Story
An American-Brazilian model with a background of grappling martial arts. He loves his body and wants to be admired for all his aspects, and is definitely still respectable in his martial arts. He wishes to go further than just modelling - he'd want to put on a show, and soon he'd get the chance... (bio from in-game manual)
Introduction
Playstyle: Grappler
Health: 1,200
Strengths |
Weaknesses
|
- Absurd damage: When Inacio strikes, he strikes hard. Even simple confirms will do 200+ damage
- Command throws: 632146C and 623C are both easy to combo into, and by throw standards reach quite far. Anyone near him will not be blocking :)
- Very durable: Most health out of the whole roster.
|
- Lacks most movement options: Inacio can't run or airdash. His run is replaced with a dash, but it's not as effective and has a bit of recovery afterwards
- Struggles at far-range: I mean, it's a grappler. What did you expect? While he does have a projectile, it's extremely slow.
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There just had to be a grappler here somewhere. Inacio doesn't do a whole lot from far away and he's pretty dang slow, but he has a lot of defensive properties to make closing the gap a bit easier. Once he's in, he can get some easy huge damage with his command throws.
Move List
Normal Moves
5A It's literally just a jab It's literally just a jab
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
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Attribute
|
15
|
-
|
-
|
-
|
-
|
Mid
|
Strike
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|
|
5B
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Damage
|
Startup
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Active
|
Recovery
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Block Advantage
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Guard
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Attribute
|
20
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-
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-
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-
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-
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Mid
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Strike
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Fire stomp that moves forward a very short distance covers the entire area directly in front of Inacio.
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|
5C
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Damage
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Startup
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Active
|
Recovery
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Block Advantage
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Guard
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Attribute
|
30
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-
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-
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-
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-
|
Mid
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Strike
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Forward punch that moves forward a short distance. Very easy to loop when you have the opponent in the corner.
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|
2A
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
15
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-
|
-
|
-
|
-
|
Low
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Strike
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|
|
2B
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Damage
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Startup
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Active
|
Recovery
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Block Advantage
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Guard
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Attribute
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20
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-
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-
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-
|
-
|
Low
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Strike
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Sweep kick that hits behind Inacio first, then in front of him a short moment after.
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|
2C
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Damage
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Startup
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Active
|
Recovery
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Block Advantage
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Guard
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Attribute
|
25
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-
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-
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-
|
-
|
Low
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Strike
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Basic uppercut launcher. Generally can't combo into from 5C or 2B.
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j.A
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
15
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-
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-
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-
|
-
|
High
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Strike
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Aerial jab. More effective as a jump-in compared to other characters, but it's still not great.
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|
j.B
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
20
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-
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-
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-
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-
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High
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Strike
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Aerial kick. Best reach out of Inacio's air normals, making it the preferred jump-in.
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|
j.C
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
30
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-
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-
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-
|
-
|
High
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Strike
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Downward slam that knocks down. A bit slow.
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Universal Mechanics
Throw 4A
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Damage
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Startup
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Active
|
Recovery
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Block Advantage
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Guard
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Attribute
|
50
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-
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-
|
-
|
-
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Unblockable
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Throw
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Lifts up the opponent and throws them away.
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|
Overhead 6C
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Damage
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Startup
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Active
|
Recovery
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Block Advantage
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Guard
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Attribute
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45
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-
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-
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-
|
-
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High
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Strike
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Winds up then punches downward. Very slow. Can combo into from 5A or 2A for a decent amount of extra damage.
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Special Moves
Red Hand 236A or B or C
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Version
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
A
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40
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-
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-
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-
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-
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Mid
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Strike
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Forward-moving slash. All versions can destroy most projectiles. Though not the most practical way, it can help clear the path while trying to approach. Won't hit at point-blank range, it just goes straight through instead.
|
B
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40
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-
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-
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-
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-
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Mid
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Strike
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Slow, long step forward, followed by a large slash. This version is riskier since you're wide open during the initial step. Don't use this if you're close-range or if there's something right in front of you.
|
EX
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75
|
-
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-
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-
|
-
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Mid
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Strike
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Fast, very long step forward, followed by a much large slash. The step is about twice the distance compared to the B version, but it also happens way faster. Better for a quick approach if your opponent gets careless.
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|
Heat Flex 22A or B or C A version A version B version B version EX version EX version
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Version
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
A
|
80
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-
|
-
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-
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-
|
Mid
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Reflect
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Small flame wall that blocks most projectiles. Blocked projectiles are turned into fast-moving fireballs and sent back in the other direction. Extremely fast startup, so don't worry about using on reaction, especially at far-range.
|
B
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50
|
-
|
-
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-
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-
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Mid
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Strike
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Larger flame wall. Functions as a launcher instead of a projectile shield. Covers Inacio's entire body, making it a sort of "get off me" move, though it's not a true reversal.
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EX
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Strike: 10x9 (90) Reflect: 90
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-
|
-
|
-
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-
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Mid
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Strike/Reflect
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Even larger flame wall that works as both an attack and projectile counter, basically combining the A and B versions. Hits multiple times, with each hit making the opponent slowly rise into the air. One of the fastest if not THE fastest move in the entire game. Inacio's only real reversal, but it's well worth the meter cost.
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|
Macho Man 41236A or B or C
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Version
|
Damage
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Startup
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Active
|
Recovery
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Block Advantage
|
Guard
|
Attribute
|
A
|
55
|
-
|
-
|
-
|
-
|
High
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Strike
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Short spin forward, then a pose in place after a short delay. All versions have super armor.
|
B
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55
|
-
|
-
|
-
|
-
|
High
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Strike
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Longer spin forward. Delay before posing is much longer. Pretty easy for the opponent to just avoid.
|
EX
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10, 15, 10, 15, 10, 15, 25 (100)
|
-
|
-
|
-
|
-
|
High
|
Strike
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Slow, long spin forward that drags the opponent along the way. One of Inacio's best combo extenders, but it's a little difficult to use.
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|
Attraction 63214C
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
|
Attribute
|
50
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
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Fires a large fireball after a long delay. If it connects, it'll send the opponent flying to your position, even on block! When you're at very far range, throw it out often to keep them moving.
|
|
Intimate 632146C
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
235, 7 (242)
|
-
|
-
|
-
|
-
|
Unblockable
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Throw
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Grabs the opponent, jumps and slams them into the ground, then tosses them backwards. Inacio's signature move, you'll be using this a lot. In traditional grappler fashion, you can use it to grab opponents who just keep blocking. It's also very easy to combo into in many situations, allowing for big damage finishes.
|
|
Love In The Air 623C
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
180
|
-
|
-
|
-
|
-
|
Unblockable
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Throw
|
Grabs the opponent and charges up an explosion right in their face, knocking them away. It's an anti-air throw, basically. The hitbox is in a pretty specific spot diagonally in front of Inacio. It's fast, good for stopping people from jumping in or out if you see it coming.
|
|
Willpowers
Desire of Fire 41236236A Be scared. Be scared.
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
425
|
-
|
-
|
-
|
-
|
Unblockable
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Throw
|
Grabs the opponent, sends them spinning into the air, then slams them into the ground, sending them flying away in the other direction. Super 632146C, basically. Does an absurd amount of damage, instantly bypassing the combo limit. Very safe if whiffed.
|
|
Burning Heart 236236[B], then release B when opponent hits the ground
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
50, 250 (300)
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Uppercut, followed by an exploding punch. This move works a bit strangely. In order for the second hit to connect, you have to keep the B button held down after the first hit, then let go of it once the opponent is in your range again. The timing for this is extremely lenient so don't stress about it too much. Alternatively you can just release B right away, and you'll be able to act freely again. There aren't too many reasons why you should use this over 41236236A, unless you just really want to not side switch
|
|
Driving Force
Together Forever 236236C (Air OK) A marked opponent will have this heart icon A marked opponent will have this heart icon
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
0
|
-
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
Duration: 20 seconds Cooldown: 20 seconds While active, hitting the opponent will mark them. If the marked opponent moves too far away from you, it will explode, sending them towards you and stunning them for a long time. If a mark is active when the driving force ends, it will disappear.
|
|
Resolve
Blazing Passion 4123641236D
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
INSTANT K.O.
|
-
|
-
|
-
|
-
|
Unblockable
|
Throw
|
Grabs the opponent, charges a huge jump, then slams them into the ground, creating a massive hole. Only unblockable resolve in the game. Though extremely risky, you can use it to finish a blocking opponent if they're not paying attention. It can also be used to confirm off of a mark explosion. Yes, the stun really lasts THAT long.
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Combos
Colors