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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 |
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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
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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 | |
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{{#evt: service=youtube |
id=https://youtu.be/YKdMBbMlojU
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Normal Moves
Click on the notation for a move above it's image to see the hitboxes for that move!
5P |
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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 |
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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 |
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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 |
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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 |
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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 |
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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.
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 |
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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 |
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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 |
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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).
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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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).
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
Air Throw |
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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 |
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Decent DAA. Wall bounces, grounds on hit. Prorate 50%. |
Specials
Stroke the Big Tree 41236S/H |
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Antidepressant Scale 214P air OK |
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Sultry Performance j.236P/K/S/H |
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Horizontal Chemical Love 632146K air OK |
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Vertical Chemical Love 632146S air OK |
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Respect |
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If you ever dizzy someone and don't go for the IK, start your punish with this move. |
Dash |
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Force Breaks
FB Antidepressant Scale 214D air OK |
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FB Sultry Performance j.236D |
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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:
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 |
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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 |
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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 |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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