KILL la KILL IF/Jakuzure

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KLKIF Nonon.png
Health 10,000
Meter Multiplier 1.0x
Walkspeed 11th
Homing Dash Speed 19th
Homing Dash Duration 110
Height 10.00
Weight 1
Jump Height -
Jump Duration -
Side Step Dash Invul -
Front Step Dash Total -
Side Step Dash Total -
Back Step Dash Total -
Has Forced A Ender No
Has Forced B Ender No
Has Forced C Ender No

Introduction

Nonon Jakuzure (蛇崩 乃音)

She regulates the school's non-athletic groups, such as the gardening and biology clubs. Nonon also runs the school's Rakugo Club, 100 Poet's Club and most likely the marching band. Nonon's Three-Star Goku Uniform resembles that of a drum major. Her baton is not just for show, as Nonon is a conductor as well.

Overview

Jakuzure, commonly referred to as "Nonon" by the community, has the ability to zone on larger maps, but optimal wants to play within a mid range. Her sidesteps buff almost every move in her arsenal when performed during their just frames, and many can use these new properties to punish moves that no one else in the cast can. Nonon’s damage output is also amazing without needed to worry about winning valor, so as a Nonon player you never have to worry making choice for damage or attempting Valor. Zoning with Nonon is very strong, but against stronger opponents you must always be aware of the meter they gain from simply blocking and be ready to bait their reversal options as they come in close.


Playstyle
KLKIF Jakuzure Icon.png Jakuzure is an oppressive zoner with strong defensive options.
Pros Cons
  • Bullet Hell: Nonon boasts the strongest zoning in the game as she is able to fill the entire stage with swarms of projectiles. Her dominating coverage makes getting in on her extremely difficult, her zoning can also convert into unblockables to let her deal with defensive opponents.
  • Ludicrous Damage: Nonon deals the highest damage in the game hit for hit, capable of doing ToD combos and converting from her zoning to burn her opponents down with ease.
  • Flexibility: Nonon has a wide variety of tools at her disposal for nearly any type of situation, from enhancing her normals to her reverb bullet commands and her unblockable setups, there is almost nothing that she lacks an answer to.
  • Elusive: Nonon has a fast and far traveling Step Dash that can make her very hard to pin down. She also has access to a jump cancel with True Invulnerability on startup.
  • Defensive Tools: Nonon's 2/8AA and sp.A are strong defensive options as they both have True Invulnerability on startup and can be canceled into from almost all of her moves. Her 2/8AA is also safe on block and sp.A will not consume any meter if clashed.
  • Cooldown Cleanse: Nonon builds meter exceptionally well and she can cleanse herself of meter cooldown often, allowing her to counter burst frequently and immediately start gaining meter again, which allows her to access her metered options often.
  • Burstability: While Nonon has tools for almost anything, she is rather lacking when it comes to solid burst bait options compared to most of the cast, making her combos easily burstable.
  • Sidestep Reliance: Nonon has to sidestep to access her enhances, making her sidestep far more often than most characters which can leave her open to moves that hit sidesteps.
  • Mediocre Valor: Nonon's Valor is rather underwhelming as it doesn't help her enough to warrant the risk of going for it due to her already having extremely high damage and oppressive zoning. She also would have to rush in to get her Valor in the first place which goes against her core gameplan.


Valor Level 1

  • Increased damage for actions that harmonize with reverb bullets.
  • Maximum amount of on-stage reverb bullets increased to 6 (3 at level 0).


Valor Level 2

  • Long Ranged Attack Special enhanced.


Notables

  • Dashing twice in a row causes Jakuzure to leap at a greater distance than dash.
  • Can perform aerials from horizontal leaps and Dash attacks from a forward leap (cannot leap backwards.)

Close Ranged Attacks

5A
KLKIF Jakuzure 5A.png
KLKIF Jakuzure 5AA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5A 640 - - 23 Knockdown - +300 Damage
  • Fires a multi-hit orb forward with good pushback on block.
  • On hit it knocks the opponent towards Jakuzure.
E5A 680 - - 16 Knockdown - +300 Damage
  • When timed right from a horizontal dash.
  • An enhanced 5A that comes out faster and has additional hits.
5AA 200 - - - Knockdown - +300 Damage
  • Jakuzure hops up and fires an orb straight ahead.
4/6A
KLKIF Jakuzure 46A.png
KLKIF Jakuzure 46AA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
4/6A 800 each - - 36 Crumple - +600 Damage
  • A 180 degree wave of projectiles fired in front of Jakuzure.
  • Detonates at mid range.
E4/6A 200 each - - 22 Crumple - +600 Damage
  • When timed right from a horizontal dash.
  • Spawns 7 projectiles in a 180 degree in front of Jakuzure.
  • The projectiles then home towards the opponent.
4/6AA 20 / 60 - - - Launch - -
  • Fires two projectiles to the left and right, eventually homing in on the opponent.
  • Ricochets back to the opponent and attacks again before exploding.
2/8A
KLKIF Jakuzure 28A.png
KLKIF Jakuzure 28AA.png
KLKIF Jakuzure 28AAA.png
KLKIF Jakuzure 28AAAA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
2/8A 1130 - - 28 Knockdown - +600 Damage
  • An upwards wave of projectiles fired in a straight line.
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
E2/8A 1130 - - 11 Sliding Knockdown - +600 Damage
  • When timed right from a horizontal dash.
  • A faster variant that causes a sliding knockdown for better followups.
  • Guard Point on startup.
2/8AA 360 - - - Knockdown - -
  • Jakuzure leaps forward with a hitbox, jumps up with a hitbox, and gains 1 Reverb Bullet.
  • True Invulnerability on startup.
  • At Valor Level 1, Jakuzure receives 3 Reverb Bullets after the jump.
  • Can perform aerials afterwards.
2/8AAA 300 - - - Knockdown - -
  • Fires a projectile downwards from above.
  • Can perform aerials afterwards.
2/8AAAA 500 - - - Knockdown - -
  • Three large projectiles fired from above.
  • Guard Point on startup, but only when the opponent does not block it.
d.A
KLKIF Jakuzure dA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
d.A 960 - - 28 Knockdown - +300 Damage
  • Jakuzure hops backwards and fires a multi-hit orb forward, shortly detonating.
  • Can perform aerials afterwards.
Ed.A 1040 - - 13 Knockdown - +300 Damage
  • When timed right from a vertical dash.
  • Has an additional hit and comes out faster.
j.A
KLKIF Jakuzure jA.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.A 500 - - 26 Knockdown - +300 Damage
  • Advances forward and fires a close range projectile that detonates on contact with the ground.
  • Can perform aerials afterwards.
Ej.A 800 - - 15 Knockdown - +300 Damage
  • When timed right from an air dash (any direction).
  • Advances forward and fires three projectiles to the left, right and center that detonates on contact with the ground.
  • Can perform aerials afterwards.
  • Guard Point on startup.
sp.A
KLKIF Nonon sA.png
KLKIF Nonon sA2.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
100 / 240 each - - 11 Knockdown - +300 Damage
  • Jakuzure hops upwards with a hitbox, firing eight large projectiles from above.
    • The projectiles detonate on contact with the ground.
  • Can be performed on the ground or in the air.
  • True Invulnerability on startup (grounded version only, as she hops upwards).
  • Will convert each Reverb Bullet into an additional projectile for the super.

Long Ranged Attacks

5B
KLKIF Jakuzure 5B.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 100 - - 11 - - +300 Damage
  • No Charge
  • Fires a lil' projectile ahead.
Level 2 60 each - - - - - +300 Damage
  • Half Charge
  • Fires three lil' projectiles ahead.
  • Dash cancelable while charging.
Level 3 600 each - - - Crumple Guard Crush +600 Damage
  • Full Charge
  • Fires three BIG projectiles to the left, right, and center.
  • Detonates upon contact with the ground or opponent.
  • Spawns 3 Reverb Bullets.
  • Dash cancelable while charging.
E5B 60 each - - 19 - - +300 Damage
  • When timed right from a horizontal dash.
  • Fires three lil' projectiles forward that home in on the center.
5BB
KLKIF Jakuzure 5BB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 100 each - - - - - -
  • No Charge
  • Projectile thrown to the left, projectile thrown to the right.
Level 2 100 each - - - - - -
  • Half Charge
  • Two projectiles thrown to the left, two projectiles thrown to the right.
  • Dash cancelable while charging.
Level 3 300 each - - - Sliding Knockdown Guard Crush -
  • Full Charge
  • BIG projectile thrown to the left, BIG projectile thrown to the right.
  • Detonates upon contact with the ground or opponent.
    • Spawns 2 Reverb Bullets.
  • Dash cancelable while charging.
5BBB
KLKIF Jakuzure 5BBB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 100 each - - - Knockdown - -
  • No Charge
  • Fires a line of three projectiles straight ahead.
Level 2 100 each - - - Launch - -
  • Half Charge
  • Fires a zig-zag pattern of seven projectiles.
  • Dash cancelable while charging.
Level 3 340 each - - - Knockdown - -
  • Full Charge
  • Fires a line of three BIG projectiles straight ahead.
  • Detonates upon contact with the ground or opponent.
    • Spawns 3 Reverb Bullets.
  • Dash cancelable while charging.
d.B
KLKIF Jakuzure dB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 400 - - 20 - - -
  • No Charge
  • Fires a spinning pair of projectiles forward that travels slowly afterwards.
Level 2 240 - - - - - -
  • Half Charge
  • Fires four spinning orbs that travel faster than Level 1.
  • Dash cancelable while charging.
Level 3 680 - - - Crumple - -
  • Full Charge
  • Fires three BIG orb projectiles that circulate around Jakuzure counter-clockwise.
  • Detonates upon contact with the opponent, or after a short time.
    • Spawns 3 Reverb Bullets.
j.B
KLKIF Jakuzure jB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 180 - - 27 - - -
  • No Charge
  • Lil' orb fired to the left, tracks the opponent after a delay.
  • Can perform aerials afterwards.
Level 2 160 each - - - - - -
  • Half Charge
  • Three lil' orbs fired to the left, tracks the opponent after a delay.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.
Level 3 100 each - - - Launch - -
  • Full Charge
  • BIG orb fired to the left, exploding into four lil' orbs after a delay.
    • The four orbs then track down the opponent.
      • Spawns 1 Reverb Bullet.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.
j.BB
KLKIF Jakuzure jBB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 180 - - - - - -
  • No Charge
  • Lil' orb fired to the right, tracks the opponent after a delay.
  • Can perform aerials afterwards.
Level 2 160 each - - - - - -
  • Half Charge
  • Three lil' orbs fired to the right, tracks the opponent after a delay.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.
Level 3 120 each - - - Launch - -
  • Full Charge
  • BIG orb fired to the right, exploding into four lil' orbs after a delay.
    • The four orbs then track down the opponent.
      • Spawns 1 Reverb Bullet.
  • Air Dash cancelable while charging.
  • Can perform aerials afterwards.
j.BBB
KLKIF Jakuzure jBBB.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Level 1 400 - - - Knockdown - -
  • No Charge
  • Lil' orb fired from the center, tracks the opponent after a delay.
Level 2 300 each - - - Knockdown - -
  • Half Charge
  • Three medium sized orbs fired in a triangular formation, tracks the opponent after a delay.
    • One orb travels to the left, right, and center.
  • Dash cancelable while charging.
Level 3 200 each - - - Launch - -
  • Full Charge
  • Three BIG orbs fired in a triangular formation, exploding into two lil' orbs after a delay.
    • The three sets of two orbs track down the opponent in this order: top, left, and then right.
      • Spawns 3 Reverb Bullets.
  • Dash cancelable while charging.
sp.B
KLKIF Nonon sB.png
KLKIF Nonon sB enhanced.png
KLKIF Nonon sB enhanced2.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
Normal 1260 - - 48 Knockdown - -
Valor Level 2 3080 - - - Knockdown - -
  • Jakuzure conducts a swarm of projectiles, firing out 16 in total.
  • The final orb projectile tracks the opponent, while the rest cover the sides.
  • Spawns 3 Reverb Bullets at the end of the animation.


  • At Valor Level 2, the projectiles increase in size and the amount fired is now 32 total.
  • If the final orb projectile hits the opponent, a recorder rocket ender is launched.
  • Spawns 6 Reverb Bullets (only spawns 3 if blocked).

Break Attacks

5C
KLKIF Jakuzure 5C.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
1620 - - 81 Sliding Knockdown +600 Damage +600 Damage
  • Jakuzure fires a fullscreen, guard breaking laser.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
  • Dash cancelable during the startup.
d.C
KLKIF Jakuzure dC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
660 - - 48 Knockdown +600 Damage +600 Damage
  • A faster fullscreen laser than has the potential to wallsplat.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
  • Dash cancelable during the startup.
j.C
KLKIF Jakuzure jC.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
1040 - 7 68 Knockdown +600 Damage +600 Damage
  • Aerial variant of her fullscreen laser, also being able to wallsplat.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to meter (gives 1/5 of a bar per Reverb Bullet).
  • Dash cancelable during the startup.
sp.C
KLKIF Nonon sC.png
KLKIF Nonon sC2.png
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
2500 to 4900 - 9 86 Sliding Knockdown +600 Damage +600 Damage
  • A single hit, high damaging, fullscreen laser.
  • Jakuzure starts the laser from her left side, then pans it over to her right.
    • All while pushing herself back during the animation.
  • On activation, consumes Reverb Bullets left on the stage/circulating around Jakuzure.
    • The Reverb Bullets are then converted to additional damage (+400 damage per Reverb Bullet.)
  • Threshold Armor on startup.
    • Threshold is 200 damage before it wears off.

General Moves

Reverb Bullet
KLKIF Jakuzure Reverb Bullet.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
160 - - - Knockdown N/A +300 Damage
  • Performing specific attacks will cause Reverb Bullets to appear.
  • Reverb Bullets left on the stage don't move, and they push themselves away from close-by opponents.
  • Jakuzure can pick up Reverb Bullets by walking over them.
    • Picked up Reverb Bullets have an active hitbox as they circulate around Jakuzure clockwise (Mario Kart style).
  • The Reverb Bullets explode on hit/block with the opponent.
  • At Valor Level 1, the Reverb Bullets can hit multiple times before exploding (on block they still get blown up).
Homing Dash
KLKIF Jakuzure Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 - - 23 Launch - +300 Damage
  • Jakuzure 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 Jakuzure Air Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 - - 22 Launch - +300 Damage
  • Jakuzure homes in on the opponent and quickly attacks.
  • On hit, can perform d.A, j.B, or d.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 Jakuzure 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 Jakuzure 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 Nonon IK.png
KLKIF Nonon Fiber Lost.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU - - - SEN-I-SOSHITSU - SEN-I-SOSHITSU
  • Fires a large projectile to the left, right, and in front of her.

Colors

Basic
Alternate
ARC Collab (I-NO)
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 Jakuzure Color3.png
33phy33
@33phy33
United States
United States
PA
Active Plays on PS/Steam/Switch
Trying to get Nonon banned since the day he was born, does funny bursts.
Example Play
KLKIF Jakuzure Color2.png
Crushing Llama
@CrushingLlama
United States
United States
Active Plays on PS
Just wants to ToD you.
Example Play
KLKIF Jakuzure Color4.png
GojoPro
@GojoPr0
United States
United States
Retired Plays on PS
An oldschool Nonon player, is a brick wall in neutral.
Example Play
KLKIF Jakuzure Color1.png
HMMA
@browning_hmma
Japan
Japan
Active Plays on PS
Your friendly neighborhood Nonon lab rat, created Nonon's Strategy Video.
Example Play
KLKIF Jakuzure Color1.png
Unsafeonhit
@UnsafeonHit
United States
United States
NY
Retired 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