Overview
Inquisitor is an aggressive lockdown-focused character with access to persistent pressure.
Where Inquisitor shines is her persistent pressure game, using a wide assortment of pressure resets with Cut-in DashGuard:
-Startup:
-Recovery:
Total 25Advantage:
-, Flege's FirebombGuard:
MidStartup:
40Recovery:
-Advantage:
+37, and Burning WheelGuard:
MidStartup:
35Recovery:
-Advantage:
+166; and some great 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. With advantageous normals and high dash speed it becomes hard to avoid the threat, and high advantage when Throw hits helps maintain the pressure.
While very good on offense, Inquisitor struggles from range. Barring her Noble RageGuard:
MidStartup:
10Recovery:
-Advantage:
-26, almost every equivalent is very slow, with a 10F 5A poke, a 7F 2A abare, a 20F 2S anti-air, and a F19~32 6SS whiff punish. To assist, her Cut-in DashGuard:
-Startup:
-Recovery:
Total 25Advantage:
- allows fast grounded approaches, while RaidGuard:
MidStartup:
21Recovery:
-Advantage:
-11 and God's WrathGuard:
MidStartup:
12Recovery:
-Advantage:
-1 offer strong air-to-ground approaches, but these are neither fast nor advantageous, requiring finesse to begin her pressure.
Inquisitor has versatile combo potential, able to fully combo off even the tip of her lengthy 5A range, even when she is low on MP. However, 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 WheelGuard:
MidStartup:
35Recovery:
-Advantage:
+166 and Noble RageGuard:
MidStartup:
10Recovery:
-Advantage:
-26.
Inquisitor is not particularly weak on defense either, with Noble RageGuard:
MidStartup:
35Recovery:
-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. On top of that, her mobility options can help her escape offense in a variety of ways, either retreating, or dashing behind the opponent to steal her turn. However, all of these options have inherent risk, usually putting her into Counter Hit recovery, which can lead to her small Health Pool being depleted in very few interactions.
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.
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Health |
930 |
Guard Gauge |
1150 |
MP Regen Rate |
12 /second |
Prejump |
5F |
Backdash |
Fastest Attack |
2A (9f) |
Reversals |
Noble Rage 623M (10F) |
| |
Pros | Cons |
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Unique Mechanics
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 , it will ignite, launching the opponent into the air and inflict Incinerate
. 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 Firebomb
Guard:
MidStartup:
40Recovery:
-Advantage:
+37, Summary JusticeGuard:
MidStartup:
18Recovery:
-Advantage:
±0, Burning WheelGuard:
MidStartup:
35Recovery:
-Advantage:
+166 - 70 Damage: Noble Rage
Guard:
MidStartup:
10Recovery:
-Advantage:
-26, God's WrathGuard:
MidStartup:
12Recovery:
-Advantage:
-1
Damage dealt by Incinerate ignores all damage scaling, this includes combo scaling and even damage reduction buffs (e.g. Crusader's Merciful Strength
), and it cannot be blocked. However, the fire cannot deal the lethal blow, leaving opponents on 1 Health.
- 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.
- Movement Speed is increased.
- Takes less Guard damage.
Normal Moves
5A
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
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
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
Inquisitor's fastest attack and primary abare.
Average range for a 7 frame normal, however Inquisitor is extremely capable of getting a full combo off any hit, even performing side-switches mid-combo. 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
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
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 FirebombGuard:
MidStartup:
40Recovery:
-Advantage:
+37 or Burning WheelGuard:
MidStartup:
35Recovery:
-Advantage:
+166.
Cancel Options: j.B, j.S, j.2S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | - | 40 |
j.B
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
- +5 on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+5) |
Guard Cancel
6B+S
Skills
Punishing Cross
5S
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 JusticeGuard:
MidStartup:
18Recovery:
-Advantage:
±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 BashNo results > Jump Cancel for reaching at any distance, or Summary JusticeGuard:
MidStartup:
18Recovery:
-Advantage:
±0 when closer and in the corner.
- Second hit has a tiny dead-zone at point-blank range. Particularly relevant during Burning Wheel
Guard:
MidStartup:
35Recovery:
-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
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
Decently fast command dash with a variety of options during the move. Can cross opponents up.
6S covers a decent bit of ground in a short amount of time, so the raw dash can be a strong tools for resetting pressure, tick throwing, or navigating neutral. The true strength of the move, however, lies in its followups; during the dash, 6S can be cancelled into Cut-in BashGuard:
MidStartup:
12Recovery:
-Advantage:
-16, and any grounded MP Skill.
Cut-in BashGuard:
MidStartup:
12Recovery:
-Advantage:
-16 is a risky frametrap, but a vital tool for converting into combos or extending them. 6M serves a a safer alternative to 6SS as a frametrap, leading to a combo or strong corner carry on hit and being hard to punish on roll. 5M can be used to bait reversals and otherwise reset pressure, and 2M is a strong whiff punish and anti-air tool in neutral, as well as your optimal combo ender for setups. Mix up all of these options with raw dashes and tick throws to keep opponents guessing.
If used after hitting Noble RageGuard:
MidStartup:
10Recovery:
-Advantage:
-26, she can side-switch out of the corner while being completely safe from any reversal option, enhancing the defensive reward of it. In this situation, further RPS can be forced between raw dash and its followups to bait defensive options.
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
- Can cancel into during frames 8~21 of Cut-in Dash
Guard:
-Startup:
-Recovery:
Total 25Advantage:
-. 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 Debuff inflicted on an opponent making them vulnerable to receiving the Incinerate status.
Is a projectile property attack
Can hit a knocked down opponent off the ground
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 RageGuard:
MidStartup:
10Recovery:
-Advantage:
-26 will combo. Can be whiff cancelled into 6S, which has many strong applications.
The move has great use in combos due to its ability to be whiff cancelled into 6S, which leads to good corner carry, damage, and long meterless combos useful for regaining Mana. Mostly needs to be combod into from 2S, 5S(2), or j.2S, some of which are practical confirm tools of their own, giving Inquisitor very versatile combos with a surprising punch behind them.
Despite being very disadvantageous on hit and block, again thanks to the whiff cancel property, 4S is a strong whiff punish tool with high reward behind it. On top of that, this opens up to the great whiff cancels of 6S, giving you a very splippery sequence for dancing around neutral.
- 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 Overhead attack. Must be guarded standing
- Far-reaching air-to-air. From a running jump, it can hit opponents full screen.
- Can combo into 6SS for a full combo.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | - | 90 |
Raid
j.2S Can hit a knocked down opponent off the ground
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, 4S, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (+36) | 60, 20 |
MP Skills
Flege's Firebomb
5M Is a projectile property attack
Can hit a knocked down opponent off the ground
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 Temporarily fully invincible
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 EssenceGuard:
MidStartup:
34Recovery:
-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 DashGuard:
-Startup:
-Recovery:
Total 25Advantage:
- can side-switch out of the corner while remaining safe from the vast majority of reversal attacks, except Enchantress' 2A
Guard:
LowStartup:
6Recovery:
Advantage:
-10, Swift Master's 2A
Guard:
MidStartup:
6Recovery:
18Advantage:
-6, and Dragon Knight's 5A
Guard:
MidStartup:
6Recovery:
19Advantage:
-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
One last pressure ender at the cost of MP.
A solid frametrap after Punishing CrossGuard:
MidStartup:
16Recovery:
Advantage:
-5, as well as Cut-in DashGuard:
-Startup:
-Recovery:
Total 25Advantage:
-, allowing Inquisitor the breathing room to instead reset pressure with the dash or set up a greedy Burning WheelGuard:
MidStartup:
35Recovery:
-Advantage:
+166.
Very strong combo tool, but only in the corner, as midscreen the opponent gets launched too far to get a followup, both raw and with Essence. This, however, makes it a great pressure tool in the corner, giving Inquisitor a relatively low cost frametrap from many attacks, and one that is very hard to punish even on a correct roll, due to the repeated hits, and the hitbox behind her. If your last combo ended with Flege's EssenceGuard:
MidStartup:
34Recovery:
-Advantage:
-7, the threat of the next interaction is also majorly increased, as the following combo can have up to 3 incinerations.
- 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.
- Funnily, if the backwards hitbox of the 3rd hit gets blocked, Inquisitor is at a sizeable frame advantage, which can both start pressure and knowledge-check people.
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.
Burning Wheel
4M or 214M Is a projectile property attack
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 |
- Data in [ ] refers to on-hit when the opponent is doused in Essence.
God's Wrath
j.M Inflicts hard knockdown on hit
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
- 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
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |