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Posted (edited)

Wanted to help consolidate some of the data we might want to share with people about executing some of the tougher things I-no has for Xrd. (this def makes it easier than to dig in the character discussion forum). let us know if there are other ways to execute these items or if there are better ways that are easier/more consistent!

 

=Hoverdash > IAD

66956

It'll take a bit of muscle memory to get the timing down, but what I usually do is input the first 66 for the hoverdash, slide up to the 9 slowly then let go for the 5 then input the 6 for the IAD. The slow slide to the 9 lets me ensure I don't do the input too fast and makes the input overall more relaxed.

 

=Combo > 6P > 5H > j.IAD K

I preferably use neutral 8 jump to airdashes. To me it feels easier since she gets into the minimum airdash height quicker. 

I tend to hold the up slightly during the 5H, then input 66K for the IAD K to come out

If the 6P is hit far away note that the IAD j.K will most likely NOT connect. Good to opt for the Mynus YRC OS, raw IAD SM, or regular j.S/j.H combo instead

 

=Combo > 6P > 5H> sj.IAD K

Same here I preferably use neutral 8 jump.

I input the 2~8 motion during the 5H then tap 66K for the IAD

If the 6P is hit far away note that the IAD j.K will most likely NOT connect. Good to opt for the Mynus YRC OS, raw IAD SM, or regular j.S/j.H combo instead

 

=Faultless Defense Cancel (easier without burst)

j.D~(4+P+K)

j.[P+K]~(D~4)

I use the macro for P+K and set it to my "medium kick" button (ala street fighter) and plink the D~(P+K) without my burst

There's the manual method of doing j.D~4P+K with using your ring/pinky for the D then thumb and index for P+K

Thirdly there's the "no burst" method of holding FD (P+K or K+S or P+S) prior to the D~back input [hit j.D then back immediately].

In order to do this in a match you would hide the inputs in your attacks [e.g. hover dash j.S, but plink j.S~K and hold both as you go for the j.D~4 FDC cancel]

Super tight timing for the 3rd method, but guarantees that burst won't activate

 

=TK HCL

632147+K (feels almost like XX again)

632149+K

This input is what I've been using to get the most consistent "extra low" HCL to tag characters that can dash under a normal grounded HCL. Starts from the 6 to help activate the super jump, doesn't work well starting from 3 for some reason for me.

One way to know that you're doing the TK is if you see the super jump dust cloud coming out or set dummy to crouch and see it hit. Micro pause on the 7 helps to ensure that you're jumping before the HCL input can help mentally (but in essence you're hitting the K 1 or 2 frames after the 7, hitting on the same frame will result in a grounded HCL)

Mynus mentions that he uses 632149+K to get the height for his TK HCL. Use whichever works more consistently for you.

 

=TK SM (TK Command Grab)

7214+H

9632147+H

TK SM is used as a way to anti air really slow aerial attacks and also for call outs on bursts and jumps. It's preferred over grounded SM because TK SM is 6f while grounded SM is 18f, and you get to choose the height you want.

 

=TK Note

32147+P

663 214+P

I start on the down-forward input (3) to make sure I have the full input of the note 214 included (I don't trust myself to be able to do a clean 2 to start). You'll know you're doing it right if the note acceleration speed is fast in the beginning and if you see the super jump cloud. Grounded notes have a slower start acceleration.

663 214+P is a variation used to get a good height to perform TK Note YRC > Air Dash

 

=TK Ultimate Fortissimo

123632147+S

Wakeup 12369 632147+S

I tend to start at the 1 to make sure my 236 input is completely registered. then circle all the way to 7 and wait slightly to make sure the jump happens.

On wake up I tend to over exaggerate the 2369 input and start at 1 to make sure I hit the 2 and 6 for the first 236 motion. (this is manageable since you're not moving during the input buffer)

 

=IAD j.K YRC OS (Mynus YRC OS)

6P > 5H > IAD j.K > K+S+H > FFVCL or SM (214+H~S)

Mynus has listed and shown a video with using IAD j.S but I think this is a more common scenario with the IAD combos and it's been working really well for me. 

When inputting the j.K > KSH I hit the KSH immediately after j.K. This will activate the S chain if you didn't whiff the j.K and YRC will activate if the opponent techs. It's super easy to react with the proper followup of 214S for FFVCL and 214H for SM

You can plink the SM/FFVCL if you don't want to react to whether or not the YRC happened. Due to special cancel restrictions on SM, FFVCL will come out when opponent doesn't tech. Due to button priority, SM will come out when YRC does happen.

Make sure to only use this when your meter is between 25-49 by the time you hit IAD j.K

 

=Instant j.K > Ultimate Fortissimo

665K 236 <hitstop> 63214S

Input 66 goto neutral then hit K and try to get the 236 input before you get the hitstop from connecting j.K. You'll start feeling when you know the rest of the motion will make the super come out with 63214S. If you are too low to the ground/input the super too slowly, it won't come out due to the startup.

 

=Cross up FDC Ultimate Fortissimo

2369~632147 D~P+K > S

7f startup, but 0f after super flash. The opponent isn't blocking this if they haven't started blocking cross up already and leads to 200+ damage combos. Great to use on opponents wakeup if you can be right next to them on wakeup. Difficult to do with hoverdash > double jump due to turning around so quickly. Shoutouts to Mynus for showing this on his stream

(Sometimes I'm getting S Dive instead of super even with similar inputs to when I do it correctly. Not sure why this is the case yet)

 

=Proximity Guard Super OS

632146~321+H+(another button except dust)

Great during wakeup (beats most meaties) and blocking strings that have some gaps (you won't get blown up if opponent decides to stop their frame traps). I double tap the FD button input to save meter. If you map S+H like I do, make sure you're holding down back otherwise blitz will come out. 

 

Edited by choysauce
Adding Cross up Ultimate Fortissmo input
Posted

Thank you for making this thread. As someone who just recently started getting the hang of I-No, I have a few thoughts and questions.

 

=6P > 5H > j.IAD K

 

I preferably use neutral 8 jump to airdashes. To me it feels easier since she gets into the minimum airdash height quicker. 

I tend to hold the up slightly during the 5H, then input 66K for the IAD K to come out

 

=6P > 5H> sj.IAD K

 

Same here I preferably use neutral 8 jump.

I input the 2~8 motion during the 5H then tap 66K for the IAD

I feel like I can't land the j.K if I use a neutral jump, so I do 956 for the IAD or 2956 for the sj.IAD. I also tend to default to doing the super jump instant air dash every time for midscreen combos since it seems to work for me. Is there any reason I shouldn't be doing that?

 

=TK HCL

632147+K (feels almost like XX again)

 

This input is what I've been using to get the most consistent "extra low" HCL to tag characters that can dash under a normal grounded HCL.

One way to know that you're doing the TK is if you see the super jump dust cloud coming out. Micro pause on the 7 helps to ensure that you're jumping before the HCL input can help mentally (but in essence you're hitting the K 1 or 2 frames after the 7, hitting on the same frame will result in a grounded HCL)

 

What's the reason for the 63 input? Shouldn't 2147+K be enough?

 

=Hoverdash > IAD

66956

 

It'll take a bit of muscle memory to get the timing down, but what I usually do is input the first 66 for the hoverdash, slide up to the 9 slowly then let go for the 5 then input the 6 for the IAD. The slow slide to the 9 lets me ensure I don't do the input too fast and makes the input overall more relaxed.

I've had some real trouble with hoverdash > IAD. This seems like it might be easier than what I've been doing, so I'll go ahead and try it later. Thanks.

Posted

 

Thank you for making this thread. As someone who just recently started getting the hang of I-No, I have a few thoughts and questions.

 

 

I feel like I can't land the j.K if I use a neutral jump, so I do 956 for the IAD or 2956 for the sj.IAD. I also tend to default to doing the super jump instant air dash every time for midscreen combos since it seems to work for me. Is there any reason I shouldn't be doing that?

 

 

What's the reason for the 63 input? Shouldn't 2147+K be enough?

 

I've had some real trouble with hoverdash > IAD. This seems like it might be easier than what I've been doing, so I'll go ahead and try it later. Thanks.

 

It may be just preference for the neutral jump vs forward jump. My hands don't like the inputs needed for forward jump to IAD K. opting for either the super jump or regular jump versions most likely will change what you can follow up with after the j.K > j>S > FFVCL (one may be better than the other if both work on a character, need to explore this more)

 

for my TK HCL, It helps activate the super jump more often from what I've seen. Starting from 3 would seemingly be a good choice, but I don't get the super jump from when I go for that for some reason. 

Posted

opting for either the super jump or regular jump versions most likely will change what you can follow up with after the j.K > j>S > FFVCL (one may be better than the other if both work on a character, need to explore this more)

After the FFVCL I always ever continued with HCL>followup for knockdown. I didn't realize you could do other things from there.

 

for my TK HCL, It helps activate the super jump more often from what I've seen. Starting from 3 would seemingly be a good choice, but I don't get the super jump from when I go for that for some reason. 

My mistake. I misread your post, missing the part about the super jump.

Posted

Yeah after FFVCL, most generally you can do sj. P, S, H > S Dive. works on most of the cast so far as a general ender. Gives way more corner carry and knockdown if they're not too close to the corner.

 

Actually I went back and added that info in after you brought it up, so you didn't misread anything lol

Posted

I know I didn't finish the combo section on the wiki, but if you look at the charts I made you'll see that the SJ version will link on everyone except for Venom and Zato (compared to the regular jump version which drops on FA, SO, IN, MA), and if you link just j.S into the HCL~D instead of doing j.S > j.H > HCL~D, you'll get knockdown anywhere on the screen.  Damage output is lower by 9, but this is the most universal option that always gives knockdown.  You only have to remember to change the combo on two characters this way.

 

That said, you can still get knockdown with j.H if you start near 1/2 screen and push them into the corner so that HCL wont whiff.  If you want that extra 9 damage you'll have to read distance to the corner on: PO, BE, SO, EL, LE, KY, SI, RA, MI, CH.

 

 

 

I'll look into the sj.P > sj.S > sj.H > Sdive ender and eventually wiki-fy it.  I also need to make edits for some of the known 1.1 balance changes.

Posted

Yeah after FFVCL, most generally you can do sj. P, S, H > S Dive. works on most of the cast so far as a general ender. Gives way more corner carry and knockdown if they're not too close to the corner.

 

Actually I went back and added that info in after you brought it up, so you didn't misread anything lol

I will have to jump into training mode and try that out I suppose.

 

I know I didn't finish the combo section on the wiki, but if you look at the charts I made you'll see that the SJ version will link on everyone except for Venom and Zato (compared to the regular jump version which drops on FA, SO, IN, MA), and if you link just j.S into the HCL~D instead of doing j.S > j.H > HCL~D, you'll get knockdown anywhere on the screen.  Damage output is lower by 9, but this is the most universal option that always gives knockdown.  You only have to remember to change the combo on two characters this way.

 

That said, you can still get knockdown with j.H if you start near 1/2 screen and push them into the corner so that HCL wont whiff.  If you want that extra 9 damage you'll have to read distance to the corner on: PO, BE, SO, EL, LE, KY, SI, RA, MI, CH.

 

 

 

I'll look into the sj.P > sj.S > sj.H > Sdive ender and eventually wiki-fy it.  I also need to make edits for some of the known 1.1 balance changes.

Thanks. I guess it would also be easy to remember to use the super jump only for FA, SO, IN and MA. So far I've mostly played I-No against Sol and May so I've just started using the super jump all the time. I had forgotten how detailed I-No's entry on the wiki really is. I'll be sure to give it all a thorough read. I didn't mean to take over this thread with all my questions, but I appreciate the help. Cheers! 

Posted

Oh definitely ask questions.  We're here to help, and it points out stuff that isn't explained well enough (or at all).  I should link to this page from the wiki since this is a good topic for beginners, or intermediates that try new characters out.

 

 

If it's easier to do the regular version, then get that down and remember to do SJ for 4 characters.  If you can do the SJ version just as consistently, do that and change it for just VE and ZA since it's easier to remember.  I made sure there were a couple varieties of combos on there since some might be easier than others, and some might not be as universal as others.  Also, as you gain a little more experience it's easier to look at a chart like that and derive new things that might work when you see a bunch of things that do and don't work.

Posted

Oh definitely ask questions.  We're here to help, and it points out stuff that isn't explained well enough (or at all).  I should link to this page from the wiki since this is a good topic for beginners, or intermediates that try new characters out.

 

 

If it's easier to do the regular version, then get that down and remember to do SJ for 4 characters.  If you can do the SJ version just as consistently, do that and change it for just VE and ZA since it's easier to remember.  I made sure there were a couple varieties of combos on there since some might be easier than others, and some might not be as universal as others.  Also, as you gain a little more experience it's easier to look at a chart like that and derive new things that might work when you see a bunch of things that do and don't work.

I've gotten pretty consistent with the super jump IAD, but I haven't taken my I-No out of training mode yet, so it's probably better for me to use the ordinary IAD if/when I take her online.

 

The combo charts in I-No's wiki article are really helpful and I've tried a bunch of them so far. When it comes to execution I still have trouble transitioning from hover dash to air dash as well as combos from j.D that go j.D > VCL > 5K > stuff. I can't seem land the 5K and I was wondering if it was because you need to fast fall the VCL by doing an air dash before the j.D instead of a hover dash, or is it supposed to work for both?

Posted

can't do fastfall VCL after j.D. You can try delaying the VCL slightly, that might help the opponent pop up higher

It's a link from VCL to 5K, so you just need to learn the timing

or whatever setup you're doing might not work on the character you're training on. 

or you might need to use 5P or 2P instead of 5K. 

 

But double tapping the buttons works well for me, so that might help. 

Posted

Most of the listed combos aren't optimized, but they're on there as reference as things that work.  When comboing after j.D > VCL, you'll need to delay the VCL after j.D slightly.  If you mess that up you can still sometimes link 5P before whatever else you're doing, but if you want to link c.S (more optimized) or 5K (at range) you need to delay the VCL.

 

I'm going to work on those more this week.  Hopefully I can get Sin values in, reformat the wiki a little bit to improve readability, and get some charts in for combos off of 5D, STBT-H, and CH 5H/2H.

Posted

Most of the listed combos aren't optimized, but they're on there as reference as things that work.  When comboing after j.D > VCL, you'll need to delay the VCL after j.D slightly.  If you mess that up you can still sometimes link 5P before whatever else you're doing, but if you want to link c.S (more optimized) or 5K (at range) you need to delay the VCL.

 

I'm going to work on those more this week.  Hopefully I can get Sin values in, reformat the wiki a little bit to improve readability, and get some charts in for combos off of 5D, STBT-H, and CH 5H/2H.

 

HAH!

Posted

I'm looking for tips on how to get j.dFDC working properly.

 

Namely

j.s j.DFDC j.s so that it combos preferably.

j.ks j.DFDC j.k again comboing.

 

I've spent several hours in the lab and I can get a poor version of this somewhat reliably, but it does not look like anything at all like Osca does in the training mode video. I can also get the j.s j.DFDC immediate land 2k working pretty well.

What factors should I be taking in account? I've found that if I delay the time between the jump cancel and the j.DFDC, I get extra height. If I don't delay it enough, the j.k or the j.s normals never come out, they will simply wiff or not start at all.

Is this simply a matter of finding the right delay between jump cancel and the j.DFDC~k/s press, or am I missing something? Am I doing j.D~KS too fast?

Posted

With j.K you can have an almost non-existent delay and still have it come out, depending on if you're doing it from the air (j.S > dj.D FDC > j.K) or on the ground (5K/c.S > j.D FDC > j.K).  From the ground you'll need to delay slightly.

 

j.S has more start up so you'll need to delay a little longer.  I can never really get j.S > dj.D FDC > j.S to combo, but I can get j.S > dj.D FDC > j.K to combo no problem at this point.

 

 

You'll want to develop muscle memory for a long delay in case you want to cross up out of a dash, and a shorter delay for tight pressure.  Also work on learning this from 5K, c.S, and 5H so you can improve your ground mixup and pressure options.  5H is kinda more gimmicky because of how much you'll push yourself out, but j.D FDC > low airdash pressure is pretty good if you scare them into blocking.  Since 5H is lvl 4, you have a lot of "advantage" frames to work with by staying low to the ground, though you'll lose some of them while traveling forward, and a lot of them if the opponent IB's it.

 

 

If they're not starting the move at all, you're doing something else wrong with your timing.  Which method are you practicing?  The older method where you don't have a burst and do j.D > 2 buttons, or the newer method that works with a burst stocked 100% of the time where you hold 2 buttons, then j.D > block?

 

It's kind of good to learn both of them since the older method is easier from neutral, though the newer method is also really easy to set up.  If anyone can't work the buttons with the new method, do Zato's Challenge mode and then try again.

Posted

While we're on the subject of j.D FDC, there's something that Koichi (and other I-No's but I see Koichi use it a lot more) does that I can't figure out the input for and I'm sure it's been discussed before.  I can do FDC consistently already but only simple stuff like faking an overhead into a low or faking a double jump.  Crossup FDC is what I'm having trouble with though.

 

Specifically the setup I see him using is after a knockdown: hoverdash, double jump j.DFDC, crossup j.S S-dive.  It's not big damage or anything but it's a really grimy mixup into an easy knockdown to start setting up for real damage.

 

He does it at about 3:51 in this video (but messes up the dive input):

https://www.youtube.com/watch?v=8gQS_W5SCV8&#t=3m50

(If I find a better example I'll replace this link).

 

There's a better example in the same video at 5:51

https://www.youtube.com/watch?v=8gQS_W5SCV8&#t=5m50

Doesn't cancel into dive here though, just goes to 2S, either way lets us combo into a knockdown.

 

As far as I can tell it's just 66(hold) double jump FDC, j.S into whatever.  But I can't get this to work at all.  Is there a trick to which direction to tap for FDC on a crossup?  Does it change as you cross over them?

 

For what it's worth I use the FDC method where you hide inputs and then do j.D~4.  I can also do the slide method (with P+K macro button) but I haven't bothered with it ever since the patch since it's so finnicky with bursts now.

Posted

You'd still time it such that you're blocking away from the direction you dashed.  EX:  You dash in, then double jump over then with j.D and FDC before you cross over them.  FDC happens and you start to drop right around the time you cross up.

 

 

This is going to be a better tool for baiting BS now because CH Kdive and Sdive give that little bounce to help corner push, and if you really felt like it you could spend some meter for a combo.  If you were backed into a corner and did like sj.D FDC Sdive crossup to beat the right normal, you could get a meterless combo since CH Sdive will wallbounce in the corner.  Just kinda depends on spacing when this occurs.  That's pretty complicated though.  I have enough success going over lows with j.D FDC j.S when I have limited escape options.  I'd still rather have ghetto reversal VCL FRC from AC/+R times, but we gotta use what we got.

Posted

Only took ~10 minutes to get j.S ~ j.DFDC j.K to combo now. Switched to using holding method and I just input j.S with j.S~K if I'm going for this... It also feels, much, much easier on my hands since I don't have to piano D~KS (D~KP does not work for me at all).

 

I'll still use the old method as well, especially for things like using it from hoverdash, escaping block pressure etc since it's much faster to do from a neutral hand position.

Looks like I'll have to relearn all my mixups with this. Not that much of an issue though, I was a Zato main before this...

  • 3 months later...
Posted

Updated the OP with some new info, namely the instant j.K > Fortissimo input

=Instant j.K > Ultimate Fortissimo

665K 236 <hitstop> 63214S

Input 66 goto neutral then hit K and try to get the 236 input before you get the hitstop from connecting j.K. You'll start feeling when you know the rest of the motion will make the super come out with 63214S. If you are too low to the ground/input the super too slowly, it won't come out due to the startup.

Posted

I like to use 23663214S when I want to dash/airdash into immediate Fortissimo.  I figure that 2366K3214S should work.  Also pretty sure that I tried this recently in +R and it doesn't work with the old input buffer.

Posted

=Cross up FDC Ultimate Fortissimo

2369~632147 D~P+K > S

7f startup, but 0f after super flash. The opponent isn't blocking this if they haven't started blocking cross up already and leads to 200+ damage combos. Great to use on opponents wakeup if you can be right next to them on wakeup. Difficult to do with hoverdash > double jump due to turning around so quickly. Shoutouts to Mynus for showing this on his stream

(Sometimes I'm getting S Dive instead of super even with similar inputs to when I do it correctly. Not sure why this is the case yet)

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