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select screen
we out here glove on fightin
A Normals
|
7A
|
8A
|
9A
|
4A
|
5A
|
6A
Sidestep Move
Hits High
|
1A
|
2A
|
3A
|
|
B Normals
|
7B
|
8B
|
9B
|
4B
|
5B
|
6B
Sidestep Move
Hits High
|
1B
|
2B
|
3B
|
|
Special Moves
|
j.2B
|
How do you use air moves in a jumpless game???
|
236X
|
This move goes places...
|
22X
|
DP? Sure
|
Supers
|
4AB
|
DP? Sure
|
6AB
|
Desperation Super.
|
2AB
|
Futaba Date slows down the state of time. This is the ultimate move, and makes her top 1 in every game, even if she isn't playable or does not appear in a game.
|
beware, noob testing
testing stuff again
Wild Throw 5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
15
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
doddooddododo it's the description
|
|
Wild Throw (Air) j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
18
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
|
|
Something Else
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Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Reflectable Projectiles Table
Character
|
Move
|
A.B.A
|
Kihi (Purple Fireball; Normal Mode)
|
Anji
|
(FB) Shitsu (Butterfly projectile)
Shin: Ichishiki (Aerial fan projectiles)
|
Axl
|
None
|
Baiken
|
None
|
Bridget
|
None
|
Chipp
|
None
|
Dizzy
|
None
|
Eddie
|
Normal Shadow's ]D[ (Ball)
|
Faust
|
None
|
I-no
|
(Air/FB) Antidepressant Scale (Flat Note)
(Horizontal/Vertical) Chemical Love (Big Laser)
|
Jam
|
None
|
Johnny
|
None
|
Justice
|
None
|
Kliff
|
None
|
Ky
|
Stun Edge / Air Stun Edge (Lighting Shot)
(Air/FB)Charged Stun Edge (Big Lightning Shot, 1st part only)
Sacred Edge (Glowing Blue Blade)<SUPER>
|
May
|
None
|
Millia
|
(FB) Tandem Top (Discs)
|
Order-Sol
|
None
|
Potemkin
|
None
|
Robo-Ky
|
2H (Knee Missile)
Want some Ky? (Bazooka)
Aerial Want some Ky? (Aerial Missiles)
|
Slayer
|
None (lol)
|
Sol
|
(DI) Gunflame (Ground Hugging Flames)
|
Testament
|
None
|
Venom
|
(FB) (Charged) Stinger Aim (Horizontal Ball Shot)
(FB) (Charged) Carcass Raid (Vertical Ball Shot)
Ball Seisei / Ball Set (Cue Ball, Only when the ball is in motion)
Dubious Curve (Ball Skull Bash, Only when the ball is in motion)
Red Hail (Multi Shot Raid) <SUPER>
Tactic Arch (Cue Ball Setup, Only when balls are in motion) <SUPER>
|
Zappa
|
None
|
}}
}}
InuYasha: A Feudal Fairy Tale (犬夜叉 戦国お伽合戦, Inuyasha: Sengoku Otogi Kassen) is a 2D fighting game based on the manga and anime series Inuyasha. It consists of battles and minigames in an effort to retrieve shards of the sacred Jewel of Four Souls, essentially following the overall plot of the series.
Throw Img test
Kaeru Spring カエルスプリング Behind 4P+K
|
Condition(s)
|
Startup
|
Active
|
Recovery
|
On Escape
|
On Success
|
Opponent backturned, standing
|
x
|
x
|
x
|
-x
|
+x
|
|
blah blah blah something like this but an image should be above between the data above and this
|
|
User:SageVarq/sandbox5
Kaeru Package Hold カエルパッケージホールド 2P+K
|
Condition(s)
|
Startup
|
Active
|
Recovery
|
On Escape
|
On Success
|
Crouching
|
x
|
x
|
x
|
-x
|
-
|
|
|
Reverse Power Bomb リバースパワーボム P+K (Reversal 1)
|
Condition(s)
|
Startup
|
Active
|
Recovery
|
On Escape
|
On Success
|
Reversal
|
-
|
-
|
-
|
-x
|
-
|
|
|
|
Red Earth
Normal Moves
1
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
12-15
|
Mid
|
26 (9-2-15)
|
10
|
2
|
15
|
-6
|
-7
|
-7 (+8)
|
Yes
|
Leo steps forward, striking with a vertical slash. It not only possesses a tall hitbox, but is super and special cancellable. Useful for not only anti-airs, but for blockstrings on an airborne opponent, leading to an extension dependent on orb count and distance.
|
|
2 Can be ducked. Can be ducked.
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
13-16
|
Mid
|
36 (12-4-20)
|
13
|
4
|
20
|
-7
|
-8
|
-8 (+7)
|
Super only
|
Honestly one of his weaker normals. The range is nice, and super cancelling is too, but most of the time 1 or cr.1 is the safer and better option. Use in fringe cases.
|
|
3 Staggers Kenji. Staggers Kenji. 3 followup. 3 followup.
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
3
|
14-17
|
Mid
|
34 (13-3-18)
|
14
|
3
|
18
|
-1 (+4)
|
-6
|
-6 (+9)
|
No
|
Leo swings horizontally once again, but with a twist. In exchange for cancel ability and some range, Leo can chain into a second slash. The meat to it is that this followup is optional, as well as highly delayable. A good check option, especially if the opponent likes to jump or Ultimate Guard. Great conditioning tool, just mind the range is a bit short.
|
3 > 3
|
14-17
|
Mid
|
62 (41-2-19)
|
42 [minimum]
|
2
|
19
|
HKD
|
-2
|
-2 (+13)
|
No
|
Will guard crush if the first 3 was blocked, allowing you to confirm into Hercules Rush at certain ranges.
|
|
4
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
7-9
|
Mid
|
16 (2-6-8)
|
3
|
6
|
8
|
+3
|
+2
|
+2 (+17)
|
Yes
|
Leo's fastest grounded normal. Simple and to the point, Leo knees the opponent in the gut. Can be super and special cancelled, and is plus on contact. Great for staggering and tick throws into his command grabs.
|
|
5 "The Father" "The Father"
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
9-11
|
Mid
|
21 (4-6-11)
|
5
|
6
|
11
|
+8
|
+7
|
+7 (+22)
|
Yes
|
Similar story to 4, but at the cost of being slightly slower to start and recover, has a great vertical hitbox, and has the luxury of being his strongest special cancellable normal. Exceptional anti-air button, and great combo fuel, leaving you a whopping +8 on hit, +7 on block. One of his best normals, use often.
|
|
6 Can be ducked. Staggers Kenji. Can be ducked. Staggers Kenji.
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
10-13
|
High
|
34 (16-5-13)
|
17
|
5
|
13
|
+7 (+14)
|
+6
|
+6 (+21)
|
No
|
Only for the brave or foolish, Leo steps forward, booting the opponent in the face. Leo is left +7 on hit, and left close, making links both tantalizing AND rewarding. The catch is while it is an overhead, it whiffs on the cast crouching, bar a guarding Tessa, or himself. As such, it's recommended to only save this for optimal Ultimate Guard punishes, or brutal mirror match shenanigans.
|
|
cr.1
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
12-15
|
Low
|
27 (8-4-15)
|
9
|
4
|
15
|
-8
|
-9
|
-9 (+6)
|
Yes
|
Off the bat, the range of this thing is huge. Pokes as far if not slightly less than cr.5, which is nothing to scoff at. On top of this, it's super and special cancellable, leading to some dangerous footsies if he has orbs. Be wary of a lightning orb Leo. Only drawback is that it's minus on hit or block, and as such is best cancelled into something, namely his dp.1. Even so, one can use it to bait an Ultimate Guard, and cancel into 360. Also owns the high praise of being Leo's only cancellable low. Definitely one to experiment with.
|
|
cr.2 Two hits. First hit can be ducked. Two hits. First hit can be ducked.
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
17-22
|
Mid
|
44 (13-6-25)
|
14
|
3/3
|
25
|
-12
|
-13
|
-13 (+2)
|
No
|
Leo swings low to the ground. While weak as a poke, it's surprisingly decent as an anti-air, hits twice, and is fairly good at keeping a cornered opponent locked down. Wouldn't advise using too often, but certainly a tool to remember.
|
|
cr.3
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
14-17
|
Mid
|
41 (8-6-27)
|
9
|
2/2/2
|
27
|
Launch
|
-22
|
-22 (-7)
|
No
|
Slashing upwards in a pose not unbefitting of a Master of the Universe, cr.3 is a decent anti-air option due to it's wide hitbox when Leo's arm is fully extended, also causing a juggle state on hit that can be extended on a ground connect, but be warned: This move has absolutely ABYSMAL frame data if whiffed/blocked. Very committal, swing with this move and you better mean it.
|
|
cr.4
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
11-14
|
Mid
|
34 (8-6-20)
|
9
|
6
|
20
|
-15
|
-16
|
-16 (-1)
|
No
|
Most attacks in Red Earth are well designed, and have distinctive uses that make them at least somewhat viable in some situations. This however, is the exception that proves the rule. There is no reason to press this button. Ever. Its angle is pitiful, its damage is mediocre, you can't cancel from it and to top it off its not even a low, AND is mega minus even on hit. Assuming you LIKE having a health bar, DO, NOT, PRESS, THIS, BUTTON!
|
|
cr.5 "The Son" "The Son"
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
12-15
|
Low
|
32 (7-4-21)
|
8
|
4
|
21
|
-9
|
-10
|
-10 (+5)
|
No
|
A classic normal among Leo mains, Leo stabs outward, plain and simple. The most obvious benefit of this move is that it's GIGANTIC, seriously covers a good 2/3 of horizontal screen give or take, while also being a low, COMMANDING the opponent be ready for it. Pushes the opponent a decent bit back, meaning at max range it can be difficult, if not almost impossible to be punished meterless. Be wary however, this godlike range comes at a cost. A good chunk of Leos sword is also classified as a hurtbox, and the move is also pretty minus on contact, -9 on hit and -10 if blocked, meaning an ill spaced poke can be punished by everyone to some extent. A good button, make no mistake. But one that's weaknesses must be properly respected.
|
|
cr.6 6 followup. 6 followup.
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
cr.6
|
12-15
|
Low
|
30 (11-3-16)
|
12
|
3
|
16
|
HKD
|
0
|
0 (+15)
|
No
|
cr.6 > 6
|
13-16
|
Low
|
66 (33-3-30)
|
34 [minimum]
|
3
|
30
|
HKD
|
-14
|
-14 (+1)
|
No
|
Similar to cr.1 and cr.5 in that it reaches pretty far, the main distinction of this button is twofold. For one, it's Leo's designated sweep, meaning it can be pretty good for closing the distance when connected. Second, completely safe, making it an actually decent button to throw out against a grounded opponent. It also helps that it can actually be cancelled into a followup with the same input, making it an ambiguous button the opponent will think twice about disrespecting. However, due to this a savvy opponent can Ultimate Guard the second swing, and punish accordingly if you're too predictable.
|
|
j.1
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
j.1
|
12-15
|
High
|
Varies
|
6
|
2
|
Until landing
|
+15 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
sj.1
|
12-15
|
High
|
27 (5-2-20)
|
6
|
2
|
20
|
+15 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
Comes out fairly quickly. However, its only real weakness is that it doesn't really have much of a use outside of poking an opponent at weird angles. As an air to air tool, it's mostly outclassed by j.3 in basically every metric that matters
|
|
j.2
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
j.2
|
12-15
|
High
|
Varies
|
9
|
3
|
Until landing
|
+16 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
sj.2
|
12-15
|
High
|
33 (8-3-22)
|
9
|
3
|
22
|
+16 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
Reaches slightly further than j.1, but is also 3 frames slower. In regards to an air to air situation, j.3 is generally a safer, and thus more appealing button to press in that scenario.
|
|
j.3 Staggers Kenji. Staggers Kenji.
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
j.3
|
13-16
|
High
|
Varies
|
6
|
2
|
Until landing
|
+20 (+27) [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
sj.3
|
13-16
|
High
|
28 (5-2-21)
|
6
|
2
|
21
|
+20 (+27) [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
Definitely Leos best air to air button, as well as an acceptable jump in option. Comes out just as fast as j.1, but has the benefit of his hurtbox being substantially more squashed, and thus more difficult to trade with for the opponent, alongside the actual hitbox being fairly disjointed from it.
|
|
j.4
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
j.4
|
12-15
|
High
|
Varies
|
9
|
2/3
|
Until landing
|
+15 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
sj.4
|
12-15
|
High
|
29 (8-5-16)
|
9
|
2/3
|
16
|
+15 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
To be blunt, one of Leo's best normals, and one you should press often. Its hitbox is excellent, in that it is really wide underneath him, serving not only as his most reliable cross up button, but making it just a solid button to press while the opponent is beneath you to keep them pinned. Does enough hitstun to comfortably link into his cancellable normals, making it his most consistent jump in tool as well.
|
|
j.5 "The Holy Spirit" "The Holy Spirit"
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
j.5
|
12-15
|
High
|
Varies
|
10
|
14
|
Until landing
|
+16 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
sj.5
|
12-15
|
High
|
32 (9-14-9)
|
10
|
14
|
9
|
+16 [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
A great neutral tool as it's active for 14 frames, and covers a good distance in front and below Leo. Incredibly useful for controlling space and challenging your opponents escape options. Be warned however, as Ice Super and characters with a DP can hit you out of it if you perform it too close, so don't lean on it. Excellent normal, hard to go wrong.
|
|
j.6 Staggers Kenji (+27). Staggers Kenji (+27).
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
j.6
|
12-15
|
high
|
Varies
|
9
|
2/2
|
Until landing
|
+20 (+27) [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
sj.6
|
12-15
|
high
|
34 (8-4-22)
|
9
|
2/2
|
22
|
+20 (+27) [maximum]
|
+15 [maximum]
|
+15 (+30) [maximum]
|
No
|
High utility normal right here. Comes out fairly quick, and has 2 hitboxes (only hits once however), one that hits fairly low, and one that reaches higher in front of him. Definitely Leo's strongest jump-in, and pretty decent for guard break strings in the corner.
|
|
gaming in progress
Default Colors
Seasonal Colors
Premium Skins
Testing image size
Jab 5A Jab1 Jab1
|
Type
|
Hits
|
Version
|
'Jab'
|
1
|
0.1.1.x
|
Start Up
|
Active
|
End Lag
|
Total
|
Land lag
|
Whiff Lag
|
Frame Adv
|
iFrames
|
Grants Spark
|
4
|
3
|
16
|
23
|
0
|
0
|
-4/ -10
|
-
|
Yes
|
Damage
|
Angle
|
Knockback
|
Knockback Growth
|
Shield Stun
|
Hitlag
|
Paralyzer
|
Chargeable
|
2
|
75
|
30
|
0
|
6
|
4
|
-
|
No
|
|
|
Jab2 5AA Jab2 Jab2
|
Type
|
Hits
|
Version
|
'Jab 2'
|
1
|
0.1.1.x
|
Start Up
|
Active
|
End Lag
|
Total
|
Land lag
|
Whiff Lag
|
Frame Adv
|
iFrames
|
Grants Spark
|
5
|
3
|
16
|
24
|
0
|
0
|
-3/ -9
|
-
|
Yes
|
Damage
|
Angle
|
Knockback
|
Knockback Growth
|
Shield Stun
|
Hitlag
|
Paralyzer
|
Chargeable
|
2
|
45
|
40
|
0
|
7
|
5
|
-
|
No
|
|
|
Jab3 5AAA
|
Type
|
Hits
|
Version
|
'Jab 3'
|
1
|
0.1.1.x
|
Start Up
|
Active
|
End Lag
|
Total
|
Land lag
|
Whiff Lag
|
Frame Adv
|
iFrames
|
Grants Spark
|
8
|
4
|
21
|
33
|
0
|
0
|
-8/ -19
|
-
|
Yes
|
Damage
|
Angle
|
Knockback
|
Knockback Growth
|
Shield Stun
|
Hitlag
|
Paralyzer
|
Chargeable
|
3
|
45
|
40
|
1
|
2
|
4
|
-
|
No
|
|
|
}}
}}
Source
{{Navbox| title=Nitroplus Blasterz: Heroines Infinite Duel | link=Nitroplus Blasterz: Heroines Infinite Duel
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