GGST/I-No/Starter

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< GGST‎ | I-No



Terminology

This starter guide assumes you are somewhat familiar with Strive, but it should be noted that there will frequently be references to numberpad notation. Learning notation is essential to understanding not only the information on Dustloop, but also for communicating with other players and asking questions when you get stuck. Don't worry, it's not hard! Below is an explanation of combo/numpad notation.

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Key Moves


Key Pokes


Get In Options


Anti-Airs

Combos


I-No doesn't do much damage from her combos, except when she is in the corner. The most important is that her combos end with good oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. so that I-No can keep on repeating her oppressive pressure. See more combos here


  • All of these combo with 214P at then end, are NOT part of the combo. The 214P helps setup your Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. BNB Overhead from j.S/j.H
  2. BNB from 2K/j.S/j.H (The Most Key Combo to Learn)
  3. DP Punish
  4. Corner Combo



Basic BNB Overhead from j.S/j.HA overhead combo used that ends with good oki
64 Damage
Very Easy

(j.S/j.H) > 2K/c.S > 2D > (delay) 214P (setup)/safejump
Unimpressive damage and route, but critically sets up I-No's note oki and is less dependent on range than the 6H confirm. Depending on range, an immediate cancel into 214P might cause the projectile to whiff. Gauge the distance between you and your opponent after you hit your 2D and try to delay it appropriately so your projectile hits meaty. You can also do a meaty safejumpsA Safe Jump is a meaty jump-in that is commonly used to beat reversal attacks like Sol's Volcanic Viper. Safe Jumps take advantage of the fact that you can cancel the recovery of a jumping attack by landing and immediately blocking afterwards. instead of setuping up 214P.


Basic BNB from 2K/j.S/j.HThe most useful of BNB
126 damage
Very Easy

2K/j.S/j.H > 6H(2) > 236H > 214P (setup)/safejump
Your go-to combo for  I-No's high/low mixup, with 2K being your low option and j.S being your high option. Good corner carry and oki. Be aware that at farther distances 6H(1) wont connect so you will need to combo into 2D for a hard knockdown.


BNB DP PunishBig Damage
153 damage
Very Easy

CH c.S/2H/2S > 236H > 6H(2) > 236H > 214P (setup)/safejump
Essential punish for DPs that works anywhere on screen. Okay damage, but huge corner carry and also leads to note oki. Use 2H or 2S if the opponent is farther away.


BNB MLA Corner ComboCorner combo that always breaks the wall
181 damage (j.S starter)
Easy

2K/c.S/j.S/j.H > 6H(2) > 214S > (delay) j.236H(3)~H > j.H/j.S > WS > 5[D]
Timing can be tight on the j.236H farther from the corner and on characters with shorter horizontal hitboxes. Delay the j.236H when I-No is moving back or when the lightning bolts disappear after 21S.

Pressure

I-No's oppressive pressure comes from the ability to force the opponent to guess on wakeup on the mixups of j.S (a high block), 2K (a low block) or throw from every single knockdown that I-No gets. See here for more info on how to structure I-No's offense.

Her pressure is mainly focused around j.S.

From j.S I-No can do one of the following: reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage.s, mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, and frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s.

Mix-ups

sample mixups off a knockdown:

  • j.S > 2K - High Low mixup that also Frame traps and is safe from reversals.
  • j.S > j.D - Double overhead with its own rps situation if blocked.
  • j.S > throw/Megalo - tick throw that beats any blocks
  • Hoverdash > 2K - Low mixup

Resets


sample resets:

  • j.S > j.S - Naturally acts also like a Frame Trap. Loses to fast buttons like 5P or anti-airs like 6P.
  • j.S > c.S > IAD - A reset that is more riskier and has a longer punish window than j.S > j.S.
  • 2D/6H > 214S - Special cancel reset. Useful reset off enders like 2D/6H or pokes like 2S.
  • end of a mixup/frame trap > RRC/WA - A reset that is completely safe. At the cost of resources.

Frame Traps


sample frame traps:

  • j.S > c.S - Most common frametrap with a variety of Gatling after the c.S like 2S, 2H and f.S to extends the blockstrings and a jump cancel which can be used for a reset.
  • j.S > 6H - Natural Frame Trap that is also use for combos. Be aware that 6H can be punished if they IB the second hit.
  • ... > Ender (2D, 6H, 5H) > 236S - Frame trap ender, commonly used after 2D and 6H. Be aware that 236S can easily be punished with a 7 frame normal.

Safe jumps

This is bit more advance thing to learn. But Safe JumpsA Safe Jump is a meaty jump-in that is commonly used to beat reversal attacks like Sol's Volcanic Viper. Safe Jumps take advantage of the fact that you can cancel the recovery of a jumping attack by landing and immediately blocking afterwards. are a key part to I-No okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Safe jumps allow I-No to continue her offense from a knockdown by chasing the opponent's recovery with a j.H/j.S, stuffing attempted jump outs, normals, throws, or even block a reversal DP. I-No can do a safe jump from almost any type of knockdown.


This Safe jump works on all knockdowns and all positions. Requires a different timing for all knockdowns. Safe jumps require much practice to be consistent with. Look here for more safe jumps.

j.H(whiff)
Easy

66 j.H(whiff) > 66 j.S
Pretty good safe jump. (everyone do be suggesting this safe jump). Works on every possible knockdown. Perfectly fine to only learn this safe jump. Very easy to transition this safe jump to grab or a 2K low by doing two whiff j.H instead of j.S.

Further Learning

The Strategy page contains lots of information about all sorts of tricks and tips that I-No can do. After you feel like you have become comfortable with I-No, it is recommended to proceed further into more intermediate and advanced techniques like:


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