Idol Showdown/Korone Inugami

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Last Updated to Version 1.2.3

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
IS Korone Icon.png

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 also being safe on block, and her 2M being the only plus on block normal in the game helps support her pressure structure. Korone's standard fireballs help out a lot as well!
  • 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. On top of this, it 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

  • IS Roboco Icon.png Roboco - Hidden Missiles; gives her free pressure. Beam can be combod into for big damage.
  • IS Watson Icon.png 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.


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) 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
IS Korone 5H.png
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
IS Korone 2L.png
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
IS Korone 2M.png
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
IS Korone 2H.png
Swings Low
Swings Low
IS Korone 2H 2.png
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
IS Korone 3H.png
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
IS Korone jL.png
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
IS Korone jM.png
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
IS Korone jH.png
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
IS Korone 6M.png
Initial Attack
Initial Attack
IS Korone 6MM.png
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
IS Korone LM.png
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
IS Korone MH.png
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
IS Korone 236X.png
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
IS Korone 214X.png
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
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 / 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
IS Korone j.214X.png
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
IS Korone 22S.png
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.

Super Star Attack

X-Potato
236S
IS Korone 236S 1.png
Dash
Dash
IS Korone 236S 2.png
X
X
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Dash Hit 10, 46, 46, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 100, 100

All

6 6 44 - KD

None

Uppercut 50, 50, 50, 50, 50

All

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

None

  • 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.

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)

Navigation

The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres