GGST/I-No

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Revision as of 00:48, 16 June 2021 by Loserprance (talk | contribs) (wording)



Overview
Overview

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.

Pros
Cons
  • 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'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.
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I-No

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6H

2P

2K

2S

2H

2D

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 - -

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

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Antidepressant Scale

214P(Air OK)

Stroke the Big Tree

236S/H

Sultry Performance

j.236K/S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • 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)

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) - -

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)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • 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.

External References

Navigation

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

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