GGAC+R I-No Matchups: Difference between revisions

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(Created page with "==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 no...")
 
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! {{Character Label|GGACR|Axl Low|24px}}
! {{Character Label|GGACR|Axl Low|24px}}
| 5:5 || Temp
| 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.
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! {{Character Label|GGACR|Baiken|24px}}
! {{Character Label|GGACR|Baiken|24px}}
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! {{Character Label|GGACR|Dizzy|24px}}
! {{Character Label|GGACR|Dizzy|24px}}
| Temp || Temp
| 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.
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! {{Character Label|GGACR|Eddie|24px}}
! {{Character Label|GGACR|Eddie|24px}}
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! {{Character Label|GGACR|Faust|24px}}
! {{Character Label|GGACR|Faust|24px}}
| 3.75:6.25 || Neutral is painful due to the effectiveness of his 6P, 5K, 2K, j.H, and j.D, and items will frequently allow Faust to Mr. Magoo his way into good situations even when you're playing correctly and making the right decisions. 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. 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. Though it is said that you should never eat Faust's food, I'd rather take the Chikuwa than let Faust have it.
| 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.
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! {{Character Label|GGACR|I-No|24px}}
! {{Character Label|GGACR|I-No|24px}}
| 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. If your color <i>is</i> Koichi purple, either you're a wanna-be and you're about to get your burst taken by the real deal, or you're the real deal.
| 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.  
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! {{Character Label|GGACR|Jam Kuradoberi|24px}}
! {{Character Label|GGACR|Jam Kuradoberi|24px}}
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! {{Character Label|GGACR|Justice|24px}}
! {{Character Label|GGACR|Justice|24px}}
| 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.
| 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.
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! {{Character Label|GGACR|Johnny|24px}}
! {{Character Label|GGACR|Johnny|24px}}
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! {{Character Label|GGACR|Ky Kiske|24px}}
! {{Character Label|GGACR|Ky Kiske|24px}}
| Temp || Temp
| 4:6 || Effective use of Ky's 6P, 2H, and 2S can shut down a vast majority of I-No's options.
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! {{Character Label|GGACR|May|24px}}
! {{Character Label|GGACR|May|24px}}
| 35:65 || Temp
| 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 <b>(because it is)</b>. Probably I-No's worst matchup, but it feels a little better in +R than in AC.
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! {{Character Label|GGACR|Millia Rage|24px}}
! {{Character Label|GGACR|Millia Rage|24px}}
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! {{Character Label|GGACR|Potemkin|24px}}
! {{Character Label|GGACR|Potemkin|24px}}
| 5.5:4.5 || Temp
| 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.
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! {{Character Label|GGACR|Robo-Ky|24px}}
! {{Character Label|GGACR|Robo-Ky|24px}}

Revision as of 07:44, 8 December 2019

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 Temp Temp
 Anji Mito Temp 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. 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.
 Baiken Temp Temp
 Bridget Temp Temp
 Chipp Zanuff Temp 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. Fish also got some buffs, and because they take a hit for Dizzy it makes her oki much harder to escape.
 Eddie Temp 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 Temp 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.
 Johnny Temp Temp
 Kliff Undersn Temp 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.
 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.
 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 Temp Temp
 Slayer Temp Temp
 Sol Badguy 5:5 Temp
 Testament Temp Temp
 Venom Temp Temp
 Zappa Temp Temp

Favorable:

Slightly Favorable:

Even:

Unfavorable:

Very Unfavorable: