Overview
Name: I-no
Height: 165cm
Blood Type: AB?
Weight: 46kg
Origin: Unknown
Eye Color: Multicolored
Birthday: November 25th
Hobbies: Anything fun, coded word games, making people peeved
Loves: Number 1 is a secret, her guitar Marlene, youth
Dislikes: People that can't have fun, milk
Personality: Enjoys to ridicule guys with words that that leave them feeling 'spent'. Under whatever circumstances necessary will get involved in things that interest her
Post War Administration Bureau Rating: UNKNOWN
Voice Actress: Kikuko Inoue
Fighting Style: Fooling around
Guts Rating: 1
Defense Modifier: x1.06
Stun Resistance: 55
Strengths: Virtually unblockable when close, builds meter fast, incredibly safe overdrives, able to knockdown from near full-screen. Explosive burst damage potential using optimized/character specific combos, versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown, above average tension gain, tied for 2nd best air throw range in AC (nerfed in +R), third best backdash (invul) in the game.
Weaknesses: Extremely high execution barrier even for the most simplest of combos and even her neutral game movement. Must apply multiple advanced techniques for B&B combos such as Jump Install, dash splitting (6 > FRC > 6), and utilizing multiple FRC points throughout her moveset. Somewhat average to low damage output midscreen without the use of tension. Overall weak defensive options. Limited uses for her normal moves outside of close to mid-range situations; cannot truly counter poke.
Her unique ground dash may bring up difficulties in escaping some situations in certain matchups. Below average health rating and guts. Limited useful pokes, weak at mid-range, has to guess a lot, anti-air is situational (5p, j.p, 6p, 6hs, VCL)
Movement Options: 1 Double Jump/Air Dash, Dash puts her into the air, Force Break restores air options (double jump or air dash)
Move List
- See also: I-No Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
Index
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12
|
1.44
|
3
|
8
|
1
|
HLF
|
cCJR
|
4
|
4
|
6
|
+0
|
A short, quick jab. Whiffs on most crouchers. Her 5P is a great situational anti-air and burst bait attack and with good timing can be used to intentionally clash with certain attacks that would not normally be able to be anti-aired. Beats certain moves you wouldn't think it does (Sol 5hs at round start with timing)
|
|
5K
Staple poke with decent range
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
2.64
|
6
|
7
|
2
|
HLF
|
CJR
|
7
|
7
|
12
|
-7
|
One of I-no's few 'pokes', fairly fast and mid-range. Her staple move for comboing into Horizontal Chemical Love(HCL), when 5hs isn't possible. Necessary for many combos and gatlings to most moves. Great mixup tool as the jump cancel lets you do an instant dive for overhead, or gatlings to 2s/2d for low options. 5k HCL 6FRC6 is also the standard punish after an opponent bursts badly.
|
|
c.S
Great if it activated any farther out.
|
|
f.S
Baits DPs. Otherwise horrendous.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
32
|
3.84
|
14
|
6
|
4
|
Any
|
--
|
19
|
11
|
6
|
+0
|
Far Slash (f.S) is a great mid-range poking tool with excellent recovery, is somewhat spammable, raised guard bar considerably, nullifies single hit projectiles, and launches on hit. In AC+ it does have a forced proration value attached to it so it is more frequently used as a way to establish space/pressure, and harass the opponent, but in +R, the proration has been greatly improved and the hit-stop and recovery is now 0, making it a great confirmable mid-screen combo starter, and is even more advantageous on block.
|
|
5H
Really good combo tool...on anyone not named Sol.
|
|
6P
Good combo tool and AA. Staple launcher.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
28
|
2.64
|
10
|
7
|
3
|
HLF
|
CR
|
9
|
3
|
21
|
-10
|
6P has great upper-body invincibility and is one of the better anti-air attacks in the game; only losing out to a handful of aerial approaches. 6P also doubles as a main staple in her combos since it launches on hit, and sets up the opponent for her Horizontal Chemical love combo, or meterless combo routes.
|
|
6H
Murder on aerial Counter hit.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
52
|
3.84
|
20
|
6
|
5
|
HLF
|
R
|
15
|
8
|
17
|
-6
|
6H is a great situational poke which truly shines when used on characters and players who try to instant air dash on I-no. Its arc is more than a complete 180 degrees starting at her feet and culminating past the back of her head. Most likely, when you hit with this move it will score a counter hit which can be followed up by a quick hover dash j.S confirm combo. In +R this move returns to being a 2 hit strike. Hitting early upon startup at 7 frames, and then again during its arc, so missed throw attempts will auto option select into a move with great startup and priority.
|
|
5D
As if I-no needs another mixup tool
|
|
Dead Angle Attack
YOU'RE DISGUSTING
|
|
2P
She blows a kiss. Did you expect a good move?
|
|
2K
For the few times you're actually on the ground.
|
|
2S
Great low. Just don't miss.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
28
|
2.64
|
8
|
7
|
3
|
LF
|
CR
|
9
|
2
|
23
|
-11
|
2S is a great low poking tool which low profiles her hitbox much like her 2K. It gatlings and is easily confirmable into 5H/2H/2D/and Horizontal Chemical love. It also has the added bonus of having no proration at all, so as a combo starter this move is very good and can lead to ludicrous amounts of damage. Use it after performing an empty hover dash then use 2S as you land to catch the opponent blocking high for a great simple mixup into high damage.
|
|
2D
Knock 'em down. Turn Unblockable.
|
|
j.P
Good for smacking them out of the air.
|
|
j.D
Spread if you like mixups.
|
|
Throws
Throw
You like being tied up don't you?
|
|
Air Throw
The bane of techs and jump outs.
|
|
Special Moves
Stroke the Big Tree 41236S
Goes under pretty much everything
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
40
|
2.00/7.20
|
15
|
6
|
5
|
LF
|
R
|
20
|
2
|
17
|
+0
|
Stroke the Big Tree move is a great attack in which proper use can set up great pressure and mixups. During the middle of the move, I-no’s hurtbox is low profiled and has throw/upper body invincibility. Both versions are lethal on counter hit; and the S version especially so as it launches the opponent, is completely untechable, and can lead to a loss of over 70% of their lifebar. The move is vulnerable to low hits however and I-no can be thrown right before the attack takes place after her invincibility frames have ended.
|
H
|
40
|
2.00/7.20
|
15
|
6
|
5
|
LF
|
RF
|
28
|
2
|
16
|
+1
|
The H version has 2 FRC points and can be used to surprise your opponent with an instant ground grab, or dash split out of the FRC point and hover dash into an overhead attack. Use this move to go under your opponent’s mid/high attacks and non-grounded projectiles.
|
|
Antidepressant Scale 214P air OK
Free Oki all day.
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Ground
|
12×1~5
|
2.50/1.20×1~5
|
0
|
8,7×0~4
|
1,2×0~4
|
All
|
F
|
19
|
--
|
Total: 50
|
-11
|
Staple starter of her offense from a neutral game standpoint, and is the main ingredient in creating okizeme situations in which the opponent has no choice but to guess the incoming mixup. This move excels in that since I-no can control the movement of the note during its entire duration, as well FRC, and move in tandem with it, this forces the opponent to move into situations they might be disadvantageous in; such as forcing a jump or being made to land due to blocking a note in the air. This move has two versions. Both versions gain additional hits depending on the time it is out and distance traveled up to a maximum of 5 hits. The P version starts off slow and speeds up with time, being great for corner oki situations, and the H version starts off quickly and gradually slows with duration. This version is more suited to long range situations and after moves that put the opponent far from I-no during their wakeup, such as a Horizontal Chemical Love or her ground throw.
|
Aerial
|
12×1~5
|
2.50/1.20×1~5
|
0
|
8,7×0~4
|
1,2×0~4
|
All
|
F
|
13
|
Till Landing
|
12 Landing
|
+1
|
|
Sultry Performance j.236P/K/S/H
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
P
|
30
|
2.00/4.80
|
10
|
7
|
3
|
HF
|
R
|
13
|
Till Landing
|
16 Landing
|
+1
|
The P version is mostly used during combos and pressure strings as it bounces off opponent and allows I-no to air dash after block/hit.
|
K
|
35
|
2.00/4.80
|
10
|
7
|
3
|
HF
|
R
|
13
|
Till Landing
|
12 Landing
|
+1
|
Divekick style overhead attack which when performed as low to the ground as possible, results in an 18 frame overhead (K/S versions).On counter hit, the K version causes a slide knockdown which is easily confirmable into your combo of choice.
|
S
|
40
|
2.00/4.80
|
10
|
7
|
3
|
HF
|
R
|
13
|
Till Landing
|
14 Landing
|
-1
|
Same startup/overhead timing as K version. Launches on hit. At super jump height, the move travels more than full screen and coupled with a RC gives her a relatively safe get-in-free card. On counter hit, S version greatly increases in untechable time.
|
H
|
20×3
|
2.00/4.80×3
|
10×3
|
7×3
|
3
|
any
|
RF
|
10
|
32
|
10 Landing
|
--
|
Pseudo psycho crusher style move with an FRC point at the end, but outside of character specific combos does not have much uses, even though in +R its movement speed was increased, and recovery was shortened.
|
|
K Chemical Love 632146K air OK
Dynamite Laser Beam
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Ground
|
45
|
2.50/1.20
|
0
|
6
|
5
|
All
|
F
|
11
|
11
|
12+8 Landing
|
+3
|
Excellent mid to long range poking tool, which counts as a projectile and has hitboxes in all directions around her body. The Horizontal version extends almost full screen forward and about half screen behind her. In counter hit state throughout entire moves duration. Also, be careful throwing the horizontal version of this move out recklessly midscreen, as various characters and run underneath the wave and punish her.
|
Aerial
|
45
|
2.50/1.20
|
0
|
6
|
5
|
All
|
F
|
11
|
11
|
8 Landing
|
--
|
|
S Chemical Love 632146S air OK
Spread on Time
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Ground
|
45
|
2.50/1.20
|
0
|
7
|
3
|
All
|
F
|
11
|
11
|
11+13 Landing
|
-8
|
The vertical version is a great early anticipated anti-air move which when FRC’d is completely safe and will leave her at an advantage, leading to great damage when confirmed properly. This move also has the added bonus as being affected by her ground and air dash trajectory, giving it another level of applications during pressure and is necessary to use during combos. When FRC’d from the ground, it will leave I-no temporarily airborne, which can be turned into un-reactable mixups utilizing falling overheads, low attacks and instant air dashes out of the FRC point. The vertical version also leaves I-no airborne from frame 1, so can be used as a psudo reversal DP as she will low-crush almost all players and characters who use low hitting moves to start oki/pressure. During the entire move’s duration however she is in a counter hit state, and many mid/high hitting moves will beat this option out.
|
Aerial
|
45
|
2.50/1.20
|
0
|
7
|
3
|
All
|
F
|
11
|
11
|
13 Landing
|
--
|
|
Respect
AS THE HAT I DECIDED YOU'RE SOMEONE I DON'T DISLIKE
|
|
Force Breaks
Sultry Performance P/K/S/H after j.236D
|
|
Overdrives
Ultimate Fortissimo j.2363214S
Screaming Orgasm. Hope you were already blocking.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
50×3
|
--
|
14×3
|
6×3
|
4
|
Any
|
--
|
7+0
|
9
|
Till Landing
|
+27
|
Contender for best Overdrive in the game. Fortissimo freezes inputs for three frames post-super flash, does a LOT of damage, and combos both ways willy nilly. It's also ridiculously safe, with nearly half a second in frame advantage, allowing I-no to go for a new mixup if it's blocked. If she combos into it, expect to lose at least 60% of your lifebar. I-no will wreck your shit with this move.
1~9 invincible to strikes. Floats on hit (untechable on ground hit for 28F). In CH state till landing. Dizzy modifier x0. Opponent's inputs are frozen till 3F after the super flash ends. Listed SD is for when the move is performed as low to the ground as possible (startup: 10F) and hits.
|
|
Longing Desperation 632146H
Great reversal option. Can be low profiled, though.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
46×3
|
--
|
10×3
|
7×3
|
3
|
Any
|
--
|
7+2
|
20
|
10
|
+1
|
I-no's most reliable reversal (and only one, really), as it starts fast, has good invincibility, is safe on block, and beats pretty much anything that doesn't low profile. You can combo into it easily, but you're generally better off going into Fortissimo if you want to spend your meter like that.
1~13 invincible to strikes. Knockdown on hit. Hit stop 6. Dizzy modifier x0. Can pass through projectiles.
|
|
Instant Kill
Last Will and Testament 236236H
|
|
Strategy
I-no is a unique and extremely effective rushdown pixie character, but takes great risks to do so without being covered by a note, scoring a knockdown, or having safe(anti-reversal) setups. I-no should be played with two goals in mind: 1) score a knockdown or make an opponent block a note during neutral, and 2) continually mix up the opponent in the corner utilizing her superior tension gain and unrivaled offensive potential during okizeme. When I-no is pressuring out of an okizeme situation, or even a simple blockstring; she can be almost unblockable up close. That being said, although her strengths are firmly rooted in offensive capabilities, she lacks in defensive options to get her opponent off of her without spending meter or bursting, and her unique movement options may sometimes be detrimental to her regarding certain matchups.
At round start, I-no will often have to guess the opponents move and choose a way to punish (TK dive, STBT, HCL), or alternatively IAD backwards with j.hs (very safe) and begin zoning with a note or fishing for HCL for a safer way in. The following are techniques to close the distance, extend combos and mix up the opponent.
What makes I-no immediately stand out from the rest of the cast is her movement options. I-no’s ground dash, instead of a run, hop, or glide; is an aerial hover dash which increases in height the longer the dash is performed. This enables her to leave the ground and immediately perform an overhead attack on opponent, or dash briefly and land to score a low attack. She also has the ability to airdash out of her ground hover dash, which is extremely useful for extending her mixup options as well as pushing the opponent back towards the corner before they have even risen from a knockdown.
However be warned, when it comes to execution I-no is definitely not for the dexterity challenged player. Many of her combos, especially those in midscreen, are notoriously among the hardest in the game. To give an example of one of her bread and butter combos, it would require utilizing the FRC point on her either jump installed or tiger knee’d Horizontal Chemical Love attack, and performing a dash split technique to instant air dash out of the cancelled move within 4-6 frames (depending on whether it was jump installed or tiger knee’d respectively), in order to continue the combo. Her Chemical Love attack, which has the unprecedented feature of being a special move with a super move motion; being performed by inputting 6332146+S for the horizontal version, or with the slash button for a vertical oriented version is a staple in her combo set and leads to her most damaging combo options, and its use via neutral as well as its FRC point must be mastered in order to be even somewhat competent with her. The notation for such a basic combo for her would be 6P > 5H > 632147(8)(9)6+K > [6 > K+S+H (FRC) > 6 (air dash 2nd input)] all within 4-6 frames > iad S > 632146+S.
However when mastered, an expert I-no can leave even the best opponent feeling helpless, and has one of the highest comeback potential out of the entire cast.
Mix-up
When breaking down I-no, she has the same mixup everyone in the game has: high/low/throw. What makes her better at this than most characters (save Millia) is her hover dash, that lets her access near-instant overheads vs. the entire cast. Even so, when fighting players familiar with her, her mix-up becomes very stale unless you adjust it. A good basic example for instance, is her hover dash->j.k. After getting hit by this a few times, players will start to react to the hover dash and block. To stop this, you can do hover dash->land->2k. This will catch players still stand guarding, but is still reactable. A great way to hide the fall j.k is to hoverdash->while still at a fairly low height->j.hs. The j.hs has a slow startup and causes I-no to fall out of her hoverdash, ending it faster than just letting go of the dash. Use this to ground yourself faster, and then 2k. The same technique lets you land instantly into walk forward throw.
Techniques
Double dash:
From Guilty Gear Slash onwards, I-no gained the ability to air dash out of her hover dash. On a pad, the easiest motion is simply 66, 66. Using a joystick, use 66, 9 (release to neutral 5), 6 (can also be written as 66956). Having this technique at your hands means that I-no gained access to a slew of new mixups!!! When I-no dashes over a downed opponent, she can dash backwards at the right moment to go back over the opponent and combo, or dash later and cross the opponent up! Also, using this double dash can lead to a fast falling vertical chemical love...
Fast fall Vertical Chemical Love:
After successfully double dashing (see above), immediately perform VCL (632146s). Because the end motion to double dash is also 6, simply using that and doing 32146s will work fine. Depending on your timing, you will see I-no fall immediately to the ground after the VCL or recover slowly. Doing fast fall VCL has several useful applications. You can do so after knocking an opponent down to secure their postion during okizeme, so they do not try to backdash, jump out, or reversal attack. Double dashing in with fast fall VCL puts the opponent in a guessing position as to whether your next move will be high/low/throw. If the opponent has a shoryuken (reversal uppercut or super) of sorts, doing this fast fall VCL with an frc will guarantee your safety! Also with the frc, you can perform an instant high-low mixup, known incorrectly as a "fuzzy guard" mixup. In Guilty Gear, any attack that forces a high block will keep the opponent in a high block state for a certain number of frames. During those frames, if one can land or almost land and can go back into an air attack, it will hit the opponent even if they crouch underneath it, for the game will register them with the standing hitbox from the previous high attack. The window to do this is not so big. So when I-no does fast fall VCL (and the opponent blocks high), VCL FRC land into immediate j.k will hit a crouching opponent. J.k will then combo to k/s dive (s dive preferable for combos) and let you start making some damage. Sorry for the complicated explanation!!
Dash momentum Chemical Love:
By adding a dash to the end of a chemical love (VCL or HCL, doesn't matter which), I-no can gain access to a new type of CL that contains the momentum of a dash!! This can be performed by inputting 6321466k/s. It is not as easy as it sounds and may be easier on the 1p or 2p side, depending on the player. This is not a commonly used technique, but can catch the opponent off guard, and allow access to new and sometimes tensionless combos. Not necessary but can be amazingly effective if applied correctly. Also not a bad round starter at times, as VCL momentum will go over any low pokes and score a knockdown, and HCL momentum will destroy backdashes and retreating opponents.
J.d FDC Cancel
This is simply doing J.d into a faultless defense, thus retaining the momentum of j.d while canceling the attack. Do j.d, immediate FD (different people have different methods. Find the two buttons most comfortable for you to FD from after hitting j.d). The speed at which this has to be done is quite fast, but not so fast that the j.d doesn't happen. Doing this fast and incorrectly will also cause you to burst, but when done properly, this technique is very doable even when retaining your burst. Don't listen to people who say you have to burst first to do this!!
Why is this useful?
Throughout GGXX revisions, I-no has gotten many new tools to mix-up opponents, but this mix-up has been around as long as she has and is among her most confusing tricks. J.d while jumping has a certain momentum that moves I-no forward. If FD cancelled quickly, especially after super jumping, I-no will actually jump over the opponent. Doing so will enable I-no access to a quick crossover technique that is hard to react to. Another use can be seen in the following string. Hover dash (HD), j.s j.d. Normally this string is used to hit those that would block low after j.s, in hopes of guarding 2.k. However the block string can be further modified into HD, j.s j.d FDC cancel, j.s (again)/land, 2.k/land throw. This allows you to be less predictable, which is key to being a good I-no player!! Great examples of this include Attsun's #R SBO performance!
---
Alternate Color Chart
Click [★] for character's full frame data