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==[[Dustloop_Wiki:Roadmap/GGACR#Ino|Roadmap]]== | |||
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==Navigation== | ==Navigation== | ||
{{#lsth:GGACR/I-No/Data|Links}} | {{#lsth:GGACR/I-No/Data|Links}} |
Revision as of 16:02, 14 November 2019
I-No |
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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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.
Warning/Disclaimer
If I-No sounds like your type of character, make sure you know what you're getting yourself into. Her execution requirements are a huge struggle, but it's so worth it when everything comes together.
- Optimized meterless combos will utilize 2 frame IAD links at mid screen. If your opponent is further away when you land your hit, it might be a 1f link, or it might not even work.
- 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.
She is also very difficult to learn neutral with:
- Anti-air is pretty situational (5p, 6p, j.P, 5K, airthrow, 6H, VCL) and some jump-ins flat out cannot be counter-poked when your opponent spaces them properly. Compare this to characters like Ky who can use either 6P or 2H for all situations.
- 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 long recovery time
- 5K long active time (CH state) with the hitbox mostly inside the hurtbox, and extended hurtbox during recovery frames.
- j.H long recovery completely in CH state w/ extended hurtbox on startup
- Extended hurtbox on 2H & 2D startup
- Long startup on STBT that can be stuffed with low pokes.
- I-No's air backdash extends her hurtbox forward.
- I-No's ground-to-air dash makes her hurtbox much larger than normal.
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.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/YKdMBbMlojU
}} |
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. The combination of the very fast startup, lack of extended hurtboxes during 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.
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5K |
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Her staple move for comboing into Horizontal Chemical Love(HCL) when 5H isn't possible. Necessary for many combos and gatlings to most normals.
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c.S |
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Combo tool and block string poke that can lead to a high/low mixup using jump cancel to overhead (TK dive, j.D, etc), or gatling to low (2S, 2D, STBT).
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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.
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5H |
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Solid combo tool, works when you need a lvl 5 move.
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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.
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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. 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 good startup and a disjointed AA hitbox.
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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.
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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.
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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 cancels 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.
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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 due to bursts having more active time than this has low profile time.
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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.
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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.
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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.
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j.H |
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Hits at almost an 180 degree curve in front of her. This move is difficult to challenge when spaced correctly.
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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. Excellent hitbox. One of I-No's best moves.
This move has all of the tools. ALL OF THE TOOLS. |
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.
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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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Weak opponents are crushed by repeated hoverdash into... stuff. Due to the startup on the dash, an opponent on defense can simply stand there and jab I-No out of whatever she's doing. Dashing forward with this character is a risk, but the ability to dodge lows while moving forward has it's perks, along with the ability to do 14 frame overheads. Just remember that where everyone else can dash break or attack in a few frames and not have to commit to moving forward, you'll need to buy I-No a wedding ring every time you make her hover dash. |
Force Breaks
FB Antidepressant Scale 214D air OK |
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FB Sultry Performance j.236D |
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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.
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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.
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Overdrives
Ultimate Fortissimo j.2363214S |
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Contender for best Overdrive in the game. This super does a LOT of damage, and combos both ways willy nilly. 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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Roadmap
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
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •