DNFD/Inquisitor

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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-Startup0Recovery25Advantage-, Flege's FirebombDNFD Inquisitor 5M.pngGuardMidStartup45Recovery10*Advantage+37, and Burning WheelDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166; and some of the best Tick Throw A 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.pngGuardMidStartup12Recovery35Advantage-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.pngGuardMidStartup10Recovery42Advantage-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-Startup0Recovery25Advantage- allows fast grounded approaches, while RaidDNFD Inquisitor j2S.pngGuardMidStartup21Recovery24Advantage-11 and God's WrathDNFD Inquisitor jM.pngGuardMidStartup12Recovery26Advantage-1 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 DP Dragon 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.pngGuardMidStartup40Recovery30*Advantage+166 and Noble RageDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166.

Despite her slow normals, Inquisitor is not particularly weak on defense, with Noble RageDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166 being one of the most rewarding DP Dragon 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.

 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.

Pros
Cons
  • Prolonged Lockdown: Inquisitor's infamous Burning WheelDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166 keeps opponents blocking and taking high amounts of chip for almost three full seconds. She also has Flege's FirebombDNFD Inquisitor 5M.pngGuardMidStartup45Recovery10*Advantage+37 which acts as a less MP-intensive and much safer alternative.
  • Explosive Reversal: Noble RageDNFD Inquisitor 623M.pngGuardMidStartup10Recovery42Advantage-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-Startup0Recovery25Advantage-, Inquisitor can approach very suddenly to punish pokes. Additionally, Flege's FirebombDNFD Inquisitor 5M.pngGuardMidStartup45Recovery10*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.pngGuardMidStartup40Recovery30*Advantage+166 costing 90 MP and Noble RageDNFD Inquisitor 623M.pngGuardMidStartup10Recovery42Advantage-26 being the only reversal To 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.

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.pngGuardMidStartup45Recovery10*Advantage+37, Summary JusticeDNFD Inquisitor 236M.pngGuardMidStartup18Recovery21Advantage±0, Burning WheelDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166
  • 70 Damage: Noble RageDNFD Inquisitor 623M.pngGuardMidStartup10Recovery42Advantage-26, God's WrathDNFD Inquisitor jM.pngGuardMidStartup12Recovery26Advantage-1
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: 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:930
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:26F
Unique Movement Options:Cut-in Dash
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (9f)

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 Mid 10 2 17 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 throw A 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 1 -
No results

5AA

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Mid 13 4 14 +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 Throw A 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 1 -
No results

5B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 Mid 16 3 17 +1 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% +8 50 3 -
No results

2A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Low 7 3 19 -1 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% -1 30 1 -
No results

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 Low 18 4 24 -4 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 3 -
No results

j.A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 High 9 3 Falling + 2 ~+13 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.pngGuardMidStartup45Recovery10*Advantage+37 or Burning WheelDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166.

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

Proration On-Hit Guard Damage MP Gain Level
60% ~+15 40 1 -
No results

j.B

Universal Mechanics

Throw

A+B

Guard Cancel

B+S

Skills

Punishing Cross

5S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
106 Mid 16 2, 3 22 -2 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.pngGuardMidStartup18Recovery21Advantage±0 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 Bash > Jump Cancel for reaching at any distance, or Summary JusticeDNFD Inquisitor 236M.pngGuardMidStartup18Recovery21Advantage±0 when closer and in the corner.

  • Second hit has a tiny dead-zone at point-blank range. Particularly relevant during Burning WheelDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166 where there is no pushback.

Cancel Options: 6S, 4S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80%, 80% KD (+39) 40, 60 2, 3 -
No results

Rising Cut

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Mid 20 11 20 -8 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 DP Dragon 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 (+38) 80 5 -
No results

Cut-in Dash

6S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 0 - 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 DP Dragon 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 Bash 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-Startup0Recovery1Advantage- but lacks the invulnerability.

If used after hitting Noble RageDNFD Inquisitor 623M.pngGuardMidStartup10Recovery42Advantage-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
- - - - -
  • Can be cancelled into Cut-in Bash during frames 8~20.

Cut-in Bash

S after Cut-In Dash

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 12 2 35 -16 none
  • Can cancel into during frames 8~21 of Cut-in DashDNFD Inquisitor 6S.pngGuard-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.

Proration On-Hit Guard Damage MP Gain Level
70% KD (+25) 70 5 -
No results

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 GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Mid 34 15 17 -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 OTG The 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.pngGuardMidStartup10Recovery42Advantage-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.pngGuardMidStartup16Recovery22Advantage-2 it can catch dash attempts and will trap some attacks. After RaidDNFD Inquisitor j2S.pngGuardMidStartup21Recovery24Advantage-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
90% -2 20 3 2
No results

Punishment

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

Raid

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

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

Noble Rage

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
155 Mid 10 3 42 -26 1~12 All 80

Very rewarding invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. via its high damage follow-up potential and strong okizeme From 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 OTG The 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 DP Dragon 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.pngGuardMidStartup34Recovery17Advantage-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 meaty Hitting 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-Startup0Recovery25Advantage- can side-switch out of the corner while remaining safe from the vast majority of reversal attacks, except  Enchantress' 2ADNFD Enchantress 2A.pngGuardLowStartup6Recovery21Advantage-10,  Swift Master's 2ADNFD Swift Master 2A.pngGuardMidStartup6Recovery20Advantage-9, and  Dragon Knight's 5ADNFD Dragon Knight 5A.pngGuardMidStartup6Recovery19Advantage-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 - -
  • reversal
  • Data in [ ] refers to on-hit when the opponent is doused in Essence.

Summary Justice

6M or 236M

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
186 Mid 18 4, 5, 10 21 ±0 none 50

One last pressure ender at the cost of MP.

A solid frametrap after Punishing CrossDNFD Inquisitor 5S 1.pngGuardMidStartup16Recovery22Advantage-2, allowing Inquisitor the breathing room to instead push advantage with Cut-in DashDNFD Inquisitor 6S.pngGuard-Startup0Recovery25Advantage- or set up a greedy Burning WheelDNFD Inquisitor 214M.pngGuardMidStartup40Recovery30*Advantage+166.

Summary Justice can also be used after RaidDNFD Inquisitor j2S.pngGuardMidStartup21Recovery24Advantage-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 - -
  • 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

Burning Wheel

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
253 Mid 40 181 30* +166 none 90

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 - 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

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
147 Mid 12 4x4 26 -1 none 70

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.

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%×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

AS

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