GGACR/I-No/Frame Data

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System Data[edit]

Defense:x1.06
Guts:1
Weight:Lightweight (x1.05)
Stun Resistance:55
Prejump:3F
Backdash:16F (1~>11F invuln)
Wakeup Time:53F (Face Up) / 50F (Face Down)
Unique Movements:Hover-dash


Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Ino 5P.png 12 Mid 4 4 6 0 - 3 8 1.44 CSJR 1
5KGGAC Ino 5K.png 20 Mid 7 7 12 -7 - 6 7 2.64 SJR 2
c.SGGAC Ino cS.png 34 Mid 6 5 9 0 - 10 7 2.64 SJR 3
f.SGGAC Ino fS.png 32 All 19 11 1 +5 - 14 6 3.84 - 4
  • Floats opponent on hit (untechable 30F)
  • Fully untechable on CH
  • Hitstop 0F
  • Total 34F
  • Forced prorate 60%
  • Projectile
5HGGAC Ino 5H.png 37 Mid 13 4 18 -3 11~18F Feet 20 6 3.84 SJR 5
6PGGAC Ino 6P.png 28 Mid 9 3 21 -10 1~4F Upper Body
5~11F Above Knees
10 7 2.64 SR 3
  • Knocks down opponent on ground hit
  • Forced prorate 90%
6HGGAC Ino 6H.png 20, 52 Mid 7 1(7)8 17 -6 - ?? ?? ?? R 4, 5
  • 1st hit staggers opponent on ground CH (max 43F)
  • 2nd hit floats oppponent on hit (untechable for 28F)
  • Can gatling cancel into 5K after 20F
5DGGAC Ino 5D.png 15 High 29 12 7 -5 - 8 20 2.64 R 3
2PGGAC Ino 2P.png 10 Mid 5 2 6 +2 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2KGGAC Ino 2K.png 15 Low 5 2 8 0 5~8F Low Profile 3 8 1.44 SR 1
  • Initial prorate 75%
2SGGAC Ino 2S.png 28 Low 9 2 17 -5 - 8 7 2.64 SR 3
2HGGAC Ino 2H.png 35 Mid 11 2 11 +6 11~15F Low Profile 20 6 3.84 SR 5
2DGGAC Ino 2D.png 26 Low 11 3 18 -7 - 8 7 2.64 SR 3
j.PGGAC Ino jP.png 18 High/Air 5 5 12 - - 3 8 1.44 SR 1
j.KGGAC Ino jK.png 13 High/Air 5 12 27 - - 6 7 2.64 SR 2
  • Initial prorate 90%
j.SGGAC Ino jS.png 23 High/Air 8 6 23 - - 10 7 2.64 SJR 3
j.HGGAC Ino jH.png 32 High/Air 12 6 61 - - 10 7 2.64 SR 3
  • Blows back opponent on air hit (untechable for 21F)
j.DGGAC Ino jD.png 40 High/Air 16 5 20+8 after landing - - 10 7 2.64 SJR 3
  • Floats opponent on hit (untechable for 18F)
  • Initial prorate 80%

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC Ino throw.png 60 45 pixels - - - - - - 6,7 4.00 F -
  • Knocks down opponent on hit
  • Forced prorate 40%
  • FRC timing 55~56F (17~18F after dealing damage)
Air ThrowGGAC Ino airThrow.png 60 80 pixels - - - - - - 6 4.00 - -
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Ino 6P.png 25 All 11 3 25 -14 1~13F All
14~33F Throw
10 7 2.64 R 3
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Initial prorate 50%

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Hover DashGGAC Ino 66.png
66
- - - - 9 - - - - - - -
  • I-No leaves the ground on 4F
  • Fastest 66 > land is 20F
S Stroke the Big TreeGGAC Ino 41236S.png
41236S
40 Low 20 2 17 0 3~19F Low Profile
6~15F Throw
15 6 2.00/7.20 R 5
  • Initial prorate 80%
  • Ground hit staggers opponent (max 38F)
  • Floats opponent on hit when used in a combo (untechable for 28F)
  • High float on CH (untechable for 40F)
  • I-No is in crouching state during the move
H Stroke the Big TreeGGAC Ino 41236S.png
41236H
40 Low 28 2 16 +1 5~27F Low Profile
11~23F Throw
15 6 2.00/7.20 JRF 5
  • Initial prorate 90%
  • Ground hit floats opponent on ground hit (untechable for 28F)
  • Base untech time for air/ground hit also 28F
  • FRC timing 13~15F, 26~28F (second FRC right after attack goes active)
  • I-No is in crouching state during the move
Antidepressant ScaleGGAC Ino 214P.png
214P
12x1~5 All 19 - Total: 50 -11 - 0 8,7x0~4 2.50/1.20x1~5 F 1,2x0~4
  • 2nd-5th hits have hitstop 6F
  • FRC timing 22~23F
  • see notes *1
Air Antidepressant ScaleGGAC Ino 214P.png
j.214P
12x1~5 All 13 - 6 after landing - - 0 8,7x0~4 2.50/1.20x1~5 F 1,2x0~4
  • 2-5 hits have hitstop 6F
  • FRC timing 16~21F
  • I-No remains stationary in the air from 1~33F
  • Fastest TK note startup is 16F, total of 44F
  • see notes *1
P Sultry PerformanceGGAC Ino j236K.png
j.236P
30 High/Air 13 until landing 16 after lnding +1 - 10 7 2.00/4.80 R 3
  • Untechable for 30F
  • I-No is in crouching state during landing recovery
  • I-No bounces off opponent on hit or block
  • Can cancel into air dash or specials 9F after bounce, landing recovery 0F
  • Listed Frame Adv is for the fastest possible TK attack (startup of 18F)
  • see notes *2
K Sultry PerformanceGGAC Ino j236K.png
j.236K
35 High/Air 13 until landing 12 after lnding +1 - 10 7 2.00/4.80 R 3
  • Knocks down opponent on ground hit
  • Slams down opponent on air hit (untechable for 30F)
  • Slides opponent on CH (untechable for 64F, slides for 39F)
  • I-No is in crouching state during landing recovery
  • Listed Frame Adv is for the fastest possible TK attack (startup of 18F)
  • see notes *2
S Sultry PerformanceGGAC Ino j236S.png
j.236S
40 High/Air 13 until landing 14 after lnding -1 - 10 7 2.00/4.80 R 3
  • Initial prorate 80%
  • Floats opponent on hit (untechable for 28F)
  • I-No is in crouching state during landing recovery
  • Listed Frame Adv is for the fastest possible TK Attack (startup of 18F)
  • see notes *2
H Sultry PerformanceGGAC Ino j236H.png
j.236H
25x3 All 10 32 10 after landing - - 10x3 7x3 2.00/4.80x3 RF 3
  • Floats opponent on hit (untechable for 32F)
  • Hitstop 6F
  • FRC timing 42~45F
  • Max 3 hits
  • Passes through opponent from 10F onwards
  • see notes *2
K Chemical LoveGGAC Ino 632146K.png
632146K
45 All 11 11 12+8 after landing +3 - 0 6 2.50/1.20 F 5
  • I-No is airborne from 1F onwards
  • Floats opponent on hit (untechable for 20F)
  • I-No is in CH state until landing
  • see notes *3
Air K Chemical LoveGGAC Ino 632146K.png
j.632146K
45 All 11 11 8 after landing - - 0 6 2.50/1.20 F 5
  • Floats opponent on hit (untechable for 20F)
  • 42F Total duration
  • I-No is in CH state until landing
  • see notes *3
S Chemical LoveGGAC Ino 632146S.png
632146S
45 All 11 11 11+13 after landing -8 - 0 7 2.50/1.20 F 3
  • I-No is airborne from 1F onwards
  • Floats opponent on hit (untechable for 30F)
  • I-No is in CH state 1~21F
  • see notes *3
Air S Chemical LoveGGAC Ino 632146S.png
j.632146S
45 All 11 11 Landing+13 - - 0 7 2.50/1.20 F 3
  • Floats opponent on hit (untechable for 30F)
  • 40F Total duration
  • I-No is in CH state 1~21F
  • see notes *3
RespectGGAC Ino Respect.png 2 All 174 3 32 -25 - 3 8 - R 1
  • Can be canceled into anything except blocking or movement from 18F onwards
  • 1: After note is released, becomes 2 hits after 30F and gains an additional hit every 10F after, up to a max of 5 hits. Note can be steered vertically using the up/down.
  • 2: Hold down the button to delay the move (max 61F). Startup is 4F after releasing the button (3F for H version).
  • 3: FRC timing 16~17F. From Frame 9, attack will come out no matter what. Will pass through other projectiles.

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FB Sultry PerformanceGGAC Ino j236D.png
j.236D
20x5 All 9 17 23 - 6~9F Strike 14x5 3x5 - R 4
  • Forced prorate 80%
  • Floats opponent on hit (untechable for 60F)
  • Hitstop 7F
  • Can perform Stop/input other moves during 6~60F of the attack
  • Restores jump options
  • Requires and consumes a jump option
  • see notes *2
StopGGAC Ino j236D.png
FB Sultry > P/K/S/H
- - - - Total: 1 - - - - - - -
  • Restores jump options
  • This move is a followup to FB Sultry Performance
FB Antidepressant ScaleGGAC Ino 214D.png
214D
12x6~14 All 15 - - +10 - ?? ?? ?? F 1,2x6~14
  • 42F total duration
  • 2nd~14th hits have hitstop 6F
  • FRC timing 18~19F
  • After note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F
FB Air Antidepressant ScaleGGAC Ino 214D.png
j.214D
12x6~14 All 13 - 6 after landing +9 - ?? ?? ?? F 1,2x6~14
  • FRC timing 16~21F
  • Fastest possible TK attack has startup of 16F, 36F total duration

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ultimate FortissimoGGAC Ino j2363214S.png
j.2363214S
50x3 All 7+0 9 until landing +27 1~9F Strike 14x3 6x3 - - 4
  • Floats opponent on hit (untechable on ground hit for 28F)
  • I-No is in CH state until landing
  • Dizzy modifier x0
  • Opponent's inputs are frozen till 3F after the super flash ends
  • Listed Frame Adv is for the fastest possible TK attack (startup of 10F)
Longing DesperationGGAC Ino 632146H.png
632146H
46x3 All 7+2 20 10 +1 1~13F Strike 10x3 7x3 - - 3
  • Floats opponent, fully untechable on hit
  • Hitstop 6F
  • Dizzy modifier x0
  • Passes through other projectiles

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Last Will and TestamentGGAC Ino IK1.png
GGAC Ino IK2.png

During IK Mode: 236236H
Fatal All 7+8 3 32 -25 4~17F Strike 3 - - - -
  • IK Mode preparation: 76F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - - - - -
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Sp
6H - 5K - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/I-No/Data.