GGACR/I-No/Optimizing Punishes

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Optimizing Punishes

Below in the combo section is a table listing I-no's best openers (starters) for combos and their respective protation rate (or lack thereof). It is important that when punishing something with I-no that you stay aware and use a combo starter with absolutely no proration if at all possible. Doing this will guarantee that the resulting combo hurts as much as possible, and any meter usage within that combo is justified. Some examples of excellent combo starters are her: 5K, 5S, 2S, j.S, j.H and Ultimate Fortissimo Overdrive. Don't punish yourself by punishing your opponent with a heavy prorated starter!


Burst Bait/Punish:

Do to I-no's lack of a traditional ground dash, punishing whiffed/blocked Bursts can be a bit tricky at first. Firstly, recognize where opponents are most likely to Burst in the first place. Here is list of the most frequent spots in a combo that an opponent might choose to (panic)Burst:

Common Burst Locations vs. I-no
  • j.K > 2K -> Burst
  • 2K > c.S -> Burst
  • 2K > 2S -> Burst
  • 2K > 6P -> Burst
  • 5K > HCL -> Burst
  • Air Throw > c.S -> Burst
  • Ground Throw > 6FRC6 > dash j.S -> Burst
  • j.P > FB Dive -> Burst
  • j.D -> Burst
  • S STBT (CH) -> Burst
  • 6H (CH) -> Burst

Use these tendencies to your advantage and plan ahead on how you might bait/punish their attempted Burst. Since I-no is lacking the aforementioned ground based dash, it is very important to try to make the Burst whiff completely, or at least be sure to Instant Block the Burst if making it whiff is not an option. Of course the best possible outcome would be to react to the Burst > Slashback it (easier in the air at 4 frame window) and punish accordingly. Not only does this give you the time to punish with the best possible starters, but it looks amazingly flashy and is demoralizing to your opponent in the worst way!

Speaking of demoralizing your opponent, you may notice that there is no previous mention of Air Throwing the opponents Burst...This is because although having your Burst (Soul) taken in Guilty Gear is one of the most demoralizing, humiliating and dehumanizing things that can possibly happen to you outside of a Perfect (>.<), unless you play a character such as I-no who has the ability to combo off of their Air Throw, you are essentially dropping huge amounts of combo damage in favor of a 60 damage throw. Even in I-no's case, an Air Throw in the corner gives comboability, but at the cost of 50% forced proration on the rest of the combo. Unless its going to get you the kill, or you have a read on a Gold Burst (which can only be punished by throw) try to avoid tossing someone's Burst across the screen and hit them with that 220dmg combo instead. Your win rate will thank you.

Here are some of the most common and successful Burst baits/punishes:

Burst Punishes
  • j.K > 2K > backdash -> -Burst- whiffs > dash j.S > follow up
  • 2K > c.S -> -Burst- > IB Burst > 5K > follow up
  • 2K > c.S > JC -> -Burst- > SB/IB Burst > P Dive/j.S > follow up
  • 2K > 2S > 2H (whiffs) -> -Burst- > SB Burst > 5H > follow up
  • 2K > 6P -> -Burst- > S or H STBT (under Burst) > (5P) c.S > follow up
[Use S STBT midscreen and block Burst on opposite side; use H STBT in corner to make Burst whiff completely]
  • 5K > HCL -> -Burst- > FRC > IB Burst > 5K > follow up
  • 5K > HCL -> -Burst- > FRC > SB Burst > 5H > follow up
  • Air Throw (corner) > c.S > JC -> -Burst- > SB/IB Burst > follow up with best punish
  • Ground Throw > 6FRC6 > dash j.S > double jump -> -Burst- > SB/IB Burst > P Dive/j.S > follow up
  • j.P > FB Dive -> -Burst- > FB Cancel > Burst whiffs > land > follow up with best punish
  • j.D > JC -> -Burst- > IB/SB Burst > P Dive/j.S > follow up
  • S STBT (CH) -> -Burst- > stand and wait > Burst whiffs > follow up with best punish
  • 6H (CH) > dash forward -> -Burst- > IB/SB Burst or stop short to make it whiff > 5K/5H > follow up
[can also double jump into the burst for positioning, IB/SB Burst > P Dive/j.S > follow up]

-Mynus


Punishing on block

Some moves are minus on block, but skilled players space them in a way that they are difficult to punish. You'll need to instant block to reduce the opponent's pushback and create a bigger punish window. Examples:

SO - Bandit Revolver: It's -3 on block when used up close. If the Sol player is bad, block this up close and get a free grab as an easy mode punish. If you IB you'll have 2 extra frames to punish, but Sol is in crouching state during recovery so he'll duck under 5P. You're forced to use 2P or 2K since they're frame 5, but it's a frame perfect punish and they both prorate. Use 2P if possible since it prorates 80%, vs 2K prorating 75%.
Good Sol players will use it at a distance to try to catch you jumping out, since you have to air FD it (but you'll forget to since the move is airborne, and you don't normally have to air FD another airborne move). If you stay grounded and block, not only will you not have enough frames to punish, but Sol will be at a range that you can't reach him with your fast moves, and if you try to take your turn the Sol player may just beat your button with 5K's 3frame startup, or will just VV to beat anything else you do. If you IB the Bandit Revolver Sol might be close enough for a frame perfect 2K, but a 2P wont reach.


Punishing on whiff

Sometimes your opponent royally screws up. They made a bad read or dropped an input, and now they're doing something totally unsafe. Most of the time, you will have to create situations where your opponent whiffs so you can get the whiff punish.

From Neutral

From opponent's pressure

This is a tricky concept and will require lots of experience and practice to get good at. You're going to utilize IB along with FD to get your opponent to whiff.

  • Weaker opponents will just throw out their block strings or pressure options and wait to see if they can tag you.
  • Stronger opponents will adapt their pressure to your use of IB and FD.
  • Pushback on block increases with each move blocked as long as there isn't a gap in blockstun.
    • This still occurs when IB and FD are used, even though IB reduces the pushback and FD increases it.

Let's say your opponent is Ky and he rushes in really deep and does a string like 2P > 2P > 2K > c.S > f.S > Stun Edge.