< GGACR
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** Optimized meterless combos will utilize 2 frame IAD links at mid screen. | ** Optimized meterless combos will utilize 2 frame IAD links at mid screen. | ||
** Must apply multiple advanced techniques for the B&B "5K > HCL > FRC airdash combo" such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window just to set up the next hit. This string is a requirement for high level play. | ** Must apply multiple advanced techniques for the B&B "5K > HCL > FRC airdash combo" such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window just to set up the next hit. This string is a requirement for high level play. | ||
** Combos are much more character specific than with other characters | ** Combos are much more character specific than with other characters. EX: The above combo requies you adapt for screen position to determine whether you'll link into "<b>j.S > FFVCL</b>" or "<b>j.S > j.H</b>" or directly into "<b>FFVCL</b>" in order to keep the combo going. | ||
* Somewhat average to low damage output midscreen without the use of tension. | * Somewhat average to low damage output midscreen without the use of tension. | ||
* Overall weak defensive options (no meterless | * Overall weak defensive options (no meterless reversal). | ||
* Worst airthrow range in the game. | * Worst airthrow range in the game. | ||
* Her unique ground-to-air dash (with 8 startup frames) creates difficulties in escaping some situations, and also inhibits certain types of pressure. | * Her unique ground-to-air dash (with 8 startup frames) creates difficulties in escaping some situations, and also inhibits certain types of pressure. | ||
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** Cannot counter poke effectively without deeply understanding I-No's own hitboxes and hurtboxes, as well as all of your opponent's hitboxes and hurtboxes. You can never count on a move to "just work" as a poke. | ** Cannot counter poke effectively without deeply understanding I-No's own hitboxes and hurtboxes, as well as all of your opponent's hitboxes and hurtboxes. You can never count on a move to "just work" as a poke. | ||
** Moves that you'll typically counter-poke with are high risk for various reasons (6P recovery, 5K long active time (CH state), j.H long recovery completely in CH state w/ extended hurtbox on startup, extended hurtbox on 2H & 2D startup, long startup on STBT, etc). | ** Moves that you'll typically counter-poke with are high risk for various reasons (6P recovery, 5K long active time (CH state), j.H long recovery completely in CH state w/ extended hurtbox on startup, extended hurtbox on 2H & 2D startup, long startup on STBT, etc). | ||
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Revision as of 22:02, 5 October 2017
I-No |
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Defense Modifier: x 1.06
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Overview
The face of Guilty Gear since XX, I-no is a sexually fanatic tease, who is only as attractive as she is both sadistic and batshit insane. She works for the series' main antagonist: That Man.
Pros/Strengths
- Virtually unblockable when close.
- Safe overdrives.
- Able to knockdown from near full-screen.
- Explosive burst damage potential using optimized/character specific combos.
- Versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown.
- Above average tension gain.
- Fourth longest total backdash invul in the game.
- Almost always has the advantage when at full screen (mostly due to the music note projectile)
Cons/Weaknesses
- Extremely high execution barrier for even simple combos and her neutral game movement:
- Optimized meterless combos will utilize 2 frame IAD links at mid screen.
- Must apply multiple advanced techniques for the B&B "5K > HCL > FRC airdash combo" such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window just to set up the next hit. This string is a requirement for high level play.
- Combos are much more character specific than with other characters. EX: The above combo requies you adapt for screen position to determine whether you'll link into "j.S > FFVCL" or "j.S > j.H" or directly into "FFVCL" in order to keep the combo going.
- Somewhat average to low damage output midscreen without the use of tension.
- Overall weak defensive options (no meterless reversal).
- Worst airthrow range in the game.
- Her unique ground-to-air dash (with 8 startup frames) creates difficulties in escaping some situations, and also inhibits certain types of pressure.
- Below average health rating and guts.
- Difficult neutral game:
- Typically disadvantaged at mid-range. Also disadvantaged to many characters at close range.
- Has to guess often.
- Anti-air is situational (5p, 6p, j.P, 5K, airthrow, 6hs, VCL) and some jump-ins flat out cannot be counter-poked when spaced properly.
- Cannot counter poke effectively without deeply understanding I-No's own hitboxes and hurtboxes, as well as all of your opponent's hitboxes and hurtboxes. You can never count on a move to "just work" as a poke.
- Moves that you'll typically counter-poke with are high risk for various reasons (6P recovery, 5K long active time (CH state), j.H long recovery completely in CH state w/ extended hurtbox on startup, extended hurtbox on 2H & 2D startup, long startup on STBT, etc).
Notable Moves
- 5K, f.S, 6P, 2S, j.K, j.D
- Antidepressant Scale, Sultry Performance, Stroke the Big Tree, Chemical Love, Sultry Performance (FB), Antidepressant Scale (FB), Ultimate Fortissimo
Guilty Bits: I-no
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Specials
Stroke the Big Tree 41236S/H |
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Antidepressant Scale 214P air OK |
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Sultry Performance j.236P/K/S/H |
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K Chemical Love 632146K air OK |
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S Chemical Love 632146S air OK |
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Respect |
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Force Breaks
FB Antidepressant Scale 214D air OK |
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FB Sultry Performance j.236D |
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Overdrives
Ultimate Fortissimo j.2363214S |
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Longing Desperation 632146H |
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Instant Kill
Last Will and Testament in IK Mode: 236236H |
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- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •