KILL la KILL IF/DTR

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KLKIF DTR.png
Health 9,000
Meter Multiplier 1.0x
Walkspeed 16th
Homing Dash Speed 18th
Homing Dash Duration 110
Height 20.00
Weight 4
Jump Height -
Jump Duration -
Side Step Dash Invul N/A
Front Step Dash Total -
Side Step Dash Total -
Back Step Dash Total -
Has Forced A Ender Yes
Has Forced B Ender Yes
Has Forced C Ender No

Introduction

ULTIMATE DOUBLE NAKED DTR

The ultimate form of the Anti-Honnouji Academy Mechanized Weapon: Dotonbori Robo DTR (Dotonbori Robo), developed by Takarada Conglomerate under Nudist Beach's technical assistance. The final form is achieved by combining both Aikuro Mikisugi's and Tsumugu Kinagase's DTRs.

Overview

I really hope you nor your opponent planned on having much fun, unless you're a sadist like myself. DTR's gameplan will almost always revolve around 2 aspects; zoning with his gun/projectiles and locking the opponent into blocking for all of eternity, or being up close and personal abusing the armor on his various attacks to face tank whatever is thrown at you and counter hit. these are the two and only two things DTR can do but he does them so well he's considered by many to be the one of the most terrifying characters to face.


Playstyle
KLKIF DTR Icon.png DTR is an armored chip damage monster who rules the skies.
Pros Cons
  • Ignorance: DTR has armor on nearly every move that he has, allowing him to be ignorant of many character's tools and make minor mistakes in combat.
  • Ungiving: DTR's Long Range Attacks don't grant the opponent any meter, neither on block nor hit, allowing him to combo opponents without the threat of a burst for much longer than most characters and makes mistakes against him very costly. This also allows him to pressure the opponent's block without giving them any meter.
  • Unreachable: DTR has the highest jump height in the game, giving him unparalleled air control and can jail out opponents via constant zoning from heights that certain characters cannot reliably reach or contest.
  • Chip Damage: DTR is the only character that can deal damage even when the opponent blocks, he also steals meter on block which allows him to just flat out not even bother interacting with the opponent and instead just chip away at their health and meter from afar.
  • Low Health: With only 9,000 health, DTR has the second lowest health in the game, while his armor can save him from some minor mistakes, one mistake can cost him the game.
  • Lumbering Giant: DTR has a massive hurtbox, an extremely slow homing dash, and slow walkspeed, letting him potentially get clipped if he gets too careless.
  • Unique Sidestep: DTR's Side Step Dash lacks any side step invulnerability and instead has 600 Threshold Armor, while this can be useful against specific Break Attacks like Gamagoori's 5C, this just makes certain Break Attacks against DTR completely unavoidable or extremely hard to deal with.
  • One Trick Pony: A significant chunk of DTR's kit is extremely situational, leaving him to use the same few tools over and over in most situations, this makes and breaks his matchup spread as any character that can deal with his tools will most likely just kill him with little to no contest.


Valor Level 1

  • Enhances weapon actions.


Valor Level 2

  • Close Ranged Attack special enhanced


Walkspeed Ranking: 16th

Homing Dash Speed Ranking: 17th

Notables

  • DTR can perform Dash attacks from a vertical or horizontal Step Dash.

Close Ranged Attacks

5A
KLKIF DTR 5A.png
KLKIF DTR 5AA.png
KLKIF DTR 5AAA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5A 240, 280 0, 0 - 30 Sliding Knockdown - +300 Damage
  • DTR advances forward with two punches.
5AA 240, 280 0, 50 - - Sliding Knockdown - +300 Damage
  • Followup two punches.
  • DTR can cancel out before the second punch with any attack
5AAA (Ender) 1710 0 - - Sliding Knockdown - +300 Damage
Valor Level 1 2110 0 - - Sliding Knockdown - +300 Damage
  • DTR is invincible during the first part of the attack.
  • Attack can be performed on whiff.
  • In Valor Level 1, DTR instead pulls out a blade and swings around him, stabbing the opponent afterwards.
5AAB
KLKIF DTR 5AAB.png
KLKIF DTR 5AABV1.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 1380 - 2 - Knockdown - +300 Damage
Valor Level 1 2380 - 2 - Knockdown - +300 Damage
  • DTR pulls out a machine gun and fires 3 anti-life fiber needles simultaneously in a spread formation that can wallsplat.
  • In Valor Level 1, the amount of anti-life fiber needles increases to 5.
4/6A (Ender)
KLKIF DTR 46AA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 800 0 5 - Knockdown - +600 Damage
Valor Level 1 1310 0 5 - Knockdown - +600 Damage
  • Multihit rapid spin followup.
  • In Valor Level 1, the attack gains a massive vacuum effect
2/8A (Ender)
KLKIF DTR 28AE.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10, 440 - -1, 5 - Knockdown Guard Crush +300 Damage
  • DTR throws an exploding grenade at an angle down at the opponent that can Guard Crush.
  • Uppercut Invulnerability on startup.
  • Tracks the opponent before throwing regardless of distance.
  • Distance traveled is based on the opponent's position.
4/6A
KLKIF DTR 46A.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
380 25 - 33 Knockdown - +600 Damage
  • DTR charges ahead with a flex.
  • Guard Point on startup.
2/8A
KLKIF DTR 28A.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
500, 80, 220 0, 0, 50 4, 2, 5 17 Sliding Knockdown - +600 Damage
  • DTR hops upwards, then dives headfirst to the ground.
  • Uppercut Invulnerability on startup.
  • Can cancel into j.B or j.C once in the air.
d.A
KLKIF DTR dA.png
KLKIF DTR d2A.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
d.A 1080 0 4 11 Sliding Knockdown - +300 Damage

DTR charges ahead and performs a multihit leg kick.

  • Guard Point on startup.
d2.A 100, 1080 0 4 11 Sliding Knockdown - +300 Damage

If performed from a Back Step Dash, DTR will rush forward a large distance and bash the opponent with 100 damage before doing d.A.

  • Guard Point on startup.
j.A
KLKIF DTR jA.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
440 50 - 33 Knockdown - +300 Damage
  • DTR advances forward in the air then stomps downwards.
  • Guard Point on start up.
sp.A
KLKIF DTR spA.png
KLKIF DTR spA Valor 2.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 1800 0 - 11 Knockdown - +1450 Damage
Valor Level 1 2900 0 - 11 Knockdown - +2150 Damage
  • DTR pulls out the S.S. Naked Sun and jets into the air at an angle.
  • Guard Point on startup.
  • At Valor Level 2, it receives additional hits and extra counter hit damage.
    • On hit, the opponent loses four bars of meter and receives meter cooldown for 15 seconds.

Long Ranged Attacks

5B
KLKIF DTR 5B1.png
KLKIF DTR 5BB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5B 100, 30 each 25, 0 - 31 Knockdown - +300 Damage
  • DTR pulls out a machine gun and fires 16 anti-life fiber needles straight ahead.
  • The machine gun itself deals 100 damage if it hits the opponent.
  • Can move while active.
  • Threshold Armor on startup.
    • Threshold is 600 damage before it wears off.
  • At Valor Level 1, 25 needles are fired.
  • Hitting the opponent with enough anti-life fiber needles causes them to lose meter, even on block.
5BB 500 0 - - Sliding Knockdown - +300 Damage
Valor Level 1 600 0 - - Knockdown - +300 Damage
  • A followup heavy projectile from the machine gun that has good pushback on block.
  • At Valor Level 1, the opponent is launched into the air on hit.
5[B]
KLKIF DTR 5B2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
100, 310 each 25, 0 - 80 Sliding Knockdown Guard Crush +600 Damage

Once charged, DTR calls down 3 missiles that home in on the opponent.

  • The machine gun itself deals 100 damage if it hits the opponent.
  • Can move while active.
  • Dash cancelable while charging.
  • Threshold Armor on startup.
    • Threshold is 600 damage before it wears off.
  • At Valor Level 1, 6 missiles are fired.
d.B
KLKIF DTR dB.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
100, 50 each 25, 0 - 16 Launch - +300 Damage
  • DTR pulls out a machine gun and fires 8 anti-life fiber needles straight ahead.
  • The machine gun itself deals 100 damage if it hits the opponent.
  • At Valor Level 1, 20 needles are fired.
j.B
KLKIF DTR jB1.png
KLKIF DTR jB2.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.B 100, 40 each 25, 0 - 36 Sliding Knockdown - +300 Damage
  • DTR pulls out a machine gun and fires 24 anti-life fiber needles at a downwards angle.
  • The machine gun itself deals 100 damage if it hits the opponent.
  • Threshold Armor on startup.
    • Threshold is 600 damage before it wears off.
  • Can be canceled into j.A or j.C at any point.
  • At Valor Level 1, 42 needles are fired.
j.BB 300 each 0 - - Sliding Knockdown Guard Crush +300 Damage
  • DTR calls down 2 missiles that home in on the opponent.
  • At Valor Level 1, 4 missiles are fired.
j.[B]
KLKIF DTR chargejB.png
KLKIF DTR chargejB2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
100, 510 each 25, 0 - 140 Knockdown Guard Crush +600 Damage
  • Once charged, DTR calls down 3 missiles that land around the field.
    • The missiles disappear if DTR is hit.
  • The machine gun itself deals 100 damage if it hits the opponent.
  • Can move while active.
  • Dash cancelable while charging.
  • Threshold Armor on startup.
    • Threshold is 600 damage before it wears off.
  • At Valor Level 1, 6 missiles are fired.
sp.B
KLKIF DTR spB.png
KLKIF DTR spB Valor 2.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 1540 100 - 11 Knockdown - +300 Damage
  • Unlike other attacks using his gun, the bullets of Sp.B give meter but may still trigger a bullet proc.
  • A missile is then fired as a finisher that can wallsplat.
  • Can move while active.
Valor Level 1 3940 100 - 11 Knockdown Guard Crush +300 Damage
  • DTR pulls out a machine gun and fires 42 anti-life fiber needles straight ahead.
  • Can move while active.
  • At Valor Level 1, DTR calls down a volley of missiles as he's firing which can Guard Crush.

Break Attacks

5C
KLKIF DTR 5C1.png
KLKIF DTR 5C2.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
10, 300 25 each -1 / 8 31 Knockdown +300 Damage +300 Damage
  • DTR throws out two grenades onto the field.
    • The grenade throw can be blocked, doesn't guard break.
  • Can have up to 10 grenades out at a time.
    • The oldest pair of grenades will disappear when the limit has been reached.
  • Pressing 5C again will detonate the oldest pair of grenades, guard breaking the opponent and can wallsplat.
    • Mashing 5C when multiple pairs of grenades are out will detonate all grenades in sequence from oldest pair to newest pair until mashing has stopped.
  • Can change the trajectory of the throw in any direction.
d.C
KLKIF DTR dC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
10, 300 25 each -1 / 8 31 Knockdown +300 Damage +300 Damage
  • DTR throws out three grenades onto the field.
    • The grenade throw can be blocked, doesn't guard break.
  • Can have up to 10 grenades out at a time.
    • The oldest pair of grenades will disappear when the limit has been reached.
  • Pressing 5C afterwards will detonate all grenades simultaneously, guard breaking the opponent and can wallsplat.
  • Can change the trajectory of the throw in any direction.
j.C
KLKIF DTR jC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
10, 300 25 each -1 / 8 28 Knockdown +300 Damage +300 Damage
  • DTR throws out two grenades onto the field.
    • The grenade throw can be blocked, doesn't guard break.
  • Can have up to 10 grenades out at a time.
    • The oldest pair of grenades will disappear when the limit has been reached.
  • Pressing 5C afterwards will detonate the oldest pair of grenades, guard breaking the opponent and can wallsplat.
    • Mashing 5C when multiple pairs of grenades are out will detonate all grenades in sequence from oldest pair to newest pair until mashing has stopped.
  • Can change the trajectory of the throw in any direction.
G+C
KLKIF DTR GuardC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 each 25 each 8 - Knockdown +600 Damage +600 Damage
  • Guarding and then pressing C causes all grenades on the field to flash red for 3.5 seconds before exploding.
    • The grenades explode prematurely if the opponent gets close to them.
  • Can be performed on the ground or in the air.
d.G+C
KLKIF DTR dGC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 each 25 each 8 - Knockdown +600 Damage +600 Damage

Dashing version of G+C, DTR will flip around and gain armor before initiating his ignition.

  • The grenades explode prematurely if the opponent gets close to them.
sp.C
KLKIF DTR spC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
10, 500 each 0, 0, 25 each - 11 Knockdown +300 Damage +600 Damage
  • DTR throws out three grenades that immediately explode on contact with the ground.
    • The grenade throw can be blocked, doesn't guard break.
  • Depending on the direction you input, the three grenades are thrown in a certain pattern.
    • Horizontal input = Horizontal line
    • Vertical input = Vertical line
    • No input = Three grenades grouped together in the center

General Moves

Pursuit Dash
KLKIF DTR Pursuit Dash.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 100 50 - 20 Knockdown - +300 Damage
Valor Level 1 400 50 - 20 Knockdown - +300 Damage
  • Doing a forward step dash causes DTR to rush at the opponent at full speed.
  • Threshold Armor on startup.
    • Threshold is 600 damage before it wears off.
Step Dash
KLKIF DTR Sidestep.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal N/A N/A N/A 1 N/A N/A N/A

DTR performs a Step Dash.

  • DTR's Side Step Dash has no Sidestep Invulnerability, and instead has Threshold Armor.
    • Threshold is 600 damage before it wears off.
Valor Level 1 N/A N/A N/A 1 N/A N/A N/A

In Valor Level 1, DTR's Side Step Dash gains Guard Point after the Threshold Armor wears off, it also applies to his Aerial Side Step Dash.

  • Threshold is 600 damage before it wears off.
Homing Dash
KLKIF DTR Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 25 - 19 Sliding Knockdown - +300 Damage
  • DTR homes in on the opponent and quickly attacks.
  • On hit, can perform d.A, d.B, or d.C afterwards.
  • Homing Dash can be canceled into Dash attacks after the initial startup.
  • Allows you to armor through low priority projectiles after the initial startup.
  • Dash cancelable after the initial startup.
  • Non-lethal, cannot KO.
Aerial Homing Dash
KLKIF DTR Air Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 25 - 17 Knockdown - +300 Damage
  • DTR homes in on the opponent and quickly attacks.
  • On hit, can perform j.A, j.B, or j.C afterwards.
  • Allows you to armor through low priority projectiles after the initial startup.
  • Air dash cancelable after the initial startup.
  • Non-lethal, cannot KO.
Valor Burst
KLKIF DTR Valor Burst.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
1500 - - 15 Bloody Valor / Sliding Knockdown Guard Crush +300 Damage
  • A Burst that has been performed while your character is in a free state.
  • Once activated, you become invincible and release a multi-hit shockwave.
  • On hit, Bloody Valor will commence.
    • At Valor Level 3, Valor Burst won't trigger Bloody Valor and will only cause a Sliding Knockdown.
  • Non-lethal cannot KO.
Counter Burst
KLKIF DTR Valor Burst.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10 - - 15 Sliding Knockdown - +590 Damage
  • A Burst that has been performed under the effects of hitstun or blockstun.
  • Once activated, you become invincible and knockback the opponent.
  • Counter Burst can be performed in the air.
    • You will not be able to perform any action until you land on the ground.
  • Meter Cooldown for 7 seconds.
  • Non-lethal, cannot KO.
FIBER LOST SECRET ARTS
KLKIF DTR Fiber Lost1.png
KLKIF DTR Fiber Lost2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU - - - SEN-I-SOSHITSU - SEN-I-SOSHITSU
  • Uses the same animation as 4/6A.

Colors

Basic
Alternate
ARC Collab (Bang Shishigami)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
KLKIF DTR Color1.png
Bones
@SuperBones5000
United States
United States
Active Plays on PS/Switch
Gamer
Example Play
KLKIF DTR Color2.png
Crushing Llama
@CrushingLlama
United States
United States
Active Plays on PS
Example Play

External Links


General
Bloody Valor
Controls
FAQ
Mechanics
Patch Notes
Stages
Community
Esoterics
Characters
DTR
Gamagoori
Inumuta
Jakuzure
Mako
Nui
Ragyo
Ryuko
Ryuko Dual-Wield
Sanageyama
Satsuki
Satsuki Dual-Wield