Others may be aware of this, but I'll mention it anyway. Elphelt can skip neutral while using bomb and prc (j.p or j.s).Also, depending on which direction is held, the launch angles and movement will vary.
as a potemkin main, we can't forget wakeup heavenly frc > pot buster for the dollar store reversal, or the return of ICPM with kfmf frc jP into anything you like as you fly fullscreen (can go into jH and crossup depending on timing, or you could land and pot buster) (very silly)
A really silly one you can do with pot is do a crossup jd and immediately buffer a special, it'll come out with pot facing the other way! With back megafist you can even trick them into mashing thinking its minus and hit them with Cs! Plus it looks really silly lol
My favorite one for I-no is definitely 214S > 66 PRCC > j.S/j.D; it's extremely funny to hit a Happy Chaos who dares to charge their meter without putting a clone to defend themselves, you can do whiff j.H > Megalomania if you feel extra quirky. Also, you can do j.K > Megalomania after you condition them to block with j.S > j.D/2K.
So I-No dive into super is real, though it is much easier on H dive since it multihits. You do the super input then press slash and h-slash (changes based off the dive input) at the same time. I think you have to press the inputs when the hitbox connects but I'm not certain on that
- With Chipp if you get a throw or knockdown in the corner, you can dash 2D into P Alpha blade (held) so you can wallrun and switch sides. You can instantly uncling and either J.S or land and do 2K for high/low mix. 2K will leave you vulnerable to mashing tho - In the corner Zato can perform an unblockable setup. have Eddie do drills into a fully charged WA, and right before that hits, have Eddie do oppose. You can then dash up and do his command grab and potentially RC into a full combo. When timed right, the opponent can’t mash/DP (Eddie blocks it), jump or block (command grab hits)
It's easier to do kara fortissimo after Hdive, which you just do 632146 H+S at the same time, but outside of breaking the wall early to deny burst it's not that useful. The good one is kara HCL fortissimo which is hard as hell but has a lot of opportunities to take back your turn.
idk if this got patched, but if you use testament's reversal and cancel the initial frames of it before the super flash with a rc, you actually get 27-ish frames of invulnerability and only waste half a bar of tension for some reason, idk why anyone would use this other than getting more damage of the reversal
aight, i misremembered, ur not supposed to use j.D, it was just j.S super c.S super (Combo No. 233362) out of j.S j.D super, you can still get combo extensions to another super, but you need to use wild assault (Combo No. 233363)
For I-No's dive into Fortissimo you gotta input super at the same time as you do the cancel The easiest one is S Dive~Fortissimo cause all you gotta do is input regular Fortissimo as soon as S Dive hits, but for the rest you'd have to do K/H Dive into 641236S+(K/H) Also my favorite I-No tech is the unsafejump where I-No can cross up DP's on a hard knockdown
For I-No: H-Stroke Combos into walk > Throw. goofiest thing I've discoverd. RC allows a WB from midscreen. test combo [From midscreen]: CH starter > H Stroke > Walk > Throw > RRCC > c. S > 5HS > MLA > D. you can also combo SS from 5k or c. S if you're close enough. still having trouble with the timing myself. Practical use I've been trying to lab is j. HS > c. S > HS SS.
Another cool thing about nago is if you do the first hit of his HS DP but wait a bit you can either do beyblade or 2nd hit (basic stuff) or you could do blood sucking universe, making the one of the BEST mixup in the game