Difference between revisions of "KILL la KILL IF/Inumuta"
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Revision as of 19:18, 6 December 2019
HOUKA INUMUTA (AKA The Dog)
Gameplay Style: Setplay
Ease of Use: Medium
He is one of the student council's Elite Four. He is in charge of Honnōji Academy's information and strategy committee, aiding the student council by analyzing information via his laptop. He is also in charge of analysis of the Goku Uniforms research in the Sewing Club.
Inumuta relies on his fast movement speed and normals to get in and out of his opponent’s range and bait a response. His normals are fairly safe on block or have enough cancel options to avoid direct punishment. He can reliably zone against most characters as his cubes are non-low priority projectiles (will clash against homing dashes). He can theoretically combo any character from full health to death and keep his combo unburstable by repeatedly stealing their meter before they can burst. Should they be able to burst he has multiple options to bait a burst attempt (sp.A, sp.C, burst back, some burst safe normals).
Should he feel the need to timer scam, TOC is very effective for keeping himself hidden (on top of being invincible) until the game is over. Obtaining a significant life lead and entering TOC is an effective strategy for winning a game against an opponent who is difficult to approach or who has very few options to deal with TOC.
Against more aggressive zoners he can make use of his tools in TOC to avoid getting hit by projectiles and also punish with his TOC.5C which is a fullscreen tracking guard break. With valor 1, 5CC is effective for transitioning into TOC.5C to punish a recovery.
Good execution/knowledge/reactions are important to have because any small mistake or bad burst will cost you the game due to his low health pool. Only burst on burst-safe points (typically during air strings or moves with few cancel options), a baited burst will kill you instantly.
Comments on Recent Patch Changes (v1.03-1.05) by Rikir:
Inumuta should focus on landing a valor burst to access valor level 1. The nerfed AG gain while at level 0 severely hinders his TOC game so it’s necessary to gain access as early as possible. The slight improvements to his guard break cancels while in valor 1 further emphasize gaining valor 1 or above. His grounded normals have all been hit with damage nerfs but his air strings have increased damage now. His normals in TOC state have also seen damage increases. The TOC.B variations also gained blockstun which they did not have before. Allowing for some nasty guard break setups. He is still capable of performing infinites which become more flexible in Valor 1.
Valor Level 1
- Up to 5 units of AG can be used after break attack connects.
- Thermo Optical Camouflage can be used from break attack startups or during a homing dash.
- Break Attacks become enhanced
- Each cube that lands on your opponent will now build one AG instead of 1/2.
Valor Level 2
- Break Attack Special enhanced
Walkspeed Ranking: 3rd
Close Ranged Attacks
Long Ranged Attacks
|Thermo Optical Camouflage|
|Aerial Homing Dash|
|FIBER LOST SECRET ARTS|
- 5AAAA (2450)
- 5AAA > sp.A (2950)
- 5AAA > 2/8A j.AAA (2780)
- 5AAA > 2/8A > j.ABB > sp.B (2700)
- 4/6AAAA > 2/8A > j.AAA (2750)
- 4/6AAAA > 2/8A > j.ABB > sp.B (2670)
- 5AA > j.B > Land > 4/6AAAA > 2/8A > j.AAA (3350)
- 5AA > j.B > Land > 4/6AAAAA (2150)
- 4/6AAAB > 2/8AA > j.B > Land > 5AAAA (3920)
TOC (Thermal Optical Camo) Routes:
- TOC.5AAA (2740)
- TOC.5AAC > Homing > j.AAA (3430)
In v1.04 onwards the Inumuta infinite is based on unscaling the combo limit value. All of his non TOC guard breaks can subtract a value from the combo limit.
- No Valor: -100 Combo Limit
- Valor 1: -200 Combo Limit (approximate)
Here are some examples of combos that reset scaling:
- No Valor:
- Valor 1:
|Basic||Alternate||ARC Collab (Hibiki Kohaku)||DLC (Special)|