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<center>{{Character Label|GGST| | <center>{{Character Label|GGST|I-No|size=45px}}</center> | ||
{{ | {{GGST/CharacterLinks}} | ||
== Matchups == | == Matchups == | ||
{{Matchup ToC}} | {{Matchup ToC}} | ||
===Matchup Charts=== | |||
<big>'''Charts for the current patch (1.33)'''</big> | |||
KidDracula top NA player. Very aggresive takes big risk in neutral to get in with MLA, divekick and h-stroke/s-stroke. Relying on good pokes and whiff punishes to get in. Loves to AD BRC mix. | |||
Source: [https://x.com/HorseSkull666/status/1752094631297257590?s=20 Twitter] | |||
{{#invoke:Tier List|drawTierList | |||
|GGST | |||
|Winning;Johnny,Asuka,Bedman,Testament,Zato,Jack-O | |||
|Even;Axl,Potemkin,May,Bridget,Leo,Ramlethal,Giovanna | |||
|Losing;Millia,Faust,Happy Chaos,Chipp,Nagoriyuki,Elphelt,Sin | |||
|Retire;Anji,Goldlewis,Sol,Ky | |||
}} | |||
Ticklememour top NA player. Ticklememour has a very read heavy and aggressive playstyle. Ticklememour sets the pace of a match with unconventional move choice, tricky movement and a knack to coming out on top in scrambles. His style often throws off players expecting more standard I-No play. | |||
Source: I asked them (I'll update this tierlist if they post it on twitter) | |||
{{#invoke:Tier List|drawTierList | |||
|GGST | |||
|6-4;Zato, Jack-O, Bedman, Testament | |||
|5.5-4.5; Johnny, Elphelt,Asuka | |||
|5-5; Potemkin,Axl,May,Ramlethal,Bridget,Ky | |||
|4.5-5.5;Millia,Baiken,Goldlewis,Giovanna,Happy Chaos | |||
|4-6;Faust,Sin,Leo,Nagoriyuki | |||
|3.5-6.5;Sol,Anji,Chipp | |||
}} | |||
==Anji Mito== | ==Anji Mito== | ||
{{MatchupSummaryBox | |||
{{ | | character = Anji Mito | ||
| | | oneliner = | ||
| | | summary = | ||
| | Although Anji's {{MMC|game=GGST|chara=Anji Mito|input=236K|label={{clr|K|236K}}}} will catch careless STBTs, his ranged options are poor against projectiles. Keep your distance with your projectiles, be aware of when spin's guard point ends and when he's in range to be a legitimate threat with his normals and Fuujin. | ||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
[[GGST/Anji Mito/Frame Data|Frame Data]] • [[GGST/Anji Mito/Strategy#Fighting_Anji|Counterstrategy]] • [[GGST/Anji Mito/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=anji Videos] | [[GGST/Anji Mito/Frame Data|Frame Data]] • [[GGST/Anji Mito/Strategy#Fighting_Anji|Counterstrategy]] • [[GGST/Anji Mito/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=anji Videos] | ||
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! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} || || || || | |{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} || || || || | |{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} || || || || | |{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
| charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || || || || | | charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || | ||
|} | |} | ||
<big>'''Neutral'''</big> | ===<big>'''Neutral'''</big>=== | ||
---- | |||
---- | ---- | ||
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===Defense=== | ===Defense=== | ||
---- | ---- | ||
==== Defending Against Fuujin==== | |||
Just about all of Anji's blockstrings will end in Fuujin, and likely, one of its follow ups. | |||
* During {{MMC|game=GGST|chara=Anji Mito|input=236H P|label=Fan Toss}}, jump and either Air Throw or hit him with {{clr|P|j.P}}. If {{MMC|game=GGST|chara=Anji Mito|input=236H P|label=Fan Toss}} is blocked, do {{clr|P|6P}} to beat the {{clr|S|f.S}} (loses to lows and {{MMC|game=GGST|chara=Anji Mito|input=236K|label=Spin}}. | |||
* {{MMC|game=GGST|chara=Anji Mito|input=236H K|label=Hop}} is punishable by Throw. Anji players usually try to Throw after it as well, meaning that a Throw Tech usually happens if you react late. | |||
* {{MMC|game=GGST|chara=Anji Mito|input=236H S|label=The Low}} is -7. If he’s close enough, you can punish with {{clr|K|2K}}. But most of the time you can't punish them so doing {{clr|S|j.S}} takes your turn back. | |||
* {{MMC|game=GGST|chara=Anji Mito|input=236H H|label=The Overhead}} is -15. It's pretty easy to punish with {{clr|K|2K}}. It has 21 frames of start up, so you're going to have to learn to fuzzy block or react to this. Anji is more likely to go for this option with 50 Tension to keep himself safe or Red RC into a big combo. | |||
* {{MMC|game=GGST|chara=Anji Mito|input=236H|label=Fuujin}} with no followup is -8. Punishable with {{clr|K|2K}}. However if it isn't punish the Anji can take back his turn. | |||
==Asuka R== | |||
{{MatchupSummaryBox | |||
| character = Asuka R | |||
| oneliner = | |||
| favorability = | |||
| summary = Asuka can zone very well against I-No but has alot of trouble against HCL. Use HCL to snipe Asuka through the projectiles or to get rid of projectiles to start I-No offense. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
====How to get rid of the boxes==== | |||
* {{clr|P|6P}} > {{clr|K|214K}} - {{clr|P|6P}}ing the boxes to get rid of them and special canceling to HCL to hit Asuka. | |||
*{{clr|K|214K}} - This goes through the boxes. | |||
*{{clr|P|236P}} - Depending on the travel distance of note. It can go through around 3 boxes. | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Axl Low== | ==Axl Low== | ||
{{MatchupSummaryBox | |||
{{ | | character = Axl Low | ||
| | | oneliner = | ||
| | | summary = | ||
| | Much easier than in previous games thanks to Axl's normals no longer being air unblockable. Don't rely too much on hoverdash to close distance, use regular jumps, super jumps, short airdashes and {{clr|H|236H}} (very risky) instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, as Axl has very weak defense. | ||
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, | |||
}} | }} | ||
[[GGST/Axl Low/Frame Data|Frame Data]] • [[GGST/Axl Low/Strategy#Fighting_Axl|Counterstrategy]] • [[GGST/Axl Low/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=axl Videos] | [[GGST/Axl Low/Frame Data|Frame Data]] • [[GGST/Axl Low/Strategy#Fighting_Axl|Counterstrategy]] • [[GGST/Axl Low/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=axl Videos] | ||
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|} | |} | ||
===Neutral=== | ===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. | ----Stick to short dashes and jumps to try and get into HCL range, once a knockdown is secured take advantage of his sub par defense to try to play neutral as little as possible. HCL also goes through {{MMC|game=GGST|chara=Axl Low|input=214K|label={{clr|K|214K}}}}. | ||
===Offense=== | ===Offense=== | ||
----Similar to I- | ----Similar to I-No Axl's {{MMC|game=GGST|chara=Axl Low|input=236236H|label={{clr|H|236236H}}}} has a gap that you must jump over otherwise he is safe, keep this in mind when you block it. | ||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
==Baiken== | ==Baiken== | ||
{{MatchupSummaryBox | |||
{{ | | character = Baiken | ||
| | | oneliner = | ||
| | | summary = | ||
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- | |||
}} | }} | ||
[[GGST/Baiken/Frame Data|Frame Data]] • [[GGST/Baiken/Strategy#Fighting_Baiken|Counterstrategy]] • [[GGST/Baiken/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=baiken Videos] | [[GGST/Baiken/Frame Data|Frame Data]] • [[GGST/Baiken/Strategy#Fighting_Baiken|Counterstrategy]] • [[GGST/Baiken/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=baiken Videos] | ||
===Round Start=== | ===Round Start=== | ||
---- Baiken has very strong options against I- | ---- 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 {{clr|K|2K}} will beat out Baiken {{clr|S|2S}} Go under {{clr|S|f.S}} and be able to hit confirm into s stroke. Microwalk back {{clr|S|2S}} is great for punishing Baiken {{clr|S|2S}} round start as well if you’re reading the {{clr|S|2S}}. | ||
{{#ev:youtube|Cl_Vd8qjUmc|300}} | {{#ev:youtube|Cl_Vd8qjUmc|300}} | ||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
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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- | ---- Baiken's {{clr|S|2S}} is a very powerful tool against I-No as it beats strokes and allow her to low profile allowing her to ducl under HCL. Baiken's {{clr|S|2S}} is a very fast button and generally using movement to get around it is better than contesting Baiken's {{clr|S|2S}}. Whiff punishing Baiken's {{clr|S|2S}} 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=== | ||
---- | ---- Safe jump {{keyword|oki}} and many other meaty setups against Baiken can be a little weird because of her terrifing 1f parry. Use note oki at any opportunity to get a safe mix without worrying about her parry. | ||
Consistent high | Consistent high routes for note oki on Baiken are {{clr|S|j.S}} > {{clr|S|c.S}} > {{clr|D|2D}} > note or {{clr|S|j.S}} > {{clr|K|2K}} > {{clr|D|2D}}. | ||
Consistent low route on | Consistent low route for note oki on Baiken 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! | ||
If you can't get note oki, meaty air fort is another good option. Be aware that Baiken's parry will beat a hover > {{clr|K|2K}} after air fort in most cases. | |||
===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 {{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}}). Thsi forces 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)}} the Baiken can always do {{MMC|game=GGST|chara=Baiken|input=41236H~H|label=Kabari(2)}} which beats I-No's {{clr|S|2S}}. However if {{MMC|game=GGST|chara=Baiken|input=41236H~H|label=Kabari(2)}} is blocked than it is 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 you are 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 the Baiken has 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 Baiken's {{clr|K|2K}}/{{clr|D|2D}} > {{MMC|game=GGST|chara=Baiken|input=236K|label={{clr|K|236K}}}} allows for a CH {{clr|S|2S}}. | |||
*If Baiken 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). | |||
==Bedman== | |||
{{MatchupSummaryBox | |||
| character = Bedman | |||
| oneliner = | |||
| favorability = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Bridget== | ==Bridget== | ||
{{MatchupSummaryBox | |||
{{ | | character = Bridget | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
[[GGST/Bridget/Frame Data|Frame Data]] • [[GGST/Bridget/Strategy#Fighting_Bridget|Counterstrategy]] • [[GGST/Bridget/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=bridget Videos] | [[GGST/Bridget/Frame Data|Frame Data]] • [[GGST/Bridget/Strategy#Fighting_Bridget|Counterstrategy]] • [[GGST/Bridget/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=bridget Videos] | ||
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---- | ---- | ||
==Chipp Zanuff== | ==Chipp Zanuff== | ||
{{MatchupSummaryBox | |||
{{ | | character = Chipp Zanuff | ||
| | | oneliner = | ||
| | | summary = | ||
| | It can be hard to catch Chipp because of how fast his movment speed is. Don't expect to be the aggressor here, use your pokes wisely, as he can easily whiff punish them. On defense don't be afraid to guess. | ||
It can be hard to catch | |||
}} | }} | ||
===Round Start=== | ===Round Start=== | ||
---- | ---- | ||
Round start can seem a little daunting at first but it is generally in I-No's best interest to engage with Chipp in order to secure an early knockdown and a life lead. Please see the the round start chart for exact move v. move info but overall its generally unfavorable for Chipp to press an immediate button. He is far more likely to back off and attempt to whiff punish. I-No has strong special moves like {{clr|K|214K}} to stop air retreats and {{clr|H|236H}} or MLA for ground based ones. With these options I-No has the ability to call out most things Chipp can do round start but some can be quite risky to start off with so be sure to observe your opponent and above all don't be predictable. | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | {| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | ||
|+style=white-space:nowrap | Common Round Start Interaction Table | |+style=white-space:nowrap | Common Round Start Interaction Table | ||
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || || | |{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || walk back {{clr|H|5H}}, {{clr|H|236H}} || {{clr|S|j.S}}, {{clr|S|f.S}}, {{clr|H|6H}} || || | ||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || walk back {{clr|H|5H}}, {{clr|K|5K}}, {{clr|P|6P}}, {{clr|H|6H}}, {{clr|K|2K}}, {{clr|H|236H}} || {{clr|S|j.S}}, {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|H|2H}} || || | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input= | |{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} || {{clr|K|2K}}, {{clr|H|2H}}, {{clr|H|5H}}, {{clr|H|6H}}, || {{clr|S|j.S}}, {{clr|S|214S}}, {{clr|H|236H}} ||{{clr|S|2S}} || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input= | |{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} || {{clr|K|2K}}, {{clr|H|6H}}, walk back {{clr|H|5H}}|| {{clr|S|j.S}}, {{clr|H|2H}}, {{clr|H|236H}} ||{{clr|S|2S}} || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Chipp Zanuff|input= | |IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} || (delayed) {{clr|P|6P}}, {{clr|S|j.S}}, {{clr|K|214K}}, {{clr|H|6H}}||{{clr|S|2S}}, {{clr|H|5H}} || || | ||
|- | |- | ||
| | |{{MMC|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}} || walk back {{clr|H|5H}}, {{clr|S|2S}}, {{clr|H|236H}} || {{clr|S|j.S}}, {{clr|H|2H}}, {{clr|H|6H}}|| || | ||
|} | |} | ||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
Neutral can be quite tough for I-No as Chipp can stay out of stroke range very efficiently and stop long hover dashes with little risk and massive reward by using {{clr|P|5P}}. One of Chipps biggest strengths is the ability to rapidly switch play styles between whiff punishment or rush down. I-No does have solid normals to keep him at bay when approaching but most have long whiff recovery and can be punished relatively easily if baited. Typically I-No wants to avoid these high risk situations with short dashes and low commitment buttons with fast recovery like punches or kicks to cover immediate approaches and slowly work Chipp back towards the corner to limit his options. In the corner I-No can play her stroke or dash mini game much more effectively and score damage by anti-airing escape attempts. Chipp has an extra jump allowing him to gain a lot of vertical space, most commonly he will either go for {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.236K|label=Air Diagonal Alpha Blade}} or {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}. As long as you don't get hit by alpha blade he has lots of whiff recovery and is minus enough for a {{clr|K|2K}} punish on block. {{clr|K|j.2K}} is a move you may see quite a bit, even in neutral and it can be quite tricky to deal with and can even be plus on block. The existence of this move makes traditional {{clr|P|6P}} anti-airs far more difficult by directly punishing a preemptive press or baiting one by controlling the fall direction. it does have a large hurt box below making it possible to counter hit before it makes it to you. Sometime you will need to block it and depending on the height it can be +1 to +3 but you can stop Chipp from taking direct advantage by engaging in {{keyword|RPS}} with throw or mash as outlined in the chart below but keep in mind the reward is greatly in Chipps favor so try to anti-air or avoid the situation entirely whenever possible. | |||
{| class="wikitable" | |||
|+ Brief {{clr|K|j.2K}} RPS Summary | |||
|- | |||
! {{clr|K|j.2K}} ▷ follow up | |||
! Chipp beats... | |||
! Chipp loses to... | |||
|- | |||
| {{clr|K|j.2K}} ▷ {{clr|K|2K}} | |||
| Mash | |||
| Throw ({{clr|D|4/6D}}) | |||
|- | |||
| {{clr|K|j.2K}} ▷ {{clr|P|5P}} | |||
| Throw ({{clr|D|4/6D}}) | |||
| Crouch button<br /> | |||
|- | |||
| {{clr|K|j.2K}} ▷ Jump | |||
| Crouch button / Throw ({{clr|D|4/6D}}) | |||
| Mash | |||
|} | |||
This chart doesn't cover all of the options in this situation but they are the most common. | |||
===Offense=== | ===Offense=== | ||
---- | ---- | ||
Chipp has all the options he needs to make running I-Nos offence a little tricky. He has a triple threat of a 3f {{clr|P|5P}}, meterless reversal and serviceable back dash, with these options Chipp doesn't need to hold knockdowns all to often. However I-No does have a few {{keyword|Option Select}}s to cover a few choices simultaneously, check the Okizeme page for some [[GGST/I-No/Okizeme#Option_Selects |setups]]. Chipps 3f {{clr|P|5P}} is one of his best anti I-No tools, its fast enough to interrupt {{clr|S|j.S}} > {{clr|D|j.D}} double overhead. Off of an air CH {{clr|P|5P}} Chipp gets very good damage and corner carry so going for double overheads or resetting pressure with hover and {{clr|S|214S}} can carry more risk then it would in other matchups. However Chipps wealth of options can also be a curse as if any one is properly called out or OSed Chipp is in for a lot of pain, even with just a hit or two of risk build up is not uncommon for I-No to take rounds off 3 combos. Try to limit Chipps choices as best as possible and make openings hurt. | |||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
Chipp's unique {{clr|S|2S}} > {{clr|H|2H}} whiff cancel and {{clr|K|2K}} > {{clr|D|2D}} will punish back dash attempts easily and for big damage. Faultless Defense is an important tool to mitigate this risk. When Chipp is at slightly further ranges FD will make {{clr|H|2H}} staggers from {{clr|S|c.S}} or {{clr|S|f.S}} whiff forcing him to switch to his special moves to continue pressure. | |||
====Rekka Pressure==== | |||
{{MMC|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou}}/{{clr|S|236S}} or Rekka 1 is first of three follow up special moves. Its only -4 on block and has a long cancel window before and after the active frames. This gives Chipp access to sneaky {{MMC|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=overheads}} and long reaching lows but are slightly more telegraphed due to early frames of Resshou being added to the startup of the next rekka special. Much of this moves strength is in the very long cancel window on block making taking your turn back or a jump escape risky. | |||
{{MMC|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai}}/{{clr|S|236S > 236S}} or Rekka 2 is a fast frame 8 low Chipp will use as a frame trap from rekka 1. This move is -6 and I-No is one of the lucky characters who can secure a punish with her long reaching {{clr|K|2K}}, but if the Chipp is spaced very well (sometimes {{clr|K|2K}} will hit but {{clr|D|2D}} will whiff) or any part of the rekka was Faultless Defensed Chipp is at the prefect range to whiff punish any mashing or escape attempts. Pay attention to when Chipp cancels into rekka and stop using Faultless Defense, the threat of a {{clr|K|2K}} punish means Chipp will need to roman cancel or go into {{MMC|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Rekka 3}} for a final overhead. Knowing when to {{clr|K|2K}} punish is important but shouldn't be overused as it can be baited by delayed Rekka 3, a correctly spaced Rekka 2 or RRC but if Chipp is going for these options you may have other ways to escape like jumping or {{clr|P|5P}}/{{clr|P|6P}}ing Rekka 3. | |||
{{MMC|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu}}/{{clr|S|236S}} > {{clr|K|236K}} or Rekka 3 is the final follow up and is simple to deal with, its -9 on block allowing for a {{clr|S|c.S}}/{{clr|K|2K}} punish. Chipp is likely to RRC to keep this move safe and continue with high/low pressure but when delayed after rekka 2 there is a {{clr|P|2P}}/{{clr|P|5P}}/{{clr|P|6P}}able gap for a high risk high reward callout. | |||
====Alpha and Gamma blade==== | |||
All of these moves are on the slower side and will leave a gap when canceled out of normals, so be ready with a {{clr|P|5P}} or throw if the chipp is being predictable or you react. Be cautions with reactions as Chipps command grab {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=63214S|label=Genrou Zan}} has a similar looking start up to {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236P|label=Horizontal Alpha Blade}} and will beat throw and mash, a fuzzy jump forward will cover both alpha blade versions and avoid the command grab. Chipp will need to call this out with a delayed rekka and you'll have other options of escape. Horizontal alpha blade is -4 so you can take your turn and start pressure, {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236K|label=Diagonal Alpha Blade}} is a little different, firstly its not an over head and is just a cross up like horizontal it leaves Chipp -2 in the air you can capitalize by chasing him with rising {{clr|P|j.P}}. | |||
{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236H|label=Gamma Blade}} is a +9 on block pressure reset that comes out relatively quick but has unique properties making it a little easier to deal with. The projectile itself has a hurtbox that will damage Chipp when hit making to possible to deal double damage by hitting both the clone and Chipp at the same time or adding extra recovery when just hitting the clone. The animation is very distinct and can be reacted to with some practice, {{clr|K|2K}} will give you the most reward as {{clr|K|2K}} > {{clr|D|236D}} will punish Chipp for a full combo,. If you react a little late {{clr|K|214K}} can snipe Chipp as Gamma blade doesn't hit airborne opponents. | |||
It is vital to watch what moves Chipps is canceling his specials from, most commonly its either {{clr|K|2K}} > {{clr|D|2D}} or {{clr|S|2S}} > {{clr|H|2H}}. {{clr|D|2D}} has less block stun and will leave a larger gap before a special so you can pick your escape option much sooner and have more time to challenge with a button. {{clr|H|2H}} has significantly more block stun so challenging with buttons is far more difficult and risky so it may be better to jump out or just be patent. | |||
==Elphelt Valentine== | |||
{{MatchupSummaryBox | |||
| character = Elphelt Valentine | |||
| oneliner = | |||
| summary = Add summary here | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Faust== | ==Faust== | ||
{{MatchupSummaryBox | |||
{{ | | character = Faust | ||
| | | oneliner = | ||
| | | summary = | ||
| | Another historically poor matchup for I-No that Strive broke open. Most of his grounded and aerial zoning options can be stuffed with {{clr|K|214K}} and his defensive options are some of the worst in the game. Snipe any netural uses of {{MMC|game=GGST|chara=Faust|input=236P|label={{clr|P|236P}}}} with {{clr|K|214K}}. Make liberal use of {{clr|K|214K}}. | ||
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 | |||
}} | }} | ||
[[GGST/Faust/Frame Data|Frame Data]] • [[GGST/Faust/Strategy#Fighting_Faust|Counterstrategy]] • [[GGST/Faust/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=faust Videos] | [[GGST/Faust/Frame Data|Frame Data]] • [[GGST/Faust/Strategy#Fighting_Faust|Counterstrategy]] • [[GGST/Faust/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=faust Videos] | ||
Line 251: | Line 382: | ||
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | |{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} ||{{MMC|game=GGST|chara=I-No|input=2k|label={{clr|K|2K}}}}, {{MMC|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | |{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=I-No|input=2k|label={{clr|K|2K}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | |{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
Line 259: | Line 390: | ||
|{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | |{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | |{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=I-No|input=2h|label={{clr|H|2H}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} ||{{MMC|game=GGST|chara=I-No|input=6p|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | |{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} ||{{MMC|game=GGST|chara=I-No|input=6p|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | ||
Line 272: | Line 403: | ||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
==Giovanna== | ==Giovanna== | ||
{{MatchupSummaryBox | |||
{{ | | character = Giovanna | ||
| | | oneliner = | ||
| | | summary = | ||
| | Similar to Chipp, Giovanna has amazing very fast movment speed. Therefore she can easily whiff punish pokes. Use {{clr|P|6P}} and {{clr|H|2H}} to stuff stepdash approaches, and dives and long hoverdashes to crack open defensive {{MMC|game=GGST|chara=Giovanna|input=2D|label={{clr|D|2D}}}} playstyles. | ||
}} | }} | ||
[[GGST/Giovanna/Frame Data|Frame Data]] • [[GGST/Giovanna/Strategy#Fighting_Giovanna|Counterstrategy]] • [[GGST/Giovanna/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=giovanna Videos] | [[GGST/Giovanna/Frame Data|Frame Data]] • [[GGST/Giovanna/Strategy#Fighting_Giovanna|Counterstrategy]] • [[GGST/Giovanna/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=giovanna Videos] | ||
Line 296: | Line 419: | ||
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || || || || | |{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | ||
|- | |- | ||
|66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || || || || | |66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | |{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || || || || | |{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} ||{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=I-No|input=236H|label={{clr|H|236H}}}} || {{MMC|game=GGST|chara=I-No|input=2h|label={{clr|H|2H}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || | ||
|} | |} | ||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
Line 315: | Line 439: | ||
---- | ---- | ||
===Notes=== | |||
---- | |||
* {{MMC|game=GGST|chara=I-No|input=236H|label={{clr|H|236H}}}} goes under {{MMC|game=GGST|chara=Giovanna|input=236K|label={{clr|K|236K}}}} (Trovão) | |||
* {{MMC|game=GGST|chara=Giovanna|input=236K|label={{clr|K|236K}}}} (Trovão) goes through note | |||
* {{MMC|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}} whiff on standing Gio | |||
==Goldlewis Dickinson== | ==Goldlewis Dickinson== | ||
{{MatchupSummaryBox | |||
{{ | | character = Goldlewis Dickinson | ||
| | | oneliner = | ||
| | | summary = | ||
| | 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. {{clr|H|236H}} can be useful to completely avoid his weird air approaches but it will lose to j.D or j.H, so beware of that. Watch out for WA as it goes through everything. | ||
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. | |||
}} | }} | ||
[[GGST/Goldlewis Dickinson/Frame Data|Frame Data]] • [[GGST/Goldlewis Dickinson/Strategy#Fighting_Goldlewis|Counterstrategy]] • [[GGST/Goldlewis Dickinson/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=goldlewis Videos] | [[GGST/Goldlewis Dickinson/Frame Data|Frame Data]] • [[GGST/Goldlewis Dickinson/Strategy#Fighting_Goldlewis|Counterstrategy]] • [[GGST/Goldlewis Dickinson/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=goldlewis Videos] | ||
Line 357: | Line 479: | ||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
==Happy Chaos== | ==Happy Chaos== | ||
{{MatchupSummaryBox | |||
{{ | | character = Happy Chaos | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
}} | }} | ||
[[GGST/Happy Chaos/Frame Data|Frame Data]] • [[GGST/Happy Chaos/Strategy#Fighting_Happy_Chaos|Counterstrategy]] • [[GGST/Happy Chaos/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=chaos Videos] | [[GGST/Happy Chaos/Frame Data|Frame Data]] • [[GGST/Happy Chaos/Strategy#Fighting_Happy_Chaos|Counterstrategy]] • [[GGST/Happy Chaos/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=chaos Videos] | ||
Line 400: | Line 513: | ||
===Neutral=== | ===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=== | ===Offense=== | ||
Line 406: | Line 520: | ||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
Defense is '''HARD''' and will always be hard. There are a bunch of tricks that can help against the HC mix: | |||
*FD Crossup OS to stop the crossup rolls. | |||
*backdashing {{clr|S|2S}} or {{clr|S|f.S}} when hc doesn't have curse to get out of a blockstring. | |||
*Reversal super or YRC to get out of blocking. | |||
*Fuzzy mashing/grabing to stop the layer one throws/lows. | |||
But at the end of the day you will have to eventually block this happy chaos. Pray and hope that you can block. | |||
==I-No== | ==I-No== | ||
{{MatchupSummaryBox | |||
{{ | | character = I-No | ||
| | | oneliner = Hornier player wins. | ||
| | | favorability = {{clr|3|Mirror}} | ||
| | | summary = | ||
| | |||
| | |||
| | |||
}} | }} | ||
[[GGST/I-No/Frame Data|Frame Data]] • [[GGST/I-No/Strategy#Fighting_I-No|Counterstrategy]] • [[GGST/I-No/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=ino Videos] | [[GGST/I-No/Frame Data|Frame Data]] • [[GGST/I-No/Strategy#Fighting_I-No|Counterstrategy]] • [[GGST/I-No/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=ino Videos] | ||
Line 432: | Line 547: | ||
|{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|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}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=I-No|input= | |{{MMC|game=GGST|chara=I-No|input=j.236S|label={{clr|S|j.236S}}}} || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || | |{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || | ||
Line 438: | Line 553: | ||
|{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | |{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}} || || || || | |{{MMC|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}} || || || || {{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} | ||
|- | |- | ||
|66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || || | |66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || ||{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}}|| || | ||
|} | |} | ||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
Release out your inner Axl spirit and zone out your I-No bros with HCL. | |||
===Offense=== | ===Offense=== | ||
---- | ---- | ||
Don't misplace your own H-stroke, otherwise you are giving the old H-stroke back to the opponent who blocked it. | |||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
Watch as you slowly realized that you can't block your own character. | |||
==Jack-O== | ==Jack-O== | ||
{{MatchupSummaryBox | |||
{{ | | character = Jack-O | ||
| | | oneliner = | ||
| | | summary = | ||
| | When Jack-O pulls servants you can close distance, you can STBT to get in or {{clr|K|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. | |||
}} | }} | ||
[[GGST/Jack-O/Frame Data|Frame Data]] • [[GGST/Jack-O/Strategy#Fighting_Jack-O|Counterstrategy]] • [[GGST/Jack-O/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=jacko Videos] | [[GGST/Jack-O/Frame Data|Frame Data]] • [[GGST/Jack-O/Strategy#Fighting_Jack-O|Counterstrategy]] • [[GGST/Jack-O/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=jacko Videos] | ||
Line 479: | Line 589: | ||
|{{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}}}} || | ||
|} | |} | ||
Line 493: | Line 603: | ||
---- | ---- | ||
==Johnny== | |||
{{MatchupSummaryBox | |||
| character = Johnny | |||
| oneliner = | |||
| favorability = | |||
| summary = Johnny has some of the best midranged pokes but struggles at long ranged distances. Use HCL to zone him out and punish blocked {{MMC|game=GGST|chara=Johnny|input=214]K[|label=Mist Finer}}. Condition Johnny with {{clr|P|6P}} and {{clr|H|236H}} (goes under/beats {{MMC|game=GGST|chara=Johnny|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=Johnny|input=5H|label={{clr|H|5H}}}}) to use some of his worse pokes like {{MMC|game=GGST|chara=Johnny|input=2S|label={{clr|S|2S}}}}, and then challenge {{MMC|game=GGST|chara=Johnny|input=2S|label={{clr|S|2S}}}} with {{clr|H|2H}} or {{clr|S|2S}}. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Johnny's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Ky Kiske== | ==Ky Kiske== | ||
{{MatchupSummaryBox | |||
{{ | | character = Ky Kiske | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
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. | ||
}} | }} | ||
[[GGST/Ky Kiske/Frame Data|Frame Data]] • [[GGST/Ky Kiske/Strategy#Fighting_Ky|Counterstrategy]] • [[GGST/Ky Kiske/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=ky Videos] | [[GGST/Ky Kiske/Frame Data|Frame Data]] • [[GGST/Ky Kiske/Strategy#Fighting_Ky|Counterstrategy]] • [[GGST/Ky Kiske/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=ky Videos] | ||
Line 536: | Line 670: | ||
---- | ---- | ||
==Leo Whitefang== | ==Leo Whitefang== | ||
{{MatchupSummaryBox | |||
{{ | | character = Leo Whitefang | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
[[GGST/Leo Whitefang/Frame Data|Frame Data]] • [[GGST/Leo Whitefang/Strategy#Fighting_Leo|Counterstrategy]] • [[GGST/Leo Whitefang/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=leo Videos] | [[GGST/Leo Whitefang/Frame Data|Frame Data]] • [[GGST/Leo Whitefang/Strategy#Fighting_Leo|Counterstrategy]] • [[GGST/Leo Whitefang/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=leo Videos] | ||
Line 559: | Line 686: | ||
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} || | |{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} | ||
|| {{MMC|game=GGST|chara=I-no|input=2s|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=I-no|input=5H|label={{clr|H|5H}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=5K|label={{clr|K|5K}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=I-no|input=f.S|label={{clr|S|f.S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=2H|label={{clr|H|2H}}}} | |||
|- | |- | ||
|66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} || || || || | |66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} | ||
|| {{MMC|game=GGST|chara=I-no|input=2H|label={{clr|H|2H}}}}, {{MMC|game=GGST|chara=I-no|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=I-no|input=2S|label={{clr|S|2S}}}}, {{MMC|game=GGST|chara=I-no|input=f.S|label={{clr|S|f.S}}}}, {{MMC|game=GGST|chara=I-no|input=5H|label={{clr|H|5H}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=5K|label={{clr|K|5K}}}} | |||
|| | |||
|| | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} || | |{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} | ||
|| {{MMC|game=GGST|chara=I-no|input=2H|label={{clr|H|2H}}}}, {{MMC|game=GGST|chara=I-no|input=5H|label={{clr|H|5H}}}}, {{MMC|game=GGST|chara=I-no|input=f.S|label={{clr|S|f.S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=6P|label={{clr|P|6P}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=2S|label={{clr|S|2S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=5K|label={{clr|K|5K}}}} | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} | ||
|| {{MMC|game=GGST|chara=I-no|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=I-no|input=5K|label={{clr|K|5K}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=5H|label={{clr|H|5H}}}},{{MMC|game=GGST|chara=I-no|input=2S|label={{clr|S|2S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=2H|label={{clr|H|2H}}}}, {{MMC|game=GGST|chara=I-no|input=f.S|label={{clr|S|f.S}}}} | |||
|| | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} || || || || | |{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} | ||
|| {{MMC|game=GGST|chara=I-no|input=5H|label={{clr|H|5H}}}}, {{MMC|game=GGST|chara=I-no|input=f.S|label={{clr|S|f.S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=6P|label={{clr|P|6P}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=2H|label={{clr|H|2H}}}},{{MMC|game=GGST|chara=I-no|input=2S|label={{clr|S|2S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=5K|label={{clr|K|5K}}}} | |||
|- | |- | ||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} || || | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=6P|label={{clr|P|6P}}}}, {{MMC|game=GGST|chara=I-no|input=5K|label={{clr|K|5K}}}}, {{MMC|game=GGST|chara=I-no|input=2H|label={{clr|H|2H}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=2S|label={{clr|S|2S}}}},{{MMC|game=GGST|chara=I-no|input=f.S|label={{clr|S|f.S}}}} | |||
|| {{MMC|game=GGST|chara=I-no|input=5H|label={{clr|H|5H}}}} | |||
|| | |||
|} | |} | ||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
Line 580: | Line 737: | ||
---- | ---- | ||
==May== | ==May== | ||
{{MatchupSummaryBox | |||
{{ | | character = May | ||
| | | oneliner = | ||
| | | summary = | ||
| | Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once. | ||
Add more here eventually | |||
Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once. | |||
}} | }} | ||
[[GGST/May/Frame Data|Frame Data]] • [[GGST/May/Strategy#Fighting_May|Counterstrategy]] • [[GGST/May/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=may Videos] | [[GGST/May/Frame Data|Frame Data]] • [[GGST/May/Strategy#Fighting_May|Counterstrategy]] • [[GGST/May/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=may Videos] | ||
Line 616: | Line 769: | ||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
May's 5H cover every single get in option for I-No. So try eiter outpoke it with f.S or whiff punish. | |||
===Offense=== | ===Offense=== | ||
Line 623: | Line 777: | ||
---- | ---- | ||
==Millia Rage== | |||
{{MatchupSummaryBox | |||
| character = Millia Rage | |||
| oneliner = | |||
| summary = | |||
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. | |||
| | |||
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 | |||
}} | }} | ||
[[GGST/Millia Rage/Frame Data|Frame Data]] • [[GGST/Millia Rage/Strategy#Fighting_Millia|Counterstrategy]] • [[GGST/Millia Rage/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=millia Videos] | [[GGST/Millia Rage/Frame Data|Frame Data]] • [[GGST/Millia Rage/Strategy#Fighting_Millia|Counterstrategy]] • [[GGST/Millia Rage/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=millia Videos] | ||
Line 665: | Line 812: | ||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
==Nagoriyuki== | ==Nagoriyuki== | ||
{{MatchupSummaryBox | |||
{{ | | character = Nagoriyuki | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
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. | ||
}} | }} | ||
[[GGST/Nagoriyuki/Frame Data|Frame Data]] • [[GGST/Nagoriyuki/Strategy#Fighting_Nagoriyuki|Counterstrategy]] • [[GGST/Nagoriyuki/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=nagoriyuki Videos] | [[GGST/Nagoriyuki/Frame Data|Frame Data]] • [[GGST/Nagoriyuki/Strategy#Fighting_Nagoriyuki|Counterstrategy]] • [[GGST/Nagoriyuki/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=nagoriyuki Videos] | ||
Line 711: | Line 850: | ||
---- | ---- | ||
==Potemkin== | ==Potemkin== | ||
{{MatchupSummaryBox | |||
{{ | | character = Potemkin | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
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. | ||
}} | }} | ||
[[GGST/Potemkin/Frame Data|Frame Data]] • [[GGST/Potemkin/Strategy#Fighting_Potemkin|Counterstrategy]] • [[GGST/Potemkin/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=potemkin Videos] | [[GGST/Potemkin/Frame Data|Frame Data]] • [[GGST/Potemkin/Strategy#Fighting_Potemkin|Counterstrategy]] • [[GGST/Potemkin/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=potemkin Videos] | ||
Line 752: | Line 884: | ||
---- | ---- | ||
==Ramlethal Valentine== | ==Ramlethal Valentine== | ||
{{MatchupSummaryBox | |||
{{ | | character = Ramlethal Valentine | ||
| | | oneliner = | ||
| | | summary = | ||
| | 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 {{clr|S|f.S}}/{{clr|H|2H}} to beat 2S/2H, or {{clr|H|2H}}/{{clr|S|2S}} 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. | |||
}} | }} | ||
[[GGST/Ramlethal Valentine/Frame Data|Frame Data]] • [[GGST/Ramlethal Valentine/Strategy#Fighting_Ramlethal|Counterstrategy]] • [[GGST/Ramlethal Valentine/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=ramlethal Videos] | [[GGST/Ramlethal Valentine/Frame Data|Frame Data]] • [[GGST/Ramlethal Valentine/Strategy#Fighting_Ramlethal|Counterstrategy]] • [[GGST/Ramlethal Valentine/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=ramlethal Videos] | ||
Line 775: | Line 900: | ||
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | ! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || || || || | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || || || || | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} || || || || | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} ||{{MMC|game=GGST|chara=I-No|input=f.s|label={{clr|S|f.S}}}} || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || || || || | |{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} ||{{MMC|game=GGST|chara=I-No|input=f.s|label={{clr|S|f.S}}}} ||{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || | ||
|- | |- | ||
|IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || || | |IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} | ||
|} | |} | ||
Line 797: | Line 922: | ||
---- | ---- | ||
==Sin Kiske== | |||
{{MatchupSummaryBox | |||
| character = Sin Kiske | |||
| oneliner = One-Liner | |||
| summary = I-No does well in neutral against Sin. Make sure to stop Sin's get in options {{MMC|game=GGST|chara=Sin Kiske|input=236K|label={{clr|K|236K}}}} and his {{clr|S|2S}} poke with I-No's {{clr|H|2H}}. Watch out for Sin's DP and make sure to punish it in the air. | |||
}} | |||
[[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=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Sol Badguy== | ==Sol Badguy== | ||
{{MatchupSummaryBox | |||
{{ | | character = Sol Badguy | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
I-No can quite effectively play at any range she wants to against Sol, but she prefers to be slightly further out. In midrange neutral, I-No has answers to all his buttons. However his damage and offense don't make things easy for her. Sol's damage is incredible high, as he only needs only 1 to 2 clean hits to kill I-No. Sol has some of the best defense against I-No with his 3f {{clr|K|5K}} and meterless DP. Sol only needs only needs one hit to quickly go from losing to winning. | |||
I-No can quite effectively play at any range she wants to against Sol, but she prefers to be slightly further out. In midrange, | |||
}} | }} | ||
[[GGST/Sol Badguy/Frame Data|Frame Data]] • [[GGST/Sol Badguy/Strategy#Fighting_Sol|Counterstrategy]] • [[GGST/Sol Badguy/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=sol Videos] | [[GGST/Sol Badguy/Frame Data|Frame Data]] • [[GGST/Sol Badguy/Strategy#Fighting_Sol|Counterstrategy]] • [[GGST/Sol Badguy/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=sol Videos] | ||
Line 835: | Line 979: | ||
===Neutral=== | ===Neutral=== | ||
---- | ---- | ||
Sol’s neutral is not the best, but it’s better than I-No’s. Ambiguous air movement, decent pokes, Gunflame, and incredibly defensive options are all going to make this an uphill battle for the Crimson Minstrel. Sultry Performance should only be used as a whiff punish when not applying pressure—any time Sol blocks a {{clr|K|j.236K}} or {{clr|S|j.236S}} that started above his head, he can punish with {{clr|K|5K}} and get a full combo since you’re airborne. | |||
{{clr|P|6P}}, {{clr|H|2H}}, and {{clr|S|2S}} are going to be your greatest allies in neutral (while {{clr|H|236H}} will occasionally have its uses, the startup is simply too long to use consistently). Use {{clr|P|6P}} to challenge options like Sol’s {{clr|S|6S}} and {{clr|S|f.S}}. I-No’s {{clr|S|2S}} is best used to whiff punish Sol’s {{clr|S|2S}}, a button you’ll be seeing frequently as it beats both Stroke the Big Tree and close-range hoverdashes. As in most matchups, {{clr|H|2H}} is a best-in-class preemptive poke thanks to its relatively low recovery, great reward on hit, and decent disjoint. It can stuff most of Sol’s normals with the proper spacing and timing (occasionally beating even {{clr|S|6S}} and {{clr|H|6H}}) but will lose to {{clr|H|5H}}. At closer ranges, alternate between poking with {{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|2S}}, and {{clr|P|6P}}. When Sol is airborne, take care not to {{clr|P|6P}} mindlessly—aerial Bandit Bringer will beat careless anti-airs but is incredibly unsafe on block and whiff. | |||
You’ll find little use for HCL in this matchup. While it can be used to stuff Sol’s jumps and counter Gunflame, almost all of his normals will low-profile the hitbox. Note is a better zoning option. If you manage to make Sol block it, keep the projectile’s extremely low blockstun in mind—greedy approaches from full screen will almost certainly be stuffed by {{clr|K|5K}} or Volcanic Viper. Stay unpredictable. If Sol correctly guesses that you’re going to throw Note from full screen, he can counterhit the recovery with Night Raid Vortex or run-up {{clr|S|6S}}. | |||
With meter, Sol has a number of options to force his way in. Night Raid Vortex, Bandit Revolver, Bandit Bringer, and {{clr|H|6H}} all become terrifying neutral skips which require different defensive options to preempt. Vortex and Revolver are chief among these—the former for its speed, range, and explosiveness, the latter for forcing an unfuzziable 50/50 on block. Fortunately, both of these options can be stuffed by a preemptive {{clr|H|2H}}. Be very careful about hoverdashing when Sol has 50 meter, as you’ll lose the ability to challenge either of these options effectively. Once you’ve shown you’re capable of stopping Vortex and Revolver, Sol will likely attempt to bulldoze his way in with Bandit Bringer or {{clr|H|6H}}. Stay mobile to avoid these rather than challenging them outright. Jumping will allow you to both dodge {{clr|H|6H}} and air-to-air Bringer with a fast button like {{clr|P|j.P}} or ascending {{clr|S|j.S}}. | |||
===Offense=== | ===Offense=== | ||
---- | ---- | ||
Long story short: Practice your safejumps, pressure conservatively. Know when to take a risk. | |||
Because Sol is endowed with both a three frame anti-air and a DP, much of I-No’s standard pressure becomes very risky against him. Sol can easily cover any of I-No’s meterless double overhead options with {{clr|K|5K}}—in addition to outright beating hoverdash resets, it will trade with {{clr|S|j.S}} → {{clr|D|j.D}}. This means I-No has to be conservative with her offense. Condition Sol to respect {{clr|S|j.S}} → {{clr|K|2K}} → {{clr|D|2D}}/{{clr|H|6H}}, then sneak in a double overhead once he starts blocking. If you’re unwilling to RPS around his {{clr|K|5K}} (I don’t blame you), consider grounded stagger pressure. If you can get him to hold {{clr|S|j.S}} > {{clr|S|5S}} > {{clr|H|5H}}, you’ll be able to start getting resets off {{clr|S|j.S}} > {{clr|S|5S}} > 66 {{clr|S|j.S}}/ IAD {{clr|S|j.S}}. | |||
While {{clr|K|5K}} is a nuisance to deal with, DP is a nightmare. I-No’s pressure is full of gaps, which gives her powerful frametraps but leaves her open to DPs. Make sure you familiarize yourself with where these gaps occur. A basic low blockstring of {{clr|K|2K}} > {{clr|D|2D}} > {{clr|S|236S}}/{{clr|H|H}}, for example, has gaps between everything following the {{clr|K|2K}}. Additionally, if you start pressure with a non-safejump {{clr|S|j.S}}, there will be a gap between it and every followup option. {{clr|S|j.S}} > {{clr|K|2K}} has a gap, {{clr|S|j.S}} → {{clr|H|6H}} has a gap, {{clr|S|j.S}} > {{clr|S|5S}} has a gap. Unless you’re starting offense from a hard knockdown, your safest bet for an overhead is {{clr|H|j.H}}, as it has enough blockstun to make {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|H|6H}} airtight. Most Sol players who know the matchup are going to try and DP in the gap between {{clr|K|2K}} and {{clr|D|2D}}. Either block after {{clr|K|2K}} and bait it out, or gatling {{clr|K|2K}} into {{clr|H|6H}} to keep the blockstring tight. Once you’ve conditioned Sol to respect this, start mixing it up with double overheads, staggered resets off {{clr|S|5S}}, and delayed j.Ds to catch fuzzy blocking. | |||
Many Sols are aware that I-No has to be extremely careful with her pressure in this matchup and will eschew his annoying defensive options in favor of just backdashing. Delayed {{clr|D|j.D}} will beat this. If you have meter and are willing to go all out, try the Fortissimo safejump OS: as soon as you hit {{clr|S|j.S}}/{{clr|H|j.H}} as a safejump, buffer Fortissimo. If the opponent DPs, you will land during their startup and power through the DP with grounded Fortissimo’s invincibility. If they backdash, grounded Fortissimo will catch the backdash’s recovery. If they mash, the safejump will connect—Fortissimo will give you a chunk of damage and a hard knockdown. If they block, you’re +37 directly in their face. | |||
===Defense=== | ===Defense=== | ||
---- | ---- | ||
Sol isn’t the only character with apelike defensive options. I-No’s best-in-class {{clr|P|6P}} is an invaluable tool for countering Sol’s layer one offense. Use this button to power through staggered {{clr|S|f.S}} pressure, {{clr|S|6S}} resets, and either hit of Bandit Revolver if Sol chooses to delay them. However, a good Sol will not let you get away with this for long. If Sol frametraps your {{clr|P|6P}} with {{clr|S|5S}}/{{clr|S|f.S}} > {{clr|H|5H}}, you’ll explode. He can also simply link {{clr|S|5S}} into {{clr|K|2K}} > {{clr|D|2D}}. Though this must be blocked, it’s a much less threatening pressure choice than {{clr|S|f.S}} into {{clr|S|f.S}} into {{clr|S|f.S}}. Finally, Sol can punish attempts to {{clr|P|6P}} the second hit of Bandit Revolver by simply landing and throwing. Long story short: while it’s important to represent {{clr|P|6P}} to stop Sol from autopiloting his offense, overrepresenting it will end the game extremely quickly. Almost every Sol knows how vulnerable he is to {{clr|P|6P}} and will be well-prepared with frametraps, lows, or the proper spacing to make it whiff. | |||
If you’re understandably hesitant to mash against a character that can end your life in a single counterhit combo, FD Sol out and fuzzy jump. Remember, he has a command grab—attempting to tech his throws will ultimately do more harm than good. Additionally, keep in mind that autopiloting aerial escapes with {{clr|S|j.236S}} won’t work here due to Sol’s {{clr|K|5K}}. One of my favorite options is to empty jump in the corner, then {{clr|S|236S}} upon landing. With any luck, Sol will attempt to anti-air you and the Stroke will connect. If you manage to FD him far enough out that he has to move forward in order to continue offense, challenge with {{clr|S|2S}}, {{clr|K|5K}}, or {{clr|P|6P}}. {{clr|K|5K}} is a relatively safe option if Sol is looking to whiff punish you, but will lose to aggressive choices like {{clr|S|6S}} or {{clr|H|5H}}. Look for opportunities to Stroke under if he relies on those buttons too heavily when restarting pressure. | |||
==Testament== | ==Testament== | ||
{{MatchupSummaryBox | |||
{{ | | character = Testament | ||
| | | oneliner = | ||
| | | summary = | ||
| | |||
Short Summary Goes Here. | Short Summary Goes Here. | ||
}} | }} | ||
[[GGST/Testament/Frame Data|Frame Data]] • [[GGST/Testament/Strategy#Fighting_Testament|Counterstrategy]] • [[GGST/Testament/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=testament Videos] | [[GGST/Testament/Frame Data|Frame Data]] • [[GGST/Testament/Strategy#Fighting_Testament|Counterstrategy]] • [[GGST/Testament/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=testament Videos] | ||
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==Zato-1== | ==Zato-1== | ||
{{MatchupSummaryBox | |||
{{ | | character = Zato-1 | ||
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| | | summary = | ||
| | 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 {{clr|K|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. | |||
}} | }} | ||
[[GGST/Zato-1/Frame Data|Frame Data]] • [[GGST/Zato-1/Strategy#Fighting_Zato|Counterstrategy]] • [[GGST/Zato-1/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=zato Videos] | [[GGST/Zato-1/Frame Data|Frame Data]] • [[GGST/Zato-1/Strategy#Fighting_Zato|Counterstrategy]] • [[GGST/Zato-1/Matchups#I-No|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=ino&p2chars=zato Videos] | ||
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|{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || || || || | |{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || || || || | |{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || | |{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} ||{{MMC|game=GGST|chara=I-No|input=2k|label={{clr|K|2K}}}} || || || | |{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} ||{{MMC|game=GGST|chara=I-No|input=2k|label={{clr|K|2K}}}}, {{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || || || | ||
|- | |- | ||
|{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || || || || | |{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || || ||{{MMC|game=GGST|chara=I-No|input=2s|label={{clr|S|2S}}}} || | ||
|- | |- | ||
|Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} || || || || | |Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} || || || || | ||
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===Defense=== | ===Defense=== | ||
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==Navigation== | ==Navigation== | ||
<center>{{Character Label|GGST| | <center>{{Character Label|GGST|I-No|size=45px}}</center> | ||
{{ | {{Overview/navigation | ||
{{ | |okizeme=true | ||
}} | |||
{{GGST/Navigation}} |
Latest revision as of 19:05, 2 April 2024
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.
Matchup Charts
Charts for the current patch (1.33)
KidDracula top NA player. Very aggresive takes big risk in neutral to get in with MLA, divekick and h-stroke/s-stroke. Relying on good pokes and whiff punishes to get in. Loves to AD BRC mix.
Source: Twitter
Ticklememour top NA player. Ticklememour has a very read heavy and aggressive playstyle. Ticklememour sets the pace of a match with unconventional move choice, tricky movement and a knack to coming out on top in scrambles. His style often throws off players expecting more standard I-No play.
Source: I asked them (I'll update this tierlist if they post it on twitter)
Anji Mito
Although Anji's 236KGuardStartupRecoveryTotal 34~50Advantage- will catch careless STBTs, his ranged options are poor against projectiles. Keep your distance with your projectiles, be aware of when spin's guard point ends and when he's in range to be a legitimate threat with his normals and Fuujin.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Defending Against Fuujin
Just about all of Anji's blockstrings will end in Fuujin, and likely, one of its follow ups.
- During Fan TossGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7, jump and either Air Throw or hit him with j.P. If Fan TossGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 is blocked, do 6P to beat the f.S (loses to lows and SpinGuardStartupRecoveryTotal 34~50Advantage-.
- HopGuardStartupRecovery22+6 after LandingAdvantage- is punishable by Throw. Anji players usually try to Throw after it as well, meaning that a Throw Tech usually happens if you react late.
- The LowGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 is -7. If he’s close enough, you can punish with 2K. But most of the time you can't punish them so doing j.S takes your turn back.
- The OverheadGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 is -15. It's pretty easy to punish with 2K. It has 21 frames of start up, so you're going to have to learn to fuzzy block or react to this. Anji is more likely to go for this option with 50 Tension to keep himself safe or Red RC into a big combo.
- FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] with no followup is -8. Punishable with 2K. However if it isn't punish the Anji can take back his turn.
Asuka R
Asuka can zone very well against I-No but has alot of trouble against HCL. Use HCL to snipe Asuka through the projectiles or to get rid of projectiles to start I-No offense.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
How to get rid of the boxes
- 6P > 214K - 6Ping the boxes to get rid of them and special canceling to HCL to hit Asuka.
- 214K - This goes through the boxes.
- 236P - Depending on the travel distance of note. It can go through around 3 boxes.
Offense
Defense
Axl Low
Much easier than in previous games thanks to Axl's normals no longer being air unblockable. Don't rely too much on hoverdash to close distance, use regular jumps, super jumps, short airdashes and 236H (very risky) instead. Once you're in midrange all your usual high/low profile options become threats and when you score a knockdown, as Axl has very weak defense.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame 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. HCL also goes through 214KGuardAllStartup17RecoveryTotal 52Advantage-4.
Offense
Similar to I-No Axl's 236236HGuardAllStartup11+1Recovery26Advantage-2 has a gap that you must jump over otherwise he is safe, keep this in mind when you block it.
Defense
Baiken
Baikens fast disjoints and parry can make things awkward for I-No. Try to be patient and whiff punish her slower grounded buttons.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Frame Data • Counterstrategy • Reverse Matchup • Videos
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's 2S is a very powerful tool against I-No as it beats strokes and allow her to low profile allowing her to ducl under HCL. Baiken's 2S is a very fast button and generally using movement to get around it is better than contesting Baiken's 2S. Whiff punishing Baiken's 2S with 2S is strong in the current patch (battle version 2.0) and on counter hit hit confirming into H stroke is great. Baiken f.S is another great button that can be consistently beaten with STBT. Baiken will generally be playing neutral by jumping around doing j.S and Tatami. Getting around it can be difficult and requires patience.
Tatami will tag strokes on the way down and it will stop the air approach. Picking the right moment in a gap in her wall is very important.
Offense
Safe jump oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and many other meaty setups against Baiken can be a little weird because of her terrifing 1f parry. Use note oki at any opportunity to get a safe mix without worrying about her parry.
Consistent high routes for note oki on Baiken are j.S > c.S > 2D > note or j.S > 2K > 2D. Consistent low route for note oki on Baiken is 2K > 6H > 236H > note. In the corner at full wall health doing 6H > 214K > j.H > 6H, note works great!
If you can't get note oki, meaty air fort is another good option. Be aware that Baiken's parry will beat a hover > 2K after air fort in most cases.
Defense
Much of Baiken's pressure is focused on resetting with S/H Kabari and cranking your R.I.S.C. Guage for a big TK YouzansenGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) combo. There is an important RPS situation against 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-). Thsi forces 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 the Baiken can always do Kabari(2)GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 which beats I-No's 2S. However if Kabari(2)GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 is blocked than it is 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 you are low. However there is a gap between Kabari(1)GuardAllStartup18Recovery19Advantage-3 > Kabari(2)GuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7. So if the Baiken has shown to like doing that to force their, turn you can mash throw after Kabari(1)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 Baiken does a block string into teather you can backdash it unless she's in 5P range, in which case they will usually 5P > 6K (IB throw them here).
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
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 Chipp because of how fast his movment speed is. Don't expect to be the aggressor here, use your pokes wisely, as he can easily whiff punish them. On defense don't be afraid to guess.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Round start can seem a little daunting at first but it is generally in I-No's best interest to engage with Chipp in order to secure an early knockdown and a life lead. Please see the the round start chart for exact move v. move info but overall its generally unfavorable for Chipp to press an immediate button. He is far more likely to back off and attempt to whiff punish. I-No has strong special moves like 214K to stop air retreats and 236H or MLA for ground based ones. With these options I-No has the ability to call out most things Chipp can do round start but some can be quite risky to start off with so be sure to observe your opponent and above all don't be predictable.
Neutral
Neutral can be quite tough for I-No as Chipp can stay out of stroke range very efficiently and stop long hover dashes with little risk and massive reward by using 5P. One of Chipps biggest strengths is the ability to rapidly switch play styles between whiff punishment or rush down. I-No does have solid normals to keep him at bay when approaching but most have long whiff recovery and can be punished relatively easily if baited. Typically I-No wants to avoid these high risk situations with short dashes and low commitment buttons with fast recovery like punches or kicks to cover immediate approaches and slowly work Chipp back towards the corner to limit his options. In the corner I-No can play her stroke or dash mini game much more effectively and score damage by anti-airing escape attempts. Chipp has an extra jump allowing him to gain a lot of vertical space, most commonly he will either go for Air Diagonal Alpha BladeGuardAllStartup28~41Recovery21Advantage-6 or j.2KGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD). As long as you don't get hit by alpha blade he has lots of whiff recovery and is minus enough for a 2K punish on block. j.2K is a move you may see quite a bit, even in neutral and it can be quite tricky to deal with and can even be plus on block. The existence of this move makes traditional 6P anti-airs far more difficult by directly punishing a preemptive press or baiting one by controlling the fall direction. it does have a large hurt box below making it possible to counter hit before it makes it to you. Sometime you will need to block it and depending on the height it can be +1 to +3 but you can stop Chipp from taking direct advantage by engaging in RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. with throw or mash as outlined in the chart below but keep in mind the reward is greatly in Chipps favor so try to anti-air or avoid the situation entirely whenever possible.
j.2K ▷ follow up | Chipp beats... | Chipp loses to... |
---|---|---|
j.2K ▷ 2K | Mash | Throw (4/6D) |
j.2K ▷ 5P | Throw (4/6D) | Crouch button |
j.2K ▷ Jump | Crouch button / Throw (4/6D) | Mash |
This chart doesn't cover all of the options in this situation but they are the most common.
Offense
Chipp has all the options he needs to make running I-Nos offence a little tricky. He has a triple threat of a 3f 5P, meterless reversal and serviceable back dash, with these options Chipp doesn't need to hold knockdowns all to often. However I-No does have a few Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s to cover a few choices simultaneously, check the Okizeme page for some setups. Chipps 3f 5P is one of his best anti I-No tools, its fast enough to interrupt j.S > j.D double overhead. Off of an air CH 5P Chipp gets very good damage and corner carry so going for double overheads or resetting pressure with hover and 214S can carry more risk then it would in other matchups. However Chipps wealth of options can also be a curse as if any one is properly called out or OSed Chipp is in for a lot of pain, even with just a hit or two of risk build up is not uncommon for I-No to take rounds off 3 combos. Try to limit Chipps choices as best as possible and make openings hurt.
Defense
Chipp's unique 2S > 2H whiff cancel and 2K > 2D will punish back dash attempts easily and for big damage. Faultless Defense is an important tool to mitigate this risk. When Chipp is at slightly further ranges FD will make 2H staggers from c.S or f.S whiff forcing him to switch to his special moves to continue pressure.
Rekka Pressure
ResshouGuardAllStartup13Recovery16Advantage-4/236S or Rekka 1 is first of three follow up special moves. Its only -4 on block and has a long cancel window before and after the active frames. This gives Chipp access to sneaky overheadsGuardHighStartup20Recovery20Advantage-9 and long reaching lows but are slightly more telegraphed due to early frames of Resshou being added to the startup of the next rekka special. Much of this moves strength is in the very long cancel window on block making taking your turn back or a jump escape risky.
RokusaiGuardLowStartup8Recovery21Advantage-6/236S > 236S or Rekka 2 is a fast frame 8 low Chipp will use as a frame trap from rekka 1. This move is -6 and I-No is one of the lucky characters who can secure a punish with her long reaching 2K, but if the Chipp is spaced very well (sometimes 2K will hit but 2D will whiff) or any part of the rekka was Faultless Defensed Chipp is at the prefect range to whiff punish any mashing or escape attempts. Pay attention to when Chipp cancels into rekka and stop using Faultless Defense, the threat of a 2K punish means Chipp will need to roman cancel or go into Rekka 3GuardHighStartup20Recovery20Advantage-9 for a final overhead. Knowing when to 2K punish is important but shouldn't be overused as it can be baited by delayed Rekka 3, a correctly spaced Rekka 2 or RRC but if Chipp is going for these options you may have other ways to escape like jumping or 5P/6Ping Rekka 3.
SenshuuGuardHighStartup20Recovery20Advantage-9/236S > 236K or Rekka 3 is the final follow up and is simple to deal with, its -9 on block allowing for a c.S/2K punish. Chipp is likely to RRC to keep this move safe and continue with high/low pressure but when delayed after rekka 2 there is a 2P/5P/6Pable gap for a high risk high reward callout.
Alpha and Gamma blade
All of these moves are on the slower side and will leave a gap when canceled out of normals, so be ready with a 5P or throw if the chipp is being predictable or you react. Be cautions with reactions as Chipps command grab Genrou ZanGuardGround ThrowStartup27Recovery15AdvantageN/A has a similar looking start up to Horizontal Alpha BladeGuardAllStartup29Recovery19Advantage-4 and will beat throw and mash, a fuzzy jump forward will cover both alpha blade versions and avoid the command grab. Chipp will need to call this out with a delayed rekka and you'll have other options of escape. Horizontal alpha blade is -4 so you can take your turn and start pressure, Diagonal Alpha BladeGuardAllStartup27Recovery17Advantage-2 is a little different, firstly its not an over head and is just a cross up like horizontal it leaves Chipp -2 in the air you can capitalize by chasing him with rising j.P.
Gamma BladeGuardAllStartup25~50RecoveryTotal 42Advantage+9 is a +9 on block pressure reset that comes out relatively quick but has unique properties making it a little easier to deal with. The projectile itself has a hurtbox that will damage Chipp when hit making to possible to deal double damage by hitting both the clone and Chipp at the same time or adding extra recovery when just hitting the clone. The animation is very distinct and can be reacted to with some practice, 2K will give you the most reward as 2K > 236D will punish Chipp for a full combo,. If you react a little late 214K can snipe Chipp as Gamma blade doesn't hit airborne opponents.
It is vital to watch what moves Chipps is canceling his specials from, most commonly its either 2K > 2D or 2S > 2H. 2D has less block stun and will leave a larger gap before a special so you can pick your escape option much sooner and have more time to challenge with a button. 2H has significantly more block stun so challenging with buttons is far more difficult and risky so it may be better to jump out or just be patent.
Elphelt Valentine
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Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
Another historically poor matchup for I-No that Strive broke open. Most of his grounded and aerial zoning options can be stuffed with 214K and his defensive options are some of the worst in the game. Snipe any netural uses of 236PGuardStartup26RecoveryTotal 40Advantage- with 214K. Make liberal use of 214K.
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Round Start
Neutral
Offense
Defense
Giovanna
Similar to Chipp, Giovanna has amazing very fast movment speed. Therefore she can easily whiff punish pokes. Use 6P and 2H to stuff stepdash approaches, and dives and long hoverdashes to crack open defensive 2DGuardLowStartup17Recovery12Advantage-8 playstyles.
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Round Start
Neutral
Offense
Defense
Notes
Goldlewis Dickinson
Stay far out and zone him out with 214K, throw note to force him into acting. Behemoth Typhoon can be good at stuffing your approaches and its best to use 236S/H or hoverdash in only when you've forced him into an uncomfortable position. 236H can be useful to completely avoid his weird air approaches but it will lose to j.D or j.H, so beware of that. Watch out for WA as it goes through everything.
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Round Start
Neutral
Offense
Defense
Happy Chaos
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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
Defense is HARD and will always be hard. There are a bunch of tricks that can help against the HC mix:
- FD Crossup OS to stop the crossup rolls.
- backdashing 2S or f.S when hc doesn't have curse to get out of a blockstring.
- Reversal super or YRC to get out of blocking.
- Fuzzy mashing/grabing to stop the layer one throws/lows.
But at the end of the day you will have to eventually block this happy chaos. Pray and hope that you can block.
I-No
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Round Start
Neutral
Release out your inner Axl spirit and zone out your I-No bros with HCL.
Offense
Don't misplace your own H-stroke, otherwise you are giving the old H-stroke back to the opponent who blocked it.
Defense
Watch as you slowly realized that you can't block your own character.
Jack-O
When Jack-O pulls servants you can close distance, you can STBT to get in or 214K to safely whiff punish a lot of her options when she tries using her air mobility to keep you out. Once you're in her poor defensive options and low health come into play.
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Round Start
Neutral
Offense
Defense
Johnny
Johnny has some of the best midranged pokes but struggles at long ranged distances. Use HCL to zone him out and punish blocked Mist FinerGuardAllStartup7+5Recovery30Advantage-15. Condition Johnny with 6P and 236H (goes under/beats f.SGuardAllStartup9Recovery22Advantage-11, 5HGuardAllStartup13Recovery30Advantage-15) to use some of his worse pokes like 2SGuardLowStartup11Recovery21Advantage-10, and then challenge 2SGuardLowStartup11Recovery21Advantage-10 with 2H or 2S.
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Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
A matchup you have to play fairly honestly. Keep fairly close, such that Ky feels uncomfortable to press 6H in fear of getting CH by f.S or 2H, but not so close that his shorter pokes such as 2S and f.S are effective. When in this range use your strong disjoints to catch him swinging.
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Round Start
Neutral
Offense
Defense
Leo Whitefang
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Round Start
Neutral
Offense
Defense
May
Extremely difficult. May's normals are huge and disjointed, and cover multiple approach options at once.
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Round Start
Neutral
May's 5H cover every single get in option for I-No. So try eiter outpoke it with f.S or whiff punish.
Offense
Defense
Millia Rage
Millia's air mobility can make this matchup feel hopeless, but it's far from impossible. Don't try to chase her down relentlessly, but don't wait for her on the ground to come to you. If she's in the air, try to position yourself so that you can air-to-air with j.P or catch her with a air grab instead of having to guess which of her movement options she'll use. Fortunately her ground game isn't as hard to beat.
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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.
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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.
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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/2H to beat 2S/2H, or 2H/2S to CH run up 2K.
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Round Start
Neutral
Offense
Defense
Sin Kiske
I-No does well in neutral against Sin. Make sure to stop Sin's get in options 236KGuardLowStartup21Recovery15Advantage-8 and his 2S poke with I-No's 2H. Watch out for Sin's DP and make sure to punish it in the air.
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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 neutral, I-No has answers to all his buttons. However his damage and offense don't make things easy for her. Sol's damage is incredible high, as he only needs only 1 to 2 clean hits to kill I-No. Sol has some of the best defense against I-No with his 3f 5K and meterless DP. Sol only needs only needs one hit to quickly go from losing to winning.
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Round Start
Neutral
Sol’s neutral is not the best, but it’s better than I-No’s. Ambiguous air movement, decent pokes, Gunflame, and incredibly defensive options are all going to make this an uphill battle for the Crimson Minstrel. Sultry Performance should only be used as a whiff punish when not applying pressure—any time Sol blocks a j.236K or j.236S that started above his head, he can punish with 5K and get a full combo since you’re airborne.
6P, 2H, and 2S are going to be your greatest allies in neutral (while 236H will occasionally have its uses, the startup is simply too long to use consistently). Use 6P to challenge options like Sol’s 6S and f.S. I-No’s 2S is best used to whiff punish Sol’s 2S, a button you’ll be seeing frequently as it beats both Stroke the Big Tree and close-range hoverdashes. As in most matchups, 2H is a best-in-class preemptive poke thanks to its relatively low recovery, great reward on hit, and decent disjoint. It can stuff most of Sol’s normals with the proper spacing and timing (occasionally beating even 6S and 6H) but will lose to 5H. At closer ranges, alternate between poking with 2K, 5K, 2S, and 6P. When Sol is airborne, take care not to 6P mindlessly—aerial Bandit Bringer will beat careless anti-airs but is incredibly unsafe on block and whiff.
You’ll find little use for HCL in this matchup. While it can be used to stuff Sol’s jumps and counter Gunflame, almost all of his normals will low-profile the hitbox. Note is a better zoning option. If you manage to make Sol block it, keep the projectile’s extremely low blockstun in mind—greedy approaches from full screen will almost certainly be stuffed by 5K or Volcanic Viper. Stay unpredictable. If Sol correctly guesses that you’re going to throw Note from full screen, he can counterhit the recovery with Night Raid Vortex or run-up 6S.
With meter, Sol has a number of options to force his way in. Night Raid Vortex, Bandit Revolver, Bandit Bringer, and 6H all become terrifying neutral skips which require different defensive options to preempt. Vortex and Revolver are chief among these—the former for its speed, range, and explosiveness, the latter for forcing an unfuzziable 50/50 on block. Fortunately, both of these options can be stuffed by a preemptive 2H. Be very careful about hoverdashing when Sol has 50 meter, as you’ll lose the ability to challenge either of these options effectively. Once you’ve shown you’re capable of stopping Vortex and Revolver, Sol will likely attempt to bulldoze his way in with Bandit Bringer or 6H. Stay mobile to avoid these rather than challenging them outright. Jumping will allow you to both dodge 6H and air-to-air Bringer with a fast button like j.P or ascending j.S.
Offense
Long story short: Practice your safejumps, pressure conservatively. Know when to take a risk.
Because Sol is endowed with both a three frame anti-air and a DP, much of I-No’s standard pressure becomes very risky against him. Sol can easily cover any of I-No’s meterless double overhead options with 5K—in addition to outright beating hoverdash resets, it will trade with j.S → j.D. This means I-No has to be conservative with her offense. Condition Sol to respect j.S → 2K → 2D/6H, then sneak in a double overhead once he starts blocking. If you’re unwilling to RPS around his 5K (I don’t blame you), consider grounded stagger pressure. If you can get him to hold j.S > 5S > 5H, you’ll be able to start getting resets off j.S > 5S > 66 j.S/ IAD j.S.
While 5K is a nuisance to deal with, DP is a nightmare. I-No’s pressure is full of gaps, which gives her powerful frametraps but leaves her open to DPs. Make sure you familiarize yourself with where these gaps occur. A basic low blockstring of 2K > 2D > 236S/H, for example, has gaps between everything following the 2K. Additionally, if you start pressure with a non-safejump j.S, there will be a gap between it and every followup option. j.S > 2K has a gap, j.S → 6H has a gap, j.S > 5S has a gap. Unless you’re starting offense from a hard knockdown, your safest bet for an overhead is j.H, as it has enough blockstun to make j.H > 2K > 6H airtight. Most Sol players who know the matchup are going to try and DP in the gap between 2K and 2D. Either block after 2K and bait it out, or gatling 2K into 6H to keep the blockstring tight. Once you’ve conditioned Sol to respect this, start mixing it up with double overheads, staggered resets off 5S, and delayed j.Ds to catch fuzzy blocking.
Many Sols are aware that I-No has to be extremely careful with her pressure in this matchup and will eschew his annoying defensive options in favor of just backdashing. Delayed j.D will beat this. If you have meter and are willing to go all out, try the Fortissimo safejump OS: as soon as you hit j.S/j.H as a safejump, buffer Fortissimo. If the opponent DPs, you will land during their startup and power through the DP with grounded Fortissimo’s invincibility. If they backdash, grounded Fortissimo will catch the backdash’s recovery. If they mash, the safejump will connect—Fortissimo will give you a chunk of damage and a hard knockdown. If they block, you’re +37 directly in their face.
Defense
Sol isn’t the only character with apelike defensive options. I-No’s best-in-class 6P is an invaluable tool for countering Sol’s layer one offense. Use this button to power through staggered f.S pressure, 6S resets, and either hit of Bandit Revolver if Sol chooses to delay them. However, a good Sol will not let you get away with this for long. If Sol frametraps your 6P with 5S/f.S > 5H, you’ll explode. He can also simply link 5S into 2K > 2D. Though this must be blocked, it’s a much less threatening pressure choice than f.S into f.S into f.S. Finally, Sol can punish attempts to 6P the second hit of Bandit Revolver by simply landing and throwing. Long story short: while it’s important to represent 6P to stop Sol from autopiloting his offense, overrepresenting it will end the game extremely quickly. Almost every Sol knows how vulnerable he is to 6P and will be well-prepared with frametraps, lows, or the proper spacing to make it whiff.
If you’re understandably hesitant to mash against a character that can end your life in a single counterhit combo, FD Sol out and fuzzy jump. Remember, he has a command grab—attempting to tech his throws will ultimately do more harm than good. Additionally, keep in mind that autopiloting aerial escapes with j.236S won’t work here due to Sol’s 5K. One of my favorite options is to empty jump in the corner, then 236S upon landing. With any luck, Sol will attempt to anti-air you and the Stroke will connect. If you manage to FD him far enough out that he has to move forward in order to continue offense, challenge with 2S, 5K, or 6P. 5K is a relatively safe option if Sol is looking to whiff punish you, but will lose to aggressive choices like 6S or 5H. Look for opportunities to Stroke under if he relies on those buttons too heavily when restarting pressure.
Testament
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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.
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