GGST/I-No: Difference between revisions

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Now a mid. Still a useful poke.
Hits mid. Still a useful poke.
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Revision as of 07:48, 12 June 2021



Overview
Overview

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.

Pros
Cons
  • 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'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.
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I-No

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6H

2P

2K

2S

2H

2D

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 - -

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

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Antidepressant Scale

214P (Air OK)

Stroke the Big Tree

236S/H

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

  • 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)

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) - -

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)

External References

Navigation

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

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