KILL la KILL IF/Inumuta/Combos

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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 stunlock 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

Honno-Town unburstable:

Honno-Town: Honno-Town Unburstable


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