Difference between revisions of "KILL la KILL IF/Inumuta"

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|'''Alternate'''
 
|'''Alternate'''
 
|'''ARC Collab (Hibiki Kohaku)'''
 
|'''ARC Collab (Hibiki Kohaku)'''
|'''DLC (Junketsu)'''
+
|'''DLC (Special)'''
 
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|-
 
|[[Image:KLKIF_Inumuta_Color1.png|250px]]
 
|[[Image:KLKIF_Inumuta_Color1.png|250px]]

Revision as of 22:00, 14 August 2019

KLKIF Inumuta.png

Introduction

HOUKA INUMUTA

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.

Character Information


Health: 8,500

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


Valor Level 2

  • Break Attack Special enhanced


Walkspeed Ranking: 2nd

Front Step Dash: ??? Frames
Back Step Dash: ??? Frames
Side Step Dash: ??? Frames

Close Ranged Attacks

5A
KLKIF Inumuta 5A.png
Setup Capture PH Scramble PH Scramble Shutdown
Version Damage Startup On Hit On Block Counter Hit
5A 260 14 - - +300 Damage
  • Advancing forward kick of the leg.
5AA 280 - Knockdown - +300 Damage

Two followup kicks in the air.

5AAA 320 - Knockdown - +300 Damage
  • Multi-hit breakdance followup.
5AAAA (Ender) 1900 - Knockdown N/A N/A
  • Damaging dropkick ender.


TOC 5A PH Dialogue Shutdown if VB Somersault
Version Damage Startup On Hit On Block Counter Hit
TOC 5A 500 22 Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • 1 AG is consumed on use.
  • Inumuta appears and attacks with a dropkick.
TOC 5AA 500 - Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • 1 AG is consumed on use.
  • Inumuta creates a hologram that performs 4/6A then follows up with a kick.
TOC 5AAA 1140 - Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • 2 AG is consumed on use.
  • Inumuta finishes off the string with a damaging flash kick.


4/6A WA Search WA Search WA Search
Version Damage Startup On Hit On Block Counter Hit
4/6A 100 10 - - +600 Damage
  • Crescent kick.
  • Can cancel into d.B or d.C.
4/6AA 180 - - - +600 Damage
  • Crescent kick followup.
  • Can cancel into d.B or d.C.
4/6AAA 220 - - - +600 Damage
  • Another crescent kick followup.
  • Can cancel into d.B or d.C.


2/8A FW Somersault
Damage Startup On Hit On Block Counter Hit
300 18 Knockdown - +600 Damage
  • FLASH KICK
  • Invincible on startup.


d.A PH Slider
Damage Startup On Hit On Block Counter Hit
300 14 Knockdown - +300 Damage
  • Fullscreen slide.


j.A Pop-Up Kick
Version Damage Startup On Hit On Block Counter Hit
j.A 180 16 Knockdown - +300 Damage
  • Aerial crescent kick.
j.AA 260 - Launch - +300 Damage
  • Followup aerial crescent kick.
j.AAA 720 - Launch - +300 Damage
  • A flurry of kicks from above, at the end Inumuta throws out two cube projectiles.
  • On hit/block, a hologram will appear and perform TOC 5A.
  • +1 AG (per cube) on hit/block.


TOC j.A
Damage Startup On Hit On Block Counter Hit
480 26 Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • 1 AG is consumed on use.
  • Inumuta attacks with a multi-hit slide.


sp.A
KLKIF Inumuta spA.png
KLKIF Inumuta spA2.png
KLKIF Inumuta spA3.png
Probe Regalia: Live Experiment
Damage Startup On Hit On Block Counter Hit
2140 - Crumple - +2140 Damage
  • Inumuta performs a flashy flash kick.
  • On hit, launches the opponent. Lands into a flurry of kicks.
    • Goes into Thermo Optical Camouflage at the end of the animation.
  • Gains 1 AG on hit.
  • Invincible on startup.


Long Ranged Attacks

5B Access Pointer Access Pointer Back Door
Version Damage Startup On Hit On Block Counter Hit
5B 10 / 100 22 Knockdown - N/A / +300 Damage
  • Inumuta throws out a slow tracking cube projectile.
  • On hit/block, a hologram will appear and perform d.A.
  • +1 AG on hit/block.
  • Note: Hologram attacks are canceled if Inumuta is hit.
  • Another Note: The cubes cannot cause a Counter Hit.
5BB 10 / 460 - Launch - N/A / +300 Damage
  • Inumuta teleports back and throws out another cube.
  • On hit/block, a hologram will appear and perform 5AA.
  • +1 AG on hit/block.
5BBB 10 / 460 - - - N/A / +300 Damage
  • Another teleport back, this time throwing out two cubes.
  • On hit/block, a hologram will appear and perform 5AAA.
  • +1 AG (per cube) on hit/block.


TOC 5B Rollback Backdoor if Hack n' Clash
Version Damage Startup On Hit On Block Counter Hit
5B 60 / 10 / 40 21 Knockdown - -
  • Inumuta poses on the floor, throwing out three holograms that perform 2/8A.
  • 1 AG is consumed on use.
5BB 10 / 440 - Sliding Knockdown - -
  • Inumuta hops up in the air and throws out a cube.
  • On hit/block, a hologram will appear and perform j.AAA.
  • 1 AG is consumed on use.
5BBB 10 / 840 - Knockdown - -
  • Inumuta lands down and throws out a fast, long range cube.
  • On hit/block, a hologram will appear and perform 5C (doesn't Guard Break).
  • +1 AG on hit/block.
  • 2 AG is consumed on use.


5[B] C & P
Damage Startup On Hit On Block Counter Hit
10/ 220 58 - - N/A / +300 Damage
  • Once charged, Inumuta throws out two cubes.
  • On hit/block, a hologram will appear after a delay and perform 5AAA.
  • Dash cancelable while charging.
  • +1 AG (per cube) on hit/block.


d.B Troy
Damage Startup On Hit On Block Counter Hit
10 / 240 9 Launch - +300 Damage
  • Inumuta slides on the ground, throwing out a cube.
  • On hit/block, a hologram will appear after a delay and perform TOC 5C (doesn't Guard Break).
  • +1 AG on hit/block.
  • The slide can go through opponents, but has no hitbox.


j.B Access Port: Partial
Version Damage Startup On Hit On Block Counter Hit
j.B 10 / 60 25 Launch - N/A / +300 Damage
  • Throws out a cube midair that tracks the opponent.
  • On hit/block, a hologram will appear after a delay and perform 2/8A.
  • Can perform aerials afterwards.
  • +1 AG on hit/block.
j.BB 10 / 60 - Launch - N/A / +300 Damage
  • Throws out a cube midair that tracks the opponent.
  • On hit/block, a hologram will appear after a delay and perform 2/8A.
  • +1 AG on hit/block.


j.[B] Access Port
Damage Startup On Hit On Block Counter Hit
10 / 500 42 Knockdown Guard Crush N/A / +600 Damage
  • Once charged, Inumuta throws out two cubes from the air.
  • On hit/block, a hologram will appear after a delay and perform TOC 5A.
  • Dash cancelable while charging.
  • +1 AG (per cube) on hit/block.


sp.B
KLKIF Inumuta spB.png
KLKIF Inumuta spB2.png
Probe Regalia: Trespass
Damage Startup On Hit On Block Counter Hit
560 19 Launch Guard Crush N/A
  • Inumuta fires a barrage of six cube projectiles.
  • On hit/block, Inumuta's holograms appear and perform various attacks.
    • Goes into Thermo Optical Camouflage at the end of the animation.
  • On hit, the final clone causes the opponent to lose two bars of meter.
    • On block, the final clone causes the opponent to lose one bar of meter.
  • +1 AG (per cube) on hit/block.


Break Attacks

5C
Version Damage Startup On Hit Guard Break Counter Hit
Normal 800 to 2000 50 Sliding Knockdown / Knockdown +600 Damage +600 Damage
Valor Level 1 800 to 2500 50 Sliding Knockdown / Knockdown +600 Damage +600 Damage
  • Inumuta disappears then reappears in front of his original location.
    • Afterwards he jabs the opponent's weak point, causing them to be stunned.
  • Can use AG to deal additional damage on hit.
    • Up to a max of 3 AG can be used.
  • At Valor Level 1, 5 AG can be used as well as launching the opponent closer to Inumuta afterwards.


d.C
Version Damage Startup On Hit Guard Break Counter Hit
Normal 740 to 1940 28 Sliding Knockdown / Knockdown +600 Damage +600 Damage
Valor Level 1 900 to 2440 28 Sliding Knockdown / Knockdown +600 Damage +600 Damage
  • Inumuta disappears then reappears in front of his original location.
    • Afterwards he swipes at the opponent's weak point, causing them to be stunned.
  • Can use AG to deal additional damage on hit.
    • Up to a max of 3 AG can be used.
  • At Valor Level 1, 5 AG can be used as well as launching the opponent closer to Inumuta afterwards.
    • Increased distance on the teleport is also given.


j.C
Version Damage Startup On Hit Guard Break Counter Hit
Normal 740 to 1940 28 Sliding Knockdown +600 Damage +600 Damage
Valor Level 1 840 to 2440 28 Sliding Knockdown +600 Damage +600 Damage
  • Inumuta flips forward in the air before slamming to the ground.
  • Can use AG to deal additional damage on hit.
    • Up to a max of 3 AG can be used.
  • At Valor Level 1, 5 AG can be used as well as launching the opponent closer to Inumuta afterwards.
    • Increased distance on the forward flip is also given.


sp.C
KLKIF Inumuta spC.png
KLKIF Inumuta spC2.png
KLKIF Inumuta spC3.png
Version Damage Startup On Hit Guard Break Counter Hit
Normal 2000 to 4550 1 - N/A N/A
Valor Level 2 3550 to 7800 1 - N/A N/A
  • Inumuta strikes a pose, going into a counter state on frame 1.
  • Coming in contact with an opponent's attack will activate the special.
    • If a projectile hits Inumuta, he will teleport forward and attack for 600 additional damage.
  • Inumuta drains health and meter from the opponent and makes it his own.
  • The amount of damage and health/meter drain Inumuta does is based on his AG.
    • 5 AG is consumed.


  • Health Drain Amount: 1250 to 4400
  • Meter Drain Amount: 0 to 1 1/5


  • At Valor Level 2, Inumuta deals MORE damage, drains MROE health, and takes MORE meter.
    • 8 AG is consumed.
  • Pressing the Break Attack button again allows Inumuta to teleport fullscreen to the opponent.
    • Inumuta will then slam down to the ground (much like TOC j.C), dealing an additional 600 damage.


  • Valor Level 2 Health Drain Amount: 1850 to 8500
  • Valor Level 2 Meter Drain Amount: 1/5 to 2 1/2


  • Goes into Thermo Optical Camouflage at the end of the animation.


General Moves

Analyze Gauge
Damage Startup On Hit On Block Counter Hit
N/A N/A N/A N/A N/A
  • Landing Long Ranged Attack projectiles on the opponent will increase the Analyze Gauge.
  • The Analyze Gauge can be used to enhance specific attacks.
  • Can charge up to a max of 8 charges.


Thermo Optical Camouflage
Damage Startup On Hit On Block Counter Hit
N/A N/A N/A N/A N/A
  • At the end of Inumuta's specials, Inumuta goes into Thermo Optical Camouflage (TOC).
  • In this state, Inumuta is invisible and "invincible".
    • Inumuta is still vulnerable to Homing Dash, Valor Burst, and everyone's 4/6A.
  • Can perform specific attacks only available in TOC.
    • Each attack consumes AG on use.


Homing Dash
Damage Startup On Hit On Block Counter Hit
- - - - -


Aerial Homing Dash
Damage Startup On Hit On Block Counter Hit
- - - - -


Valor Burst
Damage Startup On Hit On Block Counter Hit
- - - - -


Counter Burst
Damage Startup On Hit On Block Counter Hit
- - - - -


FIBER LOST SECRET ARTS
KLKIF Inumuta Fiber Lost.png
KLKIF Inumuta Fiber Lost2.png
KLKIF Inumuta Fiber Lost3.png
Damage Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU - SEN-I-SOSHITSU - SEN-I-SOSHITSU


Combos

Bnbs:

  • 5AAAA (2800)
  • 5AAA > sp.A (3040)
  • 5AAA > 2/8A j.AAA (2400)
  • 5AAA > 2/8A > j.ABB > sp.B (2550)
  • 4/6AAAA > 2/8A > j.AAA (2320)
  • 4/6AAAA > 2/8A > j.ABB > sp.B (2240)


Advanced Routes:

  • 5AA > j.B > Land > 4/6AAAA > 2/8A > j.AAA (2890)
  • 5AA > j.B > Land > 4/6AAAAA (3330)
  • 4/6AAAB > 2/8AA > j.B > Land > 8AAAA 4200


TOC (Thermal Optical Camo) Routes:

  • TOC.5AAA (2460)
  • TOC.5AAC > Homing > j.AAA (2930)


The Meter Drain Infinite:

  • 4/6AAAB > 2/8AA > j.B > Land > 2/8AA > j.B > Land > 4/6AAAAA (add slight delays) > sp.B > Step towards opponent > 2/8AA > j.B > Land > 4/6AAAAA (add slight delays) > sp.B > TOC.B > Delay ground homing dash > 2/8A > j.B > Land > 4/6AAAAA (add slight delays) > sp.B > Repeat until dead

Resources

#KLK_IMT

Colors

Default Alternate ARC Collab (Hibiki Kohaku) DLC (Special)
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KILL la KILL IF
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