GGACR/I-No/Frame Data

From Dustloop Wiki
< GGACR‎ | I-No
Revision as of 04:20, 28 October 2020 by SlashGordon (talk | contribs) (added matchups tab)
  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Matchups   Forums   Videos    

System Data

GGACR I-No Icon.png I-No Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR I-No Portrait.png ×1.06 1 ×1.0 1/5F 55
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
16 1~11F 24F 21F ×1.05
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 35 35 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
38 20 1.1 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
9 49 26 1.1 6.5 6.5
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3.5 2.75 8 0.4 95
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
6F 23 17.5 14 13 60
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 2 2 45 80 130
Special Forwards Dash Unique Movement Options
Hover Dash


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
5K
c.S
f.S
  • Floats opponent on hit (untechable 30F)
  • Fully untechable on CH
  • Hitstop 0F
  • Total 34F
  • Forced prorate 60%
  • Projectile
5H
  • Feet invincible 11~18F
6P
  • Upper body invincible 1~4F
  • Above knees invincible 5~11F
  • Knocks down opponent on ground hit
  • Forced prorate 90%
6H
  • 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
5D
2P
  • Initial prorate 80%
2K
  • Low profile 5~8F
  • Initial prorate 75%
2S
2H
  • Low profile 11~15F
2D
j.P
j.K
  • Initial prorate 90%
j.S
j.H
  • Blows back opponent on air hit (untechable for 21F)
j.D
  • Floats opponent on hit (untechable for 18F)
  • Initial prorate 80%

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
  • Knocks down opponent on hit
  • Forced prorate 40%
  • FRC timing 55~56F (17~18F after dealing damage)
Air Throw
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA
  • Fully invincible 1~13F
  • Throw invincible 14~33F
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Initial prorate 50%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Hover Dash
66
  • I-No leaves the ground on 4F
  • Fastest 66 > land is 20F
S Stroke the Big Tree
41236S
  • Initial prorate 80%
  • Low profile 3~19F
  • Throw invincible 6~15F
  • 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 Tree
41236H
  • Initial prorate 90%
  • Low profile 5~27F
  • Throw invincible 11~23F
  • 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 Scale
214P
  • 2nd-5th hits have hitstop 6F
  • FRC timing 22~23F
  • see notes *1
Air Antidepressant Scale
j.214P
  • 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 Performance
j.236P
  • 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 Performance
j.236K
  • 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 Performance
j.236S
  • 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 Performance
j.236H
  • 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 Love
632146K
  • 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 Love
j.632146K
  • Floats opponent on hit (untechable for 20F)
  • 42F Total duration
  • I-No is in CH state until landing
  • see notes *3
S Chemical Love
632146S
  • 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 Love
j.632146S
  • Floats opponent on hit (untechable for 30F)
  • 40F Total duration
  • I-No is in CH state 1~21F
  • see notes *3
Respect
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
FB Sultry Performance
j.236D
  • 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
  • Strike invincible during 6~9F when not cancelled
  • Requires and consumes a jump option
  • see notes *2
Stop
FB Sultry > P/K/S/H
  • Restores jump options
  • This move is a followup to FB Sultry Performance
FB Antidepressant Scale
214D
  • 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 Scale
j.214D
  • FRC timing 16~21F
  • Fastest possible TK attack has startup of 16F, 36F total duration

Overdrives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ultimate Fortissimo
j.2363214S
  • Strike invincible 1~9F
  • 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 Desperation
632146H
  • Strike invincible 1~13F
  • Floats opponent, fully untechable on hit
  • Hitstop 6F
  • Dizzy modifier x0
  • Passes through other projectiles

Instant Kill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Last Will and Testament
During IK Mode: 236236H
  • IK Mode preparation: 76F
  • Strike invincible 4~17F

Gatling Table

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

To edit frame data, edit values in GGACR/I-No/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.