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 ScaleGuardAllStartup29RecoveryTotal 51Advantage-16 (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 TreeGuardLowStartup28Recovery16Advantage-2 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.
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Damage Received Mod |
×1.06 |
Guts Rating |
1 |
Prejump |
4F |
Backdash |
20/1~5 strike invuln/1~15 airborne |
Unique Movement Options |
Hoverdash |
Fastest Attack |
5P (5F) 2P (5F) |
Reversals |
Ultimate Fortissimo (9F) |
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Pick if you like | Avoid if you dislike |
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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 TreeGuardLowStartup28Recovery16Advantage-2 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
A quick jab that's useful as a fast anti-air, or in a situation where a 6P input would be crossed up.
On regular and counter-hit AA, it's possible to follow up with a short combo into OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., or to reset into hoverdash pressure.
- Whiffs on crouching opponents.
- Tied for I-No's fastest normal.
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 |
A quick poke with great range for its speed and not much recovery, though easily Low ProfileWhen 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 OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | +1 | 1000 | 1000 | 300 | 80% |
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 |
Crucial to I-No's pressure, due to being +1. Also used as great frametrap tool after j.S and mostly used as combo fodder.
Jump cancel means it's useful for baiting bursts. Decently damaging combo starter, though outshined by 6H in many situations.
- Jump and Hover-Dash Cancelable on Hit or Block
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 60% |
- Input Proximity Range: 270
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 | 13 | 8 | 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -10 | 1500 | 1000 | 300 | 80% |
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 |
Whif 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +34 | 2500 | 1000 | 300 | 100% |
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 | -11 |
- Uncharged Dust
Universal overhead attack. Can be especially useful with 50 meter on deck for a quick overhead that can be made safe, or comboed from, with RC. Gatling from 5K, 2K, or c.S gives an overhead mixup option.
- 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, I-No's 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
|
CH Type
|
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 |
I-No's primary AbareAn attack during the opponent's pressure, intended to interrupt it. button.
Does not whiff on crouching opponents unlike 5P while still having the same 5F of startup, this makes 2P generally preferable to mash. Lacks range compared to her other lights attacks.
Gatling Options: 5P, 2P, 6P, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
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 | F5~16 Low-profile |
I-No's fastest low, with a potential to Low ProfileWhen 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 AbareAn 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 knockdownA 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 ScaleGuardAllStartup29RecoveryTotal 51Advantage-16 okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% |
- Slight low-profile on frame 5, deeper low-profile 6~13F, slight low-profile 14~16F
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 |
Doesn't hit low.
Faster and slightly safer than f.S, 2S complements the disjointed normal with great range of its own and a hitbox that catches low profile moves. Great reward on counter-hit, useful for punishing certain moves on block such as Millia's S Tandem Top
GuardAllStartup12RecoveryTotal 45Advantage-10.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -8 | 1500 | 1000 | 300 | 80% |
- low-profile 10~28F
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | -2 | 2000 | 1000 | 500 | 100% |
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 okizemeFrom 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +50 | 1125 | 1000 | 300 | 80% |
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, with moderate reward. Low profile is also useful to disrespect certain moves during pressure, like Sol's f.SGuardAllStartup10Recovery13Advantage+2, Giovanna's Trovão
GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], or Ky's Foudre Arc
GuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]. On air hit, 6P can combo into Stroke the Big Tree
GuardLowStartup16Recovery15Advantage-7 (236S) or Chemical Love
GuardAllStartup11Recovery22Advantage-9 with extension options in the corner, though at midscreen it may be useful to take the knockdown into OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. rather than attempt to extend into a combo.
- Hard knockdown on air hit
- Higher initial pushback value than other level 2 starters
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -6 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 Stroke the Big TreeGuardLowStartup28Recovery16Advantage-2 (236H), 214S
GuardAll (Guard Crush)Startup26Recovery15 (17 OH)Advantage+17 and delayed Chemical Love
GuardAllStartup11Recovery22Advantage-9 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3,4 | Large | KD +38 | 1000, 1200 | 1000 | 250×2 | 60% |
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) |
Mainly used as an air to air.
Whiffs on most crouching opponents. Doesn't whiff on crouching Potemkin and
Goldlewis, but if your opponent is familiar with hoverdash offense and blocks high on wakeup, you can use it as an odd mixup tool by chaining up to three j.Ps together, or stopping at any time to go into a low or a throw.
- Dash cancellable
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +3 (IHD) | 375 | 1000 | 300 | 80% |
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 throwA 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +6 (IHD) | 750 | 1000 | 300 | 80% |
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 | +6 (IHD) |
One of your go-to moves after hoverdash.
Sets up f-shikiSometimes 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 j.D and j.H gatlings gives I-No multiple double overhead mixup options.
- Jump and air dash cancellable
- Launches straight up on air CH
- At most j.S can be +10 on block
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +9 (IHD) | 1125 | 1000 | 300 | 80% |
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 | 5 | 22 |
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 or a throw. Also sets up f-shikiSometimes 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.
- Jump and dash cancellable
- Launches up and away on air CH.
- Usually more + than j.S
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1125 | 1000 | 300 | 60% |
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 gatlings from j.S and j.H, as well as 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | +11 (IHD) | 1125 | 1000 | 500 | 60% |
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1~11F, standing hitstun 12~18F, can block 19~28F)
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.
Useful as an abareAn 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 OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. unless you're close enough to kiss 'em after the animation (ex: back throw while I-No is in the corner)
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 +56 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- 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
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 riskier than other anti-air options. Also technically I-No's fastest air to air. Useful to reverse the situation on cheeky IADAn 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
GuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD),
Millia's j.236H
GuardAllStartup13Recovery12Advantage-1 (IAS) or
May's j.2H
GuardHighStartup13Recovery6Advantage+2 (IAD). Does a decent chunk of damage. However, it does not allow I-No to get note Oki on knockdown and instead I-No will have to do manual timed safejump with j.H after hitting it.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 IAS 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
Wild Assault
236D with 50% Burst (Hold 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 |
---|---|---|---|---|---|---|---|
236D | 30 | All | 16~27 | 3 | 20 | -4 | |
236[D] | 50 | All | 28 | 3 | 20 | -4 |
Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.
A fast advancing strike at the cost of 50% Burst. Used in almost the same way as a RC. Great for confirming off far ranged pokes like 2S, 2H, 5H, or f.S. Setups a HKD on wall break, useful for keeping the pressure without the cost of meter.
- Normal, special, jump, and backdash cancelable.
- Drains 12.5% of the opponent's Burst Gauge on hit or block. Drains 25% when charged.
- Applies Hard Knockdown when launching or when used to Wall Break.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | -1 | 2500 | 3000 | 700 | 80% | 25% | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD | 2500 | 2000 | 700 | 80% | 25% |
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 | -16 | ||
j.214P | 12+[9×4] | All | 28 | Until Landing + 6 | -16 |
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. 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
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' Skyfish
GuardAllStartup35Recovery84 TotalAdvantage-13 or
Ky's Stun Edge
GuardAllStartup13RecoveryTotal 46Advantage-14.
- Recovery and CH state until landing
- Higher initial velocity than regular note
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | 6 | 15 | -7 | 5~15F Low Profile'"`UNIQ--item-106--QINU`"' |
236H | 42 | Low | 28 | 5 | 16 | -2 | 9~27F Low Profile'"`UNIQ--item-108--QINU`"' |


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 staggerA 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/6H(1)
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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] |



- 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 safe only for j.236H.
j.236K/j.236S These versions are very similar in function. j.236K can be converted reliably into a combo by linking a 2P or 5P, while j.236S only converts reliably when hitting low to the ground. Both versions also cause a soft knockdown allowing for a quick hoverdash reset if used as a combo ender, and are 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 OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. 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 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
|
CH Type
|
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 | below the waist 2~27 |
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 like Giovanna or
Baiken. 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
GuardStartup26RecoveryTotal 40Advantage-, and Zato's summoned or Unsummon
GuardStartup20RecoveryAdvantage-. 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, "HCL"
- Airborne frame 2-39
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214K | 80% | 2 | Very Small | KD +31 | 500 | 1000 | 300 | 80% | 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.214K | 80% | 2 | Very Small | KD +30 (IHD) | 500 | 1000 | 300 | 80% | 100 |
214K:
- Projectile will continue if Purple Roman Canceled on frame 5 at the earliest.
- Clash Level: 2
- Clash Hits: 1
- Airborne 2~38F
j.214K:
- Projectile will continue if Purple Roman Canceled on frame 5 at the earliest.
- Clash Level: 2
- Clash Hits: 1
Mad Love Agitato
214S
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 |
---|---|---|---|---|---|---|---|
214S | 50 | All (Guard Crush) | 26 | 3 | 15 (17 OH) | +17 |
Leaps forward from the ground into a slow but very large advancing attack. When blocked, it leaves I-No airborne and extremely advantaged with the opponent in Guard Crush. This can be used to close distance and setting up another mixup with 2K or AD j.S on the opponent. It's also great as a combo filler for corner carry combos.
Its startup uses similar sound and movement to her Hover Dash, giving I-No a more ambiguous approach.
- Commonly referred as MLA.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214S | 80% | 4 | Mid | 2500 | 2000 | 700 |
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 DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s and AbareAn attack during the opponent's pressure, intended to interrupt it. throw, as well as Anji's parry superGuardStartupRecoveryTotal 40Advantage-.
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 AbareAn attack during the opponent's pressure, intended to interrupt it. option to beat throws or people blocking to try and bait Ultimate FortissimoGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26.
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"
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | N/A (2) | HKD +69 (HKD +41) | 1000×18 (1000×11) | 0 | 80% |
- The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
- Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
- Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
- Raw hit only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge).
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 | 1~11 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. (24 frames)
- 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
|
CH Type
|
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 | 1000×2 | 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 performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:
- Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.
- Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.
- Raw hit only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge).
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
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Color free DLC Colors 14 and 15 are included in the 25th Anniversary Color DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |