How can you guys understand this so quickly? It can be quite complicated.
"Starting a chain" easy test: If you would have been able to block at the time you did the attack, that attack starts a new chain.
So, LP->MP->HP->special->super is one chain, but LP->launcher /\ j.attack, the j.attack starts a new chain because you could have blocked before you did it.
IPS Rules:
- Don't start a new chain by using an attack you have
ever hit with before in that combo.
- Standing and crouching attacks "count as the same thing". So hitting with s.LP means you can't start a new chain with s.LP or cr.LP after that point.
- All strengths of the same special move also count as the same thing, so LP Updo = HP Updo, and Cerebella's DP+P moves all count as the same.
That's...the whole IPS ruleset. If you follow those rules, you will never trigger IPS, ever. That bit's easy.
If you wish to extend you combo longer than those strict rules would allow, then you can use the extra exceptions to eke out more stuff:
- IPS will only trigger for chains started in Stage 5, but that doesn't mean everything before then is free.
- During Stage 1 and 2, anything you do is completely ignored by IPS.
- During Stage 3 and 4, anything you do will not
trigger IPS but is counted for later, so if you use j.MP during Stage 3 then you can't start a chain with it in Stage 5 or it will trigger.
- Air and ground versions of the same special move count separately. (Squigly's stance specials all count separately because if they didn't she'd barely be able to do anything neat.)
- Supers are ignored completely by IPS.
Drama is separate, because if IPS were the only thing that existed then combos go on for a long time.
Basically IPS requires variety in a combo, and Drama limits total length.