This guide breaks down every playable move in the current launch version of Inazuma Strikers. All ratings are based on real in-game performance, reliability, and practical power against real players. Moves that aren’t in the game yet (Eternal Blizzard, Techushi, X-moves, etc.) are not included.
C-Tier & D-Tier Moves (Beginner / Low Impact Options)
These moves are easy to obtain and useful only in low-rank matches. They fall off quickly once players understand positioning and timing.
• Fire Tornado – Very common, predictable, low pressure.
• Dragon Crash – Same issue as Fire Tornado; linear and easy to read.
• Shipu Dash (C-tier) – Functional, but lacks strong utility.
• Killer Slide (C-tier) – Nerfed heavily; once good, now very mid.
• Snake Shot – Better than basic moves but still predictable.
• Zanzo – Outclassed by better dash-based options.
• Utter Augustine (D-tier) – Requires another player to perform; unreliable in solo play.
• Fireball Knuckle (D-tier) – Weak, easy to block, no threat value.
These moves are mostly stepping stones toward better abilities.
B-Tier Moves (Playable but Situational)
These provide decent pressure or utility and can perform well if used correctly.
• Dark Tornado – Stronger than Fire Tornado, decent element, respectable power.
• God Hand (Regular) – Reliable but not dominant; solid mid-game keeper skill.
• Cyclone – Effective situationally but avoids easily when telegraphed.
• Spiderweb – Good support trap; doesn’t change the game by itself.
• Dragon Tornado – Strong linear projectile and better breakthrough potential than Dark Tornado.
• The Wall – Functional defense, but outclassed by better saves.
These moves work well in coordinated team plays or mid-tier matches.
A-Tier Moves (High Value, Strong in Most Matches)
These moves offer strong offensive or defensive output and are extremely dependable.
• Full Power Shield – Great defensive option with solid coverage.
• Heaven’s Time – Good ability overall; slows game pace and allows openings.
• Mega Quake – Reliable power and great area control.
• Spinning Cut – Consistent defensive choice with better coverage than The Wall.
• Dash Storm (Top of A-tier) – Excellent speed, versatility, and power.
• Triangle Z – Solid two-player synergy move; strong but position-dependent.
• Shadow Fist – Good offensive tool with reliable pathing.
• Dev Zone – Hard to use perfectly, but incredible power when executed; scales well.
These moves feel strong in both solo and team play, offering stability without requiring extreme mastery.
S-Tier Moves (Meta Defining / Best Moves in the Game)
These are the abilities dominating the current release meta and should be prioritized when possible.
• God Knows – Extremely powerful, consistent scoring pressure, near top-tier offensive tool.
• Ogre The Hand (Margin/The Hand) – Best save ability in the entire game; covers the entire goal with almost no blind spots.
• Twin Boost – Strong synergy move but not as overwhelming as top-tier S-moves.
• Grenade Shot – Solid pick, often competing near upper A or low S depending on execution.
These abilities offer the strongest combination of reliability, raw damage, safety, and game-changing potential.