I-No Guide
I'm starting up the i-no guide and will be adding to this post once i get everything set. So look forward to updates! ^_^
[Edit]
Useful Bridget Normals
General buri normals that you should aim to use against I-no.
-5P: Great range poke with great speed. Use to keep pressure on I-no, but let it be known that she can clash with it via her 5P (but hers is shorter range).
-6P: Catches her in many situations; air movements, on a note summon, horizontal and vertical chemical loves, dash/hoverdash/airdashes, and drills.
-2P: Great poke/pressure reset
-5S(f): Great far poke like 5P, however this one adds a useful duck which can duck an HCL and land a CH into a BnB combo. Use to end pressure strings and can be continued via yo-yo pullback.
-6S: Like 6P, but farther. Can punish I-no for summoning notes, hcl and vcl, and air moves. However, poor recovery makes this move very punishable. One STBT is all she needs to kill you. Oh, its also a nice point to emphasize that I-no's hitbox makes her vulnerable to being hit by 6S when she's standing (blame the hat? )
-2S: Catches/punishes I-no's jumps/jump-ins, but a mistimed one can net I-no huge damage, especially with Bridget's sub-par defense. Use the standard 2K on whiffs to cancel.
-2K: Used mainly for low hits. Mix with 6K for oki shenanigans or use to punish STBT. Use sparingly on a grounded I-no because she can use a wakeup vcl to punish you bad (especially if she FRCs into massive damage combo).
-2D: Wrecks her STBT (both S and HS versions) because of how fast the yo-yo hits. Can net you a KD or an FRC into BnB. I should note that this move leaves you to get hit by an hcl so be careful how you use this.
More will be on its way.
Running Away With a Purpose
After playing I-no so many times and my general understanding of I-nos, it's come to my attention that I-no players don't like a good game of cat-n-mouse.
-Never let her corner you because her oki can get you as good as dead. Use your movement make sure you don't back yourself into a corner.
-However! Don't run away aimlessly. A predictable jump can get you killed. I should point out that I-no is among the best air-throwing characters in the game. Not only does her air throw net her a crazy good combo, it can dizzy you much faster making it an awesome dizzy amplifier.
-What you should do is run away so you won't be cornered, and look for any slip-ups from I-no so you can punish her. Things to generally look for to punish include but not limited to:
-Hcl/Vcl: If you see her jumping animation for this move, 6S on reaction. *However, I-no's don't usually go for a random vcl, so watch out for falling vertical chemical loves into FRC, in which case you are forced to block or j.IB and throw but if you're on wakeup, then just block cuz there's nothing much else you can do.*
-STBT: This move is very easy to punish. When she does her ducking animation, I generally 2D on reaction for a KD or FRC combo. However you can use a 2K~2P(x3)~2D combo. Or if you see the STBT~HS ver., you can KSMH~P for a guaranteed KD for a yo-yo setup.
-Note Summons: I-no's notes can be a real pain...if you let her summon them. When playing keep-away I-no's usually react by trying to tag you with a note. However, it is a great idea to tag them with a 6S while she's summoning for a CH to wallbounce. *Note that if you let her note go full screen then it becomes level 5, meaning you are in BIG TROUBLE because she will oki the crap out of you.
The Art of Metagame
-Control the space between you and her. If she can't move in, she can't hurt you.
-Watch out for 6P, because hers so broke that it can go through most of your attacks only to lead into big damage combos again.
-Razor Roger and Roger Rush can help control the middle, but she can STBT under them so make sure you keep your distance.
-5P, 5S(f), 2P, 6S, 2S, 2D: All of these help control the metagame.
-6P is your friend as it stuffs every attempt of I-no's to get in via the air. Again though, STBT can punish if it goes earlier, and clash if the spacing and timing is right.
Yo-Yo Shenanigans
-The delayed wakeup: I-no's slow note is able to catch delayed wakeup and her fast note is able to catch a normal wakeup, so use mix them up to not allow her get a note pressure.
Utilizing Jumps
-She will airthrow the hell out of you! So don't mash recovery predictably.
-Always save your jumps in order to escape.
-Watch out for her j.HS when dolling rolling shenanigans as it covers alot of ground (air?).
R-ingTSD
-As Jais points out. RTSD once you get the opportunity because I-no lacks pressure escaping tricks.
-Her only options are her OD, 6P, and like a wakeup vcl (which punishes any attempts to low hit her on wakeup).
-Her Forcebreak is very weak and easy to beat. It gets beat by just about everything imaginable.