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 that has high-mobility tools that support an aggressive gameplan.
Pick if you like
Avoid if you dislike
Simple and Straightforward Characters: Built for players that want to get in and stay in, Korone has a versatile toolkit that helps her counterpoke, navigate neutral, and maintain pressure. Her 5M is a disjointed, low recovery poke that moves her forward, her j.S can be used from the air to hop over and score punishes on the opponent's pokes and projectiles while being safe on block, and her 2M is the only plus on block normal in the game which gives her strong pressure potential. Korone also has access to standard projectiles which help our in neutral and support her pressure game.
Strong Reversal Options: Korone's 22H is the fastest invulnerable reversal in the game at 3 frame startup and cannot be safejumped as a result. This reversal can be made completely safe on block by superchat cancelling into j.S which will leave Korone at -1 frame advantage.
Limited Range
Low Mixup Potential
Recommended Collabs
Roboco - Hidden Missiles; gives her free pressure. Beam can be combod into for big damage.
Amelia - Timestop; enables combos into Super Star Attack, but beware of using the rising uppercut variation because it makes it whiff. Ground Pound can be combod into for big damage.
Stats
HP: 1050 Backdash: 25F (1~19F Grab Invuln) Movement Speed:Average
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
-2 (+1)
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 is plus.
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
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. Although, once paired with your conditioning of j.L overhead mix, this button creates a dangerous 50/50.
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
27
-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
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.
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
Unblockable
7
4
20
KD
KD
None
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)
KD
None
M (Far)
15, 15, 15, 15, 30
All
11
2(7)2(6)2(6)2(6)3
21
-42(-14)
KD
None
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
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.
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
-8
KD
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.
22S
Doggy Dash 22S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
0
-
6
15
8
-
-
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 and is easily beat by mashing.
Uses 1 Star Meter
Korone's Idol Skill, increasing her Superchat meter when used.
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.