The simple line "A loit of people ain't got reactions like that" really makes me value what you say. Cause so much of the game is theoretical and reactable but, that's not reasonable to expect. You take into account the human element, I like it.
One thing I didn't see you mention was the 1 hit 6H into H stroke to bait out bursts. ESPECIALLY on CH 6H, slight delay into H Stroke will bait out burst and you get a new combo, but it STILL combos on hit.
This is just the video I needed to see. That said, I think my biggest struggle with I-no is actually timing my hoverdashes, especially double hops when they are blocking the note. It's great for mix, my timing is usually so slow that they can mash out every time.
Ahhhhh didn't know I had to do 6h immediately on May specifically, was trying to microwalk it in tournament last night, that conversion dropped every time, now I know why. Good info!
Hey, thanks for the video. It gave me some ideas and some much needed advice. After I got Donkey-Kong'ed by a Nagoruki player by spamming HS, I was pretty down. Kinda felt like giving up. I've been playing Guilty Gear since the PS1 and I've been playing I-no since vanilla Midnight Carnival. The nerf to Chemical Love and the focus on Stroke the Big Tree and new air-dash mechanics really left me wondering about offense, then the removal of her Xrd command grab left me in a loop about challenging her from above. Again, I lost quite a few matches to HS spam after getting caught in the corner and made me want to quit, but this video give me some hope.
Excellent guide as always. I learned some new tech. I need to start using j.d more often in my offense to mix things up. Can you also consider doing an anti Nago guide. I feel like he is one of I-no's worst match ups. 2S and 2H kill stroke. It's extremely hard to get in, especially once he builds 2 bars. Edit: forgot you made a MU guide last week. I'll watch it again for Nago specific advice.
I just started getting into I-No last week and I fell in love when I realized that you can keep doing more air strings after each time you bounce off the enemy from dive kicks. One critical thing I didn't realize from 18:45 was how you could put a slight delay between the j.D and special to make a frame trap. I played against a Nagoriyuki who would regularly fuzzy mash 5P/6P after the dive kick bounce to knock me off, and so I think this would be really important to beat that. However, I do think this would leave you open to people who are mashing DP/super. One thing I've been doing when I'm scared is jK, jD, divekick, bounce and immediately air backdash--I find that even if the opponent doesn't whiff here, I'm usually still able to keep up the pressure with either jS or S stroke.
Some characters immediate mash can catch divekick-> backdash. Best is to reset pressure before the divekick. My go to after divekick blocked is just block and delayed button
Is heavy sultry performance not a true block string? what stops people from blocking the first hit and just mashing 5p to catch you the moment you cancel
Depends who you do this combo on. There are more stable combos like doing j.ppp or just doing j.s into divekick. Find what works best for you (also depends on height of j.d when u hit it and if it's CH or not)
@@animaljones8672 also the huge range of Leo's flash kick basically makes it harder to punish and it's invincible from like frames 1-9 (might be wrong on that, at work rn so can't check dustloop)
The simple line "A loit of people ain't got reactions like that" really makes me value what you say. Cause so much of the game is theoretical and reactable but, that's not reasonable to expect. You take into account the human element, I like it.
One thing I didn't see you mention was the 1 hit 6H into H stroke to bait out bursts. ESPECIALLY on CH 6H, slight delay into H Stroke will bait out burst and you get a new combo, but it STILL combos on hit.
Yea it's super good - good point (I do all the time lol)
This is just the video I needed to see.
That said, I think my biggest struggle with I-no is actually timing my hoverdashes, especially double hops when they are blocking the note. It's great for mix, my timing is usually so slow that they can mash out every time.
Thanks for the I-no guides! Sometimes I think everyone else forgot about her.
my i-no keeps getting sharper and i owe your guides/gameplay a lot. thank you so much dia :)
Random comment: I’m glad I found your channel. You cover the things about fighting games that no one ever talks about.
i really liked when big chungus absolutely destroyed john sol bad guy epic momento
🔥
Love the guide man. I've been entertaining maining ino after having a lot more fun with her than gio (I clearly hate myself).
Lool, I have more fun with I-no than gio myself, if anything forcing yourself to play a character you don’t like as much is definitely self hate lol
Oh thank god, just when I needed it most. Good stuff!
Ahhhhh didn't know I had to do 6h immediately on May specifically, was trying to microwalk it in tournament last night, that conversion dropped every time, now I know why. Good info!
Oh the video I was waiting for! Thank you!
Hey, thanks for the video.
It gave me some ideas and some much needed advice. After I got Donkey-Kong'ed by a Nagoruki player by spamming HS, I was pretty down. Kinda felt like giving up. I've been playing Guilty Gear since the PS1 and I've been playing I-no since vanilla Midnight Carnival. The nerf to Chemical Love and the focus on Stroke the Big Tree and new air-dash mechanics really left me wondering about offense, then the removal of her Xrd command grab left me in a loop about challenging her from above.
Again, I lost quite a few matches to HS spam after getting caught in the corner and made me want to quit, but this video give me some hope.
Excellent guide as always. I learned some new tech. I need to start using j.d more often in my offense to mix things up.
Can you also consider doing an anti Nago guide. I feel like he is one of I-no's worst match ups. 2S and 2H kill stroke. It's extremely hard to get in, especially once he builds 2 bars.
Edit: forgot you made a MU guide last week. I'll watch it again for Nago specific advice.
day one I-No gang! thx for the vid Dia youre a god
I just started getting into I-No last week and I fell in love when I realized that you can keep doing more air strings after each time you bounce off the enemy from dive kicks. One critical thing I didn't realize from 18:45 was how you could put a slight delay between the j.D and special to make a frame trap. I played against a Nagoriyuki who would regularly fuzzy mash 5P/6P after the dive kick bounce to knock me off, and so I think this would be really important to beat that. However, I do think this would leave you open to people who are mashing DP/super. One thing I've been doing when I'm scared is jK, jD, divekick, bounce and immediately air backdash--I find that even if the opponent doesn't whiff here, I'm usually still able to keep up the pressure with either jS or S stroke.
Some characters immediate mash can catch divekick-> backdash. Best is to reset pressure before the divekick. My go to after divekick blocked is just block and delayed button
Amazing vid boss
awesome stuff
thank you for this video
Floor 8 ino here, beat a floor 10 sol player thanks to you and other creators
respect , a lot to think about
Thank the heavens for this video. Im tired of getting grabbed off wake up lmao
Are you going to upload your Jwong tourney run?
Nah - outside of EVO next tourney run I upload I want to win loool
Is heavy sultry performance not a true block string? what stops people from blocking the first hit and just mashing 5p to catch you the moment you cancel
Human error/reaction time - nothing really unfortunately.
For delay h dive kick after jd how do you get a hit after js
Nevermind lol
I can’t seem to land the 5S to 6HS after the jS. Any pointers? From the combo that starts at 19:11
Depends who you do this combo on. There are more stable combos like doing j.ppp or just doing j.s into divekick. Find what works best for you (also depends on height of j.d when u hit it and if it's CH or not)
"If you cross them up, it makes it really hard to dp"
Me trying to beat my friend who mains leo: "Well yes, but actually no"
Dp usually refers to the motion and invul. What Leo has is more of a flash kick no?
@@animaljones8672 yeah I was just being cheeky because his "dp" IS technically a flash kick, which doesn't gaf which side you're on😂
@@animaljones8672 also the huge range of Leo's flash kick basically makes it harder to punish and it's invincible from like frames 1-9 (might be wrong on that, at work rn so can't check dustloop)
Is there a secret to getting a more consistent instant jump HS?
Not really.. just practice x.x
Is it an option to do 66 > jS > 6H after a HS stroke?
Yea but doesn't combo if they mash correctly.