{clr|4|j.H}} then {{clr|3|c.S}})] |
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| ===Super Combos=== | | ====Super Combos==== |
| * TK Ultimate Fortissimo > {{clr|4|j.H}} > P Dive > air dash {{clr|3|j.S}} > {{clr|4|j.H}} > S Dive > {{clr|3|c.S}} > s{{clr|3|j.S}} > s{{clr|4|j.H}} > P Dive > air dash s{{clr|3|j.S}} > s{{clr|4|j.H}} > P Dive > air dash s{{clr|3|j.S}} > s{{clr|4|j.H}} > K Dive | | * TK Ultimate Fortissimo > {{clr|4|j.H}} > P Dive > air dash {{clr|3|j.S}} > {{clr|4|j.H}} > S Dive > {{clr|3|c.S}} > s{{clr|3|j.S}} > s{{clr|4|j.H}} > P Dive > air dash s{{clr|3|j.S}} > s{{clr|4|j.H}} > P Dive > air dash s{{clr|3|j.S}} > s{{clr|4|j.H}} > K Dive |
| :[MS, KD, 50%, 280dmg] | | :[MS, KD, 50%, 280dmg] |
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| ===Super Heavy Weight=== | | ===Super Heavy Weight=== |
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|
| | <!-- |
| =Theory Specifics= | | =Theory Specifics= |
| ==Modular Strings: I-No Specifics== | | ==Modular Strings: I-No Specifics== |
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| | 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 <i>can</i> go into this from starters other than 2K, it's commonly sub-optimal to do so. | | | 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 <i>can</i> go into this from starters other than 2K, it's commonly sub-optimal to do so. |
| |} | | |} |
| | --> |
|
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| =Video Examples= | | ==Video Examples== |
| ==Combo Tutorials== | | ===Combo Tutorials=== |
| {| | | {| |
| !<b>I-no - HCL FRC Airdash Tutorial</b> | | !<b>I-no - HCL FRC Airdash Tutorial</b> |
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| |} | | |} |
|
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|
| ==+R Combo Videos== | | ===+R Combo Videos=== |
| {| | | {| |
| ! | | ! |
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| ==Older Game Combo Videos== | | ===Older Game Combo Videos=== |
| May not be relevant anymore due to game changes, but they're still damn fun to watch. Enjoy! | | May not be relevant anymore due to game changes, but they're still damn fun to watch. Enjoy! |
| {| | | {| |
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| |} | | |} |
|
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|
| =Navigation= | | ==Navigation== |
| <center>{{Character Label|GGACR|I-No|42px}}</center> | | <center>{{Character Label|GGACR|I-No|size=42px}}</center> |
| {{GGACR/CharacterLinks}} | | {{GGACR/CharacterLinks}} |
| {{#lst:GGACR/Navigation}} | | {{#lst:GGACR/Navigation}} |
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| || ?? | | || ?? |
| || all | | || all |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || Ol' reliable, Sol's most frequent conversion. Generally very forgiving with the number of normals beforehand against most characters. BR/VV connection range easiest to hardest: AN > most characters > AB,DI,KL,KY > RO | | || Ol' reliable, Sol's most frequent conversion. Generally very forgiving with the number of normals beforehand against most characters. BR/VV connection range easiest to hardest: AN > most characters > AB,DI,KL,KY > RO |
| || [https://youtu.be/jOSf1hE54Hg Link] | | || [https://youtu.be/jOSf1hE54Hg Link] |
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| || ?? | | || ?? |
| || AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA | | || AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || A little stricter than above. {{clr|2|5K}} or {{clr|3|c.S}} will combo to {{clr|1|6P}}. Requires dash momentum:<br> AB, CH, ED, IN, JA, JO, MI, PO, VE | | || A little stricter than above. {{clr|2|5K}} or {{clr|3|c.S}} will combo to {{clr|1|6P}}. Requires dash momentum:<br> AB, CH, ED, IN, JA, JO, MI, PO, VE |
| || [https://youtu.be/O0ZKmBS-9Ik Link] | | || [https://youtu.be/O0ZKmBS-9Ik Link] |
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| || ?? | | || ?? |
| || all | | || all |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || Confirmation for when you're too far away to score a knockdown. Be careful of fast mashers who recover from stagger before Fafnir recovers! | | || Confirmation for when you're too far away to score a knockdown. Be careful of fast mashers who recover from stagger before Fafnir recovers! |
| || [https://youtu.be/xlH7gTKk9m4 Link] | | || [https://youtu.be/xlH7gTKk9m4 Link] |
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| || -25 | | || -25 |
| || all | | || all |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range {{clr|4|5H}} on crouching hit against TBD characters) | | || 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range {{clr|4|5H}} on crouching hit against TBD characters) |
| || [https://youtu.be/ybXTRL20ri8 Link] | | || [https://youtu.be/ybXTRL20ri8 Link] |
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| || ?? | | || ?? |
| || all | | || all |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || Universal Dust Combo. Scores a knockdown. In order to get the first two j.Ds, '''HOLD''' Up in order to cancel them back into homing jump. | | || Universal Dust Combo. Scores a knockdown. In order to get the first two j.Ds, '''HOLD''' Up in order to cancel them back into homing jump. |
| || [https://youtu.be/Kz4vvYPLIEY Link] | | || [https://youtu.be/Kz4vvYPLIEY Link] |
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| || 22 | | || 22 |
| || all | | || all |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || Universal Wild Throw Combo. Scores a knockdown. | | || Universal Wild Throw Combo. Scores a knockdown. |
| || [https://youtu.be/1j_NaaUJ2r8 Link] | | || [https://youtu.be/1j_NaaUJ2r8 Link] |
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| || ?? | | || ?? |
| || all | | || all |
| || {{clr|1|Very Easy}} | | || {{ComboDifficulty|Very Easy}} |
| || Basic air-to-air conversion for knockdown. Scoring the KD from {{clr|3|j.623S}} is much easier than from {{clr|4|j.623H}}. | | || Basic air-to-air conversion for knockdown. Scoring the KD from {{clr|3|j.623S}} is much easier than from {{clr|4|j.623H}}. |
| || [https://youtu.be/LJ0Cgt6SGrw Link] | | || [https://youtu.be/LJ0Cgt6SGrw Link] |
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| || ?? | | || ?? |
| || all | | || all |
| || {{clr|2|Easy}} | | || {{ComboDifficulty|Easy}} |
| || Extended air-to-air conversion for knockdown. {{clr|3|j.S}} is not recommended here as it hits too low for reliable air-to-air conversions | | || Extended air-to-air conversion for knockdown. {{clr|3|j.S}} is not recommended here as it hits too low for reliable air-to-air conversions |
| || [https://youtu.be/hCfUcFMSBpI Link] | | || [https://youtu.be/hCfUcFMSBpI Link] |
| |} | | |} |
| --> | | --> |