< GGACR
SlashGordon (talk | contribs) No edit summary |
SlashGordon (talk | contribs) No edit summary |
||
Line 245: | Line 245: | ||
|name=5D | |name=5D | ||
|image=GGAC_Ino_5D.png | |image=GGAC_Ino_5D.png | ||
|caption= | |caption=People jokingly say "America" when 5D isn't blocked. The truth is, Americans get 29 frame overheads to work. ;D | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
Line 260: | Line 260: | ||
|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. | |||
}} | }} |
Revision as of 07:04, 21 February 2017
I-No |
---|
Defense Modifier: x 1.06
|
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 |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6H |
---|
5D |
---|
Dead Angle Attack |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.D |
---|
Throws
Ground Throw |
---|
Air Throw |
---|
Specials
Stroke the Big Tree 41236S/H |
---|
Antidepressant Scale 214P air OK |
---|
Sultry Performance j.236P/K/S/H |
---|
K Chemical Love 632146K air OK |
---|
S Chemical Love 632146S air OK |
---|
Respect |
---|
Force Breaks
FB Antidepressant Scale 214D air OK |
---|
FB Sultry Performance j.236D |
---|
Overdrives
Ultimate Fortissimo j.2363214S |
---|
Longing Desperation 632146H |
---|
Instant Kill
Last Will and Testament in IK Mode: 236236H |
---|
- 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 •