Idol Showdown/Korone Inugami: Difference between revisions
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{{Version-IS|4.0. | {{Version-IS|4.0.10}} | ||
[[File:IS_Korone_Logo.png|250px]] | [[File:IS_Korone_Logo.png|250px]] | ||
'''Retro Fighting Dog''' - ''High Endurance Brawling'' | '''Retro Fighting Dog''' - ''High Endurance Brawling'' <br> | ||
'''Difficulty''' - ★☆☆☆☆☆ | |||
{{CharacterIntro-IS|char= Korone | {{CharacterIntro-IS|char= Korone | ||
|hp=1050 | |hp=1050 | ||
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|pros= | |pros= | ||
* '''Simple and Straightforward Characters''': Korone has a fairly simple gameplan and relatively low execution requirements. Tools such as {{input|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. | * '''Simple and Straightforward Characters''': Korone has a fairly simple gameplan and relatively low execution requirements. Tools such as {{input|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. | ||
* ''' | * '''Multiple Reversal Options''': Korone has access to a fully invulnerable DP with {{input|22H}}, a fully invulnerable super with {{input|214S}}, and a high damage ultra low profile super with {{input|236S}} | ||
* '''Good Pokes''': Korone's {{input|5M}} is a fast, long, disjointed and low-recovery poke that moves her forward. She also has access to basic projectiles with {{input|236X}}. | * '''Good Pokes''': Korone's {{input|5M}} is a fast, long, disjointed and low-recovery poke that moves her forward. She also has access to basic projectiles with {{input|236X}}. | ||
* '''Pressure | * '''Strong Pressure''': Korone's {{input|2L}} and {{input|5L}} have lower pushback on block than average which gives her access to strong stagger pressure while her 0 on block {{input|2M}} and command dash {{input|22S}} offer solid ways to reset pressure. | ||
|cons= | |cons= | ||
|width=100 | |width=100 | ||
}} | }} | ||
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|damage=65 | |damage=65 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=11 | ||
|active=5 | |active=5 | ||
|recovery=15 | |recovery=15 | ||
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|startup=8 | |startup=8 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=23 + 3L* | ||
|advHit=+10 | |advHit=+10 | ||
|advBlock=+6 | |advBlock=+6 | ||
|description=Korone's longest reaching air normal. The hitbox extends a bit behind her allowing for cross-ups. | |description=Korone's longest reaching air normal. The hitbox extends a bit behind her allowing for cross-ups. | ||
Uniquely has low enough recovery frames to whiff while rising and recover in the air. If this happens, then Korone will be able to hit another air button or use air chainsaw before touching the ground. If additional air moves are done after the air recovery, Korone will not experience the 3 frames of landing recovery tied to normal jumping Medium moves. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
=== | === Universal Mechanics === | ||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0">Overhead</font> ====== | ====== <font style="visibility:hidden" size="0">Overhead</font> ====== | ||
{{MoveData | {{MoveData | ||
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|advHit=+2 | |advHit=+2 | ||
|advBlock=-3 | |advBlock=-3 | ||
|invul= ( | |invul= (6~36) {{Property-IS|grab}} | ||
|description= | |description= | ||
* | *Uniquely has an animation that does not leave the ground until frame 11 which makes it harder to react to | ||
Universal Overhead. | Universal Overhead. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Superchat Reversal</font> ====== | |||
{{MoveData | |||
|image=IS_Korone_6M.png | |||
|hitbox=IS_Korone_SCR_hitbox.png | |||
|caption= | |||
|name=Superchat Reversal | |||
|input=(blocking) {{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}} | |||
|data= | |||
{{AttackData-IS | |||
|damage=0 | |||
|guard=Mid | |||
|startup=16 | |||
|active=2 | |||
|recovery=23 | |||
|advHit=0 | |||
|advBlock=-10 | |||
|invul= (1~17) {{Property-IS|full}} | |||
|description= | |||
*Superchat Reversal | |||
}} | |||
}} | |||
=== Special Attacks === | === Special Attacks === | ||
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{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=M / | |version=M / 5S + M (Fast) | ||
|damage=60 | |damage=60 | ||
|guard=All | |guard=All | ||
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{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=H (Yubi Yubi) | |version=H / 5S + H (Yubi Yubi) | ||
|damage=60x2 | |damage=60x2 | ||
|guard=All | |guard=All | ||
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{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=M (Far) | |version=M / 4S + M (Far) | ||
|damage=96(8x3, 8x3, 8x3, 8x3) | |damage=96(8x3, 8x3, 8x3, 8x3) | ||
|guard=All | |guard=All | ||
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{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=H (DOOG ETERNAL) | |version=H / 4S + H (DOOG ETERNAL) | ||
|damage= 140(5x24, 20) | |damage= 140(5x24, 20) | ||
|guard=All | |guard=All | ||
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|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=32x5 | ||
|guard=Mid, Air Unblockable | |guard=Mid, Air Unblockable | ||
|startup=10 | |startup=10 | ||
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Propels Korone forward with a swinging active chainsaw hitbox. This be used to punish projectiles or whiffed normals in neutral. Generally safe against both normal and instant block, but can be made more safe when used closer to the ground. | Propels Korone forward with a swinging active chainsaw hitbox. This be used to punish projectiles or whiffed normals in neutral. Generally safe against both normal and instant block, but can be made more safe when used closer to the ground. | ||
This move has a minimum height restriction while rising, but not while falling. | This move has a minimum height restriction while rising, but not while falling. Frame advantage varies depending on if it is blocked standing or crouching with stand blocking generally making the move more minus on block compared to crouching blocking. | ||
Standing block frame advantage breakdown: | |||
* Near-apex height j.S standing block: -8 ~ -7 (can be up to -9 on taller characters like Botan and Coco since it hits them earlier) | |||
* Falling middle height j.S standing block: -6 ~ -4 | |||
* Falling near-ground j.S standing block: -3 ~ -2 | |||
Crouching block frame advantage breakdown: | |||
* Near-apex height j.S crouching block: -5 ~ -4 | |||
* Falling middle height j.S crouching block: -4 ~ -3 | |||
* Falling near-ground j.S crouching block: -3 ~ -2 | |||
}} | }} | ||
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|advHit=KD | |advHit=KD | ||
|advBlock=-38 | |advBlock=-38 | ||
|invul= (1~9) {{Property-IS|full}} | |||
|description= | |description= | ||
*Minimum Damage: 85 | *Minimum Damage: 85 | ||
*Costs 2 Star Meter and grants 5 superchats on use | *Costs 2 Star Meter and grants 5 superchats on use | ||
A rising uppercut attack that has full invuln. | A rising uppercut attack that has full invuln on startup. | ||
}} | }} | ||
}} | }} |
Latest revision as of 12:47, 17 June 2024
Retro Fighting Dog - High Endurance Brawling
Difficulty - ★☆☆☆☆☆
Introduction
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.
![]() 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 |
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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.
- Hidden Missiles; gives her free pressure. Beam can be combod into for big damage.
Moves
Standing Normals
5L
5L
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5M
5M Sol f.S says hi Sol f.S says hi
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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2H
2H Swings Low Swings Low Swings High Swings High
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Command Normals
6M
Initial Attack Initial Attack Follow-up Follow-up
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Universal Mechanics
Throw
Overhead
Superchat Reversal
Toggle Hitboxes Toggle Hitboxes
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Special Attacks
236X
214X
22X
Super Koro Punch 64 Super Koro Punch 64
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j.214X
22S
Super Star Attack
X X
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Colors
Nekomata Okayu (Hololive)
Sakura Miko (Hololive)
Ayunda Risu (Hololive)
Third 2D Costume
Sonic (Sonic The Hedgehog)
M. Bison (Street Fighter)
Korone's Casual Costume (Hololive)
Shirakami Fubuki (Hololive)
JP (Street Fighter 6)
Ookami Mio (Hololive)