Author/Twitter handle: @mynus_jp
Character Discord Server: https://discord.gg/0wwNU581DjmZkkdp
Day 1 Combo
Day 1 Blockstring
I-no is a space-control pixie character which relies on her mobility, long range specials (Note/HCL), and excellent air dominance to score a knockdown; which is where her mix-ups and oppressive okizeme not only win, but allows her to steal rounds. She shines in the area of anti-airs, albeit they are numerous and situational depending on angle/height.
However, her ground normals and pokes are subpar, so they must be supplemented with good aerial control. Outside of Longing Desperate, she has no meterless reversal, and so must rely on system options.
1. Neutral: Pokes, Space control, far range converting
I-no’s movement (hover dash, vertical dash) is both a blessing and a curse. Amazing for mix-ups and movement into areas of the screen other characters cannot normally reach; angled dashes and dive attacks, and speed behind only Millia and Chipp. Her hover dash’s uniqueness also limits her escape options in some situations, as you cannot simply run along the ground underneath something (use STBT here), and you also cannot perform any actions for 9 frames (including block or FD!) once you start a hover dash. Movement in neutral is almost as important a decision as sticking out a normal. Be sure to always think about your angles, escapes, attacks and retreats when navigating the screen with her!
Best: 2H/6P –
6P is amazing for halting ground attacks and movement, as well as an anti-air for characters directly above I-no. Works nicely as a frame trap button after 2H, 2H, and STBT (both versions). Both counter and normal hit grant plenty of time to confirm into 5H, f.S, or S STBT.
2H is hands down I-no’s strongest button. Pressing this a lot is key to completely shutting down characters and establishing your ability to frame trap. Plus 6 on block, frame traps from 2P, and is a true block string into S STBT (which it also combos into on crouching opponents). Counter hit grants the ability to confirm into a non hover-cancelled dash S – and does not prorate!
Noteworthy: 2S, 5K, 2K, f.S –
2S is a good round start tool that usually shuts down ground dash approaches, and can let you continue to S STBT since there is no way to interrupt round start with Blitz. Use when pushing the opponent out, and to place in blockstun long enough to let you HCL YRC. Outside of this, the startup is slow and the recovery worse, so use sparingly as many characters can jump over and punish.
5K is a great frame trap button from 2K, and 2H; also functions as a situational anti-air for opponents approaching from shallower angles. Up close you’ll usually forego this button for 2P/2K/2H, but has its uses. Also allows for combos ending in 5K->Longing Desperate in the corner when c.S is too far to reach due to proration and spacing.
2K is an excellent abare poke, and low confirm. Does not chain into itself (use 5P/2P instead), but will get you out of trouble more times than not.
Be aware that some characters who have ground dashes that go over lows (Johnny/Dizzy/I-no) will ignore this poke, so default to 5P/2P against low invul moves.
F.S is a totally situational poke that is truly only used for when a 6P hits too high or far to convert to 5H, or for frame traps. I-no’s new 6S has the same animation, only at a 45° angle. Both are too slow to throw out in neutral, and the reward is low outside of being able to continue pressure, or combo into HCL via RC.
Best: HCL/VCL, Note –
HCL is I-no’s staple attack. Will hit 3/4ths of the screen away when zoomed out, and can be TK’d for characters who can ground dash under the normal version. New Bedman and Potemkin crouching animations will avoid blocking this, but still impedes their forward progress. with YRC, this move becomes an anywhere and anytime mixup tool, as you can dash in and force a high/low/throw situation. 11 frames startup and active for 10, YRC makes your opponent have to guard this in 6 due to the slowdown and continuous beam activation/progress during YRC/RC slowdown. Opponents can intentionally crouch the beam and 6P your dash after, so be aware of this countermeasure.
VCL has almost the same properties as HCL, Except that the beam is active for 11 frames. For characters in the air at super-jump height, air dashing in, or any aerial movement, this move creates a wall, when coupled with YRC makes I-no relatively safe, and acts as a pseudo-reversal against lows and will totally avoid them from frame 2 onwards.
Most importantly; is one of the most oppressive okizeme tools in the game. Completely forces a 50/50 on blocking opponents, sets up instant overheads, creates guard breaks with Sterilization Method in Rev 2, grants loops into itself on hit in the corner, and can avoid Blitz Shield with the proper timing – creating countermeasures against all levels of Blitz.
Anti-Depressant Scale (Note) is a controllable projectile that has slow startup, and once out, gains hits the further it travels (max 5). Can intentionally trade to gain advantage, as the projectile is persistent even if I-no is hit (once it clears her hat). Main Okizeme tool that can be confirmed if the opponent used Blitz or not – which is why it is important to use on knockdowns which allow you to get the most hits as possible. This creates a direct correlation between the types of knockdowns used, and the Oki tools placed on the opponent for Oki. Use your opponent’s knowledge of this to your advantage when setting up your mixup, to throw off their attempts at reversal/dead angle/and Blitz. Note that the ground version of this move is slightly slower than the air version, so be sure to test the proper version you are using for Oki.
Noteworthy: Sterilization Method –
Sterilization Method (SM) is an anti-air command grab, which resets all of I-no’s aerial options, no matter where or when it is used. Has the same range as Potemkin Buster, but in the air! Invulnerable to throws from frame 4 onwards, and invulnerable to strikes from frame 1 as well. Ground version can used as a reset tool as well comboed into; opening up new routes, and has impressive meter gain. Air version is quite strong as a pure anti-air, as the recovery has no counter hit state, and used in conjunction with YRC creates a strong option select that forces your opponent not to air tech against combos that are otherwise not real. No longer grabs behind I-no in Rev 2.
Noteworthy: HCL –
I-no is not a character that shines in far range conversion. The occasional HCL YRC will clip opponents and give a nice bonus combo + knockdown if they are too fidgety in neutral, or if you have a good read. More likely than not, you want to play reactionary in neutral while using note and quick movement to force opponents into bad decisions. One blocked note, especially in the air, could mean the end of the round for them.
2. Offense: Pressure, close range converting, mixups and okizeme
Strings Into YRC, STBT, FDC mix-ups
YRC strings help I-no immensely after the initial one or two mixups are blocked, or when you trap an opponent with a normal in neutral. The ability to leave a gap for HCL YRC (and confirm their countermeasure options) is something that takes practice but is rewarding as it grants you a great situation outside of Oki. Strings into YRC from these moves usually grant these rewards:
*HCL – High/low/throw
*Note – high/low/throw/cross up/DA & Burst bait
*STBT – High/low/throw/counter hit/cross up
Continue your pressure using these techniques, but try not to be too frivolous with your meter.
STBT is a low move with a large hitbox at the end which somehow makes people think that you are going high ¯\_(ツ)_/¯
The move has long startup, but this is intentional as it low profiles even some moves that hit low! The S and H versions also have different durations, frame data, and are invulnerable to throws at different points; luckily, on startup they are indistinguishable from each other. Use after 2S, 2H (true block string), 2D, c.S (creates high -low) and incorporate YRC to force mixup and avoid situations in neutral. If you YRC the H version at the beginning of the slide movement, I-no retains this quick forward momentum even when cancelled into simply walking or dashing.
FDC is the technique of cancelling I-no’s unique air momentum from J.D, into FD. You can use this for very hard to block overheads, fake and go low/throw, cross up the opponent and combo, or stall in the air/change trajectory. Can be performed with Burst as well by holding buttons to activate FD, and using button priority to your advantage.
Without Burst: J.D~FD
With Burst: hold buttons from attack or FD transition ->J.D~4
Usually j.D has landing recovery, but this technique completely removes it. Use this to create great high/low pressure, bait Bursts (FD portion will block it), air dashing at very low heights not normally possible, or simply to be unpredictable in movement.
Close Range Conversions:
Normally, mixup strings into 2K are confirmed into 6P, c.S, or 2S. Learn to recognize your spacing and which conversion makes more sense.
From c.S, if blocked, you have a high-low option of TK dive, FDC, STBT, 2D, recover 2K, iad cross up VCL.
This can also be started from 5P or 5K, but being as 2K->c.S is a natural string, you will have this opportunity more often than not from this route.
I-no’s main mixup is simply her dash (hover) buttons. Using these dash buttons, hover-cancelled ground normals, TK dive, J.D, iad VCL cross up, HCL/VCL & STBT YRC, SM YRC OS, and throw all factor into her mixup gameplan. Because she is a natural mixup character, there is no go-to mixup. Many can be decided spur of the moment depending on Oki, player tendencies, their willingness to block, and their reversal options available.
I-no’s hover dash normals have natural safe-jump properties built into them, so use this to your advantage when playing characters with meterless reversals if you are not using note Oki.
I-no has 3 main types of okizeme:
*Note: safest Oki, grants multiple hits that beat single Blitz, allow for confirmation of charge Blitz, cannot be dashed through when meaty (Slayer/Bedman), cannot be Azami’d (Baiken) when meaty. Best from P Dive combo enders to get at least 3 hits. 4 hit note grants 2 guaranteed mix-ups. Note-> YRC grants multiple mix-ups as well. If opponent is standing during 3 hit note, can instant overhead (fuzzy) with rising j.K/j.S.
*VCL YRC, or dash Fast-fall VCL: grants a super meaty, projectile-based Oki in which you recover way before they come anywhere close to being out of blockstun. If opponent stands during this Oki, you can instant overhead them (fuzzy) with j.K/j.S. can avoid Blitz with YRC during the first ~3 frames. VCL YRC leaves I-no airborne which lets you airdash or falling jump normal for high mixup or j.D, and due to the slowdown you can confirm if the opponent used a reversal or not, which way they blocked, as well as Blitz. STBT after a confirmed Charge Blitz will always Counter hit.
*Dash Normals (incl. FDC normals and hover-airdash): great for confusion, as j.H can be used as a high, or whiffed and go low. Jump/dash normals can safe jump meterless reversals, and the opponent using Blitz is always a 50/50 guess. Mix in j.D for extras layers after blocked mixup, or straight from hover dash for a faked low attack.
3. Defense: Anti-airs, fending off pressure, and reversals
Anti-air: 6P, 5P, 5K, 6S, air throw, SM
6P: I-no’s best, most consistent anti-air. Strong against opponents jumping directly into her from high angles. Not good against deep reaching attacks, as they will cut into her lower body, which has no invul. Confirmable into c.S, or 5H against some larger characters and in Counter hit situations.
5P: Great against characters iad’ing into her, and at shallower angles where 6P might whiff or outright lose. Can also force clash against some jump normals with huge hit boxes. Confirm into c.S, j.P or sj.P on hit.
5K: Situational where you can stick it out preemptively and use its great active frames to stuff approaches. At 7 frames startup, it’s on the slow side to use reactionary. If you could 5P someone 2 character lengths away, it would be this move.
6S: Can especially be used even earlier than a preemptive 5K to stop jump ins, air dashes from super jump height, and characters like Bedman and Millia who can stall and attack from that 45° angle. Seems to work well at clashing of beating Axl’s full screen chain pokes, but this needs more testing.
Air Throw: I-no is tied with Potemkin for the largest air Throw range in the game. This grabs everything in the general vicinity around her, back dashes, ground OTG techs, OTG bursts, and anything that even puts the opponent even remotely airborne. Combined with hover dash – which lets you dash underneath opponents and grab them from below and behind – this is one of her most potent defensive tools available. The removal of CH state on the whiff recovery of her J.H in Rev 2 makes air throw even stronger, and safer to throw out.
Sterilization Method: TK SM is quite potent in dealing with iad’s, and air attacks including diving attacks from characters such as Sol, I-no, Bedman, Raven, etc. The air version has a lot more invulnerability than the ground based version, and almost always either leads to corner KD, SM YRC OS, or corner push after knockdown. Lack of CH frames, and the long invulnerable period, means that even on whiff, you can sometimes get away unpunished.
Fending Off Pressure:
2K, 2P, 5P (4 frames), 6P, HCL/VCL YRC: All are excellent options in abare situations. All are confirmable and have high returns for relatively low risk (outside of the inherent risk of abare). STBT can be used situationally depending on the matchup. Both of her Supers being relatively safe, are also good options of you have a read and don’t particularly need the meter.
4. Meter Usage Priorities
Best: HCL/VCL YRC –
HCL YRC for neutral, VCL YRC for Oki. Remember that YRC has meter gain penalty attached to its use. If you need to build meter for ie. Burst super, consider using a different Oki tool.
Noteworthy: Longing Desperate/STBT –
Longing Desperate: A relatively safe (vulnerable to throws up to frame 2), quick 7+2 startup, and damaging super (150 dmg) that only prorates as a starter. Infinitely better than Dead Angle in every way, and safer as well. Creating holes in pressure with IB and FD will give you plenty of chances to use this, as it’s the invul from frame 1.
STBT: In conjunction with YRC, creates an immediate situation in close range where the opponent is basically forces to tech or take the throw. If you both throw, they can only tech due to the YRC invul. If they mash throw and you J.D, you score a counter hit. YRC>2K will beat jump outs but lose to throw. In every way an advantageous situation for I-no. Knowledgeable opponents will preemptively jump, but this also loses to YRC>air throw and SM.