DNFD/Inquisitor

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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Overview

Inquisitor is an aggressive lockdown-focused character with access to safe and persistent pressure.

Where Inquisitor shines is her persistent pressure game, using a wide assortment of pressure resets with Cut-in DashDNFD Inquisitor 6S.pngGuard:
-
Startup:
-
Recovery:
Total 25
Advantage:
-
, Flege's FirebombDNFD Inquisitor 5M.pngGuard:
Mid
Startup:
40
Recovery:
-
Advantage:
+37
, and Burning WheelDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
; and some of the best Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. offense on offer. With advantageous normals and high dash speed it becomes hard to avoid the threat, and high advantage when Throw hits helps maintain the pressure. If opponents are not using the Guard G button to allow Throw Breaks, Cut-in BashDNFD Inquisitor 6SS.pngGuard:
Mid
Startup:
12
Recovery:
-
Advantage:
-16
becomes an extremely fast cross-up, further supporting her Tick Throw offense.

While very good on offense, Inquisitor struggles from range. Barring her Noble RageDNFD Inquisitor 623M.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-26
, almost every equivalent is very slow, with a 10F 5A poke, a 9F 2A abare, a 20F 2S anti-air, and a F19~32 6SS whiff punish. To assist, her Cut-in DashDNFD Inquisitor 6S.pngGuard:
-
Startup:
-
Recovery:
Total 25
Advantage:
-
allows fast grounded approaches, while RaidDNFD Inquisitor j2S.pngGuard:
Mid
Startup:
21
Recovery:
-
Advantage:
-11
and God's WrathDNFD Inquisitor jM.pngGuard:
Mid
Startup:
12
Recovery:
-
Advantage:
-3
offer strong air-to-ground approaches, but these are neither fast nor advantageous, requiring finesse to begin her pressure.

While struggling for options, Inquisitor has versatile combo potential, able to fully combo off even the tip of her lengthy 5A range, if she has enough MP. This is, however, a major weakness. Inquisitor's MP Skills are very expensive, and has only the baseline MP Regeneration Rate. Even her DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. is a staggering 80 MP. This is massively improved once her Awakening Effect is active, but until then she will need to heavily pace her MP Skill usage, especially for Burning WheelDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
and Noble RageDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
.

Despite her slow normals, Inquisitor is not particularly weak on defense, with Noble RageDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
being one of the most rewarding DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s in the game while having significant range. And while slow, her 2A and 5A share decent range, allowing her to threaten pressure in more situations. However, she is bizarrely tied for the lowest Health in the game, increasing the risk on a failed defense.

With axe in hand, Inquisitor can crush opponents with relentless fury, so long as you can take on the weight of her duty and weapon.
Playstyle
Inquisitor is classified as a Traps type. She has various moves that shut down the opponent and control space by restricting movement. She is capable of dealing special damage through Burning Hit.
Pros Cons
  • Prolonged Lockdown: Inquisitor's infamous Burning WheelDNFD Inquisitor 214M.pngGuard:
    Mid
    Startup:
    35
    Recovery:
    -
    Advantage:
    +166
    keeps opponents blocking and taking high amounts of chip for almost three full seconds. She also has Flege's FirebombDNFD Inquisitor 5M.pngGuard:
    Mid
    Startup:
    40
    Recovery:
    -
    Advantage:
    +37
    which acts as a less MP-intensive and much safer alternative.
  • Explosive Reversal: Noble RageDNFD Inquisitor 623M.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    -
    Advantage:
    -26
    is one of the most rewarding reversals in the game, giving a very advantageous knockdown on hit, a safe side-switch out of the corner, and can even be a combo starter if the opponent is doused with Essence.
  • Forceful Approach: With multiple safe long-reaching air attacks and her unique Cut-in DashDNFD Inquisitor 6S.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    -
    , Inquisitor can approach very suddenly to punish pokes. Additionally, Flege's FirebombDNFD Inquisitor 5M.pngGuard:
    Mid
    Startup:
    40
    Recovery:
    -
    Advantage:
    +37
    locks down opponents long enough to close the gap.
  • Frail: Tied for the lowest health in the game at 850 HP, Inquisitor is afforded less mistakes than her competitors, relying on her stronger defensive options and safer pressure to compensate.
  • MP Glutton: Inquisitor's MP Skills require high amounts of MP, with Burning WheelDNFD Inquisitor 214M.pngGuard:
    Mid
    Startup:
    35
    Recovery:
    -
    Advantage:
    +166
    costing 90 MP and Noble RageDNFD Inquisitor 623M.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    -
    Advantage:
    -26
    being the only ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. MP Skill in the game that costs 80 MP. This is massively improved once her Awakening Effect is active, but initially it can make many of her options restrictive.
  • Slow Brawler: At 9 frames of startup, Inquisitor's fastest button is on the slower side compared to the rest of the cast, which means she can rarely contest point-blank encounters without committing to a reversal or sluggish startup frames.

Unique Mechanic: DNFD Flege's Essence Icon.png Essence and DNFD Incinerate Icon.png Incinerate

Inquisitor's 4S on hit inflicts the Essence debuff for 7 seconds.

If any MP Skill is used while an opponent is doused in Essence DNFD Flege's Essence Icon.png, it will ignite, launching the opponent into the air and inflict Incinerate DNFD Incinerate Icon.png. Incinerate deals 50 to 70 damage depending on the move used. Essence can be re-applied during this time, but will not deal damage until also incinerated.

  • 50 Damage: Flege's FirebombDNFD Inquisitor 5M.pngGuard:
    Mid
    Startup:
    40
    Recovery:
    -
    Advantage:
    +37
    , Summary JusticeDNFD Inquisitor 236M.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    -
    Advantage:
    -6
    , Burning WheelDNFD Inquisitor 214M.pngGuard:
    Mid
    Startup:
    35
    Recovery:
    -
    Advantage:
    +166
  • 70 Damage: Noble RageDNFD Inquisitor 623M.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    -
    Advantage:
    -26
    , God's WrathDNFD Inquisitor jM.pngGuard:
    Mid
    Startup:
    12
    Recovery:
    -
    Advantage:
    -3

Damage dealt by Incinerate DNFD Incinerate Icon.png ignores all damage scaling, this includes combo scaling and even damage reduction buffs (e.g. Crusader's Merciful Strength DNFD Defense Up Icon.png), and it cannot be blocked. However, the fire cannot deal the lethal blow, leaving opponents on 1 Health.

Awakening Effect: DNFD MP Regen Up Icon.png Coldhearted Inquisitor

Awakening Effect: activates when entering Awakening mode at 30% HP or less.
MP recovery after using an MP move begins instantly upon MP Skill activation.
This completely overrides the reduction from using motion inputs (e.g. 214M instead of 4M), giving zero penalty for using faster, easier inputs.
Inquisitor
DNFD Inquisitor Portrait.png
Health:850
Guard Gauge:1000
MP Regen Rate:12
Prejump:5
Backdash:{{{backdash}}}
Unique Movement Options:Cut-in Dash, Raid
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (9f)

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 10 - - 0 none

The safest standard A attack in the game, with large range, great for poking and pressure.

One of the only 5A attacks that is not negative on block, making it very strong for Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. offense, and easy stagger pressure. It also boasts great range with short recovery, making it one of the safest options in neutral. Only particularly held back by its slow startup, making it outclassed in either speed or range, depending on the opponent.

Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills

Proration On-Hit Guard Damage MP Gain Level
65% 0 30

5AA

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 15 - - +1 none

Like a second 5A, with all of the same perks on pressure.

This is the only 5AA attack that is plus on block, and one of very few to have better on-block an advantage than its 5A derivative, making it also very strong for Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. offense and easy stagger pressure. Unfortunately not as useful in neutral, as it has less range than 5A.

  • Less range than 5A, making it whiff when 5A hits at far range.

Cancel Options: 5B, 2B, Skills, MP Skills

Proration On-Hit Guard Damage MP Gain Level
70% +3 40

5B

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 16 - - -5 none

Unremarkable pressure extender.

Good for pressure after 5A or 2A for its lower pushback while being safe on block, otherwise nothing unique about it.

As a combo starter it very good, however there are few opportunities that can be easily punished by 5B which cannot also be punished by 2S, making it somewhat outclassed.

Tragically poor in neutral, it is slower, less advantaged on block, and shorter range than 5A, making it entirely outclassed.

Cancel Options: 2B, Skills, MP Skills

Proration On-Hit Guard Damage MP Gain Level
75% +3 50

2A

Damage Guard Startup Active Recovery On-Block Invuln
60 Low 9 - - -4 none

Inquisitor's fastest attack and primary abare.

Unfortunately slow for an abare, while lacking the range of similarly slow 2A attacks. It doesn't particularly excel at anything as an attack. However, Inquisitor is extremely capable of getting a full combo off any hit, even performing side-switches mid-combo, so while the move is not particularly special, it retains the potential for efficient combos and okizeme.

Cancel Options: 5B, 2B, Skills, MP Skills

Proration On-Hit Guard Damage MP Gain Level
60% -3 30

2B

Damage Guard Startup Active Recovery On-Block Invuln
70 Low 18 - - -9 none

Bigger, slower poke, good for covering distance.

Slightly larger than 5A and much more rewarding, but relatively slow. By also being a crouching attack, this can also faciliate attacking while ducking under high-hitting projectiles, with enough range to compete with the long range of zoner normals.

Useful to maintain pressure even when at long-range, especially from the edge of 5A, otherwise mostly outclassed by 5B when within range. It is also a natural frametrap after 2A, without needing manual delays. This is also Inquisitor's most rewarding Low attack, making it important in Conversion High-Low mixups.

Cancel Options: Skills, MP Skills

Proration On-Hit Guard Damage MP Gain Level
70% KD (+20) 55

j.A

Damage Guard Startup Active Recovery On-Block Invuln
70 High 9 - - N/A none

Fastest air-to-air and a Conversion mixup tool.

The highest damaging j.A attack in the game, but also the slowest. It's huge vertical reach makes it very reliable at hitting its target when predicting the opponent's jump, but reacting after both players jump will make it extremely likely to be outsped.

If Inquisitor has White Damage to spare, she can perfom a practical overhead mixup by performing Conversion almost immediately after a jump and instantly cancel it into j.A. This is best performed after a point-blank 5A or during her lockdowns using Flege's FirebombDNFD Inquisitor 5M.pngGuard:
Mid
Startup:
40
Recovery:
-
Advantage:
+37
or Burning WheelDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
.

Cancel Options: j.B, j.S, j.2S, j.M

Proration On-Hit Guard Damage MP Gain Level
70% - 40

j.B

Damage Guard Startup Active Recovery On-Block Invuln
80 High 15 - - N/A none

A downswing suited for jump-ins.

Cancel Options: j.S, j.2S, j.M

Proration On-Hit Guard Damage MP Gain Level
75% - 70

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw 5 2 22 - none
  • +5 on hit.
Proration On-Hit Guard Damage MP Gain Level
0% HKD(+5)

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 23 - - -31 none
  • Same animation as her 2S gives her good horizontal and vertical range.
Proration On-Hit Guard Damage MP Gain Level
0% KD (+15) 0

Skills

Punishing Cross

5S

Damage Guard Startup Active Recovery On-Block Invuln
50,56 Mid 16 -9 none

Reliable pressure-ender.

A fairly large and safe cancel from Inquisitor's normals. Its large pushback makes it almost impossible to punish. It retains all of the same cancels to prolong pressure, at some risk, except Summary JusticeDNFD Inquisitor 236M.pngGuard:
Mid
Startup:
18
Recovery:
-
Advantage:
-6
will usually whiff the first hit, rendering it unsafe against large attacks.

Additionally, any hit can confirm into Punishing Cross to begin a combo from anywhere, especially into Cut-in BashNo results > Jump Cancel for reaching at any distance, or Summary JusticeDNFD Inquisitor 236M.pngGuard:
Mid
Startup:
18
Recovery:
-
Advantage:
-6
when closer and in the corner.

  • Second hit has a tiny dead-zone at point-blank range. Particularly relevant during Burning WheelDNFD Inquisitor 214M.pngGuard:
    Mid
    Startup:
    35
    Recovery:
    -
    Advantage:
    +166
    where there is no pushback.

Cancel Options: 6S, 4S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80% KD (+34) 40, 60

Rising Cut

2S

Damage Guard Startup Active Recovery On-Block Invuln
90 Mid 20 - - -14 none

Supremely large anti-air, but very slow.

Gigantic reach, often able to catch anti-air baits unless done quite early, but its slow speed makes it much harder to catch sudden jump-ins reliably. To compensate, successfully landing 2S gives excellent reward.

2S is also Inquisitor's most powerful punish combo starter, making it the optimal choice for punishing extremely unsafe attacks, such as a DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., or in pressure to callout abares. However its slow speed limits it to these specific situations.

In pressure, 2S makes a riskier substitute to 5S with much further pushback, usually hindering Inquisitor's pressure, while being very unsafe on block and therefore requiring a Skill cancel which may be called out. However it naturally frametraps off 5B and 2B, and if slightly delayed the backswing even catches Dodge attempts. It is also much more rewarding on hit, if the opponent falls for it.

Cancel Options: 6S, 4S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80% KD (+34) 80

Cut-in Dash

6S

Damage Guard Startup Active Recovery On-Block Invuln
- - - - Total 25 - none

Surprise pressure resets, or a fast way to approach in neutral.

Reset Inquisitor's blockstring pressure by immediately closing the gap. This will be reactable, so it is necessary to watch out for attempts to punish with Throw or a DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., but if the opponent respects it she can use 5A to begin her pressure all over again, and hammer their Guard Gauge in the process. If an opponent is especially quick with the Throw punish, Inquisitor can opt for Cut-in BashNo results for a risky frametrap.

Cut-in Dash is also good for approaching through gaps in zoning or to get underneath airborne attacks. It is speedier than using DodgeDNFD Inquisitor 6G.pngGuard:
N/A
Startup:
-
Recovery:
Total 33
Advantage:
-
but lacks the invulnerability.

If used after hitting Noble RageDNFD Inquisitor 623M.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-26
, she can side-switch out of the corner while being completely safe from any reversal option, enhancing the defensive reward of it.

  • Briefly low-profiles near the end of the dash.
  • Can cross through opponents at close range.
Proration On-Hit Guard Damage MP Gain Level
- -
  • May cancel into Cut-in Bash on frames 8 ~ 21.

Cut-in Bash

S after Cut-In Dash

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 12 - - -16 none
  • Can cancel into during frames 8~21 of Cut-in DashDNFD Inquisitor 6S.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    -
    . Total startup of 19~32 frames.
  • Jump cancellable on hit, but not on block.

A fast-moving strike with large effective range for countering pokes, catching jumps at mid-range, and whiff punishing from extreme ranges.

On any hit, it leads to high reward with great corner carry using its jump cancel for combos. By delaying the Cut-in Bash timing, raw 6SS can also hit by itself from extremely far. However, it is very unsafe on block, so is best reserved for moments when an opponent is already vulnerable or as a read on their intention to do something unsafe.

It can also be used at close range for a fast cross-up attack. However, this is easily mitigated by proper use of the Guard button as Inquisitor lacks threats to force opponents out of this tactic.

Proration On-Hit Guard Damage MP Gain Level
70% KD (+25) 70

Flege's Essence

4S DNFD Flege's Essence Icon.pngDebuff inflicted on an opponent making them vulnerable to receiving the Incinerate status. DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 34 - - -7 none

Applies the Essence debuff on hit for 7 seconds, empowering MP Skills to launch much further on hit and deal additional damage. This can help extend combos if able to be comboed after, but is also a good combo ender to OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." with as it becomes advantaged and sets up the opponent to be threatened with a massive combo on any hit except Throw or Guard Cancel. Even her invincible Noble RageDNFD Inquisitor 623M.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-26
will combo.

In pressure Flege's Essence is weak: it isn't advantaged, even on hit; it cannot combo at all, even on Counter Hit; and it can be called out with a Dodge. However, it costs 0 MP unlike Inquisitor's other options. After Punishing CrossDNFD Inquisitor 5S 1.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-9
it can catch dash attempts and will trap some attacks. After RaidDNFD Inquisitor j2S.pngGuard:
Mid
Startup:
21
Recovery:
-
Advantage:
-11
it is the only available Skill cancel and can punish moves that punish Raid, helping maintain MP efficiency at the cost of some safety.

While it is a projectile of sorts, Flege's Essence is quite poor in neutral, being very slow and covering an extremely short distance from where she's standing, easily whiffing opponents. Its retreating motion can often be a hinderance.

  • Large dead-zone, whiffing if used point-blank and possible to Dodge through.
Proration On-Hit Guard Damage MP Gain Level
70% -2 20

Punishment

j.S DNFD Overhead Icon.pngOverhead attack. Must be guarded standing

Damage Guard Startup Active Recovery On-Block Invuln
100 High 18 - - - none
  • Far-reaching air-to-air. From a running jump, it can hit opponents full screen.
  • Can combo into 6SS for a full combo.

Cancel Options: j.2S, j.M

Proration On-Hit Guard Damage MP Gain Level
80% - 90

Raid

j.2S DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block Invuln
70,50 Mid 21 - - -11 none

A diving attack that brings Inquisitor's opponent down with her. This is her main combo extender in the air.

  • Has a ground Shockwave when she lands, giving it further reach and extends combos.
  • Large hitbox makes it easy to combo into.
  • Is not an overhead.

Cancel Options (First hit): j.M

Cancel Options (Second hit): 4S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (+36) 60, 20

MP Skills

Flege's Firebomb

5M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
10×5 Mid 40 - - +37 40 none

Leaps backwards while throwing a firebomb at the ground.

  • Incinerates opponents doused in Essence, launching on hit. Incineration lasts 90F, dealing +50 damage in total.
Proration On-Hit Guard Damage MP Gain Level
90%×5 +42 [HKD (+95)] 3×5
  • Data in [ ] refers to on-hit when the opponent is doused in Essence.

Noble Rage

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Raw 155 Mid 10 - - -26 80 0~12 All

Very rewarding invincible ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. via its high damage follow-up potential and strong OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. position on any hit. On incineration it launches the opponent very far, but with enough time for Inquisitor to run up and OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." for a combo, making it one of the most threatening DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. attacks in the game when Essence is applied beforehand with Flege's EssenceDNFD Inquisitor 4S.pngGuard:
Mid
Startup:
34
Recovery:
-
Advantage:
-7
. This also makes it an excellent combo ender with its high damage and forced knockdown. Unfortunately, Noble Rage has a deceptively short vertical range, making it much easier to bait as an anti-air.

Its knockdown on hit is +19, giving time to perform a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., Throw, or rising j.A Conversion for a mix-up. If it hits while Inquisitor is cornered, Cut-in DashDNFD Inquisitor 6S.pngGuard:
-
Startup:
-
Recovery:
Total 25
Advantage:
-
can side-switch out of the corner while remaining safe from the vast majority of reversal attacks, except Enchantress' 2ADNFD Enchantress 2A.pngGuard:
Low
Startup:
6
Recovery:
-
Advantage:
-10
, Swift Master's 2ADNFD Swift Master 2A.pngGuard:
Mid
Startup:
6
Recovery:
18
Advantage:
-6
, and Dragon Knight's 5ADNFD Dragon Knight 5A.pngGuard:
Mid
Startup:
6
Recovery:
19
Advantage:
-4
.

  • Incinerates opponents doused in Essence, launching on hit. Incineration lasts 130F, dealing +70 damage in total.
  • If initial hit connects, begins cinematic hit.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×6 (~53%) HKD (+19) [HKD (+79)] 80
  • 623M (notes: reversal Data in [ ] refers to on-hit when the opponent is doused in Essence.)

Summary Justice

6M or 236M

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
70, 50, 90 Mid 18 - - -6 50 none

One last pressure ender at the cost of MP.

A solid frametrap after Punishing CrossDNFD Inquisitor 5S 1.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-9
, allowing Inquisitor the breathing room to instead push advantage with Cut-in DashDNFD Inquisitor 6S.pngGuard:
-
Startup:
-
Recovery:
Total 25
Advantage:
-
or set up a greedy Burning WheelDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
.

Summary Justice can also be used after RaidDNFD Inquisitor j2S.pngGuard:
Mid
Startup:
21
Recovery:
-
Advantage:
-11
to make it safe, but this will push Inquisitor back considerably and spend precious MP.

  • Incinerates opponents doused in Essence, launching on hit. Incineration lasts 90F, dealing +50 damage in total.
    • This will cause the next hit to whiff, usually skipping the second hit.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×3 KD (+44) [KD (+47)] 50, 30, 50
  • 236M (notes: Data in [ ] refers to on-hit when the opponent is doused in Essence.)

Burning Wheel

4M or 214M DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
28×23, 50 Mid 35 - - +166 90 none

Setplay for huge Guard Gauge damage.

Locks down the opponent for a comically long time (around ~3 seconds), usually to hammer the opponent's Guard Gauge while still remaining plus enough to reset pressure, or cancel into another Burning Wheel to increase the Guard Gauge damage. With enough MP, especially during Awakening, this can easily secure a Guard Break. Be mindful that Guard Cancels can happen at any time during the blockstring.

It is possible to Throw mixup during this, by pushing the opponent outside of the wheel to open a throwable gap.

  • If the wheel fully expires without using another MP Skill, much of its original cost is restored, lowering the effective cost:
    • 4M costs 75 total MP
    • 214M costs 65 total MP
    • During Awakening, both versions cost 45 total MP.
  • Incinerates opponents doused in Essence, launching on hit. Incineration lasts 90F, dealing +50 damage in total.
  • While an opponent is inside the Burning Wheel, all other attacks will receive zero pushback on hit or block.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×24 KD (+214) [KD (+219)] 4×23, 20
  • 214M (notes: Data in [ ] refers to on-hit when the opponent is doused in Essence.)

God's Wrath

j.M DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
30×2, 40, 80 Mid 12 - - -3 70 none

Aptly named, devastating control of the skies.

A large, fast, and extremely active attack functioning as both air-to-air and air-to-ground. With its advancing motion, it helps close the gap against zoning quickly. By pausing in the air, it can also bait and whiff-punish anti-air attacks, giving huge reward on a clean hit. Even on block, it does high Guard Gauge damage, and is completely safe.

When used as an Instant Air SpecialA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK., Inquisitor remains very low to the ground while attacking quickly, making it a good way to punish low-hitting attacks. It also makes for a poke that hits much further than her 5A. However, this is not an overhead attack and should not be used as such.

The final hit causes a hard knock down which can be reliably hit OTG by 5B, which leads into a (nearly) full combo.

Example: j.M > 5B OTG > 5S (first hit only) > 6SS > j.2S > 214M > ...
  • Final hit Incinerates opponents doused in Essence, launching much higher on hit. Incineration lasts 130F, dealing +70 damage in total.
  • Reduces momentum on activation, allowing it to be used very low to the ground.
Proration On-Hit Guard Damage MP Gain Level
90%×3, 80% HKD (+73) [HKD (+95)] 30×2, 40, 50
  • Data in [ ] refers to on-hit when the opponent is doused in Essence.

Awakening Skill

Blazing Hell

AS

Damage Guard Startup Active Recovery On-Block Invuln
400 Mid 2+16 - - -33 none
  • Better horizontal range than vertical.
  • Does not Incinerate Essence, but will cause it to expire during the cinematic.
Proration On-Hit Guard Damage MP Gain Level
100% HKD (+2) 40

Colors

DNFD Inquisitor Color 1.png
DNFD Inquisitor Color 2.png
DNFD Inquisitor Color 3.png
DNFD Inquisitor Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Inquisitor Color 5.png
DNFD Inquisitor Color 6.png
DNFD Inquisitor Color 7.png
DNFD Inquisitor Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

Inquisitor
Ambox notice.png To edit frame data, edit values in DNFD/Inquisitor/Data.