KILL la KILL IF/Jakuzure

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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 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.
  • 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
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
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
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.


5BB
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
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
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
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
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
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
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
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
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
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

Default Alternate ARC Collab (I-No) DLC (Special)
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