KILL la KILL IF/Inumuta

From Mizuumi Wiki
Jump to navigation Jump to search
KLKIF Inumuta.png
Health 8,500
Meter Multiplier 1.5x
Walkspeed 3rd
Homing Dash Speed 10th
Homing Dash Duration 90
Height 10.00
Weight 1
Jump Height -
Jump Duration -
Side Step Dash Invul 1-57
Front Step Dash Total -
Side Step Dash Total -
Back Step Dash Total -
Has Forced A Ender -
Has Forced B Ender -
Has Forced C Ender -

Introduction

Hōka Inumuta (犬牟田 宝火)

He is one of the student council's Elite Four. He is in charge of Honnōji Academy's information and strategy committee, aiding the student council by analyzing information via his laptop. He is also in charge of analysis of the Goku Uniforms research in the Sewing Club.

Overview

Inumuta is a pixie character who relies on his fast movement speed and normals, cubes, and infinites to delete his opponents. His normals are fairly safe on block or have enough cancel options to avoid direct punishment. He can reliably zone against most characters as his cubes are high priority projectiles (will clash against homing dashes). He can theoretically combo any character from full health to death and keep his combo unburstable by repeatedly stealing their meter before they can burst. Should they be able to burst he has multiple options to bait a burst attempt (sp.A, sp.C, Valor, some burst safe normals). He has many different unburstable infinites to pull from depending on the stage he is on, and him winning from these in Round 1 lets him start Round 2 in TOC, which will let him get near guaranteed hits at Round 2 start, letting him theoretically win the entire game off of roundstart. Should he feel the need to timer scam, TOC is very effective for keeping himself hidden (on top of being in permanent sidestep invul) until the game is over. Obtaining a significant life lead and entering TOC is an effective strategy for winning a game against an opponent who is difficult to approach or who has very few options to deal with TOC.


Playstyle
KLKIF Inumuta Icon.png Inumuta is a flexible pixie character who will swiftly delete you for any mistake.
Pros Cons
  • To Infinity and Beyond: Inumuta is the only character in the game with fully unburstable infinites, he can start these infinites off of nearly any hit and if he ends them properly, they will put him in TOC which will let him get a near guaranteed hit at the start of Round 2, letting him potentially win the entire game off of one hit.
  • Thermo Optical Camouflage: Inumuta's infamous stance. In this state, Inumuta is invisible, gains permanent Sidestep Invulnerability, and gains additional moves. Many attacks, including his Step Dash, also make him "flicker" into it, making him a slippery target.
  • Speedster: Inumuta has the fastest base walkspeed in the game, has the fastest normals in the game, and has a Homing Dash with near instant acceleration.
  • Versatility: Can mix between zoning and rushdown styles with ease. Has access to strong defensive options, setplay, mix-ups, staggers, and meaty/okizeme options. Overall his kit is excellent for nearly any defensive or offensive situation.
  • Resource King: Inumuta has the best meter gain in the game, allowing him to use metered options often. He also has many moves that steal meter and or health from opponent such as sp.B and sp.C.
  • Swiss Army Valor: Inumuta has one of the strongest and most versatile Valors in the game, as it allows him to enter Thermo Optic Camouflage without the cost of meter, improves his infinites, improves his Analyze Gauge gains, and enhances his already powerful sp.C.
  • Fragile: Inumuta has the lowest health in the game, making mistakes with him when on meter cooldown is extremely punishing as most characters can one shot him if they get the chance.
  • Weak to Armor: Inumuta has rather weak answers to certain moves with Guard Point or Threshold Armor, forcing him to be on the defensive against certain characters.


Valor Level 1

  • Allows Inumuta to spend up to 5 AP instead of 3 during guard breaks.
  • Thermo Optical Camouflage can be used from break attack startups or during a homing dash.
  • Each cube that lands on your opponent will now build one AG instead of 1/2.
  • True Invulnerability on wakeup is increased.


Valor Level 2

  • Break Attack Special enhanced


Notables

  • Inumuta's invul frames share the same rules as TOC unless stated otherwise on specific moves.

Close Ranged Attacks

5A
KLKIF Inumuta 5A.png
KLKIF Inumuta 5AA.png
KLKIF Inumuta 5AAA.png
KLKIF Inumuta 5AAAA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5A 220 - - 14 - - +300 Damage
  • Advancing forward kick of the leg.
5AA 250 - - - Knockdown - +300 Damage

Two followup kicks in the air.

5AAA 480 - - - Knockdown - +300 Damage
  • Multi-hit breakdance followup.
5AAAA (Ender) 1500 - - - Knockdown N/A N/A
  • Damaging dropkick ender.
TOC 5A
KLKIF Inumuta TOC 5A.png
KLKIF Inumuta TOC 5AA.png
KLKIF Inumuta TOC jAA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
TOC 5A 800 - - 22 Sliding Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • Inumuta appears and attacks with a dropkick.
  • 1 AG is consumed on use.
TOC 5AA 400 - - - Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • Inumuta creates a hologram that performs 4/6A then follows up with a kick.
  • 1 AG is consumed on use.
TOC 5AAA 1340 - - - Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • Inumuta finishes off the string with a damaging flash kick.
  • 2 AG is consumed on use.
4/6A
KLKIF Inumuta 46A.png
KLKIF Inumuta 46A.png
KLKIF Inumuta 46A.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
4/6A 80 - - 10 - - +600 Damage
  • Crescent kick.
  • Can cancel into d.B or d.C.
4/6AA 180 - - - - - +600 Damage
  • Crescent kick followup.
  • Can cancel into d.B or d.C.
4/6AAA 200 - - - - - +600 Damage
  • Another crescent kick followup.
  • Can cancel into d.B or d.C.
2/8A
KLKIF Inumuta 28A.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
250 - - 18 Knockdown - +600 Damage
  • FLASH KICK
  • True Invulnerability on startup, transitions into Sidestep Invulnerability afterwards.
d.A
KLKIF Inumuta dA.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
250 - - 14 Knockdown - +300 Damage
  • Fullscreen slide.
  • Uppercut Invulnerability on startup.
j.A
KLKIF Inumuta jA.png
KLKIF Inumuta jAA.png
KLKIF Inumuta jAAA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.A 200 - - 16 Knockdown - +300 Damage
  • Aerial crescent kick.
j.AA 280 - - - Launch - +300 Damage
  • Followup aerial crescent kick.
j.AAA 760 - - - Launch - +300 Damage
  • A flurry of kicks from above, at the end Inumuta throws out two cube projectiles.
  • On hit/block, a hologram will appear and perform TOC 5A.
  • +1 AG (per cube) on hit/block.
TOC j.A
KLKIF Inumuta TOC jA.png
KLKIF Inumuta TOC jAA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
TOC j.A 800 - - 26 Knockdown - +600 Damage
  • Only available in Thermo Optical Camouflage.
  • Inumuta attacks with a multi-hit slide.
  • 1 AG is consumed on use.
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
TOC j.AA 1340 - - - Knockdown - N/A
  • Only available in Thermo Optical Camouflage.
  • Inumuta attacks with a multi-hit slide.
  • 1 AG is consumed on use.
sp.A
KLKIF Inumuta spA.png
KLKIF Inumuta spA2.png
KLKIF Inumuta spA3.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
2000 - - - Crumple - +2280 Damage
  • Inumuta performs a flashy flash kick.
  • On hit, launches the opponent. Lands into a flurry of kicks.
    • Goes into Thermo Optical Camouflage at the end of the animation.
  • Gains 1 AG on hit.
  • True Invulnerability for the entire duration of the move.

Long Ranged Attacks

5B
KLKIF Inumuta 5B.png
KLKIF Inumuta 5BB.png
KLKIF Inumuta 5BBB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5B 10 / 100 - - 22 Knockdown - N/A / +300 Damage
  • Inumuta throws out a slow tracking cube projectile.
  • On hit/block, a hologram will appear and perform d.A.
  • +1 AG on hit/block.
  • Note: Hologram attacks are canceled if Inumuta is hit.
  • Another Note: The cubes cannot cause a Counter Hit.
5BB 10 / 460 - - - Launch - N/A / +300 Damage
  • Inumuta teleports back and throws out another cube.
  • On hit/block, a hologram will appear and perform 5AA.
  • +1 AG on hit/block.
5BBB 10 / 460 - - - - - N/A / +300 Damage
  • Another teleport back, this time throwing out two cubes.
  • On hit/block, a hologram will appear and perform 5AAA.
  • +1 AG (per cube) on hit/block.
TOC 5B
KLKIF Inumuta TOC 5B.png
KLKIF Inumuta TOC 5BB.png
KLKIF Inumuta TOC 5BBB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
TOC 5B 260, 260, 260 - - 21 Knockdown - -
  • Inumuta poses on the floor, throwing out three holograms that perform 2/8A.
  • 1 AG is consumed on use.
TOC 5BB 1000 - - - Sliding Knockdown - -
  • Inumuta hops up in the air and throws out a cube.
  • On hit/block, a hologram will appear and perform j.AAA.
  • 1 AG is consumed on use.
TOC 5BBB 1000 - - - Knockdown - -
  • Inumuta lands down and throws out a fast, long range cube.
  • On hit/block, a hologram will appear and perform 5C (doesn't Guard Break).
  • 2 AG is consumed on use.
5[B]
KLKIF Inumuta 5B2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10/ 220 - - 58 - - N/A / +300 Damage
  • Once charged, Inumuta throws out two cubes.
  • On hit/block, a hologram will appear after a delay and perform 5AAA.
  • Dash cancelable while charging.
  • +1 AG (per cube) on hit/block.
d.B
KLKIF Inumuta dB.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10 / 240 - - 9 Launch - +300 Damage
  • Inumuta slides on the ground, throwing out a cube.
  • On hit/block, a hologram will appear after a delay and perform TOC 5C (doesn't Guard Break.)
  • The slide can go through opponents, but has no hitbox.
  • +1 AG on hit/block.
j.B
KLKIF Inumuta jB1.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.B 10 / 60 - - 25 Launch - N/A / +300 Damage
  • Throws out a cube midair that tracks the opponent.
  • On hit/block, a hologram will appear after a delay and perform 2/8A.
  • Can perform aerials afterwards.
  • +1 AG on hit/block.
j.BB 10 / 60 - - - Launch - N/A / +300 Damage
  • Throws out a cube midair that tracks the opponent.
  • On hit/block, a hologram will appear after a delay and perform 2/8A.
  • +1 AG on hit/block.
TOC j.B
KLKIF Inumuta TOC j.5B.png
KLKIF Inumuta TOC j.5BB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
TOC j.B 1000 - - - Sliding Knockdown Guard Crush +600 Damage
  • Inumuta slides backwards, throwing out a hologram that performs j.AAA.
  • 1 AG is consumed on use.
TOC j.BB 900 - - - Sliding Knockdown Guard Crush +600 Damage
  • Inumuta throws out a cube projectile.
  • On hit/block, a hologram will appear and perform 5C (doesn't Guard Break.)
  • 2 AG is consumed on use.
j.[B]
KLKIF Inumuta jB2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10 / 500 - - 42 Knockdown Guard Crush N/A / +600 Damage
  • Once charged, Inumuta throws out two cubes from the air.
  • On hit/block, a hologram will appear after a delay and perform TOC 5A.
  • Dash cancelable while charging.
  • +1 AG (per cube) on hit/block.
sp.B
KLKIF Inumuta spB.png
KLKIF Inumuta spB2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
560 - - 19 Launch Guard Crush N/A
  • Inumuta fires a barrage of six cube projectiles.
  • On hit/block, Inumuta's holograms appear and perform various attacks.
    • Goes into Thermo Optical Camouflage at the end of the animation.
  • On hit, the final hologram causes the opponent to lose two bars of meter.
    • On block, the final hologram causes the opponent to lose one bar of meter.
  • +1 AG (per cube) on hit/block.
  • Note that the exact meter gain is dependent on what character you are fighting. Some characters have more of their meter drained than others.

Break Attacks

5C
KLKIF Inumuta 5C1.png
KLKIF Inumuta 5C2.png
Version Damage Prorate Priority Startup On Hit Guard Break Counter Hit
Normal 800 to 2000 - - 50 Sliding Knockdown / Knockdown +600 Damage +600 Damage
Valor Level 1 800 to 2500 - - 50 Sliding Knockdown / Knockdown +600 Damage +600 Damage
  • Inumuta disappears then reappears in front of his original location.
    • Afterwards he jabs the opponent, causing them to be stunned.
  • Can use AG to deal additional damage on hit.
    • Up to a max of 3 AG can be used.
  • Can be cancelled instantly into sp. A, sp. B or sp. C if 1 AG is available.
  • At Valor Level 1, 5 AG can be used as well as launching the opponent closer to Inumuta afterwards.
TOC 5C
KLKIF Inumuta TOC 5C.png
KLKIF Inumuta TOC 5C2.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
1000 - - - Sliding Knockdown +600 Damage +600 Damage
  • Inumuta teleports above the opponent before slamming to the ground.
  • Can cancel into Homing Dash on hit.
  • 1 AG is consumed on use.
d.C
KLKIF Inumuta dC.png
KLKIF Inumuta 5C2.png
Version Damage Prorate Priority Startup On Hit Guard Break Counter Hit
Normal 740 to 1940 - - 28 Sliding Knockdown / Knockdown +600 Damage +600 Damage
Valor Level 1 900 to 2440 - - 28 Sliding Knockdown / Knockdown +600 Damage +600 Damage
  • Inumuta disappears then reappears in front of his original location.
    • Afterwards he swipes at the opponent, causing them to be stunned.
  • Can use AG to deal additional damage on hit.
    • Up to a max of 3 AG can be used.
  • Can be cancelled instantly into sp. A, sp. B or sp. C if 1 AG is available.
  • At Valor Level 1, 5 AG can be used as well as launching the opponent closer to Inumuta afterwards.
    • Increased distance on the teleport is also given.
j.C
KLKIF Inumuta jC.png
KLKIF Inumuta 5C2.png
Version Damage Prorate Priority Startup On Hit Guard Break Counter Hit
Normal 740 to 1940 - - 28 Sliding Knockdown +600 Damage +600 Damage
Valor Level 1 840 to 2440 - - 28 Sliding Knockdown +600 Damage +600 Damage
  • Inumuta flips forward in the air before slamming to the ground.
  • Can use AG to deal additional damage on hit.
    • Up to a max of 3 AG can be used.
  • Can be cancelled instantly into sp. A, sp. B or sp. C if 1 AG is available.
  • At Valor Level 1, 5 AG can be used as well as launching the opponent closer to Inumuta afterwards.
    • Increased distance on the forward flip is also given.
TOC j.C
KLKIF Inumuta TOC j.C.png
KLKIF Inumuta TOC j.C2.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 - - 34 Launch N/A N/A
  • Inumuta teleports to the ground and swipes in front of him.
  • Can cancel into Aerial Homing Dash on hit.
  • 1 AG is consumed on use.
sp.C
KLKIF Inumuta spC.png
KLKIF Inumuta spC2.png
KLKIF Inumuta spC3.png
KLKIF Inumuta spC Valor 2.png
Version Damage Prorate Priority Startup On Hit Guard Break Counter Hit
Normal 2000 to 4550 - - 1 - N/A N/A
Valor Level 2 3550 to 7800 - - 1 - N/A N/A
  • Inumuta strikes a pose, going into a counter state on frame 1.
  • Coming in contact with an opponent's attack will activate the special.
    • If a projectile hits Inumuta, he will teleport forward and attack for 600 additional damage.
  • Inumuta drains health and meter from the opponent and makes it his own.
  • The amount of damage and health/meter drain Inumuta does is based on his AG.
    • 5 AG is consumed.
  • Health Drain Amount: 2000 to 4550
  • Meter Drain Amount: 0 to 1 1/5
  • At Valor Level 2, Inumuta deals MORE damage, drains MORE health, and takes MORE meter.
    • 8 AG is consumed.
  • Pressing the Break Attack button again allows Inumuta to teleport fullscreen to the opponent - this costs 2 AG.
    • Inumuta will then slam down to the ground (much like TOC j.C), dealing an additional 600 damage.
  • Valor Level 2 Health Drain Amount: 3500 to 7800
  • Valor Level 2 Meter Drain Amount: 1/5 to 2 1/2
  • Goes into Thermo Optical Camouflage at the end of the animation.
  • Can be used immediately during any C as a combo extension.

General Moves

Analyze Gauge
KLKIF Inumuta Analyze Gauge.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
N/A - - N/A N/A N/A N/A
  • Landing Long Ranged Attack projectiles on the opponent will increase the Analyze Gauge.
  • The Analyze Gauge can be used to enhance specific attacks.
  • Can charge up to a max of 8 charges.
Thermo Optical Camouflage
KLKIF Inumuta TOC.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
N/A - - N/A N/A N/A N/A
  • At the end of Inumuta's specials, Inumuta goes into Thermo Optical Camouflage (TOC).
  • In this state, Inumuta is invisible and gains permanent Sidestep Invulnerability.
    • Inumuta is still vulnerable to attacks that hit sidesteps (knocked out of TOC if hit).
      • Will always take Counter Hit damage when knocked out of TOC if hit.
  • Can perform specific attacks only available in TOC.
    • Each attack consumes AG on use.
TOC Vulnerable Moves

Universal

4/6A, Homing Dash, Aerial Homing Dash, Valor Burst, Counter Burst

DTR

4/6A (Ender), sp.A, 5[B], j.BB, sp.B (Valor Level 1 Missiles), d.C, G+C, sp.C, Pursuit Dash

Gamagoori

5A (DC), d.A, j.A (final hit), sp.A, 5[B], 5BC, d.B (Quake), j.B, j.BC, j.[B], sp.B, 5C (DC), d.C (DC), j.C (DC), sp.C

Inumuta

5AAA, 4/6AA, 4/6AAA, TOC 5AA, 5B, 5BB, 5BBB, TOC 5B, TOC 5BB, TOC 5BBB, 5[B], d.B, j.B, j.BB, j.[B], sp.B

Jakuzure

E4/6A, 4/6AA, Ej.A, sp.A, 5[B], 5B[B], 5BB[B], 5BBB[B], 5BB]B[, 5BBB]B[, d.B, d.[B], d.]B[, sp.B, sp.C, Fiber Lost

Mako

5AA, 4/6A (Ender), j.AA, sp.B, 5C (Valor Level 0), Rolling Movement, Rolling Tackle

Nui

j.A, j.A+B, 5[B], 5[B]A, j.[B], j.[B]A, sp.B (Valor Level 2), 5C, 5C (Clone), j.C, j.B+C, sp.C

Ragyo

5A, 4/6A (Ender), 5BA, 5BAA, j.BA, j.BAA

Ryuko

5AA (2nd hit), d.A, j.A, d.B, sp.C (final hit)

Ryuko Dual-Wield

5AA, j.A, j.AA, j.AAB, 5BA, 5BAB, 5[B]B, sp.B, j.C (2nd hit), sp.C

Sanageyama

5AAAAA, 5AAA > 4/6A, 5AAA > 2/8A (post Fierce Strike only), 5AAA > 2/8AA, j.A, Fierce Strike, Fierce Strike (2nd)

Satsuki

5AA, sp.A, j.B, j.BB, j.BBB, j.BA, j.[B], sp.B, 5C, sp.C

Satsuki Dual-Wield

sp.A, 5BA, d.B, j.B, j.BB, j.BBB, j.BBBB, j.BA, j.[B], sp.B, d.C

Homing Dash
KLKIF Inumuta Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 - - 22 Sliding Knockdown - +300 Damage
  • Inumuta homes in on the opponent and quickly attacks.
  • On hit, can perform d.A, d.B, or d.C afterwards.
  • Can also be continued into 4/6A or 2/8A attacks after hit if timed correctly.
  • 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 Inumuta Air Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 - - 26 Knockdown - +300 Damage
  • Inumuta 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 Inumuta 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 Inumuta 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 Houka IK.png
KLKIF Inumuta Fiber Lost.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU - - - SEN-I-SOSHITSU - SEN-I-SOSHITSU
  • Inumuta steps forward and stabs the opponent similar to 5C.
  • On hit, your data belongs to him, mocking you and eventually hitting the one weakness you never knew you had.
  • Invincible on startup.
  • Analysis complete. The obvious result.

Colors

Basic
Alternate
ARC Collab (Hibiki Kohaku)
DLC (Special)

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 Inumuta Color4.png
33phy33
@33phy33
United States
United States
PA
Active Plays on PS/Steam/Switch
8a of the gods.
Example Play
KLKIF Inumuta Color1.png
Rikir
@Al_Rikir
United States
United States
CA
Retired Plays on PS/Steam
A very strong yet old school Houka player, discovered his standard infinite BnB along with other tech for Houka, has racked up many wins in offline tournaments such as FrostyFaustings and CEOTaku.
Example Play
KLKIF Inumuta Color4.png
Ryno
@_ryno4ever
United States
United States
Retired Plays on PS
The Houka that started it all.
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