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Inoba Guide by MAllen

Version: 1.2 | Updated: 05/15/1999


Unpublished Work Copyright 1999 Mike Allen


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 









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)


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
90-degree L
L (hold), L
Basic S 
S, H

Follow the Basic H or Basic HH or Basic HHH with:

H (hold)
Basic L (to Basic L links)
Basic S
90-degree L (G to cancel)
90-degree 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
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)


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
90-degree L
Running H
Step H
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:

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
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. 


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.


H (hold)
90-degree (either direction), H
90-degree (either direction), L (hit G to cancel)
H+S, jHjH
L (hold), L
Walking H
Running H
Running M
Running LLL
Running G+H
Projectile-Evasion, H
G+H (hold)
G+H (quickly release G), S
Step LL
Step LH
Step H
Rising H
Ducking HH
Ducking H (hold), H


front, G, G
front, hold H
front, hold L
right, G, G, G
back, hold (H or L)
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)


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)


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.



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

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