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{{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.
{{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.

Revision as of 18:52, 19 May 2019

I-No
GGAC I-No Portrait.png
Movement Options
1 Double Jump, 2 Air Dashes, Dash Type: Hover dash

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.

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.

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 unrproated normal can be enough to end the lower defense characters.

Strengths and Weaknesses


Strengths Weaknesses
  • 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)
  • 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.

Important Notes


Below is a list of things to know when picking up I-No Combo Execution:

  • Optimized meterless combos will utilize 2 frame IAD links at mid screen.
  • 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 "j.S > FFVCL" or "j.S > j.H" or directly into "FFVCL" 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.

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/YKdMBbMlojU

}}


Normal Moves

Click on the notation for a move above it's image to see the hitboxes for that move!

5P
GGAC Ino 5P.png
A flick of the wrist and you're dead, baby
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 4 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Ino 5P.png
A flick of the wrist and you're dead, baby
GGXXACPR Ino 5P-1-Hitbox.png
•Burns 5.5% meter when blocked with FD


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 very fast 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 amazing 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.

AA Tips: 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.

Ground Tips: 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 half screen) 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.

5K
GGAC Ino 5K.png
Kickin' your can all over the place
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 7 7 12 -7 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Ino 5K.png
Kickin' your can all over the place
GGXXACPR Ino 5K-1-Hitbox.pngGGXXACPR Ino 5K-2-Hitbox.png
Frames 7-9 • Frames 10-13
•Burns 7.5% meter when blocked with FD


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.

Poking Tips: 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 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. 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.

AA Tips: 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.

Fun Fact: 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.

c.S
GGAC Ino cS.png
You'll wish this move activated farther away.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 Mid 6 5 9 0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Ino cS.png
GGXXACPR Ino cS-1-Hitbox.pngGGXXACPR Ino cS-2-Hitbox.png
Frames 6-7 • Frames 8-10
•Burns 11% meter when blocked with FD


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).

Hitbox Tip: 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 can 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.

f.S
GGAC Ino fS.png
Control space, set up frame traps and CH opportunities!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 19 11 1 +5 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 60% 16 Launch 30 0
GGAC Ino fS.png
GGACR Ino fS Hitbox 1.pngGGACR Ino fS Hitbox 2.pngGGACR Ino fS Hitbox 3.pngGGACR Ino fS Hitbox 4.png
Frames 19-20 • Frames 21-23 • Frames 24-26 • Frames 27-29
•Untechable on CH for 80F
•Projectile
•Burns 10.5% meter when blocked with FD


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.

Space Control Tips: 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).

Oki Tips: 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.

5H
GGAC Ino 5H.png
High damage combo tool, rewarding on Counter-Hit
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
37 Mid 13 4 18 -3 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 11~18F Feet SJR 18 19 18 15
GGAC Ino 5H.png
GGXXACPR Ino 5H-1-Hitbox.pngGGXXACPR Ino 5H-2-Hitbox.png
Frames 13-14 • Frames 15-16
•Burns 11.75% meter when blocked with FD


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%).

Poking Tips: 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).

Combo Tips: 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.

6P
GGAC Ino 6P.png
Good combo tool and AA. Staple launcher.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 9 3 21 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 Forced 90% 1~4F Upper Body
5~11F Above Knees
SR 13 Down 14 13
GGAC Ino 6P.png
GGXXACPR Ino 6P-Hitbox.png
•Burns 9.5% meter when blocked with FD


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.

AA Tips:: 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.

Poking Tips: 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).

6H
GGAC Ino 6H.png
High risk, worthwhile reward
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 52 Mid 7 1(7)8 17 -6 4, 5 14, 20 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 R 16, 18 17, Launch 28 16, 18 14, 15
GGAC Ino 6H.png
Wavin' your banner all over the place
GGXXACPR Ino 6H-1-Hitbox.pngGGXXACPR Ino 6H-2-Hitbox.pngGGXXACPR Ino 6H-3-Hitbox.pngGGXXACPR Ino 6H-4-Hitbox.pngGGXXACPR Ino 6H-5-Hitbox.png
1st hit (Frame 7) • 2nd hit (Frames 15-16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•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


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.

Neutral and Pressure Tips: 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.

5D
GGAC Ino 5D.png
People jokingly say "America" when 5D isn't blocked. The truth is, Americans get 29 frame overheads to work. ;D
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 High 29 12 7 -5 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Ino 5D.png
GGACR Ino 5D Hitbox 1.pngGGACR Ino 5D Hitbox 2.pngGGACR Ino 5D Hitbox 3.png
First active • Mid travel • Maximum range
•Burns 6.25% meter when blocked with FD


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.

Neutral Tips: 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.

2P
GGAC Ino 2P.png
Blow him a kiss, and you're mad
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Ino 2P.png
Blow him a kiss, and you're mad
GGXXACPR Ino 2P-Hitbox.png
•Burns 5% meter when blocked with FD


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%

General Tips: 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.

2K
GGAC Ino 2K.png
Heavy prorate, but it's fast and low profiles
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15 Low 5 2 8 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 75% 5~8F Low Profile SR 9 10 10 11
GGAC Ino 2K.png
GGXXACPR Ino 2K-Hitbox.png
•Burns 6.25% meter when blocked with FD


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.

Defensive Tips: 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.

2S
GGAC Ino 2S.png
Unprorated combo starter with huge range
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Low 9 2 17 -5 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Ino 2S.png
Get Down, Make Love
GGXXACPR Ino 2S-Hitbox.png
•Burns 9.5% meter when blocked with FD


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.

Mixup Tips: 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.

2H
GGAC Ino 2H.png
Frame Advantage, low profiles, good hitbox. Fish for counter hits!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 Mid 11 2 11 +6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 11~15F Low Profile SR 18 19 18 15
GGAC Ino 2H.png
I'm gonna kneel down by your side and pray
GGXXACPR Ino 2H-Hitbox.png
•Burns 11.25% meter when blocked with FD


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.

Pressure Tips: 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.

Poking Tips: 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.

2D
GGAC Ino 2D.png
Knock 'em down. Become Unblockable.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Low 11 3 18 -7 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Ino 2D.png
Just surrender and it won't hurt at all
GGXXACPR Ino 2D-Hitbox.png
•Burns 9% meter when blocked with FD


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.

j.P
GGAC Ino jP.png
Good for smacking them out of the air.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 5 5 12 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Ino jP.png
GGXXACPR Ino jP-Hitbox.png
•Burns 7% meter when blocked with FD


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.

Pressure Tips: 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.

j.K
GGAC Ino jK.png
The 'S' & 'M' attraction we've got the pleasure chest
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 High/Air 5 12 27 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SR 11 12 12 12
GGAC Ino jK.png
GGXXACPR Ino jK-1-Hitbox.pngGGXXACPR Ino jK-2-Hitbox.png
Frames 5-7 • Frames 8-16
•Burns 5.75% meter when blocked with FD


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.

j.S
GGAC Ino jS.png
Overhead with no prorate and general combo fodder
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23 High/Air 8 6 23 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Ino jS.png
GGXXACPR Ino jS-1-Hitbox.pngGGXXACPR Ino jS-2-Hitbox.png
Frames 8-10 • Frames 11-13
•Burns 8.25% meter when blocked with FD


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.

Neutral Tips: 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.

j.H
GGAC Ino jH.png
Guitar to the face.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 12 6 61 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 21 13
GGAC Ino jH.png
Don't Lose Your Head
GGXXACPR Ino jH-1-Hitbox.pngGGXXACPR Ino jH-2-Hitbox.png
Frames 12-14 • Frames 15-17
•Blows back opponent on air hit
•I-No is in CH state during move
•Burns 10.5% meter when blocked with FD


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. 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, and easily confirmable into dive loop in corner.

Combo Tips: 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.

Poking Tip: 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.

j.D
GGAC Ino jD.png
Dynamite without the laser beam
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 16 5 20+8 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SJR 13 Launch 18 13
GGAC Ino jD.png
GGXXACPR Ino jD-Hitbox.png
•Burns 12.5% meter when blocked with FD


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.
  • Jump cancelable
  • Can chain from all of I-No's other air normals.
  • 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 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).

This move has all of the tools. ALL OF THE TOOLS. Use it, and use it often. Makes her mixup frustrating and borderline unblockable.


Universal Mechanics

Ground Throw
GGAC Ino throw.png
Tie your mother down!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 45 pixels 6,7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 40% F Down 55~56F
GGAC Ino throw.png
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.

Air Throw
GGAC Ino airThrow.png
Is it a dropped combo, or a reset?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 80 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60 + WBounce
GGAC Ino airThrow.png
I'll take you to the seven seas of Rhye!
•Sends opponent on opposite side of throw direction


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.

General Tips: 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. 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 guarantee dizzy off of one CH into a combo into a reset.

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.

Dead Angle Attack
GGAC Ino 6P.png
Don't forget this move exists just because we have good supers.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 11 3 25 -14 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~13F All
14~33F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Ino 6P.png
I need no sympathy
GGXXACPR Ino 6P-Hitbox.png


Decent DAA. Wall bounces, grounds on hit. Prorate 50%.


Specials

Stroke the Big Tree
41236S/H
GGAC Ino 41236S.png
Goes under pretty much everything
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


41236S
S Stroke the Big Tree
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Low 20 2 17 0 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/7.20 80% 3~21F Low Profile
6~15F Throw
R 18 Stagger 38 28 15
GGAC Ino 41236S.png
Little low
GGACR Ino 41236S Hitbox 1.pngGGACR Ino 41236S Hitbox 2.png
Low profile • Hit
•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

Stroke the Big Tree move is a great attack in which proper use can set up great pressure and mixups. During the middle of the move, I-no’s hurtbox is low profiled frames 3-19 and has throw invincibility frames 6-15. Stagger on regular hit which can confirm for damage if you have meter, 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 against a crouching opponent since you can combo this from 5H/2H, 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.

H


41236H
H Stroke the Big Tree
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Low 28 2 16 +1 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/7.20 90% 5~29F Low Profile
11~23F Throw
JRF 18 Launch 28 15 13~15F, 26~28F
GGAC Ino 41236S.pngGGAC Ino 41236S2.png
Little low
GGACR Ino 41236S Hitbox 1.pngGGACR Ino 41236S Hitbox 2.png
Low profile • Hit
•I-No is in crouching state during the move
•Deals 5 chip damage on block
•Burns 3.2% meter when blocked with FD

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%. Jump cancelable on hit or block, so you get big damage or more mixup opportunities.

Antidepressant Scale
214P air OK
GGAC Ino 214P.png
Make them block, then mix them up.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air


214P
Antidepressant Scale
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×1~5 All 19 Total 50 -11 1, 2×0~4 0 8, 7×0~4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20×1~5 F 9 10 10 11, 6×1~4 22~23F
GGAC Ino 214P.png
GGACR Ino 214P Hitbox 1.pngGGACR Ino 214P Hitbox 2.png
Traveling • Very big after few hits
•Deals 1 chip damage (per hit) on block
•Burns 1.6% meter (per hit) when blocked with FD
•See note ※1

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.

Air


j.214P
Air Antidepressant Scale
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×1~5 All 13 Until landing+6 1, 2×0~4 0 8, 7×0~4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20×1~5 F 9 10 10 11, 6×1~4 16~21F
GGAC Ino 214P.png
GGACR Ino 214P Hitbox 1.pngGGACR Ino 214P Hitbox 2.png
•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

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.

Zoning tips: 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.

Sultry Performance
j.236P/K/S/H
GGAC Ino j236S.png
Starts combos, fills combos, ends combos.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


j.236P
P Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 13 Until landing 16 after landing +1 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 R 13 14 30 13
GGAC Ino j236P.png
GGACR Ino j236P Hitbox 1.pngGGACR Ino j236P Hitbox 2.pngGGACR Ino j236P Hitbox 3.png
P: Frame 13 • P: Frame 14 (+3N) • P: Frames 15-16 (+3N)
•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

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.

K


j.236K
K Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 High/Air 13 Until landing 12 after landing +1 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 R 13 Down 30 13
GGAC Ino j236S.png
GGACR Ino j236K Hitbox.png
K/S
•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

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).

S


j.236S
S Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 13 Until landing 14 after landing -1 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 80% R 13 Launch 28 13
GGAC Ino j236S.png
GGACR Ino j236K Hitbox.png
•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

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.

Mixup Tips: 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).

H


j.236H
H Sultry Performance
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×3 All 10 32 Until landing+10 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×3 RF 13 Launch 32 6 42~45F
GGAC Ino j236H.png
Gotta leave you all behind
GGACR Ino j236H Hitbox.png
H
•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

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.

Neutral Tips: This does have a use in some matchups such as vs Axl and vs Pot:

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.

Horizontal Chemical Love
632146K air OK
GGAC Ino 632146K.png
Dynamite Laser Beam
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground

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.

HCL & VCL Extend: 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.

Pressure/Neutral: 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.

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.

Air


j.632146K
Air K Chemical Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 11 11 22+8 after landing 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 F 18 Launch 20 15 16~17F
GGAC Ino 632146K.png
GGACR Ino 632146K Hitbox 1.pngGGACR Ino 632146K Hitbox 2.png
•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

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.

Vertical Chemical Love
632146S air OK
GGAC Ino 632146S.png
Spread on Time
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


632146S
S Chemical Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 11 11 11+13 after landing -8 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 F 13 Launch 30 13 16~17F
GGAC Ino 632146S.png
Guaranteed to blow your mind.
GGACR Ino 632146S Hitbox.png
Initial hitbox. Max range is similar to HCL
•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

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.

Reversal VCL: 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.

VCL Extend: 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.

Air


j.632146S
Air S Chemical Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 11 11 20+13 after landing 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 F 13 Launch 30 13 16~17F
GGAC Ino 632146S.png
GGACR Ino 632146S Hitbox.png
•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

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.

Respect
GGAC Ino Respect.png
AS THE HAT I DECIDED YOU'RE SOMEONE I DON'T DISLIKE
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Respect
Respect
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
2 All 174 3 32 -25 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 9 10 10 11
GGAC Ino Respect.png
Because I'm easy come, easy go
GGXXACPR Ino R-Hitbox.png
•Can be canceled into anything except blocking or movement from 18F onwards


If you ever dizzy someone and don't go for the IK, start your punish with this move.

Dash I-No's special movement option
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
66
Hover Dash
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Ino 66.png
Little high
GGACR Ino 66 Hitbox.png
•Airborne on 4F
•Fastest possible landing is 20F


  • 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.


Force Breaks

FB Antidepressant Scale
214D air OK
GGAC Ino 214D.png
Cranks guard bar, extremely difficult to avoid.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


214D
FB Antidepressant Scale
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×6~14 All 15 Total 42 +10 1,2×6~14 10×6~14 4×6~14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/0.24×6~14 F 9 10 10 11, 6×1~13 18~19F
GGAC Ino 214D.png
GGACR Ino 214P Hitbox 1.pngGGACR Ino 214P Hitbox 2.png
Now two of them • See caption on normal version
•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

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.

Forces guard gauge to start flashing (+80 GB) when both notes are blocked full screen.

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.

Air


j.214D
FB Air Antidepressant Scale
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×6~14 All 13 Until landing+6 +9 1,2×6~14 10×6~14 4×6~14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/0.24×6~14 F 9 10 10 11, 6×1~13 16~21F
GGAC Ino 214D.png
GGACR Ino 214P Hitbox 1.pngGGACR Ino 214P Hitbox 2.png
•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

Unlike regular note, this one is starts faster on the ground. Fastest possible TK attack has startup of 16F, 36F total duration.

FB Sultry Performance
j.236D
GGAC Ino j236D.png
Look up to the skies and see
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236D
FB Sultry Performance
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×5 All 9 18 23 4 14×5 3×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 80% 6~9F Strike R 16 Launch 60 7
GGAC Ino j236D.png
Look up to the skies and see.
GGACR Ino j236D Hitbox 1.pngGGACR Ino j236D Hitbox 2.pngGGACR Ino j236D Hitbox 3.png
• • Changes every 2 frames
•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


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 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. 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:

  • 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)
  • 66956 airdash j.K > 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

Can't stop this move. Won't stop. This train ain't got no brakes!

Stop
FB Sultry -> P/K/S/H

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!


Overdrives

Ultimate Fortissimo
j.2363214S
GGAC Ino j2363214S.png
I AM THE HAT! I AM THE BEST CHARACTER IN THIS GAME!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2363214S
Ultimate Fortissimo
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50×3 All 7+0 9 Until landing +27 4 14×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F Strike 16 Launch 28 16 14
GGAC Ino j2363214S.pngGGAC Ino j2363214S2.png
No escape from reality
GGACR Ino j2363214S Hitbox 1.pngGGACR Ino j2363214S Hitbox 2.png
First active • Max range
•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


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.

Longing Desperation
632146H
GGAC Ino 632146H.png
I want to break free!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Longing Desperation
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46×3 All 7+2 20 10 +1 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~13F Strike 13 Launch 120 6
GGAC Ino 632146H.png
I want to break free!
GGACR Ino 632146H Hitbox 1.pngGGACR Ino 632146H Hitbox 2.pngGGACR Ino 632146H Hitbox 3.png
First active • Mid travel • Max range
•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


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.

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.


Instant Kill

Last Will and Testament
in IK Mode: 236236H
GGAC Ino IK1.png
Dance with the devil in beat with the band, to hell with all of you hand in hand
GGAC Ino IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

SHOW'S OVER


Navigation

To edit frame data, edit values in GGACR/I-No/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.