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| <center>{{Character Label|DNFD|Inquisitor|32px}}</center> | | {{MFlag|update}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | <center>{{Character Label|DNFD|Inquisitor|size=32px}}</center> |
| | {{DNFD/CharacterLinks}} |
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| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
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| ==Combo Theory== | | ==Combo Theory== |
| | ''Note: combo routes are for demonstration purposes. Combos may vary largely in how they route from specific positions.'' |
| | ===Combo Starters=== |
| | <tabber> |
| | Cut-in Bash = |
| | {{TheoryBox |
| | | Title = Cut-in Bash Route |
| | | Oneliner = Confirms from any hit, for consistent corner-carry. |
| | | Difficulty = Very Easy |
| | | Anchor = |
| | | Video = DNFD_Inquisitor_Combo_6SS-Starter.mp4 |
| | | Recipe = ... > {{clr|S|5S}} > {{clr|S|6S~S}} > Jump Cancel > ... |
| | | content = |
| | Thanks to Inquisitor's large Punishment Cross ({{clr|S|5S}}) it is trivial to start any combo by going from Punishment Cross into Cut-in Bash ({{clr|S|6S~S}}). You can then jump cancel and begin jump cancel routing. This will work off almost any hit, at almost any spacing, from anywhere on the screen. However, spacing is very far, it might be nessecary to cancel off only the first hit of Punishment Cross. |
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| ==Read First== | | You can actually begin Cut-in Bash off any hit except {{clr|A|5A}}, {{clr|A|2A}}, and {{MMC|input=2S|label=Rising Cut}}, making it notably easy to begin a combo with. |
| | }} |
| | |-| |
| | Rising Cut = |
| | {{TheoryBox |
| | | Title = Rising Cut Route |
| | | Oneliner = Big damage route, but spacing-sensitive. |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Video = DNFD_Inquisitor_Combo_2S-Starter.mp4 |
| | | Recipe = ... > {{clr|S|2S}} > {{clr|S|6S}} > ({{clr|B|5B}} or {{clr|S|5S}} or {{clr|M|236M}} or Jump) > ... |
| | | content = |
| | Launching very high with high damage, Rising Cut ({{clr|S|2S}}) makes for much stronger combos. Due to its slow recovery, you will need to cancel into Cut-in Dash ({{clr|S|6S}}), which also places Inquisitor just below the opponent, which can then be followed up with for a strong combo. |
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| | However, this starter comes with several weaknesses. Rising Cut ({{clr|S|2S}} has limited range, therefore long-range confirms will whiff. Secondly, it is weaker in pressure, therefore to maintain safer pressure you will need to hitconfirm much earlier from a {{clr|B|B}} Normal, whereas Punishing Cross ({{clr|S|5S}}) is part of a standard blockstring. |
| | }} |
| | </tabber> |
| | |
| | ===Combo Extensions=== |
| | <tabber> |
| | God's Wrath OTG = |
| | {{TheoryBox |
| | | Title = God's Wrath OTG |
| | | Oneliner = Yes this is a combo. Huge corner carry. |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Video = DNFD Inquisitor Combos jM-OTG-Extender.mp4 |
| | | Recipe = ... > {{clr|M|j.M}} > Dash > {{clr|B|5B}} > ({{clr|B|2B}}) > ({{clr|S|5S}} or {{clr|S|2S}} or {{clr|M|236M}}) > ... |
| | | content = |
| | The Hard Knockdown of God's Wrath ({{clr|M|j.M}} lasts very long, enough time to run across the entire screen, {{keyword|OTG}}, and pick up the combo, with {{clr|B|5B}} being the usual OTG of choice for its high damage and cancels. How you extend after usually depends on situation: |
| | * <span style="font-family: monospace; display: inline-block;>{{clr|M|236M}} > {{clr|S|6S~S}}</span> - Summary Justice is high damage and MP-efficient. The combo will only continue if they hit the wall. |
| | * <span style="font-family: monospace; display: inline-block;>{{clr|S|5S}} > Delay > {{clr|S|6S~S}}</span> - Punishment Cross is completely MP-free, but must be used much earlier in a combo. |
| | * <span style="font-family: monospace; display: inline-block;>{{clr|S|2S}} > {{clr|S|6S}}</span> - Rising Cut allows high-damage routes and is MP-free, but with more difficult and combo-sensitive routes. |
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| | While very expensive for its use of God's Wrath ({{clr|M|j.M}}, it is notably high damage and the corner carry is very high, making it easy to convert into corner combos if the MP allows for it. |
| | }} |
| | |-| |
| | Burning Wheel = |
| | {{TheoryBox |
| | | Title = Burning Wheel |
| | | Oneliner = MP-expensive and combo-sensitive, but massive damage with Incinerate. |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Video = DNFD Inquisitor Combos 214M-Extender.mp4 |
| | | Recipe = ... > {{clr|S|j.2S}} > Delay > {{clr|M|214M}} > {{clr|B|5B}} > {{clr|S|4S}} > {{clr|S|6S~S}} > Jump Cancel > {{clr|S|j.S}} > ({{clr|S|j.2S}} or {{clr|M|j.M}}) > ... |
| | | content = |
| | Burning Wheel ({{clr|M|214M}}) locks the opponent down for a long time, this makes it an excellent opportunity to apply [[{{BASEPAGENAME}}#Incinerate|Incinerate]] [[file:DNFD_Incinerate_Icon.png|18px]] for a flat +50 damage. Once Burning Wheel is finished, the opponent is likely to tech out soon if not immediately, this makes it somewhat dependent on the combo route for optimal use, as Burning Wheel too early sacrifices a lot of combo damage, but too late and the opponent will tech out before Essence [[file:DNFD_Flege's_Essence_Icon.png|18px]] can be applied. |
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| | For optimal combos you will need to time Burning Wheel ({{clr|M|214M}}) to catch the opponent as low to the ground as possible. This is because the Incinerate [[file:DNFD_Incinerate_Icon.png|18px]] effect launches them up, and potentially out of range of useful moves like Cut-in Bash ({{clr|S|6S~S}}). |
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| | You can either perform a well-timed Raid ({{clr|S|j.2S}}) or God's Wrath ({{clr|M|j.M}}) at the end of the Burning Wheel to prolong the combo. Alternatively, you can allow the opponent to tech out automatically to set up okizeme. If they tech out very early, they can even be hit meaty by the Burning Wheel. |
| | }} |
| | </tabber> |
| | |
| | ===Combo Enders=== |
| | <tabber> |
| | Flege's Essence = |
| | {{TheoryBox |
| | | Title = Flege's Essence Ender |
| | | Oneliner = Simple confirm for easy corner pressure |
| | | Difficulty = Easy |
| | | Anchor = |
| | | Video = DNFD_Inquisitor_Combos_j.M-4S-Ender.mp4 |
| | | Recipe = ... > ({{clr|S|j.2S}} or {{clr|M|j.M}}) or > Land > {{clr|S|4S}} |
| | | content = |
| | The primary goal of Inquisitor's combo ender is to end with {{MMC|input=4S|label=Flege's Essence}}. This costs 0 MP, and has a large range of benefits in the corner: |
| | * Jumping into {{clr|B|j.B}} or {{clr|S|j.S}} is a safejump, protecting you from reversals. |
| | * You are advantaged enough to use Throw on its earliest timing (Frame 10). |
| | * You are advantaged enough to {{clr|B|2B}} or dash in with Conversion {{clr|A|j.A}} to mixup if you have White Health. |
| | * The opponent is afflicted with the [[{{BASEPAGENAME}}#Incinerate|Essence]] [[file:DNFD_Flege's_Essence_Icon.png|18px]] Debuff. |
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| | This is easily accomplished using either the Hard Knockdown of God's Wrath ({{clr|M|j.}}) for an {{keyword|OTG}}, or a Raid ({{clr|S|j.2S}}) to launch them high enough. This ''is'' combo-sensitive, long combos may allow an opponent to tech out mid-air, and hitting too low to the ground you will not be as advantaged, therefore unable to safejump. |
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| | Raid ({{clr|S|j.2S}}) is staggeringly cheaper, preserving MP for pressure. However, it is slower, requiring it be used slightly earlier in combos to be able to hit in time, and Raid has some sensitivity if it hits too high above the opponent (causing the Flege's Essence to whiff). By contrast, God's Wrath ({{clr|M|j.M}}) does much more damage, can be used later in combos, and will consistently OTG so long as the final hit connects. |
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| | This can be done most easily from a {{MMC|input=S|label=Cut-in Bash}} jump cancel, but it can also be after a Burning Wheel ({{clr|M|214M}}) if well-timed. This is even doable at mid-screen positions if close enough, particularly with Raid, but this will not give good pressure. In these situations it is preferable to use a Noble Rage ({{clr|M|623M}}) ender if you have MP to spare. |
| | }} |
| | |-| |
| | Noble Rage= |
| | {{TheoryBox |
| | | Title = Noble Rage Ender |
| | | Oneliner = Hard Knockdown, for consistent pressure midscreen. |
| | | Difficulty = Very Easy |
| | | Anchor = |
| | | Video = DNFD_Inquisitor_Combos_623M-Ender.mp4 |
| | | Recipe = ... > ({{clr|S|5S}} or {{clr|S|j.2S}}) > {{clr|M|623M}} |
| | | content = |
| | {{MMC|input=623M|label=Noble Rage}} performs a cinematic hit, locking the opponent into a fixed Hard Knockdown at +19 advantage no matter when it is used. While this is notably weaker than Flege's Essence in the corner, it provides {{keyword|okizeme}} from anywhere, with several benefits: |
| | * You are advantaged enough to {{keyword|meaty}} with any {{clr|A|A}} Normal, {{clr|B|B}} Normal, {{clr|S|5S}}, or {{clr|S|2S}}. |
| | * You are advantaged enough to use Throw on its earliest timing (Frame 10). |
| | * You are advantaged enough to {{clr|B|2B}} or dash in with Conversion {{clr|A|j.A}} to mixup if you have White Health. |
| | |
| | This can be accomplished most easily by cancelling off Punishment Cross ({{clr|S|5S}}) or Raid ({{clr|M|j.2S}}). While this can be done from a God's Wrath ({{clr|M|j.M}}) {{keyword|OTG}} with <span style="font-family: monospace; display: inline-block;>{{clr|M|j.M}} > {{clr|B|5B}} OTG > {{clr|M|623M}}</span>, the MP cost will be massive, making it almost never worthwhile. |
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| | Unfortunately as an ender this is very MP costly. If short on MP, it may be better to use a midscreen Flege's Essence ({{clr|S|4S}}) ender with Raid, sacrificing okizeme to maintain MP. |
| | }} |
| | |-| |
| | Burning Wheel= |
| | {{TheoryBox |
| | | Title = Burning Wheel Okizeme |
| | | Oneliner = Begin Burning Wheel setplay unchallenged. Extremely expensive. |
| | | Difficulty = Easy |
| | | Anchor = |
| | | Video = DNFD Inquisitor Combos 214M-Ender.mp4 |
| | | Recipe = ... > ({{clr|S|2S}} or {{clr|S|j.2S}} or {{clr|M|236M}} or {{clr|M|j.M}}) > {{clr|M|214M}} > ... |
| | | content = |
| | Ending a combo by allowing the opponent to tech out and immediately fall into Burning Wheel ({{clr|M|214M}}) lets you begin Burning Wheel setplay completely unopposed. This won't prevent the usual counterplay, including Guard Cancels, but prevents any opportunity to abare and counter combo Inquisitor for setting up, making it low-risk. |
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| | The biggest problem this has is the 90 MP cost of Burning Wheel on top of any MP spent in a combo. If there is to be a serious threat of Guard Break, you will likely need to have began the combo with a lot of MP to spare and/or be in Awakening. Using a more MP-efficient combo is therefore very important to this routing, but this also comes at a cost of lower combo damage. |
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| | This can be set up both mid-screen and in the corner, but it is generally better to set up in the corner if possible. |
| | }} |
| | </tabber> |
| | |
| | ===Additional Techniques=== |
| | <tabber> |
| | Cut-in Bash Cancel = |
| | {{TheoryBox |
| | | Title = Cut-in Bash Cancel |
| | | Oneliner = Jump cancel into an {{clr|M|MP Skill}} for new cancel types |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Video = DNFD_Inquisitor_Combos_6SS-Cancel.mp4 |
| | | Recipe = {{clr|S|6S}}~{{clr|M|MP Skill}} |
| | | content = |
| | When performing a Jump Cancel, Inquisitor remains grounded for 4 frames. During this time she can execute an {{clr|M|MP Skill}} despite otherwise being unable to {{clr|M|MP Skill}} cancel Cut-in Bash. |
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| | Because Jump Cancel can be buffered during the hit, this is somewhat forgiving on timing. Input a jump then immediately input an {{clr|M|MP Skill}} of your choosing, or buffer the ''motion'' before inputting Jump and {{clr|M|M}} together. Additionally, because you cannot Jump Cancel on block, you can buffer the entire sequence to automatically hit confirm the attack. |
| | |
| | Below are some practical uses of this in combos: |
| | * Noble Rage ({{clr|M|623M}}) - A solid combo-ender. |
| | * Summary Justice ({{clr|M|236M}}) - Extend a combo while bypassing Raid. |
| | * Burning Wheel ({{clr|M|214M}}) - Begin a Burning Wheel combo earlier without the need of Raid. |
| | }} |
| | |-| |
| | Side-switch = |
| | {{TheoryBox |
| | | Title = Cut-in Bash Side-switch |
| | | Oneliner = Change direction mid-combo, especially for holding the corner |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Video = DNFD_Inquisitor_Combos_6SS-Side-Switch.mp4 |
| | | Recipe = {{clr|S|6S}} > delay > {{clr|S|~S}} |
| | | content = |
| | By timing Cut-in Bash to a specific point of the dash, it is possible to get behind a launched opponent. Depending on spacing, launch, and timing, the side-switch may either turn around (as shown in the clip), hit backwards without Inquisitor turning around, or turn around but whiff away from the opponent as a result. Timed right, this can allow combos to swap positions to put the opponent back into the corner, for corner combos that are not otherwise achievable. |
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| | This does not strictly require Cut-in Bash to work. With some high launches you can side-switch using only the Cut-in Dash then continue the combo with another attack. |
| | }} |
| | </tabber> |
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| ==Beginner Combos== | | ==Beginner Combos== |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {{BeginnerComboDef}} |
| |+Beginner Combos | | |
| |- | | ==Core Combos== |
| ! Combo !! Position !! Damage !! !! MP Gain !! Works on: !! Difficulty !! Notes
| | {{CoreComboDef}} |
| |- | | |
| || - || - || - || - || - || - || | | ==Specialized Combos== |
| |} | | {{SpecializedComboDef}} |
| | ==={{InvisibleText|Essence Conversion Instant Overhead Corner Combo}}=== |
| | {{TheoryBox |
| | | Title = Essence Conversion Instant Overhead Corner Combo |
| | | Oneliner = Closing a round out under perfect conditions. |
| | | Difficulty = Medium |
| | | Anchor = Inquisitor Specialized Combo 1 |
| | | Video = |
| | | Recipe = 8{{clr|B|B}}+{{clr|S|S|}} > {{clr|A|j.A}} > {{clr|M|j.M}} > 66 > {{clr|B|5B}} > {{clr|S|2S}} > {{clr|S|4S}} > {{clr|S|6S}} > {{clr|S|S}} > {{clr|M|236M}} > 66 > {{clr|B|5B}} > {{clr|AS|AS}} |
| | | content = |
| | * 605 damage total (includes 120 Incineration damage) |
| | Requires Essence already be applied to the opponent. |
| | }} |
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| ==Combo List== | | ==Miscellaneous Combos== |
| | The MP Gain in parenthesis is the value with the Awakening Passive. |
| {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |+Midscreen Combos | | |+Midscreen Combos |
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| ! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video |
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| || - || - || - || - || - || - || - || | | || {{clr|S|5S}} > {{clr|S|6S~S}} > {{clr|S|j.d2S}} > {{clr|M|214MS}} > {{clr|S|j.d5S}} > {{clr|S|2S}} > {{clr|S|4S}} > {{clr|S|6S~S}} > {{clr|S|j.5S}} > {{clr|M|j.MS}} > [66 > {{clr|S|4S}} or {{clr|red|AS}}] || Works from anywhere || 337 (535) || -90 (-50) || All || Core || Only works with 2 hits or less before 6S~S. Does not work from A starters. Can do j.2S instead of 2S for 3 extra damage at the cost of some reliability|| https://youtu.be/gfmO4XJNRB0 / https://youtu.be/qXc93aaAfwE |
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| | || {{clr|A|2A}} > {{clr|B|2B}} > {{clr|S|5S}} > {{clr|S|6S~S}} > {{clr|S|j.dS}} > {{clr|S|6S~S}} > {{clr|S|j.5S}} > {{clr|S|j.MS}} > 66 > [{{clr|S|4S}} or {{clr|B|5B}} > {{clr|red|AS}}] || Works from anywhere || 234 (438) || -55 (-35) || All || Core || Works with any starter, from anywhere but does a lot less damage than the Burning Wheel combo. Only use this one for A starters. || https://youtu.be/woufOp-2DOM |
| | |- |
| |} | | |} |
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| ! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| || 5B > 5S > 6S~S > jc > j.2S > 214MS > j.S > j.2S > backdash > 6S~S > jc > j.MS > AS || Midscreen || 529 || - || - || - || Requires Awakening || https://twitter.com/CrazyD0gma/status/1540109226034561025 || | | || 2A > 2B > 5S > 6S~S > j.S > j.MS > dash > OTG 5B > 2B > 6S~S > j.S > j.MS > otg 4C || Midscreen || 258 || - || - || Easy || Costs 95MP. Works off 5AA starter as well, the first j.S can cause the j.MS to hit a little awkward sometimes and can be omited without affecting anything but damage. The second j.S is necessary to buy time for meter to regen and avoid exhaustion at 100MP || - |
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| | || 5B > 5S > 6S~S > jc > j.2S > 214MS > j.S > j.2S > backdash > 6S~S > jc > j.MS > AS || Midscreen || 529 || - || - || - || Requires Awakening || https://twitter.com/CrazyD0gma/status/1540109226034561025 |
| |} | | |} |
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| ! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video |
| | |- |
| | || {{clr|S|j.2S}} > {{clr|M|236MS}} > {{clr|S|j.S}} > {{clr|S|j.2S}} > {{clr|M|236MS}} > {{clr|S|j.S}} > {{clr|S|j.2S}} > {{clr|M|236MS}} > {{clr|M|j.MS}} > [{{clr|S|4S}} or {{clr|red|AS}}] || Corner || 439 (636) || -100 (-70) || All but Enchantress and Swift Master || Core || Works from any one or two normal hits that will lift the opponent off the ground (j.2S, 2B, 2S and 5S). You can also start this combo with 6S~S if you omit the first 236MS and can add an extra j.S before the final j.MS. || https://youtu.be/FSduS6HPdys |
| |- | | |- |
| || 2B > 2S > 4S > 6S~S > jc > j.2S > 236MS > jump > j.S > J.2S > 623MS/236MS > AS || Corner || 302/478 || 0 || - || - || Requires 200 mana || https://youtu.be/TaPxQv1knDg | | || 2B > 2S > 4S > 6S~S > jc > j.2S > 236MS > jump > j.S > J.2S > 623MS/236MS > AS || Corner || 302/478 || 0 || - || - || Requires 200 mana || https://youtu.be/TaPxQv1knDg |
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| || j.A > j.S > 6SS > jc > j.B > j.S > 6SS > jc > j.S > j.MS > dash > OTG 5B > 6SS > jc > j.2C || Back to Corner || 323 || 40 || - || - || Requires 70 mana || https://twitter.com/DDT_Shiki/status/1541800324528316417 | | || j.A > j.S > 6SS > jc > j.B > j.S > 6SS > jc > j.S > j.MS > dash > OTG 5B > 6SS > jc > j.2C || Back to Corner || 323 || 40 || - || - || Requires 70 mana || https://twitter.com/DDT_Shiki/status/1541800324528316417 |
| |} | | |} |
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| ==External References==
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| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|DNFD|Inquisitor|32px}}</center> | | <center>{{Character Label|DNFD|Inquisitor|size=32px}}</center> |
| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | {{DNFD/CharacterLinks}} |
| {{#lst:DNFD/Navigation}} | | {{DNFD/Navigation}} |