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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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!I-No
|-
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[[File:GGAC_I-No_Portrait.png|350px|center]]
|-
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{{#lsth:GGACR/I-No/Data|SystemData}}
;Movement Options
:1 Double Jump, 2 Air Dashes, Dash Type: Hover dash
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
Badass, cruel and sexy. The time traveling rock star witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" six feet under. She is a force to be reckoned with and will murder anyone who gets in her way.
{{GGACR/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header= Overview
|content= I-No is difficult to control and has great potential when mastered. Her biggest strengths are her explosive damage combined strong high/low mixup options. In place of her ground dash she has a unique hoverdash that makes her airborne, allowing her to use her aerial moves low to the ground for greater speed. When she makes an opponent block a multi-hit music note projectile either on knockdown or from neutral she can safely utilize her strong mixup options, and she can generally get unprorated damage if she has meter for optimal routes. This grants I-No some of the most dangerous okizeme in the game, which means she also has explosive comeback potential.


I-No is a bit tricky to use, but has great potential when mastered. Her biggest strength is her explosive damage combined with her difficult to block high/low mixup. Rather than having a standard ground dash, she possesses a unique hoverdash that leaves her airborne, allowing her to use her aerial moves low to the ground without needing to land from a full jump. When she makes an opponent block a multi-hit music note projectile either on oki or from neutral, she can safely utilize her painfully difficult to block mixup using her quick overheads, feints into lows, and generally unprorated damage if she has meter for the conversion. This grants I-no some of the most dangerous okizeme in the game.
I-No possesses weaknesses to offset her strong oki game, the biggest of which is the complexity of her neutral game. While her hoverdash is amazing for high/low mixup it is incredibly prohibitive for movement and pressure. Her normals and special moves are typically good at one specific job so you will be forced to guess more often than with other characters who can cover a lot of options with a few moves. Though her defense isn't as low as other characters such as Millia, I-No is just as susceptible to being dizzied. Eating a single counterhit from some characters can end the round in a loss, which discourages you from taking certain actions and can make you more predictable. Finally, she tends to struggle in matchups against characters who can consistently commit less than her in neutral.


However, I-no possesses many weaknesses to offset her stellar setplay. The biggest one is probably in her neutral game. While her hoverdash is amazing for high/low mixup, it is incredibly prohibitive for movement and pressure. Her normals and special moves are typically good at one specific job, so you will be forced to guess more often than with other characters. Though her defense isn't as low as other characters, such as Millia, I-No is just as susceptible to being dizzied. Eating a single counterhit from some characters can end the round in a loss.
That said, landing a well placed counterhit in neutral, confirming the full combo, and succeeding on oki with an unproated normal can be enough to destroy squishy characters.
Alternatively, if you can win neutral in even a small way to begin your offensive snowball I-No can reward you with repeated use of some of the most dangerous mixup and reversal baits in the game. Her mixup has more holes than Dizzy and Millia but you get way more damage when successful.


That said, landing a well placed counterhit in neutral, confirming the full combo, and succeeding on oki with an unrproated normal can be enough to end the lower defense characters.
'''Just how difficult is the character?'''<br>
You'll have to get good at the 632146 input because she uses it a lot. When you first start off you can get by with simple strings into knockdown and do most of your damage in the corner where it's easier, and you can also use her Force Break dive to take opponents to the corner quite easily. To use her full potential you'll need to learn to string several difficult things together back-to-back just to accomplish a single link.
}}
{{GGACR/Infobox
|fastestAttack = [[#5P|5P]] (4F)
|reversal = [[#Longing Desperation|632146H]] (9F)
}}
{{ProsAndCons
|intro = is a tricky character who can fight from just about any range to secure knockdown or note pressure, then uses her strong high/low mixup tools to crack her opponent's defenses and score a high damage combo.
|pros =
*'''Vicious Mixups''': Hoverdash for quick high/lows, TK overhead options, {{clr|5|j.D}} and all of its associated techniques give I-No great overhead opportunities to condition opponents.
*'''Versatile Toolkit''': {{MMC|input=632146K|label=HCL}} is a projectile reaching 2/3 screen that negates 1 hit of other projectiles while passing through them and remaining active. {{MMC|input=214P|label=Note}} can be controlled vertically and gains hits the longer it's on screen. Overdrives are safe on block and typically grant a full conversion on hit.
*'''High Tension Efficiency''': I-No's hoverdash builds more meter than a standard forward dash. Her STBT and Dive special moves build lots of Tension on contact. She frequently only needs to spend 25% to reset pressure or start big conversions.
*'''Explosive Damage''': Using optimized character-specific combos, I-No can deal incredibly high amounts of damage to the entire cast. She can also convert at surprising ranges thanks to HCL 6FRC6, though this requires tight execution.
*'''Superb Aerial Mobility''': I-No has two air dashes and Sultry Performance to help her move around the upper half of the screen. FB Sultry Performance even restores her air options.
*'''Strong Backdash''': Having the fourth longest total backdash invul in the game allows her to escape some situations other characters can't escape with their backdash.
|cons =
*'''Hoverdash Restrictions''': It has 9 startup frames, which creates difficulties in escaping some situations, inhibits certain types of pressure and weakens her throw game.
*'''<sup><small>★</small></sup>High Execution Barrier''': I-No has hard combos and advanced movement, which can make learning and piloting her difficult. Her low defensive stats make it very easy for her to blow up off of a single mistake.
*'''Low Midscreen Damage''': Does little damage without spending meter or scoring the right Counter Hit at midscreen.
*'''Tricky & Committed Neutral Game''': I-No's normals all have specific uses and often have a number of weaknesses baked into them, such as her lows not reaching low enough to crush low-profile moves. I-No's most difficult matchups tend to be the ones where her opponent can reliably commit less than her while also covering many of her options. This can come up against characters who have strong air tools since I-No cannot self-gatling on whiff with her j.P, and has '''the worst airthrow range in the game.'''
*'''Fragile''': I-No has low defense, low guts, and low stun resistance. She may last longer than other squishy characters on average, but she struggles with being killed easily in some matchups. A particularly bad counterhit can instantly stun her.  


<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
|footnote= [[GGACR/FAQ/Leverless_Input_Guide|Tips for playing I-No on a leverless device (Hitbox) can be found by clicking this link]]. This is often considered very difficult, however like many other things on this character it is fine after some practice. A catalogue of all of I-No's advanced techniques with explanations can be found [[/AdvancedTechniques| here]]. This is not required for starting with I-No, but will be a good reference for learning how to perform these techniques.
=== Strengths and Weaknesses ===
}}
----
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Virtually unblockable when close.
* Safe overdrives.
* Able to knockdown from near full-screen.
* Explosive burst damage potential using optimized/character specific combos.
* Superb aerial mobility thanks to double air dash and dives
* Versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown.
* Above average tension gain.
* Fourth longest total backdash invul in the game.
* Almost always has the advantage when at full screen (mostly due to the music note projectile)
| style="width: 50%;"|
* Extremely high execution barrier for even simple combos and her neutral game movement:
* Somewhat average to low damage output midscreen without the use of tension.
* Overall weak defensive options (no meterless reversal).
* Worst airthrow range in the game.
* Her unique ground-to-air dash (with 9 startup frames) creates difficulties in escaping some situations, and also inhibits certain types of pressure.
* Below average health rating and guts.
* Typically disadvantaged at mid-close range in neutral situations.
|-
|}
</div>
</div>
===Important Notes===
===Unique Mechanics===
----
====Hoverdash====
Below is a list of things to know when picking up I-No
{{card|width=4
Combo Execution:
|header=Hoverdash
* Optimized meterless combos will utilize 2 frame IAD links at mid screen.
|content= I-No's dash is completely unique in that it makes her airborne starting on frame 4. The earliest she can act is on frame 10. Letting go of the dash will cause I-No to drop to the ground in an actionable state.  
* Must apply multiple advanced techniques for the B&B "5K > HCL > FRC airdash combo" such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window just to set up the next hit. This string is a requirement for high level play.
* Combos are much more character specific than with other characters. EX: The above combo requies you adapt for screen position to determine whether you'll link into "<b>j.S > FFVCL</b>" or "<b>j.S > j.H</b>" or directly into "<b>FFVCL</b>" in order to keep the combo going.
Neutral Game:
* Anti-air is situational (5p, 6p, j.P, 5K, airthrow, 6hs, VCL) and some jump-ins flat out cannot be counter-poked when spaced properly.
* Cannot counter poke effectively without deeply understanding I-No's own hitboxes and hurtboxes, as well as all of your opponent's hitboxes and hurtboxes. You can never count on a move to "just work" as a poke.
* Moves that you'll typically counter-poke with are high risk for various reasons (6P recovery, 5K long active time (CH state), j.H long recovery completely in CH state w/ extended hurtbox on startup, extended hurtbox on 2H & 2D startup, long startup on STBT, etc).
 
=== Unique Mechanics ===
----
==== Hover Dash ====
:I-No's dash makes her airborne
*Feet are off the ground on frame 4
*9 frames of startup. The fastest you can start acting is on frame 10.
*The fastest you can land is on frame 20, even if you whiff a normal (like j.H) to try to land faster.
 
==== Double Dash ====
:From Guilty Gear Slash onwards, I-no gained the ability to air dash out of her hover dash.
On a pad, the easiest motion is simply 66, 66. Using a joystick, use 66, 9 (release to neutral 5), 6 (can also be written as 66956). So on pad, you're basically doing 6565656, or hitting forward 4 times. On stick you do 66 to dash, hold the second 6 slightly and roll up to 9 (you're still dashing forward), then release to neutral (5) and hit 6 again.


Having this technique at your hands means that I-no gained access to a slew of new mixups.
While I-No's hoverdash can be tricky to get used to, successful operation allows her to endlessly loop mixup attempts and go for shockingly fast instant-overheads. More information on how to use
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
* The fastest you can land is on frame 20, even if you whiff a normal (like {{clr|4|j.H}}) to try to land faster.
!| <big>Guilty Bits Character Intro</big>
* Hoverdash expands her hurtbox in all directions except down. She actually lifts significantly on frame 4, allowing her to dodge many low attacks.
|-
|- style="text-align: center;"
| style="border: 1px;"|
{{#evt:
service=youtube
|id=https://youtu.be/YKdMBbMlojU
}}
}}
|}
===Starter Guide===
{{#lst:GGACR/I-No/Data|Links}}
{{StarterBlurb}}
<br clear=all/>
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
Click on the notation for a move above it's image to see the hitboxes for that move!
===<big>{{clr|1|5P}}</big>===
====== ======
{{GGACR Move Card
{{MoveData
|input=5P
|name=[[:File:I-No Complete 5P.jpg| 5P]]
|description=
|image=GGAC_Ino_5P.png
{{#invoke:FrameChart|drawFrameData
|caption=A flick of the wrist and you're dead, baby
|startup  = 4
|data=
|active  = 4
{{AttackDataHeader-GGACR}}
|recovery = 6
{{!}}-
}}
{{#lsth:GGACR/I-No/Data|5P}}
A short, quick jab that whiffs against people crouching, but is a great situational anti-air. The combination of the <i>very fast</i> startup, lack of extended hurtboxes during startup, 4 active frames that are highly disjointed, and low recovery (with only 2 extended hurtbox frames during recovery) make this an <b>amazing</b> normal to use in neutral.
{{!}}-
{{Description|7|text=
A short, quick jab that whiffs against people crouching, but is a great situational anti-air. You can get chain several hits of 5P if you want to burst bait before starting your air combo. The combination of the <i>very fast</i> startup, lack of extended hurtboxes on startup, 4 active frames that are highly disjointed, and low recovery (with only 2 extended hurtbox frames during recovery) make this an <b>amazing</b> normal to use in neutral. It's easiest to confirm into damage when used to AA, but it's just as important to shut down opponents when they try to pressure you with the wrong buttons. On block you can go into any of I-No's other moves or jump cancel, so her high-low mixup is on the table.


<b>AA Tips</b>: If your opponent jumps in with a deep/late air-to-ground to beat I-No's 6P, hit them first with this frame-4 move. If they start their jump-in earlier to beat a 5P, 6P will then work. If they try to feint a landing to bait 6P and double jump into their normal, they open themselves up to airthrow or VCL. When both 5P and 6P fail against an opponent's air normal, 5K may be able to do the job.
*You can chain several hits of {{clr|1|5P}} if you want to burst bait before starting your air combo.
*On block you can go into any of I-No's other moves or jump cancel, so her high-low mixup is on the table.
*An excellent normal to throw out when you want to preempt your opponent and stuff their pokes that have extended hurtboxes during startup frames.
*{{clr|1|5P}} is an effective anti-air when used properly.
**If your opponent jumps in with a deep/late air-to-ground to beat I-No's {{clr|1|6P}}, hit them first with this frame-4 move. If they start their jump-in earlier to beat a {{clr|1|5P}}, {{clr|1|6P}} will then work.
**If they try to feint a landing to bait {{clr|1|6P}} and double jump into their normal, they open themselves up to airthrow or {{clr|3|632146S}}. When both {{clr|1|5P}} and {{clr|1|6P}} fail against an opponent's air normal, {{clr|2|5K}} may be able to do the job.


<b>Ground Tips</b>: Many characters (I-No included) have moves that extend their hitboxes forward before they go active, such as Sol's f.S, Pot's 5H, and Axl's 5P. Preemptive 5P from long ranges (sometimes as far as <b>half screen</b>) can stuff these pokes. If you're a little closer and have 25% meter, you can sometimes 5P > manual jump install > 2S > HCL > 6FRC6 to convert off of this, but character hurtboxes make this finicky.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


====== ======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[:File:I-No Complete 5K.jpg| 5K]]
|input=5K
|image=GGAC_Ino_5K.png
|description=
|caption=Kickin' your can all over the place
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 7
{{AttackDataHeader-GGACR}}
|active  = 7
{{!}}-
|recovery = 12
{{#lsth:GGACR/I-No/Data|5K}}
}}
{{!}}-
Her staple move for comboing into {{clr|2|632146K}} (Horizontal Chemical Love/HCL) when {{clr|4|5H}} isn't possible. Necessary for many combos and gatlings to most normals.
{{Description|7|text=
*Good mixup tool as the jump cancel lets you go into {{clr|2|j.236K}}/{{clr|3|S}} or {{clr|5|j.D}} FDC for overhead options, or you can manual jump install and gatling to {{clr|3|2S}}/{{clr|5|2D}} for low options.
Fairly fast and has decent range. Her staple move for comboing into Horizontal Chemical Love(HCL) when 5H isn't possible. Necessary for many combos and gatlings to most normals. Good mixup tool as the jump cancel lets you go into Dive or j.D FDC for overhead options, or you can manual jump install and gatling to 2S/2D for low options. 5K HCL 6FRC6 is the standard punish after an opponent bursts badly. The long active frames will catch them falling so you don't drop your burst punish, but you can also use them to catch backdashes.
*{{clr|2|5K}} > JI {{clr|2|632146K}} 6FRC6 is the standard punish after an opponent bursts badly. The long active frames will catch them falling so you don't drop your burst punish, but you can also use them to catch backdashes.
*Tricky to use as a poke, but highly effective when used right.
**I-No extends her hurtbox forward during startup, the hitbox shrinks inside the hurtbox for the last 4 active frames, and her hurtbox remains extended during recovery.
***If your opponent doesn't respect you and mindlessly pushes <i>the wrong buttons</i> in neutral, you can control space with the active frames and let them stick their startup hurt boxes into this attack, but if your opponent knows the matchup, or is mindlessly pressing <i>the right buttons</i>, you'll get blown up.
**I-No lifts her leg off the ground which could potentially dodge lows at the right range, but her leg can easily whiff over the opponent since the hitbox is so high. This move is an <b>Anti-Air</b>, not a low crush.
***From an air-CH up close you can confirm into TK {{clr|1|j.236P}}, and if they're far away you can confirm with IAD {{clr|4|j.H}}, with both setups leading to beefy meterless damage.
**From a ground hit, you can usually link {{clr|2|632146K}} for a 6FRC6 conversion, but some characters recoil in a way that prevents this setup at max {{clr|2|5K}} range even with the counter hit, and this wont work vs crouching either. If they're close enough you can manually JI and use {{clr|5|2D}} to float them into the {{clr|2|632146K}} to get your conversion. Otherwise all you can really do is link {{clr|3|2S}} for more damage or jump/special cancel and go for a possibly unexpected mixup.
*Fun fact: this move can actually dodge Slidehead during it's first 2 frames, but from my testing it's not actually airborne. Her hurtbox rises slightly on those frames, but not quite enough to dodge other low attacks like Slayer's {{clr|4|2H}}, so this is extremely situational.


<b>Poking Tips:</b> I-No extends her hurtbox forward on startup, the hitbox shrinks inside the hurtbox for the last 4 active frames, and her hurtbox remains extended during recovery. If your opponent doesn't respect you and mindlessly pushes <i>the wrong buttons</i> in neutral, you can control space with the active frames and let them stick their startup hurt boxes into this attack, but if your opponent knows the matchup, or is mindlessly pressing <i>the right buttons</i>, you'll get blown up. I-No lifts her leg off the ground which could potentially dodge lows at the right range, but her leg can easily whiff over the opponent since the hitbox is so high. You can usually link HCL for a 6FRC6 conversion, but some characters recoil in a way that prevents this setup at max 5K range, and this wont work vs crouching either. If they're close enough you can manually JI and use 2D to float them into the HCL to get your conversion.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


<b>AA Tips:</b> I-No's standing hurt box normally extends up through her hat. This move is a deceptively good anti-air since she leans her head downward; her whole leg starting from where her mini-skirt ends is a disjointed hitbox for the first 3 active frames, with the hurtbox underneath it. The remaining active frames are inside the hurtbox, which expands upward for the trailing 4 active frames, so you need to be on point about timing this to AA with it. On air-CH up close you can confirm into TK Pdive, and if they're far away you can confirm with IAD j.H, with both setups leading to beefy meterless damage. This move might not lead to much on the ground most of the time, but when used properly as an AA you get a colossal reward.
===<big>{{clr|3|c.S}}</big>===
{{GGACR Move Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 5
|recovery = 9
}}
Combo tool and block string poke that can lead to a high/low mixup using jump cancel to overhead (TK {{clr|2|j.236K}}/{{clr|3|S}}, {{clr|5|j.D}}, etc), or cancel into low ({{clr|3|2S}}, {{clr|5|2D}}, {{clr|3|41236S}}.


<b>Fun Fact:</b> This move can actually dodge Slidehead during it's first 2 frames, but from my testing it's not actually airborne. Her hitbox rises slightly on those frames, but not quite enough to dodge other low attacks like Slayer's 2H, so this is extremely situational.
*Because it has 5 active frames, you have a little wiggle room to delay your chain and create a frame trap. {{clr|3|c.S}} > delay {{clr|4|5H}} can lead to huge unprorated damage if they bite.
}}
*It's not advised to try to antiair with this move due to the risk of accidental {{clr|3|f.S}}, but it <i>can</i> work.
*Be wary that the range at which the game considers your {{clr|3|5S}} press "close" is relatively short, which can cause you to get {{clr|3|f.S}} at nearly point-blank range and drop your combo.
**This is more common in the corner after an airthrow. Walk forward 1-frame before using {{clr|3|c.S}} or go for {{clr|2|2K}} > {{clr|3|c.S}} to work around this problem.
**There is a dead zone where {{clr|3|f.S}} will activate, but whiff because you're too close... or because {{clr|3|c.S}} doesn't activate from far enough away.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| c.S]]
|input=f.S
|image=GGAC_Ino_cS.png
|description=
|caption=You'll wish this move activated farther away.
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 19
{{AttackDataHeader-GGACR}}
|active  = 11
{{!}}-
|recovery = 1
{{#lsth:GGACR/I-No/Data|c.S}}
}}
{{!}}-
A great mid-range poking tool with excellent recovery. It's somewhat spammable, raises guard bar considerably (which is unusual for projectiles), nullifies single hit projectiles, and launches on hit.
{{Description|7|text=Excellent combo tool and block string poke which is strong when JC'd into TK dive, or cancelled into S STBT/2S/2D. Just be wary that the range at which the move is no longer considered "close", though extended in +R, is still very short, which can cause you to get f.S at nearly point-blank range and drop your combo. Because it has 5 active frames, you have a little wiggle room to delay your chain and create a frame trap. c.S delay 5H can lead to huge unprorated damage if they bite; meterless if you CH (STBT-H confirm), or for 25% (HCL 6FRC6 confirm).
*It's worth setting up frame traps with this move if your mixup attempt is blocked since it's +5 by default.
*Use this from far away to force the other player to go over or under it, then stuff that option with the appropriate normal ({{clr|4|5H}}/{{clr|4|2H}} if they go low, {{clr|4|6H}} or {{clr|1|j.P}} if they IAD).
**If you're close enough that the first active frames would connect, you're probably too close to poke with this unless you already have the initiative (frame advantage or knockdown).
**I-No typically uses [[/Structuring_Useful_Practice_2#Round_Start_Distance|2S the way a lot of characters would use their f.S]].
*Sometimes you'll opt to {{clr|3|f.S}} on [[/Okizeme|oki]] instead of using a note due to the time you have to set up. If the last few frames connect, you'll have so much frame advantage that you can dash in for your mixup with less fear of your opponent countermashing.
**At best +15 on normal block
**Your opponent would need to IB and counter-mash with a sufficiently fast normal (learn the matchups where you have to watch for this) or commit to a wakeup-invul move that you can bait.
**Occasionally a late {{clr|3|f.S}} on oki will catch inexperienced players because it lingers longer than it looks like it should, so you should be ready for a non-CH confirm.
**Even when done properly on oki there would be a gap when you try to run your mixup, so work in frametraps to enforce respect here too.
}}


<b>Hitbox Tip:</b> This reaches a little higher than it looks. It's not advised to try to AA with this move due to the risk of accidental f.S, but it <i>can</i> work, and more importantly it's possible to loop c.S > VCL > c.S in the corner against lighter characters if you catch them with the top of this hitbox.
===<big>{{clr|4|5H}}</big>===
{{GGACR Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 4
|recovery = 18
}}
}}
Solid combo tool, explosive when you score a counter hit.
*Ground CH leads to a big beefy meterless combo now that you can jump cancel {{clr|4|41236H}}.
*This move also has enough hitstun that you can TK {{clr|2|j.632146K}} from it, to attempt the "easier" version of 6FRC6 while you're still building your execution.
*When you're optimizing for damage you'll want to look for more ways to use this move since it's among I-No's higher damage attacks, and as a lvl 5 move it scales well.
**Now that {{clr|1|6P}} has a forced prorate you'll get more damage on {{clr|2|632146K}} 6FRC6 combos by skipping directly into {{clr|4|5H}} where possible (such as from {{clr|3|c.S}} or {{clr|3|2S}}) and with jump install you can combo with JI {{clr|2|632146K}} 6FRC6 combo.
*Learn to frametrap into this move, and you can also try to crush your opponents' low hitboxes, but don't count on it to "just work" because of the airborne frames.
**She's not that high off the ground, but it's "good enough" to help her beat some normals in some matchups.
***Can be used against moves like Slayer's {{clr|4|2H}}, but it only barely makes a difference at max range vs his {{clr|5|2D}}. Can also help to blow up Slidehead from long distances.
**It's not all that fast and it has long recovery, so you can't throw it out mindlessly. Control space with your other moves, then crush low attempts with this move.
**This is one of I-No's better hitboxes, but she does extend her hurtbox forward slightly during startup.
***She also extends her hurtbox upward during startup, which is less of an issue since you don't AA with this move, but is still relevant in some matchups (EX: May's vertical dolphins may accidentally catch you using {{clr|4|5H}}).
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| f.S]]
|input=5D
|image=GGAC_Ino_fS.png
|description=
|caption=Control space, set up frame traps and CH opportunities!
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 29
{{AttackDataHeader-GGACR}}
|active  = 12
{{!}}-
|recovery = 7
{{#lsth:GGACR/I-No/Data|f.S}}
{{!}}-
{{Description|7|text=
A great mid-range poking tool with excellent recovery, is somewhat spammable, raises guard bar considerably, nullifies single hit projectiles, and launches on hit. In +R, the proration has been improved to forced 60% (from 50%), and recovery is now 1 frame (down from 6) making it a great confirmable mid-screen combo starter while also improving its frame advantage. This move has 0 frames of Hit-Stop.
 
<b>Space Control Tips</b>: If you're close enough that the first active frames would connect,  you're probably too close to poke with this unless you already have the initiative (frame advantage or knockdown). Use this from far away to force the other player to go over or under it, then stuff that option with the appropriate normal (5H/2H if they go low, 6H or j.P if they IAD). You can also blow up less knowledgeable players by using 6P to attack through counter-poke attempts (reward for CH 5H is better though), and HCL extend can surprise players as well (on CH you can confirm meterlessly in the corner, or for 25% mid screen).
 
<b>Oki Tips</b>: Sometimes you'll opt to f.S on oki instead of using a note due to the time you have to set up. If the last few frames connect, you'll have so much frame advantage that you can dash in for your mixup with little fear of being poked out (the opponent would have to commit to a startup invul move), or you can wait and very safely bait a reversal or dead angle attempt. This projectile actually builds guard bar, so while it's riskier to go for a mixup after forcing the other player to block it, your reward can be quite high if you go for the max damage option. It's also worth setting up frame traps with this move if your mixup attempt is blocked (EX: oki safejump/mixup j.K > 2K > 6P > f.S, then trap them with 2H/5H). Occasionally a late f.S on oki will catch inexperienced players because it lingers longer than it looks like it should, so you should be ready for a non-CH confirm.
}}
}}
Used to be a decent corner mixup tool in AC at 25 frames, but in +R the startup time was nerfed heavily to 29 frames, making it easily react-able and susceptible to counter attacks before its active frames. Despite the range, this move is not a projectile and can be RC'd on hit or on block. Also, I-No is a goddamn contortionist if you look at the animation for this move.
*Unless you run into an opponent who doesn't have the recognition to block this, you should rarely use it just for the overhead property.
*It's worth using this as a zoning tool rather than trying to mix up your opponent with it, since it's active for a surprising duration and the hitbox is pretty wide.
**Use it when it's "safe" to do so, just to give your opponent one more thing to watch for. This makes it that much harder for them to block you in neutral or on defense.
***I-No extends her hurtbox forward slightly on startup, so the "safe" range really is from far away where you'd think no one would ever get hit.
**Use at around 2/3 screen distance when you read that they'll dash in (especially if you control space above them with a note), or time it meaty on oki if you think they're asleep, or occasionally in pressure strings when you're at long range (such as after {{clr|3|2S}}).
**When they think they can dash under max range {{clr|2|632146K}} to punish you, that's when this works.
**Be wary in some matchups as it's too risky to throw out 98% of the time (EX: Pot can Hammerfall through it, Baiken can terminator run through it, etc.).
**Even though the hitbox is big, there's zero reward on air hit (even on CH, though you can RC and link {{clr|2|5K}} > JI {{clr|2|632146K}} > 6FRC6 if you have 75% to burn), and due to scaling it doesn't lead to the greatest meterless damage unless you've cranked their GB. This also contributes to the move not being great to throw out.
}}
}}


====== ======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| 5H]]
|input=6P
|image=GGAC_Ino_5H.png
|description=
|caption=High damage combo tool, rewarding on Counter-Hit
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 9
{{AttackDataHeader-GGACR}}
|active  = 3
{{!}}-
|recovery = 21
{{#lsth:GGACR/I-No/Data|5H}}
{{!}}-
{{Description|7|text=Solid combo tool, works when you need a lvl. 5 move (EX: reset pressure with FB note and get another mixup). Hitbox has been elongated slightly upwards and as such it is now possible to do: (dash into deep j.S > 5K > 6P > 5H) on the 2 Sols. Raises guard bar considerably.  Has foot invulnerability, but generally shouldn't be used to beat lows unless spaced anyway (could risk VCL FRC for that).  If you score a ground CH you can confirm into STBT(H), then jump cancel into Pdive > airdash to take them to the corner while hitting for ~40%).
 
<b>Poking Tips:</b> It's not all that fast and it has long recovery, so you can't throw it out mindlessly. Control space with your other moves, then crush low attempts with this move. This is one of I-No's better hitboxes, but she does extend her hurtbox forward slightly on startup. She also extends her hurtbox upward, which is less of an issue since you don't AA with this move, but is still relevant in some matchups (EX: May's vertical dolphins may accidentally catch you using 5H).
 
<b>Combo Tips:</b> The slight hitbox buff created some character specific situations where you can combo c.S > 5H > j.H in the corner for better damage than the typical c.S > j.S > j.H. (EX Vs Baiken: Corner CH HCL > c.S > 5H > j.H > Sdive > c.S > etc. leads to ~60% meterless). Now that 6P has a forced prorate you'll typically get more damage on HCL 6FRC6 combos by skipping directly into 5H where possible.
}}
}}
{{clr|1|6P}} has great upper-body invincibility and will be your most often used anti-air. It's also a staple in combos since it launches on hit, setting up most of her meterless air combo routes.
*Since the hitbox is out in front of I-No, this move is effective ground-to-ground when you want to blow clear through enemy pokes that don't reach low enough to hit I-No's legs. The long recovery makes this risky on whiff, but when successful you can generally confirm into {{clr|3|f.S}} or {{clr|4|5H}} to get a combo going.
*Since this hitbox is low to the ground, you'll find some characters can space their jump ins such that their hurtboxes remain too high to make contact with, so they'll land and block before this move hits them.
**As an example, Sol can do this with {{clr|1|j.P}} and {{clr|4|j.H}}. You'll have to work around this with IB > ground throw, preemptive airthrow, preemptive {{clr|1|j.P}}, or {{clr|3|632146S}} when you encounter an opponent who spaces their jump ins correctly, but if they're off by a little bit you can still tag them.
}}
}}


====== ======
===<big>{{clr|4|6H}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[:File:I-No Complete 6P resize.jpg| 6P]]
|input=6H
|image=GGAC_Ino_6P.png
|description=
|caption=Good combo tool and AA. Staple launcher.
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 7
{{AttackDataHeader-GGACR}}
|active  = 1
{{!}}-
|inactive2 = 7
{{#lsth:GGACR/I-No/Data|6P}}
|active3 = 8
{{!}}-
|recovery = 17
{{Description|7|text=
6P has great upper-body invincibility and will be your most often used anti-air. 6P is also a staple in combos since it launches on hit, setting up most of her meterless air combo routes. If you're looking to spend meter on your combo, try to confirm into c.S or 5H for your jump install and go directly into HCL to avoid the 90% forced prorate on this move. Since the hitbox is out in front of I-No, this move also works well in some ground-to-ground exchanges.
 
*Forced Prorate 90%.
*Upper body invul 1-4
**Above knees 5-11.
 
<b>AA Tips:</b>: Since this hitbox is low to the ground, you'll find some characters can space their jump ins such that their hurtboxes remain too high to make contact with, so they'll land and block before this move hits them. As an example, Sol can do this with j.P and j.H. You'll have to work around this with IB > ground throw, preemptive airthrow, preemptive j.P, or VCL when you encounter an opponent who spaces their jump ins correctly, but if they're off by a little bit you can still tag them.
 
<b>Poking Tips:</b> Due to the frontal attack zone, this move is effective ground-to-ground when you want to blow clear through enemy pokes that don't reach low enough to hit I-No's legs. The long recovery makes this risky on whiff, but when successful you can generally confirm into f.S or 5H to get a combo going. As an example, against Faust you can poke through his f.S or scalpel at 2/3 to 3/4 screen and combo into HCL > FRC > j.236H > 5K, and if you have additional meter you can follow that with HCL > 6FRC6 to take him nearly corner-to-corner (and 40+% damage).
}}
}}
}}
 
{{clr|4|6H}} is a situational poke that shines when used on players who try to instant air dash on I-No. Its arc is more than a complete 180 degrees starting at her feet and culminating a little past the back of her head. 2 hit strike, hitting early upon startup at 7 frames, and then again during its arc, so missed throw attempts will auto option select into a move with decent startup and a disjointed AA hitbox.
====== ======
*If you're using this move in neutral you're typically fishing for an anti-air CH, which can be followed up by a meterless corner carry combo.
{{MoveData
**The extra hitstop on air counter-hit sets up for a meterless corner carry air combo, but a ground CH (2nd hit) staggers so you'll generally need to spend meter to get a reward off of that (typically via {{clr|2|632146K}} 6FRC6).  
|name=[[AC+R_I-No_Hitboxes| 6H]]
**It has a special late gatling (which can be performed on whiff) to {{clr|2|5K}} that can let you confirm in the corner when the first hit connects and combos into the second, or if the second hit connects raw but wasn't a CH (both instances will require meter but lead to unprorated damage).
|image=GGAC_Ino_6H.png
*This move is very high risk due to the long total duration, but can be worth using if you control space well with I-No's other normals.
|caption=High risk, worthwhile reward
**If your opponent tries to IAD on you and you have the precision to snipe them out of the air with {{clr|4|6H}} (2nd hit), it's worth the reward.
|data=
**It's also worth discouraging your opponent from IADing in mindlessly since it keeps them on the ground where your much safer {{clr|4|5H}}/{{clr|4|2H}} options are effective.
{{AttackDataHeader-GGACR}}
**In most matchups you're better off going for a safer option like {{clr|1|j.P}} or reactionary {{clr|1|6P}}, but in some matchups you'll get away with 6H more than you would expect.
{{!}}-
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|5K}}
{{#lsth:GGACR/I-No/Data|6H}}
{{!}}-
{{Description|7|text=
6H is a great situational poke which truly shines when used on characters and players who try to instant air dash on I-no. Its arc is more than a complete 180 degrees starting at her feet and culminating a little past the back of her head. Most of the time you hit with this move in neutral, it will score a counter hit which can be followed up by a quick hover dash j.S confirm combo. In +R this move returns to being a 2 hit strike, hitting early upon startup at 7 frames, and then again during its arc, so missed throw attempts will auto option select into a move with great startup and priority. The extra hitstun and hitstop on air counter-hit sets up for a corner carry air combo, but a ground CH (2nd hit) staggers so you'll generally need to spend meter to get a reward off of that. It has a special late gatling to 5K that can let you confirm in the corner when the first hit connects and combos into the second, or if the second hit connects raw but wasn't a CH (both instances will require meter but lead to unprorated damage). It also happens to drain considerable tension when blocked with faultless defense.
 
<b>Neutral and Pressure Tips:</b> This move is very high risk due to the long total duration, but can be worth using if you control space well with I-No's other normals. If your opponent tries to IAD on you and you have the precision to snipe them out of the air with 6H (2nd hit), it's worth the reward. It's also worth discouraging your opponent from IADing in mindlessly since it keeps them on the ground where your much safer 5H/2H options are effective.
}}
}}
}}


====== ======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| 5D]]
|input=2P
|image=GGAC_Ino_5D.png
|description=
|caption=People jokingly say "America" when 5D isn't blocked. The truth is, Americans get 29 frame overheads to work. ;D
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active   = 2
{{!}}-
|recovery = 6
{{#lsth:GGACR/I-No/Data|5D}}
{{!}}-
{{Description|7|text=Used to be a decent corner mixup tool in AC at 25 frames, but in +R the startup time was nerfed heavily to 29 frames, making it easily react-able and susceptible to counter attacks before its active frames. Despite the range, this move is not a projectile and can be RC'd on hit or on block. Also, I-No is a goddamn contortionist if you look at the animation for this move.
 
<b>Neutral Tips:</b> It's worth using this as a zoning tool rather than trying to mix up your opponent with it, since it's active for a surprising duration and the hitbox is pretty wide, but use it sparingly. Use it when it's "safe" to do so, just to give your opponent one more thing to watch for. This makes it that much harder for them to block you in neutral or on defense. Use at around 2/3 screen distance when you read that they'll dash in (especially if you control space above them with a note), or time it meaty on oki if you think they're asleep, or occasionally in pressure strings when you're at long range (such as after 2S). Leads to some corner carry from mid screen or decent meterless damage when in the corner. Be wary in some matchups as it's too risky to throw out 98% of the time(EX: Pot can Hammerfall through it, Baiken can terminator run through it). Even though the hitbox is big, there's zero reward on air hit (even on CH, though you can RC and link 5K > HCL > 6FRC6 if you want to dump meter). I-No extends her hurt box forward slightly on startup, so the "safe" range really is from far away where you'd think no one would ever get hit. When they think they can dash under max range HCL to punish you, that's when this works.
}}
}}
Quick mid with frame adv that is your main go-to for setting up tick throws.
*This move actually doesn't have all that big of a hitbox, so it's pretty situational as a poke. 90% of the time you have a better option. You're pretty much only going to use this to set up traps and pressure, or for specific whiff punishes.
**You'd use it when {{clr|1|5P}} is too high and {{clr|2|2K}} is too low, but also when {{clr|1|6P}} is too slow and risky (since it does a better job of covering that space).
**Use this for whiff punishes where you would normally use {{clr|2|2K}}, as {{clr|2|2K}} prorates slightly harder.
***Example setup: Sol uses Bandit Bringer and you perfectly time a {{clr|2|2K}} under it. There are exactly enough frames to go for {{clr|2|2K}} or {{clr|1|2P}} in that scenario, and since Sol is crouching under {{clr|1|5P}} during those frames, {{clr|1|2P}} is your best damage punish if your timing is on point (otherwise you would throw him).
*Tick throw from this until they decide they don't want to be thrown anymore, then frame trap from it.
**This gatlings to {{clr|4|2H}} with a 1-frame gap, so you can frame trap players who like to mash after conditioning them with tick-throws
**You can gatling to {{clr|3|2S}} to catch players who try to jump when they expect the tick-throw.
**{{clr|1|2P}} > slight delay {{clr|2|632146K}} could also be used to great effect as a frametrap for huge meterless damage in the corner if you think your opponent will try to throw you out of your own tick-throw setup.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| 2P]]
|input=2K
|image=GGAC_Ino_2P.png
|description=
|caption=Blow him a kiss, and you're mad
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active  = 2
{{!}}-
|recovery = 8
{{#lsth:GGACR/I-No/Data|2P}}
{{!}}-
{{Description|7|text=Quick mid with frame adv that is your main go-to for setting up tick throws. This gatlings to 2H with a 1-frame gap, so you can frame trap players who like to mash after conditioning them with tick-throws, or you can gatling to 2S to catch players who try to jump when they expect the tick-throw. 2P > slight delay HCL could also be used to great effect as a frametrap for huge meterless damage in the corner if you think your opponent will try to throw you out of your own tick-throw setup. You can also use this for whiff punishes where you would normally use 2K, as 2K prorates slightly harder (so you'd get better damage starting with 2P instead). Example setup: Sol uses Bandit Bringer and you perfectly time a 2K under it. There are exactly enough frames to go for 2K or 2P in that scenario, and since Sol is crouching under 5P during those frames, 2P is your best damage punish if your timing is on point (otherwise you would throw him).
*Prorate 80%
 
<b>General Tips:</b> This move actually doesn't have all that big of a hitbox, so it's pretty situational as a poke. You'd use it when 5P is too high and 2K is too low, but also when 6P is too slow and risky (since it does a better job of covering that space). You're pretty much only going to use this to set up traps and pressure, or for specific whiff punishes like the example above.
}}
}}
Good low with nice range, gatlings into {{clr|1|6P}}, {{clr|3|5S}}, {{clr|3|2S}}. Prorate 75% but an amazing confirm nonetheless.
*Has low profile property frames 5-8 and can be used to make specific jump-ins whiff over her head, creating an opportunity to counter attack.
*At frame 5 this is one of I-No's fastest pokes, so it's effective to counter poke when you create gaps with IB or FD.
*Unfortunately the hitbox on this isn't along the ground, so other low-profile moves can go underneath it.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| 2K]]
|input=2S
|image=GGAC_Ino_2K.png
|description=
|caption=Heavy prorate, but it's fast and low profiles
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 9
{{AttackDataHeader-GGACR}}
|active  = 2
{{!}}-
|recovery = 17
{{#lsth:GGACR/I-No/Data|2K}}
{{!}}-
{{Description|7|text=Good low with nice range, gatlings into 6P, 5S, 2S. Prorate 75% but an amazing confirm nonetheless. Has low profile property frames 5-8 and can be used to make specific jump-ins whiff over her head, creating an opportunity to counter attack. Try to save your tension if you land a hit as the combo will be scaled heavily.
 
<b>Defensive Tips:</b> At frame 5 this is one of I-No's fastest pokes, so it's effective to counter poke when you create gaps with IB or FD. As you learn matchups, look for moves that are already unsafe enough that you can throw them on reaction (EX: poorly spaced Bandit Revolver), and see if you can get a better punish by IBing them into 2K to set up a full punish instead. 2P also works for this, but it has less range and doesn't low profile, so you'd take on extra risk if you're off by as little as a single frame. If you force them to whiff a move by using FD you'll probably need the extra range on 2K.
}}
}}
{{clr|3|2S}} is a great low poking tool which moves I-No's body slightly forward, causing it to reach nearly 1/2 screen. It cancels into {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}, and {{clr|2|632146K}} (Horizontal Chemical love/HCL). It also has the added bonus of having no proration at all, so as a combo starter this move can lead to ludicrous amounts of damage.
*Since I-No's {{clr|3|f.S}} is rather unusual for a far slash, you'll use {{clr|3|2S}} in a lot of situations where other characters would use their {{clr|3|f.S}} to force their opponent to respect their space. And fortunately for I-No, we control <i>a lot</i> of space with this move.
**Score knockdown by combing into {{clr|2|632146K}} where you can, but don't go for it if you hit a crouching opponent, or at ranges where you know {{clr|2|632146K}} wont combo. Learn to take the small damage and go back to neutral.
*In neutral you can use it after performing an empty hover dash (or dash to whiff {{clr|4|j.H}}) then use {{clr|3|2S}} as you land to catch the opponent blocking high.
*You can also {{clr|3|2S}} to catch the opponent trying to run forward or jump at the wrong time.
*If you're too far away they'll know that the only options you have to hit them are {{clr|3|2S}} or {{clr|2|632146K}} ({{clr|2|632146K}} whiffs if they crouch, and they need to crouch block the {{clr|3|2S}} anyway), so be smart about how you use it, and know that forcing your opponent to respect it opens up other options in neutral.
*{{clr|3|2S}} is a common burst point, but if they burst the {{clr|3|2S}} hit without confirming the startup of the next move, you can just wait after the {{clr|3|2S}} and block the burst.
*You generally need at least 25% to confirm with {{clr|2|632146K}} 6FRC6 into max damage, but a 40% combo off of a low is totally worth it.
**Remember that you cannot jump cancel {{clr|3|2S}} so you would need to carry a jump install from somewhere else. Explanation for [[GGACR/Mechanics#Jump_Install| jump install]] and I-No specific [[/AdvancedTechniques#632146K_.3E_6FRC6| {{clr|2|632146K}} 6FRC6]].
***You still have your jump install for a few frames when landing (after a hover dash or empty jump).
***You can manual jump install from {{clr|2|5K}} and {{clr|3|c.S}}.
***Turns out that if you attack <b>on the first frame of exiting blockstun</b> you'll have a jump install. This could lead to I-No getting some amazing punishes after forcing the opponent to whiff with FD.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| 2S]]
|input=2H
|image=GGAC_Ino_2S.png
|description=
|caption=Unprorated combo starter with huge range
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 11
{{AttackDataHeader-GGACR}}
|active  = 2
{{!}}-
|recovery = 11
{{#lsth:GGACR/I-No/Data|2S}}
{{!}}-
{{Description|7|text=
2S is a great low poking tool which moves I-no's body slightly forward, causing it to reach nearly 1/2 screen. It gatlings and is easily confirmable into 5H/2H/2D/and Horizontal Chemical love. It also has the added bonus of having no proration at all, so as a combo starter this move can lead to ludicrous amounts of damage. Use it after performing an empty hover dash (or you can dash to j.H to land immediately) then use 2S as you land to catch the opponent blocking high. You generally need at least 25% to confirm with HCL 6FRC6 into max damage, but a 40% corner combo off of a low is totally worth it. Remember that you cannot jump cancel 2S so you would need to carry a jump install from somewhere else, such as landing after a hover dash, or a manual jump install from 5K and c.S.
 
<b>Mixup Tips:</b> Condition your opponent with dash in overheads, and empty dash into low. Then throw in the empty dash into a second dash into overhead. When they're conditioned to know the range where you'd go for the second dash, empty dash once into 2S. If you're too far away they'll know that the only options you have to hit them are 2S or HCL (HCL whiffs if they crouch, and they need to crouch block the 2S anyway). You can also just 2S where you would normally 2K if you have your opponent guessing a high block instead of using some type of fuzzy-defense.
 
}}
}}
This move has great frame advantage and starts up faster than {{clr|4|5H}}. It can also burst bait with the low profile frames, but this rarely works due to bursts having more active time than this has low profile time.
*You'll mostly use this when {{clr|4|5H}} is just barely a little too slow, or as a frametrap mid blockstring that then resets into another frametrap via +frames.
*I-No's hurt box extends up as she raises the guitar over her head, then out in front before she slams it, so she's more vulnerable in front of her body than when using {{clr|4|5H}}.
**Once she's active she should be low-profile and has a better hurtbox.
**The hitbox reaches very low to the ground which makes it suitable for hitting low profile moves, but it's not suitable for attacking above the enemy's knees if they have lower body invul.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


====== ======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[:File:I-No Complete 2H resize.jpg| 2H]]
|input=2D
|image=GGAC_Ino_2H.png
|description=
|caption=Frame Advantage, low profiles, good hitbox.  Fish for counter hits!
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 11
{{AttackDataHeader-GGACR}}
|active  = 3
{{!}}-
|recovery = 18
{{#lsth:GGACR/I-No/Data|2H}}
{{!}}-
{{Description|7|text=
This move has great frame advantage and starts up faster than 5H. It can also burst bait with the low profile frames, but this rarely works. On counter-hit you can link into other grounded normals, link a dashing j.S, or you can go into STBT-H for a massive meterless corner-carry combo.
 
<b>Pressure Tips:</b> You'll mostly use this when 5H is just barely a little too slow, or as a frametrap mid blockstring that then resets into another frametrap [EX: conditon with 2P > throw, then 2P > 2S (catches jumping) or 2P > 2H (crushes mashing)]. Use the frame advantage to fish for even more counter hits if you try to score a CH 2H and they block it.
 
<b>Poking Tips:</b> I-No's hurt box extends up as she raises the guitar over her head, then out in front before she slams it, so she's more vulnerable in front of her body than when using 5H. The hitbox reaches very low to the ground which makes it suitable for crushing low profile moves, but it's not suitable for attacking above the enemy's knees if they have lower body invul.
}}
}}
Average sweep with added range buff in +R. Not much here except for being used in her low confirm combos.
*Slower than {{clr|3|2S}}, but the body of the guitar is disjointed so it has some rare use as a poke.
*You pretty much have to spend meter to confirm off of raw {{clr|5|2D}} at the spacing where you want to use it over {{clr|3|2S}}.
*Occasionally you'll have to use {{clr|5|2D}} to float your opponent into {{clr|2|632146K}} to get a confirm.
*Opponent's can low profile under I-No's sweep.
}}
}}


====== ======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| 2D]]
|input=j.P
|image=GGAC_Ino_2D.png
|description=
|caption=Knock 'em down. Become Unblockable.
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active  = 5
{{!}}-
|recovery = 12
{{#lsth:GGACR/I-No/Data|2D}}
{{!}}-
{{Description|7|text=Average sweep with added range buff in +R. Not much here except for being used in her low confirm combos. Slower than 2S, but doesn't extend I-No's hurtbox where the guitar is even though it does along her arm, so it has some rare use as a poke. You pretty much have to spend meter to confirm off of raw 2D though.
}}
}}
Excellent air to air move that will clash or beat clean almost everything. Confirm into dive loop in the corner or {{clr|5|j.236D}} and take them home to the corner. The definition of Abare. On counter hit will combo into {{clr|4|j.H}} and set up {{clr|2|632146K}} 6FRC6 for better damage.
*This hitbox is relatively high, and I-No leans in a way that lifts her hurtbox.
*You can end air-to-ground strings with a {{clr|1|j.P}} to reduce the hitstop and blockstun to go into a tick throw, or land into a frame tight {{clr|2|2K}}, or go into {{clr|2|632146K}} if you think they'll get cheeky and try to throw you instead.
*You can cancel the last 7 frames of recovery into {{clr|1|j.P}} or {{clr|2|j.K}} on contact or whiff.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}


====== ======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| j.P]]
|input=j.K
|image=GGAC_Ino_jP.png
|description=
|caption=Good for smacking them out of the air.
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 5
{{AttackDataHeader-GGACR}}
|active  = 12
{{!}}-
|recovery = 27
{{#lsth:GGACR/I-No/Data|j.P}}
{{!}}-
{{Description|7|text=Excellent air to air move that will clash or beat clean almost everything. Confirm into dive loop in the corner or FB dive and take them home to the corner. The definition of Abare. On counter hit will combo into j.H and set up HCL 6FRC6 for better damage.
 
<b>Pressure Tips:</b> This hitbox is relatively high, and I-No leans in a way that lifts her hurtbox. You can end air-to-ground strings with a j.P to reduce the hitstop and blockstun to go into a tick throw, or land into a frame tight 2K, or go into HCL if you think they'll get cheeky and try to throw you instead.
}}
}}
}}
 
Excellent jump in tool which has a great hit-box, reaching across I-No's body. It's slightly disjointed below I-No's body so it clashes with many moves which opponents might throw out to challenge her, sometimes even the second hit of Volcanic Viper. Crosses-up.  Prorates 90%. Active for a long time.
====== ======
*This is a fast option for an overhead out of hoverdash.
{{MoveData
*66956 {{clr|2|j.K}} is a good choice for trying to catch a backdash at mid screen.
|name=[[AC+R_I-No_Hitboxes| j.K]]
*Due to {{clr|2|j.K}}'s speed, you can use {{clr|3|j.S}} > djc. > {{clr|2|j.K}} as a [[/Structuring_Useful_Practice_4#.22Fuzzy_Mixup.22_Training|fuzzy overhead]] against everyone in the cast.
|image=GGAC_Ino_jK.png
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
|caption=The 'S' & 'M' attraction we've got the pleasure chest
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|j.K}}
{{!}}-
{{Description|7|text=
Excellent jump in tool which has an amazing hit-box, hitting all around I-no's body. It's slightly disjointed below I-No's body, so it clashes with many moves which opponents might throw out to challenge her, sometimes even the second hit of Volcanic Viper. Crosses-up.  Prorates 90%. Active for a long time.
  }}
}}
}}


====== ======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| j.S]]
|input=j.S
|image=GGAC_Ino_jS.png
|description=
|caption=Overhead with no prorate and general combo fodder
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 8
{{AttackDataHeader-GGACR}}
|active  = 6
{{!}}-
|recovery = 23
{{#lsth:GGACR/I-No/Data|j.S}}
{{!}}-
{{Description|7|text=Unprorated overhead. Pretty terrible as a poke, but if you have them blocking a note it works fine for your mixup game and it's general combo/pressure filler too.
 
<b>Neutral Tips:</b> You should rarely use this to try to hit your opponent in a neutral situation. Air-to-air use j.P, or at long range j.H instead. While rising use j.P, attempt an airthrow, or if you have meter use FBdive. While falling use j.K. The hitbox is mostly inside the hurtbox and the hurtbox is huge. This move has a purpose and it's not poking.
}}
}}
Unprorated overhead. Pretty terrible as a poke, but if you have them blocking a note it works fine for your mixup game and it's general combo/pressure filler too.
*You should rarely use this to try to hit your opponent in a neutral situation.
**Air-to-air use {{clr|1|j.P}}, or at long range {{clr|4|j.H}} instead.
**While rising use {{clr|1|j.P}}, attempt an airthrow, or if you have meter use FBdive.
**While falling use {{clr|2|j.K}} (or in specific circumstances {{clr|4|j.H}}).
**The hitbox is mostly inside the hurtbox and the hurtbox is huge. This move has a purpose and it's not poking.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}


====== ======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| j.H]]
|input=j.H
|image=GGAC_Ino_jH.png
|description=
|caption=Guitar to the face.
Hits at almost an 180 degree curve in front of her. This move is difficult to challenge when spaced correctly.
|data=
*A major drawback to this is that I-No is in counter hit state until all (61?!) recovery frames have ended, meaning any whiffed throw attempt can be especially deadly for her if you don't use an airthrow OS.
{{AttackDataHeader-GGACR}}
*I-No extends her hurtboxes along her legs before the hitboxes go active.
{{!}}-
*<i>Contrary to popular belief, this move <b>does not</b> cause I-No to land any earlier than normal when used out of a hover dash</i>, though you can still be ambiguous about whether or not you're going to {{clr|4|j.H}} or land into {{clr|2|2K}}.
{{#lsth:GGACR/I-No/Data|j.H}}
*Blows away on aerial hit. Can end air strings with {{clr|4|j.H}} and simply shoot {{clr|4|j.214H}} to maintain pressure where a more extended combo or guaranteed knockdown isn't possible or worth the meter.
{{!}}-
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
{{Description|7|text=Easily one of I-no's best moves in her arsenal. Hits at almost an 180 degree curve in front of her. Excellent move to create space. A major drawback to this is that I-no is in counter hit state until all (61?!) recovery frames have ended, meaning any whiffed throw attempt can be especially deadly for her. Still, the benefits greatly out-weigh the risks as this move is difficult to challenge when spaced correctly. <i>Contrary to popular belief, this move <b>does not</b> cause I-No to land any earlier than normal when used out of a hover dash</i>, though you can still be ambiguous about whether or not you're going to j.H or land into 2K. Blows away on aerial hit, and easily confirmable into dive loop in corner.
}}


<b>Combo Tips:</b> If you can combo into 5H before you go airborne, you can usually skip the j.S and go right into this for more damage. You can also make bad burst attempts whiff by jumping backward with j.H before the Sdive in the standard corner loop (character specific?). Can also confirm air combos into j.H and simply shoot H-note to maintain pressure where a more extended combo or guaranteed knockdown isn't possible or worth the meter.
===<big>{{clr|5|j.D}}</big>===
 
{{GGACR Move Card
<b>Poking Tip:</b> I-No extends her hurt box forward and downward (along her legs) on startup with this move, so know the range where you can effectively air-to-air poke with it. I-No's air backdash isn't as long as her air forward dash, so players that chase after you may be able to hit your extended hurtbox as you use a retreating j.H.
|input=j.D
}}
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 16
|active  = 5
|recovery = 20
|specialRecovery = 8
}}
}}
 
Delayed overhead in mixups, causes I-No to fall when used while rising, or float when used while failling. Excellent hitbox. One of I-No's best moves.
====== ======
{{MoveData
|name=[[:File:DizzySwoon.jpg| j.D]]
|image=GGAC_Ino_jD.png
|caption=Dynamite without the laser beam
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|j.D}}
{{!}}-
{{Description|7|text=Delayed overhead in mixups, causes I-No to fall when used while rising, or float when used while failling. Reaches at least to the tip of I-No's shoes for the top/bottom of the hitbox, and sticks out some in front of her (disjointed enough to clash some moves like Axl's 5P).
*Untechable on counter hit.
*Untechable on counter hit.
*Jump cancelable
*Jump cancelable and can chain from all of I-No's other air normals.
*Can chain from all of I-No's other air normals.
*High base damage (prorate 80%).
*High base damage (prorate 80%).
*Can also cancel the first frame with FD to take advantage of her inertia shift (the float/fall) while going into other moves.
*Can [[/AdvancedTechniques#Fastfall_j.D_.28FF_j.D.29|fastfall]] this move when used during specific frames of I-No's airdash (similar to FF {{clr|3|j.632146S}}), and if the airdash is done at the right height you can even jump cancel the landing recovery.
*Can also fastfall this move when used during specific frames of I-No's airdash (similar to FFVCL), and if the airdash is done at the right height you can even jump cancel the landing recovery (for EVEN MORE MIXUP with airdash pressure, or better confirms in airdash combos).
*[[/AdvancedTechniques#j.D_FDC_.28Faultless_Defense_Cancel.29| {{clr|5|j.D}} FDC can be used to alter I-No's vertical air movement]] without using the full animation of the attack, canceling it on the 2nd or 3rd frame into FD or SB. This allows you to take advantage of the momentum shift while using other attacks.
This move has all of the tools. ALL OF THE TOOLS. Use it, and use it often. Makes her mixup frustrating and borderline unblockable.  
*Jump canceling after the 13 frames of hitstop of {{clr|5|j.D}} will remove the landing recovery.
}}
}}
}}
<br clear=all/>


===Universal Mechanics===
==Universal Mechanics==
====== ======
===<big>Ground Throw</big>===
{{MoveData
{{GGACR Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGAC_Ino_throw.png
|description=
|caption=Tie your mother down!
Completes her strong mixup/rush down game. Knockdown. FRC point, but forced prorate 40%. You can get some extra damage, but it's not meter efficient. Do it for the kill, or if you have meter to burn and want corner carry.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|Ground Throw}}
{{!}}-
{{Description|7|text=Completes her strong mixup/rush down game. Knockdown. FRC point, but forced prorate 40%. You can get some extra damage, but it's not meter efficient. Do it for the kill, or if you have meter to burn and want corner carry.
}}
}}
}}


====== ======
===<big>Air Throw</big>===
{{MoveData
{{GGACR Move Card
|name=Air Throw
|input=Air Throw
|image=GGAC_Ino_airThrow.png
|description=
|caption=Is it a dropped combo, or a reset?
At only 80 dots in +R, on paper went from the 2nd best air grab in the game (96 dots) to the worst. However, I-No's hover dash is still an excellent tool for chasing techs and setting up airthrows.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|Air Throw}}
{{!}}-
{{Description|7|text=At only 80 dots in +R, on paper went from the 2nd best air grab in the game (96 dots) to the worst. However, I-No's hover dash is still an excellent tool for chasing techs and setting up airthrows.
Wall bounces. Untechable.
Wall bounces. Untechable.
*You '''should''' block bursts for an unprorated punish rather than going for the throw. However, the only punish for a gold burst is an airthrow, and I-No gets a combo afterward in the corner.
*This is less likely to happen with the reduced airthrow range, but it's possible to catch backdashes with airthrow.
*Is it a dropped combo? Or a reset?
**A weaker player can be mentally destroyed almost entirely by throwing their techs repeatedly. Get the corner airthrow, get your basic confirm into some damage, then reset into a throw attempt instead of taking the knockdown. While that may not work on skilled players, it's an easy way to beat the weak, so you can save your focus for harder opponents.
**Due to the high damage for an individual hit, airthrows contribute highly to I-No causing dizzy/stun.
***Airthrow resets also contribute to dizzy because you avoid the temporary boost in dizzy recovery over time from knockdown, and also go right back into damage without having to open the other player back up (while they're recovering). You can set up a <b>guaranteed dizzy</b> against a handful of characters off of one CH at round start into a meterless combo into a reset.
}}


<b>General Tips:</b> A weaker player can be mentally destroyed almost entirely by throwing their techs repeatedly. Get the corner airthrow, get your basic confirm into some damage, then reset into a throw attempt instead of taking the knockdown. While that may not work on skilled players, it's an easy way to beat the weak, so you can save your focus for harder opponents.
===<big>Dead Angle Attack</big>===
 
{{GGACR Move Card
Due to the high damage for an individual hit, airthrows contribute highly to I-No causing Dizzy. Airthrow resets also contribute to dizzy since you avoid the dizzy recovery from knockdown and also go right back into damage without having to open the other player back up. Vs some characters you can <b>guarantee dizzy</b> off of one CH into a combo into a reset.
|input=DAA
 
|description=
You <b>should</b> block bursts for an unprorated punish rather than going for the throw. However, the only punish for a gold burst is an airthrow, and I-No gets a combo afterward in the corner.
{{#invoke:FrameChart|drawFrameData
 
|startup  = 11
This is less likely to happen with the reduced airthrow range, but it's possible to catch backdashes with airthrow.
|active  = 3
}}
|recovery = 25
}}
====== ======
{{MoveData
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
|image=GGAC_Ino_6P.png
|caption=Don't forget this move exists just because we have good supers.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|DAA}}
{{!}}-
{{Description|7|text=Decent DAA. Wall bounces, grounds on hit. Prorate 50%.
}}
}}
Decent DAA. Wall bounces, grounds on hit.
}}
}}
<br clear=all/>


==Specials==
===<big>Respect</big>===
====== ======
{{GGACR Move Card
{{MoveData
|input=Respect
|name=[[AC+R_I-No_Hitboxes| Stroke the Big Tree]]
|description=
|input=41236S/H
{{#invoke:FrameChart|drawFrameData
|image=GGAC_Ino_41236S.png
|startup  = 174
|caption=Goes under pretty much everything
|active  = 3
|data=
|recovery = 32
{{AttackDataHeader-GGACR|version=yes}}
{{!}}-
{{AttackVersion|name=S}}
{{#lsth:GGACR/I-No/Data|41236S}}
{{!}}-
{{Description|8|text=
Stroke the Big Tree move is a great attack in which proper use can set up great pressure and mixups. I-no’s hurtbox is low profile for frames 3-19 and has throw invincibility frames 6-15. Stagger on regular hit allows you to confirm with 5K > HCL if you have meter for the 6FRC6, or you get launch on CH for a meterless combo, but prorates 80%. The move is vulnerable to low hits and I-no can be thrown right before the attack takes place after her throw-invincibility frames have ended. Good for setting up resets (using the stagger) if you combo this from 5H/2H against a crouching opponent, though sometimes you'll go for this because 2D wont reach (and neither will HCL because crouching). It's possible to shake the stagger in time to block HCL or to mash against dash-ins, so you'll need to condition your opponent to give you openings.
}}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:GGACR/I-No/Data|41236H}}
{{!}}-
{{Description|8|text=
The H version has 2 FRC points and can be used to surprise your opponent with an instant ground grab, or dash split out of one of the FRC points and hover dash into an overhead attack. Use this move to go under your opponent’s mid/high attacks and non-grounded projectiles. Low profile frames 5-27. Throw invul frames 11-23. Due to the long startup it's risky to use in pressure situations, even when you're trying to call out specific attacks. However, you can condition your opponent to try to poke or DP out, and feint with FRC to backdash, or FRC to super, or FRC to block into punish. Floats on regular hit and counterhit, prorates 90%. <b>Jump cancelable on hit or block,</b> so you get big damage or more mixup opportunities.
}}
}}
If you ever dizzy someone and don't go for the IK, start your punish with this move.
There's <b>no reason</b> to do this, but there's little reason <i>not</i> to.
}}
}}


====== ======
===<big>Dash</big>===
{{MoveData
{{GGACR Move Card
|name=[[AC+R_I-No_Hitboxes| Antidepressant Scale]]
|input=66
|input=214P air OK
|description=
|image=GGAC_Ino_214P.png
Weak opponents are crushed by repeated hoverdash into... stuff. Due to the startup on the dash, an opponent on defense can simply stand there and jab I-No out of whatever she's doing. Dashing forward with this character is a risk, but the ability to dodge lows while moving forward has it's perks, along with the ability to do 14 frame overheads. Just remember that where everyone else can dash break or attack in a few frames and not have to commit to moving forward, you'll need to buy I-No a wedding ring every time you make her hover dash. Learn to walk.
|caption=Make them block, then mix them up.
*Feet are off the ground on frame 4, and her hurtbox shrinks upwards allowing her to dodge most low hitboxes.
|data=
*<b>9 frames of startup.</b> The fastest you can start acting is on frame 10.
{{AttackDataHeader-GGACR|version=yes}}
*The fastest you can land is on frame 20, even if you whiff a normal (like {{clr|4|j.H}}) to try to land faster.
{{!}}-
*<b>Hurtbox expands in all directions</b> (except down) when hover dashing.
{{AttackVersion|name=Air}}
*Character origin/collision is well below I-No when hover dashing, which affects her ability to airthrow.
{{#lsth:GGACR/I-No/Data|214P}}
**I-No can actually airthrow Faust out of pogo due to her low character origin, even though his origin is <i>on the ground</i>.
{{!}}-
**Sometimes you'll want to stop hover dashing to adjust I-No's character origin upward and increase the chances for your aithrow to work (going for throw with {{clr|4|4H}} instead of {{clr|4|6H}} will do this for you).
{{Description|8|text=
**Sometimes you'll also want to jump out of the hover dash to chase a jump or double jump.
Staple starter of her offense from a neutral game standpoint, and is the main ingredient in creating okizeme situations in which the opponent has no choice but to guess the incoming mixup. I-no can control the vertical movement of the note during its entire duration, and can FRC to move in tandem with it. This move has two versions. Both versions gain additional hits depending on the time it is out and distance traveled up to a maximum of 5 hits. The P version starts off slow and speeds up with time, being great for corner oki situations. The H version starts off quickly and gradually slows with duration, so this version is more suited to long range situations and after moves that put the opponent far from I-no during their wakeup, such as a Horizontal Chemical Love or her ground throw.
}}
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGACR/I-No/Data|j.214P}}
{{!}}-
{{Description|8|text=
Notably less recovery than the grounded version, with 4 extra FRC frames to cancel (total of 6). Decision of which to use depends on which knockdown you used, and how far away you are from them. Also, you can vary which version to affect how many hits the note generates, creating mixups and unpredictability. EX: Shoot H note where it will whiff, but P note would have worked, then throw.


<b>Zoning tips:</b> If you're trying to counter-zone another character that has effective projectiles (Venom, Ky), you can use the slow note at long range since it'll build up more hits before it reaches mid screen, then block the other player's projectile with it and let the note's explosion control space for you.
==Special Moves==
===<big>Stroke the Big Tree</big>===
{{InputBadge|{{clr|3|41236S}}\{{clr|4|41236H}}}}
{{GGACR Move Card
|input=41236S,41236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 2
|recovery = 17
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 2
|recovery = 16
}}
}}
 
Stroke the Big Tree move is a great attack in which proper use can set up great pressure and mixups.
====== ======
{{clr|3|S}} Version
{{MoveData
*Stagger on regular hit allows you to confirm with {{clr|2|5K}} > JI {{clr|2|632146}} 6FRC6 if you have 25% meter, or you get launch on CH for a meterless combo.
|name=[[AC+R_I-No_Hitboxes| Sultry Performance]]
*Good for setting up resets (using the stagger) if you combo this from {{clr|4|5H}}/{{clr|4|2H}} against a crouching opponent. Sometimes you'll go for this because {{clr|5|2D}} wont reach (and neither will {{clr|2|632146K}} because crouching).
|input=j.236P/K/S/H
*It's possible to shake the stagger in time to block {{clr|2|632146K}} or to mash against dash-ins, so you'll need to condition your opponent to give you openings.
|image=GGAC_Ino_j236S.png
----
|image2=InoJ236K.png
{{clr|4|H}} Version
|image3=InoJ236H.png
*Floats on regular hit and counterhit.
|caption=Starts combos, fills combos, ends combos.
*'''Jump cancelable on hit or block''', so you get big damage or more mixup opportunities.
|data=
*Use this move to go under your opponent’s mid/high attacks and non-grounded projectiles.
{{AttackDataHeader-GGACR|version=yes}}
*Has 2 FRC points and can be used to surprise your opponent with an instant ground grab, or 6FRC6 out of one of the FRC points and hover dash into an overhead attack.  
{{!}}-
*Due to the long startup it's risky to use in pressure situations, even when you're trying to call out specific attacks. However, you can condition your opponent to try to poke or DP out, and feint with FRC to backdash, or FRC to super, or FRC to block into punish.
{{AttackVersion|name=P}}
{{#lsth:GGACR/I-No/Data|j.236P}}
{{!}}-
{{Description|8|text=
The P version is mostly used during combos and pressure strings as it bounces off opponent and allows I-no to air dash after block/hit.
}}
{{!}}-
{{AttackVersion|name=K}}
{{#lsth:GGACR/I-No/Data|j.236K}}
{{!}}-
{{Description|8|text=
Divekick style overhead attack which when performed as low to the ground as possible, results in an 18 frame overhead (K/S versions. The K version knocks down on regular hit, but on counter hit it causes floor slide which is confirmable into your combo of choice (if you have meter, you probably want to 5H > HCL > 6FRC6 into whatever).
}}
}}
{{!}}-
{{AttackVersion|name=S}}
{{#lsth:GGACR/I-No/Data|j.236S}}
{{!}}-
{{Description|8|text=
Same startup/overhead timing as K version. Launches on hit, but prorates 80%. At super jump height, the move travels more than full screen and coupled with a RC gives her a relatively safe get-in-free card in some matchups. On counter hit, S version greatly increases in untechable time.


<b>Mixup Tips:</b> Follow up a K/S dive that you know they'll block (such as during a pressure string they're already blocking) with RC into Sdive for a really scummy mixup. If you go into j.D you'll carry the forward momentum, so depending on timing you'll either hop over them and fly to the other corner to escape, or you'll bounce right in their face. You can try to airdash following the dive, but it puts you so low to the ground that you'll probably screw up due to the minimum airdash height requirement, so you'd really only be able to do this following a dive that made contact way too high on your opponent (which would have been unsafe, so you'd need to RC this anyway).
===<big>Antidepressant Scale</big>===
}}
{{InputBadge|{{clr|1|214P}}\{{clr|4|214H}}}} '''(Air OK)'''
{{!}}-
{{GGACR Move Card
{{AttackVersion|name=H}}
|input=214P,j.214P
{{#lsth:GGACR/I-No/Data|j.236H}}
|description=
{{!}}-
Staple starter of her offense from a neutral game standpoint, and is the main ingredient in creating okizeme situations in which the opponent has no choice but to guess the incoming mixup. I-No can control the vertical movement of the note during its entire duration, and can FRC to move in tandem with it. The {{clr|1|P}} version starts off slow and speeds up with time, being great for corner oki situations. The {{clr|4|H}} version starts off quickly and gradually slows with duration, so this version is more suited to long range situations and after moves that put the opponent far from I-No during their wakeup, such as a {{clr|2|632146K}} or her ground throw.
{{Description|8|text=
*Both versions gain additional hits depending on the time it is out and distance traveled up to a maximum of 5 hits.
Pseudo psycho crusher style move with an FRC point at the end, but outside of character specific combos does not have much uses, even though in +R its movement speed was increased, and recovery was shortened. When spaced at nearly-max to max range and TK'd as low to the ground as possible, this move has a static difference of 0.
----
 
The air version is notably less recovery than the grounded version, with 4 extra FRC frames to cancel (total of 6). Decision of which to use depends on which knockdown you used, and how far away you are from them. Also, you can vary which version to affect how many hits the note generates, creating mixups and unpredictability. EX: Shoot {{clr|4|H}} note where it will whiff, but {{clr|1|P}} note would have worked, then throw.
<b>Neutral Tips:</b> This does have a use in some matchups such as vs Axl and vs Pot:
*If you're trying to counter-zone another character that has effective projectiles (Venom, Ky), you can use {{clr|1|P}} note at long range since it'll build up more hits before it reaches mid screen, then block the other player's projectile with it and let the note's explosion control space for you.  
 
Axl: When TK'd as low to the ground as possible, this move will go under and CH Axl's 5P and over Axl's 2H, and due to the improved speed and recovery you can get a meterless combo for the read. If Axl winds up blocking this move and you space it from just the right range, you can safely block his punish attempts. The low TK loses to his Rensen, but if you TK higher you can beat those and get knockdown, or FRC to get the combo.
 
Pot: The 3 consecutive hits allows this to beat Hammerfall, and if you want to call out Slidehead you'll actually get in Pot's face instead of just dodging it with HCL. Use sparingly as he has a number of ways to call this out and no real reason to commit when he can wait it out and FDB improperly used notes.
}}
}}
}}


====== ======
===<big>Sultry Performance</big>===
{{MoveData
{{InputBadge|{{clr|1|j.236P}}\{{clr|2|j.236K}}\{{clr|3|j.236S}}\{{clr|4|j.236H}}}} '''(Hold OK)'''
|name=[[AC+R_I-No_Hitboxes| Horizontal Chemical Love]]
{{GGACR Move Card
|input=632146K air OK
|input=j.236P,j.236K,j.236S,j.236H
|image=GGAC_Ino_632146K.png
|description=
|caption=Dynamite Laser Beam
{{clr|1|j.236P}} is mostly used during combos and pressure strings as it bounces off opponent and allows I-No to air dash after block/hit.
|data=
*It's possible to knockdown with {{clr|1|j.236P}}, but it's really hard. If you do, you'll be far enough away that FB Note has 10 hits, which is enough to crank GB to flashing. Also enough distance for either {{clr|1|P}} or {{clr|4|H}} note to hit 3 times, creating gapless oki.
{{AttackDataHeader-GGACR|version=yes}}
----
{{!}}-
{{clr|2|j.236K}} is a divekick style overhead attack which when performed as low to the ground as possible, results in an 18 frame overhead ({{clr|2|K}}/{{clr|3|S}} versions).
{{AttackVersion|name=Ground}}
*{{clr|2|j.236K}} knocks down on regular hit, but on counter hit it causes floor slide which you can confirm with {{clr|4|5H}} into an IAD combo (meterless) or JI {{clr|2|632146K}} 6FRC6 (better damage).
{{#lsth:GGACR/I-No/Data|632146K}}
*Safer to use than {{clr|3|S}} version since {{clr|2|K}} version has better recovery.
{{!}}-
*Sometimes you can TK it low to the ground for the + frame, then TK another Kdive to fish for a CH (or at least get a knockdown and get oki).
{{Description|8|text=
----
Excellent mid to long range poking tool, which counts as a projectile and has hitboxes on I-No's body. The Horizontal version extends approximately 2/3 screen forward (with the camera zoomed out!) and about half screen behind her (can get some silly confirms off of crossups). In counter hit state throughout entire moves duration. Also, be careful throwing the horizontal version of this move out recklessly midscreen, as various characters and run underneath the wave and punish her. In +R, the hitbox was vastly improved reaching downward at her body, making the spam of this move on a cornered opponent a deadly trap tool as well as a high/low mixup starter when combined with its FRC point.
{{clr|3|j.236S}} has the same startup/overhead timing as {{clr|2|K}} version. Launches on hit, but prorates 80%.
 
*At super jump height, the move travels more than full screen and coupled with a RC gives her a relatively useful get-in card in some matchups.
<b>HCL & VCL Extend:</b> Buffering a dash input with the HCL/VCL input allows you to carry dash-startup momentum through the move's normal animation. The input is 63214656. You'll know you've done it right when you get the forward momentum without the SFX or particle effects from I-No's dash. There are many uses for HCL Extend and some limited uses for VCL Extend.
*On block, you can follow up a {{clr|2|K}}/{{clr|3|S}} dive with RC into {{clr|3|S}} dive for a really scummy mixup.
 
**If you go into {{clr|5|j.D}} you'll carry the forward momentum, so depending on timing you'll either hop over them and fly to the other corner to escape, or you'll bounce right in their face.
<b>Pressure/Neutral:</b> Since this is frame-1 airborne, use this to bait throws on oki. If they know how to IB you'll get thrown easily if you don't FRC, or they'll poke out and force you to block, but if they don't IB it you'll have a frametrap to work with. If the next mixup doesn't work, frametrap into HCL extend to get close again and keep the pressure on.
**You can try to airdash following the dive, but it puts you so low to the ground that you'll probably screw up due to the minimum airdash height requirement, so you'd really only be able to do this following a dive that made contact way too high on your opponent (which would have been unsafe, so your opponent is probably trying to mash jab or something and may hit you out of the dash).
 
----
HCL Extend can be used in neutral to fish for a CH and go into a meterless corner carry combo, or in the corner for huge meterless damage, but you'll need to know exactly what it's capable of beating. Since you move forward there are situations where HCL would have normally lost an exchange, but instead it scores you a CH. EX: Round start vs KY, if he does 2S vs your HCL, he ducks HCL and punishes your recovery. If you do HCL extend you score a CH and put him in the corner with 35% of his health missing.
{{clr|4|j.236H}} is a pseudo psycho crusher style move with an FRC point at the end. Has limited use in some matchups and in character specific combos.
*In +R its movement speed was increased, and recovery was shortened.
*When spaced at nearly-max to max range and TK'd as low to the ground as possible, this move has a static difference of 0.
}}
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGACR/I-No/Data|j.632146K}}
{{!}}-
{{Description|8|text=


===<big>Chemical Love (Horizontal)</big>===
{{InputBadge|{{clr|2|632146K}} (Air OK)}}
{{GGACR Move Card
|input=632146K,j.632146K
|description=
Excellent mid to long range poking tool, which counts as a projectile and has hitboxes on I-No's body. The Horizontal version extends approximately 2/3 screen forward (with the camera zoomed out!) and about half screen behind her (can get some silly confirms off of crossups). In counter hit state throughout entire moves duration. The move's name is frequently abbreviated as "HCL."
*Be careful throwing this move out recklessly midscreen, as various characters can run underneath the wave and punish her.
*In +R, the hitbox was vastly improved reaching downward at her body, making the spam of this move on a cornered opponent a deadly trap tool as well as a high/low mixup starter when combined with its FRC point.
*Since this is frame-1 airborne, use this to bait throws on oki. If they know how to IB you'll get thrown easily if you don't FRC, or they'll poke out and force you to block, but if they don't IB it you'll have a frametrap to work with. However, if you want to try to crush a low on wakeup, you'd want to use {{clr|3|632146S}} instead (and even that doesn't work well against lows that were used meaty on oki).
*Using {{clr|2|632146K}}'s FRC point does not give I-No her jump options, so you will need to [[GGACR/Mechanics#Jump_Install|jump install]] to use her best conversions. Though you can play I-No well without having [[/AdvancedTechniques#632146K_.3E_6FRC6|632146K 6FRC6]] in your pocket, you will eventually want to learn how to do it.
*[[/AdvancedTechniques#Dash_Momentum_Chemical_Love_.28DM_632146K.2FS.29| Dash momentum Horizontal Chemical Love]] (DM {{clr|2|632146K}}) can be done by canceling dash startup into {{clr|2|632146K}}. You should get forward momentum without seeing or hearing the effects of hoverdash. The input is {{clr|2|632146 56K}}. This technique has many uses, and some uses for DM {{clr|3|632146S}}.
**DM {{clr|2|632146K}} can be used in neutral to fish for a CH and go into a meterless corner carry combo, or in the corner for huge meterless damage. However, this technique is easy to screw up and the hitbox is rather thin vertically unless I-No is right on top of her opponent, so you'll get blown up for using it willy-nilly.
***Since you move forward there are situations where {{clr|2|632146K}} would have normally lost an exchange, but instead the momentum carry scores you a CH.
****Example: Round start vs KY, if he does {{clr|3|2S}} he will low profile your {{clr|2|632146K}} and punishes your recovery. If you do DM {{clr|2|632146K}} you score a CH and can link {{clr|3|c.S}}, allowing you to combo him into the corner with 35% of his health missing.
**You can end a blockstring with frame advantage ({{clr|3|f.S}} or {{clr|4|2H}}) and frametrap into {{clr|2|632146K}} extend to close the distance and keep the pressure on.
----
The air version is pretty much a combo tool, but it recovers before landing now so it's less risky to air-to-air with.
The air version is pretty much a combo tool, but it recovers before landing now so it's less risky to air-to-air with.
}}
}}
}}


====== ======
===<big>Chemical Love (Vertical)</big>===
{{MoveData
{{InputBadge|{{clr|3|632146S}} (Air OK)}}
|name=[[AC+R_I-No_Hitboxes| Vertical Chemical Love]]
{{GGACR Move Card
|input=632146S air OK
|input=632146S,j.632146S
|image=GGAC_Ino_632146S.png
|description=
|caption=Spread on Time
The vertical version is a preemptive anti-air move which when FRC’d is completely safe and will leave her at an advantage, leading to great damage when confirmed properly.
|data=
*This move will cause I-No to [[/AdvancedTechniques#Fast_Fall_Vertical_Chemical_Love_.28FF_j.632146S|fast fall]] when used during airdash frames, and will carry forward momentum from a ground dash. If done during a low hoverdash into airdash (66956), it will be more advantageous the later into an airdash you do it.
{{AttackDataHeader-GGACR|version=yes}}
*When FRC’d from the ground, it will leave I-No temporarily airborne, which can be turned into un-reactable mixups utilizing falling overheads, low attacks and instant air dashes out of the FRC point if you are jump installed.
{{!}}-
*[[/AdvancedTechniques#Dash_Momentum_Chemical_Love_.28DM_632146K.2FS.29|Dash momentum]] {{clr|3|632146S}} has far more limited in use than DM {{clr|2|632146K}}, since you're moving yourself forward on a long and committed animation that doesn't have a hitbox in front of you. You would mostly use it for some sexy combos such as CH {{clr|3|41236S}} > DM {{clr|3|632146S}} > {{clr|S|c.S}}, or {{clr|5|j.D}} > {{clr|3|j.2363214S}} > DM {{clr|3|632146S}} > {{clr|S|c.S}}. High damage and great for racking up dizzy.
{{AttackVersion|name=Ground}}
*Both versions of Chemical Love are airborne from frame 1, but it seems like I-No lifts herself off the ground a little earlier with this one, and since the hitbox reaches to the ground when used on the ground, {{clr|3|632146S}} is the better choice to try to stuff lows. I-No is in CH state 1~21F.
{{#lsth:GGACR/I-No/Data|632146S}}
**If the opponent runs oki with a low and is a frame late or more (not a true meaty) you can crush them with reversal {{clr|3|632146S}}, and if you FRC you can convert that into unprorated damage. Most {{clr|2|2K}}s or {{clr|5|2D}}s will get crushed in this manner so long as they're as little as 1-frame late, but if they go for {{clr|1|2P}} (tick throw setup) you'll get stuffed due to the higher hitbox.
{{!}}-
**Reversal {{clr|3|632146S}} should be used sparingly since your opponent could just git gud and meaty properly. That said, it's extremely sexy to Reversal DM {{clr|3|632146S}} and escape the corner while scoring knockdown.
{{Description|8|text=
----
The vertical version is a great early anticipated anti-air move which when FRC’d is completely safe and will leave her at an advantage, leading to great damage when confirmed properly. This move will cause I-No to fastfall when used during airdash frames, and will carry forward momentum from a ground dash. When FRC’d from the ground, it will leave I-no temporarily airborne, which can be turned into un-reactable mixups utilizing falling overheads, low attacks and instant air dashes out of the FRC point. Both versions of Chemical Love are airborne from frame 1, but it seems like I-No lifts herself off the ground a little earlier with this one, and since the hitbox reaches to the ground when used on the ground, VCL is the better choice to try to stuff lows. I-No is in CH state 1~21F.
The two main uses of the air version is for [[/AdvancedTechniques#Fast_Fall_Vertical_Chemical_Love_.28FF_j.632146S|Fast Fall Chemical Love]] and doing {{clr|3|j.632146S}} at a height where it recovers faster than grounded {{clr|3|632146S}}. This move recovers in mid air, allowing it to recover up to 4 frames faster than grounded {{clr|3|632146S}}, and from double jump or super jump height it gives I-No enough time to link to airdash {{clr|2|j.K}}. Or you can land after recovering from normal jump height and have more time to link something after.  This new use enables meterless corner carry and some fancy corner combos. You can also be silly by trying to hit people directly below you with it.
 
<b>Reversal VCL:</b> If the opponent runs oki with a low and is a frame late or more (not a true meaty) you can crush them with reversal VCL, and if you FRC you can convert that into unprorated damage. Most 2Ks or 2Ds will get crushed in this manner so long as they're as little as 1-frame late, but if they go for 2P (tick throw setup) you'll get stuffed due to the higher hitbox. Reversal VCL should be used sparingly since your opponent could just git gud and meaty properly. That said, it's extremely sexy to Reversal VCL Extend and escape the corner while scoring knockdown.
 
<b>VCL Extend:</b> Far more limited in use than HCL extend since you're moving yourself forward on a long and committed animation that doesn't have a hitbox in front of you. Can pull off some sexy links such as STBT-S (CH) > VCL Extend, j.D (CH) > VCL Extend, and near corner 5D > VCL Extend. High damage and great for racking up dizzy.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGACR/I-No/Data|j.632146S}}
{{!}}-
{{Description|8|text=
Main tool of the air version is for Fast Fall Chemical Love pressure and combos. See specific section below for description. This move can now recover in mid air, and from double jump or super jump height it gives I-No enough time to link to airdash j.K.  This new use enables meterless corner carry and some fancy corner combos.
}}
}}
 
====== ======
{{MoveData
|name=Respect
|image=GGAC_Ino_Respect.png
|caption=AS THE HAT I DECIDED YOU'RE SOMEONE I DON'T DISLIKE
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|Respect}}
{{!}}-
{{Description|7|text=
If you ever dizzy someone and don't go for the IK, start your punish with this move.
}}
}}
 
====== ======
{{MoveData
|name=[[:File:Temp.jpg| Dash]]
|image=Temp.png
|caption=I-No's special movement option
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|66}}
{{!}}-
{{Description|7|text=
*Feet are off the ground on frame 4
*9 frames of startup. The fastest you can start acting is on frame 10.
*The fastest you can land is on frame 20, even if you whiff a normal (like j.H) to try to land faster.
}}
}}
}}
<br clear=all/>


==Force Breaks==
==Force Breaks==
====== ======
===<big>FB Antidepressant Scale</big>===
{{MoveData
{{InputBadge|{{clr|5|214D}} (Air OK)}}
|name=[[AC+R_I-No_Hitboxes| FB Antidepressant Scale]]
{{GGACR Move Card
|input=214D air OK
|input=214D,j.214D
|image=GGAC_Ino_214D.png
|description=
|caption=Cranks guard bar, extremely difficult to avoid.
If you need to create space, want to attempt to kill with chip damage, attempt to trade favorably against a move that doesn't wreck you on CH, attempt to set up an air-unblockable when the opponent doesn't have meter for FD, attempt another mixup after your first one failed on oki, or you just feel like ruining your opponent's day by forcing them to move the way you want or get stuck blocking, this is the move to throw out.
|data=
*42F total duration.
{{AttackDataHeader-GGACR|version=yes}}
*Forces guard gauge to start flashing (+80 GB) when both notes are blocked full screen. At 10+ blocked hits, their guard bar will flash.
{{!}}-
**If you score a knockdown with 50% meter, the ensuing combo from a blocked {{clr|5|214D}} on oki can be extremely high off of an unprorated mixup tool ({{clr|3|j.S}}/{{clr|3|2S}}).
{{AttackVersion|name=Ground}}
**If you want to force a burst, use this move on oki.
{{#lsth:GGACR/I-No/Data|214D}}
{{!}}-
{{Description|8|text=
If you need to create space, want to attempt to kill with chip damage, attempt to trade favorably against a move that doesn't wreck you on CH, attempt to set up an air-unblockable when the opponent doesn't have meter for FD, attempt another mixup after your first one failed on oki, or you just feel like ruining your opponent's day with what is essentially a "get in free" card for 25% meter, this is the move to throw out. 42F total duration.


If you score a knockdown with 50% meter, the ensuing combo from a blocked FB note on oki can be extremely high off of an unprorated mixup tool (j.S/2S). If you want to force a burst, use this move on oki.
<b>Public Service Announcement:</b> This move is amazing. Please don't forget that some characters have answers to it. Don't use it as a crutch either: learn to neutral for real, then add this move in when and where it's a good idea.
 
----
Forces guard gauge to start flashing (+80 GB) when both notes are blocked full screen.
Unlike regular note, the air version has faster startup than the ground one.
 
*Fastest possible TK attack has startup of 16F, 36F total duration.
<b>Public Service Announcement:</b> This move is amazing. Please don't forget that some characters have answers to it. Don't use it as a crutch.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:GGACR/I-No/Data|j.214D}}
{{!}}-
{{Description|8|text=
 
Unlike regular note, this one is starts faster on the ground. Fastest possible TK attack has startup of 16F, 36F total duration.
}}
}}
}}


====== ======
===<big>FB Sultry Performance</big>===
{{MoveData
{{InputBadge|{{clr|5|j.236D}} (Hold OK)}}
|name=[[AC+R_I-No_Hitboxes| FB Sultry Performance]]
{{GGACR Move Card
|input=j.236D
|input=j.236D, j.236D > X
|image=GGAC_Ino_j236D.png
|description=
|caption=Look up to the skies and see
Can carry the opponent corner-to-corner and score knockdown since this gives back your air options. Can cancel <b>FOR FREE</b> by pressing a button at any time from frame 6-60, ensuring you get your combo, or take their burst.
|data=
*Strike invincible on frames 6-9 which helps you AA jump-ins that I-No normally can't counterpoke.
{{AttackDataHeader-GGACR|version=yes}}
*Has an amazing hitbox, to the point where you might not even need the strike invul frames to beat things clean if you're able to start early enough.
{{!}}-
*Can hold on startup and cancel before letting it rip to reset air options without actually using the move, meaning you can do this as many times as you have meter for it!
{{#lsth:GGACR/I-No/Data|j.236D}}
**Can be cancelled on the first frame if the move is held, meaning a frame perfect {{clr|D|j.236D}} > X is the fastest possible cancel.
{{!}}-
**Cancelling has 1 frame of recovery, meaning the frame after pressing X is inactionable. You can still FD on this frame.
{{Description|8|text= If you thought FB Note sounded good, this move is guaranteed to blow your mind, anytime. Can carry the opponent corner-to-corner and score knockdown since this gives back your air options. Can cancel <b>FOR FREE</b> by pressing a button at any time from frame 6-60, ensuring you get your combo, or take their burst. Strike invincible on frames 6-9 which helps you AA jump-ins that I-No normally can't counterpoke. Can hold on startup and cancel before letting it rip to reset air options without actually using the move, meaning you can do this as many times as you have meter for it! Activating this move (even if you hold it) stops all air momentum, so you can:
**If you do this input too quickly, you can easily end up with another j.236X by accident. This is because the 236 motion is still remembered by the input parser. This can be avoided by:
 
***Doing the input, waiting a moment, then pressing the buttons.
*TK FB Dive > confirm they stood there > Cancel > falling j.K or j.H (punish them for jumping, or for not jumping)
***Inputting {{clr|D|j.236D}} early during the hitstop of a move, so that the move only happens once the 236 motion is forgotten by the input parser.
*Airdash string > FB Dive > cancel > another airdash string (because we can)
***Hold the buttons you pressed so that you don't activate another j.236X with a negative edge input (releasing the button).
*66956 airdash j.K > FB Dive > cancel > low (condition with 3/4/5 overheads, then sneak in lows)
*Activating this move (even if you hold it) stops all air momentum, so you can:
*Dash in mixup > j.D > dj.D > FB Dive > cancel > j.D > dj.D > etc (Your mixup should be as freaky as I-No's pillow dancing)
**TK FB Dive > confirm they stood there > Cancel > falling {{clr|2|j.K}} or {{clr|4|j.H}} (punish them for jumping, or for not jumping)
*Commit less with your air movement and become safe where you shouldn't be
**Airdash string > FB Dive > cancel > another airdash string (because we can)
 
**On oki, 66956 dash into {{clr|2|j.K}}, but then FB Dive > cancel > low (condition with 3/4/5 overheads, then sneak in lows)
Can't stop this move. Won't stop. This train ain't got no brakes!
**Dash in mixup > {{clr|5|j.D}} > d{{clr|5|j.D}} > FB Dive > cancel > {{clr|5|j.D}} > d{{clr|5|j.D}} > etc (Your mixup should be as freaky as I-No's pillow dancing)
**Commit less with your air movement and become safe where you shouldn't be.
----
The most important part of this move is that you can stop it at anytime with a button press. Stop on hit, or on block, or on whiff, FOR FREE.
}}
}}
{{!}}-
{{AttackVersion|name=Stop|subtitle=FB Sultry -> P/K/S/H}}
{{#lsth:GGACR/I-No/Data|j.236D > P/K/S/H}}
{{!}}-
{{Description|8|text=
The most important part of this move. Press a button to stop doing it, on hit, or on block, or on whiff, FOR FREE. Burst baits, mixups, and mobility!
}}
}}
<br clear=all/>


==Overdrives==
==Overdrives==
====== ======
===<big>Longing Desperation</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}}}}
|name=[[AC+R_I-No_Hitboxes| Ultimate Fortissimo]]
{{GGACR Move Card
|input=j.2363214S
|input=632146H
|image=GGAC_Ino_j2363214S.png
|description=
|caption=I AM THE HAT!  I AM THE BEST CHARACTER IN THIS GAME!
Frame 1 invul reversal overdrive, I-no's most reliable (and only one, really), as it starts fast, has good invincibility, is safe on block, and beats pretty much anything that doesn't low profile. You can combo into it easily, but you're generally better off going into Fortissimo if you want to spend your meter like that. You can combo out of it in the corner, or in some cases if you spend meter on {{clr|2|5K}} JI {{clr|2|632146K}} 6FRC6 follow ups.
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|j.2363214S}}
{{!}}-
{{Description|7|text=Contender for best Overdrive in the game. Fortissimo freezes inputs for three frames post-super flash, does a LOT of damage, and combos both ways willy nilly. It's also ridiculously safe, with nearly half a second in frame advantage, allowing I-no to go for a new mixup if it's blocked. If she combos off of a raw hit, expect to lose 50% of your lifebar. I-no will wreck your shit with this move.
 
1~9 invincible to strikes. Floats on hit (untechable on ground hit for 28F). In CH state till landing.
Dizzy modifier x0. Opponent's inputs are frozen till 3F after the super flash ends. Listed SD is for when the move is performed as low to the ground as possible (startup: 10F) and hits.


The strike invincibility ends during the screen freeze, so this move loses to DPs and can lose to or trade with partial invul moves like most 6Ps.
Note: The hitbox on this attack <b>does not</b> reach all the way to the ground. It can be low profiled by moves like Grand Viper and Stroke the Big Tree.
}}
}}
}}


====== ======
===<big>Ultimate Fortissimo</big>===
{{MoveData
{{InputBadge|{{clr|3|j.2363214S}}}}
|name=[[AC+R_I-No_Hitboxes| Longing Desperation]]
{{GGACR Move Card
|input=632146H
|input=j.2363214S
|image=GGAC_Ino_632146H.png
|description=
|caption=I want to break free!
Contender for best Overdrive in the game. This super does a LOT of damage, and combos both ways willy nilly. If she combos off of a raw hit, expect to lose 50% of your lifebar. I-no will wreck your shit with this move.
|data=
*Fortissimo hits the opponent 3 frames before they leave superflash, meaning they mostly can't input anything before the hit.
{{AttackDataHeader-GGACR}}
**If your opponent wasn't already blocking or invul, they're getting hit.
{{!}}-
**If your opponent was even partially invul (like from {{clr|1|6P}}), they're probably trading or beating you clean.
{{#lsth:GGACR/I-No/Data|632146H}}
*With nearly half a second in frame advantage on block, I-no gets to go for another mixup if it's blocked and even if it's slashbacked due to the huge amount of hitstop.
{{!}}-
{{Description|7|text=Frame 1 invul reversal overdrive, I-no's most reliable (and only one, really), as it starts fast, has good invincibility, is safe on block, and beats pretty much anything that doesn't low profile. You can combo into it easily, but you're generally better off going into Fortissimo if you want to spend your meter like that.  You can combo out of it in the corner, or in some cases if you spend meter on 5K HCL follow ups.
 
1~13 invincible to strikes. Knockdown on hit. Hit stop 6. Dizzy modifier x0. Can pass through projectiles.
 
<b>Note:</b> The hitbox on this attack <b>does not</b> reach all the way to the ground. It can be low profiled by moves like Grand Viper and Stroke the Big Tree.
}}
}}
}}
<br clear=all/>


==Instant Kill==
==Instant Kill==
{{MoveData
===<big>Last Will and Testament</big>===
|name=[[AC+R_I-No_Hitboxes| Last Will and Testament]]
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK Mode: 236236H
{{GGACR Move Card
|image=GGAC_Ino_IK1.png
|input=236236H
|image2=GGAC_Ino_IK2.png
|description=
|caption=Dance with the devil in beat with the band, to hell with all of you hand in hand
Very short range
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/I-No/Data|IK}}
{{!}}-
{{Description|7|text=
<big>SHOW'S OVER</big>
}}
}}
}}
<br clear=all/>
 
==Colors==
{{GGACRColors|Character=I-No}}
 
==Navigation==
==Navigation==
{{#lsth:GGACR/I-No/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/I-No/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGACR/Navigation}}
{{Navbar-GGACR}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:I-No]]

Latest revision as of 20:52, 14 April 2024

Overview

Overview

I-No is difficult to control and has great potential when mastered. Her biggest strengths are her explosive damage combined strong high/low mixup options. In place of her ground dash she has a unique hoverdash that makes her airborne, allowing her to use her aerial moves low to the ground for greater speed. When she makes an opponent block a multi-hit music note projectile either on knockdown or from neutral she can safely utilize her strong mixup options, and she can generally get unprorated damage if she has meter for optimal routes. This grants I-No some of the most dangerous okizeme in the game, which means she also has explosive comeback potential.

I-No possesses weaknesses to offset her strong oki game, the biggest of which is the complexity of her neutral game. While her hoverdash is amazing for high/low mixup it is incredibly prohibitive for movement and pressure. Her normals and special moves are typically good at one specific job so you will be forced to guess more often than with other characters who can cover a lot of options with a few moves. Though her defense isn't as low as other characters such as Millia, I-No is just as susceptible to being dizzied. Eating a single counterhit from some characters can end the round in a loss, which discourages you from taking certain actions and can make you more predictable. Finally, she tends to struggle in matchups against characters who can consistently commit less than her in neutral.

That said, landing a well placed counterhit in neutral, confirming the full combo, and succeeding on oki with an unproated normal can be enough to destroy squishy characters. Alternatively, if you can win neutral in even a small way to begin your offensive snowball I-No can reward you with repeated use of some of the most dangerous mixup and reversal baits in the game. Her mixup has more holes than Dizzy and Millia but you get way more damage when successful.

Just how difficult is the character?

You'll have to get good at the 632146 input because she uses it a lot. When you first start off you can get by with simple strings into knockdown and do most of your damage in the corner where it's easier, and you can also use her Force Break dive to take opponents to the corner quite easily. To use her full potential you'll need to learn to string several difficult things together back-to-back just to accomplish a single link.
GGACR I-No Nameplate.png
GGACR I-No Portrait.png
Damage Received Mod
×1.06
Guts Rating
1/5
Gravity Mod
×1.05
Stun Resistance
55
Prejump
3F
Backdash
16F (1~11F Strike Invuln)
Wakeup Timing
24F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
2
Unique Movement Options
Hover Dash
Fastest Attack
5P (4F)
Reversals
632146H (9F)

 I-No is a tricky character who can fight from just about any range to secure knockdown or note pressure, then uses her strong high/low mixup tools to crack her opponent's defenses and score a high damage combo.

Pros
Cons
  • Vicious Mixups: Hoverdash for quick high/lows, TK overhead options, j.D and all of its associated techniques give I-No great overhead opportunities to condition opponents.
  • Versatile Toolkit: HCLGGAC Ino 632146K.pngGuardAllStartup11Recovery12+8 after landingAdvantage+3 is a projectile reaching 2/3 screen that negates 1 hit of other projectiles while passing through them and remaining active. NoteGGAC Ino 214P.pngGuardAllStartup19RecoveryTotal 50Advantage-11 can be controlled vertically and gains hits the longer it's on screen. Overdrives are safe on block and typically grant a full conversion on hit.
  • High Tension Efficiency: I-No's hoverdash builds more meter than a standard forward dash. Her STBT and Dive special moves build lots of Tension on contact. She frequently only needs to spend 25% to reset pressure or start big conversions.
  • Explosive Damage: Using optimized character-specific combos, I-No can deal incredibly high amounts of damage to the entire cast. She can also convert at surprising ranges thanks to HCL 6FRC6, though this requires tight execution.
  • Superb Aerial Mobility: I-No has two air dashes and Sultry Performance to help her move around the upper half of the screen. FB Sultry Performance even restores her air options.
  • Strong Backdash: Having the fourth longest total backdash invul in the game allows her to escape some situations other characters can't escape with their backdash.
  • Hoverdash Restrictions: It has 9 startup frames, which creates difficulties in escaping some situations, inhibits certain types of pressure and weakens her throw game.
  • High Execution Barrier: I-No has hard combos and advanced movement, which can make learning and piloting her difficult. Her low defensive stats make it very easy for her to blow up off of a single mistake.
  • Low Midscreen Damage: Does little damage without spending meter or scoring the right Counter Hit at midscreen.
  • Tricky & Committed Neutral Game: I-No's normals all have specific uses and often have a number of weaknesses baked into them, such as her lows not reaching low enough to crush low-profile moves. I-No's most difficult matchups tend to be the ones where her opponent can reliably commit less than her while also covering many of her options. This can come up against characters who have strong air tools since I-No cannot self-gatling on whiff with her j.P, and has the worst airthrow range in the game.
  • Fragile: I-No has low defense, low guts, and low stun resistance. She may last longer than other squishy characters on average, but she struggles with being killed easily in some matchups. A particularly bad counterhit can instantly stun her.
Note: Tips for playing I-No on a leverless device (Hitbox) can be found by clicking this link. This is often considered very difficult, however like many other things on this character it is fine after some practice. A catalogue of all of I-No's advanced techniques with explanations can be found here. This is not required for starting with I-No, but will be a good reference for learning how to perform these techniques.

Unique Mechanics

Hoverdash

Hoverdash

I-No's dash is completely unique in that it makes her airborne starting on frame 4. The earliest she can act is on frame 10. Letting go of the dash will cause I-No to drop to the ground in an actionable state.

While I-No's hoverdash can be tricky to get used to, successful operation allows her to endlessly loop mixup attempts and go for shockingly fast instant-overheads. More information on how to use

  • The fastest you can land is on frame 20, even if you whiff a normal (like j.H) to try to land faster.
  • Hoverdash expands her hurtbox in all directions except down. She actually lifts significantly on frame 4, allowing her to dodge many low attacks.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 4 4 6 0
Total: 13

A short, quick jab that whiffs against people crouching, but is a great situational anti-air. The combination of the very fast startup, lack of extended hurtboxes during startup, 4 active frames that are highly disjointed, and low recovery (with only 2 extended hurtbox frames during recovery) make this an amazing normal to use in neutral.

  • You can chain several hits of 5P if you want to burst bait before starting your air combo.
  • On block you can go into any of I-No's other moves or jump cancel, so her high-low mixup is on the table.
  • An excellent normal to throw out when you want to preempt your opponent and stuff their pokes that have extended hurtboxes during startup frames.
  • 5P is an effective anti-air when used properly.
    • If your opponent jumps in with a deep/late air-to-ground to beat I-No's 6P, hit them first with this frame-4 move. If they start their jump-in earlier to beat a 5P, 6P will then work.
    • If they try to feint a landing to bait 6P and double jump into their normal, they open themselves up to airthrow or 632146S. When both 5P and 6P fail against an opponent's air normal, 5K may be able to do the job.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1
  • Burns 5.5% meter when blocked with FD

5K

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 7 7 12 -7
Total: 25

Her staple move for comboing into 632146K (Horizontal Chemical Love/HCL) when 5H isn't possible. Necessary for many combos and gatlings to most normals.

  • Good mixup tool as the jump cancel lets you go into j.236K/S or j.D FDC for overhead options, or you can manual jump install and gatling to 2S/2D for low options.
  • 5K > JI 632146K 6FRC6 is the standard punish after an opponent bursts badly. The long active frames will catch them falling so you don't drop your burst punish, but you can also use them to catch backdashes.
  • Tricky to use as a poke, but highly effective when used right.
    • I-No extends her hurtbox forward during startup, the hitbox shrinks inside the hurtbox for the last 4 active frames, and her hurtbox remains extended during recovery.
      • If your opponent doesn't respect you and mindlessly pushes the wrong buttons in neutral, you can control space with the active frames and let them stick their startup hurt boxes into this attack, but if your opponent knows the matchup, or is mindlessly pressing the right buttons, you'll get blown up.
    • I-No lifts her leg off the ground which could potentially dodge lows at the right range, but her leg can easily whiff over the opponent since the hitbox is so high. This move is an Anti-Air, not a low crush.
      • From an air-CH up close you can confirm into TK j.236P, and if they're far away you can confirm with IAD j.H, with both setups leading to beefy meterless damage.
    • From a ground hit, you can usually link 632146K for a 6FRC6 conversion, but some characters recoil in a way that prevents this setup at max 5K range even with the counter hit, and this wont work vs crouching either. If they're close enough you can manually JI and use 2D to float them into the 632146K to get your conversion. Otherwise all you can really do is link 2S for more damage or jump/special cancel and go for a possibly unexpected mixup.
  • Fun fact: this move can actually dodge Slidehead during it's first 2 frames, but from my testing it's not actually airborne. Her hurtbox rises slightly on those frames, but not quite enough to dodge other low attacks like Slayer's 2H, so this is extremely situational.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2
  • Burns 7.5% meter when blocked with FD

c.S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 6 5 9 0
Total: 19

Combo tool and block string poke that can lead to a high/low mixup using jump cancel to overhead (TK j.236K/S, j.D, etc), or cancel into low (2S, 2D, 41236S.

  • Because it has 5 active frames, you have a little wiggle room to delay your chain and create a frame trap. c.S > delay 5H can lead to huge unprorated damage if they bite.
  • It's not advised to try to antiair with this move due to the risk of accidental f.S, but it can work.
  • Be wary that the range at which the game considers your 5S press "close" is relatively short, which can cause you to get f.S at nearly point-blank range and drop your combo.
    • This is more common in the corner after an airthrow. Walk forward 1-frame before using c.S or go for 2K > c.S to work around this problem.
    • There is a dead zone where f.S will activate, but whiff because you're too close... or because c.S doesn't activate from far enough away.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Burns 11% meter when blocked with FD

f.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 19 11 1 +5
Total: 30

A great mid-range poking tool with excellent recovery. It's somewhat spammable, raises guard bar considerably (which is unusual for projectiles), nullifies single hit projectiles, and launches on hit.

  • It's worth setting up frame traps with this move if your mixup attempt is blocked since it's +5 by default.
  • Use this from far away to force the other player to go over or under it, then stuff that option with the appropriate normal (5H/2H if they go low, 6H or j.P if they IAD).
    • If you're close enough that the first active frames would connect, you're probably too close to poke with this unless you already have the initiative (frame advantage or knockdown).
    • I-No typically uses 2S the way a lot of characters would use their f.S.
  • Sometimes you'll opt to f.S on oki instead of using a note due to the time you have to set up. If the last few frames connect, you'll have so much frame advantage that you can dash in for your mixup with less fear of your opponent countermashing.
    • At best +15 on normal block
    • Your opponent would need to IB and counter-mash with a sufficiently fast normal (learn the matchups where you have to watch for this) or commit to a wakeup-invul move that you can bait.
    • Occasionally a late f.S on oki will catch inexperienced players because it lingers longer than it looks like it should, so you should be ready for a non-CH confirm.
    • Even when done properly on oki there would be a gap when you try to run your mixup, so work in frametraps to enforce respect here too.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 60% 14 6 4
  • Untechable on CH for 80F
  • Projectile
  • Burns 10.5% meter when blocked with FD

5H

Damage Guard Startup Active Recovery On-Block Invuln
37 Mid 13 4 18 -3 11~18F Feet
Total: 34

Solid combo tool, explosive when you score a counter hit.

  • Ground CH leads to a big beefy meterless combo now that you can jump cancel 41236H.
  • This move also has enough hitstun that you can TK j.632146K from it, to attempt the "easier" version of 6FRC6 while you're still building your execution.
  • When you're optimizing for damage you'll want to look for more ways to use this move since it's among I-No's higher damage attacks, and as a lvl 5 move it scales well.
    • Now that 6P has a forced prorate you'll get more damage on 632146K 6FRC6 combos by skipping directly into 5H where possible (such as from c.S or 2S) and with jump install you can combo with JI 632146K 6FRC6 combo.
  • Learn to frametrap into this move, and you can also try to crush your opponents' low hitboxes, but don't count on it to "just work" because of the airborne frames.
    • She's not that high off the ground, but it's "good enough" to help her beat some normals in some matchups.
      • Can be used against moves like Slayer's 2H, but it only barely makes a difference at max range vs his 2D. Can also help to blow up Slidehead from long distances.
    • It's not all that fast and it has long recovery, so you can't throw it out mindlessly. Control space with your other moves, then crush low attempts with this move.
    • This is one of I-No's better hitboxes, but she does extend her hurtbox forward slightly during startup.
      • She also extends her hurtbox upward during startup, which is less of an issue since you don't AA with this move, but is still relevant in some matchups (EX: May's vertical dolphins may accidentally catch you using 5H).

Gatling Options: 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Burns 11.75% meter when blocked with FD

5D

Damage Guard Startup Active Recovery On-Block Invuln
15 High 29 12 7 -5
Total: 47

Used to be a decent corner mixup tool in AC at 25 frames, but in +R the startup time was nerfed heavily to 29 frames, making it easily react-able and susceptible to counter attacks before its active frames. Despite the range, this move is not a projectile and can be RC'd on hit or on block. Also, I-No is a goddamn contortionist if you look at the animation for this move.

  • Unless you run into an opponent who doesn't have the recognition to block this, you should rarely use it just for the overhead property.
  • It's worth using this as a zoning tool rather than trying to mix up your opponent with it, since it's active for a surprising duration and the hitbox is pretty wide.
    • Use it when it's "safe" to do so, just to give your opponent one more thing to watch for. This makes it that much harder for them to block you in neutral or on defense.
      • I-No extends her hurtbox forward slightly on startup, so the "safe" range really is from far away where you'd think no one would ever get hit.
    • Use at around 2/3 screen distance when you read that they'll dash in (especially if you control space above them with a note), or time it meaty on oki if you think they're asleep, or occasionally in pressure strings when you're at long range (such as after 2S).
    • When they think they can dash under max range 632146K to punish you, that's when this works.
    • Be wary in some matchups as it's too risky to throw out 98% of the time (EX: Pot can Hammerfall through it, Baiken can terminator run through it, etc.).
    • Even though the hitbox is big, there's zero reward on air hit (even on CH, though you can RC and link 5K > JI 632146K > 6FRC6 if you have 75% to burn), and due to scaling it doesn't lead to the greatest meterless damage unless you've cranked their GB. This also contributes to the move not being great to throw out.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3
  • Burns 6.25% meter when blocked with FD

6P

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 9 3 21 -10 1~4F Upper Body
5~11F Above Knees
Total: 32

6P has great upper-body invincibility and will be your most often used anti-air. It's also a staple in combos since it launches on hit, setting up most of her meterless air combo routes.

  • Since the hitbox is out in front of I-No, this move is effective ground-to-ground when you want to blow clear through enemy pokes that don't reach low enough to hit I-No's legs. The long recovery makes this risky on whiff, but when successful you can generally confirm into f.S or 5H to get a combo going.
  • Since this hitbox is low to the ground, you'll find some characters can space their jump ins such that their hurtboxes remain too high to make contact with, so they'll land and block before this move hits them.
    • As an example, Sol can do this with j.P and j.H. You'll have to work around this with IB > ground throw, preemptive airthrow, preemptive j.P, or 632146S when you encounter an opponent who spaces their jump ins correctly, but if they're off by a little bit you can still tag them.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 10 7 3
  • Burns 9.5% meter when blocked with FD

6H

Damage Guard Startup Active Recovery On-Block Invuln
20, 52 Mid 7 1(7)8 17 -6
Total: 39

6H is a situational poke that shines when used on players who try to instant air dash on I-No. Its arc is more than a complete 180 degrees starting at her feet and culminating a little past the back of her head. 2 hit strike, hitting early upon startup at 7 frames, and then again during its arc, so missed throw attempts will auto option select into a move with decent startup and a disjointed AA hitbox.

  • If you're using this move in neutral you're typically fishing for an anti-air CH, which can be followed up by a meterless corner carry combo.
    • The extra hitstop on air counter-hit sets up for a meterless corner carry air combo, but a ground CH (2nd hit) staggers so you'll generally need to spend meter to get a reward off of that (typically via 632146K 6FRC6).
    • It has a special late gatling (which can be performed on whiff) to 5K that can let you confirm in the corner when the first hit connects and combos into the second, or if the second hit connects raw but wasn't a CH (both instances will require meter but lead to unprorated damage).
  • This move is very high risk due to the long total duration, but can be worth using if you control space well with I-No's other normals.
    • If your opponent tries to IAD on you and you have the precision to snipe them out of the air with 6H (2nd hit), it's worth the reward.
    • It's also worth discouraging your opponent from IADing in mindlessly since it keeps them on the ground where your much safer 5H/2H options are effective.
    • In most matchups you're better off going for a safer option like j.P or reactionary 6P, but in some matchups you'll get away with 6H more than you would expect.

Gatling Options: 5K

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14, 20 6×2 4, 5
  • Staggers on ground CH (max 35F)
  • Can gatling into 5K after 20F
  • Burns 7.5% meter when blocked with FD for first hit, 15.5% for second

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 2 6 +2
Total: 12

Quick mid with frame adv that is your main go-to for setting up tick throws.

  • This move actually doesn't have all that big of a hitbox, so it's pretty situational as a poke. 90% of the time you have a better option. You're pretty much only going to use this to set up traps and pressure, or for specific whiff punishes.
    • You'd use it when 5P is too high and 2K is too low, but also when 6P is too slow and risky (since it does a better job of covering that space).
    • Use this for whiff punishes where you would normally use 2K, as 2K prorates slightly harder.
      • Example setup: Sol uses Bandit Bringer and you perfectly time a 2K under it. There are exactly enough frames to go for 2K or 2P in that scenario, and since Sol is crouching under 5P during those frames, 2P is your best damage punish if your timing is on point (otherwise you would throw him).
  • Tick throw from this until they decide they don't want to be thrown anymore, then frame trap from it.
    • This gatlings to 2H with a 1-frame gap, so you can frame trap players who like to mash after conditioning them with tick-throws
    • You can gatling to 2S to catch players who try to jump when they expect the tick-throw.
    • 2P > slight delay 632146K could also be used to great effect as a frametrap for huge meterless damage in the corner if you think your opponent will try to throw you out of your own tick-throw setup.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1
  • Burns 5% meter when blocked with FD

2K

Damage Guard Startup Active Recovery On-Block Invuln
15 Low 5 2 8 0 5~8F Low Profile
Total: 14

Good low with nice range, gatlings into 6P, 5S, 2S. Prorate 75% but an amazing confirm nonetheless.

  • Has low profile property frames 5-8 and can be used to make specific jump-ins whiff over her head, creating an opportunity to counter attack.
  • At frame 5 this is one of I-No's fastest pokes, so it's effective to counter poke when you create gaps with IB or FD.
  • Unfortunately the hitbox on this isn't along the ground, so other low-profile moves can go underneath it.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 75% 3 8 1
  • Burns 6.25% meter when blocked with FD

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 9 2 17 -5
Total: 27

2S is a great low poking tool which moves I-No's body slightly forward, causing it to reach nearly 1/2 screen. It cancels into 5H, 2H, 2D, and 632146K (Horizontal Chemical love/HCL). It also has the added bonus of having no proration at all, so as a combo starter this move can lead to ludicrous amounts of damage.

  • Since I-No's f.S is rather unusual for a far slash, you'll use 2S in a lot of situations where other characters would use their f.S to force their opponent to respect their space. And fortunately for I-No, we control a lot of space with this move.
    • Score knockdown by combing into 632146K where you can, but don't go for it if you hit a crouching opponent, or at ranges where you know 632146K wont combo. Learn to take the small damage and go back to neutral.
  • In neutral you can use it after performing an empty hover dash (or dash to whiff j.H) then use 2S as you land to catch the opponent blocking high.
  • You can also 2S to catch the opponent trying to run forward or jump at the wrong time.
  • If you're too far away they'll know that the only options you have to hit them are 2S or 632146K (632146K whiffs if they crouch, and they need to crouch block the 2S anyway), so be smart about how you use it, and know that forcing your opponent to respect it opens up other options in neutral.
  • 2S is a common burst point, but if they burst the 2S hit without confirming the startup of the next move, you can just wait after the 2S and block the burst.
  • You generally need at least 25% to confirm with 632146K 6FRC6 into max damage, but a 40% combo off of a low is totally worth it.
    • Remember that you cannot jump cancel 2S so you would need to carry a jump install from somewhere else. Explanation for jump install and I-No specific 632146K 6FRC6.
      • You still have your jump install for a few frames when landing (after a hover dash or empty jump).
      • You can manual jump install from 5K and c.S.
      • Turns out that if you attack on the first frame of exiting blockstun you'll have a jump install. This could lead to I-No getting some amazing punishes after forcing the opponent to whiff with FD.

Gatling Options: 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Burns 9.5% meter when blocked with FD

2H

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 11 2 11 +6 11~15F Low Profile
Total: 23

This move has great frame advantage and starts up faster than 5H. It can also burst bait with the low profile frames, but this rarely works due to bursts having more active time than this has low profile time.

  • You'll mostly use this when 5H is just barely a little too slow, or as a frametrap mid blockstring that then resets into another frametrap via +frames.
  • I-No's hurt box extends up as she raises the guitar over her head, then out in front before she slams it, so she's more vulnerable in front of her body than when using 5H.
    • Once she's active she should be low-profile and has a better hurtbox.
    • The hitbox reaches very low to the ground which makes it suitable for hitting low profile moves, but it's not suitable for attacking above the enemy's knees if they have lower body invul.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Burns 11.25% meter when blocked with FD

2D

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 11 3 18 -7
Total: 31

Average sweep with added range buff in +R. Not much here except for being used in her low confirm combos.

  • Slower than 2S, but the body of the guitar is disjointed so it has some rare use as a poke.
  • You pretty much have to spend meter to confirm off of raw 2D at the spacing where you want to use it over 2S.
  • Occasionally you'll have to use 2D to float your opponent into 632146K to get a confirm.
  • Opponent's can low profile under I-No's sweep.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Burns 9% meter when blocked with FD

j.P

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 5 5 12
Total: 21

Excellent air to air move that will clash or beat clean almost everything. Confirm into dive loop in the corner or j.236D and take them home to the corner. The definition of Abare. On counter hit will combo into j.H and set up 632146K 6FRC6 for better damage.

  • This hitbox is relatively high, and I-No leans in a way that lifts her hurtbox.
  • You can end air-to-ground strings with a j.P to reduce the hitstop and blockstun to go into a tick throw, or land into a frame tight 2K, or go into 632146K if you think they'll get cheeky and try to throw you instead.
  • You can cancel the last 7 frames of recovery into j.P or j.K on contact or whiff.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1
  • Burns 7% meter when blocked with FD

j.K

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 12 27
Total: 43

Excellent jump in tool which has a great hit-box, reaching across I-No's body. It's slightly disjointed below I-No's body so it clashes with many moves which opponents might throw out to challenge her, sometimes even the second hit of Volcanic Viper. Crosses-up. Prorates 90%. Active for a long time.

  • This is a fast option for an overhead out of hoverdash.
  • 66956 j.K is a good choice for trying to catch a backdash at mid screen.
  • Due to j.K's speed, you can use j.S > djc. > j.K as a fuzzy overhead against everyone in the cast.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 5 7 2
  • Burns 5.75% meter when blocked with FD

j.S

Damage Guard Startup Active Recovery On-Block Invuln
23 High/Air 8 6 23
Total: 36

Unprorated overhead. Pretty terrible as a poke, but if you have them blocking a note it works fine for your mixup game and it's general combo/pressure filler too.

  • You should rarely use this to try to hit your opponent in a neutral situation.
    • Air-to-air use j.P, or at long range j.H instead.
    • While rising use j.P, attempt an airthrow, or if you have meter use FBdive.
    • While falling use j.K (or in specific circumstances j.H).
    • The hitbox is mostly inside the hurtbox and the hurtbox is huge. This move has a purpose and it's not poking.

Gatling Options: j.K, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Burns 8.25% meter when blocked with FD

j.H

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 12 6 61

Hits at almost an 180 degree curve in front of her. This move is difficult to challenge when spaced correctly.

  • A major drawback to this is that I-No is in counter hit state until all (61?!) recovery frames have ended, meaning any whiffed throw attempt can be especially deadly for her if you don't use an airthrow OS.
  • I-No extends her hurtboxes along her legs before the hitboxes go active.
  • Contrary to popular belief, this move does not cause I-No to land any earlier than normal when used out of a hover dash, though you can still be ambiguous about whether or not you're going to j.H or land into 2K.
  • Blows away on aerial hit. Can end air strings with j.H and simply shoot j.214H to maintain pressure where a more extended combo or guaranteed knockdown isn't possible or worth the meter.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Blows back opponent on air hit
  • I-No is in CH state during move
  • Burns 10.5% meter when blocked with FD

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 16 5 20+8 after landing
Total: 48

Delayed overhead in mixups, causes I-No to fall when used while rising, or float when used while failling. Excellent hitbox. One of I-No's best moves.

  • Untechable on counter hit.
  • Jump cancelable and can chain from all of I-No's other air normals.
  • High base damage (prorate 80%).
  • Can fastfall this move when used during specific frames of I-No's airdash (similar to FF j.632146S), and if the airdash is done at the right height you can even jump cancel the landing recovery.
  • j.D FDC can be used to alter I-No's vertical air movement without using the full animation of the attack, canceling it on the 2nd or 3rd frame into FD or SB. This allows you to take advantage of the momentum shift while using other attacks.
  • Jump canceling after the 13 frames of hitstop of j.D will remove the landing recovery.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 8 7 3
  • Burns 12.5% meter when blocked with FD

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 45 pixels

Completes her strong mixup/rush down game. Knockdown. FRC point, but forced prorate 40%. You can get some extra damage, but it's not meter efficient. Do it for the kill, or if you have meter to burn and want corner carry.

FRC Window Proration Guard Bar+ Guard Bar- Level
55~56F Forced 40% 6,7

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 80 pixels

At only 80 dots in +R, on paper went from the 2nd best air grab in the game (96 dots) to the worst. However, I-No's hover dash is still an excellent tool for chasing techs and setting up airthrows. Wall bounces. Untechable.

  • You should block bursts for an unprorated punish rather than going for the throw. However, the only punish for a gold burst is an airthrow, and I-No gets a combo afterward in the corner.
  • This is less likely to happen with the reduced airthrow range, but it's possible to catch backdashes with airthrow.
  • Is it a dropped combo? Or a reset?
    • A weaker player can be mentally destroyed almost entirely by throwing their techs repeatedly. Get the corner airthrow, get your basic confirm into some damage, then reset into a throw attempt instead of taking the knockdown. While that may not work on skilled players, it's an easy way to beat the weak, so you can save your focus for harder opponents.
    • Due to the high damage for an individual hit, airthrows contribute highly to I-No causing dizzy/stun.
      • Airthrow resets also contribute to dizzy because you avoid the temporary boost in dizzy recovery over time from knockdown, and also go right back into damage without having to open the other player back up (while they're recovering). You can set up a guaranteed dizzy against a handful of characters off of one CH at round start into a meterless combo into a reset.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 3 25 -14 1~13F All
14~33F Throw
Total: 38

Decent DAA. Wall bounces, grounds on hit.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Respect

Damage Guard Startup Active Recovery On-Block Invuln
2 All 174 3 32 -25
Total: 208

If you ever dizzy someone and don't go for the IK, start your punish with this move. There's no reason to do this, but there's little reason not to.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1
  • Can be canceled into anything except blocking or movement from 18F onwards

Dash

Damage Guard Startup Active Recovery On-Block Invuln
9

Weak opponents are crushed by repeated hoverdash into... stuff. Due to the startup on the dash, an opponent on defense can simply stand there and jab I-No out of whatever she's doing. Dashing forward with this character is a risk, but the ability to dodge lows while moving forward has it's perks, along with the ability to do 14 frame overheads. Just remember that where everyone else can dash break or attack in a few frames and not have to commit to moving forward, you'll need to buy I-No a wedding ring every time you make her hover dash. Learn to walk.

  • Feet are off the ground on frame 4, and her hurtbox shrinks upwards allowing her to dodge most low hitboxes.
  • 9 frames of startup. The fastest you can start acting is on frame 10.
  • The fastest you can land is on frame 20, even if you whiff a normal (like j.H) to try to land faster.
  • Hurtbox expands in all directions (except down) when hover dashing.
  • Character origin/collision is well below I-No when hover dashing, which affects her ability to airthrow.
    • I-No can actually airthrow Faust out of pogo due to her low character origin, even though his origin is on the ground.
    • Sometimes you'll want to stop hover dashing to adjust I-No's character origin upward and increase the chances for your aithrow to work (going for throw with 4H instead of 6H will do this for you).
    • Sometimes you'll also want to jump out of the hover dash to chase a jump or double jump.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Airborne on 4F
  • Fastest possible landing is 20F

Special Moves

Stroke the Big Tree

41236S or 41236H

Version Damage Guard Startup Active Recovery On-Block Invuln
41236S 40 Low 20 2 17 0 3~21F Low Profile
6~15F Throw
41236H 40 Low 28 2 16 +1 5~29F Low Profile
11~23F Throw
Total: 38
Total: 45

Stroke the Big Tree move is a great attack in which proper use can set up great pressure and mixups. S Version

  • Stagger on regular hit allows you to confirm with 5K > JI 632146 6FRC6 if you have 25% meter, or you get launch on CH for a meterless combo.
  • Good for setting up resets (using the stagger) if you combo this from 5H/2H against a crouching opponent. Sometimes you'll go for this because 2D wont reach (and neither will 632146K because crouching).
  • It's possible to shake the stagger in time to block 632146K or to mash against dash-ins, so you'll need to condition your opponent to give you openings.

H Version

  • Floats on regular hit and counterhit.
  • Jump cancelable on hit or block, so you get big damage or more mixup opportunities.
  • Use this move to go under your opponent’s mid/high attacks and non-grounded projectiles.
  • Has 2 FRC points and can be used to surprise your opponent with an instant ground grab, or 6FRC6 out of one of the FRC points and hover dash into an overhead attack.
  • Due to the long startup it's risky to use in pressure situations, even when you're trying to call out specific attacks. However, you can condition your opponent to try to poke or DP out, and feint with FRC to backdash, or FRC to super, or FRC to block into punish.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
41236S N/A 80% 15 6 5
41236H 13~15F, 26~28F 90% 15 6 5

41236S:

  • Floats higher on CH (untechable for 40F)
  • Staggers on normal hit for a max of 38f
  • I-No is in crouching state during the move
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD

41236H:

  • I-No is in crouching state during the move
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD

Antidepressant Scale

214P or 214H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 12×1~5 All 19 Total 50 -11
j.214P 12×1~5 All 13 Until landing+6

Staple starter of her offense from a neutral game standpoint, and is the main ingredient in creating okizeme situations in which the opponent has no choice but to guess the incoming mixup. I-No can control the vertical movement of the note during its entire duration, and can FRC to move in tandem with it. The P version starts off slow and speeds up with time, being great for corner oki situations. The H version starts off quickly and gradually slows with duration, so this version is more suited to long range situations and after moves that put the opponent far from I-No during their wakeup, such as a 632146K or her ground throw.

  • Both versions gain additional hits depending on the time it is out and distance traveled up to a maximum of 5 hits.

The air version is notably less recovery than the grounded version, with 4 extra FRC frames to cancel (total of 6). Decision of which to use depends on which knockdown you used, and how far away you are from them. Also, you can vary which version to affect how many hits the note generates, creating mixups and unpredictability. EX: Shoot H note where it will whiff, but P note would have worked, then throw.

  • If you're trying to counter-zone another character that has effective projectiles (Venom, Ky), you can use P note at long range since it'll build up more hits before it reaches mid screen, then block the other player's projectile with it and let the note's explosion control space for you.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P 22~23F 0 8, 7×0~4 1, 2×0~4
j.214P 16~21F 0 8, 7×0~4 1, 2×0~4

214P:

  • Deals 1 chip damage (per hit) on block
  • Burns 1.6% meter (per hit) when blocked with FD
  • See note ※1

j.214P:

  • I-No remains stationary in the air from 1~33F
  • Fastest TK note startup is 16F, total 44F including prejump
  • 1F of jump before note is 49F total, 1F of super jump is 50F total including prejump
  • Deals 1 chip damage (per hit) on block
  • Burns 1.6% meter (per hit) when blocked with FD
  • See note ※1

Sultry Performance

j.236P or j.236K or j.236S or j.236H (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236P 30 High/Air 13 Until landing 16 after landing +1
j.236K 35 High/Air 13 Until landing 12 after landing +1
j.236S 40 High/Air 13 Until landing 14 after landing -1
j.236H 25×3 All 10 32 Until landing+10

j.236P is mostly used during combos and pressure strings as it bounces off opponent and allows I-No to air dash after block/hit.

  • It's possible to knockdown with j.236P, but it's really hard. If you do, you'll be far enough away that FB Note has 10 hits, which is enough to crank GB to flashing. Also enough distance for either P or H note to hit 3 times, creating gapless oki.

j.236K is a divekick style overhead attack which when performed as low to the ground as possible, results in an 18 frame overhead (K/S versions).

  • j.236K knocks down on regular hit, but on counter hit it causes floor slide which you can confirm with 5H into an IAD combo (meterless) or JI 632146K 6FRC6 (better damage).
  • Safer to use than S version since K version has better recovery.
  • Sometimes you can TK it low to the ground for the + frame, then TK another Kdive to fish for a CH (or at least get a knockdown and get oki).

j.236S has the same startup/overhead timing as K version. Launches on hit, but prorates 80%.

  • At super jump height, the move travels more than full screen and coupled with a RC gives her a relatively useful get-in card in some matchups.
  • On block, you can follow up a K/S dive with RC into S dive for a really scummy mixup.
    • If you go into j.D you'll carry the forward momentum, so depending on timing you'll either hop over them and fly to the other corner to escape, or you'll bounce right in their face.
    • You can try to airdash following the dive, but it puts you so low to the ground that you'll probably screw up due to the minimum airdash height requirement, so you'd really only be able to do this following a dive that made contact way too high on your opponent (which would have been unsafe, so your opponent is probably trying to mash jab or something and may hit you out of the dash).

j.236H is a pseudo psycho crusher style move with an FRC point at the end. Has limited use in some matchups and in character specific combos.

  • In +R its movement speed was increased, and recovery was shortened.
  • When spaced at nearly-max to max range and TK'd as low to the ground as possible, this move has a static difference of 0.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.236P N/A 8 7 3
j.236K N/A 8 7 3
j.236S N/A 80% 8 7 3
j.236H 42~45F 10×3 7×3 3

j.236P:

  • I-No is in crouching state during landing recovery
  • I-No bounces off opponent on hit or block
  • Can cancel into air dash or specials 9F after bounce, landing recovery 0F
  • Listed Frame Adv is for the fastest possible TK attack (startup 18F)
  • Deals 3 chip damage on block
  • Burns 2.4% meter when blocked with FD
  • See note ※2

j.236K:

  • Slides on CH (untechable for 64F, slides for 39F)
  • I-No is in crouching state during landing recovery
  • Listed Frame Adv is for the fastest possible TK attack (startup 18F)
  • Deals 4 chip damage on block
  • Burns 2.8% meter when blocked with FD
  • See note ※2

j.236S:

  • I-No is in crouching state during landing recovery
  • Listed Frame Adv is for the fastest possible TK Attack (startup 18F)
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD
  • See note ※2

j.236H:

  • Max 3 hits
  • Deals 3 chip damage (per hit) on block
  • Burns 2.4% meter (per hit) when blocked with FD
  • Passes through opponent from 10F onwards
  • See note ※2

Chemical Love (Horizontal)

632146K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146K 45 All 11 11 12+8 after landing +3
j.632146K 45 All 11 11 22+8 after landing

Excellent mid to long range poking tool, which counts as a projectile and has hitboxes on I-No's body. The Horizontal version extends approximately 2/3 screen forward (with the camera zoomed out!) and about half screen behind her (can get some silly confirms off of crossups). In counter hit state throughout entire moves duration. The move's name is frequently abbreviated as "HCL."

  • Be careful throwing this move out recklessly midscreen, as various characters can run underneath the wave and punish her.
  • In +R, the hitbox was vastly improved reaching downward at her body, making the spam of this move on a cornered opponent a deadly trap tool as well as a high/low mixup starter when combined with its FRC point.
  • Since this is frame-1 airborne, use this to bait throws on oki. If they know how to IB you'll get thrown easily if you don't FRC, or they'll poke out and force you to block, but if they don't IB it you'll have a frametrap to work with. However, if you want to try to crush a low on wakeup, you'd want to use 632146S instead (and even that doesn't work well against lows that were used meaty on oki).
  • Using 632146K's FRC point does not give I-No her jump options, so you will need to jump install to use her best conversions. Though you can play I-No well without having 632146K 6FRC6 in your pocket, you will eventually want to learn how to do it.
  • Dash momentum Horizontal Chemical Love (DM 632146K) can be done by canceling dash startup into 632146K. You should get forward momentum without seeing or hearing the effects of hoverdash. The input is 632146 56K. This technique has many uses, and some uses for DM 632146S.
    • DM 632146K can be used in neutral to fish for a CH and go into a meterless corner carry combo, or in the corner for huge meterless damage. However, this technique is easy to screw up and the hitbox is rather thin vertically unless I-No is right on top of her opponent, so you'll get blown up for using it willy-nilly.
      • Since you move forward there are situations where 632146K would have normally lost an exchange, but instead the momentum carry scores you a CH.
        • Example: Round start vs KY, if he does 2S he will low profile your 632146K and punishes your recovery. If you do DM 632146K you score a CH and can link c.S, allowing you to combo him into the corner with 35% of his health missing.
    • You can end a blockstring with frame advantage (f.S or 2H) and frametrap into 632146K extend to close the distance and keep the pressure on.

The air version is pretty much a combo tool, but it recovers before landing now so it's less risky to air-to-air with.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146K 16~17F 0 6 5
j.632146K 16~17F 0 6 5

632146K:

  • I-No is airborne from 1F onwards
  • I-No is in CH state until landing
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD
  • See note ※3

j.632146K:

  • Landing recovery applied only if I-No lands before move recovers
  • I-No is in CH state until landing
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD
  • See note ※3

Chemical Love (Vertical)

632146S (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146S 45 All 11 11 11+13 after landing -8
j.632146S 45 All 11 11 20+13 after landing

The vertical version is a preemptive anti-air move which when FRC’d is completely safe and will leave her at an advantage, leading to great damage when confirmed properly.

  • This move will cause I-No to fast fall when used during airdash frames, and will carry forward momentum from a ground dash. If done during a low hoverdash into airdash (66956), it will be more advantageous the later into an airdash you do it.
  • When FRC’d from the ground, it will leave I-No temporarily airborne, which can be turned into un-reactable mixups utilizing falling overheads, low attacks and instant air dashes out of the FRC point if you are jump installed.
  • Dash momentum 632146S has far more limited in use than DM 632146K, since you're moving yourself forward on a long and committed animation that doesn't have a hitbox in front of you. You would mostly use it for some sexy combos such as CH 41236S > DM 632146S > c.S, or j.D > j.2363214S > DM 632146S > c.S. High damage and great for racking up dizzy.
  • Both versions of Chemical Love are airborne from frame 1, but it seems like I-No lifts herself off the ground a little earlier with this one, and since the hitbox reaches to the ground when used on the ground, 632146S is the better choice to try to stuff lows. I-No is in CH state 1~21F.
    • If the opponent runs oki with a low and is a frame late or more (not a true meaty) you can crush them with reversal 632146S, and if you FRC you can convert that into unprorated damage. Most 2Ks or 2Ds will get crushed in this manner so long as they're as little as 1-frame late, but if they go for 2P (tick throw setup) you'll get stuffed due to the higher hitbox.
    • Reversal 632146S should be used sparingly since your opponent could just git gud and meaty properly. That said, it's extremely sexy to Reversal DM 632146S and escape the corner while scoring knockdown.

The two main uses of the air version is for Fast Fall Chemical Love and doing j.632146S at a height where it recovers faster than grounded 632146S. This move recovers in mid air, allowing it to recover up to 4 frames faster than grounded 632146S, and from double jump or super jump height it gives I-No enough time to link to airdash j.K. Or you can land after recovering from normal jump height and have more time to link something after. This new use enables meterless corner carry and some fancy corner combos. You can also be silly by trying to hit people directly below you with it.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
632146S 16~17F 0 7 3
j.632146S 16~17F 0 7 3

632146S:

  • I-No is in CH state 1~21F
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD
  • See note ※3

j.632146S:

  • Landing recovery applied only if I-No lands before move recovers
  • I-No is in CH state 1~21F
  • Deals 5 chip damage on block
  • Burns 3.2% meter when blocked with FD
  • See note ※3

Force Breaks

FB Antidepressant Scale

214D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214D 12×6~14 All 15 Total 42 +10
j.214D 12×6~14 All 13 Until landing+6 +9

If you need to create space, want to attempt to kill with chip damage, attempt to trade favorably against a move that doesn't wreck you on CH, attempt to set up an air-unblockable when the opponent doesn't have meter for FD, attempt another mixup after your first one failed on oki, or you just feel like ruining your opponent's day by forcing them to move the way you want or get stuck blocking, this is the move to throw out.

  • 42F total duration.
  • Forces guard gauge to start flashing (+80 GB) when both notes are blocked full screen. At 10+ blocked hits, their guard bar will flash.
    • If you score a knockdown with 50% meter, the ensuing combo from a blocked 214D on oki can be extremely high off of an unprorated mixup tool (j.S/2S).
    • If you want to force a burst, use this move on oki.

Public Service Announcement: This move is amazing. Please don't forget that some characters have answers to it. Don't use it as a crutch either: learn to neutral for real, then add this move in when and where it's a good idea.


Unlike regular note, the air version has faster startup than the ground one.

  • Fastest possible TK attack has startup of 16F, 36F total duration.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214D 18~19F 10×6~14 4×6~14 1,2×6~14
j.214D 16~21F 10×6~14 4×6~14 1,2×6~14

214D:

  • Deals 1 chip damage (per hit) on block
  • Burns 1.6% meter (per hit) when blocked with FD
  • After note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F

j.214D:

  • Fastest possible TK attack has startup of 16F, 44F total duration including prejump
  • 1F of jump before note is 49F total, 1F of super jump is 50F total including prejump
  • Deals 1 chip damage (per hit) on block
  • Burns 1.6% meter (per hit) when blocked with FD
  • After note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F

FB Sultry Performance

j.236D (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236D 20×5 All 9 18 23 6~9F Strike
j.236D > X 1

Can carry the opponent corner-to-corner and score knockdown since this gives back your air options. Can cancel FOR FREE by pressing a button at any time from frame 6-60, ensuring you get your combo, or take their burst.

  • Strike invincible on frames 6-9 which helps you AA jump-ins that I-No normally can't counterpoke.
  • Has an amazing hitbox, to the point where you might not even need the strike invul frames to beat things clean if you're able to start early enough.
  • Can hold on startup and cancel before letting it rip to reset air options without actually using the move, meaning you can do this as many times as you have meter for it!
    • Can be cancelled on the first frame if the move is held, meaning a frame perfect j.236D > X is the fastest possible cancel.
    • Cancelling has 1 frame of recovery, meaning the frame after pressing X is inactionable. You can still FD on this frame.
    • If you do this input too quickly, you can easily end up with another j.236X by accident. This is because the 236 motion is still remembered by the input parser. This can be avoided by:
      • Doing the input, waiting a moment, then pressing the buttons.
      • Inputting j.236D early during the hitstop of a move, so that the move only happens once the 236 motion is forgotten by the input parser.
      • Hold the buttons you pressed so that you don't activate another j.236X with a negative edge input (releasing the button).
  • Activating this move (even if you hold it) stops all air momentum, so you can:
    • TK FB Dive > confirm they stood there > Cancel > falling j.K or j.H (punish them for jumping, or for not jumping)
    • Airdash string > FB Dive > cancel > another airdash string (because we can)
    • On oki, 66956 dash into j.K, but then FB Dive > cancel > low (condition with 3/4/5 overheads, then sneak in lows)
    • Dash in mixup > j.D > dj.D > FB Dive > cancel > j.D > dj.D > etc (Your mixup should be as freaky as I-No's pillow dancing)
    • Commit less with your air movement and become safe where you shouldn't be.

The most important part of this move is that you can stop it at anytime with a button press. Stop on hit, or on block, or on whiff, FOR FREE.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.236D N/A Forced 80% 14×5 3×5 4
j.236D > X N/A

j.236D:

  • Can perform Stop from 2F onwards
  • I-No is in CH state during move
  • Restores jump options
  • Can only perform once per jump
  • Deals 2 chip damage (per hit) on block
  • Burns 2% meter (per hit) when blocked with FD
  • See note ※2

j.236D > X:

  • Restores jump options

Overdrives

Longing Desperation

632146H

Damage Guard Startup Active Recovery On-Block Invuln
46×3 All 7+2 20 10 +1 1~13F Strike

Frame 1 invul reversal overdrive, I-no's most reliable (and only one, really), as it starts fast, has good invincibility, is safe on block, and beats pretty much anything that doesn't low profile. You can combo into it easily, but you're generally better off going into Fortissimo if you want to spend your meter like that. You can combo out of it in the corner, or in some cases if you spend meter on 5K JI 632146K 6FRC6 follow ups.

Note: The hitbox on this attack does not reach all the way to the ground. It can be low profiled by moves like Grand Viper and Stroke the Big Tree.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×3 7×3 3
  • Dizzy modifier x0
  • Passes through other projectiles
  • Deals 5 chip damage (per hit) on block
  • Burns 3.2% meter (per hit) when blocked with FD

Ultimate Fortissimo

j.2363214S

Damage Guard Startup Active Recovery On-Block Invuln
50×3 All 7+0 9 Until landing +27 1~9F Strike

Contender for best Overdrive in the game. This super does a LOT of damage, and combos both ways willy nilly. If she combos off of a raw hit, expect to lose 50% of your lifebar. I-no will wreck your shit with this move.

  • Fortissimo hits the opponent 3 frames before they leave superflash, meaning they mostly can't input anything before the hit.
    • If your opponent wasn't already blocking or invul, they're getting hit.
    • If your opponent was even partially invul (like from 6P), they're probably trading or beating you clean.
  • With nearly half a second in frame advantage on block, I-no gets to go for another mixup if it's blocked and even if it's slashbacked due to the huge amount of hitstop.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×3 6×3 4
  • I-No is in CH state until landing
  • Dizzy modifier x0
  • Opponent is in superflash for first 3 active frames
  • Listed Frame Adv is for the fastest possible TK attack (startup 10F)
  • Deals 6 chip damage (per hit) on block
  • Burns 3.6% meter (per hit) when blocked with FD

Instant Kill

Last Will and Testament

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 7+8 3 32 -25 4~17F Strike

Very short range

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 1
  • IK Mode activation: 76F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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