DNFD/Inquisitor: Difference between revisions

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Revision as of 12:22, 1 July 2022

Overview
Overview

 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 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 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 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.
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

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.

The only 5A attack that is plus 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.

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.

Just like 5A, this is the only 5AA attack that is plus on block, and one of very few to maintain as good of an advantage as 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.
Proration On-Hit Guard Damage MP Gain Level
70% +3 40 1 -
No results

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Skills

Punishing Cross


Rising Cut

Cut-in Dash

Cut-in Bash

No results
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
  • 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.

No results

No results

Flege's Essence

Version 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
Flege's Essence 30 Mid 34 15 17 -7 none
Incinerate 50 [70] N/A - - - - none
  • 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

Raid

MP Skills

Flege's Firebomb

Noble Rage

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

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 DashDNFD Inquisitor 6S.pngGuard-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

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 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

Burning Wheel

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, 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.
  • 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

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.

  • 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

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.