

This move also massively raises the threat of her next interaction if used as an OTG combo ender. Incineration: Felege's Essence Guard Mid Startup 34 Recovery 17 Advantage -7 gives Inquisitor notably high minimum damage on her weaker starters and other highly-scaled combos, which can also help her close rounds off more efficiently.Extensive Pressure: Inquisitor can force many RPS situations to prolong her offense, and has access to some highly active projectile attacks to lock opponents down with.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. 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.

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. Inquisitor is not particularly weak on defense either, with Noble Rage Guard Mid Startup 40 Recovery 30* Advantage +166 being one of the most rewarding DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s in the game while having significant range.

This is massively improved once her Clear Cube Awakening Effect is active, but until then she will need to heavily pace her MP Skill usage, especially for Burning Wheel Guard Mid Startup 40 Recovery 30* Advantage +166 and Noble Rage Guard Mid Startup 10 Recovery 42 Advantage -26.

Even her DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. However, Inquisitor's MP Skills are very expensive, and has only the baseline MP Regeneration Rate. 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. To assist, her Cut-in Dash Guard - Startup 0 Recovery 25 Advantage - allows fast grounded approaches, while Raid Guard Mid Startup 21 Recovery 24 Advantage -11 and God's Wrath Guard Mid Startup 12 Recovery 26 Advantage -1 offer strong air-to-ground approaches, but these are neither fast nor advantageous, requiring finesse to begin her pressure. Barring her Noble Rage Guard Mid Startup 10 Recovery 42 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. While very good on offense, Inquisitor struggles from range. With advantageous normals and high dash speed it becomes hard to avoid the threat, and high advantage when Throw hits helps maintain the pressure. 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. Where Inquisitor shines is her persistent pressure game, using a wide assortment of pressure resets with Cut-in Dash Guard - Startup 0 Recovery 25 Advantage -, Flege's Firebomb Guard Mid Startup 45 Recovery 10* Advantage +37, and Burning Wheel Guard Mid Startup 40 Recovery 30* Advantage +166 and some great Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. Inquisitor is an aggressive lockdown-focused character with access to persistent pressure.
