GGACR/I-No/Okizeme: Difference between revisions

From Dustloop Wiki
< GGACR‎ | I-No
No edit summary
No edit summary
Line 1: Line 1:
{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=I-No|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/18-i-no/}}
{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=I-No|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/18-i-no/|active=okizeme}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">

Revision as of 07:37, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums    

Introduction

  1. Knock them down.
  2. Shoot a note.
  3. Dash at them and run a high/low mixup while they're in blockstun.
  4. Confirm a combo and end in knockdown.
  5. Repeat steps 2-5 (recursively, forever).

Mix-up

When breaking down I-No, she has the same mixup everyone in the game has: high/low/throw (and some cross-ups). 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 so it wont actually start up all the way. Feint that you're going to hit them overhead, then 2k. The same technique lets you land into walk forward throw.


Public Service Announcement: Doing hover dash > j.H DOES NOT cause you to fall any faster than if you had simply stopped dashing, or pressed any other button. The fastest I-No can land after committing to a hover dash is 20 frames. What is important about the j.H feint is that it can be ambiguous as to whether you're going to hit them with j.H or not.


Another general note about mixups is that many of the tools you attempt to use will be beaten by different tools that your opponent can use. Beaten doesn't have to mean "contested" or "challenged" either; your opponent can beat a dash-in j.S || land 2K string by blocking high, then low, with the right timing. You can use an empty dash to change the timing (no hitstop) and hit low about 13 frames faster than if you used a j.S, which will beat autopilot block switching.

Let's also compare j.S || 2K vs j.S > dj.K. You connect with j.S, land 1~2f later and start 2K, and then hit low 6~7f after the hitstop from j.S ends. Or you connect with j.S and hit with a dj.K 5f after that hitstop ends. The difference between hitting high and low here is so tight that you're forced to guess, or try to use a fuzzy block technique (similar to how you would block Eddie unblockables) to cover both options.

If your opponent is committing to trying to block because they can't poke out here, they become more vulnerable to j.D in your mixups, which is easier and safer to use without meter than the j.S > dj.K fuzzy mixup.

Set-ups

  • late f.S on oki > stuff: f.S's hitbox travels forward and then hovers in place for a few frames. If you catch your opponent's wakeup with those later frames, you'll have significantly more +frames than normal (potentially up to +15).
    • This means you actually can dash in while they're in blockstun if they didn't IB, assuming the meaty timing was perfect.
    • You can wait and push a button to beat a counter poke, or you can push a button and intentionally whiff during this window to bait something.
  • Note (1-hit): Probably not safe (frame tight) on block. I need to test specifics.
  • Note (2+ hits): This is ideal, as the extra hits on note actually have hitstop and are a higher attack level than the first hit.
    • Confirm your opponent blocked a 2-hit note, then dash in for your mixup. If you dash in prematurely they might reversal straight through the note, and you wont be able to block due to I-No's dash startup frames.


  • FB Note (3+hits): Ideal if you have enough time post KD to guarantee contact, and meter in your pocket to burn. Your opponent will be locked down long enough for you to run a mixup, and since FB Note builds guard bar, you're going to do more damage if your mixup is successful.
    • The multi-hits make it harder for Jam to parry into stuff, and make it hard for Baiken to counter since only Baku has startup invul (and it's not on frame 1, so she can still get hit).
    • Do not run a j.S > dj.K fuzzy mixup as the extra hits will allow your opponent's hitbox to switch when they block switch.

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Navigation