
Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
Although Anji's 236K will catch careless STBTs, his ranged options are poor and the spin isn't great against a lot of I-No's other neutral options. Keep your distance with your projectiles, be aware of when spin's guard point ends and when he's in range to be a legitimate threat with his normals and Fuujin.
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Round Start
Neutral
If the Anji is careless with spins you can hit Anji's spin with HCL leaving you plus. Any hover height of j.S, j.K or j.H leaves you plus if you hit Anji's spin.
Offense
Defense
Defending Against Fuujin
Just about all of Anji's blockstrings will end in Fuujin, and likely, one of its follow ups.
- During Fan Toss
GuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7, jump and either Air Throw or hit him with j.P. If Fan Toss
GuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 is blocked, do 6P to beat the f.S.
- Hop
Guard-Startup-Recovery22+6 after LandingAdvantage- is punishable by Throw. Anji players usually try to Throw after it as well, meaning that a Throw Tech usually happens if you react late.
- The Low
GuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 is -7. If he’s close enough, you can punish with 2K. But most of the time you can't punish them so doing j.S takes your turn back.
- The Overhead
GuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 is -15. It's pretty easy to punish with 2K. It has 21 frames of start up, so you're going to have to learn to fuzzy block or react to this. Anji is more likely to go for this option with 50 Tension to keep himself safe or Red RC into a big combo.
- Fuujin
GuardAllStartup16 [32]Recovery21Advantage-8 [-6] with no followup is -8. Punishable with 2K. However if it isn't punish the Anji can take back his turn.
Asuka R
Asuka has alot of trouble against HCL. Use HCL to snipe Asuka through projectiles or to get rid of projectiles.
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Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
How to get rid of the boxes
- 6P > 214K - 6Ping the boxes to get rid of them and special canceling to HCL to hit Asuka.
- 214K - This goes through the boxes.
- 236P - Depending on the travel distance of note. It can go through around 3 boxes.
Offense
Defense
Axl Low
Much easier than in previous games thanks to Axl's normals no longer being air unblockable. Don't rely too much on hoverdash to close distance, use regular jumps, 236S and short airdashes instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, it's basically over for Axl as his defensive options are also worse than ever.
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Round Start
Neutral
Stick to short dashes and jumps to try and get into HCL range, once a knockdown is secured take advantage of his sub par defense to try to play neutral as little as possible.
Offense
Similar to I-No Axls reversal super has a gap that you must jump over otherwise he is safe, keep this in mind when you block it.
Defense
Baiken

Baikens fast disjoints and parry can make things awkward for I-No. Try to be patient and whiff punish her slower grounded buttons.
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Round Start
Baiken has very strong options against I-No round start but counterplay does exist and we have lots of tricks we can use to play this position. Blocking is a very safe option and so is backdash but if you want to challenge doing a delayed 2K will beat out Baiken 2S Go under f.S and be able to hit confirm into s stroke. Microwalk back 2S is great for punishing Baiken 2S round start as well if you’re reading the 2S.
Neutral
Baiken's 2S is a very powerful tool against I-No as it beats strokes and allow her to low profile allowing her to ducl under HCL. Baiken's 2S is a very fast button and generally using movement to get around it is better than contesting Baiken's 2S. Whiff punishing Baiken's 2S with 2S is strong in the current patch (battle version 2.0) and on counter hit hit confirming into H stroke is great. Baiken f.S is another great button that can be consistently beaten with STBT. Baiken will generally be playing neutral by jumping around doing j.S and Tatami. Getting around it can be difficult and requires patience.
Tatami will tag strokes on the way down and it will stop the air approach. Picking the right moment in a gap in her wall is very important.
Offense
Safe jump okiShort for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and many other meaty setups against Baiken can be a little weird because of her terrifing 1f parry. Use note oki at any opportunity to get a safe mix without worrying about her parry.
Consistent high routes for note oki on Baiken are j.S > c.S > 2D > note or j.S > 2K > 2D. Consistent low route for note oki on Baiken is 2K > 6H > 236H > note. In the corner at full wall health doing 6H > 214K > j.H > 6H, note works great!
If you can't get note oki, meaty air fort is another good option. Be aware that Baiken's parry will beat a hover > 2K after air fort in most cases.
Defense
Much of Baiken's pressure is focused on resetting with S/H Kabari and cranking your R.I.S.C. Guage for a big TK YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. There is an important RPS situation against H Karbari
GuardAllStartup18Recovery19Advantage-3. If the Baiken does Kabari(1)
GuardAllStartup18Recovery19Advantage-3, the opponent leaves a -3 frame gap which is unpunishable and can always be checked by 2Sing (unless they parry
Guard-Startup1Recovery32Advantage-). Thsi forces the Baiken to just block after blocking Kabari(1)
GuardAllStartup18Recovery19Advantage-3 giving up their turn. However if you mash 2S after Kabari(1)
GuardAllStartup18Recovery19Advantage-3 the Baiken can always do Kabari(2)
GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 which beats I-No's 2S. However if Kabari(2)
GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 is blocked than it is punishable enough for 2K > 2D. By doing Kabari(1)
GuardAllStartup18Recovery19Advantage-3 > Kabari(2)
GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 the Baiken can either frame trap, gap close, or RC to restart the pressure. Most Baikens will ALWAYS do this if they just built a bar and when you are low. However there is a gap between Kabari(1)
GuardAllStartup18Recovery19Advantage-3 > Kabari(2)
GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7. So if the Baiken has shown to like doing that to force their, turn you can mash throw after Kabari(1)
GuardAllStartup18Recovery19Advantage-3.
Notes
- Note oki beats Baiken’s wakeup parry! spaced FD break 2H can beat her wakeup mash + parry
- Punishing Youzansen can be a little tricky sometimes when blocking Baiken doing it from an airdash. A punish in most cases is 5P/2P > 6H > 236H. You can also do 5P/2P > 6H(1) > 236S > 5K > 214K if you want the corner carry at the cost of a hard knockdown.
- She doesn't have a real IAD safejump after wall break allowing for Fortissimo.
- If Baiken does a block string into teather you can backdash it unless she's in 5P range, in which case they will usually 5P > 6K (IB throw them here).
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
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Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
It can be hard to catch him, but Chipp's movement isn't as tricky to call out as Millia's. Don't expect to be the aggressor here, use your pokes wisely, as he can easily whiff punish them. On defense don't be afraid to guess.
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Round Start
Neutral
Offense
Defense
Faust
Another historically poor matchup for I-No that Strive broke open. Most of his grounded and aerial zoning options can be stuffed with 214K and his defensive options are some of the worst in the game. Make liberal use of 214K, and if he's in the air, air-to-air dives to close distance and start your offense.
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Round Start
Neutral
Offense
Defense
Giovanna
Since her nerfs Giovanna has gotten a lot easier to deal with, especially if she plays aggressively. Use 6P and 2H to stuff stepdash approaches, and dives and long hoverdashes to crack open more defensive playstyles.
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Round Start
Neutral
Offense
Defense
Notes
- 236H
GuardLowStartup28Recovery16Advantage-2 goes under 236K
GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] (Trovão)
- 236K
GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] (Trovão) goes through note
- 214K
GuardAllStartup11Recovery22Advantage-9 whiff on standing Gio
Goldlewis Dickinson
Stay far out and zone him out with 214K, throw note to force him into acting. Behemoth Typhoon can be good at stuffing your approaches and its best to use 236S/H or hoverdash in only when you've forced him into an uncomfortable position. 236H can be useful to completely avoid his weird air approaches but it will lose to j.D or j.H, so beware of that.
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Round Start
Neutral
Offense
Defense
Happy Chaos

Very likely that this is I-No most hardest match-up.
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Round Start
Neutral
I-No has one of the hardest times approaching Happy Chaos. Happy Chaos focus shot pushing opponents farther away when they're in the air. Therefore as I-No her only approach tools, hover dash puts her in the air, use FD to fall faster to the ground when hoverdashing to approach Happy Chaos. Try and get into HCL range, while avoiding his gun. When Happy Chaos isn't shooting his gun try to HCL him to secure a knockdown. Once a knockdown is secured, do good mix and pray that you don't have to return back to neutral.
Offense
Whatever you do, DO NOT BREAK THE WALL WITHOUT SUPER. Breaking the Wall without super returns the game back to neutral which I-No doesn't want to play. Use wallslumps and lower hitting combos to keep him longer in the corner.
Defense
Defense is HARD and will always be hard. There are a bunch of tricks that can help against the HC mix:
- FD Crossup OS to stop the crossup rolls.
- backdashing 2S or f.S when hc doesn't have curse to get out of a blockstring.
- Reversal super or meter to get out of blocking.
- Fuzzy mashing/grabing to stop the layer one throws/lows.
But at the end of the day you will have to eventually block this happy chaos. Pray and hope that you can block.
I-No
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Round Start
Neutral
Release out your inner Axl spirit and zone out your I-No bros with HCL.
Offense
Don't misplace your own H-stroke, otherwise you are giving the old H-stroke back to the opponent who blocked it.
Defense
Watch as you slowly realized that you can't block your own character.
Jack-O
When Jack-O pulls servants you can close distance, you can STBT to get in or 214K to safely whiff punish a lot of her options when she tries using her air mobility to keep you out. Once you're in her poor defensive options and low health come into play.
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Round Start
Neutral
Offense
Defense
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
A matchup you have to play fairly honestly. Keep fairly close, such that Ky feels uncomfortable to press 6H in fear of getting CH by f.S or 2H, but not so close that his shorter pokes such as 2S and f.S are effective. When in this range use your strong disjoints to catch him swinging.
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Round Start
Neutral
Offense
Defense
Leo Whitefang
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
May
Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once. Keep your distance and try and use your projectiles to get her into the air for her approaches, where her buttons are more contestable.
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Round Start
Neutral
May's 5H cover every single get in option for I-No. So try eiter outpoke it with f.S or whiff punish.
Offense
Defense
Millia Rage
Millia's air mobility can make this matchup feel hopeless, but it's far from impossible. Don't try to chase her down relentlessly, but don't wait for her on the ground to come to you. If she's in the air, try to position yourself so that you can air-to-air with j.P or catch her with a air grab instead of having to guess which of her movement options she'll use. Fortunately her ground game isn't as hard to beat, but she can very easily anti-air you for careless preemptive jumps.
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Round Start
Neutral
Offense
Defense
Nagoriyuki
Very difficult. I-No has answers to all of Nagoriyuki's options but each carries a much heavier risk than reward. Note is unusable in this matchup until Nago has around two bars of blood filled as he can react to its startup with clone into Fukyo and punish. Play in the midrange and be aggressive unless he's filled enough blood for you to safely note from fullscreen.
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Round Start
Neutral
Offense
Defense
Potemkin
Potemkin languishes under the heel of Chemical Love. Play from far range until you score a knockdown and make liberal use of 214K, but be aware of his options to call it out.
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Round Start
Neutral
Offense
Defense
Ramlethal Valentine
Ramlethal's best pokes are extremely vulnerable to low profile and she'll be especially wary of this against I-No. It's likely she'll lean more towards options like 2S to cover both STBT and hoverdash, or play a simple coin flip by alternating between run up 2K and f.S, since if she goes into the air and tries to box you out with j.S or j.214S you can STBT to get in fairly easily. Observe what your opponent likes to do and use f.S to beat 2S/2H, or 2H to CH run up 2K.
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Round Start
Neutral
Offense
Defense
Sin Kiske

Short Summary Goes Here.
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Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Sol Badguy
I-No can quite effectively play at any range she wants to against Sol, but she prefers to be slightly further out. In midrange, she has answers to all his buttons. At long range, she can abuse note and HCL to make him move the way she wants him to. His damage and offense don't make things easy for her, however, his defense isn't as strong against I-No as it might seem at first, as her frametraps must still be respected even with a 3f button on deck, and Volcanic Viper is significantly less useful against a character who can easily set up safejumps and note oki.
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Round Start
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
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Round Start
Neutral
Offense
Defense
Zato-1
I-No can control neutral well at any range, as her pokes beat Zato's one to one at midrange, and she can preemptively punish Eddie summon at any range with Chemical Love. However, the strength of 214K against Eddie means she prefers to be farther out. As Zato's defensive options are much poorer than average, once she's on top of him there's not really much he can do to disrespect her mixups. However, his offense is just as scary as hers, and his damage is better too, especially midscreen.
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Round Start
Neutral
Offense
Defense
