< GGACR
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One of I-no's few 'pokes', fairly fast and mid-range. Her staple move for comboing into Horizontal Chemical Love(HCL) when 5H isn't possible. Necessary for many combos and gatlings to most moves. Great 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 also the standard punish after an opponent bursts badly. | One of I-no's few 'pokes', fairly fast and mid-range. Her staple move for comboing into Horizontal Chemical Love(HCL) when 5H isn't possible. Necessary for many combos and gatlings to most moves. Great 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 also the standard punish after an opponent bursts badly. | ||
<b>Poking | <b>Poking Tips:</b> This is probably better used to whiff punish than to try to stuff something, as the long active and recovery frames with I-No's leg outstretched can allow you to be whiff punished quite easily. I-No lifts her leg off the ground which changes her stance and could potentially dodge lows at the right range, but her leg will poke over the opponent and not really get you anything. This move can actually dodge Slidehead during it's first frame (the window could be wider but feels tight), so it may have a small amount of airborne time. | ||
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|recovery=9 | |recovery=9 | ||
|frameAdv=0 | |frameAdv=0 | ||
|description=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", | |description=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. | ||
<b>Hitbox Tip:</b> This reaches much 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 <i>can</i> 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. | |||
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{{MoveData | {{MoveData | ||
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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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|name=5H | |name=5H | ||
|image=GGAC_Ino_5H.png | |image=GGAC_Ino_5H.png | ||
|caption= | |caption=High damage combo tool, rewarding on Counter-Hit | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|recovery=18 | |recovery=18 | ||
|frameAdv=-3 | |frameAdv=-3 | ||
|description= | |description=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 push them into the corner for no meter (where the rest of the combo can result in ~40% damage). | ||
<b>Poking Tips:</b> 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, so sometimes you'll want poke with 2H instead. | |||
<b>Combo Tips:</b> 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) | |||
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{{MoveData | {{MoveData | ||
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|name=6H | |name=6H | ||
|image=GGAC_Ino_6H.png | |image=GGAC_Ino_6H.png | ||
|caption= | |caption=High risk, worthwhile reward | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-6 | |frameAdv=-6 | ||
|description= | |description= | ||
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 past the back of her head. Most | 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. | ||
<b>Neutral and Pressure Tips:</b> 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. | |||
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{{MoveData | {{MoveData | ||
|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 | ||
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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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|recovery=6 | |recovery=6 | ||
|frameAdv=+2 | |frameAdv=+2 | ||
|description=Quick mid with good frame adv. Can use to mash (abare) between gaps in pressure and confirm to combo. Prorate 80%. Gatlings to 2H with a 1-frame gap, so it | |description=Quick mid with good frame adv. Can use to mash (abare) between gaps in pressure and confirm to combo. Prorate 80%. Gatlings to 2H with a 1-frame gap, so use it to frame trap players who like to mash after conditioning them with tick-throws. Also good to go into 2S to catch players jumping out when they expect the tick-throw. | ||
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{{MoveData | {{MoveData | ||
|name=2K | |name=2K | ||
|image=GGAC_Ino_2K.png | |image=GGAC_Ino_2K.png | ||
|caption= | |caption=Heavy prorate, but it's fast and low profiles | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|recovery=8 | |recovery=8 | ||
|frameAdv=+0 | |frameAdv=+0 | ||
|description=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 jump ins | |description=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. | ||
<b>Defensive Tips:</b> 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. | |||
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{{MoveData | {{MoveData | ||
|name=2S | |name=2S | ||
|image=GGAC_Ino_2S.png | |image=GGAC_Ino_2S.png | ||
|caption= | |caption=Unprorated combo starter with huge range | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|description= | |description= | ||
2S is a great low poking tool which moves I-no's body slightly forward. 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 | 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. | ||
<b>Mixup Tips:</b> 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). 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. | |||
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{{MoveData | {{MoveData |
Revision as of 07:51, 21 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 •