GGST/I-No/Matchups: Difference between revisions

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< GGST‎ | I-No
(preliminary data)
 
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|{{Character Label|GGST|Axl Low|24px}}  
|{{Character Label|GGST|Axl Low|24px}}  
|[[GGST/I-No/Matchup/Axl| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Axl| Matchup Breakdown]]
| 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, 236S and airdashes instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, it's basically over for Axl as his defensive options are also worse than ever.
| 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, 236S and short airdashes instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, it's basically over for Axl as his defensive options are also worse than ever.
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|{{Character Label|GGST|Baiken|24px}}
|[[GGST/I-No/Matchup/Baiken| Matchup Breakdown]]
| Both Baiken and the people who play her only have access to one hand, so this matchup is at least 66:33.
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| {{Character Label|GGST|Chipp Zanuff|24px}}  
| {{Character Label|GGST|Chipp Zanuff|24px}}  
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| {{Character Label|GGST|Faust|24px}}  
| {{Character Label|GGST|Faust|24px}}  
|[[GGST/I-No/Matchup/Faust| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Faust| Matchup Breakdown]]
| 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 likely the worst in the game. Make liberal use of 214K, and if he's in the air, air-to-air dives to close distance and start your offense.
| 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. Make liberal use of 214K, and if he's in the air, air-to-air dives to close distance and start your offense.
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|-
| {{Character Label|GGST|Giovanna|24px}}  
| {{Character Label|GGST|Giovanna|24px}}  
|[[GGST/I-No/Matchup/Giovanna| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Giovanna| Matchup Breakdown]]
| Can be quite difficult if the Giovanna commits to playing further out. I-No has to commit even harder than normal to beat options such as Giovanna's 623S or 2D in neutral, and she gets punished hard if either of those moves hit her CH. If she's playing more aggressively your gameplan becomes much less committal, as every option she has to approach has a critical flaw.
| Since her nerfs Giovanna has gotten a lot easier to deal with, especially if she plays aggressively. Use 6P and 2H to stuff stepdash approaches, and dives and long hoverdashes to crack open more defensive playstyles.
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|-
| {{Character Label|GGST|Goldlewis Dickinson|24px}}  
| {{Character Label|GGST|Goldlewis Dickinson|24px}}  
|[[GGST/I-No/Matchup/Goldlewis| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Goldlewis| Matchup Breakdown]]
| Dunno lmao
| Stay far out, 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.
|-
| {{Character Label|GGST|Happy Chaos|24px}}
|[[GGST/I-No/Matchup/Chaos| Matchup Breakdown]]
| Difficult matchup as the Joker is known for his hatred of women and his abilities increase threefold against I-No.
|-
|-
| {{Character Label|GGST|I-No|24px}}
| {{Character Label|GGST|I-No|24px}}
|[[GGST/I-No/Matchup/Mirror| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Mirror| Matchup Breakdown]]
| A very silly matchup. I-No is quite good at fighting herself as she has low-risk, high-reward ways to call out her own options in essentially any situation, and her relatively low damage isn't a big deal when both players suffer from it. As volatile as it seems, the better player usually wins.
| Hornier player wins.
|-
| {{Character Label|GGST|Jack-O'|24px}}
|[[GGST/I-No/Matchup/Jack-O| Matchup Breakdown]]
| 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.
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| {{Character Label|GGST|Ky Kiske|24px}}  
| {{Character Label|GGST|Ky Kiske|24px}}  
|[[GGST/I-No/Matchup/Ky| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Ky| Matchup Breakdown]]
| It can feel frustrating to fight Ky players who are willing to guess in neutral, but remember that your approach options are unreactable for the most part. Space just outside of 2S range and play the RPS well.
| 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.
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| {{Character Label|GGST|May|24px}}  
| {{Character Label|GGST|May|24px}}  
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| {{Character Label|GGST|Nagoriyuki|24px}}   
| {{Character Label|GGST|Nagoriyuki|24px}}   
|[[GGST/I-No/Matchup/Nagoriyuki| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Nagoriyuki| Matchup Breakdown]]
| Extremely volatile. Staying at a long distance is generally preferred, but be aware that he has options to call out note from even fullscreen. Play it safe, put the onus on him to approach, and PAY ATTENTION TO BLOOD GAUGE.
| 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.  
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|-
| {{Character Label|GGST|Potemkin|24px}}  
| {{Character Label|GGST|Potemkin|24px}}  
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| {{Character Label|GGST|Ramlethal Valentine|24px}}  
| {{Character Label|GGST|Ramlethal Valentine|24px}}  
|[[GGST/I-No/Matchup/Ramlethal| Matchup Breakdown]]
|[[GGST/I-No/Matchup/Ramlethal| Matchup Breakdown]]
| Tough matchup, but more doable than it might seem at first. Try to space outside her f.S and j.S range and whiff punish with 214K. Once she's playing more grounded, you can play the high/low profile RPS against her fairly well. If you find yourself on defense, remind yourself that 6P is your best friend when it comes to sword pressure, as it'll beat the initial projectile and run up 5K to continue pressure.
| 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, 2H 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 to beat 2S/2H, or 2H to CH run up 2K.
|-
|-
| {{Character Label|GGST|Sol Badguy|24px}}  
| {{Character Label|GGST|Sol Badguy|24px}}  
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| {{Character Label|GGST|Zato-1|24px}}  
| {{Character Label|GGST|Zato-1|24px}}  
|[[GGACR/I-No/Matchup/Zato| Matchup Breakdown]]
|[[GGACR/I-No/Matchup/Zato| Matchup Breakdown]]
| 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. 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.
| 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.
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Revision as of 10:09, 4 January 2022

Matchups

  • This section is still heavily WIP.
  • There are no matchup ratios on this page for a reason. Strive is still early in its metagame and patches can shake things up heavily. Try to keep information as concrete as possible.
  • Make sure you click on the "Matchup Breakdown" text under each character profile to go to a page with a detailed breakdown of how to play the matchup.


Matchup Information Directory
Character Matchup Breakdown (Click here to learn how to win) Matchup Summary
 Anji Mito Matchup Breakdown Although Anji's 236K will catch careless STBTs, his ranged options are poor and the spin isn't great against a lot of I-No's other neutral options. 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.
 Axl Low Matchup Breakdown 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, 236S and short airdashes instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, it's basically over for Axl as his defensive options are also worse than ever.
 Baiken Matchup Breakdown Both Baiken and the people who play her only have access to one hand, so this matchup is at least 66:33.
 Chipp Zanuff Matchup Breakdown It can be hard to catch him, but Chipp's movement isn't as tricky to call out as Millia's. Don't expect to be the aggressor here, use your disjoints wisely and on defense don't be afraid to guess.
 Faust Matchup Breakdown 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. Make liberal use of 214K, and if he's in the air, air-to-air dives to close distance and start your offense.
 Giovanna Matchup Breakdown Since her nerfs Giovanna has gotten a lot easier to deal with, especially if she plays aggressively. Use 6P and 2H to stuff stepdash approaches, and dives and long hoverdashes to crack open more defensive playstyles.
 Goldlewis Dickinson Matchup Breakdown Stay far out, 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.
 Happy Chaos Matchup Breakdown Difficult matchup as the Joker is known for his hatred of women and his abilities increase threefold against I-No.
 I-No Matchup Breakdown Hornier player wins.
 Jack-O' Matchup Breakdown 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.
 Ky Kiske Matchup Breakdown 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.
 May Matchup Breakdown Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once. Keep your distance and try and use your projectiles to get her into the air for her approaches, where her buttons are more contestable.
 Millia Rage Matchup Breakdown 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 her instead of having to guess which of her movement options she'll use. Fortunately her ground game isn't as hard to beat, but she can very easily anti-air you for careless preemptive jumps.
 Nagoriyuki Matchup Breakdown 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.
 Potemkin Matchup Breakdown 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.
 Ramlethal Valentine Matchup Breakdown 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, 2H 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 to beat 2S/2H, or 2H to CH run up 2K.
 Sol Badguy Matchup Breakdown I-No can quite effectively play at any range she wants to against Sol, but she prefers to be slightly further out. In midrange, she has answers to all his buttons. At long range, she can abuse note and HCL to make him move the way she wants him to. His damage and offense don't make things easy for her, however, his defense isn't as strong against I-No as it might seem at first, as her frametraps must still be respected even with a 3f button on deck, and Volcanic Viper is significantly less useful against a character who can easily set up safejumps and note oki.
 Zato-1 Matchup Breakdown 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.