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| |version=Followup |subtitle=214S |damage=25 |tension=0 / 120 |risc=8 |prorate= |level=0 |guard=All | | |version=Followup |subtitle=214S |damage=25 |tension=0 / 120 |risc=8 |prorate= |level=0 |guard=All |
| |cancel= |roman=YRP |startup=13 |active= |recovery=9 After Landing |frameAdv= |inv= | | |cancel= |roman=YRP |startup=13 |active= |recovery=9 After Landing |frameAdv= |inv= |
| |description=Reaches about 2/3 distance across the screen when the camera isn't fully backed out. Range seems worse than AC/+R, but with the simpler motion it's understandable. The hitbox takes longer to come out starting around max f.S range which can cause some combos to drop (you'll lose the knockdown from HCL). More untech time, so it's useable in some combos in the corner. Also pretty good when YRCd during neutral. The derivative follow up can only be used on hit/block. Knocking down with derivative gives less advantage time for oki than dive knockdown, so take care to use it when you have at least 25% so you can dash in and VCL YRC or use Note YRC for oki, or when it'll kill, or when there's no alternative that gives knockdown. Now it's airborne on frame 2 and the vertical hitbox on I-No's body was nerfed to pre +R status so it'll whiff on crouching opponents. Follow-up can be done with both ground and air versions. I-No's hurtbox also no longer allows her to dodge lows. | | |description=I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves you in a counterhit state on recovery, making it very dangerous if the opponent crouches it. Range seems worse than AC/+R, but with the simpler motion it's understandable. The hitbox takes longer to come out starting around max f.S range which can cause some combos to drop (you'll lose the knockdown from HCL). More untech time, so it's useable in some combos in the corner. Also pretty good when YRCd during neutral. The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than dive knockdown, so take care to use it when you have at least 25% so you can dash in and VCL YRC or use Note YRC for oki, or when it'll kill, or when there's no alternative that gives knockdown. Airborne on frame 2. I-No's hurtbox also no longer allows her to dodge lows. |
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I-No
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Defense Modifier: x1.06
Guts Rating: 1
Weight: Light
Stun Resistance: 55
Prejump:
Backdash Time 16F / Invul: 1-8F
Wakeup (Face Up/Down): 24F / 20F
- Movement Options
- Double Jump
- 1 Airdash
- Ground Hoverdash (Dashing puts I-No in the air)
- Hoverdash -> Airdash (6696)
- Hoverdash -> Vertical dash (663)
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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 overall has some great potential when mastered. Her biggest strength is her mixup ability. Rather than the standard ground dash, she possesses a unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial moves without needing to jump. This allows her to create relentless, painfully difficult to block pressure using her quick rising overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts on wakeup, which combined with the natural safe-jumps provided by her hoverdash, allows her to freely rush in and start a mixup. This grants I-no some of the safest and most dangerous okizeme in the game, and with her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.
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. Combined with overall mediocre normals, and she can really struggle to get in against certain characters, or can be overwhelmed versus characters with far better normals up close. I-no is also one of the most meter hungry characters in the game; while her tension gain is above average, she's constantly spending meter on YRCs to help her get in and stay in. This means characters that are great at denying meter by forcing her to spend it on defensive options such as FD and reversal supers can also be problematic.
Strengths/Weaknesses
Strengths |
Weaknesses
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- Powerful high/low mix-up options with her unique hover dash
- Powerful high/low mix-up and cross-up options with the j.D FDC technique
- Oppressive okizeme tools with the Note projectile and YRC'd Vertical Chemical Love
- Excellent overdrives - A reversal Super that's safe on block and a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked
- High mid-screen and corner damage without having the need to spend meter
- High air-throw range and has an anti-air command throw
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- Below-average defense
- Limited uses for her normal moves outside of close to mid-range situations; cannot truly counter poke
- Her unique ground dash may bring up difficulties in escaping some situations in certain matchups
- Situational anti air (5p, j.p, 6p, 6hs, VCL; depending on context)
- Reversal Super goes active 2 frames after the flash so it is easy to bait and possible to punish on reaction
- Has to make precise reads to use her tools effectively
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This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)
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Normal Moves
5P
5P
A flick of the wrist and you're dead baby
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5K
5K
Kickin' your can all over the place
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c.S
f.S
f.S
Hitbox is much smaller than the graphic
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5H
2P
2P
Blow him a kiss and you're mad
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2K
2S
2H
2H
She really should treat her guitar better
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j.P
j.P
Air to air with range and speed
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j.K
j.K
How does she hold it without a strap? Magnets.
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13
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High / Air
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5
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12
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18
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-
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-
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j.S
j.S
Starter that leads to damage
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j.H
j.H
Pete Townshend's favorite attack.
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35
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High / Air
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12
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6
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Until Landing
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-
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-
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j.D
j.D
Spread on Time
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40
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High / Air
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16
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5
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20 / 9 After Landing
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-
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-
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6P
6P
Disrespect people's pokes and jump-ins with this
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6S
6H
6H
High risk low reward at neutral, but rocks as a throw OS
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20,45
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Mid
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5
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4(12)8
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17
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-
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-
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2D
2D
Knock em down, run it homie
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5D
5D
She'll make a super sonic man outta you!
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Universal Mechanics
Ground Throw
Ground Throw
Tie your mother down
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0,60
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Ground Throw: 78750
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1
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-
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-
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Air Throw
Air Throw
It has range again! RANGE THAT TIES POTEMKIN'S AIR THROW
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0,60
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Air Throw: 201250
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1
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-
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-
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Dead Angle Attack
Dead Angle Attack
Don't ****ING touch me!
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Blitz Shield Charge Attack
Blitz Attack
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50
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Mid
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(15-48)+13
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3
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Hit: 11 Whiff: 20
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-
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-
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50
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Mid
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50+13
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3
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Hit: 11 Whiff: 20
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-
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-
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Special Moves
Antidepressant Scale
Antidepressant Scale 214P (air OK)
Do a mixup then a combo ending in knockdown and shoot a note, rinse and repeat
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12×n
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All
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18
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Until Corner
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Total 50
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-
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-
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12×n
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All
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15
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Until Corner
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Until Landing
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-
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-
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Stroke the Big Tree
Stroke the Big Tree 41236S/H
A dig in the ribs...
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40
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Low
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20
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2
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17
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-
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-
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40
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Low
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28
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2
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14
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-
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-
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Sultry Performance
Sultry Performance j.236P/K/S/H
... and then a kick in the head!
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30
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High / Air
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14[67]
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Until Landing
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15
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-
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-
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30
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High / Air
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13[66]
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Until Landing
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12
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-
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-
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30
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High / Air
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13[66]
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Until Landing
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14
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-
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-
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20×3 or 5
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All
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10[63]
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32(3 Hit)
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10 After Landing
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-
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-
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Chemical Love
Chemical Love 214K (air OK)~214S (Derivative follow-up)
Dynamite with a laser beam Follow-Up.
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35
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All
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11
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10
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13+8 After Landing
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-
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-
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35
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All
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11
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10
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12 After Landing
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-
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-
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25
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All
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13
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9 After Landing
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-
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-
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Chemical Love (Vertical)
Chemical Love (Vertical) 214S (air OK)
Guaranteed to blow your mind
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40
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All
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11
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11
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11+9 After Landing
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-
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-
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40
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All
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11
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11
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8 After Landing
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-
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-
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Disinfection Method
Sterilization Method 214H (air OK)
Let me squeeze you till you've dried
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0,60
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Air Throw: 227500
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18
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4
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Total 44+8 After Landing
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-
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-
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0,60
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Air Throw: 227500
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6
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6
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8 After Landing
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-
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-
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Overdrives
Longing Desperation 632146H
I want to break free!
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Ultimate Fortissimo j.2363214S
Screaming Orgasm. Hope you were already blocking.
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