GGACR/I-No/No Prior FGC Experience

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< GGACR‎ | I-No

Help! I have no idea what I'm doing!

Your first objective should be to just have some fun. If you don't have fun playing this game when you're first learning it, you're not going to enjoy it enough to stick with it long enough to get good at it. Don't force it. This is a game. Even if you're playing at high level, it should still be fun. If it isn't, find another character that's fun for you at high level, or possibly even another game.

Getting good is going to take some work, but it's going to be worth it in the end. Let's list some stuff that's gong to help you out so you can reference it later:

There are many individual skills you'll need to layer together to play any character in this game at a higher level. The starter drills will introduce some concepts and will help you practice some basic and intermediate skills.

There are numerous articles about how to get started with a fighting game when starting from nothing, and many of them are linked from the main page of this wiki. For your convenience, I'll link them here, but be aware that some of them use other games for their examples:

Ok, but what do I do as I-No?

Typically you want to land a hit, combo into a knockdown, force your opponent to block your music note projectile, and then run a mixup while they're blocking. If they don't block correctly you get to do another combo and repeat the process.

A typical beginner gameplan is to use the Slash button at long range to control space, then airthrow if your opponent jumps at you.

However, I-No doesn't exactly follow the typical gameplan because her far-slash isn't like anyone else's. It's a projectile, it's slow, and there's a gap between her body and where the attack actually physically exists. Also, her airthrow range is the shortest in the game. So you're going to do things a little differently.

You can use your crouching slash to check opponents similar to how other characters would use far-slash. It has long range, and it's actually better at checking movement because it must be blocked crouching. Then, you use far-slash from further away to force your opponent to try to go over or under it. Punish "over" attempts with jump-punch (j.P), standing-Punch (5P), or forward-Punch (6P). You punish "under" attempts with standing Heavy-slash (5H).

Note: Airthrow still works for beating "over" attempts, but with the reduced range you'll have to be rather precise with your timing, and wont be able to challenge some attacks because I-No lacks the range to grab past their hitboxes (the part of the attack that can hit you).


Early on, try to get a feel for movement

I-No's movement is a bit odd since she becomes airborne when she dashes forward. You also have a forward moving attack that goes under most attacks while sliding along the ground, and you have an attack that dives from the air to the ground. You'll have a good degree of freedom when you get used to it, but you should be aware that these moves are somewhat committed. A character with this many strengths has weaknesses to compensate.

Don't be afraid to fight at any specific range. Some matchups will favor being in a few key positions, but I-No nearly always is happy to be at full-screen where she can safely shoot a music note projectile to get the opponent to block. Generally I-No is content to sit back and only approach while the opponent is already blocking the multi-hit note projectile, which prevents them from fighting back. This gives you a margin of safety to get close to them and use I-Nos strong high/low mixup game. This doesn't mean she's a zoner, but you don't have to get anxious thinking, "I have to get in to win."


Check out I-No's overview page for her overview and write-ups on what each move is good for, her combos page to get an idea of how to run her combos, her strategy page for detailed writeups (like this one), and the matchups page if any specific character gives you trouble. Also feel free to ask for help in the I-No section of the discord that's linked above.

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