Overview
I-No is a unique all-range character with powerful options from most places on screen and oppressive offense that utilizes her hoverdash for a very strong high/low/throw game.
Instead of a standard run, I-No has a unique “hoverdash” that puts her into the air, giving her near-immediate access to all her aerial attacks at a moment’s notice. This, along with her frame traps, pressure resets, and a high damage command grab super, makes I-No very difficult to block when she gets up close. To get there she possesses a suite of powerful neutral tools, most notable among them being Antidepressant ScaleGuard:
AllStartup:
29Recovery:
Total 51Advantage:
-16 (note), a projectile that can be controlled vertically and gains hits as it travels across the screen.
However despite her strengths, neutral is probably the hardest thing to learn as I-No. Her hoverdash makes approaching directly difficult, meaning that depending on the situation and matchup she can end up zoning, trying to play footsies, or using her divekicks and Stroke the Big TreeGuard:
LowStartup:
28Recovery:
16Advantage:
-2 to gamble on maneuvering around the opponent’s attacks. She also suffers on defense, lacking a meterless reversal or particularly fast buttons, so she needs to have a solid understanding of the universal defensive mechanics to get out of pressure. Her below average defense and guts make this even more important.
In the end though, no matter how far behind they are, all it can take is one knockdown for an I-No player to steal momentum and carry it all the way to victory.
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Damage Received Mod |
×1.06 |
Guts Rating |
1 |
Weight |
Light |
Prejump |
4F |
Backdash |
20/1~5 strike invuln/1~15 airborne |
Unique Movement Options |
Hover-Dash |
Fastest Attack |
5P (5F) 2P (5F) |
Reversals |
632146S (9F) |
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Pick if you like | Avoid if you dislike |
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I-No's ground dash does not behave like a normal run. Instead, I-No's ground dash puts her airborne, which allows her to perform high/low mixups without having to actually jump.
- Airborne on frame 5 onward
- Actionable on frame 10 onward
The nature of I-No's dash affects every part of her gameplay. In neutral, it makes advancing much tougher for her than characters with regular runs, especially with Strive's universal dash blocking. On offense, it gives her access to quick overheads from any neutral state, while making pressure resets and throws more difficult. On defense, it prevents her from simply running under certain jump-ins. Even in punishes, being unable to dash for only a couple frames can make them tricky.
Don't hoverdash willy-nilly. Keep in mind its high profile, and make them scared with Stroke the Big TreeGuard:
LowStartup:
28Recovery:
16Advantage:
-2 before dashing straight over their low pokes. Use that very same move to duck under their jump-ins and cross them up. Be disciplined with frame traps and condition them into staying still before going for hoverdash resets.
Playing around hoverdash's strengths and weaknesses is key to mastering I-No.
Normal Moves
5P
A quick jab that's useful as a fast anti-air, or in a situation where a 6P input would be crossed up.
On regular and counter-hit AA, it's possible to follow up with a short combo into OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., or to reset into hoverdash pressure.
- Whiffs on crouching opponents.
- Tied for I-No's fastest normal.
Gatling Options: 5P, 2P, 6P, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | All | 7 | 3 | 11 | -2 |
A quick poke with great range for its speed and not much recovery, though easily Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short..
On hit you'll want to combo this into 2D to set up note OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Also has use in combos with its jump cancel and 6H gatling, preferred over c.S when out of range for that normal and 6H when midscreen.
- Jump and Hover-Dash Cancelable on Hit or Block
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | +1 | 1000 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
39 | All | 7 | 4 | 12 | +1 |
Crucial to I-No's pressure, due to being +1. Otherwise mostly used as combo fodder.
Jump cancel means it's useful for baiting bursts. Decently damaging combo starter, though outshined by 2H and 6H in many situations.
- Jump and Hover-Dash Cancelable on Hit or Block
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 60% |
- Input Proximity Range: 270
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
31 | All | 13 | 8 | 18 | -13 |
Slow but disjointed grounded poke.
Huge disjoint, but quite slow and is prone to being low profiled, though it can hit crouching opponents. Although it's technically 13f startup, the hitbox extends throughout the move's active frames and is quite short initially, only reaching a respectable range at 14f. f.S is a very useful counterpoke in certain matchups as it outranges plenty of characters' longest normals with massive disjoint and active frames, though one should still be wary of throwing it out due to its high recovery.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -10 | 1500 | 1000 | 300 | 80% |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
41 | All | 15 | 4 | 23 | -8 |
Whif punishes and frametraps, with good reward on regular and counter hit.
Despite having worse startup, recovery and advantage on block than 2H, 5H finds good use as a whiff punish and frametrap tool with it's better range and meterless conversions on both normal and counter hit. As a combo tool it provides a way to end juggles into a 236H midscreen, and it can also be used to confirm mid-range 2S and f.S hits into hard knockdowns. Not as good as 2H or f.S at fishing for counter hits in neutral, but unlike those buttons, you're guaranteed to get significant reward from 5H if it connects at all.
- Ground bounces on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -5 | 2500 | 1000 | 300 | 100% |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Uncharged | 45 | High | 20 | 3 | 26 | -15 | |
Charged | 56 | High | 28 | 3 | 26 | -11 |
- Uncharged Dust
Universal overhead attack. Can be especially useful with 50 meter on deck for a quick overhead that can be made safe, or comboed from, with RC. Gatling from 5K, 2K, or c.S gives an overhead mixup option.
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Charged Dust
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very highly damaging combo, making it good if you can land it as a punish. However, I-No's hoverdash is faster, safer, and still pretty good in terms of damage. It's also her most damaging wallbreak attack.
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate Homing Jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD | 1875 | 1500 | 0 (200) | 60% |
Uncharged:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
- Wall damage in ( ) refers to if opponent is touching the wall.
- Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
- Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.
Charged:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- Wall damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20 | All | 5 | 2 | 10 | -2 |
I-No's primary AbareAn attack during the opponent's pressure, intended to interrupt it. button.
Does not whiff on crouching opponents unlike 5P while still having the same 5F of startup, this makes 2P generally preferable to mash. Lacks range compared to her other lights attacks.
Gatling Options: 5P, 2P, 6P, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
23 | Low | 6 | 2 | 12 | -2 |
I-No's fastest low, with a potential to Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.
Good range for a 2K, I-No's main low to open up opponents. Only 1 frame slower than 2P and has significantly farther reach, making it useful as an AbareAn attack during the opponent's pressure, intended to interrupt it. tool as well. Good normal in scrambles, sometimes preferable to throw out in neutral over 5K due to its speed and low hitbox. Gatlings into 6H at close range for a combo and 2D for a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. into Antidepressant ScaleGuard:
AllStartup:
29Recovery:
Total 51Advantage:
-16 okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% |
- Slight low-profile on frame 5, deeper low-profile 6~13F, slight low-profile 14~16F
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28 | All | 10 | 2 | 23 | -11 |
Doesn't hit low.
Faster and slightly safer than f.S, 2S complements the disjointed normal with great range of its own and a hitbox that catches low profile moves. Great reward on counter-hit, useful for punishing certain moves on block such as Millia's S Tandem Top
Guard:
AllStartup:
12Recovery:
Total 45Advantage:
-10.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -8 | 1500 | 1000 | 300 | 80% |
- low-profile 10~28F
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | All | 11 | 8 | 14 | -5 |
Used to fish for Counter Hits.
Extremely important to I-No's gameplan; an incredible disjointed normal which hits lower and farther than most of the other disjoints in the game, and isn't easy to high profile, either. Great reward on CH and extremely low recovery incentivizes using this to fish for those even more. When I-No's other moves make opponents want to throw pokes out to curb her approaches, this is your go-to normal for making them think twice about it.
- Ground bounces on air hit
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | -2 | 2000 | 1000 | 500 | 100% |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
33 | Low | 12 | 3 | 18 | -7 |
I-No's universal sweep.
Critical to setting up okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., as it allows I-No to cover her approach with a meaty note. Hard to punish if spaced as it's only -7 on block, making it useful as a blockstring ender at times. Naturally frame traps from 2K and 5K, leading to a meterless wallbreak combo in the corner on counter hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD | 1125 | 1000 | 300 | 80% |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
34 | All | 9 | 5 | 18 | -9 | 1-2 Upper Body 3-13 Above Knees |
One of the best 6Ps in the game, packing good range, startup, and recovery.
Lack of grounded launch makes this move generally poor as a combo tool, except as a grounded CH starter. Still useful as an anti-air and counterpoke, with moderate reward. Low profile is also useful to disrespect certain moves during pressure, like Sol's f.SGuard:
AllStartup:
10Recovery:
13Advantage:
+2, Giovanna's TrovãoGuard:
AllStartup:
27Recovery:
13Advantage:
+4, or Ky's Foudre ArcGuard:
AllStartup:
24Recovery:
6Advantage:
-2~+6 [+5~+12]. On air hit, 6P can combo into Stroke the Big TreeGuard:
LowStartup:
16Recovery:
15Advantage:
-7 (236S) or Chemical LoveGuard:
AllStartup:
11Recovery:
22Advantage:
-2 with extension options in the corner, though at midscreen it may be useful to take the knockdown into OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. rather than attempt to extend into a combo.
- Hard knockdown on air hit
- Higher initial pushback value than other level 2 starters
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -6 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20,45 | All | 7 | 2(12)8 | 19 | -8 |
One of I-No's best combo and frame trap tools.
Fast, easy to confirm due to its multiple hits, and launches high, letting it combo into Stroke the Big TreeGuard:
LowStartup:
28Recovery:
16Advantage:
-2 (236H) and delayed Chemical LoveGuard:
AllStartup:
11Recovery:
22Advantage:
-2 anywhere on grounded hit. Cancelling the first hit into 236H is safe to instant bursts, making it potentially useful as a burst bait, as well as making 6H(1) > 236H a burst-safe CH starter. Almost any starter will combo into this move, but if they're too far away, it will whiff. Occasionally useful as a high-risk, high-reward anti-air or poke using the second hit. Leads to great damage on both CH and normal hit in the corner.
- First hit causes float on ground hit
- Second hit launches opponent upwards and away
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3,4 | Large | KD | 1000, 1200 | 1000 | 250×2 | 60% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
18 | High | 5 | 4 | 12 |
Mainly used as an air to air.
Whiffs on most crouching opponents. Doesn't whiff on crouching Potemkin and
Goldlewis, but if your opponent is familiar with hoverdash offense and blocks high on wakeup, you can use it as an odd mixup tool by chaining up to three j.Ps together, or stopping at any time to go into a low or a throw.
- Dash cancellable
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 375 | 1000 | 300 | 80% |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24 | High | 7 | 12 | 14 |
Due to its low blockstun j.K can be useful to try and frame trap opponents or go for a tick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. Low pushback makes it better against FD as well. I-No's fastest air normal that will hit crouchers, just in case you need that extra frame of speed. Also highly active, which can make it useful as a niche air-to-air in scramble situations. Generally, though j.S and j.H are better in pressure for their higher blockstun.
- Jump and dash cancellable
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 80% |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
29 | High | 8 | 4 | 20 |
One of your go-to moves after hoverdash.
Sets up f-shikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. with double jump j.K or j.S, and is generally useful as combo fodder due to its jump cancel and j.H gatling. Additionally useful as a rising air-to-air as it outshines j.P in reward while being faster than j.H. Moreover, its j.D and j.H gatlings gives I-No multiple double overhead mixup options.
- Jump and air dash cancellable
- Launches straight up on air CH
- At most j.S can be +10 on block
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 300 | 80% |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
41 | High | 12 | 5 | 22 |
Amazing air to air and useful after a longer hoverdash.
Can be used after a short hoverdash to fake an overhead and go for 2K or a throw.
- Jump and dash cancellable
- Launches up and away on air CH.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 300 | 60% |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | High | 16 | 5 | 20 |
A mixup tool that alters momentum, used to add an extra overhead from your air blockstrings. It can also be used to break your opponent fuzzy block, or to catch opponents mashing fuzzy backdash.
Can also crossup. With gatlings from j.S and j.H, as well as launching the opponent upward on air hit, j.D shines as a combo tool in air-to-air conversions, both on counter and normal hit.
- Jump and dash cancellable
- Floats on grounded hit
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | 1125 | 1000 | 500 | 60% |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
No longer a reversal like throws were in previous games, but still useful as an abareAn attack during the opponent's pressure, intended to interrupt it. tool due to it being I-No's fastest attack. Does a decent chunk of damage, useful for opening up opponents too focused on I-No's high/low. Extremely dangerous to whiff, so PRC it if your opponent avoids it with a backdash or jump.
The knockdown grants you note OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. unless you're close enough to kiss 'em after the animation (ex: back throw while I-No is in the corner)
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +56 | 2500 | 1000 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
- Combo Decay on hit: 15.
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | Until Landing+10 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Long whiff animation means air throwing is weaker as an anti-air option than in previous games, but the range is also increased to compensate. Also technically I-No's fastest air to air. Useful to reverse the situation on cheeky IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. pressure or to toss people trying to use momentum-altering air moves such as Chipp's j.2K
Guard:
HighStartup:
16Recovery:
Advantage:
, Millia's j.236H
Guard:
AllStartup:
13Recovery:
12Advantage:
-1 at lowest height or May's j.2H
Guard:
HighStartup:
13Recovery:
6Advantage:
. Does a decent chunk of damage and I-No can get a manual timed safejump with j.H after hitting it.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | 2500 | 1000 |
- Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- R.I.S.C. Loss: 1000
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75%
- Combo Decay on hit: 15.
Special Moves
Antidepressant Scale
214P (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214P | 12+[9×4] | All | 29 | Total 51 | -16 | ||
j.214P | 12+[9×4] | All | 28 | Until Landing + 6 | -16 |
One of I-No's most notable moves.
Notes can be shot in neutral to force your opponent to block or move a certain way. They can also be shot after almost any hard knockdown for a safe mixup. Keep the long recovery and limited vertical control in mind when using this move in neutral, especially if you're more used to earlier versions of the character.
The projectile accelerates and gains up to a maximum of five hits as it travels, leading to more blockstun/hitstun if it connects. By holding 2 or 8, I-No can influence the note's trajectory upward or downward.
Rather than how far it's travelled, the projectile's number of hits depends on how long it's been out. Due to this, character hurtboxes can determine how many hits note will have after travelling a certain distance.
- Much higher vertical control during the initial active frames of the projectile
- Commonly referred to as "Note"
j.214P
Air note covers distance faster than its grounded counterpart and has potential use to mess with grounded fullscreen options that would tag regular note, such as Goldlewis' Skyfish
Guard:
AllStartup:
35Recovery:
84 TotalAdvantage:
-13 or Ky's Stun Edge
Guard:
AllStartup:
13Recovery:
Total 46Advantage:
-15.
- Recovery and CH state until landing
- No longer faster to come out than regular note if TK'd
- Higher initial velocity than regular note
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214P | 80% | 0 | Very Small | 200×2 ~ 100×5 | 1000 | 150×2 ~ 60×5 | 80% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214P | 80% | 0 | Very Small | 200×2 ~ 100×5 | 1000 | 150×2 ~ 60×5 | 80% | 100 |
214P:
- Clash Level: 1
- Clash Hits: 3 (Gathers hits as it travels)
j.214P:
- Clash Level: 1
- Clash Hits: 3 (Gathers hits as it travels)
- Recovery and CH state until landing.
Stroke the Big Tree
236S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236S | 36 | Low | 16 | 6 | 15 | -7 | 5~15F Low Profile'"`UNIQ--item-13302--QINU`"' |
236H | 42 | Low | 28 | 5 | 16 | -2 | 9~27F Low Profile'"`UNIQ--item-13304--QINU`"' |
I-No's most essential pressure tool. Great low profile during startup means Stroke is extremely useful for approaches in neutral, but both versions can be prone to trading with attacks it low profiles, as the low profile ends as soon as the move becomes active. Both versions will lead to great damage on counter hit.
- Both versions staggerA prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner. on hit.
236S
Travels around round start distance but unfortunately does not lead to much on normal hit if your opponent knows how to recover from stagger. Useful for ducking under an opponent's jump-in to cross them up or to simply escape. Can be hard to punish on block due to pushback and its faster startup can make this the preferred choice over 236H in tight spots.
- Frame traps and combos from 2S/f.S, combos from 5H/2H as well but requires a delayed cancel for a frame trap.
Ramlethal mains' favourite meal.
236H
Travels about 2/3rds screen and grants hard knockdown on air hit, as well as being a good combo ender. Incredible combo tool, always plus enough on grounded hit to allow 6H/5K/2K to combo. Can be difficult to use as a punish or call out due to long startup.
- Combos from CH f.S/2S/2H/5H/6P/6H(1)
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 90% | 2 | Mid | 1125 | 1000 | 300 | 60% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 90% | 4 | Mid | 1875 | 1000 | 300 | 60% | 150 |
236H:
- Grants hard knockdown on air hit.
- Combos from CH f.S/2S/2H/5H
Sultry Performance
j.236K/S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.236K | 35 [50] | All | 10 | Until Landing | Until Landing + 13 | -1~(-2) [+4] [(+2)] | |
j.236S | 35 [50] | All | 10 | Until Landing | Until Landing + 13 | -2~(-4) [+4] [(+1)] | |
j.236H | 10×2,20 [10×4,20] | All | 9 | 32 | Until Landing + 6 | ?(-7) [(-2)] |
I-No's divekicks. If I-No presses the same button used to input the special after it connects, she will bounce up, allowing a pressure extension. Aware opponents can mash or use 6P to deal with it, but I-No can block after the follow-up to try and bait out buttons, though she gets no reward for it. However, even on block, using the follow-up makes the dive safe only for j.236H.
- Values in () indicate advantage on block if you input the button again to bounce up.
- Values in [] indicate if the move is charged
- Values in [()] indicate if the move is charged and the button is pressed again to bounce up
- All versions hit mid
j.236K/j.236S These versions are very similar in function. j.236K can be converted reliably into a combo by linking a 2P or 5P, while j.236S only converts reliably when hitting low to the ground. Both versions also cause a soft knockdown allowing for a quick hoverdash reset if used as a combo ender, and are useful to stall air momentum and catch careless anti-airs, or as air-to-airs to drag the opponent back to the ground with plus frames.
If the follow-up is used on a midscreen hit, you won't get any OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. from hitting this. However, not using the follow-up allows I-no to get a meaty jump-in. Take note when using these moves to punish!
- j.236K sends I-No downward at a 45 degree angle.
- j.236S travels more horizontally, at around a 60 degree angle.
j.236H Used in combos for corner carry and wall damage. Slightly more niche for whiff punishing than the other versions, but can be used when I-No doesn't have much height left in her jump for more reward. Allows I-No to convert meterlessly from j.K F-Shiki and j.D. Occasionally useful in neutral to cover large distances with high profile, usually with PRC, or during pressure to bait out throws or frame trap.
- Hits three times, five when fully charged
- Travels parallel to the ground
- High reward in the corner
- Much easier to 6P than the other two.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236K | 90% | 2[4] | Very Small | 1500 | 1000 | 300 | 100% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.236S | 90% | 2[4] | Very Small | 1500 | 1000 | 300 | 100% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.236H | 90% | 2[4] | Very Small | 500×3 [500×5] | 1000 | 233×3 [140×5] | 80% | 150 |
j.236K:
- Vertical Activation Range: 300 (Applies to all versions). Unable to hit extended hurtboxes of opponents above I-No.
j.236S:
- Travels more horizontally, at around a 60 degree angle.
j.236H:
- Hits three times, five when fully charged.
Chemical Love
214K (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214K | 45 | All | 11 | 14 | 22 | -2 | below the waist 2~27 |
j.214K | 45 | All | 11 | 14 | Until Landing + 7 |
A projectile with good range, but easily low profiled by runs, crouching opponents, and even certain standing characters. Will even straightforwardly lose to midrange pokes that slightly shrink the users' hurtboxes such as Ramlethal's or Ky's 5H. However, when used correctly, Chemical Love can define matchups as a quick, near-fullscreen projectile punish.
Characters such as Potemkin or
Goldlewis will have much more trouble approaching I-No due to their moves having generally tall hurtboxes and, in Potemkin's case, a lack of a run. Characters like
Anji,
Faust, or
Zato will find the projectile a nuisance as it interacts favorably with moves integral to them such as Anji's infamous parry spin, Faust's Item Toss
Guard:
Startup:
26Recovery:
Total 40Advantage:
, and Zato's summoned or UnsummonGuard:
Startup:
20Recovery:
Advantage:
. In general, it's also useful for interrupting opponents trying to set up a slow fireball in neutral, such as Anji,
Leo,
Ky, or
I-No herself.
- CH state in recovery
- Commonly referred to as just the abbreviation, "CL" or "HCL"
- Airborne frame 2-39
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214K | 80% | 4 | Very Small | 500 | 1000 | 300 | 80% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
j.214K | 80% | 4 | Very Small | 500 | 1000 | 300 | 80% | 100 |
214K:
- Clash Level: 2
- Clash Hits: 1
- airborne 2~38F
j.214K:
- Clash Level: 2
- Clash Hits: 1
Overdrives
Megalomania
632146H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
13×18 (17×11) | Ground Throw, All | 11+0(41) | N/A(-18) |
Absurdly damaging command grab super that supplements I-No's great high/low mixup game. Active instantly after the superflash, so the opponent needs to be in air before it to avoid Megalomania, they can't simply react to the flash. The projectiles that come out after the cinematic will appear even on whiff and I-No is completely invulnerable until the end of the attack, making jumping forward the only way to punish this super unless cornered. The projectiles inexplicably track behind I-No if the opponent is close enough to her back. Naturally beats DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and AbareAn attack during the opponent's pressure, intended to interrupt it. throw, as well as Anji's parry superGuard:
Startup:
Recovery:
Total 40Advantage:
.
The comically long invulnerability frames on whiff can cause this super to power through and punish real, throw-invulnerable reversals depending on how fast they are and how early it was performed. The throw invulnerability on startup can also allow you to use Megalomania as a cheeky AbareAn attack during the opponent's pressure, intended to interrupt it. option to beat throws or people blocking to try and bait Ultimate FortissimoGuard:
All (Guard Crush)Startup:
7+2Recovery:
13Advantage:
+26.
The projectiles that come out on whiff are unfortunately not fast or active enough to force the opponent to block, so this super isn't too great to chip the opponent out.
- Values in () refer to frame data if the initial throw whiffs.
- On successful grab, leaves you +69 and fullscreen so long as you don't break the wall.
- Throw invulnerable on startup. Fully invulnerable on whiff roughly until the projectiles disappear.
- Commonly referred as "Megalo"
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | N/A(2) | 1000×18 (1000×11) | 0 | 80% |
- The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
- Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
- Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
- Raw hit only deals the maximum damage from at least 1333 R.I.S.C. (approx. 10.4% gauge).
Ultimate Fortissimo
632146S (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
632146S | 40,20×2,100 | All (Guard Crush) | 7+2 | 4 (42) 9 | 13 | +26 | 1~11 Full |
j.632146S | 20×2,100 | All (Guard Crush) | 5+3 | +37 |
- 632146S
I-No's only reversal, in which she jumps with a flying knee strike, then emits a circular area-of-effect projectile around her while airborne. If the projectile is blocked by the opponent, I-No has enough advantage to run a mixup. This makes it useful if your initial mixup is blocked, or if your opponent isn't aware of how to punish this super. Will force an Area Shift in the corner, but won't actually break the wall unless the opponent is right up against it.
- Hits twice, with a punishable gap in between.
- j.632146S
The air version is useful to extend a turn after someone blocks your overhead mixup, to force your way in from neutral, or even as a meaty to guarantee a safe mixup. It can also be used after j.D hits for a good chunk of damage and a hard knockdown. If you're close enough to the corner and your opponent had enough height, combo extensions after air Ultimate Fortissimo are possible. However it can be hard to gauge when they'll work and missing them will lose you your hard knockdown, so go for these only if you know what you're doing.
In many matchups, ending corner combos with either version of Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.
- Skips the flying knee. Only the projectile comes out.
- Absurdly advantageous.
- Can be Air Throw out of.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input TensionThe amount of Tension gained when the move is input. (Usually only applicable to Special moves) | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146S | 100% | 4 | 1000×2 | 0 | 80% | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
j.632146S | 100% | 1000×2 | 0 | 80% |
632146S:
- Clash Level: 4 (Second Hit)
- Clash Hits: 3
- The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
- Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
- Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
- Raw hit only deals the maximum damage from at least 1333 R.I.S.C. (approx. 10.4% gauge).
j.632146S:
- Clash Level: 4 (Second Hit)
- Clash Hits: 3
Colors
1Ultimate Edition exclusive |