DNFD/Inquisitor: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
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Now, she sets off to investigate the Wonder after being given this mission from Bishop Antonio of Lemidia Capella.
Now, she sets off to investigate the Wonder after being given this mission from Bishop Antonio of Lemidia Capella.
| summary = is classified as a '''''{{clr|#e39144|Traps}}''''' type. She has various moves that shut down the opponent and control space by resitrcting movement. She is capable of dealing special damage through Burning Hit
| summary = is classified as a '''''{{clr|#e39144|Traps}}''''' type. She has various moves that shut down the opponent and control space by restricting movement. She is capable of dealing special damage through Burning Hit.
| pros =  
| pros =  
* '''Prolonged Lockdown:''' Inquisitor's infamous {{MiniMoveCard|DNFD|chara=Inquisitor|input=214M|label=Burning Wheel}} keeps opponents blocking and taking high amounts of chip for almost three full seconds. She also has {{MiniMoveCard|DNFD|chara=Inquisitor|input=5M|label=Flege's Firebomb}} which acts as a less MP-intensive and much safer alternative.
* '''Prolonged Lockdown:''' Inquisitor's infamous {{MiniMoveCard|DNFD|chara=Inquisitor|input=214M|label=Burning Wheel}} keeps opponents blocking and taking high amounts of chip for almost three full seconds. She also has {{MiniMoveCard|DNFD|chara=Inquisitor|input=5M|label=Flege's Firebomb}} which acts as a less MP-intensive and much safer alternative.
* '''Explosive Reversal:''' {{MiniMoveCard|DNFD|chara=Inquisitor|input=623M|label=Noble Rage}} 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 Essense.
* '''Explosive Reversal:''' {{MiniMoveCard|DNFD|chara=Inquisitor|input=623M|label=Noble Rage}} 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 {{MiniMoveCard|DNFD|chara=Inquisitor|input=6S|label=Cut-in Dash}}, Insquisitor can approach very suddenly to punish pokes. Additionally, {{MiniMoveCard|DNFD|chara=Inquisitor|input=5M|label=Flege's Firebomb}} locks down opponents long enough to close the gap.
* '''Forceful Approach:''' With multiple long-reaching air attacks and her unique {{MiniMoveCard|DNFD|chara=Inquisitor|input=6S|label=Cut-in Dash}}, Insquisitor can approach very suddenly to punish pokes. Additionally, {{MiniMoveCard|DNFD|chara=Inquisitor|input=5M|label=Flege's Firebomb}} locks down opponents long enough to close the gap.
| cons =  
| cons =  
* '''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.
* '''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 Specials require high amounts of MP, with one of them costing 90 MP. This is massively improved once her Awakening Effect is active, but initially it can make many of her options restrictive.
* '''MP Glutton:''' Inquisitor's MP Specials require high amounts of MP, with {{MiniMoveCard|DNFD|chara=Inquisitor|input=214M|label=Burning Wheel}} costing 90 MP and {{MiniMoveCard|DNFD|chara=Inquisitor|input=623M|label=Noble Rage}} being the only {{keyword|reversal}} MP Special 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.
| difficulty_rating =  
| difficulty_rating =  
| official_difficulty =  
| official_difficulty =  

Revision as of 11:58, 29 June 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-, Insquisitor 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 Specials 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 Special 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 ?? seconds.

If any incinerating move is used while an opponent is doused in Essence, it will ignite, dealing an additional 50 damage over ?? seconds. 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 Special 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


5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Punishing Cross


Rising Cut

Cut-in Dash/Cut-in Bash

Flege's Essence

Punishment

Raid

MP Special Moves

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 Essense.
  • 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


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.

Shuts 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 BashDNFD Inquisitor 6SS.pngGuardMidStartup12Recovery35Advantage-16. It also automatically burns up any Essense, making it impossible to set up Essense during Burning Wheel.

  • If the wheel fully expires without using another MP special, 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.
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

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
4
DNFD Inquisitor Color 5.png
DNFD Inquisitor Color 6.png
DNFD Inquisitor Color 7.png
DNFD Inquisitor Color 8.png
5
6
7
8

Navigation

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