for getting 5h 2h/3h extensions: delay the first jh(1) js1 in the air so they're lower to the ground makes it a lot more consistent. figured this out today. also found something that I'm 95% sure is unintended, but you can combo (not otg, but combo) js2 out of her throw which lets you get throw into level 2, or combo off that js2 hit as it comes down with such assists as braum and darius. I assume it's unintended because her whole gimmick is that she needs tentacles to combo off throw and her regular throw should not be that strong. even with nothing, you get +49 (iirc) off of it, so... also asterisk on the 6s2: after some nerdge labbing it seems the 26 frames might take into account travel time at most or even all ranges, I'm not 100% sure how the proximity activation works on the move. regardless, it would be nice if it travelled faster
Just wanted to say thank you for spending the time doing all of this. It was really in depth and helpful. Also really enjoyed hearing your thoughts on how she could improve in the future to make her a little less feast or famine. I'm not really at the point where I'm able to implement and remember any of it on the fly but I'll take what I can and assimilate it and when I'm ready I'll come back and take a bit more.
This guide is amazing thank you. You do a great job of working through your thought process, helping me understand some of the more advanced concepts that often fly over my head in character guides. I'm very new to the FGC, the only character I've had any success with is Ram in GGS (floor 8). Illaoi's range/oki feels very comfortable for me, however her weak neutral is very un-Ram-like, (I play with an equally newbie duo, so playing around that weakness with assists is hard) do you think there are any other characters I might find more success with?
honestly, if you're new to the fgc then I say your biggest priority should be playing what you enjoy and think is cool! that said, some people don't enjoy some drawbacks of certain characters so if you want someone more well rounded like ram but not overwhelming like yasuo then someone like darius is a good choice
Unfortunately angelic was testing the s2 setups. They all lose to wake up attack. Kills the tentacles. Also of note if you get hit you lose super tentacles and don't get the ending one
Illaoi is so sick! Her style and combos are awesome but I’m really really having trouble with the delay 6s2 launcher midscreen. I was doing the 4s1 then microdash into charge 6s2, so maybe dashing first into 4s1 will be easier. But I think a really cool change would be if she flashed blue for a frame or 2 when it’s the halfway point of the charge to let people know that it’s a key aspect of her kit. Same for when she just frames the rekka. At distance I just don’t even use s2 route I just 3h and call it a day. Great guide thank you! When you go more into other characters to pair with her could you do another guide for good block strings w assists or points in which she should be used as an assist? I already know that she can be used during Darius apprehend(medium) to set up really great bleed pressure on hit or block. Stuff like that. Keep up the content!
Also- is it ever optimal in corner to not use a tentacle in combo so that you have 2 tentacles at the end and continue block pressure for days? Or is the risk of wake up destroying both tentacles just not worth the loss of damage?
I've mainly been playing DAR/ILL solo with double down. I've played YAS/ILL 2X assist mainly in duos. This team feels very strong offensively but, I think the issue with it is that yas's neutral is already really good and doesn't really need support from Illaoi's great assists. On the other side yasuo's assists aren't super great for neutral. I think they are probably strongest with freestyle but I haven't used it too much.
@@Demofffff if you mean just get it on hit/block only and not whiff it’s all just a speed thing, it’s not that bad it just require a little bit of practice.
for getting 5h 2h/3h extensions: delay the first jh(1) js1 in the air so they're lower to the ground makes it a lot more consistent. figured this out today.
also found something that I'm 95% sure is unintended, but you can combo (not otg, but combo) js2 out of her throw which lets you get throw into level 2, or combo off that js2 hit as it comes down with such assists as braum and darius. I assume it's unintended because her whole gimmick is that she needs tentacles to combo off throw and her regular throw should not be that strong. even with nothing, you get +49 (iirc) off of it, so...
also asterisk on the 6s2: after some nerdge labbing it seems the 26 frames might take into account travel time at most or even all ranges, I'm not 100% sure how the proximity activation works on the move. regardless, it would be nice if it travelled faster
Just wanted to say thank you for spending the time doing all of this. It was really in depth and helpful. Also really enjoyed hearing your thoughts on how she could improve in the future to make her a little less feast or famine.
I'm not really at the point where I'm able to implement and remember any of it on the fly but I'll take what I can and assimilate it and when I'm ready I'll come back and take a bit more.
This guide is amazing thank you. You do a great job of working through your thought process, helping me understand some of the more advanced concepts that often fly over my head in character guides.
I'm very new to the FGC, the only character I've had any success with is Ram in GGS (floor 8). Illaoi's range/oki feels very comfortable for me, however her weak neutral is very un-Ram-like, (I play with an equally newbie duo, so playing around that weakness with assists is hard) do you think there are any other characters I might find more success with?
honestly, if you're new to the fgc then I say your biggest priority should be playing what you enjoy and think is cool! that said, some people don't enjoy some drawbacks of certain characters so if you want someone more well rounded like ram but not overwhelming like yasuo then someone like darius is a good choice
Illaoi Rocks Bro thanks ♥♥♥
Unfortunately angelic was testing the s2 setups. They all lose to wake up attack. Kills the tentacles. Also of note if you get hit you lose super tentacles and don't get the ending one
the empty jump low is safe to it if you just hold block though
@me_lolo I know that depending on the timing, the 2nd tentacle hits during the extra hitstop from blocking getup attack
@@MrNutz87 interesting
Illaoi is so sick! Her style and combos are awesome but I’m really really having trouble with the delay 6s2 launcher midscreen. I was doing the 4s1 then microdash into charge 6s2, so maybe dashing first into 4s1 will be easier. But I think a really cool change would be if she flashed blue for a frame or 2 when it’s the halfway point of the charge to let people know that it’s a key aspect of her kit. Same for when she just frames the rekka. At distance I just don’t even use s2 route I just 3h and call it a day.
Great guide thank you! When you go more into other characters to pair with her could you do another guide for good block strings w assists or points in which she should be used as an assist? I already know that she can be used during Darius apprehend(medium) to set up really great bleed pressure on hit or block. Stuff like that. Keep up the content!
Also- is it ever optimal in corner to not use a tentacle in combo so that you have 2 tentacles at the end and continue block pressure for days? Or is the risk of wake up destroying both tentacles just not worth the loss of damage?
@@timv4342 definitely not worth the loss of damage
Ingame music is like 10-20% too loud for my taste. Maybe a bid lower next time? Thanks for the video.
I think this is fair, it can be tough to hear over music sometimes
realized after recording… audio balance looked fine while recording but was a little misleading
I've mainly been playing DAR/ILL solo with double down. I've played YAS/ILL 2X assist mainly in duos. This team feels very strong offensively but, I think the issue with it is that yas's neutral is already really good and doesn't really need support from Illaoi's great assists. On the other side yasuo's assists aren't super great for neutral. I think they are probably strongest with freestyle but I haven't used it too much.
agreed
Something i think works is if you framekill with a j.l at the start of your jump, you can j.h to make both hits as low to the ground as possible
oh I like that
5:35 I've been playing a ton of this chara and she's is for sure a fake anchor. I've seen some people recommend her on point and i had no idea why.
So I knew like 90% of this but, the half charge on 6S2 had been confusing too me
hello lolo could you please make a guide on how to os 2k 684 please please please
@@Demofffff if you mean just get it on hit/block only and not whiff it’s all just a speed thing, it’s not that bad it just require a little bit of practice.
Is it easier to micro dash using the macro or just using forwa🎉
always use macro
@@me_lolo thanks awesome video!
Yooo i picked yas/laoi (yaoi lol) just cause those looked like the two coolest characters to me, glad to hear they have good synergy 🎉
After 3[h] > md 5[h], you can do 3h at some spacings and jc for air combo
The reason charge 3h takes away a tentacle from the combo is because it is a wallbounce. A character can only have one ground/wallbounce per combo.
yo goons
what's good
Wait seriously? Not a real justframe? Unfortunate but well i guess I will attempt it more
you know goldlewis players where looking at illaoi like 🫡
her and braum. you know how it is