GGST/I-No

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Overview
Overview

I-No is a unique all-range character with powerful options from most places on screen and oppressive offense that utilizes her hoverdash for a very strong high/low/throw game.

Instead of a standard run, I-No has a unique “hoverdash” that puts her into the air, giving her near-immediate access to all her aerial attacks at a moment’s notice. This, along with her frame traps, pressure resets, and a high damage command grab super, makes I-No very difficult to block when she gets up close. To get there she possesses a suite of powerful neutral tools, most notable among them being Antidepressant Scale (note), a projectile that can be controlled vertically and gains hits as it travels across the screen.

However despite her strengths, neutral is probably the hardest thing to learn as I-No. Her hoverdash makes approaching directly difficult, meaning that depending on the situation and matchup she can end up zoning, trying to play footsies, or using her divekicks and Stroke the Big Tree to gamble on maneuvering around the opponent’s attacks. She also suffers on defense, lacking a meterless reversal or particularly fast buttons, so she needs to have a solid understanding of the universal defensive mechanics to get out of pressure. Her below average defense and guts make this even more important.

In the end though, no matter how far behind they are, all it can take is one knockdown for an I-No player to steal momentum and carry it all the way to victory.


Lore:Her tendency to approach someone as if talking to an old friend can make I-No seem personable at first glance.

She doesn't shy away from using her feminine charms to deceive men, despite not actually having it in her to work together with anyone. She sees all others as lesser beings worthy of ridicule, even "That Man."

When faced with something or someone she finds irritating or alarming, she reveals her violent temper.
Playstyle
GGST I-No Icon.png I-No, classified as a Rush type, is a hard rock witch with a wild offense using her hover dash.
Pros Cons
  • Hoverdash: I-No gains powerful high/low mix-up options with her unique hoverdash, as she can make herself airborne while being very close to the ground.
  • Extra Mobility: Sultry Performance gives I-No a unique movement option alongside her hoverdash and downward airdash. Stroke the Big Tree also gives I-No a way around most pokes if she's willing to gamble.
  • Mixups: I-No's hoverdash gives her easy access to fast overheads and she has a high damage command grab super in Megalomania. While Antidepressent Scale is needed to make it truly safe, she can go for a hoverdash mixup when she is at advantage (or is willing to take a risk).
  • Hoverdash: Her unique ground dash makes it harder to approach opponents directly as it can be answered universally with 6P. I-No has to use her other tools like Chemical Love or Stroke the Big Tree to force an opening.
  • Damage: I-No gets relatively low damage off of most confirms. She can make you guess, but she has to make you guess a lot to win.


Hoverdash

GGST I-No Hoverdash.png

GGST I-No Hoverdash Hitbox.png

I-No's ground dash does not behave like a normal run. Instead, I-No's ground dash puts her airborne, which allows her to perform high/low mixups without having to actually jump.

  • Airborne on frame 5 onward
  • Actionable on frame 10 onward

The nature of I-No's dash affects every part of her gameplay. In neutral, it makes advancing much tougher for her than characters with regular runs, especially with Strive's universal dash blocking. On offense, it gives her access to quick overheads from any neutral state, while making pressure resets and throws more difficult. On defense, it prevents her from simply running under certain jump-ins. Even in punishes, being unable to dash for only a couple frames can make them tricky.

Don't hoverdash willy-nilly. Keep in mind its high profile, and make them scared with Stroke the Big Tree before dashing straight over their low pokes. Use that very same move to duck under their jump-ins and cross them up. Be disciplined with frame traps and condition them into staying still before going for hoverdash resets.

Playing around hoverdash's strengths and weaknesses is key to mastering I-No.

Normal Moves

5P

5K

c.S

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
31 All 13 9 18 -13 -

This move has a lot of range which allows for stuffing approaches or applying pressure at ranges that the opponent might not expect. Huge disjoint, but quite slow and is prone to being low profiled, though it can hit crouching opponents. Although it's technically 13f startup, the hitbox extends throughout the move's active frames and is quite short initially, only reaching a respectable range at 16f.

Additional Frame Data: Initial Prorate 90%

Gatling Options: 5H, 2H

5H

5D

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
34 All 9 5 18 -9 -

  • Hard knockdown on air hit
  • Higher initial pushback value than other level 2 starters

Good 6P with decent range. Lack of jump cancel or grounded launch makes this move generally poor as a combo tool, except as a grounded CH starter. Still useful as an anti-air and counterpoke, despite generally not leading to much. Low profile is also useful to disrespect certain moves during pressure, like Sol's f.S, Giovanna's 236K, or Ky's 214K.

Additional Frame Data: Initial Prorate 90%

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,45 All 7 2(12)8 19 -8 -

  • First hit causes float on ground hit
  • Second hit launches opponent upwards and away

One of I-No's best combo and frame trap tools. Fast, easy to confirm due to its multiple hits, and launches high, letting it combo into 236H and delayed 214K anywhere on grounded hit. Almost any starter will combo into this move, but if they're too far away, it will whiff. Occasionally useful as a high-risk, high-reward anti-air using the second hit. Leads to great damage on CH in the corner, but not midscreen.

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Ground Throw 2 3 38 - -

No longer a reversal like throws were in previous games, but still useful as an abare tool due to it being I-No's fastest attack. Does a decent chunk of damage, useful for opening up opponents too focused on I-No's high/low. If the tension is available, should always be PRC OS'd to be safe on whiff.

Causes hard knockdown, but usually puts you too far from the opponent with too little advantage to set up note oki. If you're close to the corner but not right up to it, however, the distance factor is negated, and you can set up notes as you like.

Additional Frame Data: Initial Prorate 50%

Air Throw

Special Moves

Antidepressant Scale

214P(Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214P 12+[9x4] All 24 - Total 60 -16 -
j.214P 12+[9x4] All 21 - Until Landing -16 -

One of I-No's most notable moves. Notes can be shot in neutral to force your opponent to block or move a certain way. They can also be shot after a 2D or 236H knockdown for a safe mixup. Keep the long recovery and limited vertical control in mind when using this move in neutral, especially if you're more used to earlier versions of the character.

The projectile gains hits as it travels, to a maximum of five, leading to more blockstun/hitstun if it connects. By holding 2 or 8, I-No can influence the note's trajectory upward or downward.

Rather than how far it's travelled, the projectile's number of hits depends on how long it's been out. Due to this, character hurtboxes can determine how many hits note will have after travelling a certain distance.

Charts approximating hits at each distance for Ky and Potemkin


j.214P

  • Recovery and CH state until landing
  • No longer faster to come out than regular note if TK'd

Strictly worse than grounded note in basically every situation. Don't use this move.

Additional Frame Data: Initial Prorate 80%

Stroke the Big Tree

236S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S 36 Low 16 6 15 -7 -
236H 42 Low 28 5 12 +2 -

  • Both versions stagger on hit.

I-No's most essential pressure tool. Great low profile during startup means Stroke is extremely useful for approaches in neutral, but both versions can be prone to trading with attacks it low profiles, as the low profile ends as soon as the move becomes active. Both versions will lead to great damage on counter hit.

236S

  • Travels around round start distance
  • Useful for ducking under an opponent's jump-in to cross them up or simply escape
  • Frame traps and combos from 2S/f.S, combos from 5H/2H as well but requires a delayed cancel for a frame trap.
  • Unfortunately does not lead to much on normal hit if your opponent knows how to recover from stagger.
  • Can be hard to punish on block due to pushback.
  • Ramlethal mains' favourite meal

Additional Frame Data: Initial Prorate 90%


236H

  • Travels about 2/3rds screen
  • Grants hard knockdown on air hit
  • Slightly plus on block, though it will always leave a gap if chained into during a blockstring.
  • Great combo tool, always plus enough on hit to allow 6H/5K to combo.
  • Combos from CH f.S/2S/2H/5H.

Additional Frame Data: Initial Prorate 90%

Sultry Performance

j.236K/S/H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
j.236K 35[50] All 10 - Until Landing + 18 -7~(-2) [-1] -
j.236S 35[50] All 10 - Until Landing + 18 -7~(-4) [-2] -
j.236H 10x2,20[10x4,20] All 8 - Until Landing + 6 ?(-7) -

  • Values in () indicate advantage on block if you input the button again to bounce up.
  • Values in [] indicate if the move is charged
  • All versions hit mid

I-No's divekicks. If I-No presses the same button used to input the special after it connects, she will bounce up, allowing a pressure extension. Aware opponents can mash or use 6P to deal with it, but I-No can block after the follow-up to try and bait out buttons, though she gets no reward for it. However, even on block, using the follow-up makes the dive safer, especially for j.236H.


j.236K/j.236S

  • j.236K sends I-No downward at a 45 degree angle.
  • j.236S travels more horizontally, at around a 60 degree angle.

These versions are largely identical in function. Both are largely useless in combos, requiring RC or full charge to convert in the vast majority of situations. They do cause a soft knockdown, however, so they allow for a quick hoverdash reset. They are also useful to stall air momentum and catch careless anti-airs, or as air-to-airs to drag the opponent back to the ground with plus frames.

If the follow-up is used on a midscreen hit, you won't get any oki from hitting this. However, not using the follow-up allows I-no to get a meaty jump-in. Take note when using these moves to punish!


j.236H

  • Hits three times, five when fully charged
  • Travels parallel to the ground

Mostly used in combos for corner carry and wall damage. Allows I-No to convert meterlessly from j.K F-Shiki and j.D. Occasionally useful in neutral to cover large distances with high profile, usually with PRC.

Chemical Love

214K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214K 45 All 11 10 26 -2 -
j.214K 45 All 11 10 Until Landing + 7 - -

  • CH state in recovery

A projectile with good range, but easily low profiled by runs, crouching opponents, and even certain standing characters. Will even straightforwardly lose to midrange pokes that slightly shrink the users' hurtboxes such as Ramlethal's or Ky's 5H. Even with these cons, Chemical Love is still useful in neutral to stuff approaches using far moving specials and airdashes, curbing jumps from a distance, and simply as a poke. In addition, the move is vital to I-No's corner combos. Using it in the air will raise I-No further up.

Additional Frame Data: Initial Prorate 80%

Overdrives

Megalomania

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
13*18 (17*11) Ground Throw, All 11+0(41) - - N/A(-18) -

  • +69 on successful grab.

Absurdly damaging command grab super that supplements I-No's great high/low mixup game. Active instantly after the superflash, so the opponent needs to be in air before it to avoid Megalomania, they can't simply react to the flash. The projectiles that come out after the cinematic will appear even on whiff and I-No is completely invulnerable until the end of the attack, making jumping forward the only way to punish this super. The projectiles inexplicably track behind I-No if the opponent is close enough to her back.

The projectiles that come out on whiff are unfortunately not fast or active enough to force the opponent to block, so this super isn't too great to chip the opponent out.

Ultimate Fortissimo

632146S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
632146S 40,20x2,100 All 6+2 - - +26 -
j.632146S 20x2,100 All 5+3 - - +37 -

I-No's only reversal, in which she jumps with a flying knee strike, then emits a circular area-of-effect projectile around her while airborne. If done while already airborne, I-No skips the flying knee and simply does the projectile.

  • The Air version is also invulnerable during startup, but not instantly, and becomes vulnerable before active frames.
  • The Ground version hits twice: the invulnerable knee and the projectile, with a punishable gap in between.

If the projectile is blocked by the opponent, I-No has enough advantage to run a mixup. This makes it useful if your initial mixup is blocked, or if your opponent isn't aware of how to punish this super. Will force an Area Shift in the corner, but won't actually break the wall unless the opponent is right up against it.

In many matchups, ending corner combos with Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.


92% complete
Page Status %
Overview Complete 20/20
Combos Several combos listed but videos examples may help 8/10
Strategy Needs information on how to defend as I-no and what to do in situations where other characters would use their run. 19/20
Frame Data few moves missing recovery and active 45/50
Click here for the scoring criteria to assess character page completion.


External References

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