Idol Showdown/Korone Inugami: Difference between revisions

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{{Version-IS|4.0.2}}
{{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
Line 17: Line 18:
|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.
* '''Strong Reversal Options''': Korone's {{input|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 {{input|j.S}}, leaving her safe or even plus on block at certain spacings.
* '''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 Resets''': {{input|2M}} and {{input|j.S}} (when used after a rising {{input|j.L}} specifically) are solid pressure reset tools due to both being plus on block.
* '''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=
* '''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.
* '''Average 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.
|width=100
|width=100
}}
}}
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{{MoveData
{{MoveData
|image=IS_Korone_5L.png
|image=IS_Korone_5L.png
|hitbox=ISD_Korone_5L_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=5L
|name=5L
Line 61: Line 62:
{{MoveData
{{MoveData
|image=IS_Korone_5M.png
|image=IS_Korone_5M.png
|hitbox=ISD_Korone_5M_Hitbox.png
|hitboxCaption=
|caption= Sol f.S says hi
|caption= Sol f.S says hi
|name=5M
|name=5M
Line 80: Line 83:
{{MoveData
{{MoveData
|image=IS_Korone_5H.png
|image=IS_Korone_5H.png
|hitbox=ISD_Korone_5H_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=5H
|name=5H
Line 99: Line 104:
{{MoveData
{{MoveData
|image=IS_Korone_2L.png
|image=IS_Korone_2L.png
|hitbox=ISD_Korone_2L_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=2L
|name=2L
Line 119: Line 126:
{{MoveData
{{MoveData
|image=IS_Korone_2M.png
|image=IS_Korone_2M.png
|hitbox=ISD_Korone_2M_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=2M
|name=2M
Line 125: Line 134:
  |damage=65
  |damage=65
  |guard=Mid
  |guard=Mid
  |startup=9
  |startup=11
  |active=5
  |active=5
  |recovery=15
  |recovery=15
Line 137: Line 146:
{{MoveData
{{MoveData
|image=IS_Korone_2H.png
|image=IS_Korone_2H.png
|hitbox=ISD_Korone_2H_Hitbox.png
|hitboxCaption=Swings Low
|caption=Swings Low
|caption=Swings Low
|image2=IS_Korone_2H_2.png
|image2=IS_Korone_2H_2.png
|hitbox2=ISD_Korone_2H_Hitbox_2.png
|hitboxCaption2=Swings High
|caption2=Swings High
|caption2=Swings High
|name=2H
|name=2H
Line 156: Line 169:
*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
*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)
*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)
  }}
  }}
}}
}}
Line 163: Line 176:
{{MoveData
{{MoveData
|image=IS_Korone_3H.png
|image=IS_Korone_3H.png
|hitbox=ISD_Korone_3H_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=3H
|name=3H
Line 184: Line 199:
{{MoveData
{{MoveData
|image=IS_Korone_jL.png
|image=IS_Korone_jL.png
|hitbox=ISD_Korone_jL_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=j.L
|name=j.L
Line 203: Line 220:
{{MoveData
{{MoveData
|image=IS_Korone_jM.png
|image=IS_Korone_jM.png
|hitbox=ISD_Korone_jM_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=j.M
|name=j.M
Line 211: Line 230:
  |startup=8
  |startup=8
  |active=6
  |active=6
  |recovery=Until Landing + 3
  |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.
  }}
  }}
}}
}}
Line 221: Line 242:
{{MoveData
{{MoveData
|image=IS_Korone_jH.png
|image=IS_Korone_jH.png
|hitbox=ISD_Korone_jH_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=j.H
|name=j.H
Line 241: Line 264:
{{MoveData
{{MoveData
|name=Orayo!
|name=Orayo!
|hitbox=ISD_Korone_6M_Hitbox.png
|hitboxCaption=eekum
|hitbox2=ISD_Korone_6MM_Hitbox.png
|hitboxCaption2=bokum
|input={{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}}
|input={{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}}
|image=IS_Korone_6M.png
|image=IS_Korone_6M.png
Line 275: Line 302:
}}
}}


=== Throw ===
=== Universal Mechanics ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=IS_Korone_LM.png
|image=IS_Korone_LM.png
|hitbox=ISD_Korone_LM_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=Throw
|name=Throw
Line 297: Line 326:
}}
}}


=== Overhead ===
====== <font style="visibility:hidden" size="0">Overhead</font> ======
====== <font style="visibility:hidden" size="0">Overhead</font> ======
{{MoveData
{{MoveData
|image=IS_Korone_MH.png
|image=IS_Korone_MH.png
|hitbox=ISD_Korone_MH_Hitbox.png
|hitboxCaption=
|caption=
|caption=
|name=Overhead
|name=Overhead
Line 313: Line 343:
  |advHit=+2
  |advHit=+2
  |advBlock=-3
  |advBlock=-3
  |invul= (11~33) {{Property-IS|grab}}
  |invul= (6~36) {{Property-IS|grab}}
  |description=
  |description=
*Confirm into dashing 5L on counterhitting a grab tech
*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
|hitboxCaption=
|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 ===
Line 324: Line 378:
{{MoveData
{{MoveData
|name=Yubi!
|name=Yubi!
|hitbox=ISD_Korone_236L_Hitbox.png
|hitboxCaption=Yubi!
|hitbox2=ISD_Korone_236M_Hitbox.png
|hitboxCaption2=Yubi!
|hitbox3=ISD_Korone_236H_Hitbox.png
|hitboxCaption3=Yubi Yubi!
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|image=IS_Korone_236X.png  
|image=IS_Korone_236X.png  
Line 344: Line 404:
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=M / 6S (Fast)
  |version=M / 5S + M (Fast)
  |damage=60
  |damage=60
  |guard=All
  |guard=All
Line 360: Line 420:
  {{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
Line 379: Line 439:
{{MoveData
{{MoveData
|name=DOOG
|name=DOOG
|hitbox=ISD_Korone_214L_Hitbox.png
|hitboxCaption=
|hitbox2=ISD_Korone_214M_Hitbox.png
|hitboxCaption2=
|hitbox3=ISD_Korone_214H_Hitbox.png
|hitboxCaption3=
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|image=IS_Korone_214X.png
|image=IS_Korone_214X.png
Line 396: Line 462:
  {{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
Line 409: Line 475:
  {{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
Line 430: Line 496:
{{MoveData
{{MoveData
|name=Super Koro Punch
|name=Super Koro Punch
|hitbox=ISD_Korone_22L_Hitbox.png
|hitboxCaption=
|hitbox2=ISD_Korone_22M_Hitbox.png
|hitboxCaption2=
|hitbox3=ISD_Korone_22H_Hitbox.png
|hitboxCaption3=
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}  
|image3=IS_Korone_22X.png
|image3=IS_Korone_22X.png
Line 462: Line 534:
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=40x5
  |damage=32x5
  |guard=Mid, Air Unblockable
  |guard=Mid, Air Unblockable
  |startup=10
  |startup=10
Line 480: Line 552:
{{MoveData
{{MoveData
|name=DOOG From Above
|name=DOOG From Above
|hitbox=ISD_Korone_j214X_Hitbox.png
|hitboxCaption=
|input='''Air Only''' {{NotationIcon-IS|s}}  
|input='''Air Only''' {{NotationIcon-IS|s}}  
|image=IS_Korone_j.214X.png
|image=IS_Korone_j.214X.png
Line 497: Line 571:
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


  }}
  }}
Line 505: Line 589:
{{MoveData
{{MoveData
|name=Doggy Dash
|name=Doggy Dash
|hitbox=ISD_Korone_22S_Hitbox.png
|hitboxCaption=
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|s}}
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Korone_22S.png
|image=IS_Korone_22S.png
Line 527: Line 613:
{{MoveData
{{MoveData
|name=X-Potato
|name=X-Potato
|hitbox=ISD_Korone_236S_Hitbox.png
|hitboxCaption= X
|hitbox2=ISD_Korone_236S_Hitbox_2.png
|hitboxCaption2= Potato
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Korone_236S_1.png
|image=IS_Korone_236S_1.png
Line 547: Line 637:
{{MoveData
{{MoveData
|name=Furious Claws
|name=Furious Claws
|hitbox=ISD_Korone_214S_Hitbox.png
|hitboxCaption=
|hitbox2=ISD_Korone_214S_Hitbox_2.png
|hitboxCaption2=
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|s}}
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|s}}
|image=IS_Korone_236S_2.png
|image=IS_Korone_236S_2.png
Line 560: Line 654:
  |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 01:50, 28 June 2024

Last Updated to Version 4.0.10

IS Korone Logo.png

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.


Playstyle
IS Korone Icon.png

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.
  • Multiple Reversal Options: Korone has access to a fully invulnerable DP with 22H, a fully invulnerable super with 214S, and a high damage ultra low profile super with 236S
  • 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.
  • Strong Pressure: Korone's 2L and 5L have lower pushback on block than average which gives her access to strong stagger pressure while her 0 on block 2M and command dash 22S offer solid ways to reset pressure.
  • Coming soon

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
IS Korone 5L.png
ISD Korone 5L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

Mid

5 3 12 -3 0

None

  • Self-Gatling Count: 3

Her fastest normal, good for abare. Otherwise used for combo filler/hitconfirms.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Korone 5M.png
ISD Korone 5M Hitbox.png
Sol f.S says hi
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

7 6 15 -5 -1

None

Korone's main spacing tool and combo starter. A far-reaching, low recovery poke that's decently fast and relatively safe on block when spaced.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Korone 5H.png
ISD Korone 5H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
80

Mid

11 3 23 -4 +1

None

Moves forward and swings with a huge hammer. Unlike 5M, this can catch low profile moves. Connects from 5M even at maximum range on hit and block.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Korone 2L.png
ISD Korone 2L Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low, Air Unblockable

6 2 13 -3 0

None

  • Self-Gatling Count: 2

Korone's fastest low hitting normal, with not much range and slightly slower speed make it a pretty average normal.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Korone 2M.png
ISD Korone 2M Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
65

Mid

11 5 15 0 +5

None

A even on block normal that can stagger into Korone's other options. Does not hit low.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Korone 2H.png
ISD Korone 2H Hitbox.png
Swings Low
Swings Low
IS Korone 2H 2.png
ISD Korone 2H Hitbox 2.png
Swings High
Swings High
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid, Air Unblockable

12 4 25 -15 +6

(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)
Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Korone 3H.png
ISD Korone 3H Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

11 3 24 -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.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Korone jL.png
ISD Korone jL Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 7 Until Landing + 2 +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.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Korone jM.png
ISD Korone jM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

8 6 23 + 3L* +6 +10

None

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.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Korone jH.png
ISD Korone jH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

High

14 4 - +3 +12

None

Until Landing + 4

  • Hitting an airborne opponent will spike them down into a soft knockdown
Toggle Hitboxes
Toggle Hitboxes

Command Normals

6M
Orayo!
IS 6.png + IS M.png
IS Korone 6M.png
ISD Korone 6M Hitbox.png
Initial Attack
eekum
IS Korone 6MM.png
ISD Korone 6MM Hitbox.png
Follow-up
bokum
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
6M 45

Mid

10 5 11 -4 -1

None

6M~M 45

Mid

13 4 19 -9 -5

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.
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Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
IS Korone LM.png
ISD Korone LM Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
165

-

7 2 31 KD -

None

  • Total Frames: 39

Korone's universal grab.

Toggle Hitboxes
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Overhead
Overhead
IS M.png + IS H.png
IS Korone MH.png
ISD Korone MH Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 20 -3 +2

(6~36) Grab

  • Uniquely has an animation that does not leave the ground until frame 11 which makes it harder to react to

Universal Overhead.

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Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
IS Korone 6M.png
IS Korone SCR hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
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Special Attacks

236X
Yubi!
IS 236.png + IS L.png /IS M.png /IS H.png
IS Korone 236X.png
ISD Korone 236L Hitbox.png
Yubi!
ISD Korone 236M Hitbox.png
Yubi!
ISD Korone 236H Hitbox.png
Yubi Yubi!
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 5S (Slow) 60

All

18 Until Offscreen 36 -13~ -10~

None

  • Grants 2 superchats on use
  • Disappears if Korone is hit
  • Has a projectile durability of 1x1

IS Korone 236L diagram small3.png

M / 5S + M (Fast) 60

All

16 Until Offscreen 36 -13~ -10~

None

  • Grants 2 superchats on use
  • Disappears if Korone is hit
  • Has a projectile durability of 1x1

IS Korone 236M diagram small3.png

H / 5S + H (Yubi Yubi) 60x2

All

14 Until Offscreen 28 +4~ -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Does not disappear if Korone is hit
  • Has a projectile durability of 1x2

IS Korone 236H diagram small3.png

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214X
DOOG
IS 214.png + IS L.png /IS M.png /IS H.png
IS Korone 214X.png
ISD Korone 214L Hitbox.png
ISD Korone 214M Hitbox.png
ISD Korone 214H Hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 4S (Short) 60(10x3,10x3)

All

9 3(9)3 14 -3 0

None

M / 4S + M (Far) 96(8x3, 8x3, 8x3, 8x3)

All

14 3(4)3(9)3(4)3 25 -14 KD

(14~51) Projectile

H / 4S + H (DOOG ETERNAL) 140(5x24, 20)

All

24 3(10)3(10)3(10)3(10)3(10)3(10)3(10)3(10)3 28 -18 KD

None

Forward moving, chainsaw attack.

  • L version: Immediately starts chainsawing, finishes half screen. Grants 3 superchats on use.
  • M version: Dashes forward, finishes 1/2 screen. Grants 3 superchats on use.
  • H version: Dashes forward, goes full screen, ends with launcher. Costs 1 Star Meter and grants 5 superchats on use.

Can go under high projectiles, as Korone ducks after startup. All versions of the special can bypass low projectiles after startup - for example, Botan's Low Poi (grenade).

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22X
Super Koro Punch
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
ISD Korone 22L Hitbox.png
ISD Korone 22M Hitbox.png
IS Korone 22X.png
ISD Korone 22H Hitbox.png
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

(3~19) Head

M 46x3

Mid, Air Unblockable

6 14 38 -18 KD

(3~15) Head

H 32x5

Mid, Air Unblockable

10 18 49 -31 KD

(1~18) Full

DP that is also used for juggles, only the H version has full invulnerability.

  • L version: Short anti-air DP. Grants 5 superchats on use.
  • M version: Further-reaching anti-air DP. Grants 5 superchats on use.
  • H version: Frame 1 fully invulnerable DP. Costs 1 Star Meter and grants 5 superchats on use.
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j.214X
DOOG From Above
Air Only IS S.png
IS Korone j.214X.png
ISD Korone j214X Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
96(12x8)

All

10 3(2)3(2)3(2)3 Until Landing + 11 -8~-2 +5~+11

None

  • Grants 2 superchats on use
  • Has a minimum height usage restriction when done from neutral of around 1 character height

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. 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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Toggle Hitboxes
22S
Doggy Dash
IS 2.png IS 2.png + IS S.png
IS Korone 22S.png
ISD Korone 22S Hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - - - 25 - -

None

  • Grants 3 superchats on use

A low-traveling command dash. It allows Korone to continue her pressure when the opponent is being overly defensive or confirm counterhits from a distance.

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Super Star Attack

X-Potato
IS 236.png + IS S.png
IS Korone 236S 1.png
ISD Korone 236S Hitbox.png
X
X
ISD Korone 236S Hitbox 2.png
Potato
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
308(10, 45x2, 10x10, 100x2)

All

7 7 44 - KD

None

  • Minimum Damage: 138
  • Costs 2 Star Meter and grants 5 superchats on use

A quick charging attack that leads into a damaging X-Potato barrage. Does not have invulnerability. Very high minimum damage.

Toggle Hitboxes
Toggle Hitboxes
Furious Claws
IS 214.png + IS S.png
IS Korone 236S 2.png
ISD Korone 214S Hitbox.png
ISD Korone 214S Hitbox 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
212(40, 35x3, 67)

All

8 8(13)8(24)6(9)6(9)6 44 -38 KD

(1~9) Full

  • Minimum Damage: 85
  • Costs 2 Star Meter and grants 5 superchats on use

A rising uppercut attack that has full invuln on startup.

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Colors

Original Outfit
Cosplay 1 Nekomata Okayu (Hololive)
Cosplay 2 Sakura Miko (Hololive)
Cosplay 3 Ayunda Risu (Hololive)
Cosplay 4 Third 2D Costume
Cosplay 5 Sonic (Sonic The Hedgehog)
Cosplay 6 M. Bison (Street Fighter)

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