Inuyasha: A Feudal Fairy Tale/DYasha

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Demon Inuyasha (鬼犬夜叉)

Introduction

I haven't killed enough yet!
Character Voice: Kappei Yamaguchi

Demon Inuyasha, commonly referred to as DYasha, is an alternate version of Inuyasha, doing away with Blades of Blood and the Tessaiga and instead being a ferocious powerhouse with different special moves, normals, and a general focus on aggression instead of keep-away. DYasha has problems countering zoning, but armed with very long pokes and good conversions, he is shockingly well-rounded apart from not having a projectile and is a good choice for getting used to the game's style of aggression.

Strengths Weaknesses
  • Fast, ranged pokes in 5W, 5S and 2S, which can also be easily converted into knockdowns
  • Incredible mix-up after a successful knockdown; the opponent will be terrified of air-dash left/rights and command grabs
  • High damage super that is effective for chipping out and as a reversal
  • 6SP goes across the whole screen and can force openings, also does easy chip damage
  • Very weirdly fast jumps and air-dashes, which can help when approaching and getting over certain attacks
  • Has the only command grab in the game, which also acts as a command dash
  • Has no great answer for projectiles outside of playing patient
  • Over-reliance on pokes can make DYasha susceptible to getting parried
  • Strong normals aren't safe when not cancelled and can frequently leave gaps in blockstrings
  • Can be poked out of 6SP before it successfully connects

Move List

Startup DOES NOT include the first active frame.

Moveset

Ground Normals

5W
InuFFT dyasha 5W.png
You love to see it
You love to see it
Damage Startup Active Recovery Frame Adv Guard Hitbox
X High
(Whiffs vs Crouch.)
-

Possibly D Yasha's best move, a quick knifehand strike. This move is incredibly good due to its combination of speed and range, on top of being easily convertable (5W 5W 6SP / 5W>W>W>6SP) and being safe on block. This move is a multi-tool of destruction and is only hindered slightly by whiffing on crouchers.

2W
InuFFT dyasha 2W.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X Low -

A quick claw slash low to the ground. This move has pretty decent range for how fast it is as a low, which makes it great for pressuring. It's also the only way of following up after hitting an overhead forwards dash attack.

5W-W-W
InuFFT dyasha 5WW.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X High
(Whiffs vs Crouch.)
-

Auto-Combo 3rd hit, a backhand claw. This move advances you forwards and has lots of hitstun, which allows you to hit something like 5SP instead of using 6SP, which allows for some big damage routes (especially near the corner).

2W-W-W
InuFFT dyasha 2WW.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X Low -

Low Auto-Combo 3rd hit, and is almost completely identical to the standing version, except it's now low. Still pretty good.

5S
InuFFT dyasha 5S.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X High/Air
(Whiffs vs Crouch.)
-

Stab hand of doom. Comparable to 5W, especially in range, but is much slower and also does more damage. At specific ranges, you can chain into this move from 5W and have it connect, which nets a good bit more damage than just 5W 5W. This move's slower speed makes it usually leave a gap in blockstrings.

2S
InuFFT dyasha 2S.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X Low -

Kneeling stab hand of doom. This has ever-so-slightly more range than 5S, which makes the conversion from 5W or 2W a bit more consistent, and is also a pretty scary low due to its awkward timing and long range.

5S-S-S
InuFFT dyasha 5SS.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
High
(Whiffs vs Crouch.)
-

Auto-Combo 3rd hit, a crescent-shaped claw slice. This move does pretty decent damage, but is usually overshadowed by 2S>S>S because of the fact that any situation you can chain into this move, you can also chain into 2S>S>S and get more damage and potential corner carry.

2S-S-S
InuFFT dyasha 2SS.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
Low -

Low Auto-Combo 3rd hit, and unlike 2W>W>W, is actually a pretty different move from the standing version, being a kneeling tackle. This move advances noticeably further than the standing version, and can still combo into 5SP, which leads to very very good corner carry from anywhere on the screen.

Jump Normals

j.W
InuFFT dyasha jW.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
High/Air -

A quick claw slash in the air. Much faster than j.S and a pretty great air-to-air, but it has trouble hitting people on the ground without very specific timing.

j.S
InuFFT dyasha jS.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
High/Air -

Downwards-angled stab hand of doom, but from the skies this time. One of the higher damage j.S buttons in the game and with a long diagonal hitbox, this is a great jump-in move. However, its got quite hefty start-up, which makes it very bad for fighting other people in the air combined with its diagonal hitbox creating a big blindspot; just use j.W instead for these situations.

Dash Attacks

Forward Dash Attack
InuFFT dyasha dashforward.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
High/Air -

Universal forwards dash attack. While literally every other dash attack in the game is a basic overhead with little to no combo potential outside of juggles, Demon Inuyasha's dash attack is very different; you can link after it, and get some high damage where every other character couldn't. This move has to be used with care, as like with other dash attacks, it has long start-up (on top of the dash's start-up), but it is definitely rewarding.

Backward Dash Attack
InuFFT dyasha dashback.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X -

Universal backwards dash attack. Has good range and is incredibly fast, but is otherwise not too notable.

Special Moves

5SP
ひかっき; Hikkaki (Scratch/Claw)
InuFFT dyasha 5SP.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
X High/Low/Air -

DYasha does a variation of the normal Sankou Tessou (Inuyasha 5SP) attack. This move reaches much higher than normal Inuyasha's 5SP, which can make it good for catching jumps, but it isn't anywhere near as fast (but is still rather safe) which can make confirming off of random jabs and whatnot harder. Does great damage for juggles.

6SP
突進; Tosshin (Rush Charge)
InuFFT dyasha 6SP.png
Please don't get in his way
Please don't get in his way
Damage Startup Active Recovery Frame Adv Guard Hitbox
X High/Low/Air -

DYasha surrounds himself in energy before charging, knocking down on hit and side-switching. This is one of two moves in the game that bounces backwards on block, which makes it always safe, and with fullscreen range, allows you to tack on chip damage via meaty to any combo you net that knocks down.

DYasha can be hit out of the move while he's charging, but challenging it can be difficult without large disjoints. Fantastic move for basically everything aggressively-related, and it defines DYasha's playstyle.

2SP
かみつき; Kamitsuki (Snap Biting)
InuFFT dyasha 2SP.png
mmm, burgir
mmm, burgir
Damage Startup Active Recovery Frame Adv Guard Hitbox
X None -

DYasha lunges forward and tries to latch onto the opponent. The lunge by itself is actually not a bad command dash-type move, and you can cancel into this move to set up for better okizeme if you don't mind losing some damage, but be careful as it's quite slow on the recovery.

The command grab can only connect if the opponent isn't pressing an attack button and is blocking, idle standing or crouching, or is trying to jump (this move beats pre-jump frames).

On successful grab, the camera pans in as DYasha latches to his opponent and bites them 3 times before tossing them to the ground. While having a command grab is always useful, the way this move works is incredibly finicky and it'll sometimes whiff even when it shouldn't, and the damage leaves something to be desired.

44SP
妖気解放; Youki Kaihou (Demon Qi/Ki Release)
InuFFT dyasha 44SP.png
"Go and try me!"
"Go and try me!"
Damage Startup Active Recovery Frame Adv Guard Hitbox
X High/Low/Air -

One of the best reversal supers in the whole game, DYasha roars before letting out a huge burst of energy that reaches all around him and very high into the air. On hit, this move will bounce the enemy fullscreen, but is very negative on hit if you use it in the corner next to the opponent. This move is incredible as an anti-air due to its sheer size, is a great reversal due to how fast it is, and is also great for cheesy round ending as it does some serious chip damage.

Speaking of damage, this move does a whole lot of it, doing about 35% on hit.

Strategy

Demon Inuyasha, while surprisingly well-rounded, is at his core an aggressive rushdown character that wants to get in, knock down his opponent and loop brutal pressure with chip damage sprinkled in until the round is over.

Use his poking tools like 5W and 2S to pressure the opponent blocking as you try to waddle in, and when you're in close enough range where challenging 6SP is a risky and hard to time option for the opponent, start shoulder-bashing like there's no tomorrow as it racks up lots of chip damage and gets you closer and closer while they're getting pushed to the corner, not to mention the move is pretty safe most of the time on block.

In-terms of getting around zoning, DYasha doesn't have any special options that aren't just universal, but his jump is unusually fast compared to everyone else in the roster, and combined with a very fast air-dash, playing patiently by walking and blocking until the opponent slips up with a projectile is a great option, because you can then get a guaranteed throw and start using 6SP to chip and pressure.

2SP, being a complete wild-card of a move in-terms of landing it consistently, is pretty good in a left-right situation after knocking the opponent down since it looks a lot like his other animations when it is starting up, and beats most wake-up options.

Combos

Midscreen

  • 5WW > 6SP
Probably DYasha's most common BnB, as it does decent damage and has huge convert range due to how big 5W is
  • 2WW > 6SP
  • 5W > 5S > 6SP
  • 2W > 2S > 6SP
  • (vs All but Kagome(?)) 2WWW / 5WWW > 5SP > 5W > 6SP
  • 2W > 2S > 5WW > 5SP > Micro-walk > 5W > 5SP
Very specific micro-walk needed for Kagome, you can just shorten it to the first 5SP instead and still have fine damage while being easier
  • 2WW > 2S > 2W2S > 5SP

Corner

  • 2WW2SS > 2W2S > 2W2S > 5SP > 5W > 5SP > 2S > 6SP
  • (vs Inuyasha, Kikyo, Miroku, Kagura) Throw > 2S > 5SP > 2S > 6SP or Super
55%ish, D.Yasha is in recovery long enough after super for a punish on hit.


General
FAQ
Controls
Systems
Netplay
HUD
Characters
Inuyasha
Kagome
Shippo
Kikyo
Sango
Miroku
Totosai
Naraku
Kagura
Koga
Sesshomaru
Demon Inuyasha