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Overview
I-No is a bit tricky to use, but has great potential when mastered. Her biggest strengths are her explosive damage combined with her difficult to block high/low mixup. Rather than having a standard ground dash, she possesses a unique hoverdash that leaves her airborne, allowing her to use her aerial moves low to the ground without needing to land from a full jump. When she makes an opponent block a multi-hit music note projectile either on oki or from neutral, she can safely utilize her painfully difficult to block mixup using her quick overheads, feints into lows, and generally unprorated damage if she has meter for the conversion. This grants I-no some of the most dangerous okizeme in the game, which means she also has explosive comeback potential.
However, I-no possesses weaknesses to offset her strong oki game. The biggest one is probably the complexity of her neutral game. While her hoverdash is amazing for high/low mixup, it is incredibly prohibitive for movement and pressure. Her normals and special moves are typically good at one specific job, so you will be forced to guess more often than with other characters. And though her defense isn't as low as other characters such as Millia, I-No is just as susceptible to being dizzied. Eating a single counterhit from some characters can end the round in a loss, which discourages you from taking certain actions and can make you more predictable in a sense.
That said, landing a well placed counterhit in neutral, confirming the full combo, and succeeding on oki with an unrproated normal can be enough to destroy the lower defense characters.
"You horny brat! Go back home and drink your daddy's milk." | |
Lore: | Badass, cruel and sexy. The time traveling rock star witch who seeks violence and the embarrassment of others. Serving "That Man", she continues to tease and harass Sol Badguy, who wants "That Man" six feet under. She is a force to be reckoned with and will murder anyone who gets in her way. |
Voice: | Kikuko Inoue |
Warning/Disclaimer
Be prepared to put in effort over a long time period. Her execution requirements are a struggle, but it's so worth it when everything comes together. If you want a character where you don't have to be precise with your button presses, you should look elsewhere. If you want to be rewarded for that precision with damage and mixups as filthy as I-No's vocabulary, then play I-No.
- Optimized meterless combos will utilize 1~2 frame IAD links at mid screen. This is the same 5H > IAD j.K/j.P link that gets used in Xrd (if you played that), but +R does not have the input buffer, so you must execute the IAD with more precision.
- Must apply multiple advanced techniques to use the string "5K > HCL > FRC airdash", such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window.
- Combos are more character specific than with other characters.
- She is difficult to learn neutral with due to her hoverdash. You can't microdash and FD Brake to close distance against zoning, or to pass under someone who is jumping in.
- Anti-air is situational and requires more finesse than other characters: 5p, 6p, j.P, 5K, airthrow, 6H, and VCL are all used.
- Some jump-ins flat out cannot be counter-poked from the ground when your opponent spaces them properly because their hurtbox shrinks in a way that I-No's ground normals do not reach before they land.
- I-No struggles with counter poking effectively on the ground. You need to deeply understand I-No's hitboxes and hurtboxes, as well as your opponent's hitboxes and hurtboxes, which takes time. This knowledge would help any character perform better in any matchup, but I-No players can struggle until this clicks (it'll feel like you have to guess a lot). You can't really count on a move to "just work" as a poke like you can with some other characters.
- Moves that you'll typically counter-poke with carry risk and require precision. All of her moves are good, but they each do a specific job well.
Unique Mechanics
Hover Dash
- I-No's dash makes her airborne
- Feet are off the ground on frame 4
- 9 frames of startup. The fastest you can start acting is on frame 10.
- The fastest you can land is on frame 20, even if you whiff a normal (like j.H) to try to land faster.
Guilty Bits Character Intro | |
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I-No I-No is a bit tricky to use, but has great potential when mastered. Her biggest strength is her explosive damage combined with her difficult to block high/low mixup.
- Strong Mixup Tools: Hoverdash for quick overheads, TK overhead options, j.D and all of it's associated techniques.
- Safe on block overdrives that can typically be converted from on hit.
- Explosive burst damage using optimized character-specific combos.
- Superb aerial mobility thanks to double air dash and dives, including her force break which restores jump options.
- Versatile special moves such as HCL (projectile reaching 2/3 screen that negates 1 hit of other projectiles while passing through them and remaining active) and music note (projectile with vertical control that gains hits the longer it's on screen).
- Above average tension gain.
- Fourth longest total backdash invul in the game allows you to escape some situations other characters can't escape with their backdash.
- Her unique ground-to-air "hoverdash" has 9 startup frames, which creates difficulties in escaping some situations and also inhibits certain types of pressure.
- High execution barrier for advanced combos and her neutral game movement. You will drop things sometimes no matter how much you practice, and I-No is the type of character where it will hurt when it happens.
- Low damage output midscreen without the use of tension.
- No meterless reversal, and her metered option (ground super) can be thrown when she's not protected from throws on wakeup.
- Worst airthrow range in the game.
- Below average health rating and guts.
Normal Moves
Click on the notation for a move above it's image to see the hitboxes for that move!
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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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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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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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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Horizontal Chemical Love 632146K air OK |
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Vertical Chemical Love 632146S air OK |
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Respect |
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Dash |
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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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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Essay | enter | USA | - | - | Active | - | Frosty Faustings XII (2020) |
Honnou | enter | USA | - | Twitter ACPR Discord |
Active | Random Select Main, holds the Survival Mode world record with Justice | FrostyFaustingsX |
Slash Gordon | enter | USA | SoCal Salty Worlds Collide |
ACPR Discord | Active (Wiki + R&D) | - | AnimEVO 2018 |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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 •