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Overview Text Goes Here....
I-No I-No , classified as a Rush type, is a hard rock witch with a wild offense using her hover dash.
- 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.
- Extra Mobility: Sultry Performance gives I-No a unique movement option alongside her hoverdash and downward airdash. Stroke the Big Tree also gives I-No a way around most pokes if she's willing to gamble.
- Mixups: I-No's hoverdash gives her easy access to fast overheads and she has a high damage command grab super in Megalomania. While 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).
- 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 Chemical Love or Stroke the Big Tree to force an opening.
- 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.
- Defense: I-No has no meterless defensive options, making her quite frail if she's knocked down towards the beginning of the match.
I-No |
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Normal Moves
5P
- High hitbox, whiffs on crouchers
- Servicable anti-air
- I-No's single fastest normal
5K
One of I-no's further reaching normals that does not have a lot of recovery. This can be useful when trying to frame trap with H strike
c.S
Decent for pressure/combo fodder.
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.
5H
5D
Average Dust.
6P
Good 6P with decent range. Useful as an anti-air.
6H
One of I-No's best combo tools. Fast, easy to confirm due to its multiple hits, and launches high, letting it combo into 236H and delayed 236K anywhere on grounded hit. Almost any starter will combo into this move, but if they're too far away, it will whiff.
2P
2K
Good range for a 2K. Gatlings into 6H at close range for a combo midscreen and 2D for KD into oki with Antidepressant Scale.
2S
Hits mid. Still a useful poke as she lacks a normal f.S attack.
2H
Surprisingly huge hitbox and relatively fast recovery, making this an excellent low risk/high reward counterhit. Leads to huge damage on counterhit.
2D
Critical to setting up note oki. Hard to punish if spaced as it's only -7 on block, making it useful as a blockstring ender at times.
j.P
Mainly used as an air to air. It doesn't hit most crouchers which is why it is poor choice for ground mixups.
j.K
Due to it's low blockstun this can be useful to try and frame trap opponents or go for a tick throw. It's also I-No's only button that cancels into j.D, making it useful to start mixups. However, the opponent can throw you when you land, so if possible you want to space it or make the transition into the landing blockstring tight enough to beat their throw attempt.
j.S
One of your go to moves after hoverdash. This helps due to it's hitstun and blockstun
j.H
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.
j.D
A mixup tool that alters momentum, used to add an extra overhead from your air blockstrings. Can also crossup.
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Antidepressant Scale
214P(Air OK)
One of I-No's most notable moves, essential for her okizeme and neutral. The projectile gains hits as it travels, to a maximum of five, leading to more blockstun/hitstun if it connects. By holding 2 or 8, I-No can influence the note's trajectory upward or downward.
Stroke the Big Tree
236S/H
- Both versions stagger on hit.
I-No's most essential pressure tool. 236S frame traps and combos from 2S. 236H grants hard knockdown on air hit, and while it will always leave a significant gap if chained into on block, it will leave I-No with a slight frame advantage.
Sultry Performance
j.236K/S/H
- j.236K sends I-No down at around 45 degrees.
- j.236S sends her more horizontally, at about a 60 degree angle.
- j.236H hits thrice and sends I-No parallel to the ground.
- Values in () indicate advantage on block if you input the button again to bounce up.
- Values in [] indicate if the move is charged
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.
Chemical Love
214K (Air OK)
A projectile with good range, but easily low profiled by runs, crouching opponents, and even certain standing characters. Even with these cons, Chemical Love is still useful in neutral to stuff approaches using far moving specials and airdashes, curbing jumps from a distance, and simply as a poke. In addition, the move is vital to I-No's corner combos. Using it in the air will raise I-No further up.
Overdrives
Megalomania
632146H
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.
Ultimate Fortissimo
632146S (Air OK)
- I-No's only reversal. If done while airborne, I-No skips the flying knee and simply does the projectile.
- This super has two parts for the ground version. knee attack and then the followup. between the two attacks you are vulnerable and can be attacked or thrown.
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.