GUILTY GEAR XX ACCENT CORE PLUS R

GUILTY GEAR XX ACCENT CORE PLUS R

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A Fool's Guide to Megalomania
By MightyKombat
Teaching new players how to avoid Boss I-NO's Megalomania super
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Introduction

So let's talk about Boss I-NO. She was the main final boss for every single revision from XX, from the vanilla XX from way back all the way up to AC Plus R right here. Mostly what she has is buffed damage and a harder AI to make her at least halfway as good a boss as GG1 Justice was. She's no Unlimited Hazama (And really, Unlimited Hazama is no Boss I-NO. Or Boss Order Sol. Or KOF 95/98/2002UM Rugal) but she still has one nasty trick up her sleeve.

Boss I-NO has an exclusive move called Megalomania which has pretty much been the bane of so many newbie players. After taking set damage, she flies back, warning signs appear in one of three patterns and she shoots balls of hearts at you. If they hit you they tear through your lifebar in no time, cause massive chip damage and rapidly drain your tension bar if you go for Fautless Defense.

But here's the thing: It's far more easily avoided than you think. Here's a simple guide to getting around it so you can actually beat Boss I-NO.

NOTE: I know this was done in training mode. I used EX I-NO here since, in Slash up to ACPR she gets to use Megalomania as an Overdrive move, though you gotta have a full Tension Bar AND a full Burst bar. It still works.

ANOTHER NOTE: Boss I-NO will sometimes False Roman Cancel during startup and change her pattern to throw you off. But really, the move's startup gives you enough time to change around unless you used a slow character like Potemkin or ACPR Justice.

ANOTHER NOTE: Never try jumping behind I-NO during this, as her balls will suddenly gain intelligence and home in on you for no good reason. I guess it would have been too simple?
The Upward Curve Line

This one's really easy. This line curves upward near the other side of the screen. To get around this, just stand at the other side of the screen from I-NO.

Big characters like Potemkin or Justice will have to crouch though since they're nearly Ridley-size big. Its just safer that way.
The Zig-Zag

The Zig-Zag pattern is a tricky one, but there's a fairly obvious way to avoid it. See the upward arch nearest I-NO? Get under it. This should help, if not for one thing.


While firing, the balls' firing line will move slowly toward I-NO and thus toward you. To get around this, just walk toward I-NO. For guys using Potemkin and Justice, crouching helps heaps as well. If you crouch you might be able to sneak a cheeky crouching P hit on I-NO. Although hitting her during Megalomania does a fraction of damage really.
EVERYWHERE

Now THIS one's the big one. She puts warning signs all over the place almost like one big fat pyramid-esque WALL of crap. There's nowhere good enough to dodge, so you pretty much have to block and hope for the best, right?

And yet this pattern has a solution so easy its utterly boneheaded.

Just double jump. No really. Or more specifically, walk right up to I-NO, and double jump just before she fires. Every single ball will fly harmlessly under you and I-NO will look like a complete prat. Hell, Chipp can triple jump. Just don't jump behind her like I said.

And there you go! That's how you handle Boss I-NO's Megalomania super. Easier than you expected, right? So is Unlimited Hazama honestly. To me, at least. I mean if it weren't for his life drain ring he'd be so anticlimactic.

But yeah use these tips here and you'll probably be squashing Boss I-NO like a bug in no time. As for Boss Order-Sol? Well... his Flame Distortion works like Dragon Install so he eventually gets tired but yeah I don't have much on him.
That thing what Xrd did
As of Guilty Gear Xrd SIGN onward, Megalomania has been changed to function as I-NO's instant kill. The player can now use it in legal play, but it still runs by traditional IK rules so if the initial hit misses, no super meter for the rest of that round.

If it does, the victim is now trapped in cutscene land and lets I-NO's attack hit them straight on with no attempt to avoid, as in Cutscene Land the IQ of most attack victims drops dramatically compared to gameplay.
6 Comments
HylianDoctor Feb 20, 2023 @ 11:41am 
Order-Sol is more than capable of dodging the screen flood version of Megalomania. You can super jump and use Storm Viper (his DP) as a double jump, or get cheeky and jump install, then use super and a standard double jump.

When using Storm Viper, O. Sol moves forward slightly, so take care to do it OUTSIDE its range (just a step or two away from I-No's face) or you'll go over I-No's head and suffer for it.
ilikepizza107 Dec 26, 2021 @ 10:57pm 
Is Order-Sol able to avoid the EVERYWHERE version of the move, since he has a shorter jump than most of the cast?
ZzigzaG00NIN Sep 24, 2021 @ 9:54am 
I wish I saw this I had to watch a guide on youtube because I had no idea what to do lol
it is way more easy then it looks
Yaru_Creature Aug 5, 2015 @ 7:09pm 
Late as hell to this, but I agree with Hazama. That ring of death is the only thing that manages to put me on the ropes. It's even more anticlimatic with someone like Ragna, who can get the health back.
MightyKombat  [author] Jun 16, 2015 @ 2:05pm 
Yeah. Its almost hilariously easy.
Roo Jun 16, 2015 @ 1:59pm 
Oh..! So that's How you Avoid the "Everywhere" Megalomania Super.