GGXRD/I-No: Difference between revisions

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Revision as of 03:01, 22 December 2014

I-No

Overview

Placeholder

Strengths
Placeholder
Weaknesses
Placeholder
Movement Options
  • Double Jump
  • 1 Airdash
  • Ground Hoverdash
  • Hoverdash -> Airdash (6696)
  • Hoverdash -> Vertical dash (663)

Defense Modifier: x1.06

Guts Rating: 2

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-8F


Notable Changes from GGAC (+R)

Movement Options

  • Lost double airdash buff from +R
  • New dash option: Hoverdash -> Vertical Dash. I-no can now launch herself vertical after a ground hoverdash ala Morrigan from Vampire Savior (Darkstalkers). Input is 663.
  • I-no now has auto jump-install status on both versions of Chemical Love.
  • j.D FDC (j.D~4K+S) now possible without having landing recovery frames affect I-no; New mixup possibilities possible with this.

Normal Moves

  • 2S no longer hits low.
  • f.S no longer launches; hits once. Reduced active frames, increased recovery frames, no longer has a forced proration.
  • 2H hitbox seems to be reduced.
  • 6H hits twice; special cancelable.
  • All normals can be dash cancelled late in their animation/recovery frames. 6H can only be dash canceled when the first hit makes contact with an opponent.
  • Air Throw: No longer wall bounces, so meterless combos impossible unless thrown into a traveling note projectile. Knockdown.

Special Moves

  • Anti-Depressant Scale [214+P]: H Note gone; speed reduced back to Slash properties. Note now moves faster when used from the air than when used on the ground.
  • Stroke the Big Tree [41236+S/H]: S version staggers on hit and counter hit, H version knocks down but can be comboed off of with a Counter Hit; possible to combo after CH, or if comboed from a 6P juggle.
  • Chemical Love [214+K/S]: Horizontal version hitbox length reduced, also no longer hits below I-No's body or behind her. Vertical version landing recovery reduced. Input for both versions now 214+K/S. After successful HCL hit, now possible to follow up with VCL for a knockdown anywhere on screen. Both HCL and VCL take an extra frame to go airborne, so no longer a ghetto reversal tool.
  • Sultry Performance [j.236+P/K/S/H]: K & S versions now both cause knockdown on hit; S version causes wall bounce for corner combo possibilities but now scales RISC by 19; K & S versions damage nerfed to 30 and have additional prorates. H version speed increased, less recovery on block. P version has increased untech time making it easy to use for knockdown.
  • New Move: Shoudoku Method [214+H]- Command grab that can be performed grounded or mid-air. I-no will launch herself upwards a bit and choke opponent with her guitar string whilst flipping backwards. Resets all air movement options so can be comboed out of; can be performed during an airdash as well to catch teching opponents. Can grab burst startup. Cannot YRC the grounded version after active (will be PRC), but can YRC the air version after active.

Move List

See also: I-No Full Frame Data

Normal Moves

5P
5P
GGXRD Ino 5P.png
Fast poke, can be crouched under but good for Anti-Air
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid - - 4 4 6 ±0

You can use this to AA when someone starts their jump in from further up to try to beat our awesome 6P. This is used in combos when c.S (frame 6) is too slow to catch someone or wont activate (f.S range) and 5K is too slow. Also good to use before a c.S in combos when baiting a burst.

5K
5K
GGXRD Ino 5K.png
Kickin' your can all over the place
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Mid - - 7 7 12 -7

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 2S. With 2S not hitting low, 2D not leading to very much without spending meter, and TK dive not being a starter anymore, you'll have to learn 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

c.S
c.S
GGXRD Ino c.S.png
Great combo tool
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid - - 6 2 12 ±0

Combo tool, used in some pressure strings because it's jump cancelable. You'll wish it activated from further away instead of f.S.

f.S
f.S
GGXRD Ino f.S.png
Dash canceling this might be useful?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - - 13 5 19 -9

Still investigating proper uses. In most cases where you would combo into this, you can substitute 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.

5H
5H
GGXRD Ino 5H.png
Do damage with this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid - - 13 4 18 -3

Good hitbox, though it seems 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

2P
2P
GGXRD Ino 2P.png
Blow him a kiss and you're mad
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid - - 5 2 5 3

It's now +3 on block, up from +2. Used in tick throws, used in frame traps. You can gatling 2P > 2H to leave a 1-frame gap, and if they don't get counter hit 2H 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. Prorates 80% on hit.

2K
2K
GGXRD Ino 2K.png
Low combo starter
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low - - 5 2 8 ±0

A staple low combo starter. Prorates 75%. Low profiles and can dodge under moves like Bandit Bringer.

2S
2S
GGXRD Ino 2S.png
Long range poke
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - - 9 2 17 -5

No longer hits low. Long range poke that you can usually combo into HCL for knockdown. Lots of recovery so take care when using it.

2H
2H
GGXRD Ino 2H.png
She really should treat her guitar better
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid - - 11 2 11 6

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. Now prorates 80%.

j.P
j.P
GGXRD Ino j.P.png
Air to air with range and speed
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air - - 5 5 12 -

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 j.H on counter hit. Also used at the end of IAD pressure strings when you want to land into 5P or 2K, or mix up with j.D, or frame trap with delayed VCL YRC.

j.K
j.K
GGXRD Ino j.K.png
How does she hold it without a strap? Magnets.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air - - 5 12 18 -

5 frame overhead that's used out of a hover dash for mixup. Has a good hitbox for such a fast move, given that I-No's hitboxes aren't great. Prorates 90%.

j.S
j.S
GGXRD Ino j.S.png
Starter that leads to damage
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
23 High / Air - - 8 6 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.

j.H
j.H
GGXRD Ino j.H.png
Pete Townshend's favorite attack.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High / Air - - 12 6 Until Landing -

I-No sticks her leg down somewhat, so you can sometimes use this to land earlier than normal. In AC/+R you could j.H right out of the start of a hover dash to land immediately for very strong j.K/2K mixup, but with I-No's dash in Xrd you have to stop dashing and start to fall for a few frames. You can also go into j.H in airdash pressure to land early for 2K/throw mixup. Besides this, j.H does great damage and has a lot of range. It can work as an air to ground when spaced correctly.

j.D
j.D
GGXRD Ino j.D.png
Spread on Time
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
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 your you'll get counter hit. Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.


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

6P
6P
GGXRD Ino 6P.png
Disrespect people's pokes and jump-ins with this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid - - 9 3 21 -10

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.

6H
6H
GGXRD Ino 6H.png
High risk, low reward
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,45 Mid - - 5 4(12)8 17 -6

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 it. Really 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.

2D
2D
GGXRD Ino 2D.png
Knock people down > use oki mixup
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low - - 11 3 18 -7

Seems like it has less range than before. Knocks down, but floats a little bit on hit, which is used in some HCL setups.

5D
5D
GGXRD Ino 5D.png
Use this like a zoning tool
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - - 26 12 9 -7

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 isn't bad, but we have better high/low options. 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. A universal 5D gimmick is to YRC late into startup and hit low or throw.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ino GroundThrow.png
Tie your mother down
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 78750 - - 1 - - 54

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. In the corner you can do 160+ damage now! Otherwise, it's great because it causes knockdown, so you can mix them up again.

Air Throw
Air Throw
GGXRD Ino AirThrow.png
It has range again! RANGE THAT TIES POTEMKIN'S AIR THROW
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 201250 - - 1 - - -

Instant air throw that doesn't combo anymore. But it's instant and has good range. Causes knockdown so you can oki, throws them toward the corner.

Dead Angle Attack
Dead Angle Attack
GGXRD Ino 6P.png
Don't ****ING touch me!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 3 25 -14

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!


Special Moves

Antidepressant Scale
Antidepressant Scale
214P (air OK) UNDER PRESSURE PUSHING DOWN ON ME
GGXRD Ino AntidepressantScale.png
PRESSING DOWN ON YOU. Do a mixup then a combo ending in knockdown then a note then do it again
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 12×n All - - 18 Until Corner Total 50 -12
Air 12×n All - - 15 Until Corner Until Landing -

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. Sometimes you'll want to end combos with Pdive for knockdown to push yourself out far enough for note to hit 3 times on oki, which is enough time to get back in, and also helps your combo damage if your mixup is successful. If you knock the other player down with HLC ~ D, you wont have enough time to force them to block with note. In such a situation you'll have to use another oki method, like VCL YRC.

Stroke the Big Tree
Stroke the Big Tree
41236S/H Don't take offence At my innuendo
GGXRD Ino StrokeTheBigTree.png
Go under things to counter hit and knock them down
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Low - - 20 2 17 ±0
H 40 Low - - 28 2 14 3

S version staggers on ground hit and can be escaped easily. If they don't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. On Counter Hit there's enough stun to usually link into something and guarantee knockdown. Used to lead to big meterless damage on CH, so this is a big nerf. If you're deep in the corner when you get a CH with this, you can 6P > 5H > IAD combo for unprorated damage, but if you're too far away with STBT-S gets a counter hit you'll still only get knockdown.

H version knocks down on ground hit. On counter hit some characters might be vulnerable to a little extra damage and corner push at mid screen, and you can set up full combos in the corner. 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, 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.

Sultry Performance
Sultry Performance
j.236P/K/S/H I'm burning through the sky yeah! Two hundred degrees, that's why they call me Mister Fahrenheit. I'm trav'ling at the speed of light
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 30 High / Air - - 14[67] Until Landing 15 -
K 30 High / Air - - 13[66] Until Landing 12 -
S 30 High / Air - - 13[66] Until Landing 14 -
H 20×3 or 5 All - - 10[63] 32(3 Hit) 10 After Landing -

Pdive - 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 5H.

Kdive - Travels at a 30 degree angle. Knocks down with plenty of untech time. Prorates 85%. Hit's overhead but can't be used as a starter even with RC when it's a ground hit. Damage nerfed to 30 from 35.

Sdive - Travels at a 45 degree angle. Knocks down, but wallbounces 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 to 30. Probably I-No's most nerfed move.

Hdive - 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 get a combo. If they react too slow to AA you and block, you're safe if you spaced it just right. Only with the HS version can you charge for a maximum of 5 hits.

Chemical Love
Chemical Love
214K (air OK)~214S (Derivative follow-up)
GGXRD Ino ChemicalLoveK.png
GGXRD Ino ChemicalLoveK2.png
Dynamite with a laser beam Derivative Follow-Up.
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 35 All - - 11 10 13+8 After Landing 3
Air 35 All - - 11 10 12 After Landing -
Followup
214S
25 All - - 13 - 9 After Landing -

Reaches about 2/3 distance across the screen when the camera isn't fully backed out. Range seems worse than AC/+R, but it's probably pretty close if not the same. More untech time, so it's useable in some combos in the corner. Also pretty good when YRCd during neutral. The derivative follow up can only be used on hit/block. Knocking down with derivative doesn't lead to as good oki as dive knockdown, so take care to use it when you have at least 25% so you can dash in and VCL YRC for oki, or when it'll kill, or when there's no alternative that gives knockdown. Now it's airborne on frame 2 and the vertical hitbox on I-No's body was nerfed to pre +R status. Follow-up can be done with both ground and air versions.

Chemical Love (Vertical)
Chemical Love (Vertical)
214S (air OK) Guaranteed to blow your mind
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 40 All - - 11 11 11+9 After Landing -4
Air 40 All - - 11 11 8 After Landing -

Hits pretty hard and has improved landing recovery. 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. Airborne on frame 2, so you can't "ghetto reversal" against lows anymore.

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 land with an overhead or land and immediate low while they're in block stun for an unreactable mixup. If they reversal Blitz Shield and absorb the projectile, I-No can land and throw.

Disinfection Method
Sterilization Method
214H (air OK)
GGXRD Ino SterilizationMethod.png
GGXRD Ino SterilizationMethod2.png
She'll take your burst as well as your heart...
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 0,60 Air Throw: 227500 - - 18 - Total 47+8 After Landing -
Air 0,60 Air Throw: 227500 - - 6 - 8 After Landing -

It's an airthrow with the most range in the game. Unlike Heavenly Potemkin Buster, it's actually a throw and not an unblockable air-to-air attack, so you can throw bursts with it. Resets jump options on hit and has enough untech time to set up a combo. Forced prorate 60%. You can YRC the air version after active, but it'll become a PRC for the ground version before the throw even goes active. The ground version is just slow enough that if you hit a player and clairvoyantly go for the air throw knowing they'll burst, you wont grab them in time if they burst quickly enough.


Overdrives

Longing Desperation
632146H
GGXRD Ino LongingDesperation1.png
GGXRD Ino LongingDesperation2.png
I want to break free!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50x3 Mid - - 7+2 20 10 +1

Frame 1~13 Strike Invul. Starts 2 frames after the flash so it's possible to reversal throw it right before it goes active if used at neutral (it's not throw invul), FD, or even in some cases beat it clean with an uppercut (Volcanic Viper) or some low profile moves (Grand Viper). However, throwing this super on reaction would be much harder when used as a reversal because of the restriction on throws when waking up. Safe on block. It can be used as a combo-finisher but Fortissimo is a better option for that. Goes through projectiles and untechable knockdown. 80% prorate means that it can be used as a combo starter, but ultimately Fortissimo is a better combo starter due to no proration if you get an opportunity to punish.

Ultimate Fortissimo
j.2363214S
GGXRD Ino UltimateFortissimo1.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50X3 Mid - - 7+0 7 16 -

In AC/+R this was contender for best super in the game. While some of this move's properties have changed (Recovery is now listed as 16 instead of "Until Landing" and it's active for 2 fewer frames), we're not sure if the input freeze is still present. It appears to be so, and if that's the case, this move basically wins in any situation where the other player isn't invul at the time of the super flash. It's + on block (no longer sure by how much) so you get to run a mixup after, and on hit it sets up a high-damage combo. Because the invul only lasts up to the active frame, this will trade with or lose to most 6P attacks (the upper body invul) and will lose to other Reversals depending on timing and how much invul they have. It's pretty much guaranteed to lose to an uppercut, may beat other supers if it goes second. Don't forget that supers gain hellfire damage in Xrd and beat Blitz Shield on top of being unburstable.


Instant Kill

Megalomania
in IK mode: 236236H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+12[5+9] 6 30 -19
  • [ ] Indicates during Hell Fire
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

General Tactics

Tips and Tricks

Combos

Like most characters in Xrd, I-No does the majority of her damage in the corner. With the harsh scaling on Sdive and 80% forced prorate that's introduced by attacking during RC or YRC time slow, she's only going to do her max damage if she starts combos in the corner. I-No wants to knock the other player down to make use of her excellent oki tools. With the changes to the Roman Cancel system we can't confirm into HCL FRC for cheap corner push and damage, so the majority of mid screen corner push options involve the 6P > 5H > IAD j.K link. It's still difficult even with the tweaked buffer window, but it's much easier than HCL 6FRC6, and with slight variants this string works on almost every character. The damage isn't too bad and it doesn't cost meter either. Sdive also knocks down now, which helps us set up oki while giving us some extra corner push.

Like in AC/+R, it's effective to think of I-No's combos as strings of a few hits that you can link together with a little bit of improvisation. Strings you'll want to be really comfortable with are:


6P > 5H > IAD j.K

j.D > delayed VCL > 5K / c.S

c.S > VCL > c.S

Airdash FFVCL > VCL / c.S / j.S

j.H > Sdive (wallbounce) > 5P / c.S

c.S > sj.S


By learning these strings you'll be able to use I-No's main combos against the majority of characters. For example, if you're doing a basic pressure string out of a hover dash and decide to mix up with j.D, being able to do the late cancel into VCL and link that into 5K gives you mid screen options, and the link into c.S gives you your best corner options. If you open someone up with 2K or j.S, knowing how to combo into 6P > 5H > IAD j.K will give you solid damage in the corner, and will give corner push at mid screen. This string usually involves the fast fall VCL technique, and being able to link into j.S helps at mid screen, while linking to c.S or another VCL is optimum for the corner. In some situations you'll be able to wallbounce with Sdive, and you'll need to learn to catch the other player with 5P or c.S to continue the combo, usually by linking a c.S into a super jump j.S.

FFVCL

If I-No uses VCL during airdash or air backdash frames, she will fall quickly instead of floating. This is key for her mid screen corner push combos, as well as some of her optimized damage combos in the corner. It seems that I-No falls faster when using VCL during the later frames of an airdash, though she will still fastfall if VCL is used right as an airdash starts.

Going for knockdown

You get varying amounts of advantage time depending on how you knock the opponent down. Generally speaking, Dive knockdown gives a more advantageous position than HCL knockdown, which gives a more advantageous position than using HCL ~ D. If you're in the corner, Pdive bounces I-No back to about 1/2 screen distance which means her Note oki gains additional hits. More note hits scales RISC up and will boost damage on our follow up combo if our mixup is successful. It also gives more space between us and the opponent to confirm that they're blocking. If you use a note right in someone's face they can reversal through it.

Chemical Love Derivative (HCL ~ D) allows us to knock down in many more situations than before, but it offers the least time to set up oki. It seems that we get more time the closer we are to the ground when using it. If you have no alternative method for knock down, or have meter to burn and want to push for max damage, this is what you'll wind up using. Oki after HCL ~ D is actually pretty good if you have meter to spend, so don't avoid using it. However, be aware that you shouldn't use ~ D at all times just because it's "free damage", especially if you can knock down with HCL by itself. There's a point where the extra damage isn't worth the lost options for oki. In those situations, if "giving them the D" doesn't finish them, keep it in your pants.


Anyway, here are some combos. Meter gain is estimated and not given for every combo - this is a work in progress and those values may be added later. Pay attention to the enders for these combos - in some cases you'll have an option that does more damage but gives slightly worse oki, or a harder option that gives better damage or oki, or both. Every combo should knock down when done properly. Mid screen combos are done from match start position, but with experience you'll be able to figure out if your Sdive will wallbounce or knock down based on your screen position when you started.

Mid Screen

!This is a heavy work in progress while I get formatting straightened out!

Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent

Damage values with an asterisk (*) next to them mean that the combo much reach the corner to complete.
Damage values are color coded for difficulty, with blue for easy, green for moderate, orange for hard, and red for very hard.
Difficulty is subjective, so it's difficult to measure such that new players wont get frustrated. Tight links (6P > 5H > IAD j.K), specific timing for YRCs, delayed timing between hits (j.D > VCL > c.S/5K), and complex inputs (5H > IAD, 2363214S, or c.S > sj.S) may all contribute to difficulty.
In many instances it is possible to replace Pdive enders with Kdive to make the knockdown easier or cut the combo short before a difficult part, though you will get different oki or lower damage.

Combos off of 2K

Combo Notes The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 115 115* 118 - - 128 - - 129* 131 - 131 131 - - 151* 163* (Builds approx 23% meter)
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D 115* 115* 118 128 128* 128* - - 129* 131 - 131 131 - - 151* 163* (Builds approx 23% meter)
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > HCL ~ D 108 108 111 - - 120 LE KY 121 AX IN MA RA VE ZA 142 154 Meter Gain/Spent
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > HCL ~ D 108 108 111 120 120 120 LE KY 121 AX IN MA RA VE ZA 142 154 Meter Gain/Spent
2K > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D 104 104 107 - - 115 - - - - - - - 115 122 - - -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > HCL ~ D 104 104 107 115 115 - - - - - - - - 115 122 - - -
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 116* 116* 119 - - 131* - - 132* - 134 - - - - - - -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D 116* 116* 119* 131* 131* 131* - - 132* - 134 - - - - - - -
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive 117* 117* 120* - - - - 132* - - - - - - - - - -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive 117* 117* - - 132* - - 132* - - - - - - - - - -
2K > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D 115 115 - - - - - - 130 - - - - - - - - -
2K > 6P > 5H > SJ-IAD j.K > j.S > FFVCL > j.p > j.S > j.H > HCL ~ D 115 115 - - - - - - 130 - - - - - - - - -



Character specific variants to maintain knockdown or optimize damage off of j.S

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (BE: 163, SL: 167, SO, FA, EL: 177, MA, IN, AX, RA: 181, MI: 211, CH: 224) (Builds approx 23% meter)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~ D (PO, BE: 165) (Builds approx 23% meter)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > late Sdive > 5P > c.S > sj.S > sj.H > Kdive (BE: 162, KY: 180)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL (VE: 148)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~ D (VE: 159, ZA: 170)

j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.p > j.S > dj.S > j.H > HCL ~ D (SI: 186)


Character specific variants to maintain knockdown or optimize damage off of j.k

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (BE: 138, SL: 142, EL: 153, MA, IN, AX, RA: 157) (Builds approx 23% meter)

j.K > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > HCL ~ D (SO, FA: 150, MI: 177, CH: 190) (Builds approx 23% meter)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.P > j.S > j.H > HCL ~D (PO: 137, SI: 155)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > HCL ~D (VE: 137, ZA: 146)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Kdive (BE: 138, CH: 194)

j.K > j.S > 6P > 5H > IAD j.K > j.S > FFVCL > j.S > j.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (CH: 196)


Character specific variants to maintain knockdown or optimize damage off of j.D

j.D > VCL > 5K > j.S > j.H > HCL ~ D (PO: 127, SL: 130, EL: 138, SI: 140, MA, IN, AX, RA: 142, CH: 176)

j.D > VCL > 5K > j.S > HCL ~ D (BE: 114, KY, VE: 125, ZA: 133)

j.D > VCL > 5K > j.S > dj.H > Sdive (sometimes cross under) > 5P > c.S > sj.S > sj.H > Kdive (may need Sdive if cross under) (MI: 173, FA, EL: 148, SI: 150)

j.D > VCL > 5K > j.S > j.H > Sdive > 5K > HCL ~ D (SO: 144, SI: 146)

j.D > VCL > 5P > j.P > j.S > dj.S > HCL ~ D (MI: 152, CH: 164)

j.D > VCL > 5P > j.P > j.S > j.H > HCL ~ D (SO, FA: 138)

j.D > VCL > 5K > j.P > j.S > j.H > HCL ~ D (KY: 140)

j.D > VCL > 5P > sj.P > sj.S > sj.H > HCL ~ D (VE: 134)

j.D > VCL > 5P > 5K > sj.S > sj.H > Sdive (wallbounces, cross under) > 5P > c.S > sj.S > sj.H > Kdive (PO: 127)

j.D > VCL > 5K > j.S > dj.H > Sdive > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive (SL: 139)

j.D > VCL > 5K > j.S > dj.H > Sdive wallbounce > 5P > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (AX: 158)

Corner

Throw > RC combos

Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive 143 143 SL - 160 160 LE 161 162 165 IN MA RA VE ZA - 202 Meter Gain/Spent
Combo Difficulty Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive PO BE SL 160 SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA 189 CH Meter Gain/Spent
Combo Difficulty Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > dash j.H > Pdive PO BE SL FA SO EL LE KY SI AX 159 MA 159 VE ZA 183 CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent
Combo Difficulty The Combo PO BE SL FA SO EL LE KY SI AX IN MA RA VE ZA MI CH Meter Gain/Spent

Corner Combos

Damage off of Throw > RC

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (IN, RA: 159, MI: 183) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > FFVCL > 6H > HCL ~ D (Costs 50%) (IN: 169, MI: 191)

Throw > RC > VCL > c.S. > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 50%) (PO: 135, SL: 139, ZA: 160, CH:191) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S. > VCL > c.S > VCL > c.S. > 5H > sj.H > Pdive > dash j.H > Pdive (Costs 50%) (MA: 164) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > FFVCL > c.S > j.S > j.H > Kdive (Costs 50%) (SO: 163, KY: 164, SL: 148)

Throw > RC > VCL > c.S > VCL > c.S > 5H > sj.H > Pdive > dash j.H > Pdive > Pdive (Costs 50%) (SI: 156) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S > VCL > c.S > 5H > j.H > Pdive > dash j.H > FFVCL > c.S > sj.S > sj.H > Kdive (Costs 50%) (SI: 165)

Throw > RC > VCL > c.S > VCL >c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Pdive (Costs 50%) (FA: 148) (2-4 Hit Note Oki)

Throw > RC > VCL > c.S > VCL >c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (VE: 145, EL: 144, SL: 133) (2-4 Hit Note Oki)

Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > j.S > j.H > Pdive > dash j.H > Pdive (Costs 50%) (PO, BE: 143, CH: 202, KY: 161, AX: 165) (2-4 Hit Note Oki)

Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > sj.S > sj.H > Pdive > dash j.H > Pdive > Kdive (Costs 50%) (VE: 162)

Throw > RC > slight dash j.D > VCL > c.S > VCL > c.S > VCL > c.S > VCL > 5P > c.S > j.S > j.H > Kdive (Costs 50%) (EL:159)

Alternate Color Chart

Standard Colors

1 2 3 4 5 6 Same Color
Normal

DLC Colors

7 8 9 10 11 12
Normal

Limited Time DLC Colors

13 14
Normal



Guilty Gear Xrd -SIGN-e
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