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| pros = | | pros = | ||
* Powerful high/low mix-up options with her unique hover dash. | * Powerful high/low mix-up options with her unique hover dash. | ||
* High damage command grab super. | |||
* Excellent movement with her angled dashes and divekicks. | |||
| cons = | | cons = | ||
* Her unique ground dash may bring up difficulties in escaping some situations in certain matchups. | * Her unique ground dash may bring up difficulties in escaping some situations in certain matchups. | ||
* Relatively low damage off of most confirms. | |||
* No meterless defensive options. | |||
| difficulty_rating = 2 | | difficulty_rating = 2 | ||
| official_difficulty = yes | | official_difficulty = yes |
Revision as of 07:44, 12 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview Text Goes Here....
I-No I-No , classified as a Rush type, is a hard rock witch with a wild offense using her hover dash.
- Powerful high/low mix-up options with her unique hover dash.
- High damage command grab super.
- Excellent movement with her angled dashes and divekicks.
- Her unique ground dash may bring up difficulties in escaping some situations in certain matchups.
- Relatively low damage off of most confirms.
- No meterless defensive options.
I-No |
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Normal Moves
5P
5K
One of I-no's further reaching normals that does not have a lot of recovery. This can be useful when trying to frame trap with H strike
c.S
f.S
This move has a lot of range which allows for stuffing approaches or applying pressure at ranges that the opponent might not expect.
5H
5D
6P
6H
One of I-No's best combo tools, easy to confirm due to its multiple hits. Various starters will combo into this move, but if they're too far away, it will whiff.
2P
2K
2S
Now a mid. Still a useful poke.
2H
2D
Critical to setting up note oki. Hard to punish if spaced as it's only -7 on block, making it useful as a blockstring ender at times.
j.P
Mainly used as an air to air. It doesn't hit most crouchers which is why it is poor choice for ground mixups.
j.K
Due to it's low blockstun this can be useful to try and frame trap opponents or go for a tick throw. It's also I-No's only button that cancels into j.D, making it useful to start mixups. However, the opponent can throw you when you land, so if possible you want to space it or make the transition into the landing blockstring tight enough to beat their throw attempt.
j.S
One of your go to moves after hoverdash. This helps due to it's hitstun and blockstun
j.H
j.D
A mixup tool that alters momentum, used to add an extra overhead from your air blockstrings. Can also crossup.
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Antidepressant Scale
214P (Air OK)
One of I-No's most notable moves, essential for her okizeme and neutral. The projectile gains hits as it travels, leading to more blockstun/hitstun if it connects. By holding 2 or 8, I-No can influence the note's trajectory upward or downward.
Stroke the Big Tree
236S/H
One of I-no's best pressure tools. S version can be used for frame traps and the H version can be used to give plus frames. There is a gap in the H version but both provide great confirms off counterhit, and the H version provides a great confirm off the Heavy version.
Sultry Performance
j.236K/S/H
- K dive around 45 degrees
- S dive goes horizontally far dive around 60 degrees
- H dive goes horizontal
- value in ( ) indicates advantage on block if you input the button again to bounce up.
- values in [ ] indicates if the move is charged
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. Due to this, the follow-up should only be used on opponents who are overly respectful or in combos.
Chemical Love
214K (Air OK)
A projectile that covers a lot of range, but easily low profiled by runs, crouching opponents, and even certain standing characters. Even with these cons, Chemical Love is still useful in neutral to stuff approaches using far moving specials, and is additionally vital to I-No's corner combos.
Overdrives
Megalomania
632146H
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, making jumping forward the only way to punish this super.
Ultimate Fortissimo
632146S (Air OK)
- I-No's only reversal. If done while airborne, I-No skips the flying knee and simply does the projectile.
- This super has two parts for the ground version. knee attack and then the followup. between the two attacks you are vulnerable and can be attacked or thrown.