GGACR/I-No/Fighting I-No

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Revision as of 19:00, 22 August 2021 by SlashGordon (talk | contribs) (→‎Fighting I-No: Added stuff)

Fighting I-No

  • 9 frame startup on forward dash can be punished pretty easily by disrespecting I-No at the right time.
  • Crouch under HCL to make it whiff and get more time to act.
    • If I-No does HCL 6FRC6 as a pressure into mixup tool, crouch the HCL and 6P her committed dash (or use any other Anti-Air that works for your character - test this). Most players would say to stand up on reaction to block the overhead, but that's a waste. Just hit her.
  • Several of I-No's hitboxes are inside her hurtboxes.
    • If I-No uses j.S in neutral, you should be able to counterpoke it pretty much for free.
    • If I-No uses a lot of TK dive from pressure or in neutral, beat it on prediction. This is difficult because it'll reach your legs before your 6P goes active if you try to react to it, but most characters can simply jab it. I-No is great at using this move to hit you first, whiff punish, or hit at a strange angle that's hard to Anti-Air. Look at Kedako's use of May's Restive Roller for another example of how this works. That move actually has a terrible hitbox (inside the hurtbox) too, but if it comes in from angles you can't reliably cover, it doesn't matter. To beat it, you would need to call it out.
  • Learn to IB I-No's hoverdash j.K, which she'll use a lot on oki or when resetting pressure. If you IB the j.K, you can typically throw her before she can act when she lands, which forces her to special cancel or go into j.D. Check what your best throw OS button is, since it's highly likely you can shut down those options too without any extra effort.
  • Learn to recognize which Note I-No has fired. She has a slow one that speeds up, and a fast one that slows down. Don't forget she also has the FB version, which shoots 2 notes that start with 3 hits each, and gain up to 4 more hits.
    • When you can recognize them easily, learn how to dodge them. This can be difficult since I-No can control them quite well, but strong I-No players will figure out the best place to put notes in each matchup to control your actions. You can learn to avoid them by predicting where I-No wants you to move.
  • STBT is slow, so you can frequently counter poke it on reaction. Just don't fall asleep since STBT-H can be FRC'd. You'll most likely poke low to stuff it, but I-No will dash over your poke.
  • Learn to recognize where I-No is likely to drop combos. This can help you save your burst, and might also prepare you to punish I-No since she's typically in a very committed state after dropping something.
  • When I-No doesn't have meter on wakeup you can be a tad more aggressive with your oki.
    • She has a good backdash to watch out for, but you should be baiting that already against everyone.
    • Wakeup HCL/VCL to be frame-1 airborne isn't as high up as other moves like Pot's Megafist or Faust's FB Slapchop. This typically beats lows that don't reach high enough, like some 2Ks and 2Ds. Something like a 2P to set up a tick throw will typically catch it, as will some taller 2D's (like Baiken's).

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