Korone is a simple, but powerful all-rounder with an aggressive playstyle. This brawler doggo is not afraid to get up close with her strong approach tools. While Korone's tools are straightforward, they are more than enough to make the opponent second-guess picking a fight with her.
Playstyle
Korone Inugami is a rushdown-styled "shoto" character with high-mobility tools that support an aggressive gameplan.
Pick if you like
Avoid if you dislike
Simple and Straightforward Characters: Korone has a fairly simple gameplan and relatively low execution requirements. Tools such as j.S can be used for many things, such as approaching, resetting pressure, and punishing with relatively low risk, making her an easy character to pick up.
Strong Reversal Options: Korone's 22H is a very fast and fully invulnerable reversal. Not only does it beat safejumps from the front, it can also be Superchat Cancelled on block into j.S, leaving her safe at -1 frame advantage.
Good Pokes: Korone's 5M is a fast, long, disjointed and low-recovery poke that moves her forward. She also has access to basic projectiles with 236X.
Pressure Resets: 2M and j.S (when used after a rising j.L specifically) are solid pressure reset tools due to both being plus on block.
Standard Toolkits: Korone's tools help her play aggressively, but they still fall within a shoto's toolkit. The kit covers many bases as a whole, but other more specialized characters may have stronger versions of these individual tools.
Limited Range: The speed and low recovery of Korone's normals are offset by their fairly short range relative to the rest of the game's roster.
Low Mixup Potential: While her ability to reset pressure is strong, Korone does not have access to the strong mixup options available to most of the cast even when she has Star Meter and almost exclusively relies on strike/throw and assist synergy to open up opponents. Also, her 2L is -7 on block.
Recommended Collabs
Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
Amelia's L+H time slow is very flexible in how it can be used combined with Korone's kit (neutral, defense, offense, combo extension, forcing scrambles, etc.) so just having it stocked demands respect from the opponent as they will experience double the frames if you get a clean activation on them. It even lets her convert her rising j.L instant overhead into a full combo!
Her 214S makes Korone's strike/throw game much scarier, since it allows her to combo off of throw and 3H knockdowns for a sizeable amount of damage.
Her fastest normal, good for abare. Otherwise used for combo filler/hitconfirms.
5M
5M
Sol f.S says hi
Sol f.S says hi
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Mid
7
4
19
-3 (0)
3
None
Korone's main spacing tool and combo starter. A far reaching disjointed move that's decently fast and oppressive enough to be able to stagger into itself. The very tip of the move in late active frames is even on block.
5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
80
Mid
11
3
24
-3
+5
None
Moves forward and swings with a huge hammer. Unlike 5M, this can catch low profile moves.
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25
Low, Air Unblockable
6
2
15
-7
+0
None
Korone's fastest low hitting normal, with not much range and slightly slower speed make it a pretty average normal.
2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
65
Mid
9
3
19
+2
+3
None
A plus normal that can stagger into Korone's other options.
2H
2H
Swings Low
Swings Low
Swings High
Swings High
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
Mid, Air Unblockable
12
4
25
-10
-2
(5~40) Head
2H is a fantastic anti-air and combo piece for Korone, it's consistency and vertical coverage makes it the go-to choice for challenging jump ins and relaunching opponents in a juggle. It also has head invulnerability that lasts all the way through the move's recovery.
Korone's 2H will automatically place the opponent directly in front of her at an elevation, even when antiairing disjointed hurtboxes, you'll need to adjust your launch combo timing according to this or it may drop
chaining 2H after a magic series (LMH) will whiff midscreen, so only do this in the corner (drop the H from your string to combo into 2H midscreen)
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
Low, Air Unblockable
11
3
25
-17
+40 (HKD)
None
Korone's sweep. Her only way of securing a hard knockdown.
This move's hurtbox low profiles many character's normals and projectiles allowing Korone to punish options that otherwise would have been safe.
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
6
7
-
+2
+5
None
Korone's fastest air normal. The disjointed hitbox extends further than her knee suggests.
Capable of doing an instant overhead that can hit crouching opponents. You can combo into j.S base on one of these three conditions:
Standing Opponents (works on all characters)
Coco (crouching)
Crouching opponent with counter hit (the rest of the cast)
j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
8
6
-
+6
+10
None
Korone's longest reaching air normal. The hitbox extends a bit behind her allowing for cross-ups.
j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
High
10
4
-
+3
+12
None
Hitting an airborne opponent will spike them down into a soft knockdown
Command Normals
6M
Orayo! 6M
Initial Attack
Initial Attack
Follow-up
Follow-up
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
6M
45
Mid
10
5
12
-11
-7
None
6M~M
50
Mid
13
4
21
-8
-4
None
A quick-advancing hook punch. Input the command in succession for a follow-up attack.
6M can cancel into 5H, 2H, 3H, or specials.
6M~M can only cancel into 3H or specials.
Useful for strike/throw mix-up.
Throw
Throw
Throw L+M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
165
-
7
4
19
KD
-
None
Total Frames: 29
Korone's universal grab. Has more active frames than most other grabs in the game.
Overhead
Overhead
Overhead M+H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
25
3
21
-1
+1
(11~37) Grab
Universal Overhead
Special Attacks
236X
Yubi! 236X or 5S/6S
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 5S (Slow)
60
All
17
-
36
-11~
-
None
M / 6S (Fast)
60
All
17
-
36
-11~
-
None
H (Yubi Yubi)
50, 60
All
14
-
28
-
-
None
Fire a severed finger projectile.
214X
DOOG 214X or 4S
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 4S (Short)
25, 22, 5
All
9
3(7)2(5)2
19
-23(-10)
27, 35, KD
Projectile (Low to the ground)
M (Far)
15, 15, 15, 15, 30
All
11
2(7)2(6)2(6)2(6)3
21
-42(-14)
KD
Projectile (Low to the ground)
H (DOOG ETERNAL)
13x3, 13, 13, 13, 13, 13, 13, 13, 13, 13, 10
All
14
2(7)2(6)2(6)2(7)3(7)2(7)2(6)2(6)2(7)2(11)2
30
-97(-18)
KD
None
Forward moving, chainsaw attack.
L version: Immediately starts chainsawing, finishes half screen.
M version: Dashes forward, finishes 3/4 screen.
H version: Dashes forward, goes full screen, ends with launcher.
Can go under high projectiles, as Korone ducks after startup. The L and M can bypass low projectiles after startup - for example Botan's Low Poi (grenade).
22X
Super Koro Punch 22X or 2S
Super Koro Punch 64
Super Koro Punch 64
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 2S
60
Mid, Air Unblockable
5
11
30
-19
KD
None
M
46, 46, 46
Mid, Air Unblockable
6
14
38
-18
KD
None
H
32, 32, 32, 32, 32
Mid, Air Unblockable
5
18
49
-31
KD
Full
DP that is also used for juggles, only the H version has full invulnerability.
j.214X
DOOG From Above j.214X or j.S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30, 30, 30
All
10
2(5)2(5)2
16
-4~
KD
None
Propels Korone forward with a swinging active chainsaw hitbox. This be used to punish projectiles or whiffed normals in neutral. When preformed low to the ground it's safe.
22S
Doggy Dash 22S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
0
-
6
15
8
-
-
Projectile
A low-traveling command dash. It allows Korone to continue her pressure when the opponent is being overly defensive.
Uses 1 Star Meter
Her invulnerability only goes through projectiles low to the ground.
A quick charging attack that leads into a damaging X-Potato barrage. If the initial attack whiffs or hits an airborne opponent, Korone transitions into a rising uppercut attack instead. Its invincible startup makes it good for getting Korone out of a tough situation, but it is massively unsafe on block or whiff.