GGXRD-R2/Slayer/Matchups/I-No

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GGXRD-R2 Slayer Portrait.pngGGXRD-R2 I-No Portrait.png

Matchup Overview

General info about character's advantages and disadvantages in matchup, and how to play around them

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.

Combos

Character specific routes, also note routes that are not possible or are harder on this character

I-no stuns really fast, so it's crucial to optimize your stun potential to win in as few hits as possible. Maybe the most important route on I-no is the easy and powerful midscreen CH P pile route:

  • CH P pile > 6H K mappa > c.S > j.K > dj.SHD2K > j.PD (alternatively j.K > dj.HD). Normally this route is only possible under very specific conditions, however on I-no it seems to always work. This leads to a lot of stun and tension, leading your next mixup into death if they have no burst, winning from only two-hits.
  • IAD j.D 214K(2) > RRC > K cwh > 6H > K pile > 5D6 > K pile K pile P pile
  • 6P > K mappa > RRC > K cwh > 6H > K pile > 5D6 > K pile K pile P pile
  • Bite > RRC > CH P helter > 6H > K pile > 5D6 > K pile K pile P pile

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