GGST/I-No/Matchups

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 I-No



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Matchup Charts

Charts for the current patch (1.33)

KidDracula top NA player. Very aggresive takes big risk in neutral to get in with MLA, divekick and h-stroke/s-stroke. Relying on good pokes and whiff punishes to get in. Loves to AD BRC mix.

Source: Twitter

Ticklememour top NA player. Ticklememour has a very read heavy and aggressive playstyle. Ticklememour sets the pace of a match with unconventional move choice, tricky movement and a knack to coming out on top in scrambles. His style often throws off players expecting more standard I-No play.

Source: I asked them (I'll update this tierlist if they post it on twitter)

Anji Mito

Although Anji's 236KGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- will catch careless STBTs, his ranged options are poor against projectiles. Keep your distance with your projectiles, be aware of when spin's guard point ends and when he's in range to be a legitimate threat with his normals and Fuujin.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral



Offense


Defense


Defending Against Fuujin

Just about all of Anji's blockstrings will end in Fuujin, and likely, one of its follow ups.

  • During Fan TossGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7, jump and either Air Throw or hit him with j.P. If Fan TossGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 is blocked, do 6P to beat the f.S (loses to lows and SpinGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-.
  • HopGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- is punishable by Throw. Anji players usually try to Throw after it as well, meaning that a Throw Tech usually happens if you react late.
  • The LowGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 is -7. If he’s close enough, you can punish with 2K. But most of the time you can't punish them so doing j.S takes your turn back.
  • The OverheadGGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 is -15. It's pretty easy to punish with 2K. It has 21 frames of start up, so you're going to have to learn to fuzzy block or react to this. Anji is more likely to go for this option with 50 Tension to keep himself safe or Red RC into a big combo.
  • FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] with no followup is -8. Punishable with 2K. However if it isn't punish the Anji can take back his turn.

Asuka R

Asuka can zone very well against I-No but has alot of trouble against HCL. Use HCL to snipe Asuka through the projectiles or to get rid of projectiles to start I-No offense.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs

Neutral


How to get rid of the boxes

  • 6P > 214K - 6Ping the boxes to get rid of them and special canceling to HCL to hit Asuka.
  • 214K - This goes through the boxes.
  • 236P - Depending on the travel distance of note. It can go through around 3 boxes.

Offense


Defense


Axl Low

Much easier than in previous games thanks to Axl's normals no longer being air unblockable. Don't rely too much on hoverdash to close distance, use regular jumps, super jumps, short airdashes and 236H (very risky) instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, as Axl has very weak defense.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Neutral


Stick to short dashes and jumps to try and get into HCL range, once a knockdown is secured take advantage of his sub par defense to try to play neutral as little as possible. HCL also goes through 214KGGST Axl Low 214K.pngGuardAllStartup17RecoveryTotal 52Advantage-4.

Offense


Similar to I-No Axl's 236236HGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 has a gap that you must jump over otherwise he is safe, keep this in mind when you block it.

Defense


Baiken

Baikens fast disjoints and parry can make things awkward for I-No. Try to be patient and whiff punish her slower grounded buttons.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Baiken has very strong options against I-No round start but counterplay does exist and we have lots of tricks we can use to play this position. Blocking is a very safe option and so is backdash but if you want to challenge doing a delayed 2K will beat out Baiken 2S Go under f.S and be able to hit confirm into s stroke. Microwalk back 2S is great for punishing Baiken 2S round start as well if you’re reading the 2S.

Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Neutral


Baiken's 2S is a very powerful tool against I-No as it beats strokes and allow her to low profile allowing her to ducl under HCL. Baiken's 2S is a very fast button and generally using movement to get around it is better than contesting Baiken's 2S. Whiff punishing Baiken's 2S with 2S is strong in the current patch (battle version 2.0) and on counter hit hit confirming into H stroke is great. Baiken f.S is another great button that can be consistently beaten with STBT. Baiken will generally be playing neutral by jumping around doing j.S and Tatami. Getting around it can be difficult and requires patience.

Tatami will tag strokes on the way down and it will stop the air approach. Picking the right moment in a gap in her wall is very important.

Offense


Safe jump oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and many other meaty setups against Baiken can be a little weird because of her terrifing 1f parry. Use note oki at any opportunity to get a safe mix without worrying about her parry.

Consistent high routes for note oki on Baiken are j.S > c.S > 2D > note or j.S > 2K > 2D. Consistent low route for note oki on Baiken is 2K > 6H > 236H > note. In the corner at full wall health doing 6H > 214K > j.H > 6H, note works great!

If you can't get note oki, meaty air fort is another good option. Be aware that Baiken's parry will beat a hover > 2K after air fort in most cases.

Defense


Much of Baiken's pressure is focused on resetting with S/H Kabari and cranking your R.I.S.C. Guage for a big TK YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. There is an important RPS situation against H KarbariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3. If the Baiken does Kabari(1)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3, the opponent leaves a -3 frame gap which is unpunishable and can always be checked by 2Sing (unless they parryGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-). Thsi forces the Baiken to just block after blocking Kabari(1)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 giving up their turn. However if you mash 2S after Kabari(1)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 the Baiken can always do Kabari(2)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 which beats I-No's 2S. However if Kabari(2)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 is blocked than it is punishable enough for 2K > 2D. By doing Kabari(1)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 > Kabari(2)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 the Baiken can either frame trap, gap close, or RC to restart the pressure. Most Baikens will ALWAYS do this if they just built a bar and when you are low. However there is a gap between Kabari(1)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 > Kabari(2)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7. So if the Baiken has shown to like doing that to force their, turn you can mash throw after Kabari(1)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3.

Notes


  • Note oki beats Baiken’s wakeup parry! spaced FD break 2H can beat her wakeup mash + parry
  • Punishing Youzansen can be a little tricky sometimes when blocking Baiken doing it from an airdash. A punish in most cases is 5P/2P > 6H > 236H. You can also do 5P/2P > 6H(1) > 236S > 5K > 214K if you want the corner carry at the cost of a hard knockdown.
  • She doesn't have a real IAD safejump after wall break allowing for Fortissimo.
  • FDing Baiken's 2K/2D > 236KGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 allows for a CH 2S.
  • If Baiken does a block string into teather you can backdash it unless she's in 5P range, in which case they will usually 5P > 6K (IB throw them here).

Bedman

Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Chipp Zanuff

It can be hard to catch Chipp because of how fast his movment speed is. Don't expect to be the aggressor here, use your pokes wisely, as he can easily whiff punish them. On defense don't be afraid to guess.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Round start can seem a little daunting at first but it is generally in I-No's best interest to engage with Chipp in order to secure an early knockdown and a life lead. Please see the the round start chart for exact move v. move info but overall its generally unfavorable for Chipp to press an immediate button. He is far more likely to back off and attempt to whiff punish. I-No has strong special moves like 214K to stop air retreats and 236H or MLA for ground based ones. With these options I-No has the ability to call out most things Chipp can do round start but some can be quite risky to start off with so be sure to observe your opponent and above all don't be predictable.

Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 walk back 5H, 236H j.S, f.S, 6H
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 walk back 5H, 5K, 6P, 6H, 2K, 236H j.S, 2S, f.S, 2H
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 2K, 2H, 5H, 6H, j.S, 214S, 236H 2S
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 2K, 6H, walk back 5H j.S, 2H, 236H 2S
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) (delayed) 6P, j.S, 214K, 6H 2S, 5H
5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 walk back 5H, 2S, 236H j.S, 2H, 6H

Neutral


Neutral can be quite tough for I-No as Chipp can stay out of stroke range very efficiently and stop long hover dashes with little risk and massive reward by using 5P. One of Chipps biggest strengths is the ability to rapidly switch play styles between whiff punishment or rush down. I-No does have solid normals to keep him at bay when approaching but most have long whiff recovery and can be punished relatively easily if baited. Typically I-No wants to avoid these high risk situations with short dashes and low commitment buttons with fast recovery like punches or kicks to cover immediate approaches and slowly work Chipp back towards the corner to limit his options. In the corner I-No can play her stroke or dash mini game much more effectively and score damage by anti-airing escape attempts. Chipp has an extra jump allowing him to gain a lot of vertical space, most commonly he will either go for Air Diagonal Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 or j.2KGGST Chipp Zanuff j.2K.pngGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD). As long as you don't get hit by alpha blade he has lots of whiff recovery and is minus enough for a 2K punish on block. j.2K is a move you may see quite a bit, even in neutral and it can be quite tricky to deal with and can even be plus on block. The existence of this move makes traditional 6P anti-airs far more difficult by directly punishing a preemptive press or baiting one by controlling the fall direction. it does have a large hurt box below making it possible to counter hit before it makes it to you. Sometime you will need to block it and depending on the height it can be +1 to +3 but you can stop Chipp from taking direct advantage by engaging in RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. with throw or mash as outlined in the chart below but keep in mind the reward is greatly in Chipps favor so try to anti-air or avoid the situation entirely whenever possible.

Brief j.2K RPS Summary
j.2K ▷ follow up Chipp beats... Chipp loses to...
j.2K2K Mash Throw (4/6D)
j.2K5P Throw (4/6D) Crouch button
j.2K ▷ Jump Crouch button / Throw (4/6D) Mash

This chart doesn't cover all of the options in this situation but they are the most common.

Offense


Chipp has all the options he needs to make running I-Nos offence a little tricky. He has a triple threat of a 3f 5P, meterless reversal and serviceable back dash, with these options Chipp doesn't need to hold knockdowns all to often. However I-No does have a few Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s to cover a few choices simultaneously, check the Okizeme page for some setups. Chipps 3f 5P is one of his best anti I-No tools, its fast enough to interrupt j.S > j.D double overhead. Off of an air CH 5P Chipp gets very good damage and corner carry so going for double overheads or resetting pressure with hover and 214S can carry more risk then it would in other matchups. However Chipps wealth of options can also be a curse as if any one is properly called out or OSed Chipp is in for a lot of pain, even with just a hit or two of risk build up is not uncommon for I-No to take rounds off 3 combos. Try to limit Chipps choices as best as possible and make openings hurt.

Defense


Chipp's unique 2S > 2H whiff cancel and 2K > 2D will punish back dash attempts easily and for big damage. Faultless Defense is an important tool to mitigate this risk. When Chipp is at slightly further ranges FD will make 2H staggers from c.S or f.S whiff forcing him to switch to his special moves to continue pressure.

Rekka Pressure

ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4/236S or Rekka 1 is first of three follow up special moves. Its only -4 on block and has a long cancel window before and after the active frames. This gives Chipp access to sneaky overheadsGGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 and long reaching lows but are slightly more telegraphed due to early frames of Resshou being added to the startup of the next rekka special. Much of this moves strength is in the very long cancel window on block making taking your turn back or a jump escape risky.

RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6/236S > 236S or Rekka 2 is a fast frame 8 low Chipp will use as a frame trap from rekka 1. This move is -6 and I-No is one of the lucky characters who can secure a punish with her long reaching 2K, but if the Chipp is spaced very well (sometimes 2K will hit but 2D will whiff) or any part of the rekka was Faultless Defensed Chipp is at the prefect range to whiff punish any mashing or escape attempts. Pay attention to when Chipp cancels into rekka and stop using Faultless Defense, the threat of a 2K punish means Chipp will need to roman cancel or go into Rekka 3GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 for a final overhead. Knowing when to 2K punish is important but shouldn't be overused as it can be baited by delayed Rekka 3, a correctly spaced Rekka 2 or RRC but if Chipp is going for these options you may have other ways to escape like jumping or 5P/6Ping Rekka 3.

SenshuuGGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9/236S > 236K or Rekka 3 is the final follow up and is simple to deal with, its -9 on block allowing for a c.S/2K punish. Chipp is likely to RRC to keep this move safe and continue with high/low pressure but when delayed after rekka 2 there is a 2P/5P/6Pable gap for a high risk high reward callout.

Alpha and Gamma blade

All of these moves are on the slower side and will leave a gap when canceled out of normals, so be ready with a 5P or throw if the chipp is being predictable or you react. Be cautions with reactions as Chipps command grab Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A has a similar looking start up to Horizontal Alpha BladeGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 and will beat throw and mash, a fuzzy jump forward will cover both alpha blade versions and avoid the command grab. Chipp will need to call this out with a delayed rekka and you'll have other options of escape. Horizontal alpha blade is -4 so you can take your turn and start pressure, Diagonal Alpha BladeGGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 is a little different, firstly its not an over head and is just a cross up like horizontal it leaves Chipp -2 in the air you can capitalize by chasing him with rising j.P.

Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9 is a +9 on block pressure reset that comes out relatively quick but has unique properties making it a little easier to deal with. The projectile itself has a hurtbox that will damage Chipp when hit making to possible to deal double damage by hitting both the clone and Chipp at the same time or adding extra recovery when just hitting the clone. The animation is very distinct and can be reacted to with some practice, 2K will give you the most reward as 2K > 236D will punish Chipp for a full combo,. If you react a little late 214K can snipe Chipp as Gamma blade doesn't hit airborne opponents.

It is vital to watch what moves Chipps is canceling his specials from, most commonly its either 2K > 2D or 2S > 2H. 2D has less block stun and will leave a larger gap before a special so you can pick your escape option much sooner and have more time to challenge with a button. 2H has significantly more block stun so challenging with buttons is far more difficult and risky so it may be better to jump out or just be patent.

Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust

Another historically poor matchup for I-No that Strive broke open. Most of his grounded and aerial zoning options can be stuffed with 214K and his defensive options are some of the worst in the game. Snipe any netural uses of 236PGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- with 214K. Make liberal use of 214K.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 2KGGST I-No 2K.pngGuardLowStartup6Recovery12Advantage-2, 214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11, 2KGGST I-No 2K.pngGuardLowStartup6Recovery12Advantage-2
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11, 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense


Giovanna

Similar to Chipp, Giovanna has amazing very fast movment speed. Therefore she can easily whiff punish pokes. Use 6P and 2H to stuff stepdash approaches, and dives and long hoverdashes to crack open defensive 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8 playstyles.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9, 236HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense


Notes


  • 236HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 goes under 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] (Trovão)
  • 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] (Trovão) goes through note
  • 214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 whiff on standing Gio

Goldlewis Dickinson

Stay far out and zone him out with 214K, throw note to force him into acting. Behemoth Typhoon can be good at stuffing your approaches and its best to use 236S/H or hoverdash in only when you've forced him into an uncomfortable position. 236H can be useful to completely avoid his weird air approaches but it will lose to j.D or j.H, so beware of that. Watch out for WA as it goes through everything.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD) 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense


Happy Chaos

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


I-No has one of the hardest times approaching Happy Chaos. Happy Chaos focus shot pushing opponents farther away when they're in the air. Therefore as I-No her only approach tools, hover dash puts her in the air, use FD to fall faster to the ground when hoverdashing to approach Happy Chaos. Try and get into HCL range, while avoiding his gun. When Happy Chaos isn't shooting his gun try to HCL him to secure a knockdown. Once a knockdown is secured, do good mix and pray that you don't have to return back to neutral.

Offense


Whatever you do, DO NOT BREAK THE WALL WITHOUT SUPER. Breaking the Wall without super returns the game back to neutral which I-No doesn't want to play. Use wallslumps and lower hitting combos to keep him longer in the corner.

Defense


Defense is HARD and will always be hard. There are a bunch of tricks that can help against the HC mix:

  • FD Crossup OS to stop the crossup rolls.
  • backdashing 2S or f.S when hc doesn't have curse to get out of a blockstring.
  • Reversal super or YRC to get out of blocking.
  • Fuzzy mashing/grabing to stop the layer one throws/lows.

But at the end of the day you will have to eventually block this happy chaos. Pray and hope that you can block.

I-No

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
j.236SGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0] 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage- 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Release out your inner Axl spirit and zone out your I-No bros with HCL.

Offense


Don't misplace your own H-stroke, otherwise you are giving the old H-stroke back to the opponent who blocked it.

Defense


Watch as you slowly realized that you can't block your own character.

Jack-O

When Jack-O pulls servants you can close distance, you can STBT to get in or 214K to safely whiff punish a lot of her options when she tries using her air mobility to keep you out. Once you're in her poor defensive options and low health come into play.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense


Johnny

Johnny has some of the best midranged pokes but struggles at long ranged distances. Use HCL to zone him out and punish blocked Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15. Condition Johnny with 6P and 236H (goes under/beats f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11, 5HGGST Johnny 5H.pngGuardAllStartup13Recovery30Advantage-15) to use some of his worse pokes like 2SGGST Johnny 2S.pngGuardLowStartup11Recovery21Advantage-10, and then challenge 2SGGST Johnny 2S.pngGuardLowStartup11Recovery21Advantage-10 with 2H or 2S.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Ky Kiske

A matchup you have to play fairly honestly. Keep fairly close, such that Ky feels uncomfortable to press 6H in fear of getting CH by f.S or 2H, but not so close that his shorter pokes such as 2S and f.S are effective. When in this range use your strong disjoints to catch him swinging.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]

Neutral


Offense


Defense



Leo Whitefang

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11, 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8 5KGGST I-No 5K.pngGuardAllStartup7Recovery11Advantage-2 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9, f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5, 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9, 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11, f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13, 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8 5KGGST I-No 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5, 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8, f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 5KGGST I-No 5K.pngGuardAllStartup7Recovery11Advantage-2
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9, 5KGGST I-No 5K.pngGuardAllStartup7Recovery11Advantage-2 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8,2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5, f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8, f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5,2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 5KGGST I-No 5K.pngGuardAllStartup7Recovery11Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9, 5KGGST I-No 5K.pngGuardAllStartup7Recovery11Advantage-2, 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11,f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8

Neutral


Offense


Defense



May

 May

Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once.

Add more here eventually

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

Neutral


May's 5H cover every single get in option for I-No. So try eiter outpoke it with f.S or whiff punish.

Offense


Defense


Millia Rage

Millia's air mobility can make this matchup feel hopeless, but it's far from impossible. Don't try to chase her down relentlessly, but don't wait for her on the ground to come to you. If she's in the air, try to position yourself so that you can air-to-air with j.P or catch her with a air grab instead of having to guess which of her movement options she'll use. Fortunately her ground game isn't as hard to beat.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Neutral


Offense


Defense


Nagoriyuki

Very difficult. I-No has answers to all of Nagoriyuki's options but each carries a much heavier risk than reward. Note is unusable in this matchup until Nago has around two bars of blood filled as he can react to its startup with clone into Fukyo and punish. Play in the midrange and be aggressive unless he's filled enough blood for you to safely note from fullscreen.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11, 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13, 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9, 214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11, 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
2S 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5

Neutral


Offense


Defense



Potemkin

Potemkin languishes under the heel of Chemical Love. Play from far range until you score a knockdown and make liberal use of 214K, but be aware of his options to call it out.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Neutral


Offense


Defense



Ramlethal Valentine

Ramlethal's best pokes are extremely vulnerable to low profile and she'll be especially wary of this against I-No. It's likely she'll lean more towards options like 2S to cover both STBT and hoverdash, or play a simple coin flip by alternating between run up 2K and f.S, since if she goes into the air and tries to box you out with j.S or j.214S you can STBT to get in fairly easily. Observe what your opponent likes to do and use f.S/2H to beat 2S/2H, or 2H/2S to CH run up 2K.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2 f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13] 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8] f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD) 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense


Sin Kiske

 Sin KiskeOne-Liner

I-No does well in neutral against Sin. Make sure to stop Sin's get in options 236KGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 and his 2S poke with I-No's 2H. Watch out for Sin's DP and make sure to punish it in the air.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Sol Badguy

I-No can quite effectively play at any range she wants to against Sol, but she prefers to be slightly further out. In midrange neutral, I-No has answers to all his buttons. However his damage and offense don't make things easy for her. Sol's damage is incredible high, as he only needs only 1 to 2 clean hits to kill I-No. Sol has some of the best defense against I-No with his 3f 5K and meterless DP. Sol only needs only needs one hit to quickly go from losing to winning.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Neutral


Sol’s neutral is not the best, but it’s better than I-No’s. Ambiguous air movement, decent pokes, Gunflame, and incredibly defensive options are all going to make this an uphill battle for the Crimson Minstrel. Sultry Performance should only be used as a whiff punish when not applying pressure—any time Sol blocks a j.236K or j.236S that started above his head, he can punish with 5K and get a full combo since you’re airborne.

6P, 2H, and 2S are going to be your greatest allies in neutral (while 236H will occasionally have its uses, the startup is simply too long to use consistently). Use 6P to challenge options like Sol’s 6S and f.S. I-No’s 2S is best used to whiff punish Sol’s 2S, a button you’ll be seeing frequently as it beats both Stroke the Big Tree and close-range hoverdashes. As in most matchups, 2H is a best-in-class preemptive poke thanks to its relatively low recovery, great reward on hit, and decent disjoint. It can stuff most of Sol’s normals with the proper spacing and timing (occasionally beating even 6S and 6H) but will lose to 5H. At closer ranges, alternate between poking with 2K, 5K, 2S, and 6P. When Sol is airborne, take care not to 6P mindlessly—aerial Bandit Bringer will beat careless anti-airs but is incredibly unsafe on block and whiff.

You’ll find little use for HCL in this matchup. While it can be used to stuff Sol’s jumps and counter Gunflame, almost all of his normals will low-profile the hitbox. Note is a better zoning option. If you manage to make Sol block it, keep the projectile’s extremely low blockstun in mind—greedy approaches from full screen will almost certainly be stuffed by 5K or Volcanic Viper. Stay unpredictable. If Sol correctly guesses that you’re going to throw Note from full screen, he can counterhit the recovery with Night Raid Vortex or run-up 6S.

With meter, Sol has a number of options to force his way in. Night Raid Vortex, Bandit Revolver, Bandit Bringer, and 6H all become terrifying neutral skips which require different defensive options to preempt. Vortex and Revolver are chief among these—the former for its speed, range, and explosiveness, the latter for forcing an unfuzziable 50/50 on block. Fortunately, both of these options can be stuffed by a preemptive 2H. Be very careful about hoverdashing when Sol has 50 meter, as you’ll lose the ability to challenge either of these options effectively. Once you’ve shown you’re capable of stopping Vortex and Revolver, Sol will likely attempt to bulldoze his way in with Bandit Bringer or 6H. Stay mobile to avoid these rather than challenging them outright. Jumping will allow you to both dodge 6H and air-to-air Bringer with a fast button like j.P or ascending j.S.

Offense


Long story short: Practice your safejumps, pressure conservatively. Know when to take a risk.

Because Sol is endowed with both a three frame anti-air and a DP, much of I-No’s standard pressure becomes very risky against him. Sol can easily cover any of I-No’s meterless double overhead options with 5K—in addition to outright beating hoverdash resets, it will trade with j.Sj.D. This means I-No has to be conservative with her offense. Condition Sol to respect j.S2K2D/6H, then sneak in a double overhead once he starts blocking. If you’re unwilling to RPS around his 5K (I don’t blame you), consider grounded stagger pressure. If you can get him to hold j.S > 5S > 5H, you’ll be able to start getting resets off j.S > 5S > 66 j.S/ IAD j.S.

While 5K is a nuisance to deal with, DP is a nightmare. I-No’s pressure is full of gaps, which gives her powerful frametraps but leaves her open to DPs. Make sure you familiarize yourself with where these gaps occur. A basic low blockstring of 2K > 2D > 236S/H, for example, has gaps between everything following the 2K. Additionally, if you start pressure with a non-safejump j.S, there will be a gap between it and every followup option. j.S > 2K has a gap, j.S6H has a gap, j.S > 5S has a gap. Unless you’re starting offense from a hard knockdown, your safest bet for an overhead is j.H, as it has enough blockstun to make j.H > 2K > 6H airtight. Most Sol players who know the matchup are going to try and DP in the gap between 2K and 2D. Either block after 2K and bait it out, or gatling 2K into 6H to keep the blockstring tight. Once you’ve conditioned Sol to respect this, start mixing it up with double overheads, staggered resets off 5S, and delayed j.Ds to catch fuzzy blocking.

Many Sols are aware that I-No has to be extremely careful with her pressure in this matchup and will eschew his annoying defensive options in favor of just backdashing. Delayed j.D will beat this. If you have meter and are willing to go all out, try the Fortissimo safejump OS: as soon as you hit j.S/j.H as a safejump, buffer Fortissimo. If the opponent DPs, you will land during their startup and power through the DP with grounded Fortissimo’s invincibility. If they backdash, grounded Fortissimo will catch the backdash’s recovery. If they mash, the safejump will connect—Fortissimo will give you a chunk of damage and a hard knockdown. If they block, you’re +37 directly in their face.

Defense


Sol isn’t the only character with apelike defensive options. I-No’s best-in-class 6P is an invaluable tool for countering Sol’s layer one offense. Use this button to power through staggered f.S pressure, 6S resets, and either hit of Bandit Revolver if Sol chooses to delay them. However, a good Sol will not let you get away with this for long. If Sol frametraps your 6P with 5S/f.S > 5H, you’ll explode. He can also simply link 5S into 2K > 2D. Though this must be blocked, it’s a much less threatening pressure choice than f.S into f.S into f.S. Finally, Sol can punish attempts to 6P the second hit of Bandit Revolver by simply landing and throwing. Long story short: while it’s important to represent 6P to stop Sol from autopiloting his offense, overrepresenting it will end the game extremely quickly. Almost every Sol knows how vulnerable he is to 6P and will be well-prepared with frametraps, lows, or the proper spacing to make it whiff.

If you’re understandably hesitant to mash against a character that can end your life in a single counterhit combo, FD Sol out and fuzzy jump. Remember, he has a command grab—attempting to tech his throws will ultimately do more harm than good. Additionally, keep in mind that autopiloting aerial escapes with j.236S won’t work here due to Sol’s 5K. One of my favorite options is to empty jump in the corner, then 236S upon landing. With any luck, Sol will attempt to anti-air you and the Stroke will connect. If you manage to FD him far enough out that he has to move forward in order to continue offense, challenge with 2S, 5K, or 6P. 5K is a relatively safe option if Sol is looking to whiff punish you, but will lose to aggressive choices like 6S or 5H. Look for opportunities to Stroke under if he relies on those buttons too heavily when restarting pressure.

Testament

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense



Zato-1

I-No can control neutral well at any range, as her pokes beat Zato's one to one at midrange, and she can preemptively punish Eddie summon at any range with Chemical Love. However, the strength of 214K against Eddie means she prefers to be farther out. As Zato's defensive options are much poorer than average, once she's on top of him there's not really much he can do to disrespect her mixups. However, his offense is just as scary as hers, and his damage is better too, especially midscreen.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1]
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10 2KGGST I-No 2K.pngGuardLowStartup6Recovery12Advantage-2, 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Neutral


Offense


Defense


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