GGXRD-R2/I-No: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview/navigation|okizeme=true}}
{{Overview
<div id="home-content" class="home-grid">
|overview= I-No is a mixup monster, whose strength lies in her unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial overhead moves very low to the ground.  Hoverdash pressure is relentless, painful, and hard to block, with quick overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts.
{{card|width=4|height=1
|header=Overview
|content= I-No is a mixup monster, whose strength lies in her unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial overhead moves very low to the ground.  Hoverdash pressure is relentless, painful, and hard to block, with quick overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts.


Combined with the natural safe-jumps provided by her hoverdash, she can freely rush in and force some of the safest, easiest, and most dangerous okizeme in the game.  With her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.
Combined with the natural safe-jumps provided by her hoverdash, she can freely rush in and force some of the safest, easiest, and most dangerous okizeme in the game.  With her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.
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I-No has ways around basically any defense thanks to her Horizontal Chemical Love projectile and her low profile Stroke the Big Tree, but those attacks do have clear answers: HCL loses to most airdashes, and Stroke loses to most low pokes.  Overall, I-No is an oppressive, explosive character who can always rely on her smothering setplay to run away with entire rounds.  Anyone not prepared to stop her is going to pay the price.
I-No has ways around basically any defense thanks to her Horizontal Chemical Love projectile and her low profile Stroke the Big Tree, but those attacks do have clear answers: HCL loses to most airdashes, and Stroke loses to most low pokes.  Overall, I-No is an oppressive, explosive character who can always rely on her smothering setplay to run away with entire rounds.  Anyone not prepared to stop her is going to pay the price.
 
}}
|lore= Badass, cruel and sexy. The time traveling rock star witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" six feet under.  She is a force to be reckoned with and will murder anyone who gets in her way.
{{GGXRD-R2/Infobox
|quote=  
| fastestAttack = [[#5P|5P]] (4F)
|voice_actor= Kikuko Inoue
| reversal = [[#Longing Desperation|632146H]] (7+2F)
|summary= is a fragile aerial rushdown character who wrecks the opponent with mind-blending 50/50 mix-ups and low-profile moves.
}}
{{ProsAndCons
|intro= is a fragile aerial rushdown character who wrecks the opponent with mind-blending 50/50 mix-ups and low-profile moves.
|pros=
|pros=
*'''Hoverdash Mixup:''' I-No's hoverdash gives her incredible high/low mix-up options and cross-up options with the {{clr|5|j.D}} FDC technique. She be very difficult to keep out once she's gotten in.
*'''Hoverdash Mixup:''' I-No's hoverdash gives her incredible high/low mix-up options and cross-up options with the {{clr|5|j.D}} {{keyword|FDC}} technique. She be very difficult to keep out once she's gotten in.
*'''Great Projectiles:''' {{MiniMoveCard|input=214P|label= Note}} doubles as both a great okizeme tool and a solid way to begin your mixup game from fullscreen, while YRC {{MiniMoveCard|input=214K|label=Chemical Love}} can snipe unsuspecting opponents with ease.
*'''Great Projectiles:''' {{MiniMoveCard|input=214P|label= Note}} doubles as both a great okizeme tool and a solid way to begin your mixup game from fullscreen, while YRC {{MiniMoveCard|input=214K|label=Chemical Love}} can snipe unsuspecting opponents with ease.
*'''Great Supers:''' Longing Desperation is an invincible super that's safe on block.  Ultimate Fortissimo is a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked.
*'''Great Supers:''' Longing Desperation is an invincible super that's safe on block.  Ultimate Fortissimo is a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked.
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*'''Low Health and Stun:''' Below average health and poor stun make I-No a glass cannon.
*'''Low Health and Stun:''' Below average health and poor stun make I-No a glass cannon.
*'''Hoverdash Awkwardness:''' Her unique ground dash makes it hard for I-No to reposition and move without going into the air, which can be painful in certain matchups.
*'''Hoverdash Awkwardness:''' Her unique ground dash makes it hard for I-No to reposition and move without going into the air, which can be painful in certain matchups.
*'''Delayed Reversal:''' I-No's reversal super Longing Desperation goes active 2 frames after the flash, which means it can lose to other invulnerable moves on reaction.
*'''Poor Defensive Options:''' I-No has no meterless reversals, and her reversal super can lose to even throws and other invulnerable moves on reaction. Her height and lack of a run can also make it difficult to escape situations that other characters can run under and opens her up to easier {{keyword|F-Shiki}}s and IAD pressure resets.
|unique_mechanic1_name= Hover Dash
}}
|unique_mechanic1=
</div>
I-No's dash does not behave like a normal run. I-No's ground dash puts her airborne which allows her to perform high/low mixups without having to actually jump.
===Unique Mechanics===
{{card|width=4
|header= Hover Dash
|content=
I-No's dash does not behave like a normal run. I-No's ground dash puts her airborne which allows her to perform high/low mixups without having to actually jump. <br>She can also alter the direction of the hoverdash by holding 3 while dashing, which causes her to rise at a more sharp vertical angle.
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|recovery = 6
|recovery = 6
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I-no's fastest normal, as well as her least committal anti-air.
I-no's fastest normal, as well as her least committal anti-air. Burst safe combo tool and mixup option off of jump cancel.
 
Used to pickup in combos when {{clr|3|c.S}} is either out of range or too slow, and {{clr|2|5K}} is too slow. {{clr|1|5P}} can also be used as combo filler in order to bait bursts. On block, I-No can jump cancel, allowing for {{clr|5|j.D}} and {{clr|5|j.D}} {{keyword|FDC}} mixups when opponents are conditioned not to mash.


Excellent disjointed hitbox given its speed, but can be crouched under.
*Whiffs on crouching opponents


Can be used to burst bait, and as a pickup in combos when {{clr|3|c.S}} is either out of range or too slow, and {{clr|2|5K}} is too slow.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 12
|recovery = 12
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You can poke with this, but the hitbox isn't great.  In older GGs this was used as a linker in HCL FRC dash combos, as well as in pressure to set up mixup with TK Dive and {{clr|3|2S}}.  With {{clr|3|2S}} not hitting low, {{clr|5|2D}} not leading to very much without spending meter, and TK dive not being a starter anymore, you'll have to learn {{clr|5|j.D}} FDC to make use of mixup out of this move.  However, once learned your mixup options improve dramatically.  Should also be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a {{clr|5|j.D}} FDC mixup out of block pressure) since I-No may push herself out too far to link into {{clr|1|6P}} against skinny characters like Venom, Zato, I-No, Millia.  It's also good for catching back dashes since it has decent range and 7 active frames.
Decent standing poke and solid combo/pressure tool when {{clr|P|5P}} and {{clr|P|6P}} wouldn't reach.   
 
With {{clr|3|2S}} not hitting low, {{clr|5|2D}} not leading to very much without spending meter, you'll have to learn {{clr|5|j.D}} FDC to make use of mixup out of this move.  However, once learned, I-No's mixup options improve dramatically.  Should be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a {{clr|5|j.D}} FDC mixup out of block pressure) since I-No may push herself out too far to link into {{clr|1|6P}} against skinny characters like Venom, Zato, I-No, Millia.   
 
It's also good for catching back dashes thanks to its long range and active frames.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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Combo tool, used in some pressure strings because it's jump cancelable.  You'll wish it activated from further away instead of {{clr|3|f.S}}.
Combo tool, used in some pressure strings because it's jump cancelable.  You'll wish it activated from further away instead of {{clr|3|f.S}}.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 12
|recovery = 12
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In most cases where you would combo into this, you can substitute {{clr|4|5H}} for more damage. Almost seems useless now that it has been reverted from the AC/+R function of being really slow to start up but really active and good for covering space, with significantly less recovery.  Now you get stagger on CH, but they can mash out of the stagger in the same amount of time that the CH used to give, so it's a worthless buff against people that know the matchup and can mash out of stagger.  The problem with this move is that at maximum range you can't combo into HCL unless you CH, and on CH you can't really get much more than that (knockdown) unless you spend meter. If they mash out of stagger they can recover quicker than you can dash in for a better punish, so the stagger is worth nearly nothing.  They also gave it 2 more active frames, but we're not sure if they replaced recovery frames or were just added in.  In most cases where you'd want to poke with this, {{clr|3|2S}} is a better option because it recovers slightly faster, has more range, and will actually combo into HCL on regular hit more consistently.
A slow but highly disjointed and active poke that staggers on CH.
 
Despite its strengths, {{clr|3|f.S}} is overall a highly situational button. {{clr|3|2S}} is a better option in most situations as it has faster startup and recovery, more range, and combos into {{MMC|input=214K|label=HCL}} for a knockdown more consistently on regular hit. As a poke, {{clr|3|f.S}} is best used in matchups where the disjoint or active frames are important enough to sacrifice the benefits of {{clr|3|2S}}.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 18
|recovery = 18
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}}
Good hitbox, though it's smaller than AC/+R. When spaced right, if you've conditioned the opponent to attack low to try to beat STBT, you can tag them with this for a counter hit.  Otherwise, this is a staple combo tool. Patch 1.1 buffed STBT-H, so now that's an excellent move to combo into of when you score CH {{clr|4|5H}} in or near the corner. As such, the value of {{clr|4|5H}} (and {{clr|4|2H}}) as a poke has increased.  Also, right around when this move goes active, I-No leaves the ground.  You wont be able to dodge most sweeps, but you can dodge moves like Potemkin's Slidehead (on reaction) or Slayer's {{clr|4|2H}} (on prediction).
Combo tool that's also a great counterhit combo starter from frametraps or for extreme low hitting moves.
 
When spaced right, if you've conditioned the opponent to attack low to try to beat {{MMC|input=41236S|label=STBT}}, you can tag them with this for a counter hit.  Otherwise, this is a staple combo tool. Combos into H-STBT on counter hit.
 
{{clr|4|5H}} is Briefly airborne during active frames, allowing I-no to dodge moves like Potemkin's {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}} or Faust's 100 Ton Weight.
 
*Can be jump cancelled
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 9
|recovery = 9
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A little faster than +R, though still slower than AC, and has more recovery.  Also has a prorate on top of scaling RISC really hard.  It's a grounded overhead, so that's a thing.  The horizontal range is surprisingly good, but we have better high/low options.  If you're going to use this it's best to take advantage of the range, so use it more like a zoning tool than a mixup tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this.  Otherwise, throw it in from time to time in the corner when you're at a distance. Worthless on air hit, so be cautious given the risk of using it.  Very active, so you could meaty it on oki for shenanigans and use the unexpected frame advantage to score a counter hit. On YRC is a mid attack. A universal {{clr|5|5D}} gimmick is to YRC late into startup and hit low or throw.  Some buffs to other moves in 1.1 improved the damage you can get from this in the corner.  
Universal grounded overhead that is fully disjointed with incredible horizontal range.
 
Not very useful for I-No as she has much stronger high/low mixup options, so it's usually used to take advantage for its range as a pseudo zoning tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this.  Otherwise, throw it in from time to time in the corner when you're at a distance and expecting the opponent to mash.  
 
Worthless on air hit, so be cautious given the risk of using it.  Very active, allowing it to be plus on block if hit very late, so you can meaty it on oki and use the frame advantage to score a counter hit.  
 
On YRC, the projectile remains active but is instead converted to a mid attack.
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|recovery = 21
|recovery = 21
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Improved to 1-11 frames invul above the knees.  Damage buffed by a few points.  Prorate is no longer forced.  It's a good anti-air tool, a good ground-to-ground poke, and a staple launcher for combos.  Just try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it.  Knocks down on ground hit if you don't combo it into anything.  For reference, if you space at max range you can actually safely bait some DPs (like S-VV and Artemis/Bentengari).
I-No's go to anti-air tool, a good ground-to-ground poke, and a staple launcher for combos thanks to its incredibly open gatling routes.   
 
Try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it.  Knocks down on ground hit if you don't combo it into anything.   
 
For reference, if spaced at max range, I-No can actually safely bait some {{keyword|DP}}s (like {{MMC|chara=Sol Badguy|input=623S|label=S-VV}} and {{MMC|chara=Axl Low|input=623S|label=Artemis/Bentengari}}).
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 15
|recovery = 15
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Staggers opponent on counter hit. Max duration 29F. New "anti air" tool from Rev2, visually it looks good, but not so great since it's not jump cancelable and you can't really combo in anti air situation unless on counter hit ({{clr|3|6S}} counter > STBT HS > {{clr|1|j.P}} etc.)
{{clr|3|6S}} is {{clr|3|f.S}} angled upward, with worse startup and recovery. While {{clr|3|6S}} looks like it could be used an anti-air, it has very low reward on hit and there is little reason to use it over her other options. {{clr|3|6S}} is only useful for corner pressure at distances where it would hit either standing or jumping opponents.
 
*Acts as a proximity normal, meaning {{clr|3|c.S}} will come out if done too close.
* Combos into {{MMC|input=214H|label=Sterilization Method}} on CH at some distances.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 17
|recovery = 17
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The first hit prorates 80%, but the second doesn't. Now causes blow back, and you can't dash cancel this move unless the first hit connects, though you can special cancel itReally limits I-No's options when using the second hit to fish for an AA Counter Hit. It used to lead to meterless damage and corner push, which was great considering the risk when using this move.  Now you push them out too far to get oki, and don't really get a combo.  However, this move is still great when attempting to throw as the AA hitbox will catch people who jump away, and now that you can special cancel on block you have options if it's blocked on the ground.  Also works in corner combos when you're going to optimize for damage and end with HCL ~ D knockdown. If the 2nd hit catches someone jumping away from your throw in the corner, you can VCL loop for huge damage.
Frametrap and combo tool used to fish for jump outs or score counter hits.
 
{{clr|H|6H}} causes blow back on hit, and I-No can't dash cancel this move unless the first hit connects, though it can be special canceled at any point or hitThis really limits I-No's options when using the second hit to fish for an anti air Counter Hit.  
 
This move is great when attempting a throw, as the anti air hitbox will catch people who try to jump away, and special cancel on block give I-No options to maintain pressure. If the second hit catches someone jumping away from your throw in the corner, you can {{MMC|input=214S|label=VCL}} loop for huge damage. Also works in corner combos when optimizing for damage, ending with {{MMC|input=214K > 214S|label=HCL~D}} knockdown. 
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|recovery = 5
|recovery = 5
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}}
Used in tick throws, used in frame traps.  You can gatling {{clr|1|2P}} > {{clr|4|2H}} to leave a 1-frame gap, and if they don't get counter hit by {{clr|4|2H}}, {{clr|4|2H}} is another frame trap. Gatling {{clr|1|2P}} > {{clr|4|5H}} from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with {{clr|2|2K}}, {{clr|1|6P}}, and other moves. Prorates 80% on hit.
Tied for I-No's fastest crouching normal. Used in tick throws, frame traps, and for {{keyword|abare}} when {{clr|P|5P}} would reach too high.   
 
You can gatling {{clr|1|2P}} > {{clr|4|2H}} to leave a 1-frame gap, and if they don't get counter hit by {{clr|4|2H}}, doing {{clr|4|2H}} again is another frame trap. Gatling {{clr|1|2P}} > {{clr|4|5H}} from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with {{clr|2|2K}}, {{clr|1|6P}}, and other moves.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 8
|recovery = 8
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A staple low combo starter. Low profiles and can dodge under moves like Bandit Bringer.
A staple low combo starter for I-No's high/low mixup. Low profiles and can dodge under moves like {{MMC|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}}.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 17
|recovery = 17
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Long range poke that can usually combo into HCL for knockdown unless they're crouching at longer range.  Lots of recovery, but still less recovery than {{clr|3|f.S}}.  You can cancel into Note or STBT, but you'll leave a gap that can be exploited.
Long range advancing poke that can usually combo into HCL for a knockdown unless the opponent is crouching at longer range.   
 
Has less recovery than {{clr|3|f.S}}, making it slightly safer to whiff as a poke.  You can cancel into {{MMC|input=214P|label=Note}} or STBT on block, but you'll leave a gap that can be exploited. {{clr|3|2S}} is still a threatening move if you have 50% to RRC, but otherwise is mostly a poke for the rare occasions when I-No actually has to sit still and push a button on the ground.
 
While not as low to the ground as {{clr|K|2K}}, {{clr|S|2S}} can still be used to slide under some high moves like projectiles and punish at ranges where {{clr|K|2K}} would whiff.


{{clr|3|2S}} is still a threatening move if you have 50% to RRC, but otherwise is mostly a poke for the rare occasions when I-No actually has to sit still and push a button on the ground.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 11
|recovery = 11
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Used to frame trap since it's +6 on block. Also has a good hitbox that you can use to fish for counter hits.  I-No is low to the ground during this move so you can sometimes crouch under stuff.  Hitbox is smaller than AC.  Patch 1.1 seems to have removed the 80% prorate, so it's very comparable to {{clr|4|5H}} in function and utility now.  {{clr|4|5H}} does 3 more damage and can be jump canceled, but {{clr|4|2H}} recovers faster which leaves it at +6 and puts I-No really close to the ground (I-No is lower to the ground during this move than {{clr|3|2S}}, and in AC this move was considered low profile).
Used to frame trap, counterhit fish, and set up more frame traps since it's +6 on block.  
 
Like many of her crouching moves, I-No is low enough to the ground during this move to be considered low profile, giving it extra use as a preemptive counterpoke. While its somehwat similar in use to {{clr|4|5H}}, it does 3 less damage and can't be jump canceled, but {{clr|4|2H}} recovers much faster which leaves it at +6 on block.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 18
|recovery = 18
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Has significantly less range than before, which means it's really difficult to knock down from about max {{clr|2|5K}} range (with {{clr|3|f.S}} and {{clr|3|2S}} having more range than that).  Knocks down, but floats a little bit on hit, which is used in some HCL setups. This move is a low without proration, so there may be situations in which you'll take the risk on using this as a low and then spend meter (Desperation - its proration is not forced) to do big damage in the corner.
I-No's main knockdown tool from her normals.
 
Can be difficult to knock down from about max {{clr|2|5K}} range (with {{clr|3|f.S}} and {{clr|3|2S}} having more range than that).  Knocks down, but floats a little bit on hit, which is used in some HCL setups. This move is a low without proration, so there may be situations in which you'll take the risk on using this as a low and then spend meter (such as on a super) to do big damage in the corner.
 
The hitbox is rather high up for a sweep, but the hurbox is also raised, allowing it to outright beat certain lows that have very thin hitboxes, such as {{MMC|chara=Ky Kiske|input=2D|hitboxMode=true|label=Ky {{clr|D|2D}}}} at the appropriate spacing.
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|recovery = 12
|recovery = 12
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Good when you need to jump at someone with a poke, or want to OS your air throw with your lowest recovery air normal. Combos into {{clr|4|j.H}} on counter hit. Also used at the end of IAD pressure strings when you want to land into {{clr|1|5P}} or {{clr|2|2K}}, or mix up with {{clr|5|j.D}}, or frame trap with delayed VCL YRC.
Solid air to air poke and low risk throw {{keyword|OS}} option.  
 
Combos into {{clr|4|j.H}} on counter hit. Also used at the end of {{keyword|IAD}} pressure strings when you want to land into {{clr|1|5P}}/{{clr|2|2K}}, mix up with {{clr|5|j.D}}, or frame trap with delayed VCL YRC.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
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|recovery = 18
|recovery = 18
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5 frame overhead that's used out of a hover dash for mixup.  Has a decent hitbox for such a fast move, given that I-No's hitboxes aren't great.  Prorates 90%.  Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit.  It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets close to the floor, so sometimes this can lose to wakeup {{clr|1|6P}} even when meatied.  For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.
Fast overhead that's used out of a hover dash for high/low mixups.   
 
Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit.  It seems that I-No connects with the ground and is considered landing before the hitbox on this move {{tt|gets close to the floor|For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.}}, so sometimes this can lose to wakeup {{clr|1|6P}} even when meaty.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|D|j.D}}
}}
}}


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|recovery = 23
|recovery = 23
}}
}}
Works as an air to air, works as an air to ground. Overhead with no proration that leads to big damage in the corner.  Will lose out to most things, so try to stay covered by a note or HCL YRC. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets all the way to the floorFor reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.
Works as an air to air, works as an air to ground.  
 
Overhead with no proration that leads to big damage in the corner.  Will lose out to most things if the opponent is looking out for it, so try to stay covered by a Note or HCL YRC. Like {{clr|K|j.K}}, It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets {{tt|all the way to the floor|For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.}}. 
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.K}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}


Line 254: Line 334:


Can be whiffed during a hover by falling for a few frames before hitting {{clr|4|j.H}} for a very strong meaty {{clr|4|j.H}}/{{clr|2|2K}}/throw mixup.  You can also go into {{clr|4|j.H}} in airdash pressure to land early for {{clr|2|2K}}/throw mixup.
Can be whiffed during a hover by falling for a few frames before hitting {{clr|4|j.H}} for a very strong meaty {{clr|4|j.H}}/{{clr|2|2K}}/throw mixup.  You can also go into {{clr|4|j.H}} in airdash pressure to land early for {{clr|2|2K}}/throw mixup.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}
}}
}}


Line 260: Line 342:
|input=j.D
|input=j.D
|description=
|description=
An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling.  Used at the end of air block strings before landing for mixup.  Can jump cancel for combos or continued block pressure.  16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup or you'll get counter hit. Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.
An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling.  Used at the end of air block strings before landing for mixup.  Can jump cancel for combos or continued block pressure.   
 
16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup or you'll get counter hit. Sets up meterless combos nicely when going into delayed VCL.
 
Can be faultless defense canceled ({{keyword|FDC}}) on startup for the altered momentum effect.  This is difficult to execute cleanly if you have a Burst ready, but you can jump cancel moves like {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|j.S}}, and even {{clr|5|j.D}} into {{clr|5|j.D}}, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with {{clr|2|2K}} while they're reacting to your jump.  You can also delay the {{clr|5|j.D}} FDC slightly to jump over the opponent for a cross up.  


Can be faultless defense canceled on startup for the altered momentum effect.  This is difficult to do if you have a Burst stocked, but you can jump cancel moves like {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|j.S}}, and even {{clr|5|j.D}} into {{clr|5|j.D}}, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with {{clr|2|2K}} while they're reacting to your jump.  You can also delay the {{clr|5|j.D}} FDC slightly to jump over the opponent for a cross up.  In Xrd, {{clr|5|j.D}} FDC removes {{clr|5|j.D}}'s 9 frames of landing recovery, so go nuts.
{{clr|5|j.D}} FDC also completely removes {{clr|5|j.D}}'s 9 frames of landing recovery, so go nuts.
}}
}}


Line 270: Line 356:
|input=Ground Throw
|input=Ground Throw
|description=
|description=
It's a throw.  Throw people from time to time because I-No likes the physical contact. It costs more meter to combo off of now, but the prorate is improved (80% from RC compared to 40% before).  In the corner you can for between 143(PO) to 202(CH) damage and still get good oki!  Without RCing into a combo it's still great because it causes knockdown and pushes a little bit toward the corner, so you can mix them up again.  You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.
It's a throw, which can be useful against opponents you're having a hard time opening up.  
 
While it costs meter to combo off of, in the corner you can for between 143(PO) to 202(CH) damage and still get good oki!  Without RCing into a combo it's still great because it causes knockdown and pushes a little bit toward the corner, so you can mix them up again and/or go for a note setup.   
 
You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.
}}
}}


Line 277: Line 367:
|input=Air Throw
|input=Air Throw
|description=
|description=
Instant air throw that doesn't combo anymore.  But it's instant and has great range.  Causes knockdown so you can oki, throws them toward the corner in the opposite direction of your directional input.
Is instant and has great range.  Causes knockdown so you can get oki, and throws the opponent toward the corner in the opposite direction of your directional input.
 
While I-No's air throw doesn't get her a combo, she will frequently "accidentally" air throw with IAD {{clr|H|j.H}} pressure resets. 
}}
}}


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|input=DAA
|input=DAA
|description=
|description=
Costs 50% meter, prorates meter gain, shoves people off of you, can be used while blocking.  Try not to let players sweep under this or block this.  Also try not to forget this option exists just because we have good supers and there's this new Blitz Shield kid on the block that you can reversal with. Back in my day we blocked oki mixup and used Alpha Counters like real Scotsman!
Costs 50% meter, prorates meter gain, shoves people off of you, can be used while blocking.   
 
Uses {{clr|P|6P}}'s animation and hitbox, so try not to let opponents sweep under this or block this.  Also try not to forget this option exists just because I-No has good reversal supers.
}}
}}


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
{{InputBadge|{{clr|S|S}}+{{clr|H|H}}}}
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=Blitz,[Blitz]|versioned=name
|input=Blitz,[Blitz]|versioned=name
|description=
|description=
*List what the move is used for
Standard Blitz attack. Doesn't see much use in I-No's combo routes, so strictly defensive for I-No.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}


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|input=214P,j.214P|versioned=input
|input=214P,j.214P|versioned=input
|description=
|description=
Shoot notes at range to try to force the other player to block so you can get in. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup. You can control the note with up/down inputs to determine it's vertical position on the screen. Gains extra hits the longer it's on screen, up to a max of 5.  Slightly builds RISC in this game.
A highly active steerable projectile used for neutral and okizeme. The further the note travels, the more hits it has on contact with the opponent, up to a max of 5.
 
Shoot notes at long range to try to force the opponent to block so you can get in safely. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup.  


Sometimes you'll want to end combos with P dive for knockdown to push yourself out far enough for note to hit 3+ times on oki, which means you approach behind your Note (less risk of wakeup reversal or backdash), and also helps your combo damage if your mixup is successful. If you knock the other player down with HCL~D, you may not have enough time to force them to block with note. In such a situation you'll either use another oki method, like VCL YRC, or will have to take a guess with your note to keep them blocking and get your mixup opportunity.
Sometimes you'll want to end combos with {{MMC|input=j.236P|label={{clr|P|P}} dive}} for knockdown and to push yourself out far enough for note to hit 3+ times on oki, which means you approach behind Note (less risk of wakeup reversal or backdash), and also helps your combo damage if the mixup is successful. If I-No knocks the opponent down with {{MMC|input=214K > 214S|label=HCL~D}}, you may not have enough time to force them to block with note. In such a situation you'll either use another oki method, like VCL YRC, or will have to take a guess with your note to keep them blocking and get your mixup opportunity.


The air version of this move has slightly faster startup and movement speed than the ground version, and significantly reduced recovery when TKed.
The air version of this move has slightly faster startup and movement speed than the ground version, and significantly less recovery when {{keyword|TK}}ed.
 
*I-No can control the note's vertical trajectory with up/down inputs.
}}
}}


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|input=41236S,41236H|versioned=input
|input=41236S,41236H|versioned=input
|description=
|description=
Low profiles. Hits low.
Abbreviated either "Stroke" or "STBT". A rapidly advancing, low profiling low used to gap close and for grounded movement complementing I-No's air approaches.


S version staggers on ground hit and can be linked into 5K if close enough.  If they don't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. If you're deep in the corner when you get a CH with this, you can {{clr|1|6P}} > {{clr|4|5H}} > IAD combo for unprorated damage, but if you're too far away when STBT-S gets a counter hit you'll still only get knockdown. The CPU absolutely LOVES spamming this move to no end, so use the opportunity to learn how to punish it.
I-No can YRC at any time during Stroke, allowing all kinds of baits - Stroke YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC either version during the travel frames, I-no will retain the forward movement of the move in neutral, creating kara throw situations and clever movement techniques in her neutral game.
----
;{{clr|S|S}} version  
Staggers on ground hit and can be linked into {{clr|K|5K}} if close enough.  If the opponent doesn't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. If you're deep in the corner when you get a {{clr|S|S}} stroke CH, you can {{clr|1|6P}} > {{clr|4|5H}} > IAD combo for unprorated damage, but if you're too far away on CH you'll still only get a knockdown.
 
Faster than {{clr|H|H}} stroke, so generally preferred when using STBT as a movement option.
----
;{{clr|H|H}} version
Knocks down on normal ground hit. On counter hit, launches ridiculously high mid screen, and you can set up full combos in the corner because it '''wall splats'''. It's a risky move to use given the start up time, but you can low profile under a lot of moves with it, making {{clr|H|H}} stroke an excellent call out option, especially if the opponent is contitioned to mash against airdash approaches.  


H version knocks down on ground hit and is +3 on block.  On counter hit launches ridiculously high mid screen, and you can set up full combos in the corner because it '''wall splats'''.  It's a very risky move to use given the start up time, but you can low profile under a lot of moves with it. The low profile frames/hurtboxes were buffed in 1.10, and now that you can YRC at any time you can bait all sorts of stuff.  STBT YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC either version during the travel frames, I-no will retain the forward movement of the move in neutral, creating kara throw situations and clever movement techniques in the neutral game.  With {{clr|5|j.D}} FDC (you can hide the FD input during the YRC and go for the Stocked-Burst version) you have both an unreactable mixup tool and a way to stomp counter {{clr|5|2D}} attempts when you STBT-H at mid screen.
With {{clr|5|j.D}} FDC (you can hide the FD input during the YRC and go for the Stocked-Burst version) you have both an unreactable mixup tool and a way to stomp counter {{clr|5|2D}} attempts when you {{clr|H|H}} Stroke at mid screen.
}}
}}


===<big>Sultry Performance</big>===
===<big>Sultry Performance</big>===
{{InputBadge|{{clr|1|j.236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}
{{InputBadge|{{clr|1|j.236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Hold OK)}}
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=j.236P,j.236K,j.236S,j.236H|versioned=input
|input=j.236P,j.236K,j.236S,j.236H|versioned=input
|description=
|description=
<b>Pdive</b> - Travels at a 15 degree angle.  Combo tool with plenty of untech time.  Can be canceled into an airdash or into specific special moves (more dives or note) after frame 9. If it hits low enough I-No will land and can link into {{clr|4|5H}}.
Also known as "Dive", Sultry Performance is an air movement option, an air stall move, and an anti-anti air, also used in combo routes to juggle or secure knockdowns.
 
The button for Dive can be held to change the startup time and alters the on-hit properties on certain max charge dives.
 
----
;{{clr|P|P}} dive  
Combo tool with plenty of untech time.  Can be canceled into an airdash or into specific special moves (like more dives or note) after frame 9. If it hits low enough, I-No will land and can link into {{clr|4|5H}}.
----
----
<b>Kdive</b> -  Travels at a 30 degree angle.  Knocks down with plenty of untech time. Prorates 85%.  Hits overhead but can't be used as a starter even with RC when it's a ground hit. Damage nerfed to 30 from 35(AC value).  Patch 1.1 added a little extra bounce on CH that pushes the opponent closer toward the corner, and you can now combo from ground CH if you spend 50% to RC.  Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, but at least it's thereNow causes a floor bounce when fully charged that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.
;{{clr|K|K}} dive
Knocks down with plenty of untech time. Hits overhead, but can't be used as a starter even with RC when it's a normal ground hit. Ground bounces on CH, pushing the opponent closer toward the corner and allowing I-No to RC for a combo.  Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, so generally not worth doing.   
 
On max charge, causes a floor bounce that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.
----
----
<b>Sdive</b> -  Travels at a 45 degree angle. Knocks down, but wallbounces on air hit in the corner.  Scales RISC by 19 points, prorates by 70%, and can't be used as a starter on a ground hit outside of the corner even with RC.  Given the proration and harsh scaling, it's not recommended to RC on air hit for a combo anyway, unless it'll kill.  Damage was reduced from 40(AC) to 30.  Probably I-No's most nerfed move.  Patch 1.1 now causes an extra little bounce on CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce.  You can RC to combo off of a CH at mid screen, but since this is even more prorated than Kdive and scales harder than Kdive you're going to get crap damage.  Now causes tumble when fully charged, and it lasts long enough that you could combo into STBT-H if your timing is spot on.  Damage is still ass, but at least there's a reason to charge K and S dive.  When a fully charged version scores a CH, you get the charged properties instead of the CH properties.
;{{clr|S|S}} dive  
Knocks down, but wallbounces on air hit in the corner.  Like K dive, it can't be used as a starter on a normal ground hit outside of the corner even with RC.  Causes an extra little bounce on grounded CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce.  I-No can RC to combo off of a CH at mid screen, but since this is even more prorated than {{clr|K|K}} dive and scales even harder, you're going to get even less damage.   
 
Causes a tumble when fully charged, and it lasts long enough that you could combo into {{clr|H|H}} STBT with good timing.  Damage is still poor, but at least there's a reason to charge dives.  When a fully charged version scores a CH, you get the charged properties instead of the CH properties.
----
----
<b>Hdive</b> -  Travels horizontally along the screen.  Low damage, but multi hit. Can be used in character specific combos that emphasize meter gain over damage. Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch them off guard and hit them you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing you can potentially combo into {{clr|3|c.S}} for a more substantial combo.  Usually though, you'll just get knockdown (or they'll tech).  If they react too slow to AA you and block, you're safe if you spaced it just right. Great it certain matchups for dealing with certain tools, like SlideHead.
;{{clr|H|H}} dive
Low damage, but multi hit. Can be used in character-specific combos that emphasize meter gain over damage or as an approach tool in certain situations since it's the fastest dive and travels directly forwards.  
 
Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch the opponent off guard and hit them, you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing, you can potentially combo into {{clr|3|c.S}} for a more substantial combo.  Usually though, you'll just get a knockdown (or they'll tech).  If the opponent reacts too slow to AA I-No and they block, she will be safe if spaced right. Great in certain matchups for dealing with specific tools, like Potemkin's {{MMC|chara=Potemkin|input=236S|label=Slide Head}}.
}}
}}


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|input=214K,j.214K,214K > 214S|versioned=input
|input=214K,j.214K,214K > 214S|versioned=input
|description=
|description=
I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves you in a counterhit state on recovery, making it very dangerous if the opponent crouches it. The hitbox takes longer to come out starting around max {{clr|3|f.S}} range which can cause some combos to drop (you'll lose the knockdown from HCL).
Abbreviated as HCL ('''H'''orizontal '''C'''hemical '''L'''ove). An important pseudo projectile move used in combos and neutral.
 
I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves her in counterhit state on recovery, making it very dangerous if the opponent crouches or runs under it. The hitbox takes longer to come out starting around max {{clr|3|f.S}} range which can cause some combos to drop (you'll lose the knockdown from HCL).
 
HCL has a lot of hitstun, which means it can be used in some corner combos, and is very good when YRC'd in neutral. 
----
;{{clr|3|214S}} Followup
Also known as HCL~D, short for "Derivative followup"


HCL has a lot of hitstun, which means it can be used in some corner combos, and is very good when YRC'd in neutral.  The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than dive knockdown, but being able to confirm a fullscreen poke into any knockdown is pretty good.
The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than a dive knockdown, but being able to confirm a fullscreen poke into any knockdown at all without spending any meter is strong and allows I-No to start pressure off of a very long ranged poke.
}}
}}


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|input=214S,j.214S|versioned=input
|input=214S,j.214S|versioned=input
|description=
|description=
I-No flips in place and sends out a beam like HCL, except it's vertical (duh).
I-No flips in place and sends out a beam like HCL, except it's vertical (duh). Highly damaging corner combo tool and oppressive Okizeme option with YRC.


Hits hard and has little landing recovery, meaning it can be used in corner loops for big damage.  When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options.  There's just enough time in I-No's air dash to link {{clr|2|j.K}} > {{clr|3|j.S}} > VCL and still fast fall.  
Hits hard and has little landing recovery, meaning it can be used in corner loops for big damage.  When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options.  There's just enough time in I-No's air dash to link {{clr|2|j.K}} > {{clr|3|j.S}} > VCL and still fast fall.  


When YRC'd, this VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit.  If they try to reversal out, you can use the super flash from the YRC to react and FD block as soon as game play resumes.  If they commit to blocking, I-No is in the air and can do an overhead or land and immediate low while they're in block stun for an unreactable mixup.  If they reversal Blitz and absorb the projectile, I-No can land and throw.
When YRC'd, VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit.  If they try to reversal out, you can use the flash from the YRC to react and FD block as soon as game play resumes.  If they commit to blocking, I-No is in the air and can do an overhead or land and immediate low while they're in block stun for an unreactable 50/50 mixup.  If they reversal Blitz and absorb the projectile, I-No can land and throw.


VCL (and VCL YRC) is sometimes used as a reversal because of its low crush properties, but well timed meaty lows will counterhit I-No on frame 1.
VCL (and VCL YRC) is sometimes used as a reversal because of its low crush properties, but well timed meaty lows will counterhit I-No on frame 1.
Line 365: Line 490:
|input=214H,j.214H|versioned=input
|input=214H,j.214H|versioned=input
|description=
|description=
The ground version is an air unblockable rather than a true throw (it can be blitzed and can't throw burst) but the air version is an actual throw.  Resets jump options on hit and has enough untech time to set up a combo.  Forced prorate 60%.
A command grab with gigantic range and upper body invincibility.


Upper body invincible, which makes it a good anti-air if you can predict your opponent's jump. This can also abuse her incredibly powerful YRC OS. Make sure you work on your tech traps!
The ground version is primarily used in advanced corner combos to set up a triple {{MMC|input=j.236P|label={{clr|P|P}} dive}} ender, building a ton of meter. Because ground SM is an air unblockable hit rather than a true throw, a blocked {{MMC|input=j.2363214S|label={{clr|S|Ultimate Fortissimo}}}} or {{MMC|input=214P|label={{clr|P|Note}}}} can very occasionally set up an unblockable.
 
The air version is a true command grab that can throw burst, and is mostly used in somewhat gimmicky tech traps. Its startup is much faster than the grounded version, giving it marginally more utility as an antiair.
}}
}}


Line 376: Line 503:
|input=632146H
|input=632146H
|description=
|description=
Starts 2 frames after the flash so it's possible to FD, or even beat it clean with an uppercut (Volcanic Viper) or some low profile moves (Grand Viper). Longing Desperation can be thrown, but throwing it on reaction is hard when it's used as a reversal because of throw invulnerability when waking up.  Safe on block even if instant blocked.
I-No's main invincible reversal super. It's also a projectile.


It can be used as a combo finisher or starter, but Ultimate Fortissimo is a better option for that due to its higher base damage and better initial scaling.  However, Longing Desperation can be done on the ground, unlike Ultimate Fortissimo, so it can be worthwhile to use Longing Desperation for better damage off a grounded low starter.
Starts 2 frames after the flash so it's possible to FD on reaction to the cinematic, or even beat it clean with an uppercut ({{MMC|input=623H|chara=Sol Badguy|label=Volcanic Viper}}) or some low profile moves ({{MMC|input=214S|chara=Sol Badguy|label=Grand Viper}}).  While Longing Desperation is not throw invuln and thus can be grabbed, throwing it on reaction is hard when it's used as a reversal because of throw invulnerability when waking up.  Unlike most invincible reversals in the game, this one is safe on block even if instant blocked.
 
It can also be used as a combo finisher or starter, but Ultimate Fortissimo is usually a better option for that due to its higher base damage and better initial scaling.  However, Longing Desperation can be done on the ground, unlike Ultimate Fortissimo, so it can be worthwhile to use for better damage off a grounded low starter.
}}
}}


Line 386: Line 515:
|input=j.2363214S
|input=j.2363214S
|description=
|description=
A strong contender for the game's best super: starts and extends combos, and is frame 0 after super flash.  It's also plus on block just in case your opponent somehow managed to block it.
A strong contender for one of the game's best supers: starts and extends combos, is frame 0 after super flash, and partially strike invuln to boot.  It's also plus on block just in case your opponent somehow managed to block it.


Because the invuln only covers the startup, Fortissimo will trade with or lose to most {{clr|1|6P}} attacks (on paper, anyway) and will lose to other reversals depending on timing and how much invuln they have.  It's pretty much guaranteed to lose to uppercuts like Vapor Thrust and Volcanic Viper, though it may beat other supers if it goes second.
Because the invuln only covers the startup, Fortissimo will trade with or lose to most {{clr|1|6P}} attacks (on paper, anyway) and will lose to other reversals depending on timing and how much invuln they have.  It's pretty much guaranteed to lose to DPs like {{MMC|input=623H|chara=Ky Kiske|label=Vapor Thrust}} and {{MMC|input=623H|chara=Sol Badguy|label=Volcanic Viper}}, though it may beat other supers if it goes second.
}}
}}


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
===<big>Megalomania</big>===
===<big>Megalomania</big>===
{{InputBadge|During IK mode: {{clr|4|236236H}}}}
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=236236H
|input=236236H
|description=
|description=
Hard to find a reliable combo where it can be inserted, so it's best not to use it. if you really will, fully charged Blitz Shield and D->6 at the corner usually do the work.
Hard to find a reliable combo where it can be inserted, so it's best not to use it. if you really will, fully charged Blitz Shield and D->6 at the corner usually do the work.
* Uses her {{clr|4|5H}} as its animation
}}
}}
==External References==
*[https://discord.gg/Xa39pYH I-No Character Discord]
*[https://docs.google.com/document/d/1zCUaIWGVPMY0EtF_MUFWRpkY3tu7NWO1m_6LdFhf4p0/edit Waffle's I-No Discord FAQ]


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[[Category:Guilty Gear|I-No]]

Latest revision as of 23:59, 25 March 2024

Overview

Overview

I-No is a mixup monster, whose strength lies in her unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial overhead moves very low to the ground. Hoverdash pressure is relentless, painful, and hard to block, with quick overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts.

Combined with the natural safe-jumps provided by her hoverdash, she can freely rush in and force some of the safest, easiest, and most dangerous okizeme in the game. With her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.

However, I-no possesses a few crucial weaknesses to offset her stellar setplay, the biggest one of which is her lack of a ground run. While her hoverdash is amazing for high/low mixups, it is stiff for moving and repositioning. Combined with normal attacks that are generally unimpressive for footsies, she can struggle to stay safe at mid range while planning her next approach. Some characters with high, fast pokes can stop her from getting in at all.

I-No has ways around basically any defense thanks to her Horizontal Chemical Love projectile and her low profile Stroke the Big Tree, but those attacks do have clear answers: HCL loses to most airdashes, and Stroke loses to most low pokes. Overall, I-No is an oppressive, explosive character who can always rely on her smothering setplay to run away with entire rounds. Anyone not prepared to stop her is going to pay the price.
I-No
GGXRD-R I-No Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
55
Prejump
3F
Backdash
16F (1~8F invuln)
Wakeup Timing
24F (Face Up)/ 20F (Face Down)
Unique Movement Options
Hoverdash
Hoverdash->Vertical Dash (663)
Fastest Attack
5P (4F)
Reversals
632146H (7+2F)

 I-No is a fragile aerial rushdown character who wrecks the opponent with mind-blending 50/50 mix-ups and low-profile moves.

Pros
Cons
  • Hoverdash Mixup: I-No's hoverdash gives her incredible high/low mix-up options and cross-up options with the j.D FDC This keyword does not have an entry in the Glossary technique. She be very difficult to keep out once she's gotten in.
  • Great Projectiles: NoteGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12 doubles as both a great okizeme tool and a solid way to begin your mixup game from fullscreen, while YRC Chemical LoveGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3 can snipe unsuspecting opponents with ease.
  • Great Supers: Longing Desperation is an invincible super that's safe on block. Ultimate Fortissimo is a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked.
  • Burst Damage: While I-No is mostly known for her 50/50 blender, she can put out surprisingly high damage off of specific confirms.
  • Aerial Escape Denial: High air throw range and has an anti-air command throw that makes it difficult to jump out of I-No's mixup situations.
  • Low Health and Stun: Below average health and poor stun make I-No a glass cannon.
  • Hoverdash Awkwardness: Her unique ground dash makes it hard for I-No to reposition and move without going into the air, which can be painful in certain matchups.
  • Poor Defensive Options: I-No has no meterless reversals, and her reversal super can lose to even throws and other invulnerable moves on reaction. Her height and lack of a run can also make it difficult to escape situations that other characters can run under and opens her up to easier F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s and IAD pressure resets.

Unique Mechanics

Hover Dash
I-No's dash does not behave like a normal run. I-No's ground dash puts her airborne which allows her to perform high/low mixups without having to actually jump.
She can also alter the direction of the hoverdash by holding 3 while dashing, which causes her to rise at a more sharp vertical angle.

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
12 Mid 4 4 6 ±0
Total: 13

I-no's fastest normal, as well as her least committal anti-air. Burst safe combo tool and mixup option off of jump cancel.

Used to pickup in combos when c.S is either out of range or too slow, and 5K is too slow. 5P can also be used as combo filler in order to bait bursts. On block, I-No can jump cancel, allowing for j.D and j.D FDC This keyword does not have an entry in the Glossary mixups when opponents are conditioned not to mash.

  • Whiffs on crouching opponents

Gatling Options: 5P, 2P, 6P, c.S, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D

5K

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 Mid 7 7 12 -7
Total: 25

Decent standing poke and solid combo/pressure tool when 5P and 6P wouldn't reach.

With 2S not hitting low, 2D not leading to very much without spending meter, you'll have to learn j.D FDC to make use of mixup out of this move. However, once learned, I-No's mixup options improve dramatically. Should be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a j.D FDC mixup out of block pressure) since I-No may push herself out too far to link into 6P against skinny characters like Venom, Zato, I-No, Millia.

It's also good for catching back dashes thanks to its long range and active frames.

Gatling Options: 6P, c.S, f.S, 2S, 6S, 5H, 2H, 5D, 2D

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
28 Mid 11 8 12 -6
Total: 30

A slow but highly disjointed and active poke that staggers on CH.

Despite its strengths, f.S is overall a highly situational button. 2S is a better option in most situations as it has faster startup and recovery, more range, and combos into HCLGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3 for a knockdown more consistently on regular hit. As a poke, f.S is best used in matchups where the disjoint or active frames are important enough to sacrifice the benefits of 2S.

Gatling Options: 2S, 5H, 2H, 5D, 2D

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
38 Mid 13 4 18 -3
Total: 34

Combo tool that's also a great counterhit combo starter from frametraps or for extreme low hitting moves.

When spaced right, if you've conditioned the opponent to attack low to try to beat STBTGGXRD Ino StrokeTheBigTree.pngGuardLowStartup20Recovery17Advantage±0, you can tag them with this for a counter hit. Otherwise, this is a staple combo tool. Combos into H-STBT on counter hit.

5H is Briefly airborne during active frames, allowing I-no to dodge moves like Potemkin's SlideheadGGXRD Potemkin SlideHead hitbox2.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11 or Faust's 100 Ton Weight.

  • Can be jump cancelled

Gatling Options: 2H, 5D, 2D

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
25 High 26 12 9 -7
Total: 46

Universal grounded overhead that is fully disjointed with incredible horizontal range.

Not very useful for I-No as she has much stronger high/low mixup options, so it's usually used to take advantage for its range as a pseudo zoning tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this. Otherwise, throw it in from time to time in the corner when you're at a distance and expecting the opponent to mash.

Worthless on air hit, so be cautious given the risk of using it. Very active, allowing it to be plus on block if hit very late, so you can meaty it on oki and use the frame advantage to score a counter hit.

On YRC, the projectile remains active but is instead converted to a mid attack.

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
32 Mid 9 3 21 -10 1~4 Upper Body
5~11 Above Knees
Total: 32

I-No's go to anti-air tool, a good ground-to-ground poke, and a staple launcher for combos thanks to its incredibly open gatling routes.

Try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it. Knocks down on ground hit if you don't combo it into anything.

For reference, if spaced at max range, I-No can actually safely bait some DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s (like S-VVGGXRD Sol VolcanicViper.pngGuardMidStartup7Recovery21+8 after landingAdvantage-26 and Artemis/BentengariGGXRD Axl ArtemisHunter.pngGuardAllStartup9Recovery35Advantage-27).

Gatling Options: c.S, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D

6S

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
30 Mid 13 8 15 -9
Total: 35

6S is f.S angled upward, with worse startup and recovery. While 6S looks like it could be used an anti-air, it has very low reward on hit and there is little reason to use it over her other options. 6S is only useful for corner pressure at distances where it would hit either standing or jumping opponents.

  • Acts as a proximity normal, meaning c.S will come out if done too close.
  • Combos into Sterilization MethodGGXRD Ino SterilizationMethod.pngGuardAir Throw: 227500Startup19RecoveryTotal 26+3 After LandingAdvantage- on CH at some distances.

Gatling Options: 2S, 5H, 2H, 5D, 2D

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 Mid 5 4(12)8 17 -6
Total: 45

Frametrap and combo tool used to fish for jump outs or score counter hits.

6H causes blow back on hit, and I-No can't dash cancel this move unless the first hit connects, though it can be special canceled at any point or hit. This really limits I-No's options when using the second hit to fish for an anti air Counter Hit.

This move is great when attempting a throw, as the anti air hitbox will catch people who try to jump away, and special cancel on block give I-No options to maintain pressure. If the second hit catches someone jumping away from your throw in the corner, you can VCLGGXRD Ino ChemicalLoveS.pngGuardAllStartup11Recovery11+9 After LandingAdvantage-4 loop for huge damage. Also works in corner combos when optimizing for damage, ending with HCL~DGGXRD Ino ChemicalLoveK2.pngGuardAllStartup13Recovery9 After LandingAdvantage- knockdown.

2P

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
10 Mid 5 2 5 +3
Total: 11

Tied for I-No's fastest crouching normal. Used in tick throws, frame traps, and for abare An attack during the opponent's pressure, intended to interrupt it. when 5P would reach too high.

You can gatling 2P > 2H to leave a 1-frame gap, and if they don't get counter hit by 2H, doing 2H again is another frame trap. Gatling 2P > 5H from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with 2K, 6P, and other moves.

Gatling Options: 5P, 2P, 6P, c.S, f.S, 2S, 6S, 5H, 2H, 5D, 2D

2K

2S

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
28 Mid 9 2 17 -5
Total: 27

Long range advancing poke that can usually combo into HCL for a knockdown unless the opponent is crouching at longer range.

Has less recovery than f.S, making it slightly safer to whiff as a poke. You can cancel into NoteGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12 or STBT on block, but you'll leave a gap that can be exploited. 2S is still a threatening move if you have 50% to RRC, but otherwise is mostly a poke for the rare occasions when I-No actually has to sit still and push a button on the ground.

While not as low to the ground as 2K, 2S can still be used to slide under some high moves like projectiles and punish at ranges where 2K would whiff.

Gatling Options: 5H, 2H, 5D, 2D

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
26 Low 10 3 18 -7
Total: 30

I-No's main knockdown tool from her normals.

Can be difficult to knock down from about max 5K range (with f.S and 2S having more range than that). Knocks down, but floats a little bit on hit, which is used in some HCL setups. This move is a low without proration, so there may be situations in which you'll take the risk on using this as a low and then spend meter (such as on a super) to do big damage in the corner.

The hitbox is rather high up for a sweep, but the hurbox is also raised, allowing it to outright beat certain lows that have very thin hitboxes, such as Ky 2DGGXRD Ky 2D Hitbox.pngGuardLowStartup7Recovery12Advantage-10 at the appropriate spacing.

j.P

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
18 High / Air 5 5 12
Total: 21

Solid air to air poke and low risk throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. option.

Combos into j.H on counter hit. Also used at the end of IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. pressure strings when you want to land into 5P/2K, mix up with j.D, or frame trap with delayed VCL YRC.

Gatling Options: j.P, j.K, j.S, j.H, j.D

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
13 High / Air 5 12 18
Total: 34

Fast overhead that's used out of a hover dash for high/low mixups.

Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit. It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets close to the floorFor reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned., so sometimes this can lose to wakeup 6P even when meaty.

Gatling Options: j.P, j.S, 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
23 High / Air 8 6 23
Total: 36

Works as an air to air, works as an air to ground.

Overhead with no proration that leads to big damage in the corner. Will lose out to most things if the opponent is looking out for it, so try to stay covered by a Note or HCL YRC. Like j.K, It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets all the way to the floorFor reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned..

Gatling Options: j.K, 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
40 High / Air 16 5 20 + 9 After Landing

An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling. Used at the end of air block strings before landing for mixup. Can jump cancel for combos or continued block pressure.

16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup or you'll get counter hit. Sets up meterless combos nicely when going into delayed VCL.

Can be faultless defense canceled (FDC This keyword does not have an entry in the Glossary) on startup for the altered momentum effect. This is difficult to execute cleanly if you have a Burst ready, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump. You can also delay the j.D FDC slightly to jump over the opponent for a cross up.

j.D FDC also completely removes j.D's 9 frames of landing recovery, so go nuts.

Universal Mechanics

Ground Throw

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
0,60 Ground Throw: 78750 1 +54

It's a throw, which can be useful against opponents you're having a hard time opening up.

While it costs meter to combo off of, in the corner you can for between 143(PO) to 202(CH) damage and still get good oki! Without RCing into a combo it's still great because it causes knockdown and pushes a little bit toward the corner, so you can mix them up again and/or go for a note setup.

You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.

Air Throw

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz

Standard Blitz attack. Doesn't see much use in I-No's combo routes, so strictly defensive for I-No.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Antidepressant Scale

214P (Air OK)

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
214P 12×n All 18 Until Corner Total 50 -12
j.214P 12×n All 15 Until Corner Until Landing

A highly active steerable projectile used for neutral and okizeme. The further the note travels, the more hits it has on contact with the opponent, up to a max of 5.

Shoot notes at long range to try to force the opponent to block so you can get in safely. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup.

Sometimes you'll want to end combos with P diveGGXRD Ino SultryPerformance.pngGuardHigh / AirStartup14 [53]Recovery15Advantage- for knockdown and to push yourself out far enough for note to hit 3+ times on oki, which means you approach behind Note (less risk of wakeup reversal or backdash), and also helps your combo damage if the mixup is successful. If I-No knocks the opponent down with HCL~DGGXRD Ino ChemicalLoveK2.pngGuardAllStartup13Recovery9 After LandingAdvantage-, you may not have enough time to force them to block with note. In such a situation you'll either use another oki method, like VCL YRC, or will have to take a guess with your note to keep them blocking and get your mixup opportunity.

The air version of this move has slightly faster startup and movement speed than the ground version, and significantly less recovery when TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.ed.

  • I-No can control the note's vertical trajectory with up/down inputs.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214P 0,1×n 3, 3×N 8, 7×N
j.214P 0,1×n 3, 3×N 8, 7×N

214P:

  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits

j.214P:

  • Number of hits starts at 1 and after 31F, increases number of hits every 12F. Maximum 5 Hits

Stroke the Big Tree

41236S/H

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
41236S 40 Low 20 2 17 ±0 3~19F Above Knees
6~15F Throw
41236H 40 Low 28 2 14 +3 5~27F Above Knees
11~23F Throw

Abbreviated either "Stroke" or "STBT". A rapidly advancing, low profiling low used to gap close and for grounded movement complementing I-No's air approaches.

I-No can YRC at any time during Stroke, allowing all kinds of baits - Stroke YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC either version during the travel frames, I-no will retain the forward movement of the move in neutral, creating kara throw situations and clever movement techniques in her neutral game.


S version

Staggers on ground hit and can be linked into 5K if close enough. If the opponent doesn't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. If you're deep in the corner when you get a S stroke CH, you can 6P > 5H > IAD combo for unprorated damage, but if you're too far away on CH you'll still only get a knockdown.

Faster than H stroke, so generally preferred when using STBT as a movement option.


H version

Knocks down on normal ground hit. On counter hit, launches ridiculously high mid screen, and you can set up full combos in the corner because it wall splats. It's a risky move to use given the start up time, but you can low profile under a lot of moves with it, making H stroke an excellent call out option, especially if the opponent is contitioned to mash against airdash approaches.

With j.D FDC (you can hide the FD input during the YRC and go for the Stocked-Burst version) you have both an unreactable mixup tool and a way to stomp counter 2D attempts when you H Stroke at mid screen.

Sultry Performance

j.236P/K/S/H (Hold OK)

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
j.236P 30 High / Air 14 [53] Until Landing 15
j.236K 30 High / Air 13 [52] Until Landing 12
j.236S 30 High / Air 13 [52] Until Landing 14
j.236H 20×3 All 10 [50] 32 10 After Landing

Also known as "Dive", Sultry Performance is an air movement option, an air stall move, and an anti-anti air, also used in combo routes to juggle or secure knockdowns.

The button for Dive can be held to change the startup time and alters the on-hit properties on certain max charge dives.


P dive

Combo tool with plenty of untech time. Can be canceled into an airdash or into specific special moves (like more dives or note) after frame 9. If it hits low enough, I-No will land and can link into 5H.


K dive

Knocks down with plenty of untech time. Hits overhead, but can't be used as a starter even with RC when it's a normal ground hit. Ground bounces on CH, pushing the opponent closer toward the corner and allowing I-No to RC for a combo. Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, so generally not worth doing.

On max charge, causes a floor bounce that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.


S dive

Knocks down, but wallbounces on air hit in the corner. Like K dive, it can't be used as a starter on a normal ground hit outside of the corner even with RC. Causes an extra little bounce on grounded CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce. I-No can RC to combo off of a CH at mid screen, but since this is even more prorated than K dive and scales even harder, you're going to get even less damage.

Causes a tumble when fully charged, and it lasts long enough that you could combo into H STBT with good timing. Damage is still poor, but at least there's a reason to charge dives. When a fully charged version scores a CH, you get the charged properties instead of the CH properties.


H dive

Low damage, but multi hit. Can be used in character-specific combos that emphasize meter gain over damage or as an approach tool in certain situations since it's the fastest dive and travels directly forwards.

Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch the opponent off guard and hit them, you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing, you can potentially combo into c.S for a more substantial combo. Usually though, you'll just get a knockdown (or they'll tech). If the opponent reacts too slow to AA I-No and they block, she will be safe if spaced right. Great in certain matchups for dealing with specific tools, like Potemkin's Slide HeadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
j.236P 2 10 7
j.236K Initial: 85% 2 10 7
j.236S Forced: 70% 2 10 19
j.236H 2 10 7

j.236P:

  • [ ] Indicates max charge startup
  • On hit/block, can cancel into air dash or Ultimate Fortissimo after 8F

j.236K:

  • [ ] Indicates max charge startup

j.236S:

  • [ ] Indicates max charge startup

j.236H:

  • [ ] Indicates max charge startup
  • 3 Hits max

Chemical Love

214K (Air OK) or 214K~214S

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
214K 35 All 11 10 13+8 After Landing +3 1~ Airborne
j.214K 35 All 11 10 12 After Landing
214K > 214S 25 All 13 9 After Landing

Abbreviated as HCL (Horizontal Chemical Love). An important pseudo projectile move used in combos and neutral.

I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves her in counterhit state on recovery, making it very dangerous if the opponent crouches or runs under it. The hitbox takes longer to come out starting around max f.S range which can cause some combos to drop (you'll lose the knockdown from HCL).

HCL has a lot of hitstun, which means it can be used in some corner combos, and is very good when YRC'd in neutral.


214S Followup

Also known as HCL~D, short for "Derivative followup"

The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than a dive knockdown, but being able to confirm a fullscreen poke into any knockdown at all without spending any meter is strong and allows I-No to start pressure off of a very long ranged poke.

Chemical Love (Vertical)

214S (Air OK)

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
214S 40 All 11 11 11+9 After Landing -4 1~ Airborne
j.214S 40 All 11 11 8 After Landing

I-No flips in place and sends out a beam like HCL, except it's vertical (duh). Highly damaging corner combo tool and oppressive Okizeme option with YRC.

Hits hard and has little landing recovery, meaning it can be used in corner loops for big damage. When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options. There's just enough time in I-No's air dash to link j.K > j.S > VCL and still fast fall.

When YRC'd, VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit. If they try to reversal out, you can use the flash from the YRC to react and FD block as soon as game play resumes. If they commit to blocking, I-No is in the air and can do an overhead or land and immediate low while they're in block stun for an unreactable 50/50 mixup. If they reversal Blitz and absorb the projectile, I-No can land and throw.

VCL (and VCL YRC) is sometimes used as a reversal because of its low crush properties, but well timed meaty lows will counterhit I-No on frame 1.

Sterilization Method

214H (Air OK)

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
214H 0,60 Air Throw: 227500 19 4 Total 26+3 After Landing 1~9F Above Knees
10~22F Upper body
13~ Airborne
17~22F Throw
j.214H 0,60 Air Throw: 227500 6 6 8 After Landing 1~11F Upper Body
4~11F Throw

A command grab with gigantic range and upper body invincibility.

The ground version is primarily used in advanced corner combos to set up a triple P diveGGXRD Ino SultryPerformance.pngGuardHigh / AirStartup14 [53]Recovery15Advantage- ender, building a ton of meter. Because ground SM is an air unblockable hit rather than a true throw, a blocked Ultimate FortissimoGGXRD Ino UltimateFortissimo1.pngGuardMidStartup7+0Recovery16Advantage- or NoteGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12 can very occasionally set up an unblockable.

The air version is a true command grab that can throw burst, and is mostly used in somewhat gimmicky tech traps. Its startup is much faster than the grounded version, giving it marginally more utility as an antiair.

Overdrives

Longing Desperation

632146H or 632146D

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
50×3
[62×3]
Mid 7+2 20 10 +1 1~13F Strike
[1~13F Full]

I-No's main invincible reversal super. It's also a projectile.

Starts 2 frames after the flash so it's possible to FD on reaction to the cinematic, or even beat it clean with an uppercut (Volcanic ViperGGXRD Sol VolcanicViper.pngGuardMidStartup5Recovery29+8 after landingAdvantage-41) or some low profile moves (Grand ViperGGXRD Sol GrandViper1.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
). While Longing Desperation is not throw invuln and thus can be grabbed, throwing it on reaction is hard when it's used as a reversal because of throw invulnerability when waking up. Unlike most invincible reversals in the game, this one is safe on block even if instant blocked.

It can also be used as a combo finisher or starter, but Ultimate Fortissimo is usually a better option for that due to its higher base damage and better initial scaling. However, Longing Desperation can be done on the ground, unlike Ultimate Fortissimo, so it can be worthwhile to use for better damage off a grounded low starter.

Ultimate Fortissimo

j.2363214S

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
50×3 Mid 7+0 7 16 1~7F Strike

A strong contender for one of the game's best supers: starts and extends combos, is frame 0 after super flash, and partially strike invuln to boot. It's also plus on block just in case your opponent somehow managed to block it.

Because the invuln only covers the startup, Fortissimo will trade with or lose to most 6P attacks (on paper, anyway) and will lose to other reversals depending on timing and how much invuln they have. It's pretty much guaranteed to lose to DPs like Vapor ThrustGGXRD Ky VaporThrust.pngGuardMidStartup11Recovery35+9 LandingAdvantage-34 and Volcanic ViperGGXRD Sol VolcanicViper.pngGuardMidStartup5Recovery29+8 after landingAdvantage-41, though it may beat other supers if it goes second.

Instant Kill

Megalomania

During IK Mode: 236236H

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