GGACR/I-No: Difference between revisions

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|name=5D
|name=5D
|image=GGAC_Ino_5D.png
|image=GGAC_Ino_5D.png
|caption=At least it kind of looks like a low?  Maybe it'll work once?
|caption=People jokingly say "America" when 5D isn't blocked. The truth is, Americans get 29 frame overheads to work. ;D
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  {{AttackData-GGACR
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  |frameAdv=-5
  |frameAdv=-5
  |description=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. As I-no has a myriad of better overhead options, it's best leave this move to the grave and forget that it even existed...RIP 5D; you will be missed.
  |description=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. As I-no has a myriad of better overhead options, it's best leave this move to the grave and forget that it even existed...RIP 5D; you will be missed.
<b>Neutral Tips:</b> It's worth using this as a zoning tool rather than trying to mix up your opponent with it, since it's active for a surprising duration and the hitbox is pretty wide, but use it sparingly. Use it when it's "safe" to do so, just to give your opponent one more thing to watch for, which 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 after conditioning for distance with f.S and empty dash into 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), and I-No extends her hurtbox forward slightly on startup, so the "safe" range really is from far away where you'd think no one would ever get hit. When they think they can dash under max range HCL to punish you, that's when this works.


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Revision as of 07:04, 21 February 2017

I-No
GGAC I-No Portrait.png

Defense Modifier: x 1.06
Guts Rating: 1
Stun Resistance: 55
Prejump:
Backdash Time: 16
Backdash Invincibility: 11
Wakeup (Face Up/Down): /

Movement Options
1 Double Jump, 2 Air Dashes, Dash Type: Hover dash
  

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
GGAC Ino 5P.png
A flick of the wrist and you're dead baby
12 HLF 4 4 6 0 -
5K
GGAC Ino 5K.png
Kickin' your can all over the place
20 HLF 7 7 12 -7 -
c.S
GGAC Ino cS.png
Great if it activated farther out.
34 HLF 6 5 9 0 -
f.S
GGAC Ino fS.png
Control space, set up frame traps and CH opportunities!
32 All 19 11 1 +5 -
5H
GGAC Ino 5H.png
High damage combo tool, rewarding on Counter-Hit
37 HLF 13 4 18 -3 -
6P
GGAC Ino 6P.png
Good combo tool and AA. Staple launcher.
28 HLF 9 3 21 -10 -
6H
GGAC Ino 6H.png
High risk, worthwhile reward
20, 52 HLF 7 1(7)8 17 -6 -
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
15 HF 29 12 7 -5 -
Dead Angle Attack
GGAC Ino 6P.png
Don't forget this move exists just because we have good supers.
25 All 11 3 25 -14 -
2P
GGAC Ino 2P.png
Blow him a kiss, and you're mad
10 HLF 5 2 6 +2 -
2K
GGAC Ino 2K.png
For the few times you're actually on the ground.
15 LF 5 2 8 +0 -
2S
GGAC Ino 2S.png
Great low. No proration. Excellent combo starter.
28 LF 9 2 17 -5 -
2H
GGAC Ino 2H.png
Frame Advantage and a hitbox that isn't terrible. Fish for counter hits!
35 HLF 11 2 11 +6 -
2D
GGAC Ino 2D.png
Knock 'em down. Become Unblockable.
26 L 11 3 18 -7 -
j.P
GGAC Ino jP.png
Good for smacking them out of the air.
18 HA 5 5 12 - -
j.K
GGAC Ino jK.png
The 'S' & 'M' attraction we've got the pleasure chest
13 HA 5 12 27 - -
j.S
GGAC Ino jS.png
All purpose aerial.
23 HA 8 6 23 - -
j.H
GGAC Ino jH.png
Guitar to the face.
32 HA 12 6 61 - -
j.D
GGAC Ino jD.png
Spread if you like mixups.
40 HA 16 5 20+8 after landing - -


Throws

Ground Throw
GGAC Ino throw.png
Tie your mother down!
60 45 pixels - - - - -
Air Throw
GGAC Ino airThrow.png
The bane of techs and jump outs.
60 80 pixels - - - - -


Specials

Stroke the Big Tree
41236S/H
GGAC Ino 41236S.png
Goes under pretty much everything
40 LF 20 2 17 0 - 40 LF 28 2 16 +1 -
Antidepressant Scale
214P air OK
GGAC Ino 214P.png
Free Oki all day.
12x1~5 All 19 - Total: 50 -11 - 12x1~5 All 13 - 6 after landing - -
Sultry Performance
j.236P/K/S/H
GGAC Ino j236S.png
30 HF 13 until landing 16 after lnding +1 - 35 HF 13 until landing 12 after lnding +1 - 40 HF 13 until landing 14 after lnding -1 - 25x3 All 10 32 10 after landing - -
K Chemical Love
632146K air OK
GGAC Ino 632146K.png
Dynamite Laser Beam
45 All 11 11 12+8 after landing +3 - 45 All 11 11 8 after landing - -
S Chemical Love
632146S air OK
GGAC Ino 632146S.png
Spread on Time
45 All 11 11 11+13 after landing -8 - 45 All 11 11 Landing+13 - -
Respect
GGAC Ino Respect.png
AS THE HAT I DECIDED YOU'RE SOMEONE I DON'T DISLIKE
2 All 174 3 32 -25 -


Force Breaks

FB Antidepressant Scale
214D air OK
GGAC Ino 214D.png
Cranks guard bar, controls ENTIRE screen
12x6~14 All 15 - - +10 - 12x6~14 All 13 - 6 after landing +9 -
FB Sultry Performance
j.236D
GGAC Ino j236D.png
Look up to the skies and see
20x5 All 9 17 23 - - - - - - Total: 1 - -


Overdrives

Ultimate Fortissimo
j.2363214S
GGAC Ino j2363214S.png
I AM THE HAT! I AM THE BEST CHARACTER IN THIS GAME!
50x3 All 7+0 9 until landing +27 -
Longing Desperation
632146H
GGAC Ino 632146H.png
I want to break free!
46x3 All 7+2 20 10 +1 -


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
Fatal All 7+8 3 32 -25 -