< GGXRD
SlashGordon (talk | contribs) |
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|inv= | |inv= | ||
|description= | |description= | ||
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= | ||
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. | |||
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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= | ||
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. | |||
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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= | ||
Seems like it has less range than before. Knocks down, but floats a little bit on hit, which is used in some HCL setups. | |||
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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= | ||
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. | |||
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Revision as of 02:02, 11 December 2014
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 |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Antidepressant Scale
Antidepressant Scale 214P (air OK) |
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Stroke the Big Tree
Stroke the Big Tree 41236S/H |
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Sultry Performance
Sultry Performance j.236P/K/S/H |
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Chemical Love
Chemical Love 214K (air OK) |
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Chemical Love (Vertical)
Chemical Love (Vertical) 214S (air OK) |
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Disinfection Method
Sterilization Method 214H (air OK) |
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Overdrives
Longing Desperation 632146H |
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Ultimate Fortissimo j.2363214S |
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Instant Kill
Megalomania in IK mode: 236236H |
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