While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
A 2-hit attack with a fast startup.
The first strike comes quickly but has a short reach, while the second strike stretches further.
Special Attacks
Antidepressant Sale
AIR OK
+
Air OK
A projectile attack that has a slow startup but the number of hits increases as time passes.
By inputting
or
, you can change the projectile trajectory, allowing you to home it in on the opponent.
Chemical Love
AIR OK
+
Air OK
A projectile that strikes forward.
Its long reach makes it a good poke at mid-range.
Since it hits high, it is weak against opponents keeping a low profile.
Stroke the Big Tree
+or
A low attack where I-No lunges forward.
The
and
versions have different reaches.
You can use this move to evade high profile attacks while attacking.
Sultry Performance
AIR ONLY
HOLD OK
+oror
Air only
Hold OK
In mid-air
A lunging attack with different trajectories depending on the button pressed.
Pressing the button at the moment on hit or block will change the trajectory of I-No to leap forward.
Overdrives
Megalomania
+
An extremely damaging command grab.
Although it can't be blocked, it will whiff unless you are very close to the opponent.
I-No launches a sea of projectiles forward when the attack whiffs.
Ultimate Fortissimo
AIR OK
+
Air OK
A move where I-No leaps in the air and unleashes a powerful projectile attack around her.
The startup of this move is invincible and will cause an Area Shift on hit in the corner.
In the aerial version of the move, i-No unleashes the projectile immediately, and there is no invincibility during startup.