Inuyasha (犬夜叉)
Introduction
Heh! I haven't even started! I guess I'm the strongest!
Character Voice: Kappei Yamaguchi
Inuyasha is a very well-rounded and straight-forward character, with many great normals, simple combos, easy to use yet very powerful specials and good projectiles. He appears to be the game's primary shoto on the surface (and can most certainly be played as one), but is more akin to a projectile zoner when played optimally due to his main strategy being heavily based around his 6SP and j.6SP to form a revolving stream of projectiles.
Strengths |
Weaknesses
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- High damage, easily convertible normals with good range
- Two different specials that launch, allowing for easy unparryable combos
- Simple, but powerful pressure with 5SP being a very safe/fast forward advancing attack
- Very powerful zoning with 6SP; being very fast, comboable into super and having a retreating aerial version
- One of the best supers in the whole game
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- Zoning with 6SP/j.6SP can get frequently interrupted by characters with fast or long disruptive moves (i.e Totosai 2SP)
- Suffers under corner pressure due to a lack of a true reversal
- Many characters have unique, comboable throws on Inuyasha, making him take more damage than usual from common throw set-ups
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Move List
Startup DOES NOT include the first active frame.
Moveset
Ground Normals
5W hit em' right between the eyes hit em' right between the eyes
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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3
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High (Whiffs vs Crouch.)
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-
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2W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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3
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Low
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A fast, low knifehand strike.
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5W-W-W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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X
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High (Whiffs vs Crouch.)
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Auto-Combo 3rd hit, Inuyasha lunges forward, swinging his fist downward to hit his enemy on the head. Due to its forward advancing nature and extra hitstun, this move is good for extending combos.
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2W-W-W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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X
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Low
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-
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Auto-Combo 3rd hit, a quick kneeling backhand claw. Has the same uses as the standing version, but the distance that this move advances forward is notably shorter than the standing version.
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5S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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6
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High/Air (Whiffs vs Crouch.)
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-
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A long-ranged two-handed swing of the Tessaiga.
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2S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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5
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Low
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-
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A low thrust of the Tessaiga.
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5S-S-S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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X
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High (Whiffs vs Crouch.)
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-
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Auto-combo 3rd hit, A wide crescent slash of the Tessaiga while stepping forward. This move doesn't get scaled down very hard by other hits in an auto-combo, and still does hefty damage while having good conversions because of 4SP/5SP.
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2S-S-S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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X
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Low
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-
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Auto-combo 3rd hit, A kneeling wide slash of the Tessaiga. This move, opposite of the W auto-combo 3rd attacks, actually advances slightly farther and has a tiny bit more range than the standing version, which helps in some niche conversions at longer ranges (Tessaiga is a very big sword after all).
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Jump Normals
j.W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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High/Air
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-
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A jumping knifehand strike.
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j.S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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4
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High/Air
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-
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A downwards arcing slash with the Tessaiga. Pretty standard jump-in with a fat hitbox, but deceiving horizontal range.
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Dash Attacks
Forward Dash Attack
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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5 (Excluding Dash)
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High/Air
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Inuyasha jumps forward and slashes down with the Tessaiga.
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Backward Dash Attack
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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High/Air
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-
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Inuyasha hops back and does a wide crescent slash upwards with the Tessaiga.
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Special Moves
5SP 散魂鉄爪; Sankon Tessou (Scattering Soul Iron Claws)
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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6
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High/Low/Air
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Inuyasha lunges forward and slashes in front of him with his claws. A great special move that can be confirmed off of a bunch of moves and is relatively safe on block from most distances. Knocks the opponent into the air for a juggle. Inuyasha's best combo tool.
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6SP / j.6SP 飛刃血爪; Hijin Kessou (Flying Blade Blood Claws) Grounded version Grounded version Aerial version Aerial version Throw your own blood at em Throw your own blood at em
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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11
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High/Low/Air
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Inuyasha fires off a fast moving, fullscreen blood-claw projectile. It's faster to do an instant air j.6SP, so this version isn't used very frequently by itself, but it really shines when you alternate between the aerial version and the grounded version, making a wall of projectiles that can be difficult to get through. Bounces opponents hit upwards, which can allow for some combos. Whiffs on crouchers.
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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7
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If done in the air, Inuyasha fires forward while pushing himself backwards. This is Inuyasha's main neutral tool, taking up some serious screen real estate with how fast it is and with how frequently he can throw them by alternating between the aerial and grounded versions. He can perform the projectile instantly in the air by inputting the move as 96SP. Can be crouched under (Shippo can just walk under them).
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4SP 風の傷; Kaze no Kizu (Scar of the Wind) When done without finding that wind collision When done without finding that wind collision
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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12
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High/Low/Air
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Inuyasha reels back and slashes down, sending an arc of energy from the Tessaiga. This move has a moderate start-up, but does quite a bit of damage and is a great meaty as it is safe due to the easiness of the spacing and large pushback. Also sees some use in certain niche juggles, usually after 5SP.
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22SP 爆流破; Bakuryuuha (Bursting Stream Blast) "This here's the finisher!" "This here's the finisher!"
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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Hitbox
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38 (Including flash)
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High/Low/Air
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-
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Inuyasha unleashes a huge gust of wind that reaches all the way across the screen and even shockingly high into the air. Can be comboed into from an aerial 6SP.
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Strategy
Inuyasha is a very strong character with his 6SP move being a heavy reason for this. In neutral your general game plan will be to perform 6SP immediately followed up with Instant Air j.6SP (96SP, similar input to an IAD) and repeating this pattern. The air projectile pushes Inuyasha backwards and has slightly less recovery, allowing him to create space and act sooner than if he had done just the normal ground projectile. Many characters in the game have a hard time dealing with this level of zoning.
Combos
Midscreen
- 5SSS/2SSS > 5W5S (whiffs on crouch) > 6SP > 5SP > Super (50%)
- 6SP > 96SP
- 96SP > Super (50%)
- 5W5S > 5WW > 4SP > 5SP
Corner
- Air Throw > 5S > 6SP > Super (55%ish)
- 2W2SS2W > 5SP > 5W > 4SP > 5W > 5SP
- 5SP > 5W5H > 6SP (whiffs if too close) > 5W > 5SP
- (vs crouch) 2SSS > 2W2S > 4SP > 5SP > 5W5SS > 5SP