Overview
I-No is a character who is both tricky to play and to play against. Her biggest strengths are her explosive damage combined with her difficult to block high/low mixups. I-No possesses a unique hoverdash that makes her airborne which allows her to use her aerial moves low to the ground without needing to perform a full jump. When she makes an opponent block Antidepressant Scale (Note), either during OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. or in neutral, she can overwhelm the opponent using her quick overheads, feints into lows, and generally unprorated damage with access to meter. This grants I-no some of the most dangerous okizeme in the game.
I-no also possesses weaknesses to offset her strong oki game. The most apparent is the complexity of her neutral game. While her hoverdash is amazing for high/low mixup, it is very prohibitive for movement and pressure. Additionally, her normals and special moves are typically very specialized which requires the player to pick the correct tool in from a wide decision tree in the heat of the moment.I-No is also susceptible to being dizzied and killed quickly due to her low stun resistance and defense. Eating a single counterhit from some characters can result in a lost round.
Overall, I-No is a glass cannon that posses powerful mixups and explosive combos that are offset by complex decision trees and punishing defensive properties.
"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 |
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 enables quick overheads, TK overhead options, j.D, and all of the techniques associated with these options.
- Strong Overdrives: I-No's overdrives are usually safe on block, and can typically convert into a combo on hit.
- Explosive Damage: I-No's optimal combos can quickly shred the enemy's health bar.
- Aerial Mobility: I-No's double air dash and dives, paired with FB Sultry Performance which restores jump options, make her supremely mobile in the air.
- Versatile Special Moves: Moves such as H Horizontal Chemical Love (HCL) and Note are great for space control, combos and or pressure.
- Strong Backdash I-No's backdash has 11 frames of invulnerability which allows her to backdash out of situations that many characters cannot.
- Above average tension gain
- Midscreen Damage Requires Meter: Without meter, I-No's damage is poor while midscreen.
- Poor Reversal Options: I-No does not have a meterless reversal, and her and her metered option (ground super) can be thrown.
- Hoverdash Issues: I-No's unique forward dash has 9 frames of startup which creates issues when attempting to escape certain situations and inhibits certain types of pressure.
- Poor Counter Pokes: I-No struggles with counter poking effectively on the ground due to her hitbox:hurtbox ratios and how they interact with the hitboxes of the opponent.
- Worst Air Throw Range in the Game
- ★High execution barrier
★Note: Due to her difficult execution, players
will drop things on occasion - no matter how much they practice. Additionally, I-No's health, stun resistance, and guts are on the weaker side which means she can be brutally punished for execution errors.
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.
Players should be to put in a substantial amount of effort to learn I-No's execution. Many players will struggle, potentially for a long period of time, but it is worth it in the end...
- I-No is difficult to learn neutral with due to her hoverdash. Players cannot microdash and FD Brake to close distance against zoning, or to pass under an opponent who is jumping in.
- Mid-screen, optimal, meterless combos utilize 1~>2 frame IAD links. +R does not have an attack input buffer which emphasizes the difficulty of this type of technique.
- Advanced techniques are required to use the string 5K > HCL > FRC airdash, such as Jump Install, dash splitting (6 > FRC > 6), and a 2 frame FRC window.
- Combos are often character specific.
- I-No's Anti-air are situational and require more finesse than some characters: 5P, 6P, j.P, 5K, airthrow, 6H, and VCL are all used.
- Some jump-ins cannot be counter-poked from the ground because their hurtboxes shrink in a way that I-No's ground normals cannot strike them.
- Moves that are typically used to counter poke carry risk and require precision. All of her moves are good, but they are very specialized.