GGXRD/I-No: Difference between revisions

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  |inv=
  |inv=
  |description=
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Used to frame trap since it's +6 on block.  Also has a good hitbox that you can use to fish for counter hits.  I-No is low to the ground during this move so you can sometimes crouch under stuff.
Used to frame trap since it's +6 on block.  Also has a good hitbox that you can use to fish for counter hits.  I-No is low to the ground during this move so you can sometimes crouch under stuff.  Now prorates 80%.
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  |description=
  |description=
An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling.  Used at the end of air block strings before landing for mixup.  Can jump cancel for combos or continued block pressure.  16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup your you'll get counter hit.  Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.
An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling.  Used at the end of air block strings before landing for mixup.  Can jump cancel for combos or continued block pressure.  16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup your you'll get counter hit.  Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.


Can be faultless defense canceled on startup for the altered momentum effect.  This is difficult to do if you have a Burst stocked, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump.  You can also delay the j.D FDC slightly to jump over the opponent for a cross up.  In Xrd, j.D FDC removes j.D's 9 frames of landing recovery, so go nuts.
Can be faultless defense canceled on startup for the altered momentum effect.  This is difficult to do if you have a Burst stocked, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump.  You can also delay the j.D FDC slightly to jump over the opponent for a cross up.  In Xrd, j.D FDC removes j.D's 9 frames of landing recovery, so go nuts.
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|name=6P
|name=6P
|image=GGXRD_Ino_6P.png
|image=GGXRD_Ino_6P.png
|caption=
|caption=Disrespect people's pokes and jump-ins with this
|data=
|data=
{{AttackData-GGXRD
{{AttackData-GGXRD
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  |inv=1~11 Above Knees
  |inv=1~11 Above Knees
  |description=
  |description=
*List what the move is used for
Improved to 1-11 frames invul above the knees.  Damage buffed by a few points.  Prorate is no longer forced.  It's a good anti-air tool, a good ground-to-ground poke, and a staple launcher for combos.  Just try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it.  Knocks down on ground hit if you don't combo it into anything.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
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|name=6H
|name=6H
|image=GGXRD_Ino_6H.png
|image=GGXRD_Ino_6H.png
|caption=
|caption=High risk, low reward
|data=
|data=
{{AttackData-GGXRD
{{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*List what the move is used for
The first hit prorates 80%, but the second doesn't.  Now causes blow back, and you can't dash cancel this move, though you can special cancel it.  Really limits I-No's options when using the second hit to fish for an AA Counter Hit.  It used to lead to meterless damage and corner push, which was great considering the risk when using this move.  Now you push them out too far to get oki, and don't really get a combo. However, this move is still great when attempting to throw as the AA hitbox will catch people who jump away, and now that you can special cancel on block you have options if it's blocked on the ground.  Also works in corner combos when you're going to optimize for damage and end with HCL ~ D knockdown.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
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|name=2D
|name=2D
|image=GGXRD_Ino_2D.png
|image=GGXRD_Ino_2D.png
|caption=
|caption=Knock people down > use oki mixup
|data=
|data=
{{AttackData-GGXRD
{{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*List what the move is used for
Seems like it has less range than before.  Knocks down, but floats a little bit on hit, which is used in some HCL setups.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
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|name=5D
|name=5D
|image=GGXRD_Ino_5D.png
|image=GGXRD_Ino_5D.png
|caption=
|caption=Use this like a zoning tool
|data=
|data=
{{AttackData-GGXRD
{{AttackData-GGXRD
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  |inv=
  |inv=
  |description=
  |description=
*List what the move is used for
A little faster than +R, though still slower than AC.  Also has a prorate on top of scaling RISC really hard.  It's a grounded overhead, so that's a thing.  The horizontal range isn't bad, but we have better high/low options.  You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this.  Otherwise, throw it in from time to time in the corner when you're at a distance.  Worthless on air hit, so be cautious given the risk of using it. Very active, so you could meaty it on oki for shenanigans and use the unexpected frame advantage to score a counter hit.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}
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Revision as of 02:02, 11 December 2014

I-No

Overview

Placeholder

Strengths
Placeholder
Weaknesses
Placeholder
Movement Options
  • Double Jump
  • 1 Airdash
  • Ground Hoverdash
  • Hoverdash -> Airdash (6696)
  • Hoverdash -> Vertical dash (663)

Defense Modifier: x1.06

Guts Rating: 2

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-8F


Notable Changes from GGAC (+R)

Movement Options

  • Lost double airdash buff from +R
  • New dash option: Hoverdash -> Vertical Dash. I-no can now launch herself vertical after a ground hoverdash ala Morrigan from Vampire Savior (Darkstalkers). Input is 663.
  • I-no now has auto jump-install status on both versions of Chemical Love.
  • j.D FDC (j.D~4K+S) now possible without having landing recovery frames affect I-no; New mixup possibilities possible with this.

Normal Moves

  • 2S no longer hits low.
  • f.S no longer launches; hits once. Reduced active frames, increased recovery frames, no longer has a forced proration.
  • 2H hitbox seems to be reduced.
  • 6H hits twice; special cancelable.
  • All normals (excluding 6H) can be dash cancelled late in their animation/recovery frames.
  • Air Throw: No longer wall bounces, so meterless combos impossible unless thrown into a traveling note projectile. Knockdown.

Special Moves

  • Anti-Depressant Scale [214+P]: H Note gone; speed reduced back to Slash properties.
  • Stroke the Big Tree [41236+S/H]: Both versions (S & H) stagger on hit; possible to combo after CH, or if comboed from a 6P juggle.
  • Chemical Love [214+K/S]: Horizontal version hitbox length reduced. Vertical version landing recovery reduced. Input for both versions now 214+K/S. After successful HCL hit, now possible to follow up with VCL for a knockdown anywhere on screen.
  • Sultry Performance [j.236+P/K/S/H]: K & S versions now both cause knockdown on hit; S version causes wall bounce for corner combo possibilities but now scales RISC by 19; K & S versions damage nerfed to 30 and have additional prorates. H version speed increased, less recovery on block. P version has increased untech time making it easy to use for knockdown.
  • New Move: Shoudoku Method [214+H]- Command grab that can be performed grounded or mid-air. I-no will launch herself upwards a bit and choke opponent with her guitar string whilst flipping backwards. Resets all air movement options so can be comboed out of; can be performed during an airdash as well to catch teching opponents. Can grab burst startup. Cannot YRC the grounded version after active (will be PRC), but can YRC the air version after active.

Move List

See also: I-No Full Frame Data

Normal Moves

5P
5P
GGXRD Ino 5P.png
Fast poke, can be crouched under but good for Anti-Air
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid - - 4 4 6 ±0

You can use this to AA when someone starts their jump in from further up to try to beat our awesome 6P. This is used in combos when c.S (frame 6) is too slow to catch someone or wont activate (f.S range) and 5K is too slow. Also good to use before a c.S in combos when baiting a burst.

5K
5K
GGXRD Ino 5K.png
Kickin' your can all over the place
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Mid - - 7 7 12 -7

You can poke with this, but the hitbox isn't great. In older GGs this was used as a linker in HCL FRC dash combos, as well as in pressure to set up mixup with TK Dive and 2S. With 2S not hitting low, 2D not leading to very much without spending meter, and TK dive not being a starter anymore, you'll have to learn j.D FDC to make use of mixup out of this move. However, once learned your mixup options improve dramatically. Should also be used from time to time in block strings to avoid being too predictable

c.S
c.S
GGXRD Ino c.S.png
Great combo tool
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid - - 6 2 12 ±0

Combo tool, used in some pressure strings because it's jump cancelable. You'll wish it activated from further away instead of f.S.

f.S
f.S
GGXRD Ino f.S.png
Dash canceling this might be useful?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - - 13 5 19 -9

Still investigating proper uses. In most cases where you would combo into this, you can substitute 5H for more damage. Almost seems useless now that it has been reverted from the AC/+R function of being really slow to start up but really active and good for covering space, with significantly less recovery.

5H
5H
GGXRD Ino 5H.png
Do damage with this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid - - 13 4 18 -3

Good hitbox, though it seems smaller than AC/+R. When spaced right, if you've conditioned the opponent to attack low to try to beat STBT, you can tag them with this for a counter hit. Otherwise, this is a staple combo tool

2P
2P
GGXRD Ino 2P.png
Blow him a kiss and you're mad
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid - - 5 2 5 3

It's now +3 on block, up from +2. Used in tick throws, used in frame traps. You can gatling 2P > 2H to leave a 1-frame gap, and if they don't get counter hit 2H is another frame trap. Gatling 2P > 5H from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with 2K, 6P, and other moves. Prorates 80% on hit.

2K
2K
GGXRD Ino 2K.png
Low combo starter
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
15 Low - - 5 2 8 ±0

A staple low combo starter. Prorates 75%. Low profiles and can dodge under moves like Bandit Bringer.

2S
2S
GGXRD Ino 2S.png
Long range poke
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid - - 9 2 17 -5

No longer hits low. Long range poke that you can usually combo into HCL for knockdown. Lots of recovery so take care when using it.

2H
2H
GGXRD Ino 2H.png
She really should treat her guitar better
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 Mid - - 11 2 11 6

Used to frame trap since it's +6 on block. Also has a good hitbox that you can use to fish for counter hits. I-No is low to the ground during this move so you can sometimes crouch under stuff. Now prorates 80%.

j.P
j.P
GGXRD Ino j.P.png
Air to air with range and speed
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air - - 5 5 12 -

Good when you need to jump at someone with a poke, or want to OS your air throw with your lowest recovery air normal. Combos into j.H on counter hit. Also used at the end of IAD pressure strings when you want to land into 5P or 2K, or mix up with j.D, or frame trap with delayed VCL YRC.

j.K
j.K
GGXRD Ino j.K.png
How does she hold it without a strap?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air - - 5 12 18 -

5 frame overhead that's used out of a hover dash for mixup. Has a good hitbox for such a fast move, given that I-No's hitboxes aren't great. Prorates 90%.

j.S
j.S
GGXRD Ino j.S.png
Starter that leads to damage
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
23 High / Air - - 8 6 23 -

Works as an air to air, works as an air to ground. Overhead with no proration that leads to big damage in the corner. Will lose out to most things, so try to stay covered by a note or HCL YRC.

j.H
j.H
GGXRD Ino j.H.png
If she smacks you in the face and you're too unconscious to hear it, did it make a sound?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High / Air - - 12 6 Until Landing -

I-No sticks her leg down somewhat, so you can sometimes use this to land earlier than normal. In AC/+R you could j.H right out of the start of a hover dash to land immediately for very strong j.K/2K mixup, but with I-No's dash in Xrd you have to stop dashing and start to fall for a few frames. You can also go into j.H in airdash pressure to land early for 2K/throw mixup. Besides this, j.H does great damage and has a lot of range. It can work as an air to ground when spaced correctly.

j.D
j.D
GGXRD Ino j.D.png
Spread on Time
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air - - 16 5 20 / 9 After Landing -

An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling. Used at the end of air block strings before landing for mixup. Can jump cancel for combos or continued block pressure. 16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup your you'll get counter hit. Prorates 80%, but hits pretty hard itself and sets up meterless combos nicely when going into delayed VCL.


Can be faultless defense canceled on startup for the altered momentum effect. This is difficult to do if you have a Burst stocked, but you can jump cancel moves like 5K, c.S, j.S, and even j.D into j.D, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with 2K while they're reacting to your jump. You can also delay the j.D FDC slightly to jump over the opponent for a cross up. In Xrd, j.D FDC removes j.D's 9 frames of landing recovery, so go nuts.

6P
6P
GGXRD Ino 6P.png
Disrespect people's pokes and jump-ins with this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid - - 9 3 21 -10

Improved to 1-11 frames invul above the knees. Damage buffed by a few points. Prorate is no longer forced. It's a good anti-air tool, a good ground-to-ground poke, and a staple launcher for combos. Just try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it. Knocks down on ground hit if you don't combo it into anything.

6H
6H
GGXRD Ino 6H.png
High risk, low reward
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,45 Mid - - 5 4(12)8 17 -6

The first hit prorates 80%, but the second doesn't. Now causes blow back, and you can't dash cancel this move, though you can special cancel it. Really limits I-No's options when using the second hit to fish for an AA Counter Hit. It used to lead to meterless damage and corner push, which was great considering the risk when using this move. Now you push them out too far to get oki, and don't really get a combo. However, this move is still great when attempting to throw as the AA hitbox will catch people who jump away, and now that you can special cancel on block you have options if it's blocked on the ground. Also works in corner combos when you're going to optimize for damage and end with HCL ~ D knockdown.

2D
2D
GGXRD Ino 2D.png
Knock people down > use oki mixup
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low - - 11 3 18 -7

Seems like it has less range than before. Knocks down, but floats a little bit on hit, which is used in some HCL setups.

5D
5D
GGXRD Ino 5D.png
Use this like a zoning tool
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - - 26 12 9 -7

A little faster than +R, though still slower than AC. Also has a prorate on top of scaling RISC really hard. It's a grounded overhead, so that's a thing. The horizontal range isn't bad, but we have better high/low options. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this. Otherwise, throw it in from time to time in the corner when you're at a distance. Worthless on air hit, so be cautious given the risk of using it. Very active, so you could meaty it on oki for shenanigans and use the unexpected frame advantage to score a counter hit.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Ino GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 78750 - - 1 - - 54
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
GGXRD Ino AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 201250 - - 1 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Dead Angle Attack
Dead Angle Attack
GGXRD Ino 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 3 25 -14
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Antidepressant Scale
Antidepressant Scale
214P (air OK)
GGXRD Ino AntidepressantScale.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 12×n All - - 18 Until Corner Total 50 -12
Air 12×n All - - 15 Until Corner Until Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Stroke the Big Tree
Stroke the Big Tree
41236S/H
GGXRD Ino StrokeTheBigTree.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Low - - 20 2 17 ±0
H 40 Low - - 28 2 14 3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Sultry Performance
Sultry Performance
j.236P/K/S/H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 30 High / Air - - 14[67] Until Landing 15 -
K 30 High / Air - - 13[66] Until Landing 12 -
S 30 High / Air - - 13[66] Until Landing 14 -
H 20×3 All - - 10[63] 32(3 Hit) 10 After Landing -
  • [ ] Indicates max charge startup
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Chemical Love
Chemical Love
214K (air OK)
GGXRD Ino ChemicalLoveK.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 35 All - - 11 10 13+8 After Landing 3
Air 35 All - - 11 10 12 After Landing -
Followup
214S
25 All - - 13 - 9 After Landing -
  • List what the move is used for
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Chemical Love (Vertical)
Chemical Love (Vertical)
214S (air OK)
GGXRD Ino ChemicalLoveS.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 40 All - - 11 11 11+9 After Landing -4
Air 40 All - - 11 11 8 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Disinfection Method
Sterilization Method
214H (air OK)
GGXRD Ino SterilizationMethod.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 0,60 Air Throw: 227500 - - 18 - Total 47+8 After Landing -
Air 0,60 Air Throw: 227500 - - 6 - 8 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrives

Longing Desperation
632146H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Ultimate Fortissimo
j.2363214S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • List what the move is used for
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Instant Kill

Megalomania
in IK mode: 236236H
GGXRD Ino Megalomania.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+12[5+9] 6 30 -19
  • [ ] Indicates during Hell Fire
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Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc