Idol Showdown/Ninomae InaNis: Difference between revisions

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===Recommended Collabs===
===Recommended Collabs===
* [[File:IS_Roboco_Icon.png|40px]] '''[[Idol Showdown/Collabs#Roboco|Roboco]]'''
* [[File:IS_Mio_Icon.png|40px]] '''[[Idol Showdown/Collabs#Mio|Mio]]'''
:*Info goes here
:*Big bombo off 5H
* [[File:IS_Subaru_Icon.png|40px]] '''[[Idol Showdown/Collabs#Subaru|Subaru]]'''
:*Off-collab generally all-around good, covers some of Ina's weaknesses


}}
}}
Line 55: Line 57:
  |description=
  |description=
* Self-Gatling Count: 3
* Self-Gatling Count: 3
Info goes here
Standard L normal. Slower than {{input|2L}} but reaches slightly further. Overall good button for stagger pressure due to its high self-gatling count.
* Not a low despite its looks
  }}
  }}
}}
}}
Line 74: Line 77:
  |advHit=-4
  |advHit=-4
  |advBlock=-8
  |advBlock=-8
  |description= Info goes here
  |description=
Your main poke in neutral. Amazing range and leads to full confirms from most ranges. The only extended hurtbox is on the umbrella which means the opponent would have to directly challenge the poke if they want to whiff punish.
* Can at least secure a hard knockdown at all ranges with {{input|3H}}, except at the very tip.
* Hits quite high and can be low profiled by certain moves.
  }}
  }}
}}
}}
Line 93: Line 99:
  |advHit=-1
  |advHit=-1
  |advBlock=-6
  |advBlock=-6
  |description= *Has no cancel options on block nor on hit
  |description=
* Has no cancel options on block nor on hit
Massive poke with surprisingly low recovery on block. Hindered by having absolutely no cancel options in any scenario, its use is limited to a big poke that you occasionally throw out in neutral that's safe from a distance.
  }}
  }}
}}
}}
Line 115: Line 123:
  |description=
  |description=
* Self-Gatling Count: 2
* Self-Gatling Count: 2
Info goes here
Fast low with decent range. Your main abare option for taking your turn back.
  }}
  }}
}}
}}
Line 134: Line 142:
  |advHit=-1
  |advHit=-1
  |advBlock=-5
  |advBlock=-5
  |description= Info goes here
  |description=
Strong but stubby low. Mostly outclassed by {{input|5M}} as a poke, but does not have the demerit of getting low profiled.
  }}
  }}
}}
}}
Line 155: Line 164:
  |invul= (5~19) {{Property-IS|head}}
  |invul= (5~19) {{Property-IS|head}}
  |description=
  |description=
Massive anti air that hits directly above and in front of Ina. Has a wall-like hitbox with near infinite vertical range, but limited horizontal range.
* Jump cancellable on hit and block
* Jump cancellable on hit and block
  }}
  }}
Line 174: Line 184:
  |advHit=HKD
  |advHit=HKD
  |advBlock=-8
  |advBlock=-8
  |description= Info goes here
  |description=
Universal sweep. Pulls the opponent towards Ina on hit and block.
  }}
  }}
}}
}}
Line 202: Line 213:
|image=ISD_Ina_jM.png
|image=ISD_Ina_jM.png
|hitbox=IS_Ina_jM_hitbox.png
|hitbox=IS_Ina_jM_hitbox.png
|caption=Raging tako panch!
|caption=Raging tako punch!
|name=j.M
|name=j.M
|data=
|data=
Line 213: Line 224:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Info goes here
  |description=
Staple combo tool in Ina's combos. Boasts high untech time and good minimum damage due to it being multi hit. Use this to juggle your opponent across the stage.
* Hits mid
  }}
  }}
}}
}}
Line 232: Line 245:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Info goes here
  |description=  
Big jump normal that hits both sides. Your main jump-in to start pressure. Also an occasional combo tool that's technically stronger than {{input|j.M}}, but is harder to time in most cases.
* With great hitboxes comes great hurtboxes. While its hitbox is big, its hurtbox is even bigger. This makes Ina more prone to getting anti air'd by moves that may not even have head invulnerability.
  }}
  }}
}}
}}
Line 276: Line 291:
  |description=
  |description=
* Both hits are jump cancellable on hit and block
* Both hits are jump cancellable on hit and block
Unique command normal that is quite fast for its reach and frame advantage. Deletes projectiles on contact.
Unique command normal that is quite fast for its reach and frame advantage. Deletes projectiles on contact which also grants meter.
  }}
  }}
}}
}}
Line 298: Line 313:
  |description=
  |description=
* Jump cancellable on hit and block
* Jump cancellable on hit and block
* Despite its looks, does not have head invulnerability
* Air blockable
* Whiffs on crouching opponents
* Whiffs on crouching opponents
  }}
  }}
Line 383: Line 400:
  |active=2(6)2(6)2
  |active=2(6)2(6)2
  |recovery=20
  |recovery=20
  |advHit=
  |advHit=KD
  |advBlock=-8
  |advBlock=-8
  |description= Info goes here
  |description=
* Moves Ina slightly forward.
* Combo filter.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 395: Line 414:
  |active=2(6)2(6)2(6)2(8)2
  |active=2(6)2(6)2(6)2(8)2
  |recovery=34
  |recovery=34
  |advHit=
  |advHit=KD
  |advBlock=-18
  |advBlock=-18
  |description= Info goes here
  |description=
Ina's most damaging meterless special, and the main source of damage in her combos.
* Moves Ina forward even more.
* Still combo filler.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 407: Line 429:
  |active=2(6)2(6)2(6)2(6)2(6)3
  |active=2(6)2(6)2(6)2(6)2(6)3
  |recovery=35
  |recovery=35
  |advHit=
  |advHit=KD
  |advBlock=-17
  |advBlock=-17
  |invul= (1~11) {{Property-IS|full}}
  |invul= (1~11) {{Property-IS|full}}
  |description= Info goes here
  |description=
* Invincible reversal
* Air blockable
* Moves about the same distance as the L version.
* Does not trade favorably with pokes due to its limited forward movement, often leading to situations where it becomes punishable on hit.
}}
}}
}}
}}
Line 431: Line 457:
  |advBlock=-18
  |advBlock=-18
  |description=
  |description=
Info goes here
Slow fireball that travels roughly 70% of the screen.
* Very low blockstun, making it difficult to get plus frames with it in most ranges.
* Punishable on block at closer ranges.


[[File:IS_Ina_46L_diagram_small.png]]  
[[File:IS_Ina_46L_diagram_small.png]]  
Line 446: Line 474:
  |advBlock=-6
  |advBlock=-6
  |description=
  |description=
Info goes here
A faster fireball that travels roughly 75% of the screen.
* Has much better general frame data compared to the L version and gives Ina more chances to set up plus frames in her preferred ranges.


[[File:IS_Ina_46M_diagram_small.png]]  
[[File:IS_Ina_46M_diagram_small.png]]  
Line 461: Line 490:
  |advBlock=-3
  |advBlock=-3
  |description=
  |description=
Info goes here
Fullscreen fireball that travels the same speed as the M version.
* Deletes normal projectiles and cancels out with other EX projectiles.


[[File:IS_Ina_46H_diagram_small.png]]  
[[File:IS_Ina_46H_diagram_small.png]]  
Line 483: Line 513:
  |advHit=+1
  |advHit=+1
  |advBlock=-4
  |advBlock=-4
  |description= Info goes here
  |description=
* Forward advancing special. Mostly safe blockstring ender if you don't have a fireball charge.
** Punishable if the final hit is instant blocked, and always punishable by Coco's command grab.
** Can be made safe if superchat canceled into {{input|[4]6M}}
* Allows a full confirm on counter hit with {{input|5L}} or {{input|2L}} depending on distance.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 493: Line 527:
  |active=2(1)2(3)2(1)2(3)2(1)2(3)2(1)2
  |active=2(1)2(3)2(1)2(3)2(1)2(3)2(1)2
  |recovery=24
  |recovery=24
  |advHit=
  |advHit=-3
  |advBlock=-8
  |advBlock=-8
  |description= Info goes here
  |description=
* Moves Ina forward even more. Sees little use in neutral due to its much slower startup and even longer recovery.
* Minus on hit. Does not lead to a full confirm even on counter hit, but is at least plus.
* Can be combo'd into from {{input|4H}} on both ground and air hit.
** Great move for squeezing in a tiny bit more damage in corner before a super ender with {{input|4H}} > {{input|214M}} > {{input|236S}}.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 509: Line 547:
  |description=
  |description=
* Uniquely leads to a hard knockdown on hit
* Uniquely leads to a hard knockdown on hit
* Launches on air hit, making it useful for converting off pokes such as far hit {{Input|5M}} > {{Input|3H}}
* 2 frame gap between the multi-hit groupings
* 2 frame gap between the multi-hit groupings
* Does a sizable amount of chip damage if not instant blocked
  }}
  }}
}}
}}
Line 535: Line 575:
  |advBlock=
  |advBlock=
  |description=
  |description=
* Takos stay on the screen for 300F (6 seconds)
* Takos stay on the screen until it finishes eating the cookie, which lasts for 300 frames (6 seconds).
* Leads to different followups depending on which version of fireball it is hit by.
* Has a deadzone between it and Ina.
* Can trade with a projectile hit when thrown out and before landing.
}}
}}
}}
}}
Line 560: Line 603:
  |advBlock=-17
  |advBlock=-17
  |description=
  |description=
* Has a projectile durability of 1x2
* Has a projectile durability of 1x2.
Info goes here
* Travels farther than the unenhanced {{input|[4]6L}}, but still not fullscreen.
* Somewhat decent projectile to cover your approach against opponents with stronger fireballs.
* Note that this fireball also follows the projectile limit, meaning Ina cannot shoot another projectile as long as this one remains on screen.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 574: Line 619:
  |advBlock=+6
  |advBlock=+6
  |description=
  |description=
Info goes here
* Jumpscare move that reaches a bit over halfscreen.
* Plus on block, which allows you to slightly reposition yourself in neutral or use as a pressure reset if there happens to be a Takodachi in range.
* Launches airborne opponents on hit, allowing conversions at certain ranges.
* Is still a projectile despite its looks and can be gone through with projectile invulnerable moves.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 587: Line 635:
  |advBlock=+42
  |advBlock=+42
  |description=
  |description=
Info goes here
* Hits fullscreen.
* Absurdly plus on both block and hit. Allows full confirms from up to 75% fullscreen on hit.
* Does not interact with other projectiles.
  }}
  }}
}}
}}

Latest revision as of 22:15, 26 May 2024

Last Updated to Version 4.0.6

IS Ina Logo.png

Witty Artistic High-Priestess - Artistic Pressure
Difficulty - ★★★★★☆

Introduction

Ina is a well-rounded midranger who commands space with her tentacle attacks. She unleashes the latent power from the Ancient Ones when the opportunity arises, leaving her opponents without an inkling as to what hit them.
Playstyle
IS Ina Icon.png

Ina is a midrange charge character who keeps her opponents at bay with the power of the Ancient Ones.

Pick if you like Avoid if you dislike
  • Space Control: Ina's fireballs are fine at zoning on their own, though they get much stronger if you set up her 22S. She can also follow behind them with her phenomenal pokes like 5M, 5H, 3H, and 4H. With charge or Superchats ready she can convert some of her pokes from their maximum range into full combos.
  • High Damage: She is easily able to take half of an opponent's lifebar off her overhead 3M, as well as getting great damage and oki from her basic 2L starter combos.
  • Great Pressure: Has the best overhead in the game in her 3M which leads to massive reward on hit or a continued blockstring. Her projectiles are also good at frame-trapping opponents and restarting pressure from her preferred range.
  • Anti-Zoning: Ina possess tools against zoning in her 4M which destroys single hit projectiles, her 22S follow-ups, and her 236S which can be used as a full-screen whiff punish.
  • Squids:
  • Charge Reliance: Ina without her charge at the ready loses her ability to extend combos off of her pokes meterlessly as well as having less safe pressure and zoning.
  • BIG Hurtboxes: 5H and 4H have very massive hurtboxes that appear before the hitbox and linger. Her main anti air, 2H, also has a massive hurtbox.
  • Lacking Fullscreen Presence: Ina's meterless fireballs dissipate before reaching fullscreen. She needs to spend meter and make way into her preferred space.

Recommended Collabs

  • Big bombo off 5H
  • Off-collab generally all-around good, covers some of Ina's weaknesses

Moves

Standing Normals

5L
5L
IS Ina 5L.png
Sorrowful Tako Kick!
Sorrowful Tako Kick!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

6 3 10 -1 2

None

  • Self-Gatling Count: 3

Standard L normal. Slower than 2L but reaches slightly further. Overall good button for stagger pressure due to its high self-gatling count.

  • Not a low despite its looks
Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Ina 5M.png
Stay thiiiis far away from me.
Stay thiiiis far away from me.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Mid

8 5 17 -8 -4

None

Your main poke in neutral. Amazing range and leads to full confirms from most ranges. The only extended hurtbox is on the umbrella which means the opponent would have to directly challenge the poke if they want to whiff punish.

  • Can at least secure a hard knockdown at all ranges with 3H, except at the very tip.
  • Hits quite high and can be low profiled by certain moves.
Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Ina 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

15 2 26 -6 -1

None

  • Has no cancel options on block nor on hit

Massive poke with surprisingly low recovery on block. Hindered by having absolutely no cancel options in any scenario, its use is limited to a big poke that you occasionally throw out in neutral that's safe from a distance.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Ina 2L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low, Air Unblockable

5 2 12 -2 1

None

  • Self-Gatling Count: 2

Fast low with decent range. Your main abare option for taking your turn back.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Ina 2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

Low, Air Unblockable

10 2 19 -5 -1

None

Strong but stubby low. Mostly outclassed by 5M as a poke, but does not have the demerit of getting low profiled.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Ina 2H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid, Air Unblockable

15 5 25 -16 +5

(5~19) Head

Massive anti air that hits directly above and in front of Ina. Has a wall-like hitbox with near infinite vertical range, but limited horizontal range.

  • Jump cancellable on hit and block
Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Ina 3H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Low, Air Unblockable

14 2 18 -8 HKD

None

Universal sweep. Pulls the opponent towards Ina on hit and block.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
ISD Ina jL.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

5 5 Until Landing + 2 - -

None

Info goes here

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
ISD Ina jM.png
Raging tako punch!
Raging tako punch!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75(25x3)

Mid

11 2(6)2(6)2 Until Landing + 3 - -

None

Staple combo tool in Ina's combos. Boasts high untech time and good minimum damage due to it being multi hit. Use this to juggle your opponent across the stage.

  • Hits mid
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
ISD Ina jH.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

High

15 16 Until Landing + 4 - -

None

Big jump normal that hits both sides. Your main jump-in to start pressure. Also an occasional combo tool that's technically stronger than j.M, but is harder to time in most cases.

  • With great hitboxes comes great hurtboxes. While its hitbox is big, its hurtbox is even bigger. This makes Ina more prone to getting anti air'd by moves that may not even have head invulnerability.
Toggle Hitboxes
Toggle Hitboxes

Command Normals

3M
Bonkai!
IS 3.png + IS M.png
ISD Ina 3M.png
Inaff!
Inaff!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70

High

24 2 18 -4 0

None

Ina's unique standing overhead which can gatling into any of her Medium or Heavy buttons on hit or block. Is also special cancellable on hit or block as well.

Toggle Hitboxes
Toggle Hitboxes
4M
Throwing Shade
IS 4.png + IS M.png
ISD Ina 4M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70(30, 40)

Mid

6 2(7)6 12 -2 +2

None

  • Both hits are jump cancellable on hit and block

Unique command normal that is quite fast for its reach and frame advantage. Deletes projectiles on contact which also grants meter.

Toggle Hitboxes
Toggle Hitboxes
4H
Call to Arms
IS 4.png + IS H.png
ISD Ina 4H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

15 2 24 -4 +1

None

  • Jump cancellable on hit and block
  • Despite its looks, does not have head invulnerability
  • Air blockable
  • Whiffs on crouching opponents
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw

Throw
IS L.png + IS M.png or IS G.png
ISD Ina LM.png
Such a cute takodachi..
Such a cute takodachi..
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
150

-

7 2 31 - +25

None

  • Total Frames: 39
Toggle Hitboxes
Toggle Hitboxes

Overhead

Overhead
IS M.png + IS H.png
ISD Ina jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

  • Universal overhead.
Toggle Hitboxes
Toggle Hitboxes

Superchat Reversal

Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
ISD Ina 4M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

2[Charge]8L/M/H
Stagger-Ring Assault
IS 2.png Charge IS 8.png + IS L.png/IS M.png/IS H.png
ISD Ina 28X.png
Did you ring?
Did you ring?
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Light 90(30x3)

Mid

12 2(6)2(6)2 20 -8 KD

None

  • Moves Ina slightly forward.
  • Combo filter.
Medium 150(30x5)

Mid

15 2(6)2(6)2(6)2(8)2 34 -18 KD

None

Ina's most damaging meterless special, and the main source of damage in her combos.

  • Moves Ina forward even more.
  • Still combo filler.
Endless Suffer-Ring 180(30x6)

Mid

10 2(6)2(6)2(6)2(6)2(6)3 35 -17 KD

(1~11) Full

  • Invincible reversal
  • Air blockable
  • Moves about the same distance as the L version.
  • Does not trade favorably with pokes due to its limited forward movement, often leading to situations where it becomes punishable on hit.
4[Charge]6L/M/H
AO-ter God Blast
IS 4.png Charge IS 6.png + IS L.png/IS M.png/IS H.png
ISD Ina 46L.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Light 65

Mid

17 Until Expiration 29 -18 -15

None

Slow fireball that travels roughly 70% of the screen.

  • Very low blockstun, making it difficult to get plus frames with it in most ranges.
  • Punishable on block at closer ranges.

IS Ina 46L diagram small.png

Medium 65

Mid

13 Until Expiration 29 -6 +3

None

A faster fireball that travels roughly 75% of the screen.

  • Has much better general frame data compared to the L version and gives Ina more chances to set up plus frames in her preferred ranges.

IS Ina 46M diagram small.png

AO that's Gotta Hurt! 105(35x3)

Mid

13 Until Expiration 29 -3 +2

None

Fullscreen fireball that travels the same speed as the M version.

  • Deletes normal projectiles and cancels out with other EX projectiles.

IS Ina 46H diagram small.png

214L/M/H
The Art of Wah!
IS 214.png + IS L.png/IS M.png/IS H.png
ISD Ina 214L.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Light 90(15x6)

Mid

12 2(1)2(3)2(1)2(3)2(1)2 20 -4 +1

None

  • Forward advancing special. Mostly safe blockstring ender if you don't have a fireball charge.
    • Punishable if the final hit is instant blocked, and always punishable by Coco's command grab.
    • Can be made safe if superchat canceled into [4]6M
  • Allows a full confirm on counter hit with 5L or 2L depending on distance.
Medium 120(15x8)

Mid

20 2(1)2(3)2(1)2(3)2(1)2(3)2(1)2 24 -8 -3

None

  • Moves Ina forward even more. Sees little use in neutral due to its much slower startup and even longer recovery.
  • Minus on hit. Does not lead to a full confirm even on counter hit, but is at least plus.
  • Can be combo'd into from 4H on both ground and air hit.
    • Great move for squeezing in a tiny bit more damage in corner before a super ender with 4H > 214M > 236S.
Wah never changes! 144(12x12)

Mid

9 2(1)2(3)2(1)2(3)2(1)2(12)2(1)2(3)2(1)2(3)2(1)2 12 +2 HKD

None

  • Uniquely leads to a hard knockdown on hit
  • Launches on air hit, making it useful for converting off pokes such as far hit 5M > 3H
  • 2 frame gap between the multi-hit groupings
  • Does a sizable amount of chip damage if not instant blocked
22S
Let's Tako-bout it
IS 2.png IS 2.png + IS S.png

or

IS 214.png + IS S.png
ISD Ina 22S.png
Tako time!
Tako time!
ISD Ina 22S Tako.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 27 - -

None

  • Takos stay on the screen until it finishes eating the cookie, which lasts for 300 frames (6 seconds).
  • Leads to different followups depending on which version of fireball it is hit by.
  • Has a deadzone between it and Ina.
  • Can trade with a projectile hit when thrown out and before landing.
Toggle Hitboxes
Toggle Hitboxes
4[Charge]6L/M/H
Tako-Enhanced AO-ter God Blast
IS 4.png Charge IS 6.png + IS L.png/IS M.png/IS H.png
ISD Ina L Tako.png
Light
Light
ISD Ina M Tako.png
Medium
Medium
ISD Ina H Tako.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
46L 50x2

Mid

17 Until Expiration 29 -17 -14

None

  • Has a projectile durability of 1x2.
  • Travels farther than the unenhanced [4]6L, but still not fullscreen.
  • Somewhat decent projectile to cover your approach against opponents with stronger fireballs.
  • Note that this fireball also follows the projectile limit, meaning Ina cannot shoot another projectile as long as this one remains on screen.
46M 65

Mid

13 Until Expiration 29 +6 KD

None

  • Jumpscare move that reaches a bit over halfscreen.
  • Plus on block, which allows you to slightly reposition yourself in neutral or use as a pressure reset if there happens to be a Takodachi in range.
  • Launches airborne opponents on hit, allowing conversions at certain ranges.
  • Is still a projectile despite its looks and can be gone through with projectile invulnerable moves.
46H 105(35x3)

Mid

13 Until Expiration 29 +42 +46

None

  • Hits fullscreen.
  • Absurdly plus on both block and hit. Allows full confirms from up to 75% fullscreen on hit.
  • Does not interact with other projectiles.

Super Star Attack

Forbidden Inkantation
IS 236.png + IS S.png
ISD Ina 236S.png
World domination!
World domination!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
275(0, 15x5, 200)

Mid

11 ? 52 -41 -

None

  • Air blockable

Decently fast super that tracks the opponent from anywhere on the screen. Lack of invulnerability makes its use as a wakeup reversal limited. Expensive but great callout option against opponents throwing fireballs at you.

Colors

Navigation

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