Emo Tarquin (talk | contribs) |
Triplicity (talk | contribs) (Cut-in) |
||
Line 11: | Line 11: | ||
For her, the questions begin after the burning starts. | For her, the questions begin after the burning starts. | ||
Now, she sets off to investigate the Wonder after being | Now, she sets off to investigate the Wonder after being givcen this mission from Bishop Antonio of Lemidia Capella. | ||
| summary = is classified as a '''''{{clr|#e39144|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. | | summary = is classified as a '''''{{clr|#e39144|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 = | | pros = | ||
Line 113: | Line 113: | ||
|input=5S | |input=5S | ||
|description= | |description= | ||
A large horizontal slash followed by a diagonal one that covers a good angle. Reliably combos into both {{MMC|input=236M|label=Summary Justice}} (cancelled early, after the first hit) and {{MMC|input= | A large horizontal slash followed by a diagonal one that covers a good angle. Reliably combos into both {{MMC|input=236M|label=Summary Justice}} (cancelled early, after the first hit) and {{MMC|input=S|label=Cut-in Bash}}. It's fairly minus on block but hard to punish when used at range, so it's also used to end pressure safely. | ||
}} | }} | ||
Line 124: | Line 124: | ||
}} | }} | ||
===<big id="Cut-in Dash">Cut-in Dash | ===<big id="Cut-in Dash">Cut-in Dash</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=6S | |input=6S | ||
|description= | |description= | ||
* Briefly low-profiles near the end of the dash. | |||
* Can cross through opponents at close range. | |||
Long-reaching Command Dash, speedier than using | Long-reaching Command Dash, speedier than using [[DNFD/Defense#Roll|Roll]] but lacks the invulnerability. | ||
Good for approaching through gaps in zoning, or going underneath jump-in attacks. | Good for approaching through gaps in zoning, or going underneath jump-in attacks. | ||
}} | |||
===<big id="Cut-in Bash">Cut-in Bash</big>=== | |||
{{DNFD_Move_Card | |||
|input=S | |||
'''Cut-in | |conditions=during '''Cut-in Dash''' | ||
|description= | |||
* Can cancel into during frames 8~21 of {{MMC|input=6S|label=Cut-in Dash}}. 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 {{clr|S|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. | |||
}} | }} | ||
Line 222: | Line 219: | ||
Locks down the opponent for a comically long time, usually to hammer the opponent's Guard Gauge with <span style="font-family: monospace; display: inline-block;>{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|S|5S}}</span> while still remaining plus enough to reset pressure. This can even be cancelled into another Burning Wheel to increase the Guard Gauge damage. With enough MP, this can easily secure a Guard Break, while launching up for easy combos. However, it is extremely slow, requiring good knockdowns to set it up. | Locks down the opponent for a comically long time, usually to hammer the opponent's Guard Gauge with <span style="font-family: monospace; display: inline-block;>{{clr|A|5A}} > {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|S|5S}}</span> while still remaining plus enough to reset pressure. This can even be cancelled into another Burning Wheel to increase the Guard Gauge damage. With enough MP, this can easily secure a Guard Break, while launching up for easy combos. However, it is extremely slow, requiring good knockdowns to set it up. | ||
Ironically, this move is not particularly useful as far as mixups go. There are zero gaps, making it impossible to hit with a Throw or cross-up from {{MMC|input= | Ironically, this move is not particularly useful as far as mixups go. There are zero gaps, making it impossible to hit with a Throw or cross-up from {{MMC|input=S|label=Cut-in Bash}}. | ||
<div style="font-size: 0.9em;"> | <div style="font-size: 0.9em;"> |
Revision as of 11:33, 30 June 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
You can help by editing it.
Inquisitor 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.
- Prolonged Lockdown: Inquisitor's infamous Burning WheelGuardMidStartup40Recovery30*Advantage+166 keeps opponents blocking and taking high amounts of chip for almost three full seconds. She also has Flege's FirebombGuardMidStartup45Recovery10*Advantage+37 which acts as a less MP-intensive and much safer alternative.
- Explosive Reversal: Noble RageGuardMidStartup10Recovery42Advantage-26 is one of the strongest reversals in the game. It hits all around Inquisitor and can be a combo starter if the opponent is doused with Essence.
- Forceful Approach: With multiple long-reaching air attacks and her unique Cut-in DashGuard-Startup0Recovery25Advantage-, Inquisitor can approach very suddenly to punish pokes. Additionally, Flege's FirebombGuardMidStartup45Recovery10*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 WheelGuardMidStartup40Recovery30*Advantage+166 costing 90 MP and Noble RageGuardMidStartup10Recovery42Advantage-26 being the only reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. MP Skills 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.
Inquisitor's 4S on hit inflicts the Essence debuff for 7 seconds.
If any incinerating move is used while an opponent is doused in Essence, it will ignite, dealing 5 damage, and an additional 5 damage every 10 frames, for a total 50 to 70 damage depending on the move used. Essence can be re-applied during this time to prolong the fire for additional damage.Inquisitor | |
---|---|
Health: | 930 |
Guard Gauge: | 950 |
MP Regen Rate: | 12 |
Prejump: | 4 |
Backdash: | 26F |
Unique Movement Options: | Cut-in Dash |
Normal Moves
5A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | 0 | 30 | 1 | - |
5AA
- Slightly less range than 5A, making it whiff when 5A hits at max range.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +3 | 40 | 1 | - |
5B
- Less range than 5A, unlike most 5Bs.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +8 | 50 | 3 | - |
2A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -1 | 30 | 1 | - |
2B
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD (+20) | 55 | 3 | - |
j.A
An upswing suited for quick rising air-to-airs than as a jump-in.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | ~+15 | 40 | 1 | - |
j.B
A downswing suited for jump-ins.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | ~+19 | 70 | 3 | - |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100%, 0% | HKD(+5) | - | 10 | - |
Dodge
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | 0 | - | - |
Skills
Punishing Cross
A large horizontal slash followed by a diagonal one that covers a good angle. Reliably combos into both Summary JusticeGuardMidStartup18Recovery21Advantage±0 (cancelled early, after the first hit) and Cut-in Bash. It's fairly minus on block but hard to punish when used at range, so it's also used to end pressure safely.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 80% | KD (+39) | 40, 60 | 2, 3 | - |
Rising Cut
A high-reaching anti-air that's a bit on the slower side.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+38) | 80 | 5 | - |
Cut-in Dash
- Briefly low-profiles near the end of the dash.
- Can cross through opponents at close range.
Long-reaching Command Dash, speedier than using Roll but lacks the invulnerability.
Good for approaching through gaps in zoning, or going underneath jump-in attacks.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
- Can be cancelled into Cut-in Bash during frames 8~20.
Cut-in Bash
- Can cancel into during frames 8~21 of Cut-in DashGuard-Startup0Recovery25Advantage-. 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.
No results
No resultsFlege's Essence
- Applies a temporary Essence debuff to opponents on hit for 420f that causes all MP Skills to Incinerate opponents when they hit afterwards, dealing damage-over-time and changing the MP Skill's effect on hit.
- Small dead zone when the opponent is point-blank where the splash will miss.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
4S | 90% | -2 | 20 | 3 | 2 |
Incinerate | - | - | - | - | - |
- Data in [] denotes information when Incinerate is triggered by Inquisitor's 2M.
Punishment
- Far-reaching air-to-air
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD(~+52) | 90 | 5 | - |
Raid
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (+36) | 60, 20 | 3, 2 | - |
MP Skills
Flege's Firebomb
- 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 | - | 5 |
- Data in [ ] refers to on-hit when the opponent is doused in Essence.
*Inquisitor recovers from the thrown Firebomb while it is still active. For this skill, recovery and Active are considered separate.
Noble Rage
Invincible reversal.
Very rewarding reversal for its high damage and strong okizeme position on any hit. On incineration, it launches the opponent very far, giving time to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", set up stronger okizeme, or even combo if near enough to the corner.
This also makes for an excellent combo ender with its high damage and forced knockdown. If Inquisitor is spaced out of the corner, it even pulls an opponent out of the corner to allow her Cut-in DashGuard-Startup0Recovery25Advantage- to cross-up.
- 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 | - | - |
- reversal
- Data in [ ] refers to on-hit when the opponent is doused in Essence.
Summary Justice
One last pressure ender at the cost of MP.
A solid frametrap after Punishing CrossGuardMidStartup16Recovery22Advantage-2, allowing Inquisitor the breathing room to instead push advantage with Cut-in DashGuard-Startup0Recovery25Advantage- or set up a greedy Burning WheelGuardMidStartup40Recovery30*Advantage+166.
Summary Justice can also be used after RaidGuardMidStartup21Recovery24Advantage-11 to make it safe, but this will push you 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 | - | - |
- Data in [ ] refers to on-hit when the opponent is doused in Essence.
- First hit jump cancel on block is +20
- Second hit jump cancel on block is +24
- Third hit jump cancel on block is +27
1
Burning Wheel
Setplay for huge Guard Gauge damage.
Locks down the opponent for a comically long time, usually to hammer the opponent's Guard Gauge with 5A > 5AA > 5B > 5S while still remaining plus enough to reset pressure. This can even be cancelled into another Burning Wheel to increase the Guard Gauge damage. With enough MP, this can easily secure a Guard Break, while launching up for easy combos. However, it is extremely slow, requiring good knockdowns to set it up.
Ironically, this move is not particularly useful as far as mixups go. There are zero gaps, making it impossible to hit with a Throw or cross-up from Cut-in Bash.
- 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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×24 | KD (+214) [KD (+219)] | 4×23, 20 | - | 7 |
- Data in [ ] refers to on-hit when the opponent is doused in Essence.
*Inquisitor recovers from the wheel while it is still active. For this skill, recovery and Active are considered separate.
God's Wrath
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 Special A 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.
- 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%×4 | 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
- 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 | - | - |
- Awakening Flash freezes the game for 82 frames (1.3694 seconds) starting at Frame 3.
Colors
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •