![i-no guilty gear xrd i-no guilty gear xrd](https://eastml.files.wordpress.com/2017/04/ino.png)
New Bedman and Potemkin crouching animations will avoid blocking this, but still impedes their forward progress. 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. 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. I-no’s new 6S has the same animation, only at a 45° angle. Does not chain into itself (use 5P/2P instead), but will get you out of trouble more times than not.īe 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.į.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. 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.ĢK is an excellent abare poke, and low confirm. Up close you’ll usually forego this button for 2P/2K/2H, but has its uses. Outside of this, the startup is slow and the recovery worse, so use sparingly as many characters can jump over and punish.ĥK is a great frame trap button from 2K, and 2H also functions as a situational anti-air for opponents approaching from shallower angles. Use when pushing the opponent out, and to place in blockstun long enough to let you HCL YRC. Counter hit grants the ability to confirm into a non hover-cancelled dash S – and does not prorate!ĢS 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.
#I NO GUILTY GEAR XRD PLUS#
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). Pressing this a lot is key to completely shutting down characters and establishing your ability to frame trap.
![i-no guilty gear xrd i-no guilty gear xrd](https://cdn.donmai.us/original/0c/77/__i_no_guilty_gear_and_1_more_drawn_by_yuu_primenumber7__0c77d6822425779f9c59289595d456f9.jpg)
Both counter and normal hit grant plenty of time to confirm into 5H, f.S, or S STBT.ĢH is hands down I-no’s strongest button. Works nicely as a frame trap button after 2H, 2H, and STBT (both versions). Be sure to always think about your angles, escapes, attacks and retreats when navigating the screen with her!ĦP is amazing for halting ground attacks and movement, as well as an anti-air for characters directly above I-no. Movement in neutral is almost as important a decision as sticking out a normal.
![i-no guilty gear xrd i-no guilty gear xrd](https://cdn.worldcosplay.net/603006/scgdwsqfyelvpkszlzwhkauwqekxqmxzjerualdh-740.jpg)
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. 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. I-no’s movement (hover dash, vertical dash) is both a blessing and a curse. Neutral: Pokes, Space control, far range converting Outside of Longing Desperate, she has no meterless reversal, and so must rely on system options.ġ. However, her ground normals and pokes are subpar, so they must be supplemented with good aerial control. She shines in the area of anti-airs, albeit they are numerous and situational depending on angle/height. 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.