GGXRD-R2/I-No/Okizeme

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 I-No


Some sections below were taken directly from Waffle's I-No Discord FAQ

Introduction

I-No has extremely strong and flexible okizeme options, with her stronger knockdowns allowing her near complete freedom when it comes to deciding which to use.

At the simplest level, nearly every knockdown allows for a safejump high/empty low mixup off her hoverdash. While fuzzyable, a safejump also leads into a a double overhead/overhead-low mix, making even her basic offense very difficult to deal with.

Her offensive ability is further increased by her ability to lock down opponents with her projectiles: most often Antidepressant Scale (Note) for knockdowns further out, and a YRC-ed Chemical Love (Vertical) (VCL) up close. Both of these will strongly discourage abare, DPs, and blitz, allowing I-no to run her offense more safely. 5D YRC and HCL YRC both also see situational use for similar purposes.

While the execution is more demanding than the above options, her unique triangle dash (executed with 66366) is special cancellable, allowing for meterless meaty FFVCLs that are anywhere from +12 to +22 or more on block. Though by itself this hits mid, it provides enough advantage to execute a high/low mixup on block. The triangle dash also allows for left-right mixups in addition to her already potent high-low options.

Finally, while not a mixup in and of itself, j.D FDC allows I-No access to additional left-right mixups, as well as vary the timing of her highs and lows in order to beat fuzzy blocking.

Basic High/Low: Hoverdash Buttons/Empty Low

The basic I-no mix on knockdown, and available from most combos. Her unique hoverdash allows her to hit the opponent with either a meaty air button for an overhead, or fake the high and hit low with 2K. Both options convert into either her standard BnB or beginner combo, allowing for effective, looping setplay. On block, I-no can continue pressure with a blockstring, or reset with another hoverdash into the same high/low mix. After a blocked overhead, I-no can also follow up with gatling into j.D for an additional delayed overhead.

  • Overheads can be manually timed for a hoverdash safejump. This timing is extremely important for conditioning in matchups where your opponent has a DP; practice it in training mode using the Rev2 Rev 2 Labtool.
  • The safejump/empty safejump low mix can be fuzzy blocked as shown here.
  • j.S is the best button to meaty with in most situation. j.H is her highest damage option, and will hit lower to the ground (important in matchups where the meaty j.S can be low profiled), but is slower making j.S a better choice in pressure resets. j.K is I-no's fastest option but prorates 80%, and is best used in pressure resets or frametraps, or followed up with j.P on block to beat fuzzy attempts.
  • I-No's air buttons can be OSed with her air throw via 6j.Xj.H. This can air throw OTG bursts.

Note and TK Note

So, in Xrd, I-No has two versions of her fireball (Anti Depressant Note). Her air and grounded fireballs have different speeds. The grounded one is slow, but controls and turns easier. And the air one is fast, and turns slower.

With that they also have a different number of explosions depending on the time they are on screen. So, naturally, the slower version on the ground will usually have more explosions when used, but will not usually make it to your opponent in time to hit them meaty.

That’s why TK Fireballs are used, they manage to get to the opponent in time, AND if you get your setup correctly (like from a P dive knockdown) you can get enough explosions from it that it will let you hover in and get a mixup. Thus her bread and butter. You usually want to end your combos so that you get a TK fireball and start your shenanigans, which many things do.

As a side note since it’s not obvious when you first play. I-no’s note turn faster if you tap the upwards and downwards directions while they are out, holding a down or up direction does not give you it’s fastest turning speed. Which is why you see some I-Nos tbag you from full screen, they are just controlling the note. (Unless they don’t have a note on screen, then they are just taunting you)

With that said there are also setups that will give you a meaty grounded note. They are usually specific to do, but whenever you can do them they will always be highlighted by whoever posted the combo because they are pretty good to use. They can be considered optimal, but it depends on the type of setup you want to go for, since you are right next to them when you fire it Here are some setups examples for that here.

VCL YRC

Chemical Love (Vertical) is a projectile with a whopping 11 active frames, and when YRCed gives I-no heavy frame advantage and leaves her airborne and high enough to airdash.

  • Hit them with falling buttons, 2K, or airdash buttons for high/low mix.
  • YRC slowdown allows enough time to visually confirm whether the opponent DPed, and FD if they did.
  • If the opponent didn't block VCL, I-no can convert the hit into high damage VCL loops.
  • With precise timing, YRC invuln will go through a Blitz Shield reject, leaving most characters with no option except blocking correctly.

Hover IAD (66956) Buttons

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Hover IAD (66956) FFVCL

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Triangle Dash (66366) FFVCL

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5D YRC

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IAD Crossup VCL

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j.D FDC

FDC is short for "Faultless Defense Cancel." You can cancel the first few frames of a move into FD, essentially cancelling the animation and allowing you to act out of the move faster. A few characters like Faust, Chipp, and I-no can abuse a special property of FDC which allows them to alter their air momentum by cancelling specific jumping normals. I-no can cancel her j.D into faultless defense, which gives her a little hop while allowing her to act otherwise, giving her access to mixups such as crossups and delayed overheads. There are two ways to execute a j.D FDC:

  • Without burst, you can execute a j.D FDC by holding 4 and plinking j.D into two other buttons (FD input) within ~2 frames. You'll know you did it correctly when she does a little hop and FD flashes. You will burst if it's available.
  • To j.D FDC with burst, you must hold two buttons and tap 4 immediately after j.D (i.e. [PK] > j.D ~ 4)). This does require that you find a way to hide inputs to begin holding those buttons in the first place.
  • Allows I-no to vary the timing of her high/low mixups in order to beat fuzzy blocking.
  • When crossing up, use a superjump j.D FDC so I-No turns around after switching sides

Example Routes

This is the equivalent of the combo list from the combo page but for oki.

Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw.

Close range 2D Knockdown

Meaty Button

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Meaty Projectile

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Empty Jump Throw

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Long Range 6H Knockdown

Meaty Projectile

  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

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