Idol Showdown/Korone Inugami: Difference between revisions
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|description=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. | |description= | ||
*Minimum Damage Standing: 175 | |||
*Minimum Damage Juggle: 110 | |||
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. | |||
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Revision as of 23:14, 18 May 2023
Retro Fighting Dog - High Endurance Brawling
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 an aggressive "shoto" rushdown character with high forward movement. |
Pick if you like | Avoid if you dislike |
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Normal 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 Oddly, this is Korone's only grounded normal that's always plus. Oddly, this is Korone's only grounded normal that's always plus.
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2H
2H
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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
Orayo!
6M |
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Universal Mechanics
Throw
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236L/M/H
Yubi! 236L/M/H Slow Slow Fast Fast Yubi Yubi! Yubi Yubi!
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214L/M/H
DOOG 214L/M/H Short Short Far Far DOOG ETERNAL DOOG ETERNAL
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22L/M/H
Super Koro Punch 22L/M/H Super Koro Punch 64 Super Koro Punch 64
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22S
Doggy Dash
22S |
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j.214X
DOOG From Above
j.214L/M/H |
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Super Star Attack
X-Potato
236S |
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Combos
Combo Notation Help | |
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Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one. For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary. | |
#X | Input writted with numpad notation for the direction/motion input followed by the action. |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked to Y, meaning Y is done after X's recovery frames. |
X~Y | This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling". |
[X] | Input X is held down. |
{X} | Input is partially charged (as in, not tapped but not held to full charge either). |
(X) | Input X is optional. Typically, the combo will be easier without this input. |
X/Y | Choose between input X or input Y. |
#jc | Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo. |
j.X | Jumping input X. X should be input while airborne. |
dl.X | Delayed input X. There will be some delay before inputting X. |
CH X | Counterhit with input X. This is used for combo starters that require counterhit confirm. |
OTG X | Input X while the opponent is knocked down but still able to be hit. |
X(n) | Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding. |
scc | Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special. |
General
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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5M > (5H) > 2H > j.H > j.214X > 5H > 2H j.H j.214X | Easy | 337 | 0 | N/A | Anywhere |
Basic BnB with decent damage and corner carry. General structure can be used off a variety of hits that let you combo into 2H or air chainsaw. | |||||
5M > 2H > j.H > j.214X > 6M~M > 22L > 5L > 5M > 6M~M > 3H | Easy | 323 | 0 | N/A | Anywhere |
Generates a hard knockdown. Doesn't work on Ayame. | |||||
5M > (5H) > 2H > j.H > j.214X > 5M > 6M > dl.22L > 5M > 6M > dl.22L > 5M > 6M > dl.6M~M > 214H > dash > 22M > 5L > 5H > 3H > 214M | Medium | 365 | 0 | N/A | Midscreen |
Combo that can take an opponent corner to corner.
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Mid-screen
Corner
Setups, Oki, and Blockstrings
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Matchup advice goes here.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- Vs. Suisei
- Matchup advice goes here.
External Resources
Colors
Original Outfit
Cosplay 1
Nekomata Okayu (Hololive)
Nekomata Okayu (Hololive)
Cosplay 2
Sakura Miko (Hololive)
Sakura Miko (Hololive)
Cosplay 3
Ayunda Risu (Hololive)
Ayunda Risu (Hololive)
Cosplay 4
Third 2D Costume
Third 2D Costume
Cosplay 5
Sonic (Sonic The Hedgehog)
Sonic (Sonic The Hedgehog)
Cosplay 6
M. Bison (Street Fighter)
M. Bison (Street Fighter)