Eternal Fighter Zero/Ikumi Amasawa: Difference between revisions
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|description= Ikumi raises her foot slowly for a vicious axe kick. This move works as a very deceptive overhead, as the animation is rather subtle. However, the opponent may be able to recognize Ikumi's dash, which looks distinct even if cancelled on the first frame. Unlike 5C, this move doesn't do anything special if it hits an aerial opponent. | |description= Ikumi raises her foot slowly for a vicious axe kick. This move works as a very deceptive overhead, as the animation is rather subtle. However, the opponent may be able to recognize Ikumi's dash, which looks distinct even if cancelled on the first frame. Unlike 5C, this move doesn't do anything special if it hits an aerial opponent. | ||
* In GENOCIDE this move has less recovery and can be special cancelled, letting Ikumi combo after her safe-on-block overhead that she can also cancel into a second overhead (623B). | |||
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Revision as of 22:50, 10 May 2024
Introduction
Amasawa Ikumi (天沢 郁未) is a rushdown heavy resource management character, equipped with a very fast dash, command throw, standing overhead, two air dashes, and high priority on many of her moves. With meter, she gains access to clones, which pressure the opponent in various ways, allowing Ikumi to run her mixup game freely. At far ranges she can throw out blood tornadoes which allow her to harass her opponent from a distance, but need to be used carefully. She possesses a unique mechanic: the blood gauge. Some of her moves will draw blood from the opponent on hit, splattering it on the floor. As Ikumi picks up blood, her specials grow more powerful, but also start to drain the blood gauge. At full blood, Ikumi enters Genocide Mode, giving her a timed amount of super armor and some stronger/faster moves, but also consuming all of her blood in the process. Playing Ikumi effectively requires acute management of the blood gauge, keeping it high for access to levelled up specials for as much of the match as possible, but also not tipping over into Genocide Mode when unwanted.
Ikumi is the protagonist of MOON, a visual novel produced by Tactics in 1997. She followed the recent death of her mother, Miyoko, to an organization known as FARGO. During MOON, Ikumi joins FARGO to discover how and why her mother died, uncover its secrets, and exact a bloody revenge...
Ikumi was added to EFZ's cast in Bad Moon Edition.
Stage: FARGO Research Facilities (FARGO研究施設)
BGM: FARGO
Character-Specific Notes
- Ikumi can airdash twice.
- Ikumi is one of a few characters who gain some throw invincibility after double jumping.
- Ikumi has a "Blood" meter underneath her life gauge, which is split up into 8 bars. Blood will spill out of the opponent when hit by Ikumi's specials or B normals, and she collects it by touching it, filling the blood meter. Depending on the blood meter, Ikumi will be in 1 of 4 states:
- Blood Level 1 (0-2 filled bars): Meter is red. Ikumi's initial and weakest state.
- Blood Level 2 (3-5 filled bars): Meter is orange. Many of Ikumi's special moves increase in damage and/or speed, but they now consume 1 blood bar each time they are used.
- Blood Level 3 (6-8 filled bars): Meter is yellow. Ikumi's special moves improve yet again. They still cost the same amount.
- GENOCIDE: When Ikumi's Blood gauge is completely filled, Ikumi automatically performs the Rampage move, and the blood gauge temporarily turns into a "Genocide" gauge, and functions as the timer for Genocide Mode. Ikumi undergoes a long list of changes in this mode, most notably constant armor (see Rampage). When the gauge empties, Ikumi will exit Genocide Mode and return to her 0 blood self with no disruptive animation like when she entered.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
236*
Red Line of Impulse
衝動の赤い線 236* |
Ikumi dashes toward the opponent and slashes horizontally with her hand. A bloody arc mirrors the slash, increasing the range of the attack. Spills 0.5 to 1 bars of blood if it hits. The startup of this move can vary greatly as Ikumi does not begin attacking until she enters a certain horizontal proximity of the opponent. Usually, by the time the move is active, Ikumi will be far too close to the opponent for them to fall out of the second and/or third hit of upgraded 236B's. |
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623*
Bloodstained Cross
血染めの十字架 623* |
Ikumi hops forward and slashes down with both of her hands. All versions knock down on hit. Even at level 3, this is still a slower overhead than 66C and you can't combo off of it, so it's not Ikumi's go-to overhead. Ikumi cannot counter RG during recovery, as she enters a seperate animation when landing. In GENOCIDE the opponent will be launched on hit instead of instantly being knocked down. |
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214*
Skyscraper
摩天楼 214* |
Ikumi raises two fingers upwards, and a tornado of blood appears on the screen. A tornadoes will rise about 20% of the screen away from Ikumi, B tornadoes ~40%, C ~60%. C versions do not need RF to use. ※Value for A first, then B/C. |
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41236C
Feast's Omen
宴の予兆 41236C |
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GC_Activation
Rampage
暴走 Activates automatically when the blood gauge is full |
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Eternity Specials
4123641236*
Separation
別離 4123641236* |
Ikumi reaches for the opponent with her hand. If the move hits, Ikumi grabs the opponent by the neck and, after tearing at them with a hurricane of blood, tosses them forward to the ground. The range of this move increases with level. ※ Recovery on whiff/Recovery on hit. Recovery on hit starts when the opponent regains their hurtbox and begins flying to the ground. All versions have increased damage in GENOCIDE. Like 41236C the length of the grab animation leads to Ikumi often losing GENOCIDE before the damage occurs, although higher level versions let her collect more blood to refresh time with. |
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214236*
Invasion of Blood
血の侵食 214236* |
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214214*
Mirror of Lies
虚言の鏡 214214* (Cannot be used during GENOCIDE) |
Ikumi poses and creates a transparent shadow of herself at her location, which will attack in different ways depending on the version used. The shadow will disappear prematurely if the real Ikumi is hit. All versions only cost 1 SP. |
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Final Memory
FM
Sword of Friendship
絆という名の剣 236236236C (Cannot be used during GENOCIDE) |
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Strategy
Overview
- Ikumi is the classic rushdown character, with extreme mobility. She boasts one of the fastest running dashes in the game, and has two air dashes. Her normals have good angles and ranges, but suffer a little as, other than 5A, they are all minus. This becomes less of a problem as 2B and 5C are both jump cancelable on block. Her dash normals have the same properties as her normals, but with forward momentum. Her 66A becomes +0 on block, so in matchups where you have the faster 2A/5A, you can bully your opponent. Ikumi also has one of the better command throws in the game, but must condition the opponent to expect buttons and then dash in and grab instead.
- Once Ikumi is able to score a combo into a knockdown, she can run her clone summon game, where she shines. Her slightly minus normals no longer matter, and she can easily mix up the opponent with command grabs, lows, or a standing overhead.
- However, once Ikumi's turn is over, or the opponent is able to back off, Ikumi must play a slower neutral game. In some matchups, she can suffer while attempting to close the distance, as long-pokes can stop her dash short and she gains little ground.
Neutral
- Ikumi must play a reserved neutral game. In some matchups, she's free to just dash in on the opponent and wreak havoc, but in others, against characters with excellent pokes, she instead relies on her 214 specials to try to force the opponent to act. Once she's within a certain range, 214 becomes dangerous to use, and she will have to rely on pokes and dash moves.
- 214A/B/C
- At BL1 it comes out the slowest and has the least active frames. At BL2, the second hit become much more active and start acting as a good wall to prevent the opponent from approaching. At BL3, they gain three hits and are extremely active. Be very, very careful on which version you use; Ikumi is extremely vulnerable on a whiffed tornado that goes behind the opponent.
- 66B/662B
- When Ikumi gets in a certain range of the opponent, she can start to threaten her dash B pokes. These have very good ranges, but lead into nothing (66B 214B works at certain ranges) unless you have IC. If you can confirm a 66B/662B hit into IC, you can then 662C them if you're close to the corner, or 66B 41236C if you're too far. Repeat her neutral steps until the opponent is in the corner.
Rushdown
- Once Ikumi is able to chase down her opponent, she can begin her rushdown game. This consists of her good normals, combined with fast dashes, and moves that are only slightly negative on block. She covers for some of this by having jump cancelable moves on block, and being able to crush pokes with 214 or sometimes 623. If the opponent is afraid to press a button, her command throw becomes an option, and is able to do very respectable damage in the corner.
- Normals
- Ikumi's normals have good hitboxes and decent frame data. For example, her 5A is angled upwards, and is excellent for poking jumping opponents, while her f5B is angled straight forward and is a good poke to check an approaching opponent. Her 2B has fair range, and is jump cancelable on block along with 5C. This jump cancelability allows her to reset her pressure into IADs while being relatively safe. As always, mixup your options and timing to prevent the opponent from getting a read on you.
- Dash Pressure
- Ikumi's normals are bolstered by her dash pressure. Though none of her dash moves are plus on block, she has a fast 5A and 2A and can still win out after a blocked dash move, as well as canceling them into 214 or 623. And while they might not have the best frame advantage, their hitboxes and speed require the opponent to respect them, leaving them open to Ikumi's other option, her command throw.
- Command Throws
- As stated above, the opponent has to respect Ikumi's other buttons. Once they do, she can mix up her pressure with command throws. This leads to 214214A mixups midscreen, and a full combo in the corner. With meter and BIC, even her command throw can result in over 5k damage. Ikumi takes quite a while to recover after a whiffed command throw, so don't get too predictable.
Reversals
- Ikumi's reversals are very lacking, and only become reasonably okay when she is at Blood Level 3 and/or has RF/SP to spend (aka, when she's winning). Even when she gains access to her better reversal options, she would rather keep those resources for combos and oki instead of reversals. Additionally, most of her "good" reversals are slow and usually only useful when used after RG and not on wakeup.
- 623C
- Gains armor through startup and active at BL3. Horribly slow, can't combo off of it, and Ikumi can be guaranteed punished if RG'd, as she cannot RC during her recovery. It is plus on block if they don't RG it, at least.
- 236C
- BL2 236C has some invulnerabilty for almost all of startup but not quite all of it. Ikumi gains many armor frames at BL3, making it a "real" reversal. Use this over 623C, it's faster and despite the worse frame advantage actually safer.
- 41236C
- Like other command grabs, this move is useful as a reversal despite not being invincible. This is because in the right situation it breaks the RG "game" by allowing Ikumi to retaliate without giving the opponent the ability to RC back. Due to the short range and lack of invincibility, it is best used when RGing moves that the opponent lacks cancel options out of, and is thus relying on RC. A common example is RGing IAD pressure right before the opponent lands, where they can't jump and are forced to land into Ikumi's grab.
- 4123641236C
- Being a grab, it shares the same strengths as 41236C, and since it is invincible and has slightly more range it can be used in more situations. Still it suffers from being very expensive and very punishable on whiff.
- 2141236*
- This super has decent invincibility when detonated and comes out much faster than the RF options, but cannot be cancelled on block. Doesn't require her to be at any particular blood level, so if you want to have a reversal on hand at all times, invest some meter in this.
- FM
- Ikumi's most normal reversal, which is unfortunately an FM. Not a grab, not slow, not blood-dependent, but also not common to have access to and you throw the round if it doesn't hit.
Supers
- 214214A/B/C
- Summons a clone that will do a followup attack, either by time or by proximity. Ikumi uses these to stay safe while running her mixup game. This is the sole reason why you play Ikumi. See the Okizeme section for usage.
- 4123641236
- Ikumi's super command grab. Spills a lot of blood on hit. Use wherever you would use a normal command throw.
- When used in combos, you can "reset" with this move by taking advantage of the first subframe after hitstun in which an opponent cannot do anything but block, and then the first subframe of their jump in which they are still throwable.
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Replays for these combos can be found here.
No IC
Midscreen
2A 5B 2B 2C 236A/41236C(whiff) (1347 DAMAGE) [replay 1-1]
- Very basic combo. The 41236C whiff is used to stop momentum for possible IAD left/right mixups, and the 236A whiff is used to build more meter.
2A 5B 2B 5C 214B (1727 DAMAGE) [replay 1-1]
- Basic BnB for damage. Possible to dash up and jump to try to catch opponent techs.
BL3 only: 2A/5A 2B/5B 5C 236B(3) 2A/5A 2B/5B 5C 236B(3) 4123641236B/C (4064 DAMAGE) [replay 1-2]
- Ikumi's BL3 236B will loop into itself. Only 4123641236C will formally combo from it, but doing so is actually less preferable than "comboing" (or alternatively, "comboing") into the B version as its slower startup allows it to easily reset scaling while remaining inescapable (so long as it is buffered). The C version also drops way too much blood considering you are already at BL3, and since it spends all of your meter Ikumi won't get 214214* oki from it.
- 4123641236A will not reach the opponent.
- 2A 2B is usually preferred for its superior reach than 5B, although 5A 5B does around 15 more damage.
- {{#evyoutube|IoGWDWkcm7I|||||start=28}}
214214A set: 6696644 land 662C IAD jC 5C 79 jC land jB(1) 66 jB(1)C 5BB jAAAAB djA .. dj6C(tech trap) (4115 DAMAGE) [replay 1-2]
- If you get a chance to set a 214214A clone as oki midscreen, use this combo to confirm off it. You don't have to do the double dash version, but try to make your mixup land outside the corner.
Corner
41236C 5BBC IADB jC(whiff) 9 jC 9 .. dj6C(tech trap) (1592 DAMAGE) [replay 1-1]
- Corner command grab combo. The backwards IAD with jC whiff is to build meter, and the last dj[6]~C is to catch techs.
662C 8 jC 662C 8 jC 5BB jAAAAB djA .. dj6C(tech trap) (2772 DAMAGE) [replay 1-3]
- If you can punish an opponent in the corner, easy version. Will drop on some characters.
662C IAD jC 5C 79 jC 5C 79 jC 5BB jAAAAB djA .. dj6C(tech trap) (3481 DAMAGE) [replay 1-3]
- If you can punish an opponent in the corner, harder version. Will work on all characters.
214214B set: ... (214214B third hit) 5C 79 jC 66B jB(1) 66 jB(1)C 5BB jAAAAB djA .. dj6C(tech trap) (4250 DAMAGE) [replay 1-3]
- Ikumi will be mixing up with 214214B a lot, this is the basic confirm with no extra meter.
Red IC
Midscreen
2A 5B 2B 5C 236A IC 66B 41236C (2334 DAMAGE) [replay 1-4]
- Ikumi's most common BnB. Not much corner carry and just okay damage, but allows her to build blood for better combos. The 41236C must be slightly delayed after the 66B to connect.
Close to corner: 66B IC 662C IAD jC 5C 79 jC land jB(1) 66 jB(1)C 5BB jAAAAB .. dj6C(tech trap) (3550 DAMAGE) [replay 1-4]
- On a successful 66B poke. This is a fast move and will catch people off guard.
Corner
66C IC 662C IAD jC 66B jB(1) 66 jB(1)C 5BB jAAAAB djA .. dj6C(tech trap) (3005 DAMAGE) [replay 1-4]
- Basic confirm off a raw overhead.
(2AA) 2B 5C 236A IC 662C IAD jC 5BBC IADB jC(whiff) 9 jC 9 .. dj6C(tech trap) (3090 DAMAGE) [replay 1-5]
- 2A starter for decent damage in the corner. You can, at most, add one more 2A at the beginning of the combo, but it becomes very hard to complete. Be thorough with your hitconfirms and go for the single 2A if possible.
(2AA) 2B 5C 236A IC 662C IAD jC 5BBC IAD jC(whiff) [<- 5C 214214A] (2761 DAMAGE) [replay 1-5]
- Variation of the combo above. Foregoes some damage to knock down the opponent midscreen to set up the 214214A mixup. Timing of the 214214A will vary depending on character wakeup speed.
Blue IC
Midscreen
BL2+ only: 2AB 5C 236C IC 66B 66B 662C 9 jC 5C 79 jC land jB(1) 66 jB(1)C 5BB jAAAAB .. dj6C(tech trap) (5221 DAMAGE) [replay 1-6]
- Corner to corner carry, will work on everyone. Requires 3 bars of blood at the very least. The first 66B should be immediate, and the second should be slightly delayed.
Corner
2AB 5C 236A BIC 662C IAD jC (5C 79 jC)x2 land jB(1) 66 jB(1)C land 5BB jAAAAB .. dj6C(tech trap) (5307 DAMAGE) [replay 1-7]
- Basic BIC corner combo starting from 2A.
- {{#evyoutube|gg-aWzUcw0Q}}
66C BIC 662C IAD jC (5C 79 jC)x2 land 66B jB(1) 66 jB(1)C land 5BB jAAAAB .. dj6C(tech trap) (4906 DAMAGE) [replay 1-7]
- Basic BIC corner combo starting from 66C.
41236C 5BC BIC 79jC (5C 79 jC)x2 66B jB(1) 66 jB(1)C 5BB jAAAAB .. dj6C(tech trap) (4939 DAMAGE) [replay 1-8]
- Basic BIC command throw corner combo.
214214B set: ...(214214B third hit) (5C 79 jC)x2 5C BIC 7 jC 66 jC land 5C 79 jC 66B jB(1) 66 jB(1)C 5BB jAAAAB .. dj6C(tech trap) (6841 DAMAGE) [replay 1-8]
- Basic BIC combo if B clone hits.
214214B set: ...(214214B third hit) 5C 79 jC 5BBC BIC 214214B 7 jC 66 jC land (214214 3 hits) 5C 214214B IADB jC 66B 8 jB 8 land (214214B 3 hits) 5BBC IADB jC(whiff) land j9C 9 .. dj6C(tech trap) (7534 DAMAGE) [replay 1-9]
- Very advanced BIC combo with 3 methods of comboing into and from 214214B. Weave the parts into other combos as needed to increase your damage.
41236C 5BC BIC 214214B 7 jC 66 jC land (214214 3 hits) 5C 214214B IADB jC 66B 8 jB 8 land (214214B 3 hits) jAAAAB .. dj6C(tech trap) (5497 DAMAGE) [replay 2-1]
- Advanced command throw combo in the corner, using the pieces from the above combo. Using only one clone is maximum efficiency, but if you need to kill and only have a little left to go, you can use more.
Okizeme
- Midscreen
- 214214A
- Set down the A version midscreen and run a variety of left/right mixups. You can j6644 over them, you can do a late 662C over short characters, or a 97 for uncrossup and a 98 for a crossup, or do a meaty 66C/2A.
- Corner
- 214214B
- Set down the B version in the corner after a knockdown. You can usually fill the time between set and activation with a blockstring, or just by blocking the opponent's mash. Once the summon is attacking, you can do several variations of mixups. You can IAD jAAA/IAD 2A, you can IAD land 66C, you can raw 66C, or you can do 2AA. Any hit can be confirmed easily into a full combo. Note that the third hit of the clone will whiff on certain characters.
- 214214C
- Only really useful if you only need a single hit to finish off your opponent. While the other two versions are useful to combo out of, this one is extremely hard to do so. To make up for that, it hits more often and for longer, meaning you can run multiple mixups on one summon. Run the same mixups as 214214B here.
- 66C
- Ikumi's 66C is an overhead, but requires IC or a clone super to combo off a raw hit. Doing the 66C with no delay makes the startup very hard to see, as it looks very much like Ikumi is standing or doing a 5C. Mix up with a stand into late 2A to combat fuzzy blocking.
Win Quotes
Japanese | English |
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あら、あなた |
Oh my, |
クッ! |
Agh! |
へちょい攻撃ね… |
Your attacks are terrible... |
泣けッ! |
Cry! (Ikumi is referring to Iori Yagami's quote from The King of Fighters.) |
さっさと |
Hurry up and |
終わりにしない? |
We should end this, you know? |
ハイ終了 |
OK, the end! (Ikumi is referring to Kenshiro from Fist of the North Star.) |
(To Shiori) |
(To Shiori) |
(To Kaori) |
(To Kaori) |
(To Ikumi) |
(To Ikumi) |
Colors
In-game References
External References
- Ikumi's "Red Line of Impulse" is based on Leona Heidern's "Ground Saber", from The King of Fighters series.
- Ikumi's "Bloodstained Cross" is based on Leona Heidern's "X-Calibur", from The King of Fighters series.
- Ikumi's "Skyscraper" is based on Leopold Goenitz's "Yonokaze", from The King of Fighters series.
- Ikumi's "Seperation" is based on Leopold Goenitz's "Yamidoukoku", from The King of Fighters series.
- Ikumi's "Sword of Friendship" is based on Captain Commando's "Captain Storm", as seen in the Marvel vs Capcom series.
MOON References
- The lab in the background is part of the FARGO Research Facilities, where MOON takes place.
- During Ikumi's "Sword of Friendship" move, four of Ikumi's friends from the game MOON appear, in this order: Haruka, Yui, Youko, Kid.