GGST/I-No

From Dustloop Wiki
Jump to navigation Jump to search


Overview

Overview

I-No is a unique all-range character with powerful options from most places on screen and oppressive offense that utilizes her hoverdash for a very strong high/low/throw game.

Instead of a standard run, I-No has a unique “hoverdash” that puts her into the air, giving her near-immediate access to all her aerial attacks at a moment’s notice. This, along with her frame traps, pressure resets, and a high damage command grab super, makes I-No very difficult to block when she gets up close. To get there she possesses a suite of powerful neutral tools, most notable among them being Antidepressant Scale (note), a projectile that can be controlled vertically and gains hits as it travels across the screen.

However despite her strengths, neutral is probably the hardest thing to learn as I-No. Her hoverdash makes approaching directly difficult, meaning that depending on the situation and matchup she can end up zoning, trying to play footsies, or using her divekicks and Stroke the Big Tree to gamble on maneuvering around the opponent’s attacks. She also suffers on defense, lacking a meterless reversal or particularly fast buttons, so she needs to have a solid understanding of the universal defensive mechanics to get out of pressure. Her below average defense and guts make this even more important.

In the end though, no matter how far behind they are, all it can take is one knockdown for an I-No player to steal momentum and carry it all the way to victory.
Lore:Her tendency to approach someone as if talking to an old friend can make I-No seem personable at first glance.

She doesn't shy away from using her feminine charms to deceive men, despite not actually having it in her to work together with anyone. She sees all others as lesser beings worthy of ridicule, even "That Man."

When faced with something or someone she finds irritating or alarming, she reveals her violent temper.
Playstyle
I-No , classified as a Rush type, is a hard rock witch with a wild offense using her hover dash.
Pros Cons
  • Unique movement: I-No gains powerful high/low mix-up options with her unique hoverdash, as she can make herself airborne while being very close to the ground. her airdash is uniquely good for mixups and whiff punishing as well, with its downward angle.
  • Varied Neutral: I-No's specials allow her to contest almost any character in the game in neutral: Dive gives her access to very fast whiff punishes from the air while also acting as an escape option. Stroke lets her low profile many attacks or reposition quickly along the ground, Note allows her to control space in slower matchups, and Chemical Love is almost completely disjointed, quickly reaching near-fullscreen range.
  • Offense: I-No's various hard knockdowns grant access to projectile okizeme, with almost every other hit leading to a safejump. Paired with near-instant overhead resets, her pressure loops into itself unless interrupted, resulting in offense that demands a lot from opponents looking to escape.
  • Unique Movement: I-No's movement can be unintuitive to learn, and her lack of a traditional run or airdash can make situations in neutral and on defense difficult. Often, she will need to learn to use moves such as Stroke the Big Tree and Sultry Performance to get around these limitations.
  • Inconsistent Damage: Though not incapable of highly damaging combos by any means, I-No tends to look for specific starters like CH 2H/f.S or raw 6H in the corner to really dig into her opponents' health, and her damage midscreen is generally subpar.
I-No
GGST I-No Portrait.png
Defense:1.06
Guts Rating:1
Prejump:4
Backdash:20/1~5 strike invuln/1~15 airborne
Weight:Light
Unique Movement Options:Hover-Dash
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146S (9F)

Hoverdash

GGST I-No Hoverdash.png

GGST I-No Hoverdash Hitbox.png

I-No's ground dash does not behave like a normal run. Instead, I-No's ground dash puts her airborne, which allows her to perform high/low mixups without having to actually jump.

  • Airborne on frame 5 onward
  • Actionable on frame 10 onward

The nature of I-No's dash affects every part of her gameplay. In neutral, it makes advancing much tougher for her than characters with regular runs, especially with Strive's universal dash blocking. On offense, it gives her access to quick overheads from any neutral state, while making pressure resets and throws more difficult. On defense, it prevents her from simply running under certain jump-ins. Even in punishes, being unable to dash for only a couple frames can make them tricky.

Don't hoverdash willy-nilly. Keep in mind its high profile, and make them scared with Stroke the Big Tree before dashing straight over their low pokes. Use that very same move to duck under their jump-ins and cross them up. Be disciplined with frame traps and condition them into staying still before going for hoverdash resets.

Playing around hoverdash's strengths and weaknesses is key to mastering I-No.

Normal Moves

5P

5K

c.S

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
31 All 13 8 18 -13 -

This move has a lot of range which allows for stuffing approaches or applying pressure at ranges that the opponent might not expect. Huge disjoint, but quite slow and is prone to being low profiled, though it can hit crouching opponents. Although it's technically 13f startup, the hitbox extends throughout the move's active frames and is quite short initially, only reaching a respectable range at 14f. After its startup buff f.S is a very useful counterpoke in certain matchups as it outranges plenty of characters' longest normals with massive disjoint and active frames, though one should still be wary of throwing it out due to its high recovery.

Additional Frame Data: Initial Prorate 90%

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41 All 15 4 23 -8 -

  • Groundbounces

Despite having worse startup, recovery and advantage on block than 2H, 5H finds good use as a whiff punish and frametrap tool with its better range and meterless conversions on both normal and counter hit. As a combo tool it provides a way to end juggles into a 236H midscreen, and it can also be used to confirm mid-range 2S and f.S hits into hard knockdowns. Not as good as 2H or f.S at fishing for counter hits in neutral, but unlike those buttons, you're guaranteed to get significant reward from 5H if it connects at all.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20 3 26 -15 -
Charged 56 High 28 3 26 -11 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Universal overhead attack that's pretty fast. Can be especially useful with 50 meter on deck for a quick overhead than be made safe or comboed with from RC. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very highly damaging combo, making it good if you can land it as a punish. However her hoverdash is faster, safer, and still pretty good in terms of damage. It's also her most damaging wallbreak attack.

Additional Frame Data: Initial Prorate 80% (Uncharged)

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42 All 11 8 14 -5 -

  • Groundbounces on air hit

Extremely important to I-No's gameplan; an incredible disjointed normal most useful for fishing for CHs. Hits lower and farther than most of the other disjoints in the game, and isn't easy to high profile, either. Great reward on CH and extremely low recovery incentivizes using this to fish for those even more. When I-No's other moves make opponents want to throw pokes out to curb her approaches, this is your go-to normal for making them think twice about it.

2D

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
34 All 9 5 18 -9 1-2 Upper Body
3-13 Above Knees

  • Hard knockdown on air hit
  • Higher initial pushback value than other level 2 starters

One of the best 6Ps in the game, packing good range, startup, and recovery. Lack of jump cancel or grounded launch makes this move generally poor as a combo tool, except as a grounded CH starter. Still useful as an anti-air and counterpoke, despite its low reward in most situations. Low profile is also useful to disrespect certain moves during pressure, like Sol's f.S, Giovanna's 236K, or Ky's 214K. On air CH, 6P is unlikely to combo into anything midscreen, and it might be more consistent simply to take the knockdown into oki rather than attempt to extend into a combo.

Additional Frame Data: Initial Prorate 90%

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,45 All 7 2(12)8 19 -8 -

  • First hit causes float on ground hit
  • Second hit launches opponent upwards and away

One of I-No's best combo and frame trap tools. Fast, easy to confirm due to its multiple hits, and launches high, letting it combo into 236H and delayed 214K anywhere on grounded hit. Cancelling the first hit into 236H is safe to instant bursts, making it potentially useful as a burst bait, as well as making 6H(1) > 236H a burst-safe CH starter. Almost any starter will combo into this move, but if they're too far away, it will whiff. Occasionally useful as a high-risk, high-reward anti-air or poke using the second hit. Leads to great damage on both CH and normal hit in the corner.


j.P

j.K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
24 High 7 12 14 - -

  • Jump and dash cancellable

Due to its low blockstun j.K can be useful to try and frame trap opponents or go for a tick throw. Low pushback makes it better against FD as well. I-No's fastest air normal that will hit crouchers, just in case you need that extra frame of speed. Also highly active, which can make it useful as a niche air-to-air in scramble situations. Generally, though j.S and j.H are better in pressure for their higher blockstun.

Additional Frame Data: Initial Prorate 80%

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
29 High 8 4 20 - -

  • Jump and dash cancellable
  • Launches straight up on air CH

One of your go-to moves after hoverdash. Sets up F-Shiki with double jump j.K or j.S, and is generally useful as combo fodder due to its jump cancel and j.H gatling. Additionally useful as a rising air-to-air as it outshines j.P in reward while being faster than j.H. Moreover, its new j.D gatling allows I-No to do any mixup she could previously do from j.K with this normal, and more.

Additional Frame Data: Initial Prorate 80%

Gatling Options: j.H, j.D

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Ground Throw 2 3 38 - -

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

No longer a reversal like throws were in previous games, but still useful as an abare tool due to it being I-No's fastest attack. Does a decent chunk of damage, useful for opening up opponents too focused on I-No's high/low. Extremely dangerous to whiff, so PRC it if your opponent avoids it with a backdash or jump.

The knockdown grants you note oki unless you're close enough to kiss 'em after the animation (ex: back throw while I-No is in the corner)

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Air Throw 2 3 Until Landing+10 - -

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Long whiff animation means air throwing is weaker as an anti-air option than in previous games, but the range is also increased to compensate. Also technically I-No's fastest air to air. Useful to reverse the situation on cheeky IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. pressure or to toss people trying to use momentum-altering air moves such as Chipp's j.2K or May's j.2H. Does a decent chunk of damage and I-No can usually get a meaty j.H after hitting it.

Special Moves

Antidepressant Scale

214P (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214P 12+[9×4] All 29 - Total 51 -16 -
j.214P 12+[9×4] All 28 - Until Landing + 6 -16 -

  • Much higher vertical control during the initial active frames of the projectile
  • Commonly referred to as "Note"

One of I-No's most notable moves. Notes can be shot in neutral to force your opponent to block or move a certain way. They can also be shot after almost any hard knockdown for a safe mixup. Keep the long recovery and limited vertical control in mind when using this move in neutral, especially if you're more used to earlier versions of the character.

The projectile accelerates and gains up to a maximum of five hits as it travels, leading to more blockstun/hitstun if it connects. By holding 2 or 8, I-No can influence the note's trajectory upward or downward.

Rather than how far it's travelled, the projectile's number of hits depends on how long it's been out. Due to this, character hurtboxes can determine how many hits note will have after travelling a certain distance.



j.214P

  • Recovery and CH state until landing
  • No longer faster to come out than regular note if TK'd
  • Higher initial velocity than regular note

Although it's riskier to throw out than grounded note, air note covers distance faster than its grounded counterpart and has potential use to mess with grounded fullscreen options that would tag regular note, such as Goldlewis' Skyfish or Ky's Stun Edge.

Additional Frame Data: Initial Prorate 80%

Stroke the Big Tree

236S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S 36 Low 16 6 15 -7 5~15F Low Profile
236H 42 Low 28 5 16 -2 9~27F Low Profile

I-No's most essential pressure tool. Great low profile during startup means Stroke is extremely useful for approaches in neutral, but both versions can be prone to trading with attacks it low profiles, as the low profile ends as soon as the move becomes active. Both versions will lead to great damage on counter hit.

236S

  • Travels around round start distance
  • Useful for ducking under an opponent's jump-in to cross them up or simply escape
  • Frame traps and combos from 2S/f.S, combos from 5H/2H as well but requires a delayed cancel for a frame trap.
  • Unfortunately does not lead to much on normal hit if your opponent knows how to recover from stagger.
  • Can be hard to punish on block due to pushback.
  • Speed can make this the preferred choice over 236H in tight spots.
  • Ramlethal mains' favourite meal

Additional Frame Data: Initial Prorate 90%


236H

  • Travels about 2/3rds screen
  • Grants hard knockdown on air hit, good combo ender
  • Great combo tool, always plus enough on grounded hit to allow 6H/5K to combo.
  • Combos from CH f.S/2S/2H/5H/6P.
  • Difficult to use to punish or call out moves due to long startup, and will force you into pressure on block

Additional Frame Data: Initial Prorate 90%

Sultry Performance

j.236K/S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
j.236K 35[50] All 10 Until Landing Until Landing + 18 -7~(-2) [-1] -
j.236S 35[50] All 10 Until Landing Until Landing + 18 -7~(-4) [-2] -
j.236H 10×2,20[10×4,20] All 9 32 Until Landing + 6 ?(-7) -

  • Values in () indicate advantage on block if you input the button again to bounce up.
  • Values in [] indicate if the move is charged
  • All versions hit mid

I-No's divekicks. If I-No presses the same button used to input the special after it connects, she will bounce up, allowing a pressure extension. Aware opponents can mash or use 6P to deal with it, but I-No can block after the follow-up to try and bait out buttons, though she gets no reward for it. However, even on block, using the follow-up makes the dive safer, especially for j.236H.


j.236K/j.236S

  • j.236K sends I-No downward at a 45 degree angle.
  • j.236S travels more horizontally, at around a 60 degree angle.

These versions are largely identical in function. Both are largely useless as combo starters, requiring RC or full charge to convert in the vast majority of situations. They do cause a soft knockdown, however, so they allow for a quick hoverdash reset if used as a combo ender. They are also useful to stall air momentum and catch careless anti-airs, or as air-to-airs to drag the opponent back to the ground with plus frames.

If the follow-up is used on a midscreen hit, you won't get any oki from hitting this. However, not using the follow-up allows I-no to get a meaty jump-in. Take note when using these moves to punish!


j.236H

  • Hits three times, five when fully charged
  • Travels parallel to the ground
  • High reward in the corner
  • Much easier to 6P than the other two.

Used in combos for corner carry and wall damage. Slightly more niche for whiff punishing than the other versions, but can be used when I-No doesn't have much height left in her jump for more reward. Allows I-No to convert meterlessly from j.K F-Shiki and j.D. Occasionally useful in neutral to cover large distances with high profile, usually with PRC, or during pressure to bait out throws or frame trap.

Chemical Love

214K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214K 45 All 11 14 22 -2 -
j.214K 45 All 11 14 Until Landing + 7 - -

  • CH state in recovery
  • Commonly referred to as just the abbreviation, "CL"

A projectile with good range, but easily low profiled by runs, crouching opponents, and even certain standing characters. Will even straightforwardly lose to midrange pokes that slightly shrink the users' hurtboxes such as Ramlethal's or Ky's 5H. However, when used correctly, Chemical Love can define matchups as a quick, near-fullscreen projectile punish.

Characters such as Potemkin or Goldlewis will have much more trouble approaching I-No due to their moves having generally tall hurtboxes and, in Potemkin's case, a lack of a run. Characters like Anji, Faust, or Zato will find the projectile a nuisance as it interacts favorably with moves integral to them such as Anji's infamous parry spin, Faust's item toss, and Zato's Summon Eddie/Unsummon. In general, it's also useful for interrupting opponents trying to set up a slow fireball in neutral, such as Anji, Leo, Ky, or I-no herself.


Additional Frame Data: Initial Prorate 80%

Overdrives

Megalomania

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
13×18 (17×11) Ground Throw, All 11+0(41) - - N/A(-18) -

  • Values in () refer to frame data if the initial throw whiffs.
  • On successful grab, leaves you +69 and fullscreen so long as you don't break the wall.
  • Throw invulnerable on startup. Fully invulnerable on whiff roughly until the projectiles disappear.

Absurdly damaging command grab super that supplements I-No's great high/low mixup game. Active instantly after the superflash, so the opponent needs to be in air before it to avoid Megalomania, they can't simply react to the flash. The projectiles that come out after the cinematic will appear even on whiff and I-No is completely invulnerable until the end of the attack, making jumping forward the only way to punish this super unless cornered. The projectiles inexplicably track behind I-No if the opponent is close enough to her back. Naturally beats DPs and abare throw, as well as Anji's parry super.

The comically long invulnerability frames on whiff can cause this super to power through and punish real, throw-invulnerable reversals depending on how fast they are and how early it was performed. The throw invulnerability on startup can also allow you to use Megalomania as a cheeky abare option to beat throws or people blocking to try and bait Ultimate Fortissimo.

The projectiles that come out on whiff are unfortunately not fast or active enough to force the opponent to block, so this super isn't too great to chip the opponent out.

Ultimate Fortissimo

632146S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
632146S 40,20×2,100 All (Guard Crush) 7+2 4 (42) 9 13 +26 Full F1~11
j.632146S 20×2,100 All (Guard Crush) 5+3 - - +37 -

632146S
  • Hits twice, with a punishable gap in between.

I-No's only reversal, in which she jumps with a flying knee strike, then emits a circular area-of-effect projectile around her while airborne. If the projectile is blocked by the opponent, I-No has enough advantage to run a mixup. This makes it useful if your initial mixup is blocked, or if your opponent isn't aware of how to punish this super. Will force an Area Shift in the corner, but won't actually break the wall unless the opponent is right up against it.


j.632146S
  • Skips the flying knee. Only the projectile comes out.
  • Absurdly advantageous.

The air version is useful to extend a turn after someone blocks your overhead mixup, to force your way in from neutral, or even as a meaty to guarantee a safe mixup. It can also be used after j.D hits for a good chunk of damage and a hard knockdown. If you're close enough to the corner and your opponent had enough height, combo extensions after air Ultimate Fortissimo are possible. However it can be hard to gauge when they'll work and missing them will lose you your hard knockdown, so go for these only if you know what you're doing.

In many matchups, ending corner combos with either version of Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.

External References

Navigation

I-No


Ambox notice.png To edit frame data, edit values in GGST/I-No/Data.