INOBA FAQ VERSION 1.2 5/15/99 Unpublished Work Copyright 1999 Mike Allen FORWARD ------- This is as an "easy reference" guide for Inoba players. The strategies are from my Expert FAQ Version 1.38. Send any questions/comments to: Mallen1@csulb.edu ======================================================================= TABLE OF CONTENTS ----------------- I. STRATEGIES II. COMPLETE MOVES LIST III. V.S. INOBA IV. REVISION HISTORY ======================================================================= KEY: ==== H: high M: middle (input H+L) L: low G: guard J: jump S: special button Basic: standard attack (not moving or using the directional pad) Step: Step move (tap the directional pad while holding G) Ducking: a fully-ducked position (hold G) Rising: "while rising" position (after certain low attacks or ducking) Walking: direction pad while holding G Running: direction pad without holding G j(attack): just-frame attack (exp. "jH" is a just-frame attack with H) Terminology: ------------ jab = Basic H combo = if the first hit lands, the rest will connect mid = an attack that hits middle low = an attack that hits low counter = counter-hit delay = pushing the buttons at a slower speed to alter the timing lifter = move that sets up an air combo wake-up attack = a move while on the ground after being knocked down down attack = a move used to hit opponents lying on the ground sleeper = an opponent who sits on the ground after being knocked down turtle = an opponent who plays defensively ======================================================================= 12. INOBA => Sha, sha, sha, sha, SHA! Inoba's a LOT of fun. ========== Okay, I admit it. I HATED this guy when I started playing. Sha, sha, sha my ass! But then my friend Eli learned the 360-degree down throws and scared the shit out of me every time I got knocked down. It was horrible! 1. If I waited, I'd be down thrown. 2. If I ground recovered, he'd use the Basic S or Throw when I got up. 3. If I input the H wake-up kick, he'd do the M+S or S, H. 4. If I tried the low kick, he block and land the Rising H. 5. If I rolled, he'd pop the basic S or hunt me down. Needless to say, I like playing mind games with my opponents, and Inoba's wake-up games are the BEST. Once you learn how to control opponents on the ground, you'll smile every time you smack them onto the floor. What makes Inoba even more enjoyable is that the wake-up games are all he has. While his low attacks do kick ass, he has the WORST basics in the game, and it really is a challenge to knock your opponent down. A challenge, yes, but in my mind that's exactly where the fun is. Players who can't input the 360-degree motion need to pick another character. While playing Inoba, you have ONE GOAL in mind: Knock your opponent on his ass and score the unbreakable down-throws. Close-Range Fighting ==================== Inoba is all about the wake-up game! The following close-range moves knock your opponent down: Basic M Rising H G+L 90-degree L L+S L (hold), L J+L Basic S S, H Follow the Basic H or Basic HH or Basic HHH with: ------------------------------------------------- H (hold) Basic L (to Basic L links) M Throw Basic S 90-degree L (G to cancel) 90-degree L G+L L+S (against high counters) L (hold L) Basic M (against most counters) M+S (against high and middle kick counters) Basic S (against turtles) S, H (against high and middle counters) J+L (against low counters) Follow the Basic L with: ------------------------ Ducking H (against low blocks; hold G after L to set-up) Ducking HH (against low blocks; hold G after L to set-up) Ducking H (hold), H (against turtles and low blocks) Basic L 90-degree L (G to cancel) 90-degree L G+L L+S (against high counters) L (hold L) Basic M (against most counters) M+S (against high and middle kick counters) Basic S (against turtles) Throw (against turtles) Tackle (against turtles; hold H at the end for a variation) S, H (against high and middle counters) J+L (against low counters) Notes: The H (hold) is an UNBLOCKABLE high attack that TURNS YOUR OPPONENT AROUND. Follow with a back throw or Basic M. Follow a rising H with the Basic M for an air combo, or let your opponent fall and try a down throw. If they ground recover, throw them after the invincibility wears off. Use the 90-degree L (G to cancel) to get around the side of your opponent. The right-side throw has three additional links that most of your opponents won't know how to get out of. Learn it! Medium-Range Fighting ===================== The following medium-range attacks knock your opponent down: Walking H L (hold), L G+L L+S 90-degree L Running H Step H J+L Basic S The Running M and Running G+H knock you AND your opponent on the ground. Since these don't set up wake-up games, you'll generally stick with other moves (like the Basic M). Follow the Running L with: -------------------------- L LL Ducking H (against low blocks; hold G after L to set-up) Ducking HH (against low blocks; hold G after L to set-up) Ducking H (hold), H (against turtles and low blocks) 90-degree, G 90-degree L G+L L+S (against high counters) Basic M (against most counters) M+S (against high and middle kick counters) Basic S (against turtles) S, H (against high and middle counters) J+L (against low counters) Wake-Up Games ============= Here is Inoba's aresenal of wake-up attacks: Down-throws (your # 1 attack; other moves are used to set these up) Basic S (against ground recoveries and quick rolls) Throw (against ground recovery) Tackle (against quick roll) Jumping S (against wake-up attacks) L+S (goes under wake-up H attacks) J+L (against all wake-up attacks (start early against wake-up H)) M+S (against the wake-up H) S, H (against the wake-up H) Opponents who see you start the special might panic and input the wake- up H. Change over to the fighting-stance (S, H) to take them down. You can also do the leg attack reversal or an interrupt. Warning: "Extending" Inoba Makes Him A Bad-Ass ============================================== If you know all of Inoba's throw extensions and his interrupt extension, you'll have taken your playing ability to another level. The M+S and Fighting Stance =========================== Inoba can grab high and medium kicks with the M+S. The Fighting Stance (S, H) works against players who counter your basic S with high and middle "interruptible" attacks. This takes off none of your white meter. Players who have come to expect the "fighting stance" will simply stop your S with low attacks. Specials ======== The Basic S is NOT as strong as Matsuda's special. Inoba's version comes out a LOT slower, takes off more white meter, alarms opponents before you charge, and you're more open to middle and high counters. You can delay the special just outside your opponent's attack range by holding S to make opponent's miss. If your opponent rushes in, try jumping straight-up and pop the S if they try anything. You can still input the jumping S right until the point your feet touch the ground. If opponents try and rush in just as you land from a jump, hit S to rise above their counter and knock them down. INOBA'S COMPLETE MOVES LIST =========================== HHH H (hold) 90-degree (either direction), H 90-degree (either direction), L (hit G to cancel) H+S, jHjH L L (hold), L L+S M Walking H Running H Running M Running LLL Running G+H Projectile-Evasion, H G+H G+H (hold) G+H (quickly release G), S G+L Step LL Step LH Step H J+H J+L Rising H Ducking HH Ducking H (hold), H Throws ------ front, G, G front, hold H front, hold L left right, G, G, G back back, hold (H or L) 360-degree after a tackle, hold H after an interrupt, G M+S (attack reversal vs. high and middle kicks) 360-degree (while enemy is down -> 8 variations depending on opponent's relative position to Inoba) Specials -------- S S (hold) S, H (attack reversal vs. high and middle punches and kicks) S, direction key, M J (after peak), S S (while opponent is down -> down throw) S (white meter empty) V.S. INOBA ========== Against the Basics ------------------ Since a successful H (hold) usually ends in a throw, you need to learn how to get out of BOTH back throws. The 90-degree L can get him in position for side throws. You want to learn how to get out of these as well. Start with the right side, because it can be linked 3 additional times for big damage. Against Throws and Extensions ----------------------------- If he knows the interrupt throw extension, you'll be in for a LOT of pain if you don't mix-up your attacks. If you're getting your butt kicked by an pro-played Inoba, you need to learn the "break" points for his basic tackle arm-lock, the basic front throw (which can be done 3 times), the interrupt add-on (power bomb), and the "fighting stance." Against Specials ---------------- If your opponent uses the special while you're on the ground, don't sit there or you'll be down-thrown. When you see him coming (or if he's right next to you), get up with G--you'll be temporarily invincible. Immediately land a QUICK move to counter. This works every time. In close-range fighting, if Inoba starts the special stick with LOW attack counters. Otherwise, Inoba will switch over to the "fighting stance," which grabs ALL interruptible high and middle attacks. ======================================================================= IV. REVISION HISTORY -------------------- 1.0- used Expert FAQ Version 1.3 1.1- used Expert FAQ Version 1.33 1.2- used Expert FAQ Versiin 1.38 I won't update this FAQ again. New Inoba strategies will appear in my Expert FAQ first. Send any tips/questions/comments to: Mallen1@csulb.edu Unpublished Work Copyright 1999 Mike Allen