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| |'''Alternate''' | | |'''Alternate''' |
| |'''ARC Collab (I-No)''' | | |'''ARC Collab (I-No)''' |
− | |'''DLC (Junketsu)''' | + | |'''DLC (Special)''' |
| |- | | |- |
| |[[Image:KLKIF_Jakuzure_Color1.png|250px]] | | |[[Image:KLKIF_Jakuzure_Color1.png|250px]] |
Revision as of 21:00, 14 August 2019
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
Sound Shot 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.
|
5AA
|
200
|
-
|
Knockdown
|
-
|
+300 Damage
|
- Jakuzure hops up and fires an orb straight ahead.
|
|
4/6A
|
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.
|
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
|
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
|
200
|
-
|
Knockdown
|
-
|
-
|
- Finisher projectile that travels straight ahead.
|
|
d.A
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
960
|
13
|
Knockdown
|
-
|
+300
|
- Jakuzure hops backwards and fires a multi-hit orb forward, shortly detonating.
- Can perform aerials afterwards.
|
|
j.A
|
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
|
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
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
100
|
11
|
-
|
-
|
+300 Damage
|
- Fires a lil' projectile ahead.
|
Level 2
|
60 each
|
-
|
-
|
-
|
+300 Damage
|
- Fires three lil' projectiles ahead.
- Dash cancelable while charging.
|
Level 3
|
600 each
|
-
|
Crumple
|
Guard Crush
|
+600 Damage
|
- 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.
|
|
5BB
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
100 each
|
-
|
-
|
-
|
-
|
- Projectile thrown to the left, projectile thrown to the right.
|
Level 2
|
100 each
|
-
|
-
|
-
|
-
|
- Two projectiles thrown to the left, two projectiles thrown to the right.
- Dash cancelable while charging.
|
Level 3
|
300 each
|
-
|
Sliding Knockdown
|
Guard Crush
|
-
|
- BIG projectile thrown to the left, BIG projectile thrown to the right.
- Detonates upon contact with the ground or opponent.
- Dash cancelable while charging.
|
|
5BBB
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
100 each
|
-
|
Knockdown
|
-
|
-
|
- Fires a line of three projectiles straight ahead.
|
Level 2
|
100 each
|
-
|
Launch
|
-
|
-
|
- Fires a zig-zag pattern of seven projectiles.
- Dash cancelable while charging.
|
Level 3
|
340 each
|
-
|
Knockdown
|
-
|
-
|
- Fires a line of three BIG projectiles straight ahead.
- Detonates upon contact with the ground or opponent.
- Dash cancelable while charging.
|
|
d.B
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
400
|
20
|
-
|
-
|
-
|
- Fires a spinning pair of projectiles forward that travels slowly afterwards.
|
Level 2
|
240
|
-
|
-
|
-
|
-
|
- Fires four spinning orbs that travel faster than Level 1.
- Dash cancelable while charging.
|
Level 3
|
680
|
-
|
Crumple
|
-
|
-
|
- Fires three BIG orb projectiles that circulate around Jakuzure counter-clockwise.
- Detonates upon contact with the opponent, or after a short time.
|
|
j.B
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
180
|
27
|
-
|
-
|
-
|
- Lil' orb fired to the left, tracks the opponent after a delay.
- Can perform aerials afterwards.
|
Level 2
|
160 each
|
-
|
-
|
-
|
-
|
- 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
|
-
|
-
|
- BIG orb fired to the left, exploding into four lil' orbs after a delay.
- The four orbs then track down the opponent.
- Air Dash cancelable while charging.
- Can perform aerials afterwards.
|
|
j.BB
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
180
|
-
|
-
|
-
|
-
|
- Lil' orb fired to the right, tracks the opponent after a delay.
- Can perform aerials afterwards.
|
Level 2
|
160 each
|
-
|
-
|
-
|
-
|
- 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
|
-
|
-
|
- BIG orb fired to the right, exploding into four lil' orbs after a delay.
- The four orbs then track down the opponent.
- Air Dash cancelable while charging.
- Can perform aerials afterwards.
|
|
j.BBB
|
Version
|
Damage
|
Startup
|
On Hit
|
On Block
|
Counter Hit
|
Level 1
|
400
|
-
|
Knockdown
|
-
|
-
|
- Lil' orb fired from the center, tracks the opponent after a delay.
|
Level 2
|
300 each
|
-
|
Knockdown
|
-
|
-
|
- 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
|
-
|
-
|
- 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.
- Dash cancelable while charging.
|
|
sp.B
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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