| I-No
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- Movement Options
- 1 Double Jump, 2 Air Dashes, Dash Type: Hover dash
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Overview[edit]
The face of Guilty Gear since XX, I-no is a sexually fanatic tease, who is only as attractive as she is both sadistic and batshit insane. She works for the series' main antagonist: That Man.
Pros/Strengths[edit]
- Virtually unblockable when close.
- Safe overdrives.
- Able to knockdown from near full-screen.
- Explosive burst damage potential using optimized/character specific combos.
- Versatile special moves aimed at controlling your opponent’s movement and creating opportunities to rushdown.
- Above average tension gain.
- Fourth longest total backdash invul in the game.
- Almost always has the advantage when at full screen (mostly due to the music note projectile)
Cons/Weaknesses[edit]
- Extremely high execution barrier for even simple combos and her neutral game movement:
- Optimized meterless combos will utilize 2 frame IAD links at mid screen.
- Must apply multiple advanced techniques for the B&B "5K > HCL > FRC airdash combo" such as Jump Install, dash splitting (6 > FRC > 6), and hitting a 2-frame FRC window just to set up the next hit. This string is a requirement for high level play.
- Combos are much more character specific than with other characters. EX: The above combo requies you adapt for screen position to determine whether you'll link into "j.S > FFVCL" or "j.S > j.H" or directly into "FFVCL" in order to keep the combo going.
- Somewhat average to low damage output midscreen without the use of tension.
- Overall weak defensive options (no meterless reversal).
- Worst airthrow range in the game.
- Her unique ground-to-air dash (with 8 startup frames) creates difficulties in escaping some situations, and also inhibits certain types of pressure.
- Below average health rating and guts.
- Difficult neutral game:
- Typically disadvantaged at mid-range. Also disadvantaged to many characters at close range.
- Has to guess often.
- Anti-air is situational (5p, 6p, j.P, 5K, airthrow, 6hs, VCL) and some jump-ins flat out cannot be counter-poked when spaced properly.
- Cannot counter poke effectively without deeply understanding I-No's own hitboxes and hurtboxes, as well as all of your opponent's hitboxes and hurtboxes. You can never count on a move to "just work" as a poke.
- Moves that you'll typically counter-poke with are high risk for various reasons (6P recovery, 5K long active time (CH state), j.H long recovery completely in CH state w/ extended hurtbox on startup, extended hurtbox on 2H & 2D startup, long startup on STBT, etc).
Notable Moves[edit]
- 5K, f.S, 6P, 2S, j.K, j.D
- Antidepressant Scale, Sultry Performance, Stroke the Big Tree, Chemical Love, Sultry Performance (FB), Antidepressant Scale (FB), Ultimate Fortissimo
Guilty Bits: I-no
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves[edit]
| 5P
A flick of the wrist and you're dead baby
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 12
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HLF
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CSJR
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4
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4
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6
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0
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A short, quick jab. Whiffs against people crouching, except maybe Pot. Her 5P is a great situational anti-air, and you can get several hits in if you want to burst bait. Precision timing allows you to use this move for a lot more than you would expect:
AA Tips: If your opponent jumps in with a deep/late air-to-ground to beat I-No's 6P, hit them first with this frame-4 move. If they start their jump-in earlier to beat a 5P, 6P will then work. If they try to feint a landing to bait 6P and double jump into their normal, they open themselves up to airthrow or VCL.
Ground Tips: Many characters have moves that extend their hitboxes forward before they go active, such as Sol f.S, Pot 5H, and Axl 5P. Preemptive 5P from nearly half screen is capable of stuffing these pokes. If you're a little closer and have 25% meter, you can possibly 5P > manual jump install > 2S > HCL > 6FRC6 to convert off of this. I-No's 5P actually pulls her arm back across her chest during the startup frames, so while the hitbox can't be compared to a move like Ky f.S, it's an excellent ground poke. One of I-No's best normals overall due to the speed, and the low recovery makes it relatively safe to use to try to preempt your opponent's moves if you know what you're trying to beat (you can try to stuff Sol f.S, but his 5H will beat you clean for a CH into huge damage, so don't be an idiot).
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| 5K
Kickin' your can all over the place
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 20
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HLF
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SJR
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7
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7
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12
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-7
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One of I-no's few 'pokes', fairly fast and mid-range. Her staple move for comboing into Horizontal Chemical Love(HCL) when 5H isn't possible. Necessary for many combos and gatlings to most moves. Great mixup tool as the jump cancel lets you go into Dive or j.D FDC for overhead options, or you can manual jump install and gatling to 2S/2D for low options. 5K HCL 6FRC6 is also the standard punish after an opponent bursts badly.
Poking Tips: This is probably better used to whiff punish than to try to stuff something, as the long active and recovery frames with I-No's leg outstretched can allow you to be whiff punished quite easily. However, if your opponent doesn't respect you and mindlessly pushes buttons in neutral, you can control space with the active frames and let them stick their hurt boxes into this attack. I-No lifts her leg off the ground which changes her stance and could potentially dodge lows at the right range, but her leg can whiff over the opponent depending on what move they used. This move can actually dodge Slidehead during it's first frame (the window could be wider but feels tight), so it may have a small amount of airborne time.
I-No's standing hurt box normally extends up through her hat, so this move is a deceptively good anti-air since she leans her head downward. On CH up close, you can confirm into TK Pdive and run them to the corner, meterless, and potentially take away 40% of their life bar to boot. If they're far away you can still confirm into j.H and spend meter on HCL 6FRC6 into damage, or go for a lower damage IAD combo.
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| c.S
Great if it activated farther out.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 34
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HLF
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SJR
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6
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5
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9
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0
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Excellent combo tool and block string poke which is strong when JC'd into TK dive, or cancelled into S STBT/2S/2D. Just be wary that the range at which the move is no longer considered "close", though extended in +R, is still very short, which can cause you to get f.S at nearly point-blank range and drop your combo.
Hitbox Tip: This reaches much higher than it looks. It's not advised to try to AA with this move due to the risk of accidental f.S, but it can work, and more importantly it's possible to loop c.S > VCL > c.S in the corner against lighter characters if you catch them with the top of this hitbox.
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| f.S
Control space, set up frame traps and CH opportunities!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 32
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All
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-
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19
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11
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1
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+5
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A great mid-range poking tool with excellent recovery, is somewhat spammable, raises guard bar considerably, nullifies single hit projectiles, and launches on hit. In +R, the proration has been improved to forced 60% (from 50%), and recovery is now 1 frame (down from 6) making it a great confirmable mid-screen combo starter while also improving its frame advantage. This move has 0 frames of Hit-Stop.
Space Control Tips: If you're close enough that the first active frames would connect, you're probably too close to poke with this unless you already have the initiative (frame advantage or knockdown). Use this from far away to force the other player to go over or under it, then stuff that option with the appropriate normal (5H/2H if they go low, 6H or j.P if they IAD). You can also blow up less knowledgeable players by using 6P to attack through counter-poke attempts (reward for CH 5H is better though), and HCL extend can surprise players as well (on CH you can confirm meterlessly in the corner, or for 25% mid screen).
Oki Tips: Sometimes you'll opt to f.S on oki instead of using a note due to the time you have to set up. If the last few frames connect, you'll have so much frame advantage that you can dash in for your mixup with little fear of being poked out (the opponent would have to commit to a startup invul move), or you can wait and very safely bait a reversal or dead angle attempt. This projectile actually builds guard bar, so while it's riskier to go for a mixup after forcing the other player to block it, your reward can be quite high if you go for the max damage option. It's also worth setting up frame traps with this move if your mixup attempt is blocked (EX: oki safejump/mixup j.K > 2K > 6P > f.S, then trap them with 2H/5H). Occasionally a late f.S on oki will catch inexperienced players because it lingers longer than it looks like it should, so you should be ready for a non-CH confirm.
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| 5H
High damage combo tool, rewarding on Counter-Hit
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 37
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HLF
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SJR
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13
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4
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18
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-3
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Solid combo tool, works when you need a lvl. 5 move (EX: reset pressure with FB note and get another mixup). Hitbox has been elongated slightly upwards and as such it is now possible to do: (dash into deep j.S > 5K > 6P > 5H) on the 2 Sols. Raises guard bar considerably. Has foot invulnerability, but generally shouldn't be used to beat lows unless spaced anyway (could risk VCL FRC for that). If you score a ground CH you can confirm into STBT(H), then jump cancel into Pdive > airdash to take them to the corner while hitting for ~40%).
Poking Tips: It's not all that fast and it has long recovery, so you can't throw it out mindlessly. Control space with your other moves, then crush low attempts with this move. This is one of I-No's better hitboxes, but she does extend her hurtbox forward slightly on startup. She also extends her hurtbox upward, which is less of an issue since you don't AA with this move, but is still relevant in some matchups (EX: May's vertical dolphins may accidentally catch you using 5H).
Combo Tips: The slight hitbox buff created some character specific situations where you can combo c.S > 5H > j.H in the corner for better damage than the typical c.S > j.S > j.H. (EX Vs Baiken: Corner CH HCL > c.S > 5H > j.H > Sdive > c.S > etc. leads to ~60% meterless). Now that 6P has a forced prorate you'll typically get more damage on HCL 6FRC6 combos by skipping directly into 5H where possible.
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| 6P
Good combo tool and AA. Staple launcher.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 28
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HLF
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SR
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9
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3
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21
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-10
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6P has great upper-body invincibility and is one of the better anti-air attacks in the game; only losing out to a handful of aerial approaches. 6P also doubles as a main staple in her combos since it launches on hit, and sets up the opponent for her Horizontal Chemical love combo, or meterless combo routes. If you have meter to burn, try to confirm into c.S or 5H for your jump install and go directly into HCL to avoid the forced prorate. Can also be used to beat poke-out attempts after gaining frame advantage via moves like f.S or max range 2H. Forced Prorate 90%. Upper body invul 1-4, above knees 5-11.
Poking Tips: Due to the frontal attack zone, this move is effective ground-to-ground when you want to blow clear through some enemy pokes. The long recovery makes this risky on whiff, but when successful you can generally confirm into f.S or 5H to get a combo going. EX: Against Faust you can poke through his f.S and combo into 5H > HCL > 6FRC6 for a full confirm from 2/3 screen.
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| 6H
High risk, worthwhile reward
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 20, 52
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HLF
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R
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7
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1(7)8
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17
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-6
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6H is a great situational poke which truly shines when used on characters and players who try to instant air dash on I-no. Its arc is more than a complete 180 degrees starting at her feet and culminating a little past the back of her head. Most of the time you hit with this move in neutral, it will score a counter hit which can be followed up by a quick hover dash j.S confirm combo. In +R this move returns to being a 2 hit strike, hitting early upon startup at 7 frames, and then again during its arc, so missed throw attempts will auto option select into a move with great startup and priority. The extra hitstun and hitstop on air counter-hit sets up for a corner carry air combo, but a ground CH (2nd hit) staggers so you'll generally need to spend meter to get a reward off of that. It has a special late gatling to 5K that can let you confirm in the corner when the first hit connects and combos into the second, or if the second hit connects raw but wasn't a CH (both instances will require meter but lead to unprorated damage). It also happens to drain considerable tension when blocked with faultless defense.
Neutral and Pressure Tips: This move is very high risk due to the long total duration, but can be worth using if you control space well with I-No's other normals. If your opponent tries to IAD on you and you have the precision to snipe them out of the air with 6H (2nd hit), it's worth the reward. It's also worth discouraging your opponent from IADing in mindlessly since it keeps them on the ground where your much safer 5H/2H options are effective.
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| 5D
People jokingly say "America" when 5D isn't blocked. The truth is, Americans get 29 frame overheads to work. ;D
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 15
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HF
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R
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29
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12
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7
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-5
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Used to be a decent corner mixup tool in AC at 25 frames, but in +R the startup time was nerfed heavily to 29 frames, making it easily react-able and susceptible to counter attacks before its active frames. As I-no has a myriad of better overhead options, it's best leave this move to the grave and forget that it even existed...RIP 5D; you will be missed.
Neutral Tips: It's worth using this as a zoning tool rather than trying to mix up your opponent with it, since it's active for a surprising duration and the hitbox is pretty wide, but use it sparingly. Use it when it's "safe" to do so, just to give your opponent one more thing to watch for, which makes it that much harder for them to block you in neutral or on defense. Use at around 2/3 screen distance when you read that they'll dash in (especially if you control space above them with a note), or time it meaty on oki after conditioning for distance with f.S and empty dash into 2S. Leads to some corner carry from mid screen or decent meterless damage when in the corner. Be wary in some matchups as it's too risky to throw out 98% of the time(EX: Pot can Hammerfall through it, Baiken can terminator run through it). Even though the hitbox is big, there's zero reward on air hit (even on CH, though you can probably RC and link 5K if you want to dump meter), and I-No extends her hurt box forward slightly on startup, so the "safe" range really is from far away where you'd think no one would ever get hit. When they think they can dash under max range HCL to punish you, that's when this works.
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| 2P
Blow him a kiss, and you're mad
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 10
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HLF
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CSR
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5
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2
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6
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+2
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Quick mid with good frame adv. Can use to mash (abare) between gaps in pressure and confirm to combo. Prorate 80%. Gatlings to 2H with a 1-frame gap, so use it to frame trap players who like to mash after conditioning them with tick-throws. Also good to go into 2S to catch players jumping out when they expect the tick-throw.
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| 2K
Heavy prorate, but it's fast and low profiles
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 15
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LF
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SR
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5
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2
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8
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+0
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Good low with nice range, gatlings into 6P, 5S, 2S. Prorate 75% but an amazing confirm nonetheless. Has low profile property frames 5-8 and can be used to make specific jump-ins whiff over her head, creating an opportunity to counter attack. Try to save your tension if you land a hit as the combo will be scaled heavily.
Defensive Tips: At frame 5 this is one of I-No's fastest pokes, so it's effective to counter poke when you create gaps with IB or FD. As you learn matchups, look for moves that are already unsafe enough that you can throw them on reaction (EX: poorly spaced Bandit Revolver), and see if you can get a better punish by IBing them into 2K to set up a full punish instead. 2P also works for this, but it has less range and doesn't low profile, so you'd take on extra risk if you're off by as little as a single frame. If you force them to whiff a move by using FD you'll probably need the extra range on 2K.
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| 2S
Unprorated combo starter with huge range
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 28
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LF
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SR
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9
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2
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17
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-5
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2S is a great low poking tool which moves I-no's body slightly forward, causing it to reach nearly 1/2 screen. It gatlings and is easily confirmable into 5H/2H/2D/and Horizontal Chemical love. It also has the added bonus of having no proration at all, so as a combo starter this move can lead to ludicrous amounts of damage. Use it after performing an empty hover dash (or you can dash to j.H to land immediately) then use 2S as you land to catch the opponent blocking high. You generally need at least 25% to confirm with HCL 6FRC6 into max damage, but a 40% corner combo off of a low is totally worth it. Remember that you cannot jump cancel 2S so you would need to carry a jump install from somewhere else, such as landing after a hover dash, or a manual jump install from 5K and c.S.
Mixup Tips: Condition your opponent with dash in overheads, and empty dash into low. Then throw in the empty dash into a second dash into overhead. When they're conditioned to know the range where you'd go for the second dash, empty dash once into 2S. If you're too far away they'll know that the only options you have to hit them are 2S or HCL (HCL whiffs if they crouch, and they need to crouch block the 2S anyway). You can also just 2S where you would normally 2K if you have your opponent guessing a high block instead of using some type of fuzzy-defense.
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| 2H
Frame Advantage, low profiles, good hitbox. Fish for counter hits!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 35
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HLF
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SR
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11
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2
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11
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+6
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Excellent move with great frame advantage, starts up faster than 5H, and can burst bait with the low profile frames (this rarely works). On counter-hit, can link into other grounded normals making the ensuing combo almost a must-burst. Has low profile frames 11-15, and can be used as a situational bait to make bursts during a ground string whiff. Also combos into STBT(H) on counter hit for meterless corner push and big damage like with 5H.
Poking/Pressure Tips: You'll mostly use this when you think 5H is a little too slow, or as a frametrap mid blockstring that then resets into another frametrap. Use the frame advantage to fish for even more counter hits if you try to score a CH 2H and they block it.
I-No's hurt box extends along her arm as she does this, so she's more vulnerable in front of her body than when using 5H. Conversely, I-No extends her hurtbox upward during 5H (odd, but matters vs May's vertical dolphins), which is covered by 2H being lower to the ground and having low profile frames.
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| 2D
Knock 'em down. Become Unblockable.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 26
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L
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SR
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11
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3
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18
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-7
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Average sweep with added range buff in +R. Not much here except for being used in her low confirm combos. Slower than 2S, but doesn't extend I-No's hurtbox where the guitar is even though it does along her arm, so it has some rare use as a poke. You pretty much have to spend meter to confirm off of raw 2D though.
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| j.P
Good for smacking them out of the air.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 18
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HA
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SR
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5
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5
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12
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-
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Excellent air to air move that will clash or beat clean almost everything. Confirm into dive loop in the corner or FB dive and take them home to the corner. The definition of Abare. On counter hit will combo into j.H and set up HCL 6FRC6 for better damage.
Pressure Tips: This hitbox is relatively high, and I-No leans in a way that causes her to land slightly later than normal (especially compared to j.S and j.H). You can end air-to-ground strings with a j.P to reduce the hitstop and blockstun to go into a tick throw, or land into a frame tight 2K, or go into HCL if you think they'll get cheeky and try to throw you instead.
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| j.K
The 'S' & 'M' attraction we've got the pleasure chest
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 13
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HA
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SR
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5
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12
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27
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-
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Excellent jump in tool which has an amazing hit-box, hitting all around I-no's body. It's slightly disjointed below I-No's body, so it clashes with many moves which opponents might throw out to challenge her, sometimes even the second hit of Volcanic Viper. Crosses-up. Prorates 90%. Active for a long time.
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| j.S
Overhead with no prorate and general combo fodder
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 23
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HA
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SJR
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8
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6
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23
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-
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Unprorated overhead. Not as good of a poke as her other options, but if you have them blocking a note it doesn't matter. Air-to-air use j.P up close or j.H at range instead. While rising use j.P or attempt an airthrow. While falling use j.K instead.
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| j.H
Guitar to the face.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 32
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HA
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SR
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12
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6
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61
|
-
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Easily one of I-no's best moves in her arsenal. Hits at almost an 180 degree curve in front of her. Excellent move to create space. Drawback to this is that I-no is in counter hit state until all (61?!) recovery frames have ended, meaning any whiffed throw attempt can be especially deadly for her. Still, the benefits greatly out-weigh the risks as this move rarely can be challenged. Causes I-No to drop a bit in the air and sticks her leg down, so it's commonly used to aid her mixup right after starting a hoverdash (land early to go into lows or block). Blows away on aerial hit, and easily confirmable into dive loop in corner.
Combo Tips: If you can combo into 5H before you go airborne, you can usually skip the j.S and go right into this for more damage. You can also make bad burst attempts whiff by jumping backward with j.H before the Sdive in the standard corner loop (character specific?). Can also confirm air combos into j.H and simply shoot H-note to maintain pressure where a more extended combo or guaranteed knockdown isn't possible or worth the meter.
Poking Tip: I-No extends her hurt box forward on startup with this move, so know the range where you can effectively air-to-air poke with it. I-No's air backdash isn't as long as her air forward dash, so players that chase after you may be able to hit your extended hurtbox as you use a retreating j.H.
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|
| j.D
Dynamite without the laser beam
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
|
HA
|
SJR
|
16
|
5
|
20+8 after landing
|
-
|
Delayed overhead in mixups, causes I-No to fall when used while rising, or float when used while failling. Reaches at least to the tip of I-No's shoes for the top/bottom of the hitbox, and sticks out some in front of her (disjointed enough to clash some moves like Axl's 5P).
- Untechable on counter hit.
- Jump cancelable, can chain from all of I-No's other air normals.
- High damage.
- Can also cancel the first frame with FD to take advantage of her inertia shift (the float/fall) while going into other moves.
- Can also fastfall this move when used during specific frames of I-No's airdash (like VCL), and if the airdash is done at the right height you can even jump cancel the landing recovery (for EVEN MORE MIXUP with airdash pressure, or better confirms in airdash combos).
This move has all of the tools. ALL OF THE TOOLS. Use it, and use it often. Makes her mixup frustrating and borderline unblockable.
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|
| Ground Throw
Tie your mother down!
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| Damage
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Guard
|
Cancel
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Startup
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Active
|
Recovery
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Frame Adv.
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| 60
|
45 pixels
|
F
|
-
|
-
|
-
|
-
|
Completes her strong mixup/rush down game. Knockdown. FRC point, but forced prorate 40%. You can get some extra damage, but it's not meter efficient. Do it for the kill, or if you have meter to burn and want corner carry.
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|
| Air Throw
Is it a dropped combo, or a reset?
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| Damage
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Guard
|
Cancel
|
Startup
|
Active
|
Recovery
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Frame Adv.
|
| 60
|
80 pixels
|
-
|
-
|
-
|
-
|
-
|
At only 80 dots in +R, on paper went from the 2nd best air grab in the game (96 dots) to the worst. However, I-No's hover dash is still an excellent tool for chasing techs and setting up airthrows.
Wall bounces. Untechable.
General Tips: A weaker player can be mentally destroyed almost entirely by throwing their techs repeatedly. Get the corner airthrow, get your basic confirm into some damage, then reset into a throw attempt instead of taking the knockdown. While that may not work on skilled players, it's an easy way to beat the weak, so you can save your focus for harder opponents.
Due to the high damage for an individual hit, airthrows contribute highly to I-No causing Dizzy. Airthrow resets also contribute to dizzy since you avoid the dizzy recovery from knockdown and also go right back into damage without having to open the other player back up. Vs some characters you can guarantee dizzy off of one CH into a combo into a reset.
You should block bursts for an unprorated punish rather than going for the throw. However, the only punish for a gold burst is an airthrow, and I-No gets a combo afterward in the corner.
This is less likely to happen with the reduced airthrow range, but it's possible to catch backdashes with airthrow.
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|
Specials[edit]
Stroke the Big Tree 41236S/H
Goes under pretty much everything
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| S
|
40
|
LF
|
R
|
20
|
2
|
17
|
0
|
Stroke the Big Tree move is a great attack in which proper use can set up great pressure and mixups. During the middle of the move, I-no’s hurtbox is low profiled frames 3-19 and has throw invincibility frames 6-15. Stagger on regular hit which can confirm for damage if you have meter, launch on CH for a meterless combo, but prorates 80%. The move is vulnerable to low hits and I-no can be thrown right before the attack takes place after her invincibility frames have ended. Good for setting up resets against a crouching opponent since you can combo this from 5H/2H, though sometimes you'll go for this because 2D wont reach (and neither will HCL because crouching). It's possible to shake the stagger in time to block HCL or to mash against dash-ins, so you'll need to condition your opponent to give you openings.
|
| H
|
40
|
LF
|
JRF
|
28
|
2
|
16
|
+1
|
The H version has 2 FRC points and can be used to surprise your opponent with an instant ground grab, or dash split out of one of the FRC points and hover dash into an overhead attack. Use this move to go under your opponent’s mid/high attacks and non-grounded projectiles. Low profile frames 5-27. Throw invul frames 11-23. Due to the long startup it's risky to use in pressure situations, even when you're trying to call out specific attacks. However, you can condition your opponent to try to poke or DP out, and feint with FRC to backdash, or FRC to super, or FRC to block into punish. Floats on regular hit and counterhit, prorates 90%. Jump cancelable on hit or block, so you get big damage or more mixup opportunities.
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|
Antidepressant Scale 214P air OK
Make them block, then mix them up.
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Ground
|
12x1~5
|
All
|
F
|
19
|
-
|
Total: 50
|
-11
|
Staple starter of her offense from a neutral game standpoint, and is the main ingredient in creating okizeme situations in which the opponent has no choice but to guess the incoming mixup. I-no can control the vertical movement of the note during its entire duration, and can FRC to move in tandem with it. This move has two versions. Both versions gain additional hits depending on the time it is out and distance traveled up to a maximum of 5 hits. The P version starts off slow and speeds up with time, being great for corner oki situations. The H version starts off quickly and gradually slows with duration, so this version is more suited to long range situations and after moves that put the opponent far from I-no during their wakeup, such as a Horizontal Chemical Love or her ground throw.
|
| Air
|
12x1~5
|
All
|
F
|
13
|
-
|
6 after landing
|
-
|
Notably less recovery than the grounded version, with 4 extra FRC frames to cancel (total of 6). Decision of which to use depends on which knockdown you used, and how far away you are from them. Also, you can vary which version to affect how many hits the note generates, creating mixups and unpredictability. EX: Shoot H note where it will whiff, but P note would have worked, then throw.
Zoning tips: If you're trying to counter-zone another character that has effective projectiles (Venom, Ky), you can use the slow note at long range since it'll build up more hits before it reaches mid screen, then block the other player's projectile with it and let the note's explosion control space for you.
|
|
Sultry Performance j.236P/K/S/H
Starts combos, fills combos, ends combos.
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| P
|
30
|
HF
|
R
|
13
|
until landing
|
16 after lnding
|
+1
|
The P version is mostly used during combos and pressure strings as it bounces off opponent and allows I-no to air dash after block/hit.
|
| K
|
35
|
HF
|
R
|
13
|
until landing
|
12 after landing
|
+1
|
Divekick style overhead attack which when performed as low to the ground as possible, results in an 18 frame overhead (K/S versions. The K version knocks down on regular hit, but on counter hit it causes floor slide which is confirmable into your combo of choice (if you have meter, you probably want to 5H > HCL > 6FRC6 into whatever).
|
| S
|
40
|
HF
|
R
|
13
|
until landing
|
14 after lnding
|
-1
|
Same startup/overhead timing as K version. Launches on hit, but prorates 80%. At super jump height, the move travels more than full screen and coupled with a RC gives her a relatively safe get-in-free card in some matchups. On counter hit, S version greatly increases in untechable time.
Mixup Tips: Follow up a K/S dive that you know they'll block (such as during a pressure string they're already blocking) with RC into Sdive for a really scummy mixup.
|
| H
|
25x3
|
All
|
RF
|
10
|
32
|
10 after landing
|
-
|
Pseudo psycho crusher style move with an FRC point at the end, but outside of character specific combos does not have much uses, even though in +R its movement speed was increased, and recovery was shortened.
Neutral Tips: This does have a use in some matchups such as vs Axl and vs Pot:
Axl: When TK'd as low to the ground as possible, this move will go under and CH Axl's 5P and over Axl's 2H, and due to the improved speed and recovery you can get a meterless combo for the read. If Axl winds up blocking this move and you space it from just the right range, you can safely block his punish attempts. The low TK loses to his Rensen, but if you TK higher you can beat those and get knockdown, or FRC to get the combo.
Pot: The 3 consecutive hits allows this to beat Hammerfall, and if you want to call out Slidehead you'll actually get in Pot's face instead of just dodging it with HCL. Use sparingly as he has a number of ways to call this out and no real reason to commit when he can wait it out and FDB improperly used notes.
|
|
K Chemical Love 632146K air OK
Dynamite Laser Beam
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Ground
|
45
|
All
|
F
|
11
|
11
|
12+8 after landing
|
+3
|
Excellent mid to long range poking tool, which counts as a projectile and has hitboxes on I-No's body. The Horizontal version extends approximately 2/3 screen forward (with the camera zoomed out!) and about half screen behind her (can get some silly confirms off of crossups). In counter hit state throughout entire moves duration. Also, be careful throwing the horizontal version of this move out recklessly midscreen, as various characters and run underneath the wave and punish her. In +R, the hitbox was vastly improved reaching downward at her body, making the spam of this move on a cornered opponent a deadly trap tool as well as a high/low mixup starter when combined with its FRC point.
HCL & VCL Extend: Buffering a dash input with the HCL/VCL input allows you to carry dash-startup momentum through the move's normal animation. The input is 63214656. You'll know you've done it right when you get the forward momentum without the SFX or particle effects from I-No's dash. There are many uses for HCL Extend and some limited uses for VCL Extend.
Pressure/Neutral: Since this is frame-1 airborne, use this to bait throws on oki. If they know how to IB you'll get thrown easily if you don't FRC, or they'll poke out and force you to block, but if they don't IB it you'll have a frametrap to work with. If the next mixup doesn't work, frametrap into HCL extend to get close again and keep the pressure on.
HCL Extend can be used in neutral to fish for a CH and go into a meterless corner carry combo, or in the corner for huge meterless damage, but you'll need to know exactly what it's capable of beating. Since you move forward there are situations where HCL would have normally lost an exchange, but instead it scores you a CH. EX: Round start vs KY, if he does 2S vs your HCL, he ducks HCL and punishes your recovery. If you do HCL extend you score a CH and put him in the corner with 35% of his health missing.
|
| Air
|
45
|
All
|
F
|
11
|
11
|
42F Total duration
|
-
|
The air version is pretty much a combo tool, but it recovers before landing now so it's less risky to air-to-air with.
|
|
S Chemical Love 632146S air OK
Spread on Time
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Ground
|
45
|
All
|
F
|
11
|
11
|
11+13 after landing
|
-8
|
The vertical version is a great early anticipated anti-air move which when FRC’d is completely safe and will leave her at an advantage, leading to great damage when confirmed properly. This move will cause I-No to fastfall when used during airdash frames, and will carry forward momentum from a ground dash. When FRC’d from the ground, it will leave I-no temporarily airborne, which can be turned into un-reactable mixups utilizing falling overheads, low attacks and instant air dashes out of the FRC point. Both versions of Chemical Love are airborne from frame 1, but it seems like I-No lifts herself off the ground a little earlier with this one, and since the hitbox reaches to the ground when used on the ground, VCL is the better choice to try to stuff lows. I-No is in CH state 1~21F.
Reversal VCL: If the opponent runs oki with a low and is even a frame late (not a true meaty) you can crush them with reversal VCL, and if you FRC you can convert that into unprorated damage. Most 2Ks or 2Ds will get crushed in this manner so long as they're as little as 1-frame late, but if they go for 2P (tick throw setup) you'll get stuffed due to the higher hitbox. Reversal VCL should be used sparingly since your opponent could just git gud and meaty properly. That said, it's extremely sexy to Reversal VCL Extend and escape the corner while scoring knockdown.
VCL Extend: Far more limited in use than HCL extend since you're moving yourself forward on a long and committed animation that doesn't have a hitbox in front of you. Can pull off some sexy links such as STBT-S (CH) > VCL Extend, j.D (CH) > VCL Extend, and near corner 5D > VCL Extend. High damage and great for racking up dizzy.
|
| Air
|
45
|
All
|
F
|
11
|
11
|
40F Total duration
|
-
|
Main tool of the air version is for Fast Fall Chemical Love pressure and combos. See specific section below for description. This move can now recover in mid air, and from double jump or super jump height, gives I-No enough time to link to airdash j.K. This new use enables meterless corner push and some fancy corner combos.
|
|
| Respect
AS THE HAT I DECIDED YOU'RE SOMEONE I DON'T DISLIKE
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|
Force Breaks[edit]
FB Antidepressant Scale 214D air OK
Cranks guard bar, extremely difficult to avoid.
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Ground
|
12x6~14
|
All
|
F
|
15
|
-
|
-
|
+10
|
If you need to create space, or want to attempt to kill with chip damage, attempt to trade favorably against a move that doesn't wreck you on CH, attempt to set up an air-unblockable when the opponent doesn't have meter for FD, or your mixup failed on oki and you want to do another one, or you just feel like ruining your opponent's day with what is nearly a get in free card for 25% meter, this is the move to throw out. 42F total duration.
If you score a knockdown with 50% meter, the ensuing combo from a blocked FB note on oki can be extremely high off of an unprorated mixup tool (j.S/2S). If you want to force a burst, use this move on oki.
Forces guard gauge to start flashing (+80 GB) when both notes are blocked full screen.
Public Service Announcement: This move is amazing. Please don't forget that some characters have answers to it. Don't use it as a crutch.
|
| Air
|
12x6~14
|
All
|
F
|
13
|
-
|
6 after landing
|
+9
|
Unlike regular note, this one is starts faster on the ground. Fastest possible TK attack has startup of 16F, 36F total duration.
|
|
FB Sultry Performance j.236D
Look up to the skies and see
|
| Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Attack
|
20x5
|
All
|
R
|
9
|
17
|
23
|
-
|
If you thought FB Note sounded good, this move is guaranteed to blow your mind, anytime. Can carry the opponent corner-to-corner and score knockdown since this gives back your air options. Can cancel FOR FREE by pressing a button at any time from frame 6-60, ensuring you get your combo, or take their burst. Strike invincible on frames 6-9 which helps you AA jump-ins that I-No normally can't counterpoke. Can hold on startup and cancel before letting it rip to reset air options without actually using the move, meaning you can do this as many times as you have meter for it! Activating this move (even if you hold it) stops all air momentum, so you can:
- TK FB Dive > confirm they stood there > Cancel > falling j.K or j.H (punish them for jumping, or for not jumping)
- Airdash string > FB Dive > cancel > another airdash string (because we can)
- 66956 airdash j.K > FB Dive > cancel > low (condition with 3/4/5 overheads, then sneak in lows)
- Dash in mixup > j.D > dj.D > FB Dive > cancel > j.D > dj.D > etc (Your mixup should be as freaky as I-No's pillow dancing)
- Commit less with your air movement and become safe where you shouldn't be
Can't stop this move. Won't stop. This train ain't got no brakes!
|
| Stop FB Sultry -> P/K/S/H
|
-
|
-
|
-
|
-
|
-
|
Total: 1
|
-
|
The most important part of this move. Press a button to stop doing it, on hit, or on block, or on whiff, FOR FREE. Burst baits, mixups, and mobility!
|
|
Overdrives[edit]
Ultimate Fortissimo j.2363214S
I AM THE HAT! I AM THE BEST CHARACTER IN THIS GAME!
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 50x3
|
All
|
-
|
7+0
|
9
|
until landing
|
+27
|
Contender for best Overdrive in the game. Fortissimo freezes inputs for three frames post-super flash, does a LOT of damage, and combos both ways willy nilly. It's also ridiculously safe, with nearly half a second in frame advantage, allowing I-no to go for a new mixup if it's blocked. If she combos off of a raw hit, expect to lose 50% of your lifebar. I-no will wreck your shit with this move.
1~9 invincible to strikes. Floats on hit (untechable on ground hit for 28F). In CH state till landing.
Dizzy modifier x0. Opponent's inputs are frozen till 3F after the super flash ends. Listed SD is for when the move is performed as low to the ground as possible (startup: 10F) and hits.
The strike invincibility ends during the screen freeze, so this move loses to DPs and can lose to or trade with partial invul moves like most 6Ps.
|
|
Longing Desperation 632146H
I want to break free!
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 46x3
|
All
|
-
|
7+2
|
20
|
10
|
+1
|
Frame 1 invul reversal overdrive, I-no's most reliable (and only one, really), as it starts fast, has good invincibility, is safe on block, and beats pretty much anything that doesn't low profile. You can combo into it easily, but you're generally better off going into Fortissimo if you want to spend your meter like that. You can combo out of it in the corner, or in some cases if you spend meter on 5K HCL follow ups.
1~13 invincible to strikes. Knockdown on hit. Hit stop 6. Dizzy modifier x0. Can pass through projectiles.
|
|
Instant Kill[edit]
Last Will and Testament in IK Mode: 236236H
Dance with the devil in beat with the band, to hell with all of you hand in hand
|
|