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    I-No by JRPhillips

    Version: 0.4 | Updated: 03/18/03 | Printable Version | Search This Guide

    ===============================================================================
    GUILTY GEAR X2 (XX): The Midnight Carnival FAQ version 0.1
    I-No FAQ/Guide
    For the Playstation 2.
    By Arc System works (published by Sammy)
    Version 0.4
    17/03/03
    Contact information
    FAQ queries/corrections:  lorddire@rogers.com
    To reach me:              jphillips@rogers.com
    ICQ:                      2730234
    
     2003 by Jonathon R Phillips
    
    You MAY NOT re-post, publish, etc this FAQ without permission granted by me and
    me only.  I will not grant permission if asked, either. Only for GameFAQs,
    ladies and gents.
    ===============================================================================
                    ____         __      __   ________
                   /  _/  ___   /  \    / /  / ____  /     
                   / /   /__/  / /\ \  / /  / /   / /     Guilty Gear XX:
                 _/ /         / /  \ \/ /  / /___/ /   The Midnight Carnival
                /___/        /_/    \__/  /_______/
    
    ===============================================================================
    ^.^  My first attempt (and failure) at ASCII art.
    (If you can come up with something cooler (something that fills the width of
    the page), then I'll GLADLY accept it and give you credit, praise, etc)  
    
    V0.0
       My first FAQ!  Please! E-mail me and criticize it!  I tried to keep it
       similar to FAQs by people like JChen, Kao Megura, etc.  I find their stuff
       is very good/coherant and well laid out.  Enjoy!
       FAQ slowly created.  I don't even own the game yet. :)  
    V0.1
       Got the game.  Adding moves, some practice combos, notation, etc.
       The foundations of it all. :)  Please send input!  Complaints, compliments!
       lorddire@rogers.com
       (16/02/03)
       Posted FAQ.  It still needs some refinements, but it's a decent start.
       To come:  More move analysis, insead of just descriptions.  Strategy Section
    V0.2   18/02/03
       Updates focus on more combos/strategy.
       I will update OFTEN!  Pretty much only the combo section will be updated,
       once everything is refined.
    V0.3   19/02/03
       More combos added. Some refinements made.
       Some grammar/hanging sentences fixed. I hop around too much. 
    V0.4
       Added more combos, all of her gattlings.
       Neatened, added some tidbits.  Still trying to decide how to organize
       the combo session
    V0.5  17/03/03
       More combos. New combo section.  Organized by tension.
       Sorry for lack of updates? (I'm really not sorry... sorry.)
    ===============================================================================
       GOOD LUCK TO tragic, Chaotic Blue and ID AT SBO!!!   
    ===============================================================================
       I am in the process of making a joystick.  My combo potential will increase,
       aswell as my drive to sit and practice combos for hours at a time.  Readers
       SHOULD profit from this, but we'll see.
       I STILL WANT MORE INPUT! I've had several e-mails reagaring the FAQ, they
       say it's good. I want more.
       <rant>
       I don't meant to offend anyone on Gamefaqs(character FAQs only), but most
       character FAQs are VERY useless from a competitive point of view.  Sure,
       there is a lot of originality required to be a competitive player, but
       ideally, this FAQ would provide the "tools" for any combo imaginable.  I see
       far too many FAQs that are just about characters story and whatnot,  I do
       like those FAQs for that, but that's not what I wanted.  I enjoy learning
       systems in games like GGXX, and I am hoping this can become a fairly 
       "technical" guide over the next few months.  Hopefully it will become quasi
       useful for good I-No players, or AT LEAST have them look at the guide and
       say "yeah, that's a good strat/combo".  If this happens, I will consider
       this guide a success.
       </rant>
       If you see something you want to know in a video, I'll try to figure out
       what the combo is/regulations/etc.
    
    ===============================================================================
    *******************************************************************************
    ===============================================================================
    
    To hop to any section, hold Control and press F, then type -=keyword=- as
    indicated below.
    
    Contents
    ########
    1.  -=Introduction=-
    2.  -=Notation=-
            -1 Controls
            -2 Abbreviations
    3.  -=I-No=-
            -1 Bio, Win/lose poses. Taunt descriptions.
            -2 -=Colors=-
    4.  -=Moves=-
            -1 Standard attacks
            -2 Special moves
            -3 Overdrives
            -4 Instant Kill
    5.  -=Combos=-
            -1 Combo shards
            -2 Combos
            -3 Burst Encyclopedia Combos
    6.  -=Strategy=-
    7.  -=Story=- mode
    8.  -=EX I-No=-  -- Dodging Megalomania included!
    9.  -=Credits=-
    
    
    ===============================================================================
    1-1  -=Introduction=-
    ===============================================================================
         Thanks for taking a peek at my I-No FAQ.  Hope you enjoy it or find it
    useful.
    
         If you're reading this, it's probably because of one of three reasons: A)
    you want combos.  B) You want to learn how to play I-No, or C) You want to
    learn about I-No's character.  This FAQ is really only about A and B, although
    there is some stuff about her character, just not much. This FAQ will be
    updated VERY regularly to start, then probably not as much as it becomes more
    complete.
    
    ===============================================================================
    2.  -=Notation=-
    ===============================================================================
    (altered from the standard Capcom style notation used in FAQs by such as Kao
    Megura, JChen and others(amazing FAQ authors, go read all their stuff and
    drool. NOW!)
    
    ===============================================================================
    2-1  Control scheme
    ===============================================================================
    
    Personally, I am not used to the  7 8 9  system, so I'm using the more 
    Capcom-like system.               4 5 6
                                      1 2 3
    
    This section describes the control scheme used in GGXX.
    
     ub  u  uf    | Jump up/backward         Jump straight up    Jump up/forward
      \  |  /     |
    b -- n -- f   | Move backwards / block   Neutral             Move forward
      /  |  \     |
    db   d  df    | Crouch / block low       Crouch              Crouch
    
    Buttons
    
    P   D   S  Respect |  Punch          Dust        Slash       Respect/Taunt
    K       H          |  Kick                       Hard Slash
    
    ===============================================================================
    2-2 Abbreviations
    ===============================================================================
    For everything that says "another guide", ggxx.gamecombos.com has good
    explanations.  I will explain some of those features, but that's not what this
    faq is really about, ya?
    
    ===============================================================================
    QCF / QCB - Press (d, df, f) or (d, db, b) in quick succession on the D-pad
    HCF / HCB - Press (b, db, d, df, f) or (f, df, d, db, b)
    PKS / KSH - Press 3 standard attack buttons at once (P, K, S, HS)
    DP  / RDP - Dragon-punch.  (f, d, df)  or (b, d, db)
    OD        - Overdrive
    OTG       - Off the ground (when opponent is prone but can be hit)
    FRC       - False Roman Cancel (for info, check another guide)
    RC        - Roman Cancel (also, another guide.)
    JC        - Jump Cancel (another guide)
    d         - Dash
    iad       - Instant Air Dash (another guide)
    ad        - Air Dash (double tap forward in the air)
    \/        - Land
    c         - Crouching
    j         - Jumping
    DA        - Dead Angle Attack  (like an alpha counter)
    DB        - Dash Break (another guide... although it is further down)
    XX        - "Cancel".  Indicates a OD followup.(it's not really a cancel in GG)
    
    ===============================================================================
    3.  -=I-No=-
    ===============================================================================
    (Taken directly from www.sammy-zone.com)
    (also in the manual without the "That's guitar...dweebs...out there" part.)
    
    I-NO
    HEIGHT: 5" 5'
    WEIGHT: 101 LBS.
    BLOOD TYPE: AB
    ORIGIN: UNKNOWN
    BIRTHDAY: NOVEMBER 25
    EYE COLOR: MULTICOLORED
    HOBBIES: ANYTHING FUN, CODED WORD GAMES, MAKING PEOPLE PEEVED
    
    A woman whose origins and motives are enigmas wrapped in mysteries. In command
    of a variety of aerial moves, I-No's air-to-surface rush attacks and aerial 
    combat abilities overwhelm her opponents. Further, she's got an arsenal of 
    "musical" moves, battling fearsome foes with her trusty "ax" in hand. (That's 
    guitar, for all you dweebs out there!) 
    
    ===============================================================================
    Starting poses:
    1.  I-No's hat is on the neck of her guitar, and tips it up and onto her head.
    2.  Starts off hunched over her guitar.  Extends a bit and looks up and behind
        her.  It's so simple it's hard to explain.
    
    Winning poses:
    1.  Whips off her shirt and turns around from the camera, topless... *giggle*
    2.  Jams on the guitar.
    
    Taunt:  
    I-no bends over seductively.
    Says:  *Motto manzoku sasete hoshi no.
           *I need you to satisfy me.
    Respect:  
    I-no stands still while the hat says a buncha stuff to the opponent.  This 
    taunt hits.  Does 2 pts of damage.  It hits when the guitar swings up.
    Says: *Koitsu ga mezurashiku aite wo hometeru ze!
          *Unusual to find a praiseworthy opponent!
    
    *Translations from EChang's GGXX FAQ.
    
    ===============================================================================
    3-2 -=Colors=-
    ===============================================================================
    Punch:   Default.  Red outfit.  Torquoise guitar.  Black trim, hair.
    Kick:    Yellow-ish outfit, Almost black(slightly green?) guitar, black trim.
    Slash:   Light brownish outfit,  caramel guitar, hair.  Light black trim.
    HS:      Pink outfit,  light blue guitar, blonde hair.  Black details
    Start:   Black outfit, white guitar.  Red hair.
    Dust:    Whitish-silverish outfit.  Black trim.  Blonde hair and red guitar.
     
    L1+
    Punch:   Pale skin, pink guitar, black outfit.  White hair.
    Kick:    Shiny blue outfit, blue and white guitar, blond hair.  Sorta neat.
    Slash:   White outfit, light yellow guitar.  Brown skin, yellow hair.
    HS:      Green and yellow all around.  Black hair.  Leprechaun?
    Start:   Shadow.  Red Guitar.
    Dust:    Gold.
    
    ===============================================================================
    4.  -=Moves=-
    ===============================================================================
    (Damage is against Johnny in training mode, because Johnny is cool.)
    
    ===============================================================================
    4-1 Normal moves:
    ===============================================================================
    Respect f.Taunt (2 pts)
    Hat talks, then I-no straightens up guitar perpendicular to the ground.  When
    the guitar is brought up,  the damage is dealt.  Can be comboed.
    
    
    =='Dusting'==
    ===============================================================================
         n.D (15 pts)
    A hat-type speaker appears under her foot.  Strums the guitar, the soundwaves
    knock the opponent into the air.
    #Analysis:  Same as everyone elses dust.  It does have insane range, but at the
                edge of that insane range, it's USEWESS R DWEEBO.
         c.D (26 pts)
    Turns around slightly and swings the guitar across her opponents legs.
    #Analysis:  Can be comboed after, at least one hit is simple to get (c.HS)
         j.D (40 pts)
    Fanservice style vertical split kick in the air.  
    #Analysis:  Super-much potential.  More to come on this.
    
    ==Dead Angle==
    ===============================================================================
         (while blocking) f.S+H (or any two buttons) (25 pts)
    Same animation as the f.P
    #Analysis:  Good for stopping rushdowns, not much else.
    
    ==Punches==
    ===============================================================================
    I rarely use I-No's punches.  f.P is common, but that's it.  Maybe I'm missing
    something.     
         n.P (12 pts)
    I-no slaps straight out with a pointed finger, little damage, very fast.
    Short range.
         f.P (32 pts)
    I-no spins around, and slams the body of her guitar into the opponents gut,
    or face if they are short.
    #Analysis:  Important corner combo starter.  f.P, n.HS will bounce the
    opponent up, all you have to do is jump up and combo more.
         c.P (10 pts)
    I-no kisses her fingers and blows a little heard towards the opponent. FAST.
    Short range. 
         j.P (18 pts)
    Jumps up and does some weird grab-motion.  Behaves like a punch. Fast.  
    Surprisingly good(but still short) range.
    
    ==Kicks==
    ===============================================================================
         n.K (20 pts)
    Bends over and does an impossible-looking...well, kick.
         c.K (15 pts)
    Leans back on her hand and kicks out with one foot.  Quick.
         j.K (15 pts)
    Spreads her arms, looks up and back, and knees the opponent.  Pretty cool
    looking, actually.  Comboes very well.  Her d.K is super useful, starts many of
    her combos.
    
    ==Slashes==
    ===============================================================================
         s.S (far)(28 pts)
    Strums and shoots a lightning-ish bolt out.
         s.S (close)(34 pts)
    Brings up the body of her guitar and whack's 'em. Only slash move that doesn't
    do 28 pts. of damage.
         c.S (28 pts) 
    I-no pokes out the neck of her guitar.  Longest range of all her plain moves,
    I think. Works OTG.
         j.S (28 pts)
    Grabs a guitar string, puts one foot on the fret board and the other at the
    base of the strings, and kicks out.  Very strange.  Very useful in combos.
    #Analysis:  Essential in most air combos. Especially low-air combos, IAD's and
                whatnot.
    
    ==Hard Slashes==
    ===============================================================================
         s.HS (55 pts)
    Slams body of guitar down on opponent.  Can be canceled to Chemical Love.
         f.HS (65 pts)
    What is that thing? It looks like a microphone with a mace on the end.
    She spins it, hitting the opponent.  Gets 2 hits in the right situation.   
         c.HS (46 pts)
    Grabs guitar by neck and slams it body-first into the ground.  Surprisingly
    fast.  
         j.HS (46 pts)
    Grabs guitar by the neck and swings it sort of like a golf club, in the air.
    Good for some air combos.  Can be canceled on hit to Chemical Love.  
    
    *Note:  All HS's can be chained into Chemical Love, making a simple, yet
            stylish and effective 2-hit.
    
    ==Throws==
    ===============================================================================
       Ground (f.HS when close)(55 pts)
    Wraps a guitar string around enemies neck and pulls it tight.
       Air  (f.HS close in air.) (55 pts)
    Grabs opponent by collar and slams them to the ground. Has more range than
    ground throw.
    #Analysis:  Not great.  If done in corner, opponent will bounce back for a few
                extra hits.
    
    ===============================================================================
    4-2 Special moves
    ===============================================================================
    Special Moves:
    (from GGX2 manual)
    _______________________________________________________________________________
    ###############################################################################
    Stroke the Big Tree: (FRC)(Staggers)               HCF + S or H
    _______________________________________________________________________________
          #Analysis:  I never use this.  I'll try to come up with some goodies for
                      it sometime, it staggers and FRCs, good potential, I just
                      don't see it.  Oh, and to clarify any confusion:  This DOES
                      hit low.  It's good for confusing people, most people will
                      block high.          
    _______________________________________________________________________________
    ###############################################################################
    Anti-depressant Scale* (also air)(FRC):            QCB + P
    _______________________________________________________________________________
          * Can be controlled up and down slightly
          * Tapping down or up rapidly will move note faster than holding (thanks
            to Ryuji for that info)
          #Analysis:  Awesome move.  It has multiple hits and "lasts".  I usually
                      drop it to the ground (hold down right away), and dash
                      towards the opponent.  If you can FRC this (it's relatively
                      hard to FRC, very few frames are allowed), you can get to the
                      opponent before the ball.
    _______________________________________________________________________________
    ###############################################################################
    Sultry(!!) Performance (must be done in air):      QCF + P (K, S, H)
    _______________________________________________________________________________
          Hold for delay
          44      P -  Very sharp angle.  Nearly straight down.
          40      K -  Less sharp.
          44      S -  Almost 45 degrees down.
          54      H -  Straight.  (3 hits)  Most damage, most predictable.
          Playing Against I-no tip:  The direction she floats indicates the
                                     direction she flies.  They are opposites.
          #Analysis:  Quick, comboes nicely.  Sultry to the max!  I giggle every
                      time somebody does this.  More on this later.
    
    _______________________________________________________________________________
    ###############################################################################
    Chemical Love (also air)(FRC):                        HCB,f+K
    _______________________________________________________________________________
          #Analysis:  I'd say her "best" move,  fast, damaging(~50 pts and doesn't
                      deteriorate much when used in combos!).  Also, FRC'able!
                      This might get it's own section, this move is uber^10.
                      People usually see this as a combo finisher, but it's not,
                      really.  The FRC is a very difficult one, but there is much
                      potential afterwards (if you're in the corner and not pushed
                      away yet).
    
    ===============================================================================
    4-3 Overdrive Attacks:
    ===============================================================================
         I-no has 2 good Overdrives.  Both can be comboed relatively easily.
         See the EnterBrain Mook section for a combo involving each of these.
         
         Longing Desperation:
         HCB, f+H
         #Analysis :  Try to avoid this one.  It's not "bad", and can be comboed
                      pretty well, but it doesn't compare to Ultimate Fortissimo
                      in terms of flexibility.
         Ultimate Fortissimo(air only):
         QCF, HCB+S
         #Analysis :  See combo section.  This is her best super, to me.  
                      Comboes easily, great damage. After landing it, you must 
                      be quick. Unlike some supers, your opponent can recover  
                      almost immediately after being whacked by this, if they are 
                      above you, especially.
    
    ===============================================================================
    4-4 Instant Kill:
    ===============================================================================
         
    Last Will and Testament:                             QCF, QCF+H
         (I-no whacks the opponent into the air, slams on her guitar while the     
          opponent bounces from large hat-like speaker to hat-like speaker.
          Amusing, at least...)
         #Analysis:   Total taunt.  You'll only pull it off against A) the computer
                      B)  Various produce/fruit.  If you do pull it off, the person 
                      you're playing has some issues.  Or got cocky at the wrong
                      time.  Like most characters, if they become dizzy, you can
                      do this every time.
    
    ===============================================================================
    I-No's -=system=-
    ===============================================================================
    More to come here.  Might be GGXX system, not really I-No system. Things that
    apply to her.
    
    Quirks:
    If you are in dust range and land 3+ hits on a blob, you can dust, and it will
    combo.  This is surprisingly difficult if you start the blob already within
    dust range.  Brought to my attention by one who goes by Yamazaki.
    
    RC/FRC's reset damage counters (ie, if you are at a detriment due to a c.K
    starter, and RC somehow, the damage is back to full. I think?)
    c.P as a combo starter reduces damage of further moves by 20%.
    c.K as a combo starter reduces damage of further moves by 30%.
    
    You cannot do a j.HS after j.K.  Everything else chains but this.
    If you jump, 2 j.S's can usually be chained. (j.S, dj.S)
    
    
    ===============================================================================
    ===============================================================================
    ===============================================================================
    5.  -=Combos=-
    ===============================================================================
    ===============================================================================
    ===============================================================================
    This section will be updated VERY frequently. (as soon as school settles down)
    
    Organized by tension.  Small section for  "if the opponent doesn't recover,
    this does more damage".
    
    Also note:  An RC at any point in any combo will usually make it easier. If you
    waste your tension, that's up to you.
    Also note: there aren't very many combos... hmmm..
    
    ===============================================================================
    3-1 Practice combos:
    ===============================================================================
    Good for learning I-no's combo parts, a lot of which can be combined.
    Probably won't be any lengthy combos here for a while.
    
    You'll probably notice almost everything ends in Chemical Love.  This is
    mostly because it is "difficult" and makes for good practice for timing and
    whatnot.  If done too quickly, it won't come out, if too slow, it won't come
    out.  It's fairly lenient, but you must pay attention to the timing.  If you
    can finish everything with Chemical Love, then it only gets easier to finish
    with other moves.
    -------------------------------------------------------------------------------
    I-No's gattling combos:
    I can never get standing HS to keep the counter going if I start the gattling
    with punch.  I find that any combination works, so long as you end if with a
    crouching HS, rather than a standing HS.
    
    n.P, n.K, n.S, c.HS  <- better damage than most
    n.P, c.K, n.S, c.HS
    n.P, n.K, c.S, c.HS
    n.P, c.K, c.S, c.HS
    c.P, c.K, c.S, c.HS
    c.P, n.K, n.S, c.HS
    c.P, c.K, n.S, c.HS
    c.P, n.K, c.S, c.HS
    ...you get the idea.  I think that's all of them?  The damage between these
    does vary.
    
    Simple Gattling-style combo:
    P, K, S, c.HS -> Chemical Love
    
    On airborne opponent:
    K, S, HS -> Chemical Love
    
    On grounded opponent:
    d.K, S -> Chemical Love
    
    On fairly tall grounded opponent.  Easiest in corner.
    If you get comfortable with this, it can be repeated a little without the 
    Chemical Love finisher. 
    jf.IAD. K, S, HS, land, S, HS, Chemical Love
    (165 pts)
    
    ===============================================================================
    3-2 More complex combos:
    ===============================================================================
    Most of these can be recovered out of at some point, but that window of
    recovery oppurtunity is TINY in most cases. There are some crazy combos with
    no recovery, maybe try them on new people? Be creative.
    
    0% Tension
    -------------------------------------------------------------------------------
    tragic(who lurks about gamecombos.com made this video, "Ino-252"(252 damage), 
    which has this combo.  Enemy in corner, next to enemy
    
    1.
    S, HS iad. K, S, HS \/ S, HS iad. K,S, HS \/ S, f.P, HS -> Chemical Love
    (14 hits)
    Works best (and possibly only) on taller characters.  Will not work on Zappa.
    If you can do the first S, HS iad. K, S, HS, you're probably pretty good 
    with iad's, so this might be easy for you.  If you can get the iad, you can get
    the whole combo.
    
    
    25% Tension
    -------------------------------------------------------------------------------
    1.
    This comes from a match video (Yukinose as Bridget vs. Kai as I-No?).  I cannot
    believe he pulled this off in the middle of a match.  50%+ damage.  
    Blew my mind, I tell you.  I'm going to explain this one.
    This combo is *so* practical.  It's very often that you can land a d.K, so
    every time you do that near a corner, you can get this combo.
    Near, or in a corner.  Here we go.
    This might only work on light characters. (but that's OK, right? since there's
    another great combo that only works on tall characters.)
    
    d.K, c.K, f.P, n.HS JC j.HS -> Chemical Love FRC ad.HS -> 
    Sultry Performance(S), \/ j.K, j.S, j.HS -> Chemical Love
    (12 hits)
    
    
    
    50% Tension
    -------------------------------------------------------------------------------
    1.
    (in corner)
    Jump in -> HS XX Ultimate Fortissimo \/ f.HS(2 hits)-> Chemical Love
    (223 pts)
    This combo will succeed 10x more if you RC the f.HS.  That's a lot of tension,
    though, which would make you silly.
    
    
    2.
    f.P, HS(JC), S, HS XX Ultimate Fortissimo (extra hits after if they don't
    recover)
    213 Damage.
    
    3.
    d.K, d.S, QCF+HS(RC) \/ s.K, s.S JC, j.K, j.S, j.HS
    
    I use this a lot.  It's not fantastic but it's pretty cool. RC, too. I love
    RCs.  Might be hard to get the last HS in.
    
    
    75% Tension
    -------------------------------------------------------------------------------
    
    (from far side of screen, unless you've mastered the FRC)
    QCB + P(opt. FRC), dash HS XX Ultimate Fortissimo \/ f.HS(2 hits) -->
    Chemical Love
    
    
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    ?? Hits ?? Tension ?? How on earth would you ever pull this off?
    -------------------------------------------------------------------------------
    ###############################################################################
    Dizzy Opponent combo
    Several times, I've had it (on light, small characters) so that if I get them
    dizzy, you can repeat the same 2-hit for quite a while.  
    Dizzy in corner (falling, while just getting dizzy)
    
    j.S, j.HS, j.S, j.HS, etc
    
    Depending on where they are, you need to use more or less hits to get them in
    the right "spot".  Combinations of K and S, S and HS, just S (landing and
    jumping after) seem to work.  I've gotten about 20 hits with it, and then was
    out of range,  with an RC tossed on there, it would be easy to get close
    to the opponent again.
    NOTE: They eventually become un-dizzy.
    
    
    ===============================================================================
    3-3 -=EnterBrain=- -=Mook=- combos
    ===============================================================================
    Taken indirectly from:
    ENTERBRAIN MOOK Arcadia Extra Volume 9
    Guilty Gear XX - The Midnight Carnival - Burst Encyclopedia
     2002 ENTERBRAIN, Inc.
    
    Maybe I'm doing these wrong, but the "AI" can recover on a lot of these.
    
    c.K, f.P, f.S -> HCB, f.K
    Very cool.  83 pts on Johnny.  Very low damage, though, you can get that much
    damage many other ways.
    
    Against crouching opponent.
    d.K -> QCF.P, f.HS -> HCB, f.K
    Awesome.  149 pts for me.  
    Actually a useful combo, fairly easy to pull off.  Everybody crouches
    eventually.
    
    *f.P, HS -> JC, j.S -> JC, dj.S-H XX Ultimate Fortissimo
    (ton of damage if you can pull that off!)
    "AI" recovers quickly
    
    *ad.S, HS -> QCF.K -> P, K -> JC, j.S -> dj.S -> HCB,f.K
    "AI" recovers quickly
    
    *d.K \/, S(c) f.P, HS -> JC, j.S -> HCB, f.K, FRC, ad.S -> HCB, f.K
    I assume the S(c) means close (as there are two different slashes)
    This one is tough, with the FRC -> ad.S
    
    d.K XX Ultimate Fortissimo, HS -> JC, J.S -> HCB, f.K
    I need to use f.HS.  It gets an extra hit, though.  223 damage.
    
    *S(c),HS -> JC, IAD.K,S,HS \/, S(c), f.P, HS -> HCB,f.K
    
    (corner) f.P, HS XX Longing Desperation, d.S -> HCB,f.K
    Also very cool.  209 points for me.
    
    
    ===============================================================================
    6.  -=Strategy=-
    ===============================================================================
    This section consists of stuff that is ridiculously useful for I-no.  Unless
    you've got your own goodies and strategies, don't miss out on some of these
    simple and effective tips.
    
    Coming soon:  VS. Strategies/tips -- "How to stop that Volcanic Viper cold!"
    
    -Use her standing dash a lot, and be prepared to dash brake*!
    * Dash braking is performed by performing a faultless defense during a dash.
    It should stop you cold, skipping the "skid" animation and vulnerability.  It
    will also drop you straight to the ground if used in an air dash.
    
    -Use her IAD against tall characters.  Super useful/fast if you can get used
    to it.  I suggest mastering this, since it's useful to all characters. Be
    ready to dash brake, fast, too since you'll have less time to brake.
    
    -If you are ever on the opposite side of the screen, do a QCB+P. Controllable, 
    and FRC'able.  If you do it, FRC, you can get there before the blob, 
    making for great combo potential. 
    Note:  Ryuji informed me that tapping down or up will make it rise or fall
    faster.
    
    -j.HS XX Ultimate Fortissimo :  MASSIVE damage, easy to do.  If you are having
    trouble landing the HS, try j.P or j.K then HS, to super. (P if they are high
    K if they are low?)
    
    -f.P, n.HS JC *insert your own combo here*.  This is really useful, gives lots
    of opportunity to make your own combos, too.
    
    -Practice, practice, practice your Chemical Love FRC.
    
    ===============================================================================
    7.  -=Story=- Mode
    ===============================================================================
    You need Johnny's path #2 complete to get I-No's #3.
    
    <Directly from EChang's story FAQ.>
    
    Flowchart
    May
     |
    Axl
     |
    Eddie ---------------------------------------------------
     |                                                      |
    (less than 181 sec. total)                 (more than 181 sec. total, no
     |                                                  continues)
     |                                                      |
    Millia ------------------------                      Robo Ky
     |                            |                         |
    (no Instant Kill)        (Instant Kill)             Testament
     |                            |                         |
    Bridget                     Eddie                     Dizzy
     |                            |                         |
    Jam                        Boss Dizzy                  May
     |                            |                         |
    Sol                       Ending #2                  Ending #3
     |
    Ending #1
    
    In the last fight in all three endings, both characters will have Gold
    powers. Also, in the Ending #3 path, you will have enhanced powers
    in your last three fights.
    
    </Directly from EChang's story FAQ.>
    
    
    ===============================================================================
    8.  -=EX I-no=-
    ===============================================================================
         Alright, a ridiculous amount of people have trouble with this. Please stop
    posting any type of request in any forum about how to do this, it really bugs
    people!
    
    Dodging the insane Megalomania(balls) super.
    
    Alright.  There are 3 patterns.  These are the solutions.
    
    NOTE:  NEVER go behind her.  If you block one or go behind her, all balls will
    be drawn to you like *insert analogy here*.
    
    Pattern A:  Sine wave.
         How do I dodge that stuff? 
         Easy.  When the pre-pattern is draw, stand under the loop.  When it
         starts, move towards her slowly.  Eventually the wave will stop.  Then
         you stop, and wait until it's gone, then whammo, back to playing.
    
    Pattern B:  "cos" wave (it's not really a cos wave but it starts at a high)
         When you see the pattern start, move as far away from I-No as you can.
         Wait until it's over. Done.
    
    Pattern C:  Spray.
         This one can be tricky to avoid.  When she starts the pattern, move right
         up to her, and when the squares go away, jump, then jump again.  Might
         take a few trial runs to get the timing, but it will work eventually.
    
    ===============================================================================
    Playing AS EX I-No:
    ===============================================================================
    Differences:
    HCB, f+HS OD is now sort of a backflip kick OD.
    
    HCB, f+S will now do a vertical Chemical Love
    
    Her dash is not diagonal anymore, it's a straight run-style dash.
    To do the diagonal dash:   QCB + K
    
    Note: You cannot do the ball super.  I think?
    
    ===============================================================================
    9.  -=Credits=-
    ===============================================================================
    Thanks to GAMEFAQS.com for hosting this, and giving us such an amazing (and
    free) place to gather knowledge on things geeky.  This place is amazing.
    
    To gamecombos.com, for useful forums, and double checking several things.
    Also for finding videos which helped me come up with some of the combo pieces.
    
    To Shoryuken.com for forums with a little more gameplay-oriented talk. :)
    
    Thanks to EChang(Edward Chang) for various bits of his FAQs.  Story tree,
    and some translations.
    
    Thanks to NLax for input and criticisms.
    
    For information on the EnterBrain Mook book (I'm a poet, and didn't know it?)
    http://www.arcadiamagazine.com/product/arc-m_009.html
    
    I hear you can order it on www.amazon.co.jp, or occasionally it is up for bid
    on eBay? 
    There are three books, and The Burst Encyclopedia is better in terms of art,
    while the "Complete Guide" has more system-depth.  I can't promise any of that
    is true, but it's a start.
    
    
     2003 by Jonathon Phillips