Updated/New combo routes: [2021/08/05] 6HS combo against Axl and Chipp: twitter.com/SeaLeafDojo/status/1423356415381409792 [2021/07/28] X to 236HS PRC combo: twitter.com/SeaLeafDojo/status/1420458945395625984 [2021/07/22] 236S/K PRC routes: twitter.com/SeaLeafDojo/status/1418289748154609666 [2021/07/20] 5D combo updated again: twitter.com/SeaLeafDojo/status/1417564144732053505 [2021/07/15] New throw combos with PRC for more damage: twitter.com/SeaLeafDojo/status/1415747394071711744
This looks like the most complete I-no combo video on the YT. I'll have to research this and pick the most consistent (execution-wise) ones for each situation and take to the lab more execution heavy / optimal routes . Thanks for the great video!
If you are learning I-No, practice always ending with your note oki. its arguably the most important part of her game and you want the muscle memory to always do the note after say 2D or other specific knockdowns. Just practicing dash j.S > 2K > 2D is good, but then youll go to match and be 'oh ya, note' and its late and they jump out or not meaty, etc and you miss your chance to put them in the blender because no muscle memory for the note. A good starting routine is corner yourself (reset while holding left/right) and do j.S > 2K > 2D > 214P and repeat over and over corner to corner. I like to end at other corner with j.S > j.K > grab super and reset screen back just for short practice on that tick throw option, but eventually when this is second nature to get that note out, you can then start doing the different jump in options like j.S air dash j.K or j.K > j.D > j.236S~S or j.K > j.D > super or empty jump throw or empty jump 2K or empty jump dash j.S (basically dash dash j.S for a weird hop fake out on empty low) and so on. Just do each over and over and end in note oki corner to corner. Gradually add random block or random counter hit or make say Sol do random uppercut/5k/5p on wakeup to make sure you have your timings right and various others so you confirm your combo and end safe if blocked or go into dmg if it hits or big dmg if it counters. This is a gradual process. Master each step by step and add more complexity and you should have it second nature so you can focus more on neutral and getting those hits instead of fumbling 'oh shit what do i do oh no missed my note aghh' type fumbling over your combos and setups. You almost want it on autopilot and only decision being high or low or grab and no thought needed on execution or setting up the oki.
For combo's like j.S > 2K > 2D > 214P, how are you confirming the low k from air S and K. I can confirm it consistently with HS, but I hit the ground too slowly for air S and K to confirm another hit.
@@ChicoChopsFGC I hold forward, plink dash button RC button, then hcf H. beyond that it's just a matter of doing it a few times in training mode to learn the speed. I admit it's tricky for me too as I'm still mashing out most of my other RCCs
You can move your character in any cardinal direction if you double tap the direction before the Roman Cancel input (generally called RC drift). In this case, you'll need to double tap forward before doing RC. And in case you haven't noticed, you need to jump cancel the close slash or kick. All the inputs are listed on the left. If you follow them, you can do what is shown in the video.
If anyone is having trouble with corner combo, it all hinges on hitting 214K as early as possible without whiffing it. For me I do the input at the same time the hitstop finished from the second hit of 6H
I'd be curious to see some optimized 6H second hit starter combos. Especially second hit counter combos. I find myself getting counter hits like that pretty frequently, so having good routes from there could be useful. In the corner, of example, you can get 6H second hit counter - 236H (whiff) - 5K - 214K - 5S - 6H - 236H I was experimenting with the whiffed 236H because I often buffer that after 6H. This doesn't wallbreak on it's own though, so it could be better. Maybe buffering 236H every time is not the best idea.
You can get corner carry, damage, and a ch meaty setup by doing throw-> rrc, jk, jd, h divekick (cancel), js, s divekick. On wakeup if they press a button it gets counter hit by a 2s universally across the cast.
@@Prohxyy Using Near Corner #1 or #2 ender (after throw, 88RC) would net more damage and potential wall break than the set up you mentioned. I would recommend doing that instead.
If your 2nd 6HS is not hitting, there are likely one or both of these issues: 1. First 214K is being done too late. 2. 66HS (after 214K) is being done too early. You need to dash slightly farther than the earliest HS timing. You can also use Corner #2 since the 66HS timing is a lot more lenient with that route.
If you're new, I suggest trying any of the basic combos. Basic #1 is a good place to start and work on your high/low mix ups on okizeme (offense when the opponent is waking up).
You have to land your Chemical Love with a slight delay, as mentioned in the combo notation. In my experience if you hit HCL too early - it whiffs, too late - dash HS doesn't connect.
As a mid screen combo ive found this one to be slightly better for damage optimisation and stage carry for the trade off that you cant bait burst: Can be started off of Dash HS, Close s or even 2k Then do 6HS, 236HS, Dash RC Forward, Close S, Jump K, Jump Dust, 214k
Has this been done on Sol? 66HS, Close S/2K usually pushes back opponents too far for 6HS to connect. (66S on crouching opponents will though). Also is jump D being jump canceled or is it K, D gatling? At first glace, it doesn't seem to be something that would work without a wall.
@@SeaLeafDojo ive tested it a bunch and it seems to be inconsistent amongst the cast. Some characters like sol and Giovanna are too small in the air to hit consistently I took that combo from the first part of this video th-cam.com/video/BG8lQ04SGZ0/w-d-xo.html. Essentially its the first combo but without the second roman cancel extension.
@@nerfganon9214 I realized I was reading the notations wrong and I got the combo to work. The combo you mentioned does less damage and has worse okizeme (follow-up options after knockdown). 214K ender pushes opponents too far for a safe-jumpable dash in while 236HS allow you to do so. In this game, the combo starter affects the total damage outcome. If you do the same starter that you mentioned (cS, 6HS, 236HS) but with the RC ender that is provided in this video (RC, 66D, cS, 5HS, 236HS) you'll notice that it would do more damage than the 214K ender. Generally in a video like this, doing every possible starter for every ender just isn't feasible. Hence the notes saying, "or other starters." If you're going to compare damage, you need to compare specific parts of the combo. Lastly, as a general tip, unless it's to close out a round, you should pick the option that gives better okizeme over combos that give you slightly more damage.
@@SeaLeafDojo Thank you so much for verifying! I'm rather new to the FGC as a whole and all your videos are very well structured and helpful! Hope you blow up soon as its very well deserved
White is grounded inputs, blue is aerial inputs. Information for things like this are noted in the recipe (left side) for the first few times it shows up.
is the corner combo >>HS after 214K is really that hard?? its been a few days ive been practicing it and i just cant do it, i dont know if im just so fucking scrub or my the game just dosnt work but it just dosnt work for me.
Are you talking about Corner #1? Hit 214K at the highest point and then do a slightly deep dash before doing aerial HS. If you time these well, 6HS should hit. If it's too difficult, I suggest doing Corner #2 instead.
I made a Dust with 193 damage (against Sol). Don't do the punch but air cancel one of the last slash. EDIT: Making a mistake and mashing, I made 203 damage.
@@SeaLeafDojo I don't know what Karim means, maybe he got higher damage with positive bonus. But I found how you can do a bit more damage with your presented dust combo. Instead of going with D > H > S > S > P > H > S > S try D > H > S > S > H > P > S > S. For me it did 189 damage on Sol
@@taxidermy20 Verified that it works. You can replace the last S,S with D,D for 1 extra damage (190) but it's significantly harder (at least on Sol). Appreciate the info! 👍
Near corner 1 the 5S after bounce either hits to late to get the air dash after S dive or breaks the wall is a character specific thing or is my timing wrong?
The combo will depend on how j236HS hits. You can try adjusting this by how deep you hit the first jD. IF you go too deep, you'll probably get a wall break. If you don't go deep enough, you won't make it near the wall for the bounce. Character and screen position may also affect how this combo works.
Updated/New combo routes:
[2021/08/05] 6HS combo against Axl and Chipp: twitter.com/SeaLeafDojo/status/1423356415381409792
[2021/07/28] X to 236HS PRC combo: twitter.com/SeaLeafDojo/status/1420458945395625984
[2021/07/22] 236S/K PRC routes: twitter.com/SeaLeafDojo/status/1418289748154609666
[2021/07/20] 5D combo updated again: twitter.com/SeaLeafDojo/status/1417564144732053505
[2021/07/15] New throw combos with PRC for more damage: twitter.com/SeaLeafDojo/status/1415747394071711744
So I couldn't read the notation that well, plus I wanted to be able to read it while playing. So here's all the info I have! If anyone has the damage values of the combo at the end that would be awesome:
Mix-ups:
0:57 - Mix-up #1a - 66, j.H / 5S / 5K > 2K > 2D (73)
1:13 - Mix-up #1b - 66 > 5H (whiff) (opt.) > 2K (22)
1:20 - Mix-up #2a - 66 > j.S / j.K / j.D / j.H > j.66 > j.K / j.S / j.D
1:27 - Mix-up #2b - 66 > j.S / j.K / j.D / j.H > j.66 > 2K
1:33 - Mix-up #3a - 66 > j.K > j.D > j.236S ~ S > j.K
1:42 - Mix-up #3b - 66 > j.K > 9 > 236[K]
1:48 - Mix-up #4a - c.S > 9 > 66, j.K / j.S / j.H
01:57 - Mix-up #4b - c.S > 29 > 66, j.K / j.S / j.H
02:04 - Mix-up #5 - 66 > j.H (whiff) (opt.) > 4D / 6D > 214P (opt.)
02:14 - Mix-up #6 - 236S (whiff) / 236H (whiff) > 66PRC > 4D / 6D / 632146H
02:24 - Mix-up #7a - c.S / 5K > 9 > 66RC > 6K / j.S / j.H
02:34 - Mix-up #7b - c.S / 5K > 9 > 66RC > 2K
02:51 - Mix up #8a - 2D / 4D / 6D > 214P > 66 > 66BRC > j.S / j.K > 66 > j.S
03:03 - Mix up #8b - 2D / 4D / 6D > 214P > 66 > 66BRC > 2K > 66 > j.S
03:13 - Mix up #8c - 2D / 4D / 6D > 214P > 66 > 66BRC > j.H (whiff) > 2K
Basics:
02:41 - Basic #1 - 66 > j.H / j.S / j.K > 2K / c.S > 2D > 214P (73)
04:07 - Basic #2a - 66 > j.H / j.S / j.K > 2K > 6P > 214K (93)
04:16 - Basic #2b - 66 > j.H / j.S / j.K > 2K > 6P > 236S (89)
04:28 - Basic #3 - 66 > j.H / j.S / j.K > c.S > 2H / 5H > 214K / 236S (106)
04:38 - Basic #4 - 2K > 6H(2) > 236H (79)
04:49 - Basic #5 - 66 > j.H / j.S / j.K > 6H(2) > 214K (105)
214P:
03:21 - 214P #1 - 214P (j.hit) > 66 > j.S / j.D > c.S > 5H > 236H (109)
03:35 - 214P #2 - 214P (j.hit) > 66 > j.S / j.D > c.S > 6H(2) > 214K > 214K > WS > 66 > j.214K (177)
03:50 - 214P #3 - 214P (j.hit) > 66 > j.S / j.H > j.236H(3) ~ H > j.S > 6H(2) > 214K > WS > 66 > 214K (160)
D:
04:58 - D #1 - 5[D] > 9 > [delay]j.H > j.S > 9 > j.S > j.P > j.H > j.S > Finishing Blow (186)
05:13 - D #2 - 5[D] > 9 > j.H > j.P > j.D > 9 > j.S > j.H > Finishing Blow (180)
Twitter - D #3 - 5[D] > 9 > [delay]j.H > j.S > 9 > j.H > j.S > j.H > 9 > j.S > Finishing Blow (198)
Mid-screen:
05:30 - Mid-screen #1 - 66 > j.H > 2K > 6P > 236S > 44RC > 66 > j.D > c.S > 5H > 236H (121)
05:53 - Mid-screen #2 - 66 > j.H > 2K > 6P > 236S > 88RC > 66 > j.D > c.S > 5H > 236H (121)
06:20 - Mid-screen #3 - 66 > j.H > 2K > 2D > 88RC > j.66 > j.D > c.S > 5H > 236H (116)
Near Corner:
06:30 - Near Corner #1 - f.S > 236S > 88RC > 66 > j.D > c.S > 9 > j.D > j.236H(3) ~ H > j.S > j.236S ~ S > j.66 > j.K (124)
06:46 - Near Corner #2 - f.S > 236S > 88RC > 66 > j.D > c.S > 6H(2) > 214K > 214K > 66 > j.214K (177)
07:02 - Near Corner #3 - 66H > 2K > 2D > 88RC > j.66 > j.D > c.S > 6H(2) > 214K > 214K > 66 > 214K (165)
07:18 - Near Corner #4 - 66 > j.S / j.H / j.K > c.S > 9 > j.236H ~ H > j.S > 6H(2) > 214K > 214K > 214K (176)
Corner:
07:32 - Corner #1 - 2K > 6H(2) > [delay]214K > 66 > j.H > [delay]6H(2) > [delay]214K > 214K > 66 > 214K (181)
07:46 - Corner #2 - 2K > 6H(2) > [delay]214K > 66 > j.H > j.236H(3) ~ H > j.K > 5[D] (161)
16:19 - Corner #3 - (Ch) f.S / (Ch) 5H / (Ch) 2H > 236H > 6 > 6H(2) > 214K > JK > j.236H(3) ~ H > j.S > 5[D] (200)
16:35 - Corner #4 - (Ch) 6H > [delay]214K > 66 > j.H > [delay]6H(2) > [delay]214K > 214K > 66 > j.214K (248)
16:49 - Corner #5 - (Ch) 5S > 6H(1) > 214K > 5K > 9 > j.D > j.66 > j.S > 5K > 214K > 66 > 632146S
Side Switch:
08:00 - Side Switch #1 - 66 > j.H > 2K > 6P > 236S > 88RC > j.[delay]236S / j.66 > c.S > 9 > j.D > 236H(3) ~ H > j.P > j.P > j.P / j.214K > WS > 8 > j.214K (154)
08:15 - Side Switch #2 - 2K > 6H(2) > 236H > 88RC > j.[delay]236S / j.66 > c.S > 9 > j.D > j.236H(3) ~ H > j.S > WS > j.214K (152)
08:31 - Side Switch #3 - 2K > 6P > 236S > 88RC > j.[delay]236 / j.66 > c.S > 6H(2) > 214K > 214K > 66 > j.214K (144)
08:46 - Side Switch #4 - 6P > 236S > 88RC > j.[delay]236S > j.66 > c.S > 9 > j.D > j.236H(3) ~ H > j.H / j.S > j.214K (159)
08:59 - Side Switch #5 - 2K > 2D > 88RC > j.66 > j.236S > c.S > 9 > j.D > j.236H(3) ~ H > j.S > j.214K / j.236S > j.214K (129)
09:14 - Side Switch #6 - 236S > 88RC > j.[delay]236S / j.66 > c.S > 9 > j.S > j.H > j.236H(3) ~ H > j.S > j.236S (160)
Aerial D Mix-up:
09:29 - Aerial D Mix-up #1 - j.D > j.236S / j.236K > j.66RC > j.S / j.K / j.D
09:38 - Aerial D Mix-up #2 - j.D > j.236S / j.236K > j.66RC > j.H (whiff) (opt.) > 2K
09:48 - Aerial D Mix-up #3 - j.D > j.236S / j.236K > j.66RC > j.66 > j.K
09:57 - Aerial D Mix-up #4 - j.D > j.236S / j.236K > j.66RC > j.K
10:06 - Aerial D Mix-up #5 - j.D > j.236S / j.236K > j.66RC > j.H (whiff) (opt.) > 2K
10:15 - Aerial D Mix-up #6 - j.D > j.236S / j.236K > j.22RC > 66 > j.K
Aerial D:
10:25 - Aerial D #1 - j.D > j.236S / j.236K > j.66RC / j.22RC > 66 > j.D > c.S > 5H > 236H (120)
10:37 - Aerial D #2 - j.D > j.236S / j.236K > j.66RC / j.22RC > 66 > j.D > c.S > 6H(2) > 214K > 214K > 66 > j.214K (180)
Aerial 236K:
10:55 - Aerial 236K #1 - j.236K ~ K > j.K > j.236H(3) ~ H > j.S > 236S (113)
11:03 - Aerial 236K #2 - j.236K ~ K > j.K > j.236S > RC / 22RC > 66 > j.D > c.S > 5H > 236H (134)
Throw:
11:17 - Throw #1 - 6D > 88RC > 66 > j.D > c.S > 5H > 236H (106)
11:29 - Throw #2 - 4D > 88RC > 66 > j.H > 6H > 214K > 214K > 214K (153)
Twitter - Throw #3 - 6D > 66RC > 6 > c.S > H > 236H
Anti-air:
11:44 - Anti-air #1 - 6P > 236S / 236H (57)
11:53 - Anti-air #2 - 6P > 236S > 44RC > 66RC > 66 > j.D > c.S > 6H(2) > 214K > 214K > 66 > j.214K (177)
12:07 - Anti-air #3 - 5P > 5P(opt.) > 214K / 236 (55)
12:16 - Anti-air #4 - 5P > [delay]6P > 214k / 236S (62)
14:52 - Anti-air #5 - 6P(Ch) > 5K > 214K (89)
15:03 - Anti-air #6 - c.S(Ch) > 9 > j.D > c.S > 9 > j.D > c.S > 6H(2) > 236H > 5[D] (220)
Air to Air:
12:26 - Air to Air #1 - 9 > j.S > jc9 > j.S > j.H > 214K (91)
12:34 - Air to Air #2 - 9 > j.S > jc9 > j.S > j.H > 236H(3) ~ H > j.P > j.P > j.P > 214K > WS > 8 > 214K (150)
12:48 - Air to Air #3 - 9 > j.S > j.66 > j.S > j.66RC > 66 > j.D > c.S > 6H(2) > 214K > 214K > WS > 66 > j.214K (158)
15:17 - Air to Air #4 - 66 > j.H > 9 > j.S > jc9 > j.S > j.H > 214K (115)
15:17 - Air to Air #4 - 66 > j.H > 66 > j.S > jc9 > j.S > j.H > 214K
Burst Bait:
13:04 - Burst Bait #1 - 2K > [block]1 > 66 > j.S
13:14 - Burst Bait #2 - 2K > [block]1 > 6 > 6H(2)
13:25 - Burst Bait #3a - c.S > 9 > [block]4 > 6 > 6H(2)
13:25 - Burst Bait #3b - c.S > 9 > [block]4 > 66 > j.S
6H:
13:36 - 6H #1a - 6H(2) > 236H > 2K > 6P > 214K (153)
13:36 - 6H #1b - 6H(2) > 236H > 5K> 214K (153)
13:47 - 6H #2 - 6H(2) > 236H > 5K > 9 > j.66RC > j.S > 66 > j.S > jc9 > j.D > 236H(3) ~ H > j.P > j.P > j.214K > 9 > j.214K (218)
14:04 - 6H #3 - 6H(2) > 236H > 5K > 9 > 66RC > j.K > j.D > c.S > 9 > j.D > 6H(2) > 236H > 5[D] (232)
14:20 - 6H #4 - 6H(2) > 236H > 5K > 9 > 66BRC > j.S > 66 > j.S > 6H(2) > 236H > 5[D] (229)
14:36 - 6H #5 - 6H(2) > 236H > 88RC > 66 > j.D > c.S > 9 > j.D > j.236H(3) ~ H > j.P > j.P > j.214K > 66 > j.214K (208)
6P:
15:29 - 6P #1 - 6P(Ch) / f.S(Ch) > 236H > 5K/2S > 214K (105)
2S:
15:38 - 2S #1 - 2S(Ch) > 236H > 6 > 6H(2) > 236H (123)
2H:
15:52 - 2H #1 - 2H (Ch) / 5H (Ch) > 236H > 6H > 236H (150)
16:01 - 2H #1 - 2H (Ch) / 5H (Ch) > 236H > 6H > 236H > 88RC > 66 > j.D > c.S > 9 > j.D > j.236H(3) ~ H > j.S > 5[D] (227)
This looks like the most complete I-no combo video on the YT. I'll have to research this and pick the most consistent (execution-wise) ones for each situation and take to the lab more execution heavy / optimal routes . Thanks for the great video!
I was just thinking this I watched seemed so thorough
If you are learning I-No, practice always ending with your note oki. its arguably the most important part of her game and you want the muscle memory to always do the note after say 2D or other specific knockdowns. Just practicing dash j.S > 2K > 2D is good, but then youll go to match and be 'oh ya, note' and its late and they jump out or not meaty, etc and you miss your chance to put them in the blender because no muscle memory for the note. A good starting routine is corner yourself (reset while holding left/right) and do j.S > 2K > 2D > 214P and repeat over and over corner to corner. I like to end at other corner with j.S > j.K > grab super and reset screen back just for short practice on that tick throw option, but eventually when this is second nature to get that note out, you can then start doing the different jump in options like j.S air dash j.K or j.K > j.D > j.236S~S or j.K > j.D > super or empty jump throw or empty jump 2K or empty jump dash j.S (basically dash dash j.S for a weird hop fake out on empty low) and so on. Just do each over and over and end in note oki corner to corner. Gradually add random block or random counter hit or make say Sol do random uppercut/5k/5p on wakeup to make sure you have your timings right and various others so you confirm your combo and end safe if blocked or go into dmg if it hits or big dmg if it counters.
This is a gradual process. Master each step by step and add more complexity and you should have it second nature so you can focus more on neutral and getting those hits instead of fumbling 'oh shit what do i do oh no missed my note aghh' type fumbling over your combos and setups. You almost want it on autopilot and only decision being high or low or grab and no thought needed on execution or setting up the oki.
For combo's like j.S > 2K > 2D > 214P, how are you confirming the low k from air S and K. I can confirm it consistently with HS, but I hit the ground too slowly for air S and K to confirm another hit.
don't forget one of the simplest and most important mixups: stroke PRC into megalomania
Are you talking about the fast purple rc? I kinda struggle with doing that into command grab. Any tips?
@@ChicoChopsFGC I hold forward, plink dash button RC button, then hcf H. beyond that it's just a matter of doing it a few times in training mode to learn the speed. I admit it's tricky for me too as I'm still mashing out most of my other RCCs
@@SFtheWolf thanks so much. I’ll try that
OMG I did not know there are side switch combos. THANK YOU
for the 6P counter hit combo at 15:29, 6P(Ch) > 236H > 5K/2S > 214K , you can also do a 2H before the 214K for a total of 121 damage.
The update changed a bit for 236HS routes. You can also 236HS, walk forward, 6HS (2 hits), 214K for 129 damage.
thanks so much bro
Thank's for the input for the BRC after a K I struggle to do this kind of combo since 2 days! It comes out kind of randomly by doing K669brc
really good video guys!
Great video. Thanks
Awesome guide, guys. I'll be looking out for that Zato one too ;P
Awesome video
I can't understand how to perform the ->->RC part of this mix-up 2:26 any tips or explanation?
You can move your character in any cardinal direction if you double tap the direction before the Roman Cancel input (generally called RC drift). In this case, you'll need to double tap forward before doing RC. And in case you haven't noticed, you need to jump cancel the close slash or kick. All the inputs are listed on the left. If you follow them, you can do what is shown in the video.
It took me a few hours to perform constantly. Thanks for explaining!
Really useful video! I’m having a lot of fun trying these out
If anyone is having trouble with corner combo, it all hinges on hitting 214K as early as possible without whiffing it. For me I do the input at the same time the hitstop finished from the second hit of 6H
yeah I still can't seem to get the dash hs after the 214k
I'd be curious to see some optimized 6H second hit starter combos. Especially second hit counter combos. I find myself getting counter hits like that pretty frequently, so having good routes from there could be useful.
In the corner, of example, you can get 6H second hit counter - 236H (whiff) - 5K - 214K - 5S - 6H - 236H
I was experimenting with the whiffed 236H because I often buffer that after 6H. This doesn't wallbreak on it's own though, so it could be better. Maybe buffering 236H every time is not the best idea.
HELL YEAH
Will You make videos on Millia as well ?
On aerial d mixup #2, can the opponent punish you for whiffing jump H or is it still safe?
Very noice.
You can do a higher damage throw if you do throw into brc and then c.s -> 2hs -> 214k I believe it does 121 damage
How did you get BRC after throw? Can you specify the inputs?
You can get corner carry, damage, and a ch meaty setup by doing throw-> rrc, jk, jd, h divekick (cancel), js, s divekick. On wakeup if they press a button it gets counter hit by a 2s universally across the cast.
@@Prohxyy Using Near Corner #1 or #2 ender (after throw, 88RC) would net more damage and potential wall break than the set up you mentioned. I would recommend doing that instead.
@@SeaLeafDojo oh cool. Thanks dude I didn't even think about it. Appreciate!
any advice for the corner cobo n°1??? my 2nd 6HS miss a lot
If your 2nd 6HS is not hitting, there are likely one or both of these issues:
1. First 214K is being done too late.
2. 66HS (after 214K) is being done too early. You need to dash slightly farther than the earliest HS timing.
You can also use Corner #2 since the 66HS timing is a lot more lenient with that route.
im new to fighting games. what combos are good for follow ups to stroke knockdown?
If you're new, I suggest trying any of the basic combos. Basic #1 is a good place to start and work on your high/low mix ups on okizeme (offense when the opponent is waking up).
sick
Having a lot of trouble hitting the HS after the first Chemical Love on Corner #1. It seems S might also work, but it doesn't seem to combo into 6HS.
You have to land your Chemical Love with a slight delay, as mentioned in the combo notation. In my experience if you hit HCL too early - it whiffs, too late - dash HS doesn't connect.
As a mid screen combo ive found this one to be slightly better for damage optimisation and stage carry for the trade off that you cant bait burst:
Can be started off of Dash HS, Close s or even 2k
Then do 6HS, 236HS, Dash RC Forward, Close S, Jump K, Jump Dust, 214k
Has this been done on Sol? 66HS, Close S/2K usually pushes back opponents too far for 6HS to connect. (66S on crouching opponents will though). Also is jump D being jump canceled or is it K, D gatling? At first glace, it doesn't seem to be something that would work without a wall.
@@SeaLeafDojo ive tested it a bunch and it seems to be inconsistent amongst the cast. Some characters like sol and Giovanna are too small in the air to hit consistently I took that combo from the first part of this video th-cam.com/video/BG8lQ04SGZ0/w-d-xo.html. Essentially its the first combo but without the second roman cancel extension.
@@nerfganon9214 I realized I was reading the notations wrong and I got the combo to work. The combo you mentioned does less damage and has worse okizeme (follow-up options after knockdown). 214K ender pushes opponents too far for a safe-jumpable dash in while 236HS allow you to do so. In this game, the combo starter affects the total damage outcome. If you do the same starter that you mentioned (cS, 6HS, 236HS) but with the RC ender that is provided in this video (RC, 66D, cS, 5HS, 236HS) you'll notice that it would do more damage than the 214K ender. Generally in a video like this, doing every possible starter for every ender just isn't feasible. Hence the notes saying, "or other starters." If you're going to compare damage, you need to compare specific parts of the combo.
Lastly, as a general tip, unless it's to close out a round, you should pick the option that gives better okizeme over combos that give you slightly more damage.
@@SeaLeafDojo Thank you so much for verifying! I'm rather new to the FGC as a whole and all your videos are very well structured and helpful! Hope you blow up soon as its very well deserved
@@nerfganon9214 No problem. Hope you enjoy the games!
That button layout is the "official"?
It's the arcade layout from the GGXX days. Don't think there are any "official" layouts. Just whatever people are comfortable with.
@@SeaLeafDojo I see.
My layout is
P S D Taunt
K HS Dash RC
lol
What does the blue notation mean vs the white notations? Is that just input as fast as you can once you hit the blue?
White is grounded inputs, blue is aerial inputs. Information for things like this are noted in the recipe (left side) for the first few times it shows up.
@@SeaLeafDojo Ah thanks! Your videos have really helped me learn I-no so thank you for the work you do!
is the corner combo >>HS after 214K is really that hard?? its been a few days ive been practicing it and i just cant do it, i dont know if im just so fucking scrub or my the game just dosnt work but it just dosnt work for me.
Are you talking about Corner #1? Hit 214K at the highest point and then do a slightly deep dash before doing aerial HS. If you time these well, 6HS should hit. If it's too difficult, I suggest doing Corner #2 instead.
What song is this?
I made a Dust with 193 damage (against Sol). Don't do the punch but air cancel one of the last slash.
EDIT: Making a mistake and mashing, I made 203 damage.
Can you provide the whole recipe?
@@SeaLeafDojo I don't know what Karim means, maybe he got higher damage with positive bonus. But I found how you can do a bit more damage with your presented dust combo. Instead of going with D > H > S > S > P > H > S > S try D > H > S > S > H > P > S > S. For me it did 189 damage on Sol
@@taxidermy20 Verified that it works. You can replace the last S,S with D,D for 1 extra damage (190) but it's significantly harder (at least on Sol). Appreciate the info! 👍
These combos work against every character?
Near corner 1 the 5S after bounce either hits to late to get the air dash after S dive or breaks the wall is a character specific thing or is my timing wrong?
The combo will depend on how j236HS hits. You can try adjusting this by how deep you hit the first jD. IF you go too deep, you'll probably get a wall break. If you don't go deep enough, you won't make it near the wall for the bounce. Character and screen position may also affect how this combo works.