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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorable | | Difficulty = Favorable | ||
| content = | | content = | ||
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. | 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. | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Even | | Difficulty = Even | ||
| content = | | content = | ||
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. | 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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</div></div> | </div></div> | ||
==Baiken== | ==<span style="font-size: 2.0em;">Baiken</span>== | ||
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
{{TheoryBox | {{TheoryBox | ||
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| Oneliner = Both Baiken and the people who play her only have access to one hand, so this matchup is at least 66:33. | | Oneliner = Both Baiken and the people who play her only have access to one hand, so this matchup is at least 66:33. | ||
| Difficulty = Very Unfavorable | | Difficulty = Very Unfavorable | ||
| content = | | content = | ||
Baikens fast disjoints and parry can make things awkward for I-no. Try to be patient and whiff punish her slower grounded buttons. | Baikens fast disjoints and parry can make things awkward for I-no. Try to be patient and whiff punish her slower grounded buttons. | ||
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|{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | |{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || | |{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || ||{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || | ||
|- | |- | ||
|Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || || || || | |Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || || || || | ||
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===Neutral=== | ===Neutral=== | ||
---- Baiken {{clr|S|2S}} is a very powerful tool against I-no as it beats strokes and shes low to the ground so HCL is also ducked. It's a fast button and generally using movement to get around it rather than contesting it is better. Whiff punishing it with {{clr|S|2S}} is strong in the current patch (battle version 2.0) and on counter hit hit confirming into | ---- Baiken {{clr|S|2S}} is a very powerful tool against I-no as it beats strokes and shes low to the ground so HCL is also ducked. It's a fast button and generally using movement to get around it rather than contesting it is better. Whiff punishing it with {{clr|S|2S}} is strong in the current patch (battle version 2.0) and on counter hit hit confirming into H stroke is great. Baiken {{clr|S|f.S}} is another great button that can be consistently beaten with STBT. Baiken will generally be playing neutral by jumping around doing {{clr|S|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. | 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=== | ===Offense=== | ||
---- Note oki against Baiken can be a little weird because of her 1f parry so it makes alot of oki stuff fake on her. | ---- Note oki against Baiken can be a little weird because of her 1f parry so it makes alot of oki stuff fake on her. | ||
Consistent high route on her is | Consistent high route on her is {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|D|2D}} > note | ||
Consistent low route on her is | Consistent low route on her is {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} > note. | ||
In the corner at full wall health doing {{clr|H|6H}} > {{clr|K|214K}} > {{clr|H|j.H}} > {{clr|H|6H}}, note works great! | In the corner at full wall health doing {{clr|H|6H}} > {{clr|K|214K}} > {{clr|H|j.H}} > {{clr|H|6H}}, note works great! | ||
Be aware that going for safejumps on Baiken can be risky due to her frame 1 parry so try to use note oki whenever possible. | |||
===Defense=== | ===Defense=== | ||
---- | ----Much of Baiken's pressure is focused on resetting with {{clr|S|S}}/{{clr|H|H}} Kabari and cranking your [https://www.dustloop.com/w/GGST/Damage#R.I.S.C._Level R.I.S.C. Guage] for a big TK {{MMC|game=GGST|chara=Baiken|input=j.236S|label=Youzansen}} combo. There is an important RPS situation against off {{MMC|game=GGST|chara=Baiken|input=41236H|label=H Karbari}}. If the Baiken does {{MMC|game=GGST|chara=Baiken|input=41236H|label=Kabari(1)}}, the opponent leaves a -3 frame gap which is unpunishable and can always be checked by {{clr|S|2S}}ing (unless they {{MMC|game=GGST|chara=Baiken|input=236P|label=parry}}). Forcing the Baiken to just block after blocking {{MMC|game=GGST|chara=Baiken|input=41236H|label=Kabari(1)}} giving up their turn. However if you mash {{clr|S|2S}} after {{MMC|game=GGST|chara=Baiken|input=41236H|label=Kabari(1)}} they can always do {{MMC|game=GGST|chara=Baiken|input=41236H~H|label=Kabari(2)}} and CH us. But if we block {{MMC|game=GGST|chara=Baiken|input=41236H~H|label=Kabari(2)}} which lets a punishable enough for {{clr|K|2K}} > {{clr|D|2D}}. By doing {{MMC|game=GGST|chara=Baiken|input=41236H|label=Kabari(1)}} > {{MMC|game=GGST|chara=Baiken|input=41236H~H|label=Kabari(2)}} 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 we're low. However there is a gap between {{MMC|game=GGST|chara=Baiken|input=41236H|label=Kabari(1)}} > {{MMC|game=GGST|chara=Baiken|input=41236H~H|label=Kabari(2)}}. So if they have the Baiken is shown to like doing that to force their, turn you can mash throw after {{MMC|game=GGST|chara=Baiken|input=41236H|label=Kabari(1)}}. | ||
{{#ev:youtube|aeHRpxIVVSA|300}} | {{#ev:youtube|aeHRpxIVVSA|300}} | ||
===Notes=== | |||
---- | |||
*note oki beats Baiken’s wakeup parry! spaced FD break {{clr|H|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 {{clr|P|5P}}/{{clr|P|2P}} > {{clr|H|6H}} > {{clr|H|236H}}. You can also do {{clr|P|5P}}/{{clr|P|2P}} > {{clr|H|6H}}(1) > {{clr|S|236S}} > {{clr|K|5K}} > {{clr|K|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 her {{clr|K|2K}}/{{clr|D|2D}} > {{MMC|game=GGST|chara=Baiken|input=236K|label={{clr|K|236K}}}} allows for us to {{clr|S|2S}}. | |||
*if she does a block string into teather you can backdash it unless she's in {{clr|P|5P}} range, in which case they will usually {{clr|P|5P}} > {{clr|K|6K}} (IB throw them here). | |||
</div></div> | </div></div> | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
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| Title = {{Character Label|GGST|Chipp|48px}} | | Title = {{Character Label|GGST|Chipp|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = Unfavorable | ||
| content = | | content = | ||
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. | 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. | ||
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| Title = {{Character Label|GGST|Faust|48px}} | | Title = {{Character Label|GGST|Faust|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = Favorable | ||
| content = | | content = | ||
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. | 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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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
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. | 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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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
Stay far out and zone him out with {{clr|K|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. | Stay far out and zone him out with {{clr|K|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. | ||
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| Oneliner = Difficult matchup, as the Joker is known for his hatred of women and his abilities increase threefold against I-No. | | Oneliner = Difficult matchup, as the Joker is known for his hatred of women and his abilities increase threefold against I-No. | ||
| Difficulty = Very Unfavorable | | Difficulty = Very Unfavorable | ||
| content = | | content = | ||
Very likely that this is I-No most hardest match-up. | Very likely that this is I-No most hardest match-up. | ||
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| Oneliner = Hornier player wins. | | Oneliner = Hornier player wins. | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
Short summary goes here. | Short summary goes here. | ||
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===Defense=== | ===Defense=== | ||
---- | ---- | ||
Watch as you slowly realized that you can't block your own character. | |||
</div></div> | </div></div> | ||
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| Title = {{Character Label|GGST|Jack-O|48px}} | | Title = {{Character Label|GGST|Jack-O|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = Even | ||
| content = | | content = | ||
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. | 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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|{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || || | |{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || | ||
|} | |} | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Even | | Difficulty = Even | ||
| content = | | content = | ||
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. | 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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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
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| Title = {{Character Label|GGST|May|48px}} | | Title = {{Character Label|GGST|May|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
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. | 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. | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
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 {{clr|P|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, but she can very easily anti-air you for careless preemptive jumps. | 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 {{clr|P|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, but she can very easily anti-air you for careless preemptive jumps. | ||
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| Title = {{Character Label|GGST|Nagoriyuki|48px}} | | Title = {{Character Label|GGST|Nagoriyuki|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Unfavorable | | Difficulty = Unfavorable | ||
| content = | | content = | ||
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. | 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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| Title = {{Character Label|GGST|Potemkin|48px}} | | Title = {{Character Label|GGST|Potemkin|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Favorable | | Difficulty = Favorable | ||
| content = | | content = | ||
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. | 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. | ||
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| Title = {{Character Label|GGST|Ramlethal|48px}} | | Title = {{Character Label|GGST|Ramlethal|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Even | | Difficulty = Even | ||
| content = | | content = | ||
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 to beat 2S/2H, or 2H to CH run up 2K. | 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 to beat 2S/2H, or 2H to CH run up 2K. | ||
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|} | |} | ||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Sin Kiske== | |||
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | |||
{{TheoryBox | |||
| Title = {{Character Label|GGST|Sin Kiske|48px}} | |||
| Oneliner = One-Liner | |||
| Difficulty = Favorability Goes Here | |||
| content = | |||
Short Summary Goes Here. | |||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Sin_Kiske/Frame Data|Frame Data]] • [[GGST/Sin_Kiske/Strategy#Fighting_Sin|Counterstrategy]] • [[GGST/Sin_Kiske/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=sin Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sin's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
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| Title = {{Character Label|GGST|Sol|48px}} | | Title = {{Character Label|GGST|Sol|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
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. | 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. | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Favorable | | Difficulty = Favorable | ||
| content = | | content = | ||
Short Summary Goes Here. | Short Summary Goes Here. | ||
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| Title = {{Character Label|GGST|Zato|48px}} | | Title = {{Character Label|GGST|Zato|48px}} | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Favorability Goes Here | | Difficulty = Favorability Goes Here | ||
| content = | | content = | ||
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. | 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. |
Revision as of 21:44, 2 December 2022
Matchups
- 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.
Anji Mito
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral if the Anji is careless with spins you can hit it with HCL leaving you plus.
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, 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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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.
Offense
Similar to I-no Axls reversal super 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.
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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.
Neutral
Baiken 2S is a very powerful tool against I-no as it beats strokes and shes low to the ground so HCL is also ducked. It's a fast button and generally using movement to get around it rather than contesting it is better. Whiff punishing it 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
Note oki against Baiken can be a little weird because of her 1f parry so it makes alot of oki stuff fake on her.
Consistent high route on her is j.S > c.S > 2D > note Consistent low route on her is 2K > 6H > 236H > note. In the corner at full wall health doing 6H > 214K > j.H > 6H, note works great! Be aware that going for safejumps on Baiken can be risky due to her frame 1 parry so try to use note oki whenever possible.
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 YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. There is an important RPS situation against off H KarbariGuardAllStartup18Recovery19Advantage-3. If the Baiken does Kabari(1)GuardAllStartup18Recovery19Advantage-3, the opponent leaves a -3 frame gap which is unpunishable and can always be checked by 2Sing (unless they parryGuard-Startup1Recovery32Advantage-). Forcing the Baiken to just block after blocking Kabari(1)GuardAllStartup18Recovery19Advantage-3 giving up their turn. However if you mash 2S after Kabari(1)GuardAllStartup18Recovery19Advantage-3 they can always do Kabari(2)GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 and CH us. But if we block Kabari(2)GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 which lets a punishable enough for 2K > 2D. By doing Kabari(1)GuardAllStartup18Recovery19Advantage-3 > Kabari(2)GuardAllStartup11 [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 we're low. However there is a gap between Kabari(1)GuardAllStartup18Recovery19Advantage-3 > Kabari(2)GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7. So if they have the Baiken is shown to like doing that to force their, turn you can mash throw after Kabari(1)GuardAllStartup18Recovery19Advantage-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.
- if she 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).
Bridget
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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. Make liberal use of 214K, and if he's in the air, air-to-air dives to close distance and start your offense.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Giovanna
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Happy Chaos
Very likely that this is I-No most hardest match-up.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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
I-No
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
I-No surprising gets zoned out by HCL.
Offense
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Leo Whitefang
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
May
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
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, but she can very easily anti-air you for careless preemptive jumps.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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 to beat 2S/2H, or 2H to CH run up 2K.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Sin Kiske
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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, 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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Testament
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
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Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
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Universal Strategy •
Detailed & Advanced Information
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Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
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- Instant Air Dash (IAD)
- Instant Block
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- Invalid Combos
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- Minimum Damage
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- Off the Ground (OTG)
- Positive Bonus
- Prejump
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- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
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