So a friend and I decided to go into training mode and test out a bunch of instant kills just to find ways to NOT get hit by them online, or offline, or anywhere ever in our entire lives. Thought would it would be fun to share with GAF!
Yu Narukami: Has a pretty long start up on his IK, but he's fully invulnerable as he's doing it. Actually one of the more useful IK's because of its invul. You can use it to punish people who do full screen supers, like Ziodyne or Maziodyne. Also works on Elizabeth's Zio-watcha ma call it, but you need to predict it, rather than call it out on reaction like the two aforementioned. One of the better IK's
Yosuke Hanamura: Pretty bad. Visually I'm not a fan, and also it takes ages for it to come out. Long start up, but also has invulnerability. I don't think it goes full screen though, so it's worse than Narukami's. All and all not a very good IK.
Chie Satonaka: Looks great, but unfortunately suffers from stocky range syndrome. The range on this thing is horrible, not to mention it comes out slowly and is easily blockable on reaction. I can't really think of what you'd use this for.
Yukiko Amagi: Looks fast, but actually comes out pretty slowly also. Range is pretty good though, and you're invulnerable during start up. Not a great IK.
Kanji Tatsumi: This one is pretty interesting. Lots of invulnerability frames, but really slow start up. It'll be great for going through random supers if you can buffer it fast enough. Has a very subtle start up too. The flash doesn't appear until the moment he's about to grab...and by then it's too late :<
Naoto Shirogane: I see this IK being a big problem for people at first. I mean it was problem even in Japan. However this IK isn't that great either. The main problem with this IK is that there's a deadzone right next to Naoto's persona, about 3/4th of the screen away. Just stand there when she casts it and you should be golden. Naoto is also invulnerable, I believe, for the entirety of this animation (though it's not really like you'll be weaving through reticules to hit her anyway).
Teddie: This IK is also in the crap department. Pretty slow, but it can also be used to punish random supers (seeing a pattern here?) It looks funny though but isn't really much of an issue.
Akihiko: If there was a gutter trash tier for IK's, this one would be in it. Akihiko's IK is so bad. Hold back if they're trying to get you at full screen. If they're smart, they'll try and get you in the corner. What to do? Well jump away and laugh as Akihiko just wasted 100 meter. If the Akihiko is REALLY trying, he'll get you with his Maziodyne, which inflicts shock, and then try and draw you in. Oh noez. I can't move, I can't jump. What to dooooo? Quick escape will ruin that Akihiko's day as you do the electric truffle shuffle through Caeser. You can also R action depending on your character choice. Kanji, for example, can just spam his while inside Caeser's little globe and not be affected. Excellent. If you get hit by this...you'll never live it down.
Mitsuru: This IK is faster than other IK's, but still blockable on reaction. It has invulnerability and can be used to punish other supers and IK's. Overall because of its speed, I think it's one of the better ones.
Aigis: Can only be done in the air. She used to be able to combo into this nonsense, but not anymore. Blockable on reaction also. I'm not entirely sure how to use this one or what situation it would be used in. I suppose it'd be useful as a counter against other IK's?
Labrys: Another blockable on reaction. It looks amazing, visually, but it seems really slow. It does have invulnerability like the other IK's, so it can be used to punish specials and the like on reaction.
S. Labrys: For all intents and purposes this probably would be one of the worst IK's in the game. For one, the motion to grab 222 A+B is ridiculous, and for another, it's really slow to start up. However to the best of my knowledge, this is the only IK that can currently be comboed into. That's right. If the S Labrys player has 150 meter, they can combo directly into this instant kill. And because of that, this is the best IK in the game at the moment.
Elizabeth: This is probably one of the most interesting IK's in the game. It has the potential to be the most dangerous. The mechanics of this IK are that the counter circle that Elizabeth makes must be hit 3 times for it to be activated. However, it also counters projectiles. Meaning, on reaction, if you try a random Ziodyne, Maziodyne, or any other multihitting projectile, she will ruin your day. Also, every time you hit her circle, for the rest of the round, the amount of hits needed for the trap to activate will be reduced by that amount it was hit at before. For example, Elizabeth activates her IK and I hit it 1 time. Next time she activates her IK, I only need to hit her 2 times for the trap to activate (this is in the same round). Now getting enough meter for two IK's seems impossible, but because of Mind Charge and Liz's SP up skill, it's certainly viable for her to attain this threshold. Also, this attack can be blocked. For example, if you fire Ziodyne from full screen, then One More Cancel it as it hits Liz's IK and block, you will not die. All and all though, probably one of the best IK's in the game.
SO ALL AND ALL. What my friend and I have learned and what we wanted to share with GAF was that if you see your opponent's portrait flashing, you probably shouldn't fire off that Ziodyne you've been saving. It could be your last.