GGST/I-No/Matchups

From Dustloop Wiki
< GGST‎ | I-No
I-No

Matchups

Table of Contents
GGST Anji Icon.png GGST Axl Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png
GGST Millia Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png GGST Sol Icon.png GGST Testament Icon.png
GGST Zato Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have at least some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

Favorable

Although Anji's 236K will catch careless STBTs, his ranged options are poor and the spin isn't great against a lot of I-No's other neutral options. Keep your distance with your projectiles, be aware of when spin's guard point ends and when he's in range to be a legitimate threat with his normals and Fuujin.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Neutral


If the Anji is careless with spins you can hit Anji's spin with HCL leaving you plus.


Offense


Defense



Axl Low

Even

Much easier than in previous games thanks to Axl's normals no longer being air unblockable. Don't rely too much on hoverdash to close distance, use regular jumps, 236S and short airdashes instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, it's basically over for Axl as his defensive options are also worse than ever.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:

Neutral


Stick to short dashes and jumps to try and get into HCL range, once a knockdown is secured take advantage of his sub par defense to try to play neutral as little as possible.

Offense


Similar to I-No Axls reversal super has a gap that you must jump over otherwise he is safe, keep this in mind when you block it.

Defense



Baiken

BaikenBoth Baiken and the people who play her only have access to one hand, so this matchup is at least 66:33.
Very Unfavorable

Baikens fast disjoints and parry can make things awkward for I-No. Try to be patient and whiff punish her slower grounded buttons.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Baiken has very strong options against I-No round start but counterplay does exist and we have lots of tricks we can use to play this position. Blocking is a very safe option and so is backdash but if you want to challenge doing a delayed 2K will beat out Baiken 2S Go under f.S and be able to hit confirm into s stroke. Microwalk back 2S is great for punishing Baiken 2S round start as well if you’re reading the 2S.

Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:

Neutral


Baiken's 2S is a very powerful tool against I-No as it beats strokes and allow her to low profile allowing her to ducl under HCL. Baiken's 2S is a very fast button and generally using movement to get around it is better than contesting Baiken's 2S. Whiff punishing Baiken's 2S with 2S is strong in the current patch (battle version 2.0) and on counter hit hit confirming into H stroke is great. Baiken f.S is another great button that can be consistently beaten with STBT. Baiken will generally be playing neutral by jumping around doing j.S and Tatami. Getting around it can be difficult and requires patience.

Tatami will tag strokes on the way down and it will stop the air approach. Picking the right moment in a gap in her wall is very important.

Offense


Note oki against Baiken can be a little weird because of her 1f parry so it makes alot of oki stuff is fake on her.

Consistent high routes on Baiken are j.S > c.S > 2D > note or j.S > 2K > 2D. Consistent low route on Baiken is 2K > 6H > 236H > note. In the corner at full wall health doing 6H > 214K > j.H > 6H, note works great!

If you can't get note oki, meaty air fort is another good option. Be aware that Baiken's parry will beat a hover > 2K after air fort in most cases.

Be aware that going for safejumps on Baiken can be risky due to her frame 1 parry so try to use note oki whenever possible.

Defense


Much of Baiken's pressure is focused on resetting with S/H Kabari and cranking your R.I.S.C. Guage for a big TK YouzansenGGST Baiken j236S.pngGuard:
High
Startup:
9
Recovery:
Landing+7
Advantage:
-14 (TK)
combo. There is an important RPS situation against H KarbariGGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
. If the Baiken does Kabari(1)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
, the opponent leaves a -3 frame gap which is unpunishable and can always be checked by 2Sing (unless they parryGGST Baiken 236P 2.pngGuard:
-
Startup:
1
Recovery:
32
Advantage:
-
). Thsi forces the Baiken to just block after blocking Kabari(1)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
giving up their turn. However if you mash 2S after Kabari(1)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
the Baiken can always do Kabari(2)GGST Baiken 41236HH.pngGuard:
All
Startup:
11 [23]
Recovery:
14
Advantage:
-7
which beats I-No's 2S. However if Kabari(2)GGST Baiken 41236HH.pngGuard:
All
Startup:
11 [23]
Recovery:
14
Advantage:
-7
is blocked than it is punishable enough for 2K > 2D. By doing Kabari(1)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
> Kabari(2)GGST Baiken 41236HH.pngGuard:
All
Startup:
11 [23]
Recovery:
14
Advantage:
-7
the Baiken can either frame trap, gap close, or RC to restart the pressure. Most Baikens will ALWAYS do this if they just built a bar and when you are low. However there is a gap between Kabari(1)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
> Kabari(2)GGST Baiken 41236HH.pngGuard:
All
Startup:
11 [23]
Recovery:
14
Advantage:
-7
. So if the Baiken has shown to like doing that to force their, turn you can mash throw after Kabari(1)GGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
.

Notes


  • Note oki beats Baiken’s wakeup parry! spaced FD break 2H can beat her wakeup mash + parry
  • Punishing Youzansen can be a little tricky sometimes when blocking Baiken doing it from an airdash. A punish in most cases is 5P/2P > 6H > 236H. You can also do 5P/2P > 6H(1) > 236S > 5K > 214K if you want the corner carry at the cost of a hard knockdown.
  • She doesn't have a real IAD safejump after wall break allowing for Fortissimo.
  • FDing Baiken's 2K/2D > 236KGGST Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    5
    Advantage:
    -3
    allows for a CH 2S.
  • If Baiken does a block string into teather you can backdash it unless she's in 5P range, in which case they will usually 5P > 6K (IB throw them here).


Bridget

Favorability Goes Here

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Chipp Zanuff

Unfavorable

It can be hard to catch him, but Chipp's movement isn't as tricky to call out as Millia's. Don't expect to be the aggressor here, use your pokes wisely, as he can easily whiff punish them. On defense don't be afraid to guess.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
walk back 2S/2H, 5K, 6P, 2K 2S, 2H
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2H, 2K, 6P 2S
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
2K, 2H 2S
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
8
Recovery:
17
Advantage:
(delayed) 6P, j.S 2S 2K

Neutral


Offense


Defense



Faust

Favorable

Another historically poor matchup for I-No that Strive broke open. Most of his grounded and aerial zoning options can be stuffed with 214K and his defensive options are some of the worst in the game. Make liberal use of 214K, and if he's in the air, air-to-air dives to close distance and start your offense.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
2KGGST I-No 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-2
, 214KGGST I-No Chemical Love.pngGuard:
All
Startup:
11
Recovery:
22
Advantage:
-2
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
, 2KGGST I-No 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-2
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
, 2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
Advantage:
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11

Neutral


Offense


Defense



Giovanna

Favorability Goes Here

Since her nerfs Giovanna has gotten a lot easier to deal with, especially if she plays aggressively. Use 6P and 2H to stuff stepdash approaches, and dives and long hoverdashes to crack open more defensive playstyles.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Neutral


Offense


Defense


Notes


  • 236HGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -2
    goes under 236KGGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    13
    Advantage:
    +4
    (Trovão)
  • 236KGGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    13
    Advantage:
    +4
    (Trovão) goes through note
  • 214KGGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
    whiff on standing Gio


Goldlewis Dickinson

Favorability Goes Here

Stay far out and zone him out with 214K, throw note to force him into acting. Behemoth Typhoon can be good at stuffing your approaches and its best to use 236S/H or hoverdash in only when you've forced him into an uncomfortable position. 236H can be useful to completely avoid his weird air approaches but it will lose to j.D or j.H, so beware of that.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11

Neutral


Offense


Defense



Happy Chaos

Happy ChaosDifficult matchup, as the Joker is known for his hatred of women and his abilities increase threefold against I-No.
Very Unfavorable

Very likely that this is I-No most hardest match-up.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11

Neutral


I-No has one of the hardest times approaching Happy Chaos. Happy Chaos focus shot pushing opponents farther away when they're in the air. Therefore as I-No her only approach tools, hover dash puts her in the air, use FD to fall faster to the ground when hoverdashing to approach Happy Chaos. Try and get into HCL range, while avoiding his gun. When Happy Chaos isn't shooting his gun try to HCL him to secure a knockdown. Once a knockdown is secured, do good mix and pray that you don't have to return back to neutral.

Offense


Whatever you do, DO NOT BREAK THE WALL WITHOUT SUPER. Breaking the Wall without super returns the game back to neutral which I-No doesn't want to play. Use wallslumps and lower hitting combos to keep him longer in the corner.

Defense



I-No

I-NoHornier player wins.
Favorability Goes Here

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
j.236SGGST I-No Sultry Performance 2.pngGuard:
All
Startup:
10
Recovery:
Until Landing + 13
Advantage:
-2~(-4) [+4] [(+1)]
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
214KGGST I-No Chemical Love.pngGuard:
All
Startup:
11
Recovery:
22
Advantage:
-2
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11

Neutral


Release out your inner Axl spirit and zone out your I-No bros with HCL.

Offense


Don't misplace your own H-stroke, otherwise you are giving the old H-stroke back to the opponent who blocked it.

Defense


Watch as you slowly realized that you can't block your own character.

Jack-O

Even

When Jack-O pulls servants you can close distance, you can STBT to get in or 214K to safely whiff punish a lot of her options when she tries using her air mobility to keep you out. Once you're in her poor defensive options and low health come into play.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11

Neutral


Offense


Defense



Ky Kiske

Even

A matchup you have to play fairly honestly. Keep fairly close, such that Ky feels uncomfortable to press 6H in fear of getting CH by f.S or 2H, but not so close that his shorter pokes such as 2S and f.S are effective. When in this range use your strong disjoints to catch him swinging.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Neutral


Offense


Defense



Leo Whitefang

Favorability Goes Here

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Neutral


Offense


Defense



May

Favorability Goes Here

Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once. Keep your distance and try and use your projectiles to get her into the air for her approaches, where her buttons are more contestable.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (24 OH)
Advantage:
-3

Neutral


Offense


Defense



Millia Rage

Favorability Goes Here

Millia's air mobility can make this matchup feel hopeless, but it's far from impossible. Don't try to chase her down relentlessly, but don't wait for her on the ground to come to you. If she's in the air, try to position yourself so that you can air-to-air with j.P or catch her with a air grab instead of having to guess which of her movement options she'll use. Fortunately her ground game isn't as hard to beat, but she can very easily anti-air you for careless preemptive jumps.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Neutral


Offense


Defense



Nagoriyuki

Unfavorable

Very difficult. I-No has answers to all of Nagoriyuki's options but each carries a much heavier risk than reward. Note is unusable in this matchup until Nago has around two bars of blood filled as he can react to its startup with clone into Fukyo and punish. Play in the midrange and be aggressive unless he's filled enough blood for you to safely note from fullscreen.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
, 2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
, 6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
, 214KGGST I-No Chemical Love.pngGuard:
All
Startup:
11
Recovery:
22
Advantage:
-2
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
, 2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
2SNo results 2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5

Neutral


Offense


Defense



Potemkin

Favorable

Potemkin languishes under the heel of Chemical Love. Play from far range until you score a knockdown and make liberal use of 214K, but be aware of his options to call it out.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
18
Advantage:
-8

Neutral


Offense


Defense



Ramlethal Valentine

Even

Ramlethal's best pokes are extremely vulnerable to low profile and she'll be especially wary of this against I-No. It's likely she'll lean more towards options like 2S to cover both STBT and hoverdash, or play a simple coin flip by alternating between run up 2K and f.S, since if she goes into the air and tries to box you out with j.S or j.214S you can STBT to get in fairly easily. Observe what your opponent likes to do and use f.S to beat 2S/2H, or 2H to CH run up 2K.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:

Neutral


Offense


Defense



Sin Kiske

Sin KiskeOne-Liner
Favorability Goes Here

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Sol Badguy

Favorability Goes Here

I-No can quite effectively play at any range she wants to against Sol, but she prefers to be slightly further out. In midrange, she has answers to all his buttons. At long range, she can abuse note and HCL to make him move the way she wants him to. His damage and offense don't make things easy for her, however, his defense isn't as strong against I-No as it might seem at first, as her frametraps must still be respected even with a 3f button on deck, and Volcanic Viper is significantly less useful against a character who can easily set up safejumps and note oki.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Neutral


Offense


Defense



Testament

Favorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back 2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11

Neutral


Offense


Defense



Zato-1

Favorability Goes Here

I-No can control neutral well at any range, as her pokes beat Zato's one to one at midrange, and she can preemptively punish Eddie summon at any range with Chemical Love. However, the strength of 214K against Eddie means she prefers to be farther out. As Zato's defensive options are much poorer than average, once she's on top of him there's not really much he can do to disrespect her mixups. However, his offense is just as scary as hers, and his damage is better too, especially midscreen.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2KGGST I-No 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-2
, 2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Neutral


Offense


Defense



Navigation

I-No
Systems Pages