KILL la KILL IF/Inumuta

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


4/6A
KLKIF Inumuta 46A.png
KLKIF Inumuta 46A.png
KLKIF Inumuta 46A.png
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
KLKIF Inumuta 28A.png
Damage Startup On Hit On Block Counter Hit
300 18 Knockdown - +600 Damage
  • FLASH KICK
  • Invincible on startup.


d.A
KLKIF Inumuta dA.png
Damage Startup On Hit On Block Counter Hit
300 14 Knockdown - +300 Damage
  • Fullscreen slide.


j.A
KLKIF Inumuta jA.png
KLKIF Inumuta jAA.png
KLKIF Inumuta jAAA.png
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
Version Damage Startup On Hit On Block Counter Hit
TOC j.A 480 26 Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • Inumuta attacks with a multi-hit slide.
  • 1 AG is consumed on use.
Version Damage Startup On Hit On Block Counter Hit
TOC j.AA 1340 - Knockdown - N/A
  • Only available in Thermo Optical Camouflage.
  • Inumuta attacks with a multi-hit slide.
  • 1 AG is consumed on use.


sp.A
KLKIF Inumuta spA.png
KLKIF Inumuta spA2.png
KLKIF Inumuta spA3.png
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
KLKIF Inumuta 5B.png
KLKIF Inumuta 5BB.png
KLKIF Inumuta 5BBB.png
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
Version Damage Startup On Hit On Block Counter Hit
TOC 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.
TOC 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.
TOC 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]
KLKIF Inumuta 5B2.png
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
KLKIF Inumuta dB.png
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.)
  • The slide can go through opponents, but has no hitbox.
  • +1 AG on hit/block.


j.B
KLKIF Inumuta jB1.png
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.


TOC j.B
Version Damage Startup On Hit On Block Counter Hit
TOC j.B 840 - Sliding Knockdown Guard Crush +600 Damage
  • Inumuta slides backwards, throwing out a hologram that performs j.AAA.
  • 1 AG is consumed on use.
TOC j.BB 10 / 840 - Sliding Knockdown Guard Crush +600 Damage
  • Inumuta throws out a cube projectile.
  • 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.


j.[B]
KLKIF Inumuta jB2.png
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
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 hologram causes the opponent to lose two bars of meter.
    • On block, the final hologram causes the opponent to lose one bar of meter.
  • +1 AG (per cube) on hit/block.


Break Attacks

5C
KLKIF Inumuta 5C1.png
KLKIF Inumuta 5C2.png
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, 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.


TOC 5C
Damage Startup On Hit Guard Break Counter Hit
1000 - Sliding Knockdown +600 Damage +600 Damage
  • Inumuta teleports above the opponent before slamming to the ground.
  • Can cancel into Homing Dash on hit.
  • 1 AG is consumed on use.


d.C
KLKIF Inumuta dC.png
KLKIF Inumuta 5C2.png
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, 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
KLKIF Inumuta jC.png
KLKIF Inumuta 5C2.png
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.


TOC j.C
Damage Startup On Hit Guard Break Counter Hit
600 - Launch N/A N/A
  • Inumuta teleports to the ground and swipes in front of him.
  • Can cancel into Aerial Homing Dash on hit.
  • 1 AG is consumed on use.


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
KLKIF Inumuta Analyze Gauge.png
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 specific attacks (knocked out of TOC if hit.)
  • Can perform specific attacks only available in TOC.
    • Each attack consumes AG on use.
TOC Vulnerable Moves

Universal

4/6A, Homing Dash, Aerial Homing Dash, Valor Burst

DTR

???

Gamagoori

5A (DC), sp.A, 5[B], j.B, sp.B, 5C, j.C, sp.C

Inumuta

Any cube normal

Jakuzure

sp.A, 5[B], d.B, sp.B, sp.C

Mako

???

Nui

j.A, j.AB, 5[B], j.[B], 5C, j.C, j.BC, sp.C

Ragyo

5A, 5BA

Ryuko

5AA, j.A, 5[B], j.[B], sp.B

Ryuko Dual-Wield

5AA, 5[B]B, sp.B, j.C, sp.C

Sanageyama

5AA, sp.C

Satsuki

sp.A, 5[B], j.B, j.[B], sp.B, 5C, sp.C

Satsuki Dual-Wield

sp.A, j.B, j.[B], sp.B, sp.C


Homing Dash
KLKIF Inumuta Homing Dash.png
Damage Startup On Hit On Block Counter Hit
50 - Launch - +300 Damage
  • Inumuta homes in on the opponent and quickly attacks.
  • On hit, can perform Dash attacks afterwards.
  • Homing Dash can be canceled into Dash attacks after the initial startup.
  • Allows you to armor through low priority projectiles after the initial startup.
  • Dash cancelable after the initial startup.
  • Non-lethal, cannot KO.


Aerial Homing Dash
KLKIF Inumuta Air Homing Dash.png
Damage Startup On Hit On Block Counter Hit
50 - Launch - +300 Damage
  • Inumuta homes in on the opponent and quickly attacks.
  • On hit, can perform aerials afterwards.
  • Allows you to armor through low priority projectiles after the initial startup.
  • Air dash cancelable after the initial startup.
  • Non-lethal, cannot KO.


Valor Burst
KLKIF Inumuta Valor Burst.png
Damage Startup On Hit On Block Counter Hit
1500 - Bloody Valor / Sliding Knockdown Guard Crush +300 Damage
  • A Burst that has been performed while your character is in a free state.
  • Once activated, you become invincible and release a multi-hit shockwave.
  • On hit, Bloody Valor will commence.
    • At Valor Level 3, Valor Burst won't trigger Bloody Valor and will only cause a Sliding Knockdown.
  • Non-lethal cannot KO.


Counter Burst
KLKIF Inumuta Valor Burst.png
Damage Startup On Hit On Block Counter Hit
10 - Sliding Knockdown - +590 Damage
  • A Burst that has been performed under the effects of hitstun or blockstun.
  • Once activated, you become invincible and knockback the opponent.
  • Counter Burst can be performed in the air.
    • You will not be able to perform any action until you land on the ground.
  • Meter Cooldown for 7 seconds.
  • Non-lethal, cannot KO.


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
  • Inumuta steps forward and stabs the opponent.
  • Invincible on startup.


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

Basic Alternate ARC Collab (Hibiki Kohaku) DLC (Special)
KLKIF Inumuta Color1.jpg KLKIF Inumuta Color2.jpg KLKIF Inumuta Color3.jpg KLKIF Inumuta Color4.png
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