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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 | | 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 | * '''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 | * '''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
Please feel free to make edits, but include edit summaries and sources where applicable.
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.
- Prolonged Lockdown: Inquisitor's infamous Burning WheelGuardMidStartup40Recovery30*Advantage+166 keeps opponents blocking and taking high amounts of chip for almost three full seconds. She also has Flege's FirebombGuardMidStartup45Recovery10*Advantage+37 which acts as a less MP-intensive and much safer alternative.
- Explosive Reversal: Noble RageGuardMidStartup10Recovery42Advantage-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 DashGuard-Startup0Recovery25Advantage-, Insquisitor can approach very suddenly to punish pokes. Additionally, Flege's FirebombGuardMidStartup45Recovery10*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 WheelGuardMidStartup40Recovery30*Advantage+166 costing 90 MP and Noble RageGuardMidStartup10Recovery42Advantage-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.Inquisitor | |
---|---|
Health: | 930 |
Guard Gauge: | 950 |
MP Regen Rate: | 12 |
Prejump: | 4 |
Backdash: | 26F |
Unique Movement Options: | Cut-in Dash |
Normal Moves
5A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | 0 | 30 | 1 | - |
5AA
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +3 | 40 | 1 | - |
5B
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +8 | 50 | 3 | - |
2A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -1 | 30 | 1 | - |
2B
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD (+20) | 55 | 3 | - |
j.A
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | ~+15 | 40 | 1 | - |
j.B
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | ~+19 | 70 | 3 | - |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100%, 0% | HKD(+5) | - | 10 | - |
Dodge
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | 0 | - | - |
Special Moves
Punishing Cross
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 80% | KD (+39) | 40, 60 | 2, 3 | - |
Rising Cut
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+38) | 80 | 5 | - |
Cut-in Dash/Cut-in Bash
Cut-in Dash 6S
Command Dash that can cross through the opponent
- Placeholder
Cut-in Bash 6SS
Jump cancellable launcher
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | - | - | - | - | - |
- Can be cancelled into Cut-in Bash during frames 8~20.
Flege's Essence
- Applies a temporary debuff to the enemy on hit that causes all MP Skills to inflict a temporary damage-over-time burning debuff when they hit afterwards
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
- Far-reaching air-to-air
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD(~+52) | 90 | 5 | - |
Raid
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (+36) | 60, 20 | 3, 2 | - |
MP Special Moves
Flege's Firebomb
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×5 | +42 [HKD (+95)] | 3×5 | - | 5 |
- Data in [ ] refers to on-hit when the opponent is doused in Essence.
*Inquisitor recovers from the thrown Firebomb while it is still active. For this skill, recovery and Active are considered separate.
Noble Rage
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 DashGuard-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
- Placeholder
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
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 BashGuardMidStartup12Recovery35Advantage-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
- Placeholder
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
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100% | HKD (+2) | 40 | - | - |
- Awakening Flash freezes the game for 82 frames (1.3694 seconds) starting at Frame 3.
Colors
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •