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

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Revision as of 16:58, 9 October 2019

KLKIF Nonon.png

Introduction

NONON JAKUZURE

Placeholder

Character Information


Health: 10,000

Valor Level 1

  • Increased damage for actions that harmonize with reverb bullets.
  • Maximum amount of on-stage reverb bullets increased to 6 (3 at level 0)


Valor Level 2

  • Long Ranged Attack Special enhanced


Walkspeed Ranking: 8th

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

Dashing twice in a row causes Jakuzure to leap at a greater distance than dash.

Can perform aerials from horizontal leaps and Dash attacks from a forward leap (cannot leap backwards.)

Close Ranged Attacks

5A
KLKIF Jakuzure 5A.png
Sound Shot
KLKIF Jakuzure 5AA.png
Sound Shot
Version Damage Startup On Hit On Block Counter Hit
5A 640 23 Knockdown - +300 Damage
  • Fires a multi-hit orb forward with good pushback on block.
  • On hit it knocks the opponent towards Jakuzure.
5:A 680 16 Knockdown - +300 Damage
  • When timed right from a horizontal dash.
  • An enhanced 5A that comes out faster and has additional hits.
5AA 200 - Knockdown - +300 Damage
  • Jakuzure hops up and fires an orb straight ahead.


4/6A
KLKIF Jakuzure 46A.png
Version Damage Startup On Hit On Block Counter Hit
4/6A 900 each 36 Crumple - +600 Damage
  • A 180 degree wave of projectiles fired in front of Jakuzure.
  • Detonates at mid range.
4/6AA 20 / 60 - Launch - -
  • Fires two projectiles to the left and right, eventually homing in on the opponent.
  • Ricochets back to the opponent and attacks again before exploding.


2/8A
KLKIF Jakuzure 28A.png
KLKIF Jakuzure 28AA.png
KLKIF Jakuzure 28AAA.png
KLKIF Jakuzure 28AAAA.png
Version Damage Startup On Hit On Block Counter Hit
2/8A 1130 28 Knockdown - +600 Damage
  • An upwards wave of projectiles fired in a straight line.
2/8AA 360 - Knockdown - -
  • Jakuzure leaps forward with a hitbox, jumps up with a hitbox, and gains 1 Reverb Bullet.
  • The leap portion is invincible on startup.
  • At Valor Level 1, Jakuzure receives 3 Reverb Bullets after the jump.
  • Can perform aerials afterwards.
2/8AAA 300 - Knockdown - -
  • Fires a projectile downwards from above.
  • Can perform aerials afterwards.
2/8AAAA 500 - Knockdown - -
  • Three large projectiles fired from above.


d.A
KLKIF Jakuzure dA.png
Version Damage Startup On Hit On Block Counter Hit
Normal 960 28 Knockdown - +300
  • Jakuzure hops backwards and fires a multi-hit orb forward, shortly detonating.
  • Can perform aerials afterwards.
Enhanced 1040 13 Knockdown - +300
  • When timed right from a vertical dash.
  • Has an additional hit and comes out faster.


j.A
KLKIF Jakuzure jA.png
Damage Startup On Hit On Block Counter Hit
500 26 Launch - +300 Damage
  • Advances forward and fires a close range projectile that detonates on contact with the ground.
  • Can perform aerials afterwards.


sp.A
KLKIF Nonon sA.png
KLKIF Nonon sA2.png
Damage Startup On Hit On Block Counter Hit
100 / 240 each 11 Knockdown - +300 Damage
  • Jakuzure hops upwards with a hitbox, firing eight large projectiles from above.
    • The projectiles detonate on contact with the ground.
  • Can be performed on the ground or in the air.
  • Invincible on startup (grounded version only, as she hops upwards).


Long Ranged Attacks

5B
KLKIF Jakuzure 5B.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 100 11 - - +300 Damage
  • No Charge
  • Fires a lil' projectile ahead.
Level 2 60 each - - - +300 Damage
  • Half Charge
  • Fires three lil' projectiles ahead.
  • Dash cancelable while charging.
Level 3 600 each - Crumple Guard Crush +600 Damage
  • Full Charge
  • Fires three BIG projectiles to the left, right, and center.
  • Detonates upon contact with the ground or opponent.
  • Spawns 3 Reverb Bullets.
  • Dash cancelable while charging.
5:B 60 each 19 - - +300 Damage
  • When timed right from a horizontal dash.
  • Fires three lil' projectiles forward that home in on the center.


5BB
KLKIF Jakuzure 5BB.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 100 each - - - -
  • No Charge
  • Projectile thrown to the left, projectile thrown to the right.
Level 2 100 each - - - -
  • Half Charge
  • Two projectiles thrown to the left, two projectiles thrown to the right.
  • Dash cancelable while charging.
Level 3 300 each - Sliding Knockdown Guard Crush -
  • Full Charge
  • BIG projectile thrown to the left, BIG projectile thrown to the right.
  • Detonates upon contact with the ground or opponent.
    • Spawns 2 Reverb Bullets.
  • Dash cancelable while charging.


5BBB
KLKIF Jakuzure 5BBB.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 100 each - Knockdown - -
  • No Charge
  • Fires a line of three projectiles straight ahead.
Level 2 100 each - Launch - -
  • Half Charge
  • Fires a zig-zag pattern of seven projectiles.
  • Dash cancelable while charging.
Level 3 340 each - Knockdown - -
  • Full Charge
  • Fires a line of three BIG projectiles straight ahead.
  • Detonates upon contact with the ground or opponent.
    • Spawns 3 Reverb Bullets.
  • Dash cancelable while charging.


d.B
KLKIF Jakuzure dB.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 400 20 - - -
  • No Charge
  • Fires a spinning pair of projectiles forward that travels slowly afterwards.
Level 2 240 - - - -
  • Half Charge
  • Fires four spinning orbs that travel faster than Level 1.
  • Dash cancelable while charging.
Level 3 680 - Crumple - -
  • Full Charge
  • Fires three BIG orb projectiles that circulate around Jakuzure counter-clockwise.
  • Detonates upon contact with the opponent, or after a short time.
    • Spawns 3 Reverb Bullets.


j.B
KLKIF Jakuzure jB.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 180 27 - - -
  • No Charge
  • Lil' orb fired to the left, tracks the opponent after a delay.
  • Can perform aerials afterwards.
Level 2 160 each - - - -
  • Half Charge
  • Three lil' orbs fired to the left, tracks the opponent after a delay.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.
Level 3 100 each - Launch - -
  • Full Charge
  • BIG orb fired to the left, exploding into four lil' orbs after a delay.
    • The four orbs then track down the opponent.
      • Spawns 1 Reverb Bullet.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.


j.BB
KLKIF Jakuzure jBB.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 180 - - - -
  • No Charge
  • Lil' orb fired to the right, tracks the opponent after a delay.
  • Can perform aerials afterwards.
Level 2 160 each - - - -
  • Half Charge
  • Three lil' orbs fired to the right, tracks the opponent after a delay.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.
Level 3 120 each - Launch - -
  • Full Charge
  • BIG orb fired to the right, exploding into four lil' orbs after a delay.
    • The four orbs then track down the opponent.
      • Spawns 1 Reverb Bullet.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.


j.BBB
KLKIF Jakuzure jBBB.png
Version Damage Startup On Hit On Block Counter Hit
Level 1 400 - Knockdown - -
  • No Charge
  • Lil' orb fired from the center, tracks the opponent after a delay.
Level 2 300 each - Knockdown - -
  • Half Charge
  • Three medium sized orbs fired in a triangular formation, tracks the opponent after a delay.
    • One orb travels to the left, right, and center.
  • Dash cancelable while charging.
Level 3 200 each - Launch - -
  • Full Charge
  • Three BIG orbs fired in a triangular formation, exploding into two lil' orbs after a delay.
    • The three sets of two orbs track down the opponent in this order: top, left, and then right.
      • Spawns 3 Reverb Bullets.
  • Dash cancelable while charging.


sp.B
KLKIF Nonon sB.png
KLKIF Nonon sB enhanced.png
KLKIF Nonon sB enhanced2.png
Version Damage Startup On Hit On Block Counter Hit
Normal 1260 48 Knockdown - -
Valor Level 2 3080 - Knockdown - -
  • Jakuzure conducts a swarm of projectiles, firing out 16 in total.
  • The final orb projectile tracks the opponent, while the rest cover the sides.
  • Spawns 3 Reverb Bullets at the end of the animation.


  • At Valor Level 2, the projectiles increase in size and the amount fired is now 32 total.
  • If the final orb projectile hits the opponent, a recorder rocket ender is launched.
  • Spawns 6 Reverb Bullets (only spawns 3 if blocked).


Break Attacks

5C
KLKIF Jakuzure 5C.png
Damage Startup On Hit Guard Break Counter Hit
1800 81 Sliding Knockdown +600 Damage +600 Damage
  • Jakuzure fires a fullscreen, guard breaking laser.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
  • Dash cancelable during the startup.


d.C
KLKIF Jakuzure dC.png
Damage Startup On Hit Guard Break Counter Hit
780 48 Knockdown +600 Damage +600 Damage
  • A faster fullscreen laser than has the potential to wallsplat.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
  • Dash cancelable during the startup.


j.C
KLKIF Jakuzure jC.png
Damage Startup On Hit Guard Break Counter Hit
1140 68 Knockdown +600 Damage +600 Damage
  • Aerial variant of her fullscreen laser, also being able to wallsplat.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
  • Dash cancelable during the startup.


sp.C
KLKIF Nonon sC.png
KLKIF Nonon sC2.png
Damage Startup On Hit Guard Break Counter Hit
2500 to 4900 86 Sliding Knockdown +600 Damage +600 Damage
  • A single hit, high damaging, fullscreen laser.
  • Jakuzure starts the laser from her left side, then pans it over to her right.
    • All while pushing herself back during the animation.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to additional damage (+400 damage per Reverb Bullet.)
  • Guard Break/Hitstun Armor on startup.
    • Threshold is 200 damage before it wears off.


General Moves

Reverb Bullet
KLKIF Jakuzure Reverb Bullet.png
Damage Startup On Hit On Block Counter Hit
160 - Knockdown N/A +300 Damage
  • Performing specific attacks will cause Reverb Bullets to appear.
  • Reverb Bullets left on the stage don't move, and they push themselves away from close-by opponents.
  • Jakuzure can pick up Reverb Bullets by walking over them.
    • Picked up Reverb Bullets have an active hitbox as they circulate around Jakuzure clockwise (Mario Kart style).
  • The Reverb Bullets explode on hit/block with the opponent.
  • At Valor Level 1, the Reverb Bullets can hit multiple times before exploding (on block they still get blown up).


Homing Dash
KLKIF Jakuzure Homing Dash.png
Damage Startup On Hit On Block Counter Hit
- - - - -


Aerial Homing Dash
KLKIF Jakuzure Air Homing Dash.png
Damage Startup On Hit On Block Counter Hit
- - - - -


Valor Burst
KLKIF Jakuzure Valor Burst.png
Damage Startup On Hit On Block Counter Hit
- - - - -


Counter Burst
KLKIF Jakuzure Valor Burst.png
Damage Startup On Hit On Block Counter Hit
- - - - -


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


Combos

Resources

#KLK_JKZ
Creme's Jakuzure Primer

Colors

Basic Alternate ARC Collab (I-No) DLC (Special)
KLKIF Jakuzure Color1.jpg KLKIF Jakuzure Color2.jpg KLKIF Jakuzure Color3.jpg KLKIF Nonon Color4.png
KILL la KILL IF
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