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| ==Combo theory== | | ==Combo theory== |
| There's not a lot here right now. At the most basic level, just know that many...like ''many'' of I-No's normals will combo into her command normals ({{clr|1|6P}} or {{clr|4|6H}} ideally) and subsequently special moves ({{clr|2|214K}}, {{clr|3|236S}}/{{clr|4|236H}}) that on hit can be RC'd to continue combos for more damage, including {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}}. | | There's not a lot here right now. At the most basic level, just know that many...like ''many'' of I-No's normals will combo into her command normals ({{clr|1|6P}} or {{clr|4|6H}} ideally) and subsequently special moves ({{cl|2|214K}}, {{clr|3|236S}}/{{clr|4|236H}}) that on hit can be RC'd to continue combos for more damage, including {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}}. |
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| I-No doesn't particularly struggle with breaking the wall when she wants to, especially thanks to moves like {{clr|4|j.236H}} and her ability to hit opponents in the corner with {{clr|2|214K}} multiple times, but you may occasionally want to end combos at the wall early for the chance to land one more hit on your opponent for the opportunity to stick them to the wall ''while grounded'' so that they cannot tech off of the wall and must rise up off the ground; this sequence can be repeated to suffocate opponents repeatedly until escape or death, circumventing the wall break mechanic until the I-No player wills it to be; and if this was going to be patched out, they probably would have done it in the 1.10 October patch, so...cross your fingers it stays? | | I-No doesn't particularly struggle with breaking the wall when she wants to, especially thanks to moves like {{clr|4|j.236H}} and her ability to hit opponents in the corner with {{clr|2|214K}} multiple times, but you may occasionally want to end combos at the wall early for the chance to land one more hit on your opponent for the opportunity to stick them to the wall with a combo ''that keeps the opponent grounded'' (i.e. {{clr|2|2K}}/{{clr|3|j.S}} > {{clr|1|6P}} > {{clr|3|236S}}) so that they cannot tech off of the wall and must rise up off the ground; this sequence can be repeated to suffocate opponents repeatedly until escape or death, circumventing the wall break mechanic until the I-No player wills it to be; and if this was going to be patched out, they probably would have done it in the 1.10 October patch, so...cross your fingers it stays? |
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| ==Beginner/BnB Combo List== | | ==Beginner/BnB Combo List== |
Preliminary/Read me!
- All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
- All wall break combos can be ended with Ultimate Fortissimo (632146S) for more damage and a hard knockdown after the wall break; grounded version does more damage than aerial when applicable.
- I-No's strongest meterless wall break option is 5[D] if you're grounded or j.236[S]/j.236[K] if you're airborne. If there's no time to use those, use 214K.
- For combos that end in an I-No player's choice between 214K or 236S, 214K whiffs on crouching opponents but does more damage, causes the opponent to become airborne, and can be PRC'd, leaving I-No airborne as well, or you can use 236S which hits grounded and can be canceled with RRC or late PRC.
- You can hit your opponent OTG after some combos that would normally end in a knockdown (2D, aerial hit 236H, etc.) for guaranteed damage at the cost of losing said knockdown and sending the opponent further away; some moves that are good for this include 236S/236H (corner carry), 2H (most damaging), 2S (farthest reaching normal), dash j.S (keeps you close); explore your options!
Combo theory
There's not a lot here right now. At the most basic level, just know that many...like many of I-No's normals will combo into her command normals (6P or 6H ideally) and subsequently special moves (Template:Cl, 236S/236H) that on hit can be RC'd to continue combos for more damage, including 5P/2P/5K/2K/c.S/j.K/j.S/j.H.
I-No doesn't particularly struggle with breaking the wall when she wants to, especially thanks to moves like j.236H and her ability to hit opponents in the corner with 214K multiple times, but you may occasionally want to end combos at the wall early for the chance to land one more hit on your opponent for the opportunity to stick them to the wall with a combo that keeps the opponent grounded (i.e. 2K/j.S > 6P > 236S) so that they cannot tech off of the wall and must rise up off the ground; this sequence can be repeated to suffocate opponents repeatedly until escape or death, circumventing the wall break mechanic until the I-No player wills it to be; and if this was going to be patched out, they probably would have done it in the 1.10 October patch, so...cross your fingers it stays?
Beginner/BnB Combo List
BnB combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5K/2K/c.S > 2D |
Anywhere |
53/43/67 |
14.75/13.25/? |
Everyone |
[1] Very Easy |
A simple combo, but the quintessential way of scoring a hard knockdown to get the party started, as I-No loves hard knockdowns. Some of your options on their wakeup include firing a delayed note (214P) to make contact on their getup, or performing a safejump; whatever the heart desires. If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. |
Video
|
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > 236H/214K |
Anywhere |
126/128 (c.S starter) |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with late PRC/RRC to continue the combo. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance, or if your opponent is cornered and you can land another 214K.
In cases where the first hit of 6H would whiff, such as a distant 2K, instead do 6P into 214K or 236S, as 6P has more reach and forward momentum. You may also want to combo one button into 6P > 236S when it will stick the opponent to the wall while they are still grounded and you intend on not breaking the wall and keeping them cornered. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with PRC/RRC.
|
Video
|
Combo List
5P/2P/5K/2K combos
General starter notes:
- 5P does more damage and is 1 frame faster than 2P, but whiffs on crouching opponents.
- 5Ps can be mixed and matched and gatling with 2Ps and vice versa; how many you can hit with depends on distance and your opponent's character.
- 5K does more damage, but 2K hits low; 2K also has much worse proration.
5P/2P starters
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5P/2P > 5P/2P > 5P > 214K |
Anywhere |
64 (5Px3) |
? |
Everyone |
[1] Very Easy |
|
|
5K/2K starters
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5K/2K > 2D |
Anywhere |
53/43 |
14.75/13.25 |
Everyone |
[1] Very Easy |
A simple combo, but the quintessential way of scoring a hard knockdown from two of your important normals to get the party started, as I-No loves hard knockdowns. Some of your options on their wakeup include firing a delayed note (214P) to make contact on their getup, or performing a safejump; whatever the heart desires. If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. |
Video
|
5K/2K > 2D > 214K |
Anywhere |
83/66 (on Faust) |
? |
Everyone except ZA, LE, AN, IN (5K starter)/MA, PO, FA, MI, NA, GI (2K starter) ((GO? JC?)) |
[1] Very Easy |
A little more guaranteed damage you can add after 2D at the expense of losing a knockdown; doesn't work on most characters if combo started with 2K. Combos can be extended with 66PRC after 214K. |
Video
|
5K > 236S |
Anywhere |
56 |
? |
Everyone |
[1] Very Easy |
Anti-air combo; 5K can quickly hit foes from a distance, even while jumping, but has no invincibility, is vulnerable to air attacks, and combos into 236S only on an airborne opponent. |
Video
|
5K/2K > 214K |
Anywhere |
63/50 |
? |
Everyone |
[1] Very Easy |
Same purpose as above combo but works from either K starter on an airborne or grounded opponent. |
Video
|
5P/5Px2/2P/2Px2/5K/2K > 6P > 236S/214K
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5P > 6P > 236S/214K |
Anywhere |
60/65 |
? |
Everyone |
[1] Very Easy |
|
|
5Px2 > 6P > 236S/214K |
Anywhere |
66/69 |
? |
Everyone |
[1] Very Easy |
|
|
2P > 6P > 236S/214K |
Anywhere |
58/63 |
? |
Everyone |
[1] Very Easy |
|
|
2Px2 > 6P > 236S/214K |
Anywhere |
62/65 |
? |
Everyone |
[1] Very Easy |
|
|
5K > 6P > 236S/214K |
Anywhere |
76/82 |
? |
Everyone |
[1] Very Easy |
|
|
2K > 6P > 236S/214K |
Anywhere |
59/64 |
? |
Everyone |
[1] Very Easy |
|
|
5P/5Px2/2P/5K/2K > 6H(2) > 236H/214K
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5P > 6H(2) > 236H/214K |
Anywhere |
85/87 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
5Px2 > 6H(2) > 236H/214K |
Anywhere |
85/86 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
2P > 6H(2) > 236H/214K |
Anywhere |
83/85 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
5K > 6H(2) > 236H/214K |
Anywhere |
106/108 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
2K > 6H(2) > 236H/214K |
Anywhere |
83/85 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
6P combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
6P > 236S/214K |
Anywhere |
59/66 |
? |
Everyone |
[1] Very Easy |
|
Video
|
(CH) 6P > 236H > 2H > 236S/214K |
Anywhere |
114/119 |
? |
Everyone |
[1] Very Easy |
If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. |
Video
|
c.S/f.S/2S combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
c.S > 6H(2) > 236H/214K |
Anywhere |
126/128 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
c.S > f.S/2S > 2H > 236S/214K |
Anywhere |
119 (236S)/125 (214K) |
? |
Everyone |
[1] Very Easy |
|
|
c.S > 6P > 236S/214K |
Anywhere |
92 (236S)/99 (214K) |
? |
Everyone |
[1] Very Easy |
|
|
f.S/2S > 236S/214K |
Anywhere |
59 (236S)/66 (214K) (f.S starter) |
? |
Everyone |
[1] Very Easy |
|
|
f.S/2S > 2H > 236S/214K |
Anywhere |
87 (236S)/93 (214K) (f.S starter) |
? |
Everyone |
[1] Very Easy |
|
|
(CH) c.S/f.S/2S > 236H > 2H > 236S/214K
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
(CH) c.S > 236H > 2H > 236S/214K |
Anywhere |
131/137 |
? |
Everyone |
[2] Easy |
(Notes for each combo in table) If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. |
|
(CH) f.S > 236H > 2H > 236S/214K |
Anywhere |
114/119 |
? |
Everyone |
[2] Easy |
|
|
(CH) 2S > 236H > 2H > 236S/214K |
Anywhere |
110/115 |
? |
Everyone |
[2] Easy |
|
|
(CH) c.S/f.S/2S > 236H, 6H(2) > 236H/214K
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
(CH) c.S > 236H, 6H(2) > 236H/214K |
Anywhere |
151/153 |
? |
Everyone |
[4] Hard |
(Notes for each combo in table) 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. |
|
(CH) f.S > 236H, 6H(2) > 236H/214K |
Anywhere |
132/134 |
? |
Everyone |
[4] Hard |
|
|
(CH) 2S > 236H, 6H(2) > 236H/214K |
Anywhere |
128/130 |
? |
Everyone |
[4] Hard |
|
|
5H combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
c |
p |
d |
tg |
wo |
df |
n |
v
|
2H combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
2H > 236S/214K |
Anywhere |
73/81 |
? |
Everyone |
[1] Very Easy |
|
|
(CH) 2H > 236H > 2H > 236S/214K |
Anywhere |
135/141 |
? |
Everyone |
[2] Easy |
If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. |
|
(CH) 2H > 236H, 6H(2) > 236H/214K |
Anywhere |
153/155 |
? |
Everyone |
[2] Easy |
236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. |
|
6H combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
6H(2) > 236H/214K |
Anywhere |
101/104 |
? |
Everyone |
[1] Very Easy |
236H provides a hard knockdown, but marginally less damage than 214K. |
|
(CH) 6H(1) > 236H > 2H > 236S/214K |
Anywhere |
111/117 |
? |
Everyone |
[2] Easy |
If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. |
|
(CH) 6H(1) > 236H, 6H(2) > 236H/214K |
Anywhere |
131/133 |
? |
Everyone except |
[4] Hard |
236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. |
|
(CH) 6H(2) > delay 236H > 5K/2K > 236S/214K |
Anywhere |
(5K) 145/151, (2K) 142/148 |
~22 |
Everyone except FA |
[4] Hard |
Have to use 2K on Leo, Giovanna, and 5K on Sol. Both work on everyone else except Faust; might need to be tested more
|
(CH) 6H(2) > 236S (whiff) > 5K > 236K/214K |
Anywhere |
117/124 |
~17 |
KY/AX/PO/FA/ZT/LE/NA |
[2] Easy |
Alternate route that works on FA and is much easier. 214K does more damage but 236S can be converted with RRC. |
|
(CH) 6H(2) > 236S (whiff) > 2S > 236S |
Anywhere |
122 (RA) |
~17 |
MI/RA/GI |
[2] Easy |
Alternate route to the alternate route that works on some of the girls
|
5[D] Combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
5[D]~8 > (Delay) > j.S > j.H > JC > j.P > j.S > j.H > Finishing Blow |
Anywhere |
182 |
~18 |
Anyone |
[2] Easy |
|
|
5[D]~8 > (Delay) > j.H > j.S > JC > j.H > 66 > j.H > Finishing Blow |
Anywhere |
186 |
~18 |
Anyone |
[3] Medium |
|
|
5[D]~8 > (small delay) > j.H > j.P > j.D > JC > j.S > j.H > j.S > Finishing Blow |
Anywhere |
194 |
~19 |
Everyone |
[3] Medium |
Get j.S as early as possible after JC to make sure this can get a finishing blow |
|
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.S > Finishing Blow |
Anywhere |
203 |
~19? |
Everyone |
[3] Medium |
|
Video
|
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.H > Finishing Blow |
Back to corner on Everyone, Anywhere on PO/LE/NA |
204 |
~19? |
Everyone |
[3] Hard |
Back to corner Dust combo; may work on some characters midscreen |
Video
|
5[D]~8 > j.H > JC > j.H > j.S > j.H > j.S > JC > j.H > Finishing Blow |
Anywhere |
207 |
~19? |
Everyone? |
[3] Hard |
To be tested more; works on Ky regardless of screen position |
|
j.K/j.S/j.H combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
j.S > JC > j.S > j.236H~H > j.S > j.H > c.S > 6H(1) > WS > 214K (or 66 j.632146S) |
Midscreen/Near Corner |
169(190) |
? |
Everyone |
[4] Hard |
Air-to-air combo from midscreen to corner. Can be inconsistent depending on distance from corner and height. |
|
j.D combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
c |
p |
d |
tg |
wo |
df |
n |
v
|
236H combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
236H > 2D |
Anywhere |
67 |
~10 |
Everyone |
[1] Very Easy |
Hard knockdown. |
|
236H > 2H/2S > 236S/214K |
Anywhere |
98 (2H, 236S), 104 (2H, 214K), 87 (2S, 236S), 93 (2S, 214K) |
~15+? |
Everyone |
[1] Very Easy |
2H does more damage and has identical startup to 2S, but less range; pick which one to combo into based on distance. 214K does more damage but 236S can be converted with RRC. |
|
236H, 6H(2) > 236H/214K |
Anywhere |
120/122 |
? |
Everyone |
[1] Hard |
236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. |
|
Throw RC combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
Forward Throw > RRC > j.s > j.H > 236H(3)~H > j.S > j.H > WS > 5[D] |
Corner |
149 |
? |
Everyone |
Medium |
Not super useful, since the damage isn't great and it'd probably be better to just take the hard knockdown and oki setup rather then go for damage and wallbreak at the cost of meter. |
v
|
Guaranteed wallbreak combos
5P/2P/5K/2K/c.S/j.K/j.S/j.H starters
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
j.S/j.H/2K > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] |
Corner |
191 (j.S starter) |
~29/~29/~29 |
Everyone |
[4] Hard |
214K has to be timed to hit as early as possible. |
Video
|
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] |
Corner |
191 (j.S starter) |
~26 |
Everyone |
[4] Hard |
214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. |
Video
|
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K |
Corner |
210/220/190 |
~32 |
Everyone |
[4] Hard |
214K has to be timed to hit as early as possible. j.H must be hit very close to the wall for 6H to connect after. |
Video
|
j.D starter
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] |
Corner |
159 |
~22 |
Everyone |
[2] Easy |
|
Video
|
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H > WS > 5[D] |
Corner |
169 |
~22 |
Everyone except PO/LE/NA |
[3] Medium |
Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is.
|
j.D > j.236H(3)~H > j.H > 2K > 6P > 214K > WS > 214K |
Corner |
161 (Sol) |
~27 |
SO, MA, MI, ZT, RA, GI, AN, IN |
[3] Medium |
Hoverdash j.K -> j.D for correct height |
Video
|
236H starter
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
236H, 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] |
Corner |
214 |
~34 |
Everyone |
[5] Very Hard |
214K has to be timed to hit as early as possible. |
Video
|
236H, 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] |
Corner |
217 |
~32 |
Everyone |
[5] Very Hard |
214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. |
Video
|
Other starters
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
236S > 88~RRC > j.66 > land c.S > JC > j.S > JC > j.S > j.H > 236H~H (3) > j.H > WS > 214K |
Back to corner |
169 |
~-48% |
Anyone |
[3] Medium |
May need a small delay to initial j.66 to side switch properly. First attack can be pretty much anything that doesn't push away from the corner. Easier to land before doing 214K or use j.S to do WS. |
Video
|
CH Combos
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K |
Corner |
199/198 |
~40 |
Everyone |
[4] Hard |
Need to use 214K for wall splat against PO/LE/NA
|
6H(2) (CH) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K |
Corner |
253 |
~37 |
Everyone |
[3] Medium |
DP punish/frame trap route in the corner. Instead of doing the second 2K for wall splat, can use 236S instead for an easy 632146S wall break.
|
2S/f.S/5H/2H (CH) > 236H, microwalk > 6H(2) > delay 214K > TK j.236H~H > j.S > WS > 5[D] |
Corner |
232 |
~37 |
Everyone |
[3] Medium |
Frame trap route in the corner.
|
(CH) 6H(2) > 214P > 66PRC > 5K > 214K > 66 > j.H > 6H > 214K > WS > 214K |
Midscreen |
252 |
? |
Everyone |
Medium |
Midscreen route that works by having them fall onto the note in the corner.
|
F-Shiki conversions
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes |
Video
|
j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K |
Corner |
181 |
~27 |
Everyone except GI/MA/CH |
[2] Easy |
Easy F-Shiki conversion after blocked j.S |
|
j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D] |
Corner |
202 |
-47% |
Everyone except SO/ZA |
[2] Hard |
F-Shiki conversion using quick RC, delay the blocked j.S on Giovanna. Opting to wall stick with 214K instead of 236H and breaking the wall with 214K deals the same damage; at least on Ky. |
Video
|
j.S > jc > j.S > j.236K/S |
Anywhere |
69/69 |
~10/~10/~10 |
Everyone except GI |
[2] Easy |
Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked. |
|
These combos need a total DMG value on them
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
2K > 6H > 236H > RRC > 66 > j.D > 5S > j.D > 236H (3) |
Anywhere |
116 |
-50, +? |
Everyone(?) |
[3] Medium |
Will WS if close enough to corner at inconsistent times; usually on first hit of 236H, sometimes at j.D
|
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