KILL la KILL IF/Mechanics

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Match Format

Default matches have a 180 second timer, and are a best of 3 in rounds.

Once one round ends, everything carries over to the next round. This would be:

  • Health
  • Timer
  • SP Gauge
  • Valor Level
  • The position you were in when the round ended.
  • Character traits such as Damage Charge or the Analyze Gauge.

Counter Hit

Interrupting the startup frames of an opponent’s attack causes your attack to deal an extra 300 damage. This only applies to the first hit if Its a multi-hit.

Certain moves benefit more from a Counter Hit, such as Ryuko’s 2/8A dealing an extra 600 damage when Its a Counter Hit.

Knockdown, Get Up, Air Tech

A knockdown will commonly occur at the end of a combo. When a player is on the ground, they're invincible until their get up animation finishes.

Upon getting hit in the air, if you aren't immediately hit afterwards your character will automatically Air Tech. After Air Teching, you will be invincible until you land on the ground.


Launching the opponent while their back is to the wall will cause a wallsplat.

The opponent is stuck to the wall and slowly slides down to the ground. This allows for combo extension and big damage potential.

Each wallsplat in a single combo will decrease the amount of time the opponent is stuck to the wall.

Low Health Recovery

If you’re at low enough health (HP bar starts flashing), and you bring the match into round 3, you will be rewarded health recovery at the beginning of round 3.

SP Gauge

KLKIF SP Gauge.png

The SP Gauge is used to perform actions such as Specials, Valor Burst, and FIBER LOST SECRET ARTS. It's broken up into four 25% integers.

The SP Gauge increases whenever you:

  • Hit the opponent.
  • Get hit by the opponent.
  • Guard an opponent's attack.

Meter Consumption
Nui's EX Attacks One bar (25%)
Specials Two bars (50%)
Valor Burst Two bars (50%)

Blue Meter

Upon using meter to perform an action, the SP Gauge freezes for about 6-7 seconds. During this time, your meter will not be able to increase.

The exception to this would be landing a Valor Burst that leads into Bloody Valor. That and the potential SP gained from winning Bloody Valor.

Valor Burst

KLKIF Ketsui Burst.png

By spending two bars of your SP Gauge, you can perform a Valor Burst.

There are two types of Valor Bursts:

Offensive Valor Burst

A Valor Burst that has been performed while your character is in a free state and not under the effects of hitstun or blockstun.

Once activated, you become invincible and release a multi-hit shockwave that deals 1500 damage (non-lethal, cannot KO.)

If the opponent is hit by an Offensive Valor Burst, Bloody Valor will commence.

Defensive Valor Burst

A Valor Burst that has been performed under the effects of hitstun or blockstun.

Once activated, you become invincible and can break free of the opponent's combo or guard pressure.

The shockwave knocks back the opponent and deals 10 damage (non-lethal, cannot KO.)

You are locked out of using Defensive Valor Burst if hit by a Special.

Defensive Valor Burst can also be performed in the air. However, you will not be able to perform any action until you land on the ground.


KLKIF Fiber Lost.png

FIBER LOST SECRET ARTS (Fiber Lost for short) is an instant kill attack that can be performed once you have Valor Level 3 and your SP Gauge is at max.

Landing this on your opponent will immediately end the match and declare you the winner.

They can be combo'd into as well.