<?xml version="1.0"?>
<rss version="2.0"><channel><title>I-No Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/51-i-no-matchups/</link><description>I-No Matchups Latest Topics</description><language>en</language><item><title>I-no vs Jam</title><link>https://www.forums.dustloop.com/forums/topic/469-i-no-vs-jam/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballja.gif" alt=":JA:"> JAM MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">469</guid><pubDate>Thu, 13 Mar 2008 16:59:33 +0000</pubDate></item><item><title>I-no vs Justice</title><link>https://www.forums.dustloop.com/forums/topic/7755-i-no-vs-justice/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballju.gif" alt=":JU:"> JUSTICE MATCHUP INFORMATION</p><p>
</p><p>
Poking Game</p><p>
</p><p>
Strategy</p><p>
</p><p>
Specific Punishes</p><p>
</p><p>
Setups/baits</p><p>
</p><p>
Knowledge</p><p>
</p><p>
Let's get some discussion going on Justice.  This hasn't seemed like a bad matchup at all so far for me, but I'm lacking in experience. (Our local Justice prefers to play other characters against my I-No.)  Anyone have any thoughts/experience on fighting the huge fembot?  I'll come back later and update the first post as information comes to light.</p>
]]></description><guid isPermaLink="false">7755</guid><pubDate>Fri, 01 Nov 2013 22:35:46 +0000</pubDate></item><item><title>I-no vs Kliff</title><link>https://www.forums.dustloop.com/forums/topic/7754-i-no-vs-kliff/</link><description><![CDATA[
<p>***I figure it's about time we started some discussion around here on the new matchups, so, to try and replicate Honnou's format...***</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballkl.gif" alt=":KL:"> KLIFF MATCHUP INFORMATION</p><p>
</p><p>
Poking Game</p><p>
Don't. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_gonk.gif" alt=":gonk:"></p><p>
</p><p>
Strategy</p><p>
The key to this match-up for me so far has been positioning.  I kind of look at Kliff like a bizarro Potemkin-Axl hybrid that I constantly have to slip under to keep from getting cornered, and out-space until I can mount pressure.  I end up using HCL's conservatively; he'll naturally punish them from most ranges, so I save them for halting low airdash approaches and zoning him out at super-jump height.  Notes, on the other hand, I'm pretty liberal with in this matchup.  They force him into predictable movement and let me better pick my battles.  Be warned that once he gets in he does a good job at naturally chasing down our backdashes and 74'ing, so think in terms of establishing space in advance.</p><p>
</p><p>
Specific Punishes</p><p>
<strong>214S</strong> (aka. Skull Crusher, DRILL-CRAW): My go to punish has been to instant block him in as close as possible for an air-CH 5P &gt; 5H &gt; tk.HCL/[j.S-j.H xx HCL]/FB.Dive.  Regardless of what the wiki says, my testing leads me to believe this move is NOT -12, but rather -7 (for air-hit punish) or -8 (standing-hit punish), so I say error on the side of caution and punish with our fastest move when possible, unless you're godlike with 2-frame SB's and links.</p><p>
<strong>214K</strong> (aka. Nape Saddle, pole vault): Jump and instant block. (?)</p><p>
<strong>6[H]</strong>: If you manage to cross him up while he's holding this move WAIT and punish the coughing recovery.  If you hit a button while he's charging he will automatically turn around to hit you (glitch?).  This is also the case with his charged 6P.</p><p>
</p><p>
Setups/baits</p><p>
<strong>214P</strong> (aka. Two Steps Forward, counter-stance): Don't let him think this is a free ticket out of your pressure/oki.  When your hover normal wiffs through him, you want to be option-selecting a throw with c.S or 6P.  Every time he performs the stance in a round, it becomes more and more likely to fail, and, if that happens, your hover normal &gt; c.S/6P will naturally connect instead and you'll get your BnB.  Sometimes you want to be safe-jumping, in which case I recommend something like: [hover j.S (hold block) &gt; (1K &gt;) 6P+H...].  If you end up blocking his chop follow up, punish hard before he recovers and throws you.  If he stances but decides to wait, you'll (wiff 2K and) throw him before he can recover to throw you.</p><p>
<strong>632146H</strong> (aka. Sole Survivor, random-ass dragon's teeth): This is what you're safe jumping for.  Remember to block in advance since it's it's frame 0 after the flash.  If you block and you're lucky, you'll get pushed out fast enough to place a note on his head before he recovers (notes pass through the spikes).  Just error on the side of caution because spikes can appear pretty far out.  Understand that, once in a blue moon, the super will launch you behind Kliff on hit and you can punish him with whatever you'd like; however, more often than not, it'll land you in front of him and he'll get a free OTG for even more damage. </p><p>
</p><p>
Knowledge</p><p>
- Gatling hover dash normals never hit him crouching.  Even 66 j.S/K xx Fortissimo will get absorbed into the ground before it starts up if he wasn't standing.</p><p>
- Make sure you can tell his crouching hit animation from his standing one if you want to combo into S.Stroke (it looks like he's standing with his head flying back even though he's crouching)</p><p>
- Be skeptical about using Longing Desperation when he's in your face on wake-up as he has a 2-frame window to counter-stance and punish after the flash</p><p>
</p><p>
Corner BnB's I go to that allow for P-Dives:</p><p>
[1-hit opener]6P-5H xx tk.HCL 6FRC6 j.S xx ffVCL, j.S-j.H xx P.Dive, 66 j.H xx P.Dive, 66 j.S-j.H, c.S xx VCL (208 off j.S)</p><p>
[1-hit opener]6P-5H xx tk.HCL 6FRC6 j.H xx ffVCL, c.S sjc j.S-j.H xx P.Dive, 66 j.H xx P.Dive, 66 j.S-j.H xx K.Dive (219 off j.S)</p><p>
</p><p>
I'd love to hear what the rest of you have been experiencing with this match-up, so don't hesitate to chime in.</p>
]]></description><guid isPermaLink="false">7754</guid><pubDate>Fri, 01 Nov 2013 22:34:18 +0000</pubDate></item><item><title>I-no vs Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/475-i-no-vs-potemkin/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballpo.gif" alt=":PO:"> POTEMKIN MATCHUP INFORMATION

Poking Game

Avoid using moves that are not jump cancellable. Being able to jump away is critical for dodging hammerfalls (HF). Also special cancelling moves on reaction into stroke the big tree is useful against HF as well. HCL will hit him out of moves 3/4 of the screen away(such as a mistimed F.D.B, hammerfall during the break animation etc.) BUT IS NOT A GOOD "poke". Potemkin can dodge HCL by simply crouching, or by using hammerfall + break to get closer and closer.

Strategy



Specific Punishes

On defense:
IB Pot 2k-&gt;2s, backdash the 2s before it hits, the closer you are to him, the higher the chance you can punish (i.e. corner). At the very least, you escaped, and the next move is a guessing game. Learn Pot's common strings and realize 2k, 2s, 2d is common and 2k, 2hs, 2hs at close ranges for 2hs blockstun-&gt;hammerfall/slidehead, so you can avoid getting tagged by the next move.

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">475</guid><pubDate>Thu, 13 Mar 2008 17:21:38 +0000</pubDate></item><item><title>I-no vs Robo Ky</title><link>https://www.forums.dustloop.com/forums/topic/509-i-no-vs-robo-ky/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballro.gif" alt=":RO:"> MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">509</guid><pubDate>Wed, 19 Mar 2008 16:53:16 +0000</pubDate></item><item><title>I-no vs Sol</title><link>https://www.forums.dustloop.com/forums/topic/511-i-no-vs-sol/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballso.gif" alt=":SO:"> SOL MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">511</guid><pubDate>Wed, 19 Mar 2008 16:54:08 +0000</pubDate></item><item><title>I-no vs ABA</title><link>https://www.forums.dustloop.com/forums/topic/457-i-no-vs-aba/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballab.gif" alt=":AB:"> A.B.A. MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">457</guid><pubDate>Thu, 13 Mar 2008 08:23:51 +0000</pubDate></item><item><title>I-no vs Chipp</title><link>https://www.forums.dustloop.com/forums/topic/464-i-no-vs-chipp/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballch.gif" alt=":CH:"> CHIPP MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">464</guid><pubDate>Thu, 13 Mar 2008 16:53:44 +0000</pubDate></item><item><title>I-no vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/459-i-no-vs-axl/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballax.gif" alt=":AX:"> AXL MATCHUP INFORMATION</p><p>
</p><p>
Poking Game</p><p>
</p><p>
Strategy</p><p>
</p><p>
Specific Punishes</p><p>
</p><p>
Setups/baits</p><p>
</p><p>
<strong>Knowledge</strong></p><p>
</p><p>
I-no can STBT (41236S/HS) through Axl's 2p.</p><p>
</p><p>
Against, Axl's 5p, I-no can TK a 236 HS as low as possible and beat it, but whether it is worth it or not depends on distance because you may not reach him in time if too slow. Chemical love will win if you predict the 5p in advance.</p><p>
</p><p>
When doing 6p, 5hs, TK HCL 6FRC6, you may have to TK the HCL a little higher on usual on Axl. If done with any delay, a low TK HCL will black beat. I have no explanation for this but it is just something I've come across.</p>
]]></description><guid isPermaLink="false">459</guid><pubDate>Thu, 13 Mar 2008 08:26:07 +0000</pubDate></item><item><title>I-no vs Slayer</title><link>https://www.forums.dustloop.com/forums/topic/510-i-no-vs-slayer/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballsl.gif" alt=":SL:"> SLAYER MATCHUP INFORMATION</p><p>
</p><p>
Kaimaku (Start of the match):</p><p>
</p><p>
I-no 5hs &gt; Slayer 2d</p><p>
I-no 2s &gt; Slayer 6p</p><p>
I-no 2s &lt; Slayer 2hs</p><p>
I-no 6p &gt; Slayer 5k (if in range)/6hs/Mappa punch</p><p>
I-no jump back S dive &gt; Slayer 2d/2hs/6p (hold the dive momentarily)</p><p>
</p><p>
</p><p>
<em>Poking Game</em></p><p>
</p><p>
Nearly non-existent. I-no 2s, 5k, 2hs, 5hs, 5s(far) are all good, but Slayer's ability to NOT BE THERE ANYMORE really messes with you. Poke with caution, mix in the occasional slightly-higher-than-tk height S dive, and tk S dive/2s into combos when you get him to block a 5k/5s(close)</p><p>
</p><p>
<em>Strategy</em></p><p>
</p><p>
Slayer is a hard matchup, mostly because you can't do much at neutral, but he also seals his own grave half the time. He is almost always hitting buttons and even doing things on wakeup (BDC mappa/bite, BDC jump out of pressure and so forth), so it is up to I-no to establish momentum and control. How good you are as a player truly shows here for these reasons.</p><p>
</p><p>
First things first, your normals lose to his. Get over it <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":("></p><p>
Random HCL isn't well rewarded even from far away. Slayer can 66 -&gt; cancel partway through to K mappa and hit you from almost full screen. Dandy step dodges HCL but an HCL as Slayer is already D-stepping will tag him.</p><p>
</p><p>
<em>Knowledge</em></p><p>
</p><p>
*Slayer floats a bit from JC-able move xx JI-HCL 6frc6 j.s j.hs land (RIGHT HERE he is a bit floaty), so walk forward a step, then 5k JI HCL again, or even 5hs as soon as you land from the air dash j.hs and you can go into another JI HCL or even IAD j.k j.s VCL (2-frame link for the IAD section, meterless)</p><p>
</p><p>
*6p can stuff both of I-no's supers, but if the supers are done extra late, they will beat 6p.</p><p>
If you read that Slayer wants to 6p your super, a quick 2k 2s HCL will hit him out of it and score you a knockdown.</p><p>
</p><p>
*Slayer is more than tall enough for deep j.s okizeme jc j.s/j.k s dive to fuzzy guard him.</p>
]]></description><guid isPermaLink="false">510</guid><pubDate>Wed, 19 Mar 2008 16:53:48 +0000</pubDate></item><item><title>I-no vs Testament</title><link>https://www.forums.dustloop.com/forums/topic/512-i-no-vs-testament/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballte.gif" alt=":TE:"> TESTAMENT MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">512</guid><pubDate>Wed, 19 Mar 2008 16:54:37 +0000</pubDate></item><item><title>I-no vs Ky</title><link>https://www.forums.dustloop.com/forums/topic/471-i-no-vs-ky/</link><description><![CDATA[
<p>:KY: KY MATCHUP INFORMATION</p><p>
</p><p>
Poking Game</p><p>
</p><p>
</p><p>
</p><p>
Strategy</p><p>
</p><p>
</p><p>
</p><p>
Specific Punishes</p><p>
</p><p>
Setups/baits</p><p>
</p><p>
Knowledge</p><p>
</p><p>
6p-&gt; chemical love, and 6p-&gt; stroke the big tree <strong>won't</strong> combo, but combos such as 5s© JI, 6p, 2d HCL will work <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></p>
]]></description><guid isPermaLink="false">471</guid><pubDate>Thu, 13 Mar 2008 17:15:26 +0000</pubDate></item><item><title>I-no vs Johnny</title><link>https://www.forums.dustloop.com/forums/topic/470-i-no-vs-johnny/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_balljo.gif" alt=":JO:"> JOHNNY MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">470</guid><pubDate>Thu, 13 Mar 2008 17:14:56 +0000</pubDate></item><item><title>I-no vs Millia</title><link>https://www.forums.dustloop.com/forums/topic/473-i-no-vs-millia/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballmi.gif" alt=":MI:"> MILLIA MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">473</guid><pubDate>Thu, 13 Mar 2008 17:16:24 +0000</pubDate></item><item><title>I-no vs Baiken</title><link>https://www.forums.dustloop.com/forums/topic/460-i-no-vs-baiken/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballba.gif" alt=":BA:"> BAIKEN MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">460</guid><pubDate>Thu, 13 Mar 2008 08:29:06 +0000</pubDate></item><item><title>I-no vs May</title><link>https://www.forums.dustloop.com/forums/topic/472-i-no-vs-may/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballma.gif" alt=":MA:"> MAY MATCHUP INFORMATION</p><p>
</p><p>
Kaimaku</p><p>
</p><p>
I-no 5hs &gt; May 5hs, might beat May 3k, have to double check later</p><p>
I-no 2s &gt; ?</p><p>
I-no S STBT &gt; May 5s(f), goes under May 5k but she will recover in time to block (use with caution because of May 5hs at start of the round)</p><p>
I-no 6p &gt; May S Dolphin</p><p>
I-no jump back S dive &gt; May 6p if she doesn't hold it (good to note that S dive and May 6p are both delayable)</p><p>
I-no IAD backwards j.hs is another safe option.</p><p>
</p><p>
<em>Poking Game/Neutral</em></p><p>
</p><p>
This is one match where I-no 6hs at the right distances really shines. It flat out beats most of May's approaches, dolphins and jump-ins (can lose to J.hs but you shouldn't be challenging that with this move and if she is using that on the way in constantly), you should blow her up with other moves.</p><p>
</p><p>
If she is dicking around in the air just throwing j.hs and turtling, force her to block a note and move in, or judge her height and do an air HCL at the right time.</p><p>
</p><p>
If may does gatling-&gt;5s(f) IAD, IB the 5s(f) and blow up her approach with j.p air-to-air. J.p counter hit combos to j.hs directly. Feel free to experiment in training mode to convert to knockdown with good damage. Unexpected j.p AA can always combo to I-no's force break too.</p><p>
</p><p>
<em>Strategy</em></p><p>
</p><p>
Fish for the right move to knock May down and don't hesitate to go in. Greedy Mays that IAD too much get hit by jump back j.hs if done early, leads to knockdown on CH. J.p beats any air normals of May at the right moments, but be wary of j.hs because if you don't reach her in time, the anchor will swing around and clock you. The benefit of using j.p is that the chances of you being hit CH are greatly reduced.</p><p>
</p><p>
If May has a tendency to backdash too much, or reversal throw a lot, hover dash barely off the ground-&gt;j.d blows up both of these when properly timed.</p><p>
</p><p>
<em>Knowledge</em></p><p>
</p><p>
*May is one of the floatiest characters in the game, can often tech out of normally untechable moves. Learn combos that knock her down for sure.</p><p>
</p><p>
*I-no j.hs will knock may out of many of her moves, but loses to May j.hs unless done preemptively. Proceed with caution.</p><p>
</p><p>
*May's best CHs she will fish for are 6p, j.hs, and 5hs. Don't get hit by these and you'll be on your way to victory.</p><p>
</p><p>
*Even though she lacks an SRK, May will often try to squirm her way out of bad situations. Plan your okizeme with her reversal backdash, 1-frame jump, wakeup dolphin, and wakeup Super (the spin anchor one, wakeup whale loses to meaties). </p><p>
</p><p>
*2d combos to HCL at any range. Have fun with extra damage <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"> A jump installed combo can go to 2d, HCL 6FRC6 for a full combo as well.</p><p>
</p><p>
<strong>Specific Punishes</strong></p><p>
</p><p>
Against May 3k: She should NEVER do this move but you'll see May be the greedy little bitch you know she is sometimes and you should punish her hard.</p><p>
</p><p>
TK K dive, TK P dive (you have to get the right height to air dash after), air dash j.hs, s dive, 5k JI HCL 6FRC6 j.s, VCL, 5hs jc j.jhs k dive (I will test damage soon)</p><p>
</p><p>
From a further distance block (do this too close and far slash will whiff):</p><p>
25%</p><p>
5s(f) COUNTER HIT, hover dash as deep as you can, j.s, jc j.s j.hs s dive (brief hold), land, 5k, JI HCL 6FRC6 j.s VCL, 5hs, jc j.jhs k dive. 125 damage.</p><p>
</p><p>
Against May gatling string into 5s(f), IAD j.s, j.hs: I-no j.p/sj.p will beat it, backdash will work but with the wrong timing you'll get clobbered, 6p will probably fail or whiff and make May whiff too, I-no can use 2k to go under IAD attacks safely <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></p><p>
</p><p>
6p has it's place in this match, namely for beating poor jump ins, any dolphin at the right distance (when theyre coming in at around a 45 degree angle over your head or straight at you), and the occasional ground normal (sometimes trades).</p>
]]></description><guid isPermaLink="false">472</guid><pubDate>Thu, 13 Mar 2008 17:15:54 +0000</pubDate></item><item><title>I-no vs Zappa</title><link>https://www.forums.dustloop.com/forums/topic/514-i-no-vs-zappa/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballza.gif" alt=":ZA:"> ZAPPA MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">514</guid><pubDate>Wed, 19 Mar 2008 16:55:14 +0000</pubDate></item><item><title>I-no vs Venom</title><link>https://www.forums.dustloop.com/forums/topic/513-i-no-vs-venom/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballve.gif" alt=":VE:"> VENOM MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">513</guid><pubDate>Wed, 19 Mar 2008 16:54:55 +0000</pubDate></item><item><title>I-no vs Faust</title><link>https://www.forums.dustloop.com/forums/topic/467-i-no-vs-faust/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballfa.gif" alt=":FA:"> FAUST MATCHUP INFORMATION</p><p>
</p><p>
<strong>Poking Game</strong></p><p>
What pokes?</p><p>
</p><p>
j/k</p><p>
</p><p>
J.p is a life safer and often times, a super jump backwards j.p can save you from a faust FB pogo drop move. VCL can be useful for when faust whores air space above you, and HCL can be used the same way to hit Faust out of summons/bomb bags.</p><p>
<strong>Strategy</strong></p><p>
Most I-no players will figure out quickly that this match is not exactly "fair", and you will not be able to tackle it head on as easily as many other matchups. Faust's playstyle varies with the player, and you're going to want to figure them out ASAP. This matchup's goal, while really no different than any other character, is to either get a note on Faust, or get a knockdown on him in away you can to lock him down and start your usual pressure.</p><p>
<strong>Specific Punishes</strong></p><p>
If you are at full screen and predict a faust scalpel pull, HCL does the trick and gets a knockdown. If you are REACTING to one, HCL will either trade or lose, so instead do STBT and slide under that shit. I believe it's also possible to a STBT, frc, dash combo instead if you did the stroke early enough.</p><p>
<strong>Setups/baits</strong></p><p>
Baiting Hand slap: Faust reversals with EVERLONG (big hand slap, see foo fighters video Everlong for the reference), I-no 6hs, CH, dash, j.d VCL if close, if further, dash j.s, j.c j.s j.hs s dive, 5p/5s (depending on opponents height) s.j air combo (if 5p, s.j 5p 5s 5hs dive, if 5s, sj.s, j.hs p dive, dash j.hs k dive usually knocks down).</p><p>
</p><p>
Baiting 6p: Best way to bait 6p or make Faust think twice about using it is to use more hover dash j.hs, whiff-land, 2k as okizeme. Upon hitting, 2k, 6p, 5hs HCL FRC combos or IAD jk js VCL combos are fine. If close and blocked, 2k, 5s then either tk s dive or 2s 2d HCL FRC for a combo.</p><p>
</p><p>
Punishing wakeup 5d (see knowledge): It's important to know that premeditating an okizeme like hover dash j.k, j.d (instead of land, 2k as usually expected by opponent) can prove disastrous against reversal 5d, for I-no will whiff her oki, and if not reacting in time, will then begin her 5d and get 5d'd by Faust in the end. While risky against 6p, dashing slightly longer and using 5hs can punish faust hard, as will okizemes such as dashing over faust and dashing back with an attack. Meaty VCLs tend to linger as well and can prevent Faust from reversal 5d.</p><p>
</p><p>
<strong>Knowledge</strong></p><p>
Faust can use 5d to dodge a meaty attack. During the spin animation at the beginning, Faust has complete invincibility for a very short period of time。If you freeze or hit the wrong followup, you will get dusted. Faust can use 6p to beat non meaty hover-dash attacks, and a few other moves as well (i.e. dash under HCL and 6p I-no for a hit/CH). Faust can also everlong out of mistimed meaties and such. VCL's, 6hs among other moves will hit faust out of this.</p><p>
</p><p>
6p is a great anti-air sometimes, but vs. Faust it has limited uses. A 6p will sometimes lose/trade to fausts falling j.d, and Faust can delay his fall with FDC 2k, causing a well-timed 6p to whiff, and leaving you wide open. Instead of 6p, try to use more pre-emptive anti-air like j.p, and VCL to hit him while above you.</p>
]]></description><guid isPermaLink="false">467</guid><pubDate>Thu, 13 Mar 2008 16:55:27 +0000</pubDate></item><item><title>I-no vs Order Sol</title><link>https://www.forums.dustloop.com/forums/topic/474-i-no-vs-order-sol/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballos.gif" alt=":OS:"> Order Sol MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">474</guid><pubDate>Thu, 13 Mar 2008 17:17:52 +0000</pubDate></item><item><title>I-no vs Eddie</title><link>https://www.forums.dustloop.com/forums/topic/466-i-no-vs-eddie/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_balled.gif" alt=":ED:"> EDDIE MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

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]]></description><guid isPermaLink="false">466</guid><pubDate>Thu, 13 Mar 2008 16:55:01 +0000</pubDate></item><item><title>I-no vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/465-i-no-vs-dizzy/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_balldi.gif" alt=":DI:"> DIZZY MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

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]]></description><guid isPermaLink="false">465</guid><pubDate>Thu, 13 Mar 2008 16:54:34 +0000</pubDate></item><item><title>I-no vs I-no</title><link>https://www.forums.dustloop.com/forums/topic/468-i-no-vs-i-no/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballin.gif" alt=":IN:"> I-NO MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

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]]></description><guid isPermaLink="false">468</guid><pubDate>Thu, 13 Mar 2008 16:57:24 +0000</pubDate></item><item><title>I-no vs Anji</title><link>https://www.forums.dustloop.com/forums/topic/458-i-no-vs-anji/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballan.gif" alt=":AN:"> ANJI MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

Knowledge
]]></description><guid isPermaLink="false">458</guid><pubDate>Thu, 13 Mar 2008 08:24:41 +0000</pubDate></item><item><title>I-no vs Bridget</title><link>https://www.forums.dustloop.com/forums/topic/461-i-no-vs-bridget/</link><description><![CDATA[
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballbr.gif" alt=":BR:"> BRIDGET MATCHUP INFORMATION

Poking Game

Strategy

Specific Punishes

Setups/baits

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]]></description><guid isPermaLink="false">461</guid><pubDate>Thu, 13 Mar 2008 08:29:47 +0000</pubDate></item></channel></rss>
