GGST/I-No

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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 ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 (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 hoverdash is also uniquely good for mixups and low crushing as well, with its angle.
  • Varied Neutral: I-No's specials allow her to contest almost any character in the game in neutral: Dive gives her access to very fast whiff punishes from the air while also acting as an escape option. Stroke lets her low profile many attacks or reposition quickly along the ground, NoteGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 allows her to control space in slower matchups, and Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 is almost completely disjointed, quickly reaching near-fullscreen range.
  • Offense: I-No's various hard knockdowns grant access to projectile okizeme, with almost every other hit leading to a safejump. Paired with near-instant overhead resets, her pressure loops into itself unless interrupted, resulting in offense that demands a lot from opponents looking to escape.
  • Unique Movement: I-No's movement can be unintuitive to learn, and her lack of a traditional run or airdash can make situations in neutral and on defense difficult. Often, she will need to learn to use moves such as Stroke the Big Tree and Sultry Performance to get around these limitations.
  • Inconsistent Damage: Though not incapable of highly damaging combos by any means, I-No tends to look for specific starters like CH 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5/f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 or raw 6HGGST I-No 6H.pngGuardAllStartup7Recovery19Advantage-8 in the corner to really dig into her opponents' health, and her damage midscreen is generally subpar.
  • Weak to Backdash: I-No doesn't have many moves with high active frames, therefore many of her moves can be back dash out of. I-No will oftentimes have to hard call out back dashes.

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.

Error: No field named "weight" found for any of the specified database tables.
I-No
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146S (9F)

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

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

A quick poke with great range for its speed and not much recovery, though easily Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short..

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.

  • Jump and Hover-Dash Cancelable on Hit or Block

Gatling Options: 6P, 6H, 5D, 2D

c.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
39 All 7 4 12 +1

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

Slow but disjointed grounded poke.

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. 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.


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

Whiif punishes and frametraps, with good reward on regular and counter hit.

Despite having worse startup, recovery and advantage on block than 2H, 5H finds good use as a whiff punish and frametrap tool with it's 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.

  • Ground bounces on hit.

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
Uncharged 45 High 20 3 26 -15
Charged 56 High 28 3 26 -10
Uncharged Dust

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.

  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Charged Dust

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.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

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 All 5 2 10 -2

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

I-No's fastest low, with a potential to Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.

Good range for a 2K, I-No's main low to open up opponents. Only 1 frame slower than 2P and has significantly farther reach, making it useful as an Abare An attack during the opponent's pressure, intended to interrupt it. 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 A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. into Antidepressant Scale okizeme.


Gatling Options: 6P, 6H, 5D, 2D

2S

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 10 2 23 -11

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

Used to fish for Counter Hits.

Extremely important to I-No's gameplan; an incredible disjointed normal which 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.

  • Ground bounces on air hit

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's universal sweep.

Critical to setting up okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., 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.

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

One of the best 6Ps in the game, packing good range, startup, and recovery.

Lack of 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.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2, Giovanna's 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], or Ky's 214KGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]. 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.

  • Hard knockdown on air hit
  • Higher initial pushback value than other level 2 starters

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

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.

  • First hit causes float on ground hit
  • Second hit launches opponent upwards and away


j.P

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
18 High 5 4 12 0 (IHD)

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)

Due to its low blockstun j.K can be useful to try and frame trap opponents or go for a tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. 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.

  • Jump and dash cancellable

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

One of your go-to moves after hoverdash.

Sets up f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. 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.

  • Jump and air dash cancellable
  • Launches straight up on air CH

Gatling Options: j.H, j.D

j.H

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 High 12 6 21

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)

A mixup tool that alters momentum, used to add an extra overhead from your air blockstrings. It can also be used to break your opponent fuzzy block, or to catch opponents mashing fuzzy backdash.

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.

  • Jump and dash cancellable
  • Floats on grounded hit

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 An attack during the opponent's pressure, intended to interrupt it. 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.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +50 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+44 to +51).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

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
214P 12+[9×4] All 29 Total 51 -8
j.214P 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.

  • Much higher vertical control during the initial active frames of the projectile
  • Commonly referred to as "Note"

j.214P Although it's riskier to throw out than grounded note, air note covers distance faster than its grounded counterpart and has potential use to mess with grounded fullscreen options that would tag regular note, such as Goldlewis' SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13 or Ky's Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14.

  • Recovery and CH state until landing
  • No longer faster to come out than regular note if TK'd
  • Higher initial velocity than regular note
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214P 80% 0 Very Small 200×2 ~ 100×5 1000 150×2 ~ 60×5 80% 100
j.214P 80% 0 Very Small 200×2 ~ 100×5 1000 150×2 ~ 60×5 80% 100

214P:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 3 (Gathers hits as it travels)


j.214P:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 3 (Gathers hits as it travels)
  • Recovery and CH state until landing.

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
236S 36 Low 16 5 16 -7 5-15F Low Profile
236H 42 Low 28 5 16 -2 9-27F Low Profile

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.

  • Both versions stagger A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner. on hit.

236S

Travels around round start distance but unfortunately does not lead to much on normal hit if your opponent knows how to recover from stagger. Useful for ducking under an opponent's jump-in to cross them up or to simply escape. Can be hard to punish on block due to pushback and its faster startup can make this the preferred choice over 236H in tight spots.

  • Frame traps and combos from 2S/f.S, combos from 5H/2H as well but requires a delayed cancel for a frame trap.
  • Ramlethal mains' favourite meal.

236H

Travels about 2/3rds screen and grants hard knockdown on air hit, as well as being a good combo ender. Incredible combo tool, always plus enough on grounded hit to allow 6H/5K/2K to combo. Can be difficult to use as a punish or call out due to long startup.

  • Combos from CH f.S/2S/2H/5H/6P
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236S 90% 2 Mid Stagger +9 1125 1000 300 60% 150
236H 90% 4 Mid Stagger +20 1875 1000 300 60% 150

236S:

  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 29F (1-21F hitstun, 22-29F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (25F and 29F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (34F and 39F respectively)


236H:

  • Grants hard knockdown on air hit.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 40F (1-32F hitstun, 33-40F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (36F and 40F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (45F and 50F respectively)
  • Opponents can be thrown while staggered, allowing comboing into throws. During the 'can only block' stage at the end of stagger, the opponent cannot jump to escape throws, meaning there is more time to combo into throws than strikes.
  • Stagger does not gain 1 addition hitstun on crouching hit, unlike other attacks.

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
j.236K 35 [50] All 10 [37] Until Landing Until Landing + 15 -2 ~ -4 [+4 ~ +1]
j.236S 35 [50] All 10 [37] Until Landing Until Landing + 15 -3 ~ -4 [+2 ~ 0]
j.236H 10×2,20 [10×4,20] All 8 [32] 32 Until Landing + 6 -7 [-2]

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.

  • Values in () indicate advantage on block if you input the button again to bounce up.
  • Values in [] indicate if the move is charged
  • Values in [()] indicate if the move is charged and the button is pressed again to bounce up
  • All versions hit mid



j.236K/j.236S 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.236K sends I-No downward at a 45 degree angle.
  • j.236S travels more horizontally, at around a 60 degree angle.



j.236H 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.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
j.236K 90% 2[4] Very Small KD +36 [KD +41] 1500 1000 300 100% 150
j.236S 90% 2[4] Very Small KD +36 [KD +40] 1500 1000 300 100% 150
j.236H 90% 2[4] Very Small KD +11 [KD +31] 500×3 [500×5] 1000 233×3 [140×5] 80% 150

j.236K:

  • Values in [ ] are for the Charged version.
  • Vertical Activation Range: 300 (Applies to all versions). Unable to hit extended hurtboxes of opponents above I-No.


j.236S:

  • Values in [ ] are for the Charged version.


j.236H:

  • Values in [ ] are for the Charged version.

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
214K 45 All 11 14 22 -9 2-27 Below Waist
j.214K 45 All 11 14 Until Landing + 7 -10 (IHD)

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 TossGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-, and Zato's summoned or UnsummonGGST Zato-1 Summon Eddie.pngGuardStartup20Recovery8Advantage-. 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.

  • CH state in recovery
  • Commonly referred to as just the abbreviation, "CL" or "HCL"

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)

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 DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and abare An attack during the opponent's pressure, intended to interrupt it. 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 An attack during the opponent's pressure, intended to interrupt it. 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.

  • 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.
  • Commonly referred as "Megalo"

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
632146S 40,20×2,100 All (Guard Crush) 7+2 4 (42) 9 13 +26 1-11F Full
j.632146S 20×2,100 All (Guard Crush) 5+3 +37
632146S

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.

  • Hits twice, with a punishable gap in between.



j.632146S

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.

  • Skips the flying knee. Only the projectile comes out.
  • Absurdly advantageous.
  • Can be Air Throw out of.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
632146S 100% 4 HKD +59 1000 0 80%
j.632146S 100% 1000×2 0 80%

632146S:

  • Projectile will continue if Purple Roman Canceled on frame 49 at the earliest.
  • Clash Level: 4 (second hit)
  • Clash Hits: 3
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.


j.632146S:

  • Projectile spawns during super freeze on frame 5 and can be Purple Roman Canceled immediately after end of super freeze.
  • Clash Level: 4 (second hit)
  • Clash Hits: 3

Colors

GGST I-No color 1.png
GGST I-No color 2.png
GGST I-No color 3.png
GGST I-No color 4.png
GGST I-No color 5.png
GGST I-No color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST I-No color 7.png
GGST I-No color 8.png
GGST I-No color 9.png
GGST I-No color 10.png
GGST I-No color 11.png
GGST I-No color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST I-No color 13.png
GGST I-No color 14.png
GGST I-No color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

External References

Navigation

 I-No



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