Overview
I-No is a bit tricky to use, but has great potential when mastered. Her biggest strength is her explosive damage combined with her difficult to block high/low mixup. Rather than having a standard ground dash, she possesses a unique hoverdash that leaves her airborne, allowing her to use her aerial moves low to the ground without needing to land from a full jump. When she makes an opponent block a multi-hit music note projectile either on oki or from neutral, she can safely utilize her painfully difficult to block mixup using her quick overheads, feints into lows, and generally unprorated damage if she has meter for the conversion. This grants I-no some of the most dangerous okizeme in the game.
However, I-no possesses many weaknesses to offset her stellar setplay. The biggest one is probably in her neutral game. While her hoverdash is amazing for high/low mixup, it is incredibly prohibitive for movement and pressure. Her normals and special moves are typically good at one specific job, so you will be forced to guess more often than with other characters. Though her defense isn't as low as other characters, such as Millia, I-No is just as susceptible to being dizzied. Eating a single counterhit from some characters can end the round in a loss.
That said, landing a well placed counterhit in neutral, confirming the full combo, and succeeding on oki with an unrproated normal can be enough to end the lower defense characters.
"You horny brat! Go back home and drink your daddy's milk." | |
Lore: | Badass, cruel and sexy. The time traveling rock star witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" six feet under. She is a force to be reckoned with and will murder anyone who gets in her way. |
Voice: | Kikuko Inoue |
I-No I-No is a bit tricky to use, but has great potential when mastered. Her biggest strength is her explosive damage combined with her difficult to block high/low mixup.
- Virtually unblockable when close.
- Safe overdrives.
- Able to knockdown from near full-screen.
- Explosive burst damage potential using optimized/character specific combos.
- Superb aerial mobility thanks to double air dash and dives
- Versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown.
- Above average tension gain.
- Fourth longest total backdash invul in the game.
- Almost always has the advantage when at full screen (mostly due to the music note projectile)
- High execution barrier for advanced combos and her neutral game movement:
- Somewhat average to low damage output midscreen without the use of tension.
- Overall weak defensive options (no meterless reversal).
- Worst airthrow range in the game.
- Her unique ground-to-air dash (with 9 startup frames) creates difficulties in escaping some situations, and also inhibits certain types of pressure.
- Below average health rating and guts.
- Typically disadvantaged at mid-close range in neutral situations.
Warning/Disclaimer
If I-No sounds like your type of character, be prepared to put in a lot of effort. Her execution requirements are a huge struggle, but it's so worth it when everything comes together.
- Optimized meterless combos will utilize 2 frame IAD links at mid screen. If your opponent is further away when you land your hit, it might be a 1f link, or it might not even work. This is the same 5H > IAD j.K/j.P link that gets used in Xrd, but +R does not have the input buffer, so you must execute the IAD with much more precision.
- Must apply multiple advanced techniques for the B&B "5K > HCL > FRC airdash combo" such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window just to set up the next hit. This string isn't necessarily a requirement for high level play, but you can get confirms in more situations if you can do it, and you get far better damage than if you use FB Dive for your conversions and corner carry.
- Combos are more character specific than with other characters. For example, the above combo requires you adapt for screen position to determine whether you'll link into "j.S > FFVCL" or "j.S > j.H" or directly into "FFVCL" in order to keep the combo going.
She is also very difficult to learn neutral with:
- Anti-air is pretty situational (5p, 6p, j.P, 5K, airthrow, 6H, VCL are all used) and some jump-ins flat out cannot be counter-poked from the ground when your opponent spaces them properly. Compare this to characters like Ky who can use either 6P or 2H for all situations.
- Cannot counter poke effectively on the ground without deeply understanding I-No's own hitboxes and hurtboxes, as well as all of your opponent's hitboxes and hurtboxes. You can't really count on a move to "just work" as a poke like you can with some other characters. This knowledge will help any character perform better in every matchup, but I-No in particular struggles until you have this figured out.
- Moves that you'll typically counter-poke with are high risk for various reasons. All of her moves are good, but they each do a specific job well. If you want a character where you don't have to be precise with your button presses, you should look elsewhere.
- I-No's air backdash extends her hurtbox forward, and her ground-to-air dash makes her hurtbox much larger than normal on the sides and the top (even though it shrinks upward so she can dash over lows).
Unique Mechanics
Hover Dash
- I-No's dash makes her airborne
- Feet are off the ground on frame 4
- 9 frames of startup. The fastest you can start acting is on frame 10.
- The fastest you can land is on frame 20, even if you whiff a normal (like j.H) to try to land faster.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/YKdMBbMlojU
}} |
Normal Moves
Click on the notation for a move above it's image to see the hitboxes for that move!
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Stroke the Big Tree 41236S/H |
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Antidepressant Scale 214P air OK |
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Sultry Performance j.236P/K/S/H |
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Horizontal Chemical Love 632146K air OK |
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Vertical Chemical Love 632146S air OK |
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Respect |
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Dash |
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Force Breaks
FB Antidepressant Scale 214D air OK |
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FB Sultry Performance j.236D |
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Overdrives
Ultimate Fortissimo j.2363214S |
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Longing Desperation 632146H |
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Instant Kill
Last Will and Testament in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Essay | enter | USA | - | - | Active | - | Frosty Faustings XII (2020) |
Honnou | enter | USA | - | Twitter ACPR Discord |
Active | Random Select Main, holds the Survival Mode world record with Justice | FrostyFaustingsX |
Slash Gordon | enter | USA | SoCal Salty Worlds Collide |
ACPR Discord | Temporarily Inactive | - | AnimEVO 2018 |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •