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 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.
  • Strong Reversal Options: Korone's 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 j.S, leaving her safe or even plus on block at certain spacings.
  • 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.
  • Pressure Resets: 2M and j.S (when used after a rising j.L specifically) are solid pressure reset tools due to both being plus on block.
  • 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.

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
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 -3 (0) 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 in late active frames is even on block.

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. Unlike 5M, this can catch low profile moves.

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.

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 25 -10 -2

(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)
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 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. 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 Until Landing + 3 +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

Until Landing + 4

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

Command Normals

6M
Orayo!
IS 6.png + IS M.png
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 45

Mid

13 4 21 -8 -4

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.

Throw

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

-

7 2 21 KD -

None

  • Total Frames: 29

Korone's universal grab.

Overhead

Overhead
Overhead
IS M.png + IS H.png
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

  • Confirm into dashing 5L on counterhitting a grab tech

Universal Overhead.

Special Attacks

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

All

17 Until Offscreen 36 -10~ -1~

None

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

IS Korone 236L diagram small2.png

M / 6S (Fast) 60

All

17 Until Offscreen 36 -10~ -1~

None

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

IS Korone 236M diagram small2.png

H (Yubi Yubi) 60x2

All

14 Until Offscreen 28 +14~ +14~

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 small2.png

214X
DOOG
IS 214.png + IS L.png /IS M.png /IS H.png
IS Korone 214X.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 4S (Short) 25x2, 5

All

9 3(7)2(5)2 19 -23(-10) 27, 35, KD

(9~37) Projectile (Low to the ground)

M (Far) 15x4, 30

All

11 2(7)2(6)2(6)2(6)3 21 -42(-14) KD

(11~51) Projectile

H (DOOG ETERNAL) 13x13, 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

(6~101) Projectile (Low to the ground)

Forward moving, chainsaw attack.

  • L version: Immediately starts chainsawing, finishes half screen. Grants 3 superchats on use.
  • M version: Dashes forward, finishes 3/4 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).

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

(1~19) Head

M 46x3

Mid, Air Unblockable

6 14 38 -18 KD

(1~15) Head

H 40x5

Mid, Air Unblockable

5 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.
j.214X
DOOG From Above
Air Only IS S.png
IS Korone j.214X.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30x3

All

10 2(5)2(5)2 Until Landing + 7 -4~ +9~

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.

When cancelled into from a rising j.L or out of 22H, there is no minimum height restriction. This allows the special to be close to even on block or even decently plus.

22S
Doggy Dash
IS 2.png IS 2.png + IS S.png
IS Korone 22S.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - 6 15 8 - -

Projectile (Low to the ground)

  • Costs 1 Star Meter and grants 10 superchats on use
  • Does not cost superchats to cancel into from special moves

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

Super Star Attack

X-Potato
IS 236.png + IS S.png
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, 45x2, 10x10, 100x2

All

6 6 44 - KD

None

Uppercut 50x5

All

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

None

  • Minimum Damage Standing: 138
  • Minimum Damage Juggle: 94
  • Costs 2 Star Meter and grants 5 superchats on use

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)

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