- 1 External Links
- 2 Strategy
- 3 General Tactics
- 4 Tips and Tricks
- 5 Option Selects
- 6 Matchup Notes
The old Character specific match up threads can be found here.
The current Character Matchup Directory can be found here.
I-No's "General Gameplay Discussion Thread" can be found here.
The "I-No Video Thread" can be found here.
"Use green note Oki then do a mixup then a combo then do it again."
I-No has a challenging neutral game because her hitboxes aren't great. She's not a character that goes around disrespecting other characters' pokes with her own. That said, she has many tools that knock the opponent down, a slow moving multi-hit projectile to cover her approach, and strong high/low mixup options. In older versions of Guilty Gear, I-No's high damage options off of risky moves in neutral led her to sometimes win in 2 combos: one that did big damage while pushing into the corner, and a follow up high-damage 'dump all your meter' combo in the corner when started with an unprorated mixup normal (often j.S or 2S). She might have to get in 3-4 times based on her opponent's defense or which starters she opened up the opponent with, but 3-4 successful reads was a good average. With the increased Guts factor and lack of meterless high-damage corner push combos in Xrd, characters survive longer. I-No's neutral options are a little worse than before, so emphasis is tipped more toward her oki game since she needs about as many reads as Millia does now. I-No wants to knock the other player down to make use of her excellent oki tools.
1. When you back up to a safe distance and fire a note, think about your opponent's options as you control part of the screen. No one wants to block a note if they can dodge it, but some characters have better options against I-No when jumping over a note to dodge, and some have better options when they stay on the ground. Generally speaking, it's effective to shoot the note around the opponent's head height since it gives a larger opportunity window to react and change direction to force the opponent to block (Axl is a good character to do this to). Some matchups like VS Zato and VS Leo will have you shooting notes along the ground (to kill Little Eddie and avoid being broken by Leo's projectiles). Both characters can reflect the Note, but it's very easy to dodge when it runs along the ground so you actually want to bait this. VS Potemkin it's effective to shoot it over his head so that he can't reflect it with FDB (though you're trying to bait him to use it and whiff), then drop it onto the back of his hurtbox.
2. I-No's Anti-Air is situational. 5P is her fast option that hits at about her shoulder height, but has no invul. 6P is slower but is invul above the knees, so opponents have to attack deep in a jump-in to hit I-no. 6H covers angles that 5P and 6P don't cover. Grounded Sterilization Method and TK Sterilization Method are good options that lead to additional meterless damage, and her regular air throw is also good per the speed (instant rather than 6f startup with SM). VCL doesn't have the greatest hitbox for AA and really needs YRC to be safe, but it can lead to solid damage if you call your opponent out for doing something stupid. If you go air-to-air, j.P is a good option and combos directly into j.H on CH, which is the go-to option if you're spacing the j.P near max range (follow with Note, or HCL ~ D if it'll kill). In general, Anti-Air in Guilty Gear is very different compared to BlazBlue and P4A. In those games, the designated AA moves with 'head invul' properties are completely invul against 'head attribute' moves for their specified durations, whereas in GG you have to space your Anti-Air or Jump-In properly or it will lose. While I-No has good tools, they need to be used with precision. You may use the right move for the occasion and time it a frame too late/early, or space it just a few pixels off, and will get wrecked. You're more likely to use the wrong move, but keep this in mind if you're always losing on defense.
General Zoning / Whiff Punishing
Defense (Using BS, IB, FD, DA, Reversal Super with a purpose)
Tips and Tricks
J.D Faultless Defense Cancel
The j.D FDC we know and love from the XX series has both drastically changed and improved in terms of usage and application in Xrd. Most notably...the j.D landing recovery that was usually associated with performing this technique has been removed!
For those new to the Guilty Gear series, or I-no in general, j.D FDC lets I-no cancel the startup frames of her aerial Dust attack - yet while retaining the unique hop-like movement that the move entails. Doing this low to the
ground lets I-no fall and re-land almost immediately, as well as cross up the opponent immediately and land next to them on the opposite side.
Using this otherwise in the air lets I-no stall in place (height-wise), as well as retain her forward or backwards momentum, depending on the type of jump or dash that was performed prior to execution.
Due to this substantial buff, j.D FDC in Xrd can be utilized as a terrifying mixup tool, as well as movement option to keep your opponents guessing.
Some applications include:
1. Super low airdashes - 9~j.D+FD > 6 (7~j.D+FD > 4)
2. Stalling in the air after teching to discourage/throw off traps (incl. airthrow)
3. Offensive pressure utilizing multiple overhead strings, empty hops inches of the ground into lows/throw, and cross-ups on the opponents body.
Offensive usage allows you to mix your opponent up in oppressive fashion, and is nigh unblockable. The removal of the landing recovery allows you to confirm into full meterless combos - something that was not possible in the XX series.
1. j.D~(4+FD) - Without Burst
2. [FD] > (j.D~4) - With Burst
The first method of performing the technique was possible in the XX series and Xrd 1.0 with Burst stocked, but with the change to the input buffer in Xrd 1.10, it has become almost impossible.
The stocked Burst method of holding FD (P+K or K+S or P+S) prior to the D~back input [hit j.D then back immediately] is used to perform the technique if you have your Burst at the ready.
In order to do this in a match you would hide the inputs in your attacks [e.g. hover dash j.S, but plink j.S~K and hold both as you go for the j.D~4 FDC cancel].
Otherwise, you can button map the Street Fighter 'Medium Kick' button (unassigned in Guilty Gear) to P+K to create a simple plink from Dust - making it easier on the hands if you'd like.
Mastering the technique while your Burst is stocked greatly improves our mixup at any given situation, as learning to hide your inputs while attacking can be learned ala Zato.
Utilize a super jump in conjunction with the FDC to cross up on your opponents body from a grounded position, or utilize it during hoverdash to accomplish the same result.
You can also use the technique out of any jump-cancellable ground or aerial move, or while you are in a neutral jump state.
You cannot use j.D FDC during airdash frames, or after gatlinged aerial moves that are not jump-cancellable.
FFVCL (Fast Fall Vertical Chemical Love)
If I-No uses VCL during airdash or air backdash frames, she will fall quickly instead of floating (hence the term Fast Fall VCL). This is key for her mid screen corner push combos, as well as some of her optimized damage combos in the corner. It seems that I-No falls faster when using VCL during the later frames of an airdash, though she will still fastfall if VCL is used right as an airdash starts. Also, Mynus discovered that the landing recovery for VCL will actually be removed when using it to fastfall during the last frame of two of an airdash. If you use the "late" version of FFVCL out of her dash > hoverdash technique (often input as 66956), you'll be able to catch the opponent with c.S before they're knocked down, whereas you'd need a YRC otherwise. Note oki and VCL YRC oki are generally safer, but this technique has it's merits for closing distance after knockdown and also for staying unpredictable. The "late" version should function like safe-jump oki due to the landing recovery being absent.
You will not fast fall when using VCL during a regular Hover Dash. Also, the timing for IAD j.K > j.S > FFVCL causes the FFVCL to always be the "last frame" version if your timing is tight (you will still get a non-FastFall version if you do the VCL even a frame late).
FFj.D (Fast Fall j.D)
I-No can fast fall with her j.D, just like with FFVCL. The window is earlier than when going for the 'late airdash frames' version of FFVCL, but it does not occur during all airdash frames, so you'll have to practice it. If you airdash directly into an opponent relatively low (practice by doing 'empty jump > dash' or 66956) and chain 'j.K > j.P > j.D', the j.D will fast fall. This also occurs if you airdash into immediate j.H > j.D.
If your opponent blocks the FFj.D in a low airdash pressure string, it's actually + on block because you land immediately. If the j.D whiffs you'll leave a significant gap that the opponent can use to mash DP or throw, but if they're committed to blocking you should be able to sneak in a low/throw, or use it as a feint to go into j.D FDC overhead.
This technique should improve boost I-No's airdash based mixup. Most airdash pressure strings involve 4 hits before either landing into 2K or using j.D (or frame trapping with VCL YRC). After conditioning an opponent with the longer strings you can sneak in a couple of 'j.K > j.P > FFj.D' strings. This is only worth using if the opponent can reliably standing block the standard strings (like j.K > j.S > j.K > j.P) since j.P will whiff and get you punished. They may eventually catch on and attempt to crouch under the j.P to make you whiff... which is suicide against I-No. In any case, this is very similar in function to the pressure string 'j.K > j.S > FFVCL' in that they both give I-No frame advantage, but in this instance j.D is an overhead so they have to block that correctly too, and j.D doesn't push I-No out as far as FFVCL.
Since j.D leaves a gap when used during I-No's air pressure options you can actually YRC it before it hits or before it forces her to land. If the opponent expects the j.D and tries to DP out of your pressure, you can YRC > FD to become safe, and if you react to them not using a DP you can then j.D or 2K.
1. YRC Command Grab Option Select
I-no's command grab - 'Sterilization Method' - is one of the stronger techniques in her moveset. Unfortunately, many times landing Sterilization Method -SM for short- includes making hard reads on your opponents' teching habits.
Although YRC OS was removed in 1.10, this only applied to BURSTS; not Dead Angle, Blitz Shield, or Aerial Tech.
This OS requires that you have at least 25% meter, and less than 50% if you do not want to waste all 50% if your opponent chooses not to tech.
The Option Select works as follows:
1. Combo into 6P - 5H - iad j.S - KSH - Slight Delay 214H~S.
2. Combo into 6P - 5H - iad j.S - PSH - land 5P - repeat (or SM if they teched and YRC activated).
Note that without the plink on H~S - when your opponent techs, you YRC immediately and have to react since your PKS input either becomes YRC or a j.K, and you have to choose immediately between SM and VCL to either reset, or continue combo accordingly.
a. I-no cannot chain command throw from an aerial normal
b. Slash has button priority over Heavy Slash
c. In GG you cannot FD during your airdash frames
d. VCL & SM -command grab- have the same input motion....
Utilizing the 'KSH' variation, If the opponent does not tech, since you cannot chain air normals into command grab, VCL auto comes out - continue B&B combo as normal. If the DO tech, the plink of H~S is enough so that you will not activate the Slash button priority over the Heavy Slash. The delay on the 214H~S input is to ensure you do not lose your Heavy Slash input during the YRC flash/freeze - causing VCL to come out instead.
On the other hand, the 'PSH' variation is great for corner carry, and for inserting the OS in places where the opponent would not expect it (ie at the end of a combo, and subsequently where you can do the most damage from a reset).
In the corner, if the opponent does not tech, you can easily confirm upon landing into a multiple of combo extensions, or confirm the j.H (from the PSH input) into P dive > S dive > c.S/5P. Midscreen, confirm the re-launch 5P into the j.P combo extension.
Since I-no does amazing damage in the corner, this OS is best served for combos heavily prorated: note starter, 2K, j.K and multiple air normals. Because the j.S is now coming before the j.K typically in the combo, using this OS not only discourages your opponent from teching, but will now net bigger damage otherwise if they do not tech. The OS however can be used anywhere, and although if performed off of a good starter and implemented in the beginning segment of a combo - you may end up doing the same amount of damage as if the combo was performed normally (without the OS) - the reset does impact their dizzy meter substantially. Implemented well, you will be inflicting stun on your opponents at a substantially higher rate.
Finally, be aware that attacks that connect on your opponent during YRC/RC slowdown force prorate 80%. You can delay your SM input if you manually wait after the YRC so that SM connects and grabs the opponent after the YRC slowdown has ended. However, since your opponent gains all air movement options back after a tech, if you delay SM you run the chance of letting them double jump out of the command grab range.
2. Faultless Defense Proximity Option Select
Newly discovered in June 2015, FD Proximity OS is a technique that can be applied across the board among all characters, and I-no is no slouch when applying its benefits. This Option Select prioritizes a special move of your choice if your opponent attacks, and Faultless Defense if they do not.
Faultless Defense gets priority as long as your opponent:
1) is outside a certain distance (depending on the attack range/type).
2) they are not attacking.
Special/Super Move gets priority as long as your opponent:
1) is within a certain distance (depending on the attack range/type).
2) they are attacking, or launched a projectile that would trigger the OS.
3) a ground based special/super move is being inputted by the player performing the OS.
There are three (3) main types of this option select:
Type 1 = Specials/supers that end their input with 4 -
a. HCL if your opponent does an attack, FD if they do not...214K+H (useful for counter hitting characters out of stray whiffed normals, specials, projectiles, non-airtight strings from a distance)
b. VCL if your opponent does an attack, FD if they do not...214S+H (useful for crushing low-hitting moves, and characters directly above I-no. Combine with YRC for devastating results)
Type 2 = Ground based charge specials that end their input with 8 -
I.e - Works for Leo's flash kick as well! Just charge 1 to 7 instead of 8.
Type 3 = Input 4 and two buttons after ANY special/super -
c. STBT if your opponent does an attack, FD if they do not...412361P+S (P+H) (useful for low profiling almost any whiffed normal, combine with hellfire state to auto-punish into Instant Kill)
d. Longing Desperation if your opponent does an attack, FD if they do not...6321461S+H (can really disrupt your opponents oki game if they are looking to bait super. Allows to escape oki situations while conserving meter)
- Button Combinations can be adjusted for comfort/preference while yielding the same results.
This section will be used to catalog important matchup facts. Stuff like 'X beats Y at round start', hitbox notes, etc.
We'll color code "Enemy Moves at Round Start". Red means we are CH into a full punish, salmon means they get a lesser punish (they hit us and gain initiative), orange means we trade Counter Hits and they're left with the advantage. Conversely, blue means we trade Counter Hits and get the advantage, green means we get a moderate punish, and purple means we score a Counter Hit and get a full punish. Gray means an even trade.
Enemy Moves at Round Start
HCL, VCL, TK HDive, 5H, 2H, 2D, f.S, j.D, 2K, 5K, 2S (being a frame late gets you CH)
6P, STBT-S, STBT-H, TK Kdive/Sdive
IB leaves enough of a gap that if she were to Bridal Express at this range, you could 5P between the hits and CH her.
f.S, 5K, 2D, 5D, 2H, 5H, 6H, STBT-S, STBT-H, TK Hdive, Note
Whiffs against standing still or standing IB. Crouching IB will actually be forced to block.
5K stuffs Potemkin's 2P for a counter, as 5K narrows her hurtbox enough to avoid it.
I-No 5P will CH Sol f.S at around start. Sol's f.S seems to extend his hurtbox forward beyond the hitbox just before the hitbox goes active.