I-No | |||||||||||||||||||||
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Defense Modifier: x1.06 Guts Rating: 1 Weight: Light (x1.05) Stun Resistance: 55 Jump Startup: 3F Backdash Time: 16F / Invul: 1~11F Wake-Up (Face Up/Down): 35F / 32F
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Overview
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. 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.
However, I-no possesses many weaknesses to offset her stellar setplay. The biggest one is probably in 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. 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.
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 end the lower defense characters.
Strengths and Weaknesses
Strengths | Weaknesses |
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Warning/Disclaimer
If I-No sounds like your type of character, make sure you know what you're getting yourself into. Her execution requirements are a huge struggle, but it's so worth it when everything comes together.
- Optimized meterless combos will utilize 2 frame IAD links at mid screen. If your opponent is further away when you land your hit, it might be a 1f link, or it might not even work.
- 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.
She is also very difficult to learn neutral with:
- Anti-air is pretty situational (5p, 6p, j.P, 5K, airthrow, 6H, VCL) and some jump-ins flat out cannot be counter-poked when your opponent spaces them properly. Compare this to characters like Ky who can use either 6P or 2H for all situations.
- 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 long recovery time
- 5K long active time (CH state) with the hitbox mostly inside the hurtbox, and extended hurtbox during recovery frames.
- j.H long recovery completely in CH state w/ extended hurtbox on startup
- Extended hurtbox on 2H & 2D startup
- Long startup on STBT that can be stuffed with low pokes.
- I-No's air backdash extends her hurtbox forward.
- I-No's ground-to-air dash makes her hurtbox much larger than normal.
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.
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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5D |
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6P |
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6H |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.