GGST/I-No: Difference between revisions

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| summary =, classified as a ''Rush'' type, is a hard rock witch with a wild offense using her hover dash.
| summary =, classified as a ''Rush'' type, is a hard rock witch with a wild offense using her hover dash.
| pros =
| pros =
*'''Hoverdash:''' 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.
*'''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.
*'''Extra Mobility:''' [[GGST/I-No#Sultry Performance|Sultry Performance]] gives I-No a unique movement option alongside her hoverdash and downward airdash. [[GGST/I-No#Stroke the Big Tree|Stroke the Big Tree]] also gives I-No a way around most pokes if she's willing to gamble.
*'''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. [[GGST/I-No#Sultry Performance|Sultry Performance]] gives her access to very fast whiff punishes from the air while also acting as an escape option against some characters. [[GGST/I-No#Stroke the Big Tree|Stroke the Big Tree]] lets her low profile many of the cast's prime pokes or reposition quickly along the ground, [[GGST/I-No#Antidepressant Scale|Antidepressant Scale]] allows her to control space in slower matchups, and [[GGST/I-No#Chemical Love|Chemical Love]], though easily low profiled, is almost completely disjointed and hits near-fullscreen very quickly.
*'''Mixups:''' I-No's hoverdash gives her easy access to fast overheads and she has a high damage command grab super in [[GGST/I-No#Megalomania|Megalomania]]. While [[GGST/I-No#Antidepressent Scale|Antidepressent Scale]] is needed to make it truly safe, she can go for a hoverdash mixup when she is at advantage (or is willing to take a risk).
*'''Normals:''' Complementing I-No's suite of threatening approach options are some of the best normals in the game. {{clr|4|2H}} and {{clr|3|f.S}} are two of the best disjoints in the game. {{clr|2|2K}} and {{clr|2|5K}} have great range for their speed, and her {{clr|1|6P}} is easily best-in-class for every situation you'd want a 6P to be good at.
*'''Varied Neutral:''' Note, Chemical Love, and her ability to approach with a high or low profile give I-No a variety of options to begin her offense with.  
*'''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 [[GGST/I-No#Antidepressent Scale|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 [[GGST/I-No#Megalomania|Megalomania]] and her high/lows.
*'''Snowball Effect:''' The sheer speed at which I-No can run her mixup game makes it possible for her to swing momentum back in her favor off of one decent trade or read. While system mechanics such as FD and IB make it possible to escape, opponents can become easily overwhelmed by I-No's offense, and it's impossible to react to everything she can do at close range.  
| cons =
| cons =
*'''Hoverdash:''' Her unique ground dash makes it harder to approach opponents directly as it can be answered universally with 6P. I-No has to use her other tools like [[GGST/I-No#Chemical Love|Chemical Love]] or [[GGST/I-No#Stroke the Big Tree|Stroke the Big Tree]] to force an opening.
*'''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 [[GGST/I-No#Stroke the Big Tree|Stroke the Big Tree]] and [[GGST/I-No#Sultry Performance|Sultry Performance]] to get around these limitations.
*'''Picky Neutral:''' I-No has to learn to identify her opponents habits in neutral before she can successfully get in, which changes wildly from matchup to matchup.
*'''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.
*'''Defense:''' With relatively few defensive options, I-No struggles severely when pressured.  
*'''Inconsistent Damage:''' Though not incapable of highly damaging combos by any means, I-No tends to look for specific starters like CH {{clr|4|2H}}/{{clr|3|f.S}} or raw {{clr|4|6H}} in the corner to really dig into her opponents' health, and her damage midscreen is generally subpar.
*'''Damage:''' I-No gets relatively low damage off of most confirms. She can make you guess, but she has to make you guess a lot to win.
| difficulty_rating = 2
| difficulty_rating = 2
| official_difficulty = yes
| official_difficulty = yes
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* Servicable anti-air
* Servicable anti-air
* I-No's single fastest normal
* I-No's single fastest normal
Mostly useful as a clutch anti-air due to not hitting crouching opponents. On regular and counter-hit AA, it's possible to follow up with a short combo, but generally the reset into pressure is preferred over the negligible damage.  
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 {{clr|2|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%''
'''Additional Frame Data:''' ''Initial Prorate 80%''
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* Jump cancellable
* Jump cancellable
* Will hit crouching opponents
* Will hit crouching opponents
A quick poke with decent range and not much recovery, though easily low profiled. Combos into {{clr|2|214K}} on standing opponents. Can be useful when trying to frame trap with {{clr|3|236S}}. Useful combo tool for midscreen juggles as it hits high and quickly.
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 {{clr|5|2D}} to set up note oki. Also has use in combos with its jump cancel and {{clr|4|6H}} gatling, preferred over {{clr|3|c.S}} when out of range for that normal and {{clr|4|6H}} when midscreen.  


'''Additional Frame Data:''' ''Initial Prorate 90%''
'''Additional Frame Data:''' ''Initial Prorate 90%''
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_f.S.png|
GGST_I-No_f.S.png|The Anti-Disjoint disjoint
</gallery>
</gallery>
|-|
|-|
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
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 16f.
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 {{clr|3|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%''
'''Additional Frame Data:''' ''Initial Prorate 90%''
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<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Groundbounces
*Groundbounces
Despite having worse startup, recovery and advantage on block than {{clr|4|2H}}, {{clr|4|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 {{clr|4|236H}} midscreen as well. Not as good as {{clr|4|2H}} at fishing for counter hits in neutral, but unlike that button, you're guaranteed to get significant reward from {{clr|4|5H}} if it connects at all.
Despite having worse startup, recovery and advantage on block than {{clr|4|2H}}, {{clr|4|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 {{clr|4|236H}} midscreen, and it can also be used to confirm mid-range {{clr|3|2S}} and {{clr|3|f.S}} hits into hard knockdowns. Not as good as {{clr|4|2H}} or {{clr|3|f.S}} at fishing for counter hits in neutral, but unlike those buttons, you're guaranteed to get significant reward from {{clr|4|5H}} if it connects at all.
</div>
</div>
</div>
</div>
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|fields=name,damage,guard,startup,active,recovery,onBlock
|fields=name,damage,guard,startup,active,recovery,onBlock
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
** 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 high damaging combo. However her hoverdash if both faster, safer, and still pretty good in terms of damage. It's also her most damaging wallbreak attack when charged.
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)''
'''Additional Frame Data:''' ''Initial Prorate 80% (Uncharged)''
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</div>
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_6P.png
GGST_I-No_2P.png|
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_6P_Hurtbox_1.png | Frames 1-2
GGST_I-No_2P_Hitbox.png
GGST_I-No_6P_Hitbox.png | Frames 9-13
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P"
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Hard knockdown on air hit
Not particularly useful as it's frame data is near-identical to {{clr|2|2K}} while having worse reward, gatlings, and range.
*Higher initial pushback value than other level 2 starters
 
Good 6P with decent range. 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 generally not leading to much. Low profile is also useful to disrespect certain moves during pressure, like Sol's {{clr|3|f.S}}, Giovanna's {{clr|2|236K}}, or Ky's {{clr|2|214K}}.
'''Additional Frame Data:''' ''Initial Prorate 80%''


'''Additional Frame Data:''' ''Initial Prorate 90%''
[[GGST/I-No/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
</div>
</div>
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_6H.png
GGST_I-No_2K.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_6H_Hitbox1.png|Frames 7-8
GGST_I-No_2K_Hitbox.png
GGST_I-No_6H_Hitbox2.png|Frames 20-21
GGST_I-No_6H_Hitbox3.png|Frames 22-23
GGST_I-No_6H_Hitbox4.png|Frames 24-25
GGST_I-No_6H_Hitbox5.png|Frames 26-27
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6H"
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*First hit causes float on ground hit
Good range for a {{clr|2|2K}}, I-No's main low to open up opponents. Tied with {{clr|1|2P}} as her fastest normal that can hit crouching opponents, making it useful as an [https://glossary.infil.net/?t=abare abare tool] as well. Good normal in scrambles, sometimes preferable to throw out in neutral over {{clr|2|5K}} due to its speed and low hitbox. Gatlings into {{clr|4|6H}} at close range for a combo and {{clr|5|2D}} for a hard knockdown into Antidepressant Scale okizeme.
*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 {{clr|4|236H}} and delayed {{clr|2|214K}} anywhere on grounded hit. 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 using the second hit. Leads to great damage on CH in the corner, but not midscreen.
'''Additional Frame Data:''' ''Initial Prorate 70%''
 
[[GGST/I-No/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 355: Line 350:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2P.png|
GGST_I-No_2S.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2P_Hitbox.png
GGST_I-No_2S_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2P"
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
Not particularly useful as it's frame data is near-identical to {{clr|2|2K}} while having worse reward, gatlings, and range.
Hits mid. Faster and slightly safer than {{clr|3|f.S}}, {{clr|3|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 80%''
'''Additional Frame Data:''' ''Initial Prorate 90%''


[[GGST/I-No/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
[[GGST/I-No/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
</div>
</div>
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 390: Line 385:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2K.png
GGST_I-No_2H.png | Putting the hurt in hurtbox
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2K_Hitbox.png
GGST_I-No_2H_Hitbox1.png|Frames 11-12
GGST_I-No_2H_Hitbox2.png|Frames 13-14
GGST_I-No_2H_Hitbox3.png|Frames 15-16
GGST_I-No_2H_Hitbox4.png|Frames 17-18(?)
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2K"
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
Line 411: Line 409:
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
Good range for a {{clr|2|2K}}, I-No's main low to open up opponents. Tied with {{clr|1|2P}} as her fastest normal that can hit crouching opponents, making it useful as an [https://glossary.infil.net/?t=abare abare tool] as well. Gatlings into {{clr|4|6H}} at close range for a combo and {{clr|5|2D}} for a hard knockdown into Antidepressant Scale okizeme.
*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.
'''Additional Frame Data:''' ''Initial Prorate 70%''


[[GGST/I-No/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 425: Line 421:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2S.png
GGST_I-No_2D.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2S_Hitbox.png
GGST_I-No_2D_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
Hits mid. Faster and slightly safer than {{clr|3|f.S}}, you'll find yourself using {{clr|3|2S}} much more often than the higher-hitting normal. Great reward on counter-hit, useful for punishing certain moves on block such as Millia's S Tandem Top.
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 {{clr|2|2K}} and {{clr|2|5K}}, leading to a meterless wallbreak combo in the corner on counter hit.


'''Additional Frame Data:''' ''Initial Prorate 90%''
'''Additional Frame Data:''' ''Initial Prorate 90%''
[[GGST/I-No/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
</div>
</div>
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 460: Line 454:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2H.png
GGST_I-No_6P.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2H_Hitbox1.png|Frames 11-12
GGST_I-No_6P_Hurtbox_1.png | Frames 1-2
GGST_I-No_2H_Hitbox2.png|Frames 13-14
GGST_I-No_6P_Hitbox.png | Frames 9-13
GGST_I-No_2H_Hitbox3.png|Frames 15-16
GGST_I-No_2H_Hitbox4.png|Frames 17-18(?)
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Groundbounces on air hit
*Hard knockdown on air hit
Surprisingly huge hitbox and relatively fast recovery, making this an excellent low risk/high reward counterhit. Leads to huge damage on counterhit. Highest damaging CH starter midscreen, making it ideal for DP punishes.
*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 {{clr|3|f.S}}, Giovanna's {{clr|2|236K}}, or Ky's {{clr|2|214K}}. On air CH, {{clr|1|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%''
</div>
</div>
</div>
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2D.png
GGST_I-No_6H.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_2D_Hitbox.png
GGST_I-No_6H_Hitbox1.png|Frames 7-8
GGST_I-No_6H_Hitbox2.png|Frames 20-21
GGST_I-No_6H_Hitbox3.png|Frames 22-23
GGST_I-No_6H_Hitbox4.png|Frames 24-25
GGST_I-No_6H_Hitbox5.png|Frames 26-27
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
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 {{clr|2|2K}} and {{clr|2|5K}}, leading to a meterless wallbreak combo in the corner on counter hit.
*First hit causes float on ground hit
 
*Second hit launches opponent upwards and away
'''Additional Frame Data:''' ''Initial Prorate 90%''
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 {{clr|4|236H}} and delayed {{clr|2|214K}} anywhere on grounded hit. Cancelling the first hit into {{clr|4|236H}} is safe to instant bursts, making it potentially useful as a burst bait, as well as making {{clr|4|6H}}(1) > {{clr|4|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.
</div>
</div>
</div>
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
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<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Dash cancellable
*Dash cancellable
Mainly used as an air to air. Whiffs on most crouching opponents, making it a poor choice as a mixup.
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 {{clr|1|j.P}}s together, or stopping at any time to go into a low or a throw.


'''Additional Frame Data:''' ''Initial Prorate 80%''
'''Additional Frame Data:''' ''Initial Prorate 80%''
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<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*Jump and dash cancellable
*Jump and dash cancellable
Due to it's low blockstun this can be useful to try and frame trap opponents or go for a tick throw. I-No's fastest air normal that will hit crouchers, just in case you need that extra frame of speed. Highly active, which can make it useful as a niche air-to-air in scramble situations. Otherwise generally outshined by I-No's other air buttons.
Due to its low blockstun {{clr|2|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 {{clr|3|j.S}} and {{clr|4|j.H}} are better in pressure for their higher blockstun.  


'''Additional Frame Data:''' ''Initial Prorate 80%''
'''Additional Frame Data:''' ''Initial Prorate 80%''
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_jD.png
GGST_I-No_jD.png | Now block this one
</gallery>
</gallery>
|-|
|-|
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* Hard knockdown on hit.
* Hard knockdown on hit.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
* 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 {{clr|2|j.2K}} or May's {{clr|4|j.2H}}. Does a decent chunk of damage and I-No can usually get a meaty {{clr|4|j.H}} after hitting it.
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 {{keyword|IAD}} pressure or to toss people trying to use momentum-altering air moves such as Chipp's {{clr|2|j.2K}} or May's {{clr|4|j.2H}}. Does a decent chunk of damage and I-No can usually get a meaty {{clr|4|j.H}} after hitting it.
</div>
</div>
</div>
</div>
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===<big>Antidepressant Scale</big>===
===<big>Antidepressant Scale</big>===
<span class="input-badge">'''{{Clr|1|214P}}(Air OK)'''</span>
<span class="input-badge">'''{{Clr|1|214P}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="j.214P")
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="j.214P")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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*Recovery and CH state until landing
*Recovery and CH state until landing
*No longer faster to come out than regular note if TK'd
*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.
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%''
'''Additional Frame Data:''' ''Initial Prorate 80%''
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|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="236H")
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="236H")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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*Unfortunately does not lead to much on normal hit if your opponent knows how to recover from stagger.
*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.
*Can be hard to punish on block due to pushback.
*Speed can make this the preferred choice over {{clr|4|236H}} in tight spots.
*Ramlethal mains' favourite meal
*Ramlethal mains' favourite meal


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*Grants hard knockdown on air hit
*Grants hard knockdown on air hit
*Slightly plus on block, though it will always leave a gap if chained into during a blockstring.
*Slightly plus on block, though it will always leave a gap if chained into during a blockstring.
*Great combo tool, always plus enough on hit to allow {{clr|4|6H}}/{{clr|2|5K}} to combo.
*Great combo tool, always plus enough on grounded hit to allow {{clr|4|6H}}/{{clr|2|5K}} to combo.
*Combos from CH {{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|2H}}/{{clr|4|5H}}.
*Combos from CH {{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|2H}}/{{clr|4|5H}}/{{clr|1|6P}}.
*Can be used to get in on opponents doing noncommittal jumps.


'''Additional Frame Data:''' ''Initial Prorate 90%''
'''Additional Frame Data:''' ''Initial Prorate 90%''
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|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.236K" or input="j.236S" or input="j.236H")
|where=chara="{{SUBPAGENAME}}" and (input="j.236K" or input="j.236S" or input="j.236H")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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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.


Mostly used in combos for corner carry and wall damage. 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,
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.
</div>
</div>
</div>
</div>
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|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214K" or input="j.214K")
|where=chara="{{SUBPAGENAME}}" and (input="214K" or input="j.214K")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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Images=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_I-No_Megalomania flash.png |
GGST_I-No_Megalomania flash.png | 20-second-long super animation to let the mental damage truly sink in
GGST_I-No_Megalomania 1.png | Successful hit
GGST_I-No_Megalomania 1.png | Successful hit
GGST_I-No_Megalomania 2.png | Whiff
GGST_I-No_Megalomania 2.png | Whiff
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
*+69 on successful grab.
*Values in () refer to frame data if the initial throw whiffs.
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.
*On successful grab, leaves you +69 and fullscreen so long as you don't break the wall.
*Throw invulnerable on startup. Fully invulnerable on whiff roughly until the projectiles disappear.
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 unless cornered. The projectiles inexplicably track behind I-No if the opponent is close enough to her back. Naturally beats DPs and abare throw, as well as Anji's parry super.
 
The comically long invulnerability frames on whiff can cause this super to power through and punish real, throw-invulnerable reversals depending on how fast they are and how early it was performed. The throw invulnerability on startup can also allow you to use Megalomania as a cheeky abare option to beat throws or people blocking to try and bait Ultimate Fortissimo.


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.
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.  
</div>
</div>
</div>
</div>
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|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="632146S" or input="j.632146S")
|where=chara="{{SUBPAGENAME}}" and (input="632146S" or input="j.632146S")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
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.
;{{clr|3|632146S}}
*The Air version is also invulnerable during startup, but not instantly, and becomes vulnerable before active frames.
*Hits twice, with a punishable gap in between.
*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.
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 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.
<br />
----
;{{clr|3|j.632146S}}
* Skips the flying knee. Only the projectile comes out.
* Absurdly advantageous.
 
The air version is useful to extend a turn after someone blocks your overhead mixup, to force your way in from neutral, or even as a meaty to guarantee a safe mixup. It can also be used after {{clr|5|j.D}} hits for a good chunk of damage and a hard knockdown. If you're close enough to the corner and your opponent had enough height, combo extensions after air Ultimate Fortissimo are possible. However it can be hard to gauge when they'll work and missing them will lose you your hard knockdown, so go for these only if you know what you're doing.


In many matchups, ending corner combos with Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.
In many matchups, ending corner combos with either version of Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.
</div>
</div>
</div>
</div>
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==External References==
==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GGST|I-No|45px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGST}}
{{#lst:GGST/Navigation}}

Revision as of 22:29, 11 April 2022



Overview
Overview

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.

Pros
Cons
  • 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.
  • 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.
Error: No field named "weight" found for any of the specified database tables.
I-No


Hoverdash
GGST I-No Hoverdash.png
GGST I-No Hoverdash Hitbox.png

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

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
22 All 5 4 9 -3

  • 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

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
28 All 7 3 11 -2

  • 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

f.S

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
31 All 12 9 18 -13

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

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
41 All 15 4 23 -8

  • 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

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
45 High 20 3 26 -15 -
56 High 28 3 26 -10 -

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)

2P

2K

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
23 Low 6 2 12 -2 5-16 Low-profile

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

2H

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
42 All 11 8 14 -5

  • 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

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
33 Low 12 3 18 -7

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%

6P

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
34 All 9 5 18 -9 1-2 Upper Body
3-13 Above Knees

  • 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

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
20,45 All 7 2(12)8 19 -8

  • 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.


j.P

j.K

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
24 High 7 12 14 +3 (IHD)

  • 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

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
29 High 8 4 20

  • 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

j.D

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 High 16 5 20 -4 (IHD)

  • 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

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
80 Ground Throw 2 3 38

  • 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

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
80 Air Throw 2 3 38 or Until Landing+10

  • 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 An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. 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)

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
12+[9×4] All 29 Total 51 -8
12+[9×4] All 29 Until Landing + 6 -1

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

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
36 Low 16 5 16 -7 5-15F Low Profile
42 Low 28 5 16 -2 9-27F Low Profile

  • 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)

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
45 All 11 14 22 -9 2-27 Below Waist
45 All 11 14 Until Landing + 7 -10 (IHD)

  • 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

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
13×18 (17×11) Ground Throw (All) 11+0(41) N/A (-18)

  • Values in () refer to frame data if the initial throw whiffs.
  • On successful grab, leaves you +69 and fullscreen so long as you don't break the wall.
  • Throw invulnerable on startup. Fully invulnerable on whiff roughly until the projectiles disappear.

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 unless cornered. The projectiles inexplicably track behind I-No if the opponent is close enough to her back. Naturally beats DPs and abare throw, as well as Anji's parry super.

The comically long invulnerability frames on whiff can cause this super to power through and punish real, throw-invulnerable reversals depending on how fast they are and how early it was performed. The throw invulnerability on startup can also allow you to use Megalomania as a cheeky abare option to beat throws or people blocking to try and bait Ultimate Fortissimo.

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)

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
40,20×2,100 All (Guard Crush) 7+2 4 (42) 9 13 +26 1-11F Full
20×2,100 All (Guard Crush) 5+3 +37

632146S
  • Hits twice, with a punishable gap in between.

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 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.


j.632146S
  • Skips the flying knee. Only the projectile comes out.
  • Absurdly advantageous.

The air version is useful to extend a turn after someone blocks your overhead mixup, to force your way in from neutral, or even as a meaty to guarantee a safe mixup. It can also be used after j.D hits for a good chunk of damage and a hard knockdown. If you're close enough to the corner and your opponent had enough height, combo extensions after air Ultimate Fortissimo are possible. However it can be hard to gauge when they'll work and missing them will lose you your hard knockdown, so go for these only if you know what you're doing.

In many matchups, ending corner combos with either version of Ultimate Fortissimo is critical as it allows I-No to continue her offense without returning to neutral.

External References

Navigation

 I-No



To edit frame data, edit values in GGST/I-No/Data.