Inuyasha: A Feudal Fairy Tale/Inuyasha

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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
  • 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
  • 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

Move List

Startup DOES NOT include the first active frame.

Moveset

Ground Normals

5W
InuFFT inuyasha 5W.png
hit em' right between the eyes
hit em' right between the eyes
Damage Startup Active Recovery Frame Adv Guard Hitbox
3 High
(Whiffs vs Crouch.)
-

A fast knifehand strike.

2W
InuFFT inuyasha 2W.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
3 Low -

A fast, low knifehand strike.

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

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.

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

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.

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

A long-ranged two-handed swing of the Tessaiga.

2S
InuFFT inuyasha 2S.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
5 Low -

A low thrust of the Tessaiga.

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

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.

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

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).

Jump Normals

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

A jumping knifehand strike.

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

A downwards arcing slash with the Tessaiga. Pretty standard jump-in with a fat hitbox, but deceiving horizontal range.

Dash Attacks

Forward Dash Attack
InuFFT inuyasha dashforward.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
5 (Excluding Dash) High/Air -

Inuyasha jumps forward and slashes down with the Tessaiga.

Backward Dash Attack
InuFFT inuyasha dashback.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
High/Air -

Inuyasha hops back and does a wide crescent slash upwards with the Tessaiga.

Special Moves

5SP
散魂鉄爪; Sankon Tessou (Scattering Soul Iron Claws)
InuFFT inuyasha 5SP.png
Damage Startup Active Recovery Frame Adv Guard Hitbox
6 High/Low/Air -

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.

6SP / j.6SP
飛刃血爪; Hijin Kessou (Flying Blade Blood Claws)
InuFFT inuyasha 6SP.png
Grounded version
Grounded version
InuFFT inuyasha j6SP.png
Aerial version
Aerial version
Throw your own blood at em
Throw your own blood at em
Damage Startup Active Recovery Frame Adv Guard Hitbox
11 High/Low/Air -

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.

Damage Startup Active Recovery Frame Adv Guard Hitbox
7 -

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).

4SP
風の傷; Kaze no Kizu (Scar of the Wind)
InuFFT inuyasha 4SP.png
When done without finding that wind collision
When done without finding that wind collision
Damage Startup Active Recovery Frame Adv Guard Hitbox
12 High/Low/Air -

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.


22SP
爆流破; Bakuryuuha (Bursting Stream Blast)
InuFFT inuyasha 22SP.png
"This here's the finisher!"
"This here's the finisher!"
Damage Startup Active Recovery Frame Adv Guard Hitbox
38 (Including flash) High/Low/Air -

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.

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


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