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Long whiff animation means air throwing is weaker as an anti-air option than in previous games, but the range is also increased to compensate. Does a decent chunk of damage and I-No can usually get a meaty {{clr|4|j.H}} after hitting it.
Long whiff animation means air throwing is weaker as an anti-air option than in previous games, but the range is also increased to compensate. Also technically I-No's fastest air to air. Useful to reverse the situation on cheeky IAD pressure or to toss people trying to use momentum-altering air moves such as Chipp's {{clr|2|j.2K}} or May's {{clr|4|j.2H}}. Does a decent chunk of damage and I-No can usually get a meaty {{clr|4|j.H}} after hitting it.


'''Additional Frame Data:''' ''Initial Prorate 50%''
'''Additional Frame Data:''' ''Initial Prorate 50%''

Revision as of 17:10, 21 October 2021



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.

 I-No  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.
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I-No


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

Damage GuardHow this attack can be blocked. 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. Invuln
22 All 5 4 9 - -

  • High hitbox, whiffs on crouchers
  • Servicable anti-air
  • I-No's single fastest normal

Mostly useful as a clutch anti-air due to not hitting crouching opponents. On regular and counter-hit AA, it's possible to follow up with a short combo, but generally the reset into pressure is preferred over the negligible damage.

Additional Frame Data: Initial Prorate 80%

Gatling Options: 5P, 2P, 6P, 6H

5K

c.S

f.S

Damage GuardHow this attack can be blocked. 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. Invuln
31 All 12 9 18 - -

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

Damage GuardHow this attack can be blocked. 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. Invuln
41 All 15 4 23 - -

  • Groundbounces

Despite having worse startup, recovery and advantage on block than 2H, 5H finds good use as a whiff punish and frametrap tool with its better range and meterless conversions on both normal and counter hit. As a combo tool it provides a way to end juggles into a 236H midscreen as well. Not as good as 2H at fishing for counter hits in neutral, but unlike that button, you're guaranteed to get significant reward from 5H if it connects at all.

5D

Damage GuardHow this attack can be blocked. 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. Invuln
45 High 20 3 26 - -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Universal overhead attack that's pretty fast. Can be especially useful with 50 meter on deck for a quick overhead than be made safe or comboed with from RC. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. However her hoverdash if both faster, safer, and still pretty good in terms of damage. It's also her most damaging wallbreak attack when charged.

Additional Frame Data: Initial Prorate 80% (Uncharged)

6P

Damage GuardHow this attack can be blocked. 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. Invuln
34 All 9 5 18 - -

  • 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. 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. Invuln
20,45 All 7 2(12)8 19 - -

  • 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

Damage GuardHow this attack can be blocked. 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. Invuln
33 Low 12 3 18 - -

I-no performs a quick sweep with her guitar with some recovery. Critical to setting up okizeme, as it allows I-no to cover her approach with a meaty note. Hard to punish if spaced as it's only -7 on block, making it useful as a blockstring ender at times. Naturally frame traps from 2K and 5K, leading to a meterless wallbreak combo in the corner on counter hit.

Additional Frame Data: Initial Prorate 90%

j.P

j.K

Damage GuardHow this attack can be blocked. 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. Invuln
24 High 7 12 14 - -

  • Jump and dash cancellable

Due to it's low blockstun this can be useful to try and frame trap opponents or go for a tick throw. I-No's fastest air normal that will hit crouchers, just in case you need that extra frame of speed. Highly active, which can make it useful as a niche air-to-air in scramble situations. Otherwise generally outshined by I-No's other air buttons.

Additional Frame Data: Initial Prorate 80%

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. 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. Invuln
29 High 8 4 20 - -

  • Jump and dash cancellable
  • Launches straight up on air CH

One of your go-to moves after hoverdash. Sets up F-Shiki with double jump j.K or j.S, and is generally useful as combo fodder due to its jump cancel and j.H gatling. Additionally useful as a rising air-to-air as it outshines j.P in reward while being faster than j.H. Moreover, its new j.D gatling allows I-No to do any mixup she could previously do from j.K with this normal, and more.

Additional Frame Data: Initial Prorate 80%

Gatling Options: j.H, j.D

j.H

j.D

Damage GuardHow this attack can be blocked. 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. Invuln
35 High 16 5 20 - -

  • Jump and dash cancellable
  • Floats on grounded hit

A mixup tool that alters momentum, used to add an extra overhead from your air blockstrings. Can also crossup. With the new gatlings from j.S and j.H, as well as its existing property of launching the opponent upward on air hit, j.D shines as a combo tool in air-to-air conversions, both on counter and normal hit.

Additional Frame Data: Initial Prorate 80%

Universal Mechanics

Ground Throw

6D or 4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln

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. Extremely dangerous to whiff, so PRC it if your opponent avoids it with a backdash or jump.

Causes hard knockdown and always leads to note oki unless you're close enough to kiss 'em.

Additional Frame Data: Initial Prorate 50%

Air Throw

j.6D or j.4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln

Long whiff animation means air throwing is weaker as an anti-air option than in previous games, but the range is also increased to compensate. Also technically I-No's fastest air to air. Useful to reverse the situation on cheeky IAD pressure or to toss people trying to use momentum-altering air moves such as Chipp's j.2K or May's j.2H. Does a decent chunk of damage and I-No can usually get a meaty j.H after hitting it.

Additional Frame Data: Initial Prorate 50%

Special Moves

Antidepressant Scale

214P(Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

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.



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

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

  • 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

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

  • 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 as combo starters, 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 if used as a combo ender. 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, or during pressure to bait out throws or frame trap.

Chemical Love

214K (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

  • 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. However, when used correctly, Chemical Love can define matchups as a quick, near-fullscreen projectile punish. Characters such as Potemkin or Goldlewis will have much more trouble approaching I-No due to their moves having generally tall hurtboxes and, in Potemkin's case, a lack of a run. Characters like Anji. Faust or Zato will find the projectile a nuisance as it interacts favourably with moves integral to them such as Anji's infamous parry spin, Faust's item toss, and Zato's Summon Eddie/Unsummon. In general, it is also useful for interrupting opponents trying to set up a slow fireball in neutral, such as Anji, Leo, Ky, or I-no herself.


Additional Frame Data: Initial Prorate 80%

Overdrives

Megalomania

632146H

Damage GuardHow this attack can be blocked. 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. Invuln
13×18 (17×11) Ground Throw (All) 11+0(41) - -

  • +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)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

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

Navigation

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

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