GGST/I-No/Matchups: Difference between revisions

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< GGST‎ | I-No
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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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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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==Baiken==
==<span style="font-size: 2.0em;">Baiken</span>==
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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
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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}}}} ||  || ||  
|-
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|{{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 s 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.
---- 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===
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Consistent low route on her is {{clr|K|2K}} > {{clr|H|6H}} > {{clr|H|236H}} > note.
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.
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===
---- A Lot of Baikens pressure is focused on resetting with S/Hkabari and cranking your risc gauge for a big TK yozu combo. So understanding the counterplay for S and H kabari is very important. A Lot of H kabari timings can be backdashed at different timings to give you comfortable Auto blocks or backdashes and you can punish the follow ups. S kabari is +2 and should be respected as Baiken has faster normals than I-no But if you’re on a read go for it.
----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).


<big>'''Notes'''</big><br>
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.


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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}}
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| Difficulty = Favorable
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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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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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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
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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.  
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Short summary goes here.
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| Title      = {{Character Label|GGST|Jack-O|48px}}
| Title      = {{Character Label|GGST|Jack-O|48px}}
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| Difficulty = Even
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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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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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| Title      = {{Character Label|GGST|May|48px}}
| Title      = {{Character Label|GGST|May|48px}}
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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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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}}
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| Difficulty = Unfavorable
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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}}
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| Difficulty = Favorable
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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}}
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| Difficulty = Even  
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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===
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===Defense===
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==Sin Kiske==
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{{TheoryBox
| Title      = {{Character Label|GGST|Sin Kiske|48px}}
| Oneliner  = One-Liner
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<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===
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{| 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
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| ||  ||  || ||
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===Neutral===
===Neutral===
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| Title      = {{Character Label|GGST|Sol|48px}}
| Title      = {{Character Label|GGST|Sol|48px}}
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| Difficulty = Favorability Goes Here  
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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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| Title      = {{Character Label|GGST|Zato|48px}}
| Title      = {{Character Label|GGST|Zato|48px}}
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| Difficulty = Favorability Goes Here  
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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

 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.

Anji Mito

Favorable


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Neutral if the Anji is careless with spins you can hit it with HCL leaving you plus.


Offense


Defense


Axl Low

 Axl
Even


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 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.

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

 BaikenBoth Baiken and the people who play her only have access to one hand, so this matchup is at least 66:33.
Very Unfavorable


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

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 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 YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. There is an important RPS situation against off 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-). Forcing 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 they can always do Kabari(2)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 and CH us. But if we block Kabari(2)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 which lets a 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 we're 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 they have the Baiken is 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 her 2K/2D > 236KGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 allows for us to 2S.
  • 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

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


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

Neutral


Offense


Defense


Chipp Zanuff

Unfavorable


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 DataCounterstrategyReverse MatchupVideos

Round Start


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

Neutral


Offense


Defense


Faust

Favorable


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 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
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
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- 6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11

Neutral


Offense


Defense


Giovanna

Favorability Goes Here


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Neutral


Offense


Defense


Goldlewis Dickinson

Favorability Goes Here


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 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

 Happy ChaosDifficult matchup, as the Joker is known for his hatred of women and his abilities increase threefold against I-No.
Very Unfavorable


Very likely that this is I-No most hardest match-up.

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


I-No

 I-NoHornier player wins.
Favorability Goes Here


Short summary goes here.

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
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 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
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

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

Even


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 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


Ky Kiske

 Ky
Even


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 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

 Leo
Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Neutral


Offense


Defense


May

 May
Favorability Goes Here


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 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


Offense


Defense


Millia Rage

Favorability Goes Here


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 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

Unfavorable


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 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

Favorable


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 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

Even


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Neutral


Offense


Defense


Sin Kiske

 Sin KiskeOne-Liner
Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


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

Neutral


Offense


Defense


Sol Badguy

 Sol
Favorability Goes Here


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 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


Offense


Defense


Testament

Favorable


Short Summary Goes Here.

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

Favorability Goes Here


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
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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