GGAC+R I-No Matchups

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Matchups

NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/51-i-no-matchups/

Undetermined:

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

I-No Matchup Chart

 A.B.A 5:5 Temp
 Anji Mito 5:5 Temp
 Axl Low 5:5 Went from I-No's second worst matchup to a dead even one. Tweaks to I-No's kit make the risk/reward significantly better considering her level of commitment when playing at Axl's optimal range, and tweaks to Axl's kit make his pressure less threatening up close when he has initiative. Neutral is difficult as Axl has the advantage at most ranges, but you can bait his defensive options easily when you get in close and have the initiative, and you have higher average damage. You have to work harder than Axl, but if you're consistent it doesn't really matter too much.
 Baiken 45:55 Temp
 Bridget Temp Temp
 Chipp Zanuff 45:55 Temp
 Dizzy 45:55 This matchup shifted from slight advantage I-No to slight advantage Dizzy. Her new tools are more useful in this matchup than I-No's, with the long-range ice spike (D version) being a great example. It's much harder for I-No to keep her distance and only come in with note coverage when Dizzy can snipe I-No for trying to use notes at the wrong time. Dizzy's fish got some offensive buffs, and because they take a hit for Dizzy it makes her oki much harder to escape with reversals and counter-mashing. Dizzy may have to rely on oki options that are considered "honest" like empty jumps into lows and delayed airdash overheads, but she can keep you locked down for a long time with her fish and needles, and her throw game is extremely strong due to her increased throw range and dash startup speed.
 Eddie 5:5 Temp
 Faust 37.5:62.5 Neutral is painful due to the effectiveness of his hitboxes, and items will frequently allow Faust to Mr. Magoo his way into good situations even when you're playing correctly and making the best decisions you can. He can crawl forward under all of your safejump/hoverdash overheads except a delayed j.H, and he can blow through some of your oki options with wakeup 5D and wakeup "Bam! Outta nowhere", so you have to bait them (with different strategies based on which reversal option you think he's using). His j.2K FDC and Hack n' Slash make his mixup quite dangerous. On the plus side his awkward/large hitbox can help with confirms, his damage output is only situationaly high, you have options to blow through some of his commonly used pressure strings and convert at long range, and a bad string of items can give you a little respite. However, playing risky with regard to his item toss can result in taking a CH dumbell to the teeth, causing a dizzy and costing you the round from the single mistake.
 I-No 5:5 Any character advantage in this matchup is determined by color choice. If your opponent steals your color, make sure to switch to "Koichi purple" and round start Gold Burst to assert your dominance.
 Jam Kuradoberi 45:55 Temp
 Justice 5:5 Some Justice players say this matchup is 8:2 in I-No's favor, but they haven't learned how to push buttons, and use nukes as a crutch instead of developing a neutral game. Damage output is high for both characters, I-No's mixup is harder to hold on Oki even though Justice is harder to escape when she gets nukes out on oki. A strong justice will force you to commit in neutral or to escape and can throw punish unsuccessful attempts to get in, which leads to significant meterless damage for her and quality oki. However, you have all of the tools you need to shut Justice down, and the "basic lvl 1" gameplan Justice player use, "locking down the screen with nukes," is not very effective against a character who can hit Justice through nukes from 2/3 screen.
 Johnny 5:5 Temp
 Kliff Undersn 55:45 Temp
 Ky Kiske 4:6 Effective use of Ky's 6P, 2H, and 2S can shut down a vast majority of I-No's options. He has lower damage, but his oki is quite strong for a character with such "honest" options since he's very effective at locking down attempts to escape.
 May 35:65 Some of her hitboxes aren't as hard to challenge as some people claim, but it definitely requires finesse to counter-poke against her. You also typically die in 1.5 combos due to her high damage and stun potential. Unfortunately she gets to bounce all over the screen like a crazy person and can end the round off of a single random touch, whereas I-No needs to take risks to land a hit, and then work harder to convert those hits into something meaningful. You pretty much need to play around the threat of 6P, which makes you more predictable, since it's a very effective tool in this matchup and leads to insta-stun for an IK (doesn't even require meter like some over her other stun-heavy setups). Expect to get IK'd in this matchup a lot, so learn to mash like your life is on the line (because it is). Probably I-No's worst matchup, but it feels better in +R than in AC.
 Millia Rage Temp Temp
 Order-Sol Temp Temp
 Potemkin 5.5:4.5 Potemkin can end the round in 2 touches and has dangerous oki potential, but I-No has the mobility and tools to outrun him and only attack when she has the initiative. I-No has to work harder and has a higher risk of making a mistake, which sucks since a single mistake can give up a round, but you definitely have the advantage. Just be careful since most trades are in Pot's favor, so it'll heavily skew the risk/reward of a lot of aggressive tactics.
 Robo-Ky 6:4 Temp
 Slayer 55:45 Temp
 Sol Badguy 5:5 Temp
 Testament 45:55 This matchup used to be considered even or slightly I-No's favor, but buffs such as the extra vertical hitbox on Testament's 2S make this matchup harder than before. I-No's moveset allows her to destroy Testament's nets more easily than other characters, she has options to attack Warrant safely, and with meter she j.236D to fly along the top of the screen to remove trees, but Testament can outslug I-No on the ground and in the air due to his superior hitboxes.
 Venom 5:5 Temp
 Zappa Naked: 6:4 He's still strong without summons considering his 6P can go under everything, and his f.S might be the second most annoying in the game after I-No's. That said, his naked S and H button moves are geared toward being effective when he has the dog on deck, and he doesn't have the dog on deck.
 Zappa Dog 55:45 Dog is actually incredibly strong when Zappa has initiative, but I-No has the tools to move around it and run away. Imagine fighting Eddie without Nobiru, Spitball, Shark, Big Drill, etc. You can get rid of the dog rather easily for a chance to fight Zappa naked for a while, or you can use your mobility to get completely outside of the dog's range. Shoot notes low like you would when fighting Eddie to keep the dog pressured.
 Zappa Sword 4:6 Considered by some to be 3:7 territory for I-No due to an inability to counterpoke against the sword, but it's not as bad as it seems. I-No's tools and mobility give her some options to get in on Zappa for overextending on his offense. And even if it was that bad, all you need to do is touch him once to get rid of it, instantly making the matchup better/easier... if he doesn't get the sword again.
 Zappa Ghosts 45:55 I used to see a lot of I-Nos claiming this was in her favor, and a lot of Zappa's claiming it was in his favor. I used to say that it's probably I-No's favor until Zappa lands a ghost hit and I-No becomes cursed, at which point it becomes Zappa's favor, but that was before Zappa got the extra normals in +R that cover angles I-No could take advantage of. Now it straight up feels like a huge struggle to deal with the ghosts in neutral, but ghost damage is so low relative to I-No's explosive potential that it's not terrible.
 Zappa Raoh 5:5 Raoh's body has a hurtbox during most attacks, and it's big. It makes it much easier to zone out a Zappa player and score knockdowns via HCL or pre-emptive poking, which is something I-No can't really do against any of his other forms. He's going to kill you in one touch if he got this far, but it's very difficult for him to to score that touch if you're good.

Favorable:

Slightly Favorable:

Potemkin

Changes to Potemkin:


Changes to I-No:

  • 214D is cool, but Pot has FDB. You can use this on oki or if he jumps, but otherwise there's an unnecessary risk factor. Even if you dodge the reflect wave, you wasted 25%.
  • j.236D's hitbox can beat HPB's hitbox at certain spacing.

Things to note about the matchup:

  • j.236H
    • The 3 consecutive hits allows this to beat Hammerfall
    • If you want to call out Slidehead you'll actually get in Pot's face instead of just dodging it with HCL. Use sparingly as he has a number of ways to call this out and no real reason to commit when he can wait it out and FDB improperly used notes.

Even:

Axl

Changes and how they affect the matchup (as this used to be probably I-No's 2nd worst matchup in AC):

Changes to Axl:

  • Axl bomber is no longer an overhead, or +7 on block.
    • This was such an effective tool for shutting down I-No in the corner that her gameplan was to try to 2K under it to create enough of a gap that she could jump/throw, just to get out of his pressure strings. This is no longer necessary as it's not +7. You also don't have to worry about blocking it incorrectly.

Changes to I-No:

  • j.236H no longer floats in place at the end of the animation. It moves forward until it enters recovery and falls.
    • When TK'd as low to the ground as possible, this move will go under and CH Axl's 5P and over Axl's 2H, and due to the improved speed and recovery you can get a meterless combo for the read.
    • If Axl winds up blocking this move and you space it from just the right range, you can safely block his punish attempts. You're also typically only -1 or even, so if Axl tries to punish with the wrong move you can stuff his poke (and possibly trick the Axl into thinking this move is + on block or something).
    • The low TK loses to his Rensen, but if you TK higher you can beat those and get knockdown, or FRC to get the combo. A weaker Axl will think this move beats all of his options if you manage to beat Rensen with it, but typically you're better off using jump > Sdive to get in over a Rensen.
  • 41236H launches on hit, so you get a meterless combo. In AC you'd make the read and hit Axl, causing stagger, and then need to spend 25% on a HCL conversion. In this game it's meterless and only prorates 90%.
    • This move goes under Axl's 2P, which is a low. Axl should only use 2P in an oki situation in this matchup as I-No cannot go under his 2H (which is a frame faster to start up), and even then it's only one of several things he should consider doing, and only at certain ranges.

Unfavorable:

Very Unfavorable:

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