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*Hits three times, five when fully charged | *Hits three times, five when fully charged | ||
*Travels parallel to the ground | *Travels parallel to the ground | ||
*High reward in the corner | |||
*Much easier to {{clr|1|6P}} than the other two. | |||
Used in combos for corner carry and wall damage. Slightly more niche for whiff punishing than the other versions, but can be used when I-No doesn't have much height left in her jump for more reward. Allows I-No to convert meterlessly from {{clr|2|j.K}} F-Shiki and {{clr|5|j.D}}. Occasionally useful in neutral to cover large distances with high profile, usually with PRC, or during pressure to bait out throws or frame trap. | |||
or during pressure to bait out throws or frame trap. | |||
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Revision as of 14:45, 10 January 2022
I-No is a unique all-range character with powerful options from most places on screen and oppressive offense that utilizes her hoverdash for a very strong high/low/throw game.
Instead of a standard run, I-No has a unique “hoverdash” that puts her into the air, giving her near-immediate access to all her aerial attacks at a moment’s notice. This, along with her frame traps, pressure resets, and a high damage command grab super, makes I-No very difficult to block when she gets up close. To get there she possesses a suite of powerful neutral tools, most notable among them being Antidepressant Scale (note), a projectile that can be controlled vertically and gains hits as it travels across the screen.
However despite her strengths, neutral is probably the hardest thing to learn as I-No. Her hoverdash makes approaching directly difficult, meaning that depending on the situation and matchup she can end up zoning, trying to play footsies, or using her divekicks and Stroke the Big Tree to gamble on maneuvering around the opponent’s attacks. She also suffers on defense, lacking a meterless reversal or particularly fast buttons, so she needs to have a solid understanding of the universal defensive mechanics to get out of pressure. Her below average defense and guts make this even more important.
In the end though, no matter how far behind they are, all it can take is one knockdown for an I-No player to steal momentum and carry it all the way to victory.
I-No I-No , classified as a Rush type, is a hard rock witch with a wild offense using her hover dash.
- Unique movement: I-No gains powerful high/low mix-up options with her unique hoverdash, as she can make herself airborne while being very close to the ground. her airdash is uniquely good for mixups and whiff punishing as well, with its downward angle.
- Varied Neutral: I-No's specials, though highly specific in their usage from matchup to matchup, allow her to contest almost any character in the game in neutral. Sultry Performance gives her access to very fast whiff punishes from the air while also acting as an escape option against some characters. Stroke the Big Tree lets her low profile many of the cast's prime pokes or reposition quickly along the ground, Antidepressant Scale allows her to control space in slower matchups, and Chemical Love, though easily low profiled, is almost completely disjointed and hits near-fullscreen very quickly.
- Normals: Complementing I-No's suite of threatening approach options are some of the best normals in the game. 2H and f.S are two of the best disjoints in the game. 2K and 5K have great range for their speed, and her 6P is easily best-in-class for every situation you'd want a 6P to be good at.
- Offense: I-No has easily the most versatile okizeme of any mixup character in the game, with almost any hard knockdown granting her access to her potent projectile okizeme with Antidepressant Scale and almost every other hit leading to a safejump. This, combined with her near-instant overhead resets that allow her to continue pressure unless interrupted results in an offense that demands a lot from her opponents looking to escape, and I-No can take any respect she's given to the bank with Megalomania and her high/lows.
- Unique Movement: I-No's movement is unintuitive to players new to her, and her lack of a traditional run and airdash can make situations in neutral and on defense difficult. Often she will need to learn to utilise moves such as Stroke the Big Tree and Sultry Performance to get around these limitations.
- Matchup-heavy: I-No's kit, though very powerful and versatile, requires high amounts of matchup knowledge to be used correctly. Despite this, many characters also need a very different gameplan to deal with I-No.
- Defense: Despite her generally excellent buttons, I-No has no 5f normal that connects on crouching opponents, making her abare weaker than average. In addition, her reversal super, though quick, can be punished much more harshly than most others.
- Inconsistent Damage: Though not incapable of highly damaging combos by any means, I-No tends to look for specific starters like CH 2H/f.S or raw 6H in the corner to really dig into her opponents' health, and her damage midscreen is generally subpar.
I-No |
---|
I-No's ground dash does not behave like a normal run. Instead, I-No's ground dash puts her airborne, which allows her to perform high/low mixups without having to actually jump.
- Airborne on frame 5 onward
- Actionable on frame 10 onward
The nature of I-No's dash affects every part of her gameplay. In neutral, it makes advancing much tougher for her than characters with regular runs, especially with Strive's universal dash blocking. On offense, it gives her access to quick overheads from any neutral state, while making pressure resets and throws more difficult. On defense, it prevents her from simply running under certain jump-ins. Even in punishes, being unable to dash for only a couple frames can make them tricky.
Don't hoverdash willy-nilly. Keep in mind its high profile, and make them scared with Stroke the Big Tree before dashing straight over their low pokes. Use that very same move to duck under their jump-ins and cross them up. Be disciplined with frame traps and condition them into staying still before going for hoverdash resets.
Playing around hoverdash's strengths and weaknesses is key to mastering I-No.Normal Moves
5P
- High hitbox, whiffs on crouchers
- Servicable anti-air
- I-No's single fastest normal
Most useful as a clutch anti-air due to not hitting crouching opponents. Also the best normal to mash out of tick throws with as 2K will lose if the throw is perfectly timed. On regular and counter-hit AA, it's possible to follow up with a short combo into oki, or to reset into hoverdash pressure.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 6H
5K
- Jump cancellable
- Will hit crouching opponents
A quick poke with great range for its speed and not much recovery, though easily low profiled. On hit you'll want to combo this into 2D to set up note oki. Also has use in combos with its jump cancel and 6H gatling, preferred over c.S when out of range for that normal and 6H when midscreen.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 6P, 6H, 5D, 2D
c.S
- Jump cancellable
Decent for pressure/combo fodder. Jump cancel means it's useful for baiting bursts. Decently damaging punish starter, though outshined by 2H, 6H, or j.S in many situations.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
This move has a lot of range which allows for stuffing approaches or applying pressure at ranges that the opponent might not expect. Huge disjoint, but quite slow and is prone to being low profiled, though it can hit crouching opponents. Although it's technically 13f startup, the hitbox extends throughout the move's active frames and is quite short initially, only reaching a respectable range at 14f. After its startup buff f.S is a very useful counterpoke in certain matchups as it outranges plenty of characters' longest normals with massive disjoint and active frames, though one should still be wary of throwing it out due to its high recovery.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
5H
- Groundbounces
Despite having worse startup, recovery and advantage on block than 2H, 5H finds good use as a whiff punish and frametrap tool with its better range and meterless conversions on both normal and counter hit. As a combo tool it provides a way to end juggles into a 236H midscreen, and it can also be used to confirm mid-range 2S and f.S hits into hard knockdowns. Not as good as 2H or f.S at fishing for counter hits in neutral, but unlike those buttons, you're guaranteed to get significant reward from 5H if it connects at all.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
Universal overhead attack that's pretty fast. Can be especially useful with 50 meter on deck for a quick overhead than be made safe or comboed with from RC. Can be gatling from 5K, 2K, or c.S for a mixup.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very highly damaging combo, making it good if you can land it as a punish. However her hoverdash is faster, safer, and still pretty good in terms of damage. It's also her most damaging wallbreak attack.
Additional Frame Data: Initial Prorate 80% (Uncharged)
6P
- Hard knockdown on air hit
- Higher initial pushback value than other level 2 starters
One of the best 6Ps in the game, packing good range, startup, and recovery. Lack of jump cancel or grounded launch makes this move generally poor as a combo tool, except as a grounded CH starter. Still useful as an anti-air and counterpoke, despite its low reward in most situations. Low profile is also useful to disrespect certain moves during pressure, like Sol's f.S, Giovanna's 236K, or Ky's 214K. On air CH, 6P is unlikely to combo into anything midscreen, and it might be more consistent simply to take the knockdown into oki rather than attempt to extend into a combo.
Additional Frame Data: Initial Prorate 90%
6H
- First hit causes float on ground hit
- Second hit launches opponent upwards and away
One of I-No's best combo and frame trap tools. Fast, easy to confirm due to its multiple hits, and launches high, letting it combo into 236H and delayed 214K anywhere on grounded hit. Cancelling the first hit into 236H is safe to instant bursts, making it potentially useful as a burst bait, as well as making 6H(1) > 236H a burst-safe CH starter. Almost any starter will combo into this move, but if they're too far away, it will whiff. Occasionally useful as a high-risk, high-reward anti-air or poke using the second hit. Leads to great damage on both CH and normal hit in the corner.
2P
Not particularly useful as it's frame data is near-identical to 2K while having worse reward, gatlings, and range.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 6H
2K
Good range for a 2K, I-No's main low to open up opponents. Tied with 2P as her fastest normal that can hit crouching opponents, making it useful as an abare tool as well. Good normal in scrambles, sometimes preferable to throw out in neutral over 5K due to its speed and low hitbox. Gatlings into 6H at close range for a combo and 2D for a hard knockdown into Antidepressant Scale okizeme.
Additional Frame Data: Initial Prorate 70%
Gatling Options: 6P, 6H, 5D, 2D
2S
Hits mid. Faster and slightly safer than f.S, 2S complements the disjointed normal with great range of its own and a hitbox that catches low profile moves. Great reward on counter-hit, useful for punishing certain moves on block such as Millia's S Tandem Top.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
2H
- Groundbounces on air hit
Extremely important to I-No's gameplan; an incredible disjointed normal most useful for fishing for CHs. Hits lower and farther than most of the other disjoints in the game, and isn't easy to high profile, either. Great reward on CH and extremely low recovery incentivizes using this to fish for those even more. When I-No's other moves make opponents want to throw pokes out to curb her approaches, this is your go-to normal for making them think twice about it.
2D
I-no performs a quick sweep with her guitar with some recovery. Critical to setting up okizeme, as it allows I-no to cover her approach with a meaty note. Hard to punish if spaced as it's only -7 on block, making it useful as a blockstring ender at times. Naturally frame traps from 2K and 5K, leading to a meterless wallbreak combo in the corner on counter hit.
Additional Frame Data: Initial Prorate 90%
j.P
- Dash cancellable
Mainly used as an air to air. Whiffs on most crouching opponents, but if your opponent is familiar with hoverdash offense and blocks high on wakeup, you can use it as an odd mixup tool by chaining up to three j.Ps together, or stopping at any time to go into a low or a throw.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.P
j.K
- Jump and dash cancellable
Due to its low blockstun j.K can be useful to try and frame trap opponents or go for a tick throw. Low pushback makes it better against FD as well. I-No's fastest air normal that will hit crouchers, just in case you need that extra frame of speed. Also highly active, which can make it useful as a niche air-to-air in scramble situations. Generally, though j.S and j.H are better in pressure for their higher blockstun.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.D
j.S
- Jump and dash cancellable
- Launches straight up on air CH
One of your go-to moves after hoverdash. Sets up F-Shiki with double jump j.K or j.S, and is generally useful as combo fodder due to its jump cancel and j.H gatling. Additionally useful as a rising air-to-air as it outshines j.P in reward while being faster than j.H. Moreover, its new j.D gatling allows I-No to do any mixup she could previously do from j.K with this normal, and more.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.H, j.D
j.H
- Jump and dash cancellable
- Launches up and away on air CH.
Big guitar smack. Amazing air to air and useful after a longer hoverdash. Can be used after a short hoverdash to fake an overhead and go for 2K.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.D
j.D
- Jump and dash cancellable
- Floats on grounded hit
A mixup tool that alters momentum, used to add an extra overhead from your air blockstrings. Can also crossup. With the new gatlings from j.S and j.H, as well as its existing property of launching the opponent upward on air hit, j.D shines as a combo tool in air-to-air conversions, both on counter and normal hit.
Additional Frame Data: Initial Prorate 80%
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
No longer a reversal like throws were in previous games, but still useful as an abare tool due to it being I-No's fastest attack. Does a decent chunk of damage, useful for opening up opponents too focused on I-No's high/low. Extremely dangerous to whiff, so PRC it if your opponent avoids it with a backdash or jump.
The knockdown grants you note oki unless you're close enough to kiss 'em after the animation (ex: back throw while I-No is in the corner)
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Long whiff animation means air throwing is weaker as an anti-air option than in previous games, but the range is also increased to compensate. Also technically I-No's fastest air to air. Useful to reverse the situation on cheeky IAD pressure or to toss people trying to use momentum-altering air moves such as Chipp's j.2K or May's j.2H. Does a decent chunk of damage and I-No can usually get a meaty j.H after hitting it.
Special Moves
Antidepressant Scale
214P(Air OK)
One of I-No's most notable moves. Notes can be shot in neutral to force your opponent to block or move a certain way. They can also be shot after almost any hard knockdown for a safe mixup. Keep the long recovery and limited vertical control in mind when using this move in neutral, especially if you're more used to earlier versions of the character.
The projectile accelerates and gains up to a maximum of five hits as it travels, leading to more blockstun/hitstun if it connects. By holding 2 or 8, I-No can influence the note's trajectory upward or downward.
Rather than how far it's travelled, the projectile's number of hits depends on how long it's been out. Due to this, character hurtboxes can determine how many hits note will have after travelling a certain distance.
j.214P
- Recovery and CH state until landing
- No longer faster to come out than regular note if TK'd
Strictly worse than grounded note in basically every situation. Don't use this move unless you're fighting Goldlewis.
Additional Frame Data: Initial Prorate 80%
Stroke the Big Tree
236S/H
- Both versions stagger on hit.
I-No's most essential pressure tool. Great low profile during startup means Stroke is extremely useful for approaches in neutral, but both versions can be prone to trading with attacks it low profiles, as the low profile ends as soon as the move becomes active. Both versions will lead to great damage on counter hit.
236S
- Travels around round start distance
- Useful for ducking under an opponent's jump-in to cross them up or simply escape
- Frame traps and combos from 2S/f.S, combos from 5H/2H as well but requires a delayed cancel for a frame trap.
- Unfortunately does not lead to much on normal hit if your opponent knows how to recover from stagger.
- Can be hard to punish on block due to pushback.
- Speed can make this the preferred choice over 236H in tight spots.
- Ramlethal mains' favourite meal
Additional Frame Data: Initial Prorate 90%
236H
- Travels about 2/3rds screen
- Grants hard knockdown on air hit
- Slightly plus on block, though it will always leave a gap if chained into during a blockstring.
- Great combo tool, always plus enough on grounded hit to allow 6H/5K to combo.
- Combos from CH f.S/2S/2H/5H/6P.
- Can be used to get in on opponents doing noncommittal jumps.
Additional Frame Data: Initial Prorate 90%
Sultry Performance
j.236K/S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
35 [50] | All | 10 [37] | Until Landing | Until Landing + 15 | -2 ~ -4 [+4 ~ +1] | ||
35 [50] | All | 10 [37] | Until Landing | Until Landing + 15 | -3 ~ -4 [+2 ~ 0] | ||
10×2,20 [10×4,20] | All | 8 [32] | 32 | Until Landing + 6 | -7 [-2] |
- Values in () indicate advantage on block if you input the button again to bounce up.
- Values in [] indicate if the move is charged
- All versions hit mid
I-No's divekicks. If I-No presses the same button used to input the special after it connects, she will bounce up, allowing a pressure extension. Aware opponents can mash or use 6P to deal with it, but I-No can block after the follow-up to try and bait out buttons, though she gets no reward for it. However, even on block, using the follow-up makes the dive safer, especially for j.236H.
j.236K/j.236S
- j.236K sends I-No downward at a 45 degree angle.
- j.236S travels more horizontally, at around a 60 degree angle.
These versions are largely identical in function. Both are largely useless as combo starters, requiring RC or full charge to convert in the vast majority of situations. They do cause a soft knockdown, however, so they allow for a quick hoverdash reset if used as a combo ender. They are also useful to stall air momentum and catch careless anti-airs, or as air-to-airs to drag the opponent back to the ground with plus frames.
If the follow-up is used on a midscreen hit, you won't get any oki from hitting this. However, not using the follow-up allows I-no to get a meaty jump-in. Take note when using these moves to punish!
j.236H
- Hits three times, five when fully charged
- Travels parallel to the ground
- High reward in the corner
- Much easier to 6P than the other two.
Used in combos for corner carry and wall damage. Slightly more niche for whiff punishing than the other versions, but can be used when I-No doesn't have much height left in her jump for more reward. Allows I-No to convert meterlessly from j.K F-Shiki and j.D. Occasionally useful in neutral to cover large distances with high profile, usually with PRC, or during pressure to bait out throws or frame trap.
Chemical Love
214K (Air OK)
- CH state in recovery
A projectile with good range, but easily low profiled by runs, crouching opponents, and even certain standing characters. Will even straightforwardly lose to midrange pokes that slightly shrink the users' hurtboxes such as Ramlethal's or Ky's 5H. However, when used correctly, Chemical Love can define matchups as a quick, near-fullscreen projectile punish.
Characters such as Potemkin or Goldlewis will have much more trouble approaching I-No due to their moves having generally tall hurtboxes and, in Potemkin's case, a lack of a run. Characters like Anji, Faust, or Zato will find the projectile a nuisance as it interacts favorably with moves integral to them such as Anji's infamous parry spin, Faust's item toss, and Zato's Summon Eddie/Unsummon. In general, it's also useful for interrupting opponents trying to set up a slow fireball in neutral, such as Anji, Leo, Ky, or I-no herself.
Additional Frame Data: Initial Prorate 80%
Overdrives
Megalomania
632146H
- +69 on successful grab.
Absurdly damaging command grab super that supplements I-No's great high/low mixup game. Active instantly after the superflash, so the opponent needs to be in air before it to avoid Megalomania, they can't simply react to the flash. The projectiles that come out after the cinematic will appear even on whiff and I-No is completely invulnerable until the end of the attack, making jumping forward the only way to punish this super. The projectiles inexplicably track behind I-No if the opponent is close enough to her back.
The projectiles that come out on whiff are unfortunately not fast or active enough to force the opponent to block, so this super isn't too great to chip the opponent out.
Ultimate Fortissimo
632146S (Air OK)
I-No's only reversal, in which she jumps with a flying knee strike, then emits a circular area-of-effect projectile around her while airborne. If done while already airborne, I-No skips the flying knee and simply does the projectile.
- Frame 7 (1F post-flash) is non-actionable, similar to during the super flash. This prevents some 1F escapes (i.e. Jack-O's RRC Cancelling).
- The Air version is also invulnerable during startup, but not instantly, and becomes vulnerable before active frames.
- The Ground version hits twice: the invulnerable knee and the projectile, with a punishable gap in between.
If the projectile is blocked by the opponent, I-No has enough advantage to run a mixup. This makes it useful if your initial mixup is blocked, or if your opponent isn't aware of how to punish this super. Will force an Area Shift in the corner, but won't actually break the wall unless the opponent is right up against it.
In many matchups, ending corner combos with Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall