GGXRD-R2/I-No: Difference between revisions

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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.
  }}
  }}
}}
}}

Revision as of 10:43, 31 May 2018

I-No
GGXRD-R I-No Portrait.png
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)
  

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
  • 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
  • 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


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
GGXRD Ino 5P.png
A flick of the wrist and you're dead baby
12 Mid 4 4 6 - -
5K
5K
GGXRD Ino 5K.png
Kickin' your can all over the place
20 Mid 7 7 12 - -
c.S
c.S
GGXRD Ino c.S.png
Great combo tool
34 Mid 6 2 12 - -
f.S
f.S
GGXRD Ino f.S.png
Hitbox is much smaller than the graphic
28 Mid 13 8 15 - -
5H
5H
GGXRD Ino 5H.png
Do damage with this
38 Mid 13 4 18 - -
2P
2P
GGXRD Ino 2P.png
Blow him a kiss and you're mad
10 Mid 5 2 5 - -
2K
2K
GGXRD Ino 2K.png
Low combo starter
15 Low 5 2 8 - -
2S
2S
GGXRD Ino 2S.png
Long range poke
28 Mid 9 2 17 - -
2H
2H
GGXRD Ino 2H.png
She really should treat her guitar better
35 Mid 11 2 11 - -
j.P
j.P
GGXRD Ino j.P.png
Air to air with range and speed
18 High / Air 5 5 12 - -
j.K
j.K
GGXRD Ino j.K.png
How does she hold it without a strap? Magnets.
13 High / Air 5 12 18 - -
j.S
j.S
GGXRD Ino j.S.png
Starter that leads to damage
23 High / Air 8 6 23 - -
j.H
j.H
GGXRD Ino j.H.png
Pete Townshend's favorite attack.
35 High / Air 12 6 Until Landing - -
j.D
j.D
GGXRD Ino j.D.png
Spread on Time
40 High / Air 16 5 20 / 9 After Landing - -
6P
6P
GGXRD Ino 6P.png
Disrespect people's pokes and jump-ins with this
32 Mid 9 3 21 - -
6S
6S
GGXRD-R2 Ino 6S.png
30 Mid 13 8 20 - -
6H
6H
GGXRD Ino 6H.png
High risk low reward at neutral, but rocks as a throw OS
20,45 Mid 5 4(12)8 17 - -
2D
2D
GGXRD Ino 2D.png
Knock em down, run it homie
26 Low 11 3 18 - -
5D
5D
GGXRD Ino 5D.png
She'll make a super sonic man outta you!
25 High 26 12 9 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ino GroundThrow.png
Tie your mother down
0,60 Ground Throw: 78750 1 - -
Air Throw
Air Throw
GGXRD Ino AirThrow.png
It has range again! RANGE THAT TIES POTEMKIN'S AIR THROW
0,60 Air Throw: 201250 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Ino 6P.png
Don't ****ING touch me!
25 All 11 3 25 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R I-No BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Antidepressant Scale
Antidepressant Scale
214P (air OK)
GGXRD Ino AntidepressantScale.png
Do a mixup then a combo ending in knockdown and shoot a note, rinse and repeat
12×n All 18 Until Corner Total 50 - - 12×n All 15 Until Corner Until Landing - -
Stroke the Big Tree
Stroke the Big Tree
41236S/H
GGXRD Ino StrokeTheBigTree.png
A dig in the ribs...
40 Low 20 2 17 - - 40 Low 28 2 14 - -
Sultry Performance
Sultry Performance
j.236P/K/S/H
GGXRD Ino SultryPerformance.png
... and then a kick in the head!
30 High / Air 14[67] Until Landing 15 - - 30 High / Air 13[66] Until Landing 12 - - 30 High / Air 13[66] Until Landing 14 - - 20×3 or 5 All 10[63] 32(3 Hit) 10 After Landing - -
Chemical Love
Chemical Love
214K (air OK)~214S (Derivative follow-up)
GGXRD Ino ChemicalLoveK.png
Dynamite with a laser beam
GGXRD Ino ChemicalLoveK2.png
Follow-Up.
35 All 11 10 13+8 After Landing - - 35 All 11 10 12 After Landing - - 25 All 13 9 After Landing - -
Chemical Love (Vertical)
Chemical Love (Vertical)
214S (air OK)
GGXRD Ino ChemicalLoveS.png
Guaranteed to blow your mind
40 All 11 11 11+9 After Landing - - 40 All 11 11 8 After Landing - -
Disinfection Method
Sterilization Method
214H (air OK)
GGXRD Ino SterilizationMethod.png
Let me squeeze you till you've dried
GGXRD Ino SterilizationMethod2.png
0,60 Air Throw: 227500 18 4 Total 44+8 After Landing - - 0,60 Air Throw: 227500 6 6 8 After Landing - -


Overdrives

Longing Desperation
632146H
GGXRD Ino LongingDesperation1.png
GGXRD Ino LongingDesperation2.png
I want to break free!
50x3 Mid 7+2 20 10 - -
Ultimate Fortissimo
j.2363214S
GGXRD Ino UltimateFortissimo1.png
GGXRD Ino UltimateFortissimo2.png
Screaming Orgasm. Hope you were already blocking.
50X3 Mid 7+0 7 16 - -


Instant Kill

Megalomania
in IK mode: 236236H
GGXRD Ino Megalomania.png
GGXRD Ino Megalomania2.png
DESTROY All 9+12[5+9] 6 30 - -



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