Idol Showdown/Korone Inugami

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IS Korone Profile.jpg

IS Korone Logo.png

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.

Playstyle
Korone Inugami is an aggressive "shoto" rushdown character with high forward movement.
Pick if you like Avoid if you dislike
  • High forward movement through her DOOG (214X) and metered command dash
  • Limited ranged game

Normal Moves

Standing Normals

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

Mid

5 3 13 -1 +2

None

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

5M
5M
IS Korone 5M.png
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 -2 (+1) -

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 is plus.

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

Mid

11 3 24 -3 +5

None

Crouching Normals

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

Low, Air Unblockable

6 2 - -7 +0

None

Korone's fastest low hitting normal, with not much range and slightly slower speed make it a pretty average normal. Although, once paired with your conditioning of j.L overhead mix, this button creates a dangerous 50/50.

2M
2M
IS Korone 2M.png
Oddly, this is Korone's only grounded normal that's always plus.
Oddly, this is Korone's only grounded normal that's always plus.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
65

Mid

9 3 - +2 +3

None

A slow and stubby poke.

2H
2H
IS Korone 2H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid, Air Unblockable

12 4 - -10 -2

None

2H is a fantastic antiair 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

  • 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
IS Korone 3H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

11 3 - -17 +40

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

High

6 7 - - -

None

Korone's fastest air normal. The disjointed hitbox extends further than her knee suggests.

  • Capable of doing instant overheads. You may follow up with j.214X, but this only combos on Coco, otherwise you will have 0 frame advantage if the opponent continues to block low.
j.M
j.M
IS Korone jM.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

8 6 - - -

None

Korone's longest reaching air normal. The hitbox extends a bit behind her allowing for cross-ups.

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

High

10 4 - - -

None

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

Command Normals

6M
Orayo!
6M
IS Korone 6M.png
IS Korone 6MM.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
6M 45

Mid

- - - -11 -7

None

6MM 45

Mid

- - - -8 -4

None

  • A quick-advancing hook punch. Input the command in succession for a follow-up attack.

Universal Mechanics

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

Unblockable

7 - - - -

None

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

High

25 3 - - -

None

Universal Overhead

Special Attacks

236L/M/H
Yubi!
236L/M/H
Slow
Slow
Fast
Fast
Yubi Yubi!
Yubi Yubi!
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L -

All

- - - -11~ -

None

M -

All

- - - -11~ -

None

H -

All

- - - - -

None

  • Insert Description Here
214L/M/H
DOOG
214L/M/H
Short
Short
Far
Far
DOOG ETERNAL
DOOG ETERNAL
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L -

All

- - - -23(-10) +28

None

M -

All

- - - -42(-14) +32

None

H -

All

- - - -97(-18) +63

None

  • Forward moving, projectile invulnerable chainsaw attack.
22L/M/H
Super Koro Punch
22L/M/H
IS Korone 22X.png
Super Koro Punch 64
Super Koro Punch 64
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L 60

Mid, Air Unblockable

5 11 30 - -

None

M 46, 46, 46

Mid, Air Unblockable

6 14 38 - -

None

H 32, 32, 32, 32, 32

Mid, Air Unblockable

3 - - - -

None

  • DP that is also used for juggles, only the H version has any invincibility.
  • You can only use 3 of each DP strength in a combo before the infinite prevention system (IPS) takes into place.
22S
Doggy Dash
22S
IS Korone 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0 - - - - - -

None

A low-traveling command dash. It allows Korone to continue her pressure when the opponent is being overly defensive.

The move has no invulnerability, so a mashing opponent will lead Korone to be punished.

  • Uses 1 Star Meter
  • Korone's Idol Skill, increasing her Superchat meter when used.
j.214X
DOOG From Above
j.214L/M/H
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

All

- - - - -

None

Propels Korone with a swinging active chainsaw hitbox. This be used to catch opponents mashing in neutral, though it's unsafe when used high in the air.

Super Star Attack

X-Potato
236S
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
-

All

- - - - -

None

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.

Combos

Combo Notation Help
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

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.

Generates a hard knockdown. Doesn't work on Ayame.

Combo that can take an opponent corner to corner.

  • Delaying the first 22L by a considerable amount may drop the second 22L if also delayed. In this case cancel immediately from 6M.
  • Try to land 22M near it's apex for the following 5L to hit.

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)
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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Aki Rosenthal
Ayame Nakiri
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Fubuki Shirakami
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Korone Inugami
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