Difference between revisions of "GGAC+R I-No Matchups"

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(Matchups)
(Slightly Favorable:)
 
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===Favorable:===
 
===Favorable:===
 
===Slightly 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:===
 
===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 {{clr|1|5P}} and over Axl's {{clr|4|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:===
 
===Unfavorable:===
 
===Very Unfavorable:===
 
===Very Unfavorable:===

Latest revision as of 19:22, 23 May 2020

Matchups[edit]

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

Undetermined:[edit]

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

GGACR A.B.A Icon.png A.B.A

Temp Temp

GGACR Anji Mito Icon.png Anji Mito

Temp Temp

GGACR Axl Low Icon.png 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. Neutral is difficult and at most ranges Axl has the advantage, but you can bait his defensive options easily when you 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.

GGACR Baiken Icon.png Baiken

Temp Temp

GGACR Bridget Icon.png Bridget

Temp Temp

GGACR Chipp Zanuff Icon.png Chipp Zanuff

Temp Temp

GGACR Dizzy Icon.png 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. Fish also got some buffs, and because they take a hit for Dizzy it makes her oki much harder to escape.

GGACR Eddie Icon.png Eddie

Temp Temp

GGACR Faust Icon.png 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.

GGACR I-No Icon.png 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.

GGACR Jam Kuradoberi Icon.png Jam Kuradoberi

Temp Temp

GGACR Justice Icon.png 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.

GGACR Johnny Icon.png Johnny

Temp Temp

GGACR Kliff Undersn Icon.png Kliff Undersn

Temp Temp

GGACR Ky Kiske Icon.png Ky Kiske

4:6 Effective use of Ky's 6P, 2H, and 2S can shut down a vast majority of I-No's options.

GGACR May Icon.png 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 a little better in +R than in AC.

GGACR Millia Rage Icon.png Millia Rage

Temp Temp

GGACR Order-Sol Icon.png Order-Sol

Temp Temp

GGACR Potemkin Icon.png 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.

GGACR Robo-Ky Icon.png Robo-Ky

Temp Temp

GGACR Slayer Icon.png Slayer

Temp Temp

GGACR Sol Badguy Icon.png Sol Badguy

5:5 Temp

GGACR Testament Icon.png Testament

Temp Temp

GGACR Venom Icon.png Venom

Temp Temp

GGACR Zappa Icon.png Zappa

Temp Temp

Favorable:[edit]

Slightly Favorable:[edit]

Potemkin[edit]

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:[edit]

Axl[edit]

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:[edit]

Very Unfavorable:[edit]