Overview
I-No is a bit tricky to use, but has great potential when mastered. Her biggest strengths are 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 makes 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 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, which means she also has explosive comeback potential.
However, I-no possesses weaknesses to offset her strong oki game. The biggest one is probably the complexity of 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. And 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, which discourages you from taking certain actions and can make you more predictable in a sense.
That said, landing a well placed counterhit in neutral, confirming the full combo, and succeeding on oki with an unproated normal can be enough to destroy the lower defense characters.
"You horny brat! Go back home and drink your daddy's milk." |
Lore: | 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. |
Voice: | Kikuko Inoue |
I-No I-No is a bit tricky to use, but has great potential when mastered. Her biggest strengths are her explosive damage and her difficult to block high/low mixups.
- Strong Mixup Tools:: Hoverdash for quick overheads, TK overhead options, j.D and all of its associated techniques.
- Safe on block overdrives that can typically be converted from on hit.
- Explosive burst damage using optimized character-specific combos.
- Superb aerial mobility thanks to double air dash and dives, including her force break which restores jump options.
- Versatile special moves such as HCL (projectile reaching 2/3 screen that negates 1 hit of other projectiles while passing through them and remaining active) and music note (projectile with vertical control that gains hits the longer it's on screen).
- Fourth longest total backdash invul in the game allows you to escape some situations other characters can't escape with their backdash.
- Above average tension gain
- Her unique ground-to-air "hoverdash" has 9 startup frames, which creates difficulties in escaping some situations, inhibits certain types of pressure and weakens her throw game.
- ★High execution barrier for advanced combos and her neutral game movement.
- Low Midscreen Damage without spending meter or scoring the right Counter Hit at midscreen.
- No meterless reversal, and her metered option (ground super) can be thrown when she's not protected from throws on wakeup.
- Difficult to use normals that are good at one or two specific jobs and have many other weaknesses baked in.
- Worst Air Throw Range in the Game.
- Below-average health rating and guts.
★Note: Due to her difficult execution, players
will drop things on occasion - no matter how much they practice. The kind of combos you'll drop will leave you in a more vulnerable position than most characters who can shrug it off and go back to playing neutral. Additionally, I-No's health, stun resistance, and guts are on the weaker side which means she can be brutally punished for execution errors.
I-No's dash makes her airborne starting on frame 4. The earliest she can act 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.
Players should be prepared to put in a substantial amount of effort to learn I-No's execution. Many players will struggle, potentially for a long period of time, but it is worth it in the end...
- I-No is difficult to learn neutral with due to her hoverdash. Players cannot microdash and FD Brake to close distance against zoning, or to pass under an opponent who is jumping in.
- Mid-screen, meterless "B&B" combos utilize 1~2 frame IAD links. +R does not have an attack input buffer like Xrd, so if you are coming from that game you will have to relearn those combos.
- Advanced techniques are required to use the string 5K > HCL > FRC airdash, such as Jump Install, dash splitting (6 > FRC > 6), and a 2 frame FRC window. Each one of these things can go wrong causing your conversion to fail.
- Combos are often character specific.
- I-No's Anti-air are situational and require more finesse than some characters: 5P, 6P, j.P, 5K, airthrow, 6H, and VCL are all used.
- Some jump-ins cannot be reliably counter-poked from the ground because their hurtboxes shrink in a way that I-No's ground normals cannot strike them.
- Moves that are typically used to counter poke carry risk and require precision. All of her moves are good, but they are very specialized.