KILL la KILL IF/Inumuta

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KLKIF Inumuta.png

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.

Character Information

Strengths Weaknesses
  • Fastest base walk speed in the game
  • Has one of the few remaining true infinites in the game
  • Able to drain meter/health from opponent depending on the amount of AP he has
  • Can mix between zoning and offense while also having access to strong setplay options
  • Thermo Optic Camo (TOC) renders him invincible to majority of attacks in the game
  • Excellent kit that works both defensive and offensive
  • His Valor 1 allows an true unburstable combo that defeats EVERY (!) opponent
  • Has the fastest meter gain in the game
  • Has infinites and unburstable combos both for close and long range
  • I-Frames between his attacks save him from possible punishment
  • Lowest health in the game
  • Resource heavy character with precise meter management
  • Has no answer against opponents with good armor properties
  • Requires good game and map knowledge to play optimal
  • Low health leaves only minor room for mistakes


Gameplay Style: Setplay, Zoning, Rushdown
Ease of Use: Hard

Health: 8,500

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.


Valor Level 2

  • Break Attack Special enhanced


Walkspeed Ranking: 3rd

Gameplan

Inumuta relies on his fast movement speed and normals to get in and out of his opponent’s range and bait a response. 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 non-low 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, burst back, some burst safe normals).

Should he feel the need to timer scam, TOC is very effective for keeping himself hidden (on top of being invincible) 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.

Against more aggressive zoners he can make use of his tools in TOC to avoid getting hit by projectiles and also punish with his TOC.5C which is a fullscreen tracking guard break. With valor 1, 5CC is effective for transitioning into TOC.5C to punish a recovery.

Good execution/knowledge/reactions are important to have because any small mistake or bad burst will cost you the game due to his low health pool. Only burst on burst-safe points (typically during air strings or moves with few cancel options), a baited burst will kill you instantly.

Comments on Recent Patch Changes (v1.03-1.05) by Rikir:

Inumuta should focus on landing a valor burst to access valor level 1. The nerfed AG gain while at level 0 severely hinders his TOC game so it’s necessary to gain access as early as possible. The slight improvements to his guard break cancels while in valor 1 further emphasize gaining valor 1 or above. His grounded normals have all been hit with damage nerfs but his air strings have increased damage now. His normals in TOC state have also seen damage increases. The TOC.B variations also gained blockstun which they did not have before. Allowing for some nasty guard break setups. He is still capable of performing infinites which become more flexible in Valor 1.

Additional comments on Houka Inumuta by DanieD00:

Scoring Valor 1 increases Inumuta's chances of defeating the opponent drastically, as it allows him to perform a true unburstable infinite against every opponent if he can get a hit on them. It is however not necessary to win. Inumuta has answers to everything his opponents can do - even Dual Wield Ryuko's infamous Dash B can be defeated with blocking and sidestepping, or using a special attack.

His infinites can be used on all maps except Ragyo Stadium Grounds and Thread Palace. They work best on Polling Grounds + Naturals Election Stadium - Honno Town and Ragyo Stadium Runway require at least 1 SP Bar + 1 AP at the start.

TOC. BB can be spent multiple times to perform a combo since all BB's have blockstuns. He can deal up to 4-5k damage should he have 8 AP at combo start, allowing him to deal damage without fearing the opponent could hit him.

Close Ranged Attacks

5A
KLKIF Inumuta 5A.png
KLKIF Inumuta 5AA.png
KLKIF Inumuta 5AAA.png
KLKIF Inumuta 5AAAA.png
Version Damage 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 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 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 Startup On Hit On Block Counter Hit
250 18 Knockdown - +600 Damage
  • FLASH KICK
  • Invincible on startup.
d.A
KLKIF Inumuta dA.png
Damage Startup On Hit On Block Counter Hit
250 14 Knockdown - +300 Damage
  • Fullscreen slide.
j.A
KLKIF Inumuta jA.png
KLKIF Inumuta jAA.png
KLKIF Inumuta jAAA.png
Version Damage 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 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 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 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.
  • Invincible on startup.

Long Ranged Attacks

5B
KLKIF Inumuta 5B.png
KLKIF Inumuta 5BB.png
KLKIF Inumuta 5BBB.png
Version Damage 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 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 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 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 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 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 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 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 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 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 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 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 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
Version Damage 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 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 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 "invincible".
    • Inumuta is still vulnerable to specific attacks (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

DTR

Missiles (j.BB, 5[B]), d.C, sp.A, sp.C, Grenade Detonations (only the 5C > Guard + C version)

Gamagoori

5A (DC), sp.A, 5[B], j.B, sp.B, 5C, j.C, sp.C

Inumuta

Any cube normal

Jakuzure

sp.A, 5[B], d.B, sp.B, sp.C

Mako

5AA, 4AA, j.AA, 5C, Sp.B, Rolling, Rolling Tackle

Nui

j.A, j.AB, 5[B], j.[B], 5C, j.C, j.BC, sp.C

Ragyo

5A, 5BA

Ryuko

5AA, j.A, 5[B], j.[B], sp.B

Ryuko Dual-Wield

5AA, 5[B]B, sp.B, j.C, sp.C

Sanageyama

5AA, sp.C

Satsuki

sp.A, 5[B], j.B, j.[B], sp.B, 5C, sp.C

Satsuki Dual-Wield

sp.A, j.B, j.[B], sp.B, sp.C

Homing Dash
KLKIF Inumuta Homing Dash.png
Damage 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 Dash attacks 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 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 aerials 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 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 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 Inumuta Fiber Lost.png
KLKIF Inumuta Fiber Lost2.png
KLKIF Inumuta Fiber Lost3.png
Damage 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.

Combos

Infinite-BnBs:

Generally it is advised to always go for a BnB that grants you two SP bars - they allow you to enter TOC. state at the end of the combo, and on certain maps, they allow you to perform infinites. These combos grant two meter bars and work as followed:

  • 4/6AAAB > 2/8AA > j. B > Land > 5ABAA > 4/6A Ender > sp. B (4080)

This combo can only be continued when you use j. C on the wallsplat. It's the easiest infinite setup and BnB Inumuta has, in exchange for that, it gives however the lowest amount of meter and deals the least amount of damage.

  • 2/8AAAA > j. ABB > Land, Step Forward, Dash > 4/6AAAA > 4/6A Ender > sp. B (4330)

The third highest damage you can deal with his BnB. This combo deals more damage and ends briefly before the opponent is able to burst. Note that the j. ABB can be incosistent, this is probably due to timing issues or the given map circumstances, Honno Town requires you to perform an additional A when in a corner. But for that, Inu has the following BnB.

  • 2/8AAAA > j. ABAB > Land, Step Forward, Dash > 4/6AAAA > 4/6A Ender > sp. B (4620)

This combo is the most difficult to perform due to the slightly inconsistent j. ABAB. Timing seems to be important. The opponent will be granted 2 SP bars to burst out, but only once you arrived at the ender, making this combo a great burst bait opportunity that will reset your combo. This combo deals the second highest amount of damage possible.

  • 5ABAA > 2/8A > j. AAB > Land, Step Forward, Dash > 4/6AAAA > 4/6A Ender > sp. B (4820)

This combo deals the most damage and is easier to perform than it's fellow 8A combos, however, due to the combo requiring 5AB at the start, it is rather situational. If you can however catch an opponent with it, this is what you want to do.

CTRL ALT Delete:

A tech invented by DanieD00 and Bones that requires the use of 2 Meter for an sp. C + 1 AP. By hitting an opponent with any C while having 1 AP and frame perfectly (on frame 1) hitting sp. C once the guard break is commenced, the opponent will be stunned for approximately 2,5 seconds. Inumuta is able to either continue his combo with normal attacks or perform the so called CTRL ALT Delete:

CTRL = Guard Break ALT = sp. C Delete = [B]

By throwing [B] constantly after walking away from the opponent, Inumuta is able to lock them into a combo that will grant, if done nearly perfectly, an autowin, as it is absolutely impossible to burst it. If the combo is not done perfectly, it will reset and the opponent is able to block. This is an amazing way of taking down opponents on large maps - however, it's heavily disliked and should only be used if the situation absolutely requires it. Or if you want to be mean. But don't do that. It's really unfair.


TOC (Thermal Optical Camo) Routes: You can start Infinite-BnBs via TOC as well! These work as followed:

Unburstable Infinite-Setups if the opponent has zero meter:

  • TOC. C j. C > Homing > j. ABAB > Land, Step Forward, Dash > 4/6A > sp. B (3410, requires 2 AP)
  • TOC. CAAC > Homing > j. ABAB > Land, Step Forward, Dash > 4/6A > sp. B (4010, requires 4 AP)
  • TOC. AB > Dash > 2/8AAB> Land > 4/6AAAA > 4/6A Ender > sp. B (4650, requires 2 AP)

Unburstable Non-Infinite setups if the opponent has zero meter:

  • TOC. AA > Dash A. j. ABAB > Land, Step Forward, Dash > 2/8AAA > 4/6A Ender > sp. B (5140, requires 2 AP)
  • TOC. ABAC > Homing > j. ABAB > Land, Step Forward, Dash > 4/6AAAA > 4/6A Ender > sp. B (6000, requires 4 AP)


Setups specifically against certain characters:

  • DTR: 2/8AAAA > j. A > j. [B] > Land > 2/8AAA > 4/6A Ender > sp. B (5320, only works on DTR)

Unscale Loops:

In v1.04 onwards the Inumuta infinite is based on unscaling the combo limit value. All of his non TOC guard breaks can subtract a value from the combo limit.

  • No Valor: -100 Combo Limit
  • Valor 1: -200 Combo Limit (approximate)

Here are some examples of combos that reset scaling:

  • No Valor:
  • Valor 1:

Valor 1 Combo by Rikir

Infinites:

Honno-Town: Honno-Town Infinite by DanieD00

Colors

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

Matchup Information

Inumuta's MU Chart, creator: DanieD00 - 03.18.2021

Inumuta MU Chart:

The following text provides information and strategies on all opponents Inumuta can face. Before I start: I can recommend gaining Valor 1 in all matchups, especially against Mako Mankanshoku, Ira Gamagoori, Dual Wield Ryuko and Nudist Beach.

+2

Nui Harime:

Houka Inumuta vs Nui Harime is an MU heavily favoured for Inumuta. As Inumuta, you are able to answer all of Nui Harime's moves. Her B's can be defeated by using d. B when timed correctly. Her A's can be countered with various counter moves, and even though she has the second highest meter gain and is therefore less vulnerable towards your infinites, she cannot properly start combos on you due to your ability to remove her meter. Be careful: if she does hit you, she will likely go to for a small unburstable combo, and her short combos can deal still up to 4k damage which is nearly half of your health bar. You will always have an advantage against her on all maps, infinites are not necessary to defeat her. Both defensive and offensive playstyles work well against her. TOC can effectively render Nui Harime useless against Inumuta, so if you feel like a meanie, get into TOC, obtain the Life lead and you will win automatically since she has no way of approaching you anymore. None of her attacks will hit you, and those that can will be punished or avoided.

Ragyo Kiryuin:

Houka Inumuta vs Ragyo Kiryuin is an MU heavily favoured for Inumuta - possibly even better than against Nui Harime. As Inumuta, you are able to answer all of Ragyo Kiryuin's moves. Her B's are defeated with blocking, her C's with sidesteps OR steps forward (because Inu is the only char who can advance to her during her zoning game!) Due to Ragyo's lower meter gain, she cannot burst out of your infinite setups, meaning she is more vulnerable to them than other characters. Ragyo is able to perform an okizeme on you, but you won't let that happen since it requires her to do a wallsplat and that only works by using the B ender which is a large bullet.

You can burst that bullet if it's about to hit you.

Take that, Director. TOC defeats all of her moves and forces her to attack you by standing still - and that's where your time has come and where you can perform an TOC. C on her which starts a combo and eventually grant you TOC again. I think you get the idea on how to fight her.

Uzu Sanageyama:

Now Sanageyama is an MU that works heavily in your favour as well. You need to know when you can attack and when you need to stay back. His j. C Cancels can be very scary, but if he happens to perform them, you can either run away and block briefly to see if he tries to poke you, or you punish him with a B barrage. Your main advantage is not the neutral game in this MU, this is pretty even between you and him - your main advantage is his worst disadvantage, the low meter gain. If you can catch Sanageyama and start an infinite setup, you will be able to defeat him without him being able to burst out. He will never be able to burst. Never. On Polling/Naturals/Honno/Runway, you can infinite him with the right amount of ressources, on Palace/Grounds you can't, but you don't have to. TOC, once again, is very helpful here and forces him to be very careful. His j. C can be punished by TOC. C - or you just run away, what should he do? He can't catch up with you unless he uses his dash, which you will punish. Last thing: thanks to your excellent meter gain, Sanageyama's combos give you more meter than others, and if you know the timings, you can deny his BnB briefly after he launched you into the air by simply bursting the j. C the moment you'd take the damage. We Inumuta players eat Sanageyama for breakfast.

Dual Wield Satsuki:

Once a -1 MU for Inumuta, now an +2 MU for him. Oh, how the mighty have fallen, and DW Satsuki has it the worst in this case. You are only truly vulnerable at the start of the match if DW Satsuki decides to go for her [B] attacks. [B] is her only real means of dealing proper damage to you - and you can defeat that by using Dash B since it will render you invisible. It will also most likely hit her and with that, you can start a combo. Other than that, keep distance between you and her, you are faster than DW Satsuki and if you can get her into a combo, she will fall just as fast as her SB variant. Other than her B and her good 5C (which can be punished by sidestepping, and sometimes your I-frames during 4/6A or 5AA save you too!), she has no real means of getting to you. Be careful though: if she does hit you and she is good, she can kill you in one combo you cannot burst out of most likely. You win the neutral here by default and the interactions, but be aware, one mistake and this might still be your end. Don't do anything stupid - oh, and TOC saves you too. ;)

+1

Nonon Jakuzure:

We all like music but Nonon certainly takes it a bit too far, and you as Inumuta player just laugh about it with your electronical theme! Nonon can either zone you out with her sidestep 5B's or she can try to approach you with the sidestep 5A's. They will deal great damage and the B's push opponents away.

Haha, but why would you care? Fight fire with fire!

Nonon looks old when she, as the zoner, suddenly becomes the zoned one! Your B's may be slower than her B's, but they can track, and one hit on Nonon will remove ALL of her orbs. Your plan is to defeat Nonon by using her own weapons against her, and the cubes you throw out will help you greatly and win the neutral for you, and eventually the MU. Throwing B's to Nonon will force her to run away and sidestep them, and if she does that, you can either continue your barrage to jail her out - if that happens, you can perform a range infinite and even go invisible. If you choose to go into melee combat, dash at her once she is sidestepping and vulnerable or if she blocks, dash at her and do a guard break. Maintaining the neutral by constantly oppressing her is your way of winning this MU, and with 10k health, she doesn't want to be hit by you - your BnB deals 10,1k-10,8k damage. TOC can help you but it's not necessary to defeat her.

Nudist Beach:

For most characters, Nudist Beach is an hopelessly boring matchup - but not for Inumuta. You mainly have two strategies to combat the DTR.

  • Try to punish them when they go in and go for TOC
  • Combat them in the air by using j. [B] at a safe distance

For the first strategy: DTR is extremely dangerous and once they hit you, it's most likely you will lose your first health bar entirely if you fight a skilled opponent. Their damage is incredible high and despite your excellent meter gain, you won't be able to burst out, and even if you can, they have several burst safe points, so knowing when to burst is incredibly important and not always easy. However, if you can take a hit on them, you can go for a DTR specific combo written in the combo section and go invisible. And once you are invisible, you have the advantage in neutral. DTR can do absolutely nothing to harm you - all they can do is dash at you (which you can just outrun, don't attack them) or they try to mine the battlefield with bombs. For the latter, use a TOC. C starter that will go into a air string combo - it will deal counter hit damage and you will go invisible. Invisibility is key against DTR, so always try to obtain it and don't do anything stupid. Once you are invisible, you win the battle - time them out if you want.

For the second strategy: this is something you can somehow apply into the first one too, but it's not necessary. DTR will most likely fight you in the air and their gun covers a large part of the area, but they will never have a distance as large as your j. [B]. On large maps, you can gain the advantage by simply running away and throwing j. [B] constantly at them. Always do a sidestep in the air to avoid their hits, a step back will let them hit you and you don't want that to happen. With this, you can always poke some damage out of them and get some meter.

DTR might seem like a difficult matchup but it is not - you need a ton of patience and one good hit, and you win the match. And like I said: once invisible, they are done. Either via time out, or by your TOC. moves.

0

Dual Wield Ryuko:

Probably Dual Wield Ryuko's worst Matchup and a possible +1, but I kept it on 0 for now because of one reason: her damage.

You can answer absolutely everything she does and even her Dash B. Her Dash B itself needs to be blocked, the follow ups however can be punished or avoided by various moves - Dash A, 4/6A (yes), sp. A or sp. C. There are also points during her combo where you can burst out easily and some points that might seem dangerous to burst can actually be bursted and you can punish her from there on. I don't know why but it works, her dash B inside a combo for example can be bursted the moment she hits you from the looks of it - it definitely works, trust me.

Other than that, knowing when to attack and defend yourself is important. Don't spam cubes - throw one or two maybe to force her to respect them a bit but don't do them too much, she will be able to punish you. If you get a hit on her, she can fall just as fast as the rest of the cast since her meter gain is just like most other people - mediocre. When in doubt, go into TOC and wait for an reaction. DW Ryuko cannot properly punish you, she can go for a Dash B to save herself since it's invisible but if she does that and you have the life lead... why go in? Her other moves can be punished with TOC. A, B or C, whatever you need at the moment. The matchup works well - just keep in mind she can and will destroy you if you let her, she deals high damage in short time, especially when she has meter, so make use of that sp. B you got!

SB Satsuki:

SB Satsuki is an opponent you shouldn't underestimate - on long range, that is. On long range, a good SB Satsuki will try everything to keep you away from her by using [B] and d. B - this combo will hit you, as [B] guard crushes, and the followup will deal damage and a wallsplat. You can guess what happens then. On close range however, you have the advantage. You have plenty of ways to mix her up and bait her into a dodge, you can oppress her with B (especially on Honno-Town, works on all chars except Gamagoori though) and if you do catch her with a 4/6A, you can start an infinite setup and simply kill her or at least go invisible. In TOC, you have the advantage again. Generally, try to stay close or at medium range to her and you should be fine. Her combos luckily give you a ton of meter so even if you get hit, you can burst out fairly soon and survive one or two combos.

SB Ryuko:

One of the most even Matchups in the entire game. Ryuko can answer everything you do - and you can answer everything she does. I can't really go for a proper strategy here, all I can say is that you need to bait her, mix her up, try to make her do a mistake, because she will try the same with you. This MU is extremely mindgamey and if she gets a hit on you, she can seriously damage you. Be very aware if you go into close combat with her. If she starts blocking, she will try to punish you with an 8A since it's armored. Either predict it or mix her up. A tactic I always like to use is to spam her (and other opponents) with cubes so that you blur their vision - they don't need to hit, just make sure they don't see what you are doing. Then go for either a few 4/6A's or go for a d. C and you will hit her. With some meter, you can get invisible and gain the advantage. Generally, you might be slightly better off using B's on her and going in like that, but really: you need to experiment here. There is no real right or wrong here since it's so even.

-1

Mako Mankanshoku:

Valor 1 is your absolute best friend in this matchup. Against Mako, try to keep her away from you by mixing B's with A attempts, and if she gets close to you, block or avoid her attacks. Her bat needs to be avoided, don't even think about punishing it. It won't work. If you can get her into a combo on Polling/Naturals, you can deal 10k damage unburstable, but since she has 12k health, you'd need to catch her twice. If she gets Tension 2, the MU becomes much much harder - it's still possible to win, but if she gets Tension 3, the game is over for you, you can't do much anymore. So: if she wants to gain tension, you want Valor 1. Get Valor 1 somehow and infinite the hell out of her, or if you are merciful (which you shouldn't be here, trust me) use TOC. On Tension 1 and 2 she can't do much if you are in TOC, on 3 and 4 you lose your TOC advantage due to her armor properties. Your best bet on winning is on either Runway, Polling/Naturals or, if you want to go vor Valor 1, any of the largest maps. Honno Town is your doom.

-2

Ira Gamagoori:

You really want to do this to you? I mean, try your luck! On a more serious note though: Gamagoori has 15k health, tons of armor, a large hitbox almost comparable to DTRs, his damage is rather high and he has a lot of burst safe points, meaning you'll have to take damage on certain points, and that damage is not to be underestimated.

You can fight Gamagoori with the following strategies:

  • Retreat and spam range attacks to deal small amounts of damage
  • Go into close combat and spam 8AAA in the attempt of catching him outside his regalia
  • Go for j. C's that will deal guard break damage - with 1 AP and two meter you can go invisible

TOC. won't help you much here. Since he doesn't have any real range attacks, all of his attacks will hit you anyway. TOC. C might sound like a reasonable idea but since he dodges every time he jumps with the shackle regalia, you won't hit him. Choose for yourself what works best - everything will fail at one point. Yeah, all of this doesn't sound too optimistic but really, Gamagoori is Inumuta's hard counter and you will feel that. Valor 1 can and will help you so if you do happen to catch him for some reason, try to get it, and if you then can get another hit on him, he will fall just like the rest... but try to get that first. Good luck. You'll need it.

External Links


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