< GGACR
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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. | A great mid-range poking tool with excellent recovery, is somewhat spammable, raises guard bar considerably, nullifies single hit projectiles, and launches on hit. In +R, the proration has been improved to forced 60% (from 50%), and recovery is now 1 frame (down from 6) making it a great confirmable mid-screen combo starter while also improving its frame advantage. This move has 0 frames of Hit-Stop. | ||
<b>Space Control Tips</b>: If you're close enough that the first active frames would connect, you're probably too close to poke with this unless you already have the initiative. 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). | <b>Space Control Tips</b>: If you're close enough that the first active frames would connect, you're probably too close to poke with this unless you already have the initiative (frame advantage or knockdown). Use this from far away to force the other player to go over or under it, then stuff that option with the appropriate normal (5H/2H if they go low, 6H or j.P if they IAD). You can also blow up less knowledgeable players by using 6P to attack through counter-poke attempts (reward for CH 5H is better though), and HCL extend can surprise players as well (on CH you can confirm meterlessly in the corner, or for 25% mid screen). | ||
<b>Oki Tips</b>: Sometimes you'll opt to f.S on oki instead of using a note due to the time you have to set up. If the last few frames connect, you'll have so much frame advantage that you can dash in for your mixup without 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 j.K > 2K > 6P > f.S, then trap them with 2H/5H). | |||
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Revision as of 21:39, 20 February 2017
I-No |
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Defense Modifier: x 1.06
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Overview
The face of Guilty Gear since XX, I-no is a sexually fanatic tease, who is only as attractive as she is both sadistic and batshit insane. She works for the series' main antagonist: That Man.
Pros/Strengths
- Virtually unblockable when close.
- Incredibly safe overdrives.
- Able to knockdown from near full-screen.
- Explosive burst damage potential using optimized/character specific combos.
- Versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown.
- Above average tension gain.
- third best backdash (invul) in the game.
Cons/Weaknesses
- Extremely high execution barrier for even the simplest of combos and her neutral game movement.
- Must apply multiple advanced techniques for B&B combos such as Jump Install, dash splitting (6 > FRC > 6), and utilizing multiple FRC points throughout her moveset.
- Somewhat average to low damage output midscreen without the use of tension.
- Overall weak defensive options. Limited uses for her normal moves outside of close to mid-range situations; cannot truly counter poke.
- Worst airthrow range in the game (though her hoverdash still enables her to tech-chase well enough).
- Her unique ground dash may bring up difficulties in escaping some situations in certain matchups.
- Below average health rating and guts.
- Limited useful pokes, weak at mid-range, has to guess a lot, anti-air is situational (5p, j.p, 6p, 6hs, VCL)
Guilty Bits: I-no
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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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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K Chemical Love 632146K air OK |
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S Chemical Love 632146S air OK |
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Respect |
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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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Overdrives
Ultimate Fortissimo j.2363214S |
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Longing Desperation 632146H |
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Instant Kill
Last Will and Testament in IK Mode: 236236H |
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- 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
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •