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
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
Subaru - Off-collab covers some of Ina's weaknesses, amplifies mixup.
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.
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.
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.
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.
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.
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.
Grants 2 superchats on use.
Toggle Hitboxes
Toggle Hitboxes
4[Charge]6L/M/H
Tako-Enhanced AO-ter God Blast Charge (39 frames minimum) +//
Light
Light
Medium
Medium
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 +
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
Costs 2 Star Meter and grants 3 superchats on use.
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.