GGACR/I-No/Combos: Difference between revisions

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This route works on most characters, but is impossible on {{CLabel|GGACR|Johnny}}. On {{CLabel|GGACR|Eddie}} and {{CLabel|GGACR|Ky}}, {{clr|3|f.S}} cannot be followed up with a jump normal after a forwards jump. May combo into {{clr|3|j.S}} if performed out of hoverdash. May also followup with {{clr|2|632146K}} or TK {{clr|4|j.236H}}. TK {{clr|4|j.236H}} may be followed up meterlessly with {{clr|3|c.S}} if in the corner.
This route works on most characters, but is impossible on {{CLabel|GGACR|Johnny}}. On {{CLabel|GGACR|Eddie}} and {{CLabel|GGACR|Ky}}, {{clr|3|f.S}} cannot be followed up with a jump normal after a forwards jump. May combo into {{clr|3|j.S}} if performed out of hoverdash. May also followup with {{clr|2|632146K}} or TK {{clr|4|j.236H}}. TK {{clr|4|j.236H}} may be followed up meterlessly with {{clr|3|c.S}} if in the corner.


[https://www.dustloop.com/w/GGACR/I-No/Combos#For_beginners More detail in For Beginners.]
[[GGACR/I-No/Combos#For_beginners| More detail in For Beginners.]]


=Combo Catalog=
=Combo Catalog=

Revision as of 04:39, 5 November 2022

 I-No
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AD = Airdash
HD = Hoverdash
HAD = Hover Air Dash (66956)
TK = "Tiger Knee". Instant air special. i.e. 6321476K}
DM 632146K = Dash Momentum HCL
DM 632146S = Dash Momentum HCL
FF j.632146S = Fast Fall VCL
KD = Knockdown
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Warning For New Players

Read this first.

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

I-No Combo Theory

Should go without saying, but read the rest of the page for the details. The gist of it is:

  1. Always end in knockdown so you can use I-No's strong oki tools.
    • If you can't, fake it till you make it. Airthrow reset.
  2. Get your opponent to the corner so you can diveloop which does plenty of meterless damage.
    • Meterless techniques to get there: 6P > 5H > sj.IAD j.K j.S > j.632146S(FFVCL), or f.S > IAD j.K > j.S > j.632146S(FFVCL), or 6P > c.S > j.S > dj.S > j.632146S > airdash j.K > j.S > j.632146S(FFVCL). FFVCL explanation; perform the move shortly after the airdash.
    • Metered techniques to get there:
      • j.632146K 6FRC6 if already airborne. 6FRC6 explanation.
      • JI 632146K 6FRC6 if grounded. Jump install explanation.
      • j.236D which provides full screen corner carry, can be canceled instantly with any button and refreshes your double jump and airdashes.
  3. Diveloop is basically "air normals > j.236P > airdash cancel" repeated till you're out of airdashes, then j.236K for knockdown.


So how should one optimize?

  1. Avoid using meter on heavily prorated combos where possible.
    • Caveat: It can be worth it to use 25% on an FRC or 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.
  2. I-No has so many strong metered tools that generally speaking, you should only use the minimum meter needed to convert, unless it'll kill (or be burst safe so you can bait and punish a burst).
  3. Try to do your damage in fewer hits so you'll give your opponent less meter and burst. Doing huge (20+ hit) combos that end in super is a big waste.
    • Caveat: If it kills, it was worth it.
    • Caveat: Sometimes it's worth dragging a combo out so you can start building meter again, if you used an FRC or Force Break to set up or confirm a combo.
  4. Consider damage breakpoints as you decide which combos are worth using.
    • Full health is 460 points.
    • Therefore, 92 damage is 20% (5 combos at this damage to kill). 115 damage is 25%. 154 damage is 33.4%. 230 damage is 50%. 306 damage is 66.6%. 345 damage is 75%. 368 damage is 80%.
      • Don't forget that your 230 damage combo is probably only going to hit for like 150 the second time due to guts, so you're not winning in two touches in most matchups.
    • 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.

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:

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

Combo Guide

IMPORTANT:  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.

Combo Starters

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

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

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

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

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

For beginners

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

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 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 j.D, CH j.236K, or 41236H.

Once you learn her best confirms, any mixup will hold the threat of serious damage. Learning these confirms and routes will take time, so while you're learning them these are simple and reliable combos you can fall back on. These are things that will continue to be useful as you develop as well, as simple and straight-forward is always valuable.


Basic Gatling ComboSimple low into knockdown
Easy

2K > 2S > 2D
I-No's most basic combo into knockdown. This will work at most ranges, and depending on character you may be able to cancel the 2D into 632146K for additional damage. Reference for which characters this works on.


Basic Combo on CrouchersCrouchers only, can be mashed out
Easy

2K > 2S > 5H > 41236S > 632146K
Basic combo on crouchers. If the opponent does not mash out of the stagger, you may use 632146K to go into knockdown. May also use 2D > 632146K if this will combo on the opponent. Otherwise, you must use the stagger as a reset point.

632146K will hit all characters if they are staggered except  Baiken and  Kliff. Baiken requires the 2K be done right next to her, Kliff is impossible. Baiken may also be hit with a very low j.632146K, as this is lower than a grounded 632146K.

If the opponent is mashing out of the stagger, you may use 2S, f.S, or hoverdash to continue your offense, forcing them to block or attempting a mixup.

May roman cancel for more followup opportunities.


Basic Combo on StandingNot universal
Easy

2K > 2S > 5H > 632146K
Basic combo on standing characters. 632146K will not hit all standing character, check here for details.

May extend combo using jump install and the FRC on 632146K. This is an advanced technique covered in detail here. This is not necessary to master while starting out.


Combo into Note Oki 1Midscreen only, all characters
Medium

2K > 6P > 5H > 9jc. > dl. j.H > dl. j.214H
Basic combo into note oki. Note will not provide oki if you are too close to the corner. There is a short delay before the j.H, and a longer delay before the j.214H to ensure the note hits meaty. This depends on opponent wakeup speed, and you can cancel the j.H into j.214H very late. j.214P may also be used for oki after this sequence.

If the j.H is too early, the opponent may be able to tech out of the combo before landing into knockdown. You may still have the advantage as the note is headed towards them already, however this is not guaranteed.

Getting knockdown from this sequence may not be possible on all characters (to be tested) unless the opponent misses their tech after the j.H.


Combo into Note Oki 2Midscreen only, most characters
Easy

2K > c.S > 6P > f.S > 9 > j.H > dl. j.214H
Slightly more lenient combo into note oki that does higher damage. Timing the delay between j.H and j.214H is much less strict. Still must delay significantly.

Does not work on  Johnny,  Ky, or  Eddie.

Possible (untested) that  Baiken will always be able to tech out of the combo. It's possible your opponent misses their tech and could give you knockdown anyways, but be warned. It is at minimum difficult.


Anti-Air Combo6P anti-air into knockdown
Medium

6P > c.S > 9sjc. > j.S > j.H > j.236K
Basic anti-air combo. 6P moves I-No forwards slightly, so this may cause the opponent to land behind you if they are close over you.

Avoid super jumping with a 2369 motion, resulting in accidental j.236S.

Opponent character hurtboxes may make this route easier or harder.


Corner ComboShort combo into knockdown
Medium

2K > 6P > 5H > 9jc. > j.H > j.236S(slight hold) > c.S > jc. > j.S > j.H > j.236K
Difficulty of this combo is highly character dependent, as it is greatly affected by their hitboxes and weight. For example, this is extremely difficult on  Robo-Ky. Some adjustments are likely needed for various characters.

Timing of the j.236S to c.S link is crucial, and mostly depends on the height of the opponent when you hit them with j.236S. You must hold j.236S for a short moment usually in order to ensure the opponent is hit correctly.

If the opponent is able to tech out before c.S then you hit the opponent while they were too high. If c.S whiffs and the opponent is knockded down, you either pressed c.S too late or hit the opponent too low. Adding 5P or 2P before c.S makes this easier, but adds pushback which may be worse for some characters.

After the c.S, superjump may be used instead of normal jump and a j.P or j.K may be inserted before the j.S. These may make the combo easier depending on character.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

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.


sj.IAD RouteCorner carry and extra meterless damage
Hard

2K > 6P > 5H > sj.IAD > j.K > j.S > FF j.632146S > 632146K
Gives decent corner carry without having to spend meter. One of the few routes I-No has that doesn't rely on j.236D or JI 632146K 6FRC6 to extend the combo.

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.

This combo drops on  Johnny,  A.B.A,  Ky, and  Robo-Ky. For Johnny, the 6P > 5H > sj.IAD > sj.K is impossible if Johnny was hit while grounded. Reference for 5H > sj.IAD > sj.K leniency.


Extended Anti-Air ComboExtended anti-air route
Medium

6P > c.S > 9sjc. > j.K > j.S > j.632146S > AD > j.K > j.S > FF j.632146S > 632146K
Decent extension of anti-air combo listed in beginner combos. Followups after superjump cancel may drop depending on horizontal spacing.


CH 5H ComboMidscreen combo into 41236H
Medium

CH 5H/2H > 41236H > 9sjc. > dl. j.236P > AD > j.S > j.H > j.236K
Short meterless combo off 41236H launch. Delay the j.236P in order to adjust height. Depending on opponent weight and hurtboxes, you may have to delay more or less, or substitute the superjump with normal jump.

41236 can only be comboed into off counter hit 5H or 2H. The combo can be completed as normal if the first hit (5H or 2H) is excluded.


Corner DiveloopExtended corner combo into knockdown
Hard

2K > 6P > 5H > 9jc. > j.H > j.236S(slight hold) > (5P/2P) > c.S > 9sjc. > j.S > j.H > j.236P > AD > j.S > j.H > j.236P > AD > j.S > j.H > j.236K
Extension of the previous combo, even more dependent on opponent weight and hurtboxes. You may end the combo early with j.236K at almost any point after the superjump, which is much preferable to dropping the combo.

The 5P/2P after the j.236S is optional. This will reduce damage, but makes the combo much easier on most characters. Adding 5P/2P is recommended against  Sol.

While performing this combo, you must sometimes hold the j.236P in order to let the opponent drop further. Depending on relative height of the opponent to I-No, you may need to skip the j.S and go straight from the airdash into j.H, as the j.S may bring them up too high.

Performing this consistently will require practice against every character, in order for you to learn when and how to make adjustments.



CH 5H Corner ComboCorner launch into diveloops
Hard

CH 5H/2H > 41236H > 9sjc. > dl. j.236P > AD > j.S > j.H > j.236S > (5P/2P) > c.S > 9sjc. > j.S > j.H > j.236P > AD > j.S > j.H > j.236P > AD > j.S > j.H > j.236K
Extending previous CH 5H > 41236 combo into diveloops if midscreen or closer to the corner. Due to the length of the combo, the diveloops are much tighter than in the previous combo listed.

Do not expect to be doing this often, but this is a demonstration of linking different portions of the previously mentioned routes together to get better results.


j.236H Corner CombosGreat meter build, varies per character group
Hard

j.S > 6P > 5H > 9jc. > TK j.236H > c.S > 9jc. > j.S > j.H > j.236P > AD > j.H > j.236P > AD > j.S > j.H > j.236K
The sample combo provided is done on  Robo-Ky because 6P > 5H > j.H is very difficult on him, and this leads into 3-hit note setups (explained in the Advanced Combos section). This is very good to know for the matchup. Listed at the bottom of this block are the different groups characters will fall into for this combo. Different groups will need parts of this combo changed or substituted.

Compared to 6P > 5H > j.H corner combos, this deals less damage but builds more meter. Given how good I-No's metered options are, this is often very worthwhile to use. Additionally, the 6P > 5H > j.H route may be difficult on some characters, and using TK j.236H combos could potentially provide an easier route and more meter to enhance your next combo or help in neutral/defense later.

For 5H > 9jc. > TK j.236H, you may make the timing easier by waiting for the end of 5H's hitstop before inputting the 2369H for TK j.236H. Holding 2 for a moment before doing this motion helps avoid super jumping, which can make a mistimed TK j.236H safer, or rather not as awful a drop, in most circumstances.

Alternatively, this may be input by buffering the jump cancel after 5H early during 5H's hitstop, then timing the TK j.236H after the jump.

[Full playlist of routes]

Characters groups, summarized in Character Specifics
Group Changes Required
Lowest TK j.236H must be done as low as possible after the 5H jump cancel.
Low TK j.236H must be done low to the ground after the 5H jump cancel, but doesn't need to be as low as possible.
dl. TK Delay j.236H after 5H jump cancel, doing too low may cause whiff. Line up your height with the opponent.
Raw 6P, Lowest TK The starter must be 6P, j.236H must be done as low as possible. Only  Millia.
Raw 6P, dl. TK The starter must be 6P for combo to work, and the j.236H must be delayed after the jump cancel.
6P > c.S, dl. TK Substitute 5H with c.S, delay j.236H after jump cancel.
None j.236H routes do not work on  Axl Low,  Dizzy,  Jam,  Order-Sol,  Sol, or  Zappa.


Advanced Combos/Techniques

WORK IN PROGRESS

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

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.

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.


6P > 5H > JI 632146K > 6FRC6Best confirm and combo extender
Very Hard


j.S > 6P > 5H > JI 632146K > 6FRC6 > j.S > j.K > j.632146S > HD > j.S > 9djc. > j.S > j.H > j.236K
Most fundamental application of 632146K 6FRC6. 6P launches opponent so that 632146K will hit regardless of if the opponent was standing or crouching, and 5H is jump cancelable so the 632146K may be jump installed.

The j.S > j.K sequence can be substituted for other moves, such as j.S > j.H, however using j.S > j.K keeps the opponent higher which makes the hoverdash followup much easier. Certain characters such as  Sol will often have the j.S whiff underneath them if they are launched with 6P > 5H. For  Sol it is advised to do 6P > 632146K > 6FRC6 to keep him lower. This requires jump install prior to 6P, which can be obtained with landing recovery jump install or combo jump install using c.S > 8 JI > 6P for example.


JI 2S > 632146K > 6FRC6 > etc.Best low combo starter
Very Hard


JI 2S > 632146K > 6FRC6 > etc.
I-No's best low combo starter, as unlike 2K her 2S has no proration. As you require jump install prior to 2S, this must either be done with landing recovery jump install or canceling into 2S off a jump-cancelable normal and jump installing manually.

2S > 5H > JI 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 5H this will not work on every character at all ranges, and will not work on crouchers at any range under normal circumstances. With 2S > 632146K you may be close enough for the wider section of 632146K's hitbox to hit a crouching opponent, and may get confirms on standing opponents from further away.


3-Hit Note SetupsBest oki for gapless pressure
Hard

j.S > c.S > 6P > 5H > JI 632146K > 6FRC6 > j.S > FF 632146S > HD > j.S > 9djc. > j.S > j.H > j.236P(slight hold) > AD > j.H > j.236(slight hold) > TK j.214P (Testament specific example)
The easiest knockdowns you will get will most often lead to 2-hit notes for oki. This leaves room for the opponent to potentially counterattack in the gap between the note and your hoverdash in, it isn't completely gapless most of the time. 3-hit notes will be completely gapless, allowing you to do much safer mixups on oki, however the method to getting the knockdown that allows this is tricky and often very character specific.

To get a 3-hit note setup, you will need to knock down the opponent after your combo, while keeping enough distance between you for the note to travel and increase the number of hits it will deal. After a j.236K ender (your easiest combo ender) this is impossible. There are several combo enders you can use to get this spacing needed.

  1. j.236P: This is tricky due to j.236P hitting at a very downwards angle, and the limited untech time. In order to get a knockdown with this move, you will need to hit the opponent while they are very low.
  2. j.236S: Getting this to knockdown is easier than j.236, however since I-No does not bounce back like with j.236P this is not a guaranteed 3-hit note setup unless it was spaced correctly.
  3. Midscreen j.D > 632146S: Ending a combo with this sequence can give a knockdown if 632146S hit them at the right height, and gives enough advantage and spacing for 3-hit note. Against the corner this cannot provide the needed spacing.

Video examples of these routes on all characters can be found in Character Specifics. Not all characters have routes found.

Playlists featuring examples

  1. I-No 3 hit note combos
  2. diveloop optimal-er kds

Character Specifics

Character Weight Class 2D > 632146K(HCL) 632146K Hit Standing? 6P > 5H > sj.IAD j.K/j.P Link Window 6P > 5H > 9jc. > TK j.236H in corner 3-Hit Note Setup 6P > f.S Combos?
 A.B.A Heavy Generally can't 2D > HCL Yes 2f / whiff dl. TK [link] [2K Starter] [j.H Starter] [2S Starter] [2S Starter #2] Yes
 Anji Mito Mid Can 2D > HCL if close Yes 2f / whiff Low TK [link] [j.S Starter] Yes
 Axl Low Mid Can 2D > HCL if close Yes 2f / whiff None [j.S, 2K, 41236H Starter] Yes
 Baiken V.Light Can 2D > HCL if close No-TK j.632146K hits 2f / whiff dl. TK [link] [j.K, 2K Starter] [2S Starter] Yes
 Bridget V.Light Can 2D > HCL Yes 2f / whiff dl. TK [link] [2K Starter] [j.H starter] [j.D Starter] Yes
 Chipp Zanuff Mid Can 2D > HCL Yes-not max range 2f / whiff Raw 6P, dl. TK [link] [2S Starter] Yes
 Dizzy Light Generally can't 2D > HCL Yes 2f / whiff None [j.K Starter] [41236H Starter] Yes
 Eddie Mid Can 2D > HCL Yes 2f / whiff Low TK [link] [j.K Starter] [j.D Starter] Yes-Limited followup options
 Faust Mid Can 2D > HCL No 2f / 2f Raw 6P, dl. TK [link] [2S Starter] Yes
 I-No Light Generally can't 2D > HCL Yes 2f / 2f Low TK [link] [2S Starter] Yes
 Jam Kuradoberi V.Light Can 2D > HCL Yes 2f / black beat combo None [5H Starter] [j.D starter] [j.2624S Starter (Super)] Yes
 Justice Light Can 2D > HCL Yes 2f / 2f Low TK [link] [2K Starter] Yes
 Johnny Heavy Can 2D > HCL Yes whiff / whiff Lowest TK [link] [2K Starter] No
 Kliff Undersn V.Light Generally can't 2D > HCL No 2f / whiff 6P > c.S, dl. TK [link] [j.K Starter] Yes
 Ky Kiske Mid Generally can't 2D > HCL Yes 2f / whiff Low TK [link] [2K, j.S Starter] Yes
 May V.Light Can 2D > HCL Yes-no combo off 2H, 5H, or far 2S 2f / 1f 6P > c.S/5H > dl. TK [link] [j.H Starter] [j.2624S Starter (Super)] [CH 5H Starter] Yes
 Millia Rage Light Can 2D > HCL Yes 2f / 1f Raw 6P, Lowest TK [link] [j.K Starter] [j.S Starter] Yes
 Order-Sol Mid Can 2D > HCL if close Yes 2f / whiff None [2S Starter] Yes
 Potemkin V.Heavy Can 2D > HCL Yes 2f / whiff Lowest TK [link] [2K Starter] Yes
 Robo-Ky V.Heavy Generally can't 2D > HCL Yes 1f / whiff Lowest TK [link] [2K Starter] [j.S, j.D, 41236H, Throw, etc. Starter] Yes-Limited followup options
 Slayer Heavy Can 2D > HCL Yes 2f / 1f dl. TK [link] [j.D Starter] Yes
 Sol Badguy Mid Can 2D > HCL if close Yes 2f / 1f None [j.S Starter] [2S Starter] [j.D Starter] Yes
 Testament Mid Can 2D > HCL Yes 2f / whiff Low TK [link] [j.S Starter] Yes
 Venom Mid Generally can't 2D > HCL Yes 2f / whiff Raw 6P, dl. TK [link] [j.S, 41236H Starter] Yes
 Zappa Mid Can 2D > HCL No 2f / whiff None [j.S Starter] Yes

2D > 632146K(HCL)

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

Explanation of chart catagories

  • Can 2D > HCL: 2D > HCL connects on a grounded opponent from any range where 2D will connect.
    • All ranges (midscreen/corner): JA, BR, TE, JU, ZA, JO, MA, FA, CH, MI, ED, PO, SL
  • Can 2D > HCL if close: 2D > HCL connects at most ranges on a grounded opponent but HCL may whiff if 2D connects from far enough away.
    • All ranges (midscreen), microwalk closer than 2D tip (corner): BA
    • Microwalk closer than 2D tip range (midscreen), 5K tip range (corner): SO
    • Microwalk closer than 2D tip range (midscreen), Microwalk closer than 5K tip range (corner): AN, OS
    • 5K tip range and closer (midscreen), Microwalk closer than 5K tip range (corner): AX
  • Generally can't 2D > HCL: 2D > HCL only connects at ranges where one would typically use normals other than 2D (such as in gatlings).
    • 5P tip range and closer (midscreen/corner): VE
    • 5P tip range and closer (midscreen), 2P tip range and closer (corner): KL, DI, IN
    • 2P tip range and closer (midscreen/corner): KY, RO
    • 2P tip range and closer (midscreen), point blank (corner): AB

632146K Hit Standing?

At close range, 632146K will always hit the opponent due to the hitbox near I-No being lower to the ground.

 Baiken Whiffs above her. Low TK j.632146K can hit her standing.
 Chipp At max range, whiffs above Chipp. Low TK may hit him.
 Faust Whiffs.
 Kliff Whiffs.
 May Will hit May raw. If comboed into off 2S, 5H, or 2H, May's hurt animation causes this to whiff.
 Zappa Whiffs.

6P > 5H > sj.IAD j.K/j.P Link Window

Midscreen meterless BNB. Frame windows for j.K listed assume the sj.IAD is done frame perfect, giving only up to a 2 frame window for j.K. Realistically, the opponent may not tech out of the combo perfectly, however this is very tight timing.

  • Tips to avoid accidental j.236K
  • Using sj.IAD is always more lenient than normal jump IAD, so it is recommended to always use sj.IAD.
  • Using j.K is better than j.P. j.P is no easier and only works on some characters, it is included for completeness.

6P > 5H > 9jc. > TK j.236H Corner Combo

What specifics for corner combo utilizing 6P > c.S/5H > 9jc. > TK j.236H works for each character.

More detail in Core Combos section.

Full playlist of routes.

Characters groups, summarized in Character Specifics
Group Changes Required
Lowest TK j.236H must be done as low as possible after the 5H jump cancel.
Low TK j.236H must be done low to the ground after the 5H jump cancel, but doesn't need to be as low as possible.
dl. TK Delay j.236H after 5H jump cancel, doing too low may cause whiff. Line up your height with the opponent.
Raw 6P, Lowest TK The starter must be 6P, j.236H must be done as low as possible. Only  Millia.
Raw 6P, dl. TK The starter must be 6P for combo to work, and the j.236H must be delayed after the jump cancel.
6P > c.S, dl. TK Substitute 5H with c.S, delay j.236H after jump cancel.
None j.236H routes do not work on  Axl Low,  Dizzy,  Jam,  Order-Sol,  Sol, or  Zappa.


3 hit Note Setups

Allows for gapless oki into lows. Routes vary greatly between characters.

More detail in Advanced Combos.

6P > f.S Combos?

This route works on most characters, but is impossible on  Johnny. On  Eddie and  Ky, f.S cannot be followed up with a jump normal after a forwards jump. May combo into j.S if performed out of hoverdash. May also followup with 632146K or TK j.236H. TK j.236H may be followed up meterlessly with c.S if in the corner.

More detail in For Beginners.

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.

Entry-Level Mid-Screen Combos: All Characters

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

Entry-Level Corner Combos: All Characters

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

Instant Airdash combos

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


Anti-Air Starter Combos

Combo Damage Notes Video
6P (AA) > c.S > j.S > j.H/dj.H > j.236S > 5P > sj.P > sj.S > sj.H > j.236K 152 [MS, KD] Input 5p 639p to get sj.p without a dive. Link
6P (AA) > c.S > sj.K > sj.S > j.632146S > (delay) air dash j.K > j.S > j.632146S(FF VCL) > 2S/2D > 632146K 156 (2D) [MS, KD] Link
6H (AA, CH, 2nd hit only) > dash j.S > dj.S (dj.H) > j.236S > (5P)/c.S > (sj.P)/sj.S > sj.H > j.236K 182 (dj.H, 5P and sj.P) / 175 (dj.S, 5P and sj.P) / 194 (dj.H, c.S) / 187 (dj.S, c.S) [MS, KD] Link

Stroke The Big Tree Combos

STBT-H Starter

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

Combo Damage Notes Video
41236H > JC j.236P > air dash > j.S > j.H > j.236K 121 [MS, KD] Link
41236H > JC j.236P > air dash > j.S > j.H > c.S > j.S > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K 192 [CN, KD] Link
41236H > JC j.236S > c.S/5K > j.S > j.H > j.236S > c.S > sj.S > sj.H > j.236P > air dash j.H > j.236P > air dash (j.S >) j.H > j.236K 216 (c.5S and j.S > j.H at the end) [CN, KD] Link
41236H > JC j.D > dj.H > j.236S > c.S > j.S > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K 212 [CN, KD] Link
41236H > JC j.D > dj.H > j.236P > air dash j.S > j.632146S(FF VCL) > c.S > sj.S > sj.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K 216 [CN, KD] Link
41236H > JC 41236S > 5K > 632146K 117 [MS] Link
41236H > JC 41236S > c.S > j.S > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K 197 [CN, KD] Link

STBT-S Starter

Combo Notes Video
41236S > 2S > 632146K [MS, KD] Whiffs if 41236S hit crouching. Link
41236S > 632146K [MS, KD] Opponent can mash out of stagger.
41236S > 2D [MS, KD] Opponent can mash out of stagger, but harder to escape than 632146K. Link
41236S > 5K > 632146K 6FRC6 > ... [MS] You need to jump install with 5K to get the 6FRC6 (e.g. 6K321476K). Link
CH 41236S > 6321466S(DM VCL) > c.S > ... [MS] Buffer 632146 during the S-STBT and input 6+S on seeing a counter hit. Link
CH 41236S> empty dash > c.S > ... [MS] Link
CH 41236S > hoverdash j.D > 632146S > c.S > ... [MS] The higher the opponent when hit by 632146S, the easier the c.S link. Link

Sultry Performance (Dive) Combos

Sdive

Combo Damage Notes Video
j.236S > (5P/2P) 5K > 632146K 82 (5K only) / 85 (5P > 5K) / 84 (2P > 5K) [MS] Link
j.236S > (5P/2P) 5K/c.S > j.S > j.H > j.236S > c.S > sj.S > sj.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > j.236K 166 (2P > c.S) / 167 (5P > c.S) / 174 (5K) / 157 (2P > 5K) / 184 (c.S) / 158 (5P > 5K) [CN, KD] Link
j.236S > (5P/2P) 5K/c.S > j.S > j.H > j.236P > air dash j.S > 632146S(FF VCL) > c.S > j.S > j.H > j.236K 170 (c.S) [CN, KD] Wide hurtbox characters only. Link

Counterhit Kdive

Combo Damage Notes Video
CH j.236K > Hover Dash j.S > c.S > j.S > j.H > j.236S > 5P > sj.P > sj.S > sj.H > j.236K 181 [MS, KD] Link
CH j.236K > 5H > j.H > j.236P > air dash j.H > j.236P > air dash j.S > j.H > c.S > j.S > j.H > j.236K 215 [CN, KD] Link

Advanced Combos

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


Force Break Combos

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


Air Throw Combos

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


Ground Throw Combos

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


Super Combos

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

Important Punishes

Burst Punishes

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

Honnou's Combo Examples

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

f.s combo KD conversion series

"long-range" fuzzy mixup advanced meterless conversion

Air-to-air confirm

Anti-Air conversions

Mid screen j.H > Hnote setups

5H Starter


Monz's Pdive/Sdive Knockdown Route Examples

Footage is sorted per character and by weight class, but does not mean the combo is exclusive to that character. Characters not listed do not have an example route yet, or a route hasn't been found.

Super Light Weight

  • Includes Baiken, Bridget, Jam, Kliff, and May.

Baiken:

Bridget:

Jam:

Kliff:

May:

Light Weight

  • Includes Dizzy and Millia.

Dizzy:

Millia:

Medium Weight

  • Includes Eddie, Slayer, Sol, and Zappa.

Eddie:

Slayer:

Sol:

Zappa:

Heavy Weight

  • Includes Order Sol and ABA.

Order Sol:

ABA:

Super Heavy Weight

Theory Specifics

Modular Strings: I-No Specifics

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

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

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

Video Examples

Combo Tutorials

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

+R Combo Videos

I-No Combos and Mixups


Older Game Combo Videos

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

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

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