Battle Craze!!/Ikue/C-Side: Difference between revisions

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(Universal mechanics, normals, specials, and ex specials)
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==Overview==
==Overview==
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=[[file:G1ikue4.png|link|50px]] '''C-Ikue''' is an all rounder with long range.
|intro=[[file:G1ikue4.png|link|50px]] '''C-Ikue''' is a slightly unusual shotoclone with a heavy emphasis on footsies and the midrange. In her C-side, she gains a strong command overhead and a suite of aggressive EX specials.


|pros=
|pros=
* '''Range''': C-Ikue has long range normals and a non low profilable projectile.
* '''Range''': Ikue has big disjointed normals, an easy way to convert range into damage with 214K, and a non-low-profilable projectile with unique applications.
* '''Air Mobility''': Ikue can air dash and double jump.  
* '''Air Game''': Ikue has an air dash, a double jump, and strong air normals to make the opponent think twice before metting her in the air.
* '''Meter''': C-Ikue has 4 Bars and can use half of her meter to EX her specials.
* '''Meter''': C-Ikue can build up to 4 bars of Adrenaline, which she can then spend on a different suite of EX special moves.
* '''Guard Damage''': C-Ikue can charge both her 6SP and her C-tech, which do significant guard damage when fully charged.  
* '''Guard & Stagger Pressure''': C-Ikue can charge both her 6SP and her C-Tech, which do significant guard damage when fully charged. Additionally, she can apply strong stagger pressure between neutral-on-block options and a unique retreating command normal.
* '''Honesty Is The Best Policy''': Ikue's solid and fundamentals-based game plan makes her easy to pick up and an ideal beginner's choice, even if she's not exactly your average Ryu.
|cons=
|cons=
* '''Ground Mobility''': Ikue's dash moves slower during startup.
* '''Pseudo 5-Framer''': Ikue does have a 4-frame button, but it's a standing close normal with a small activation range. Everything else is 5 frames or slower.
* '''Slow Reversal''': Ikue's main invincible reversal is extremely slow, making it unreliable.
* '''Ground Mobility''': Ikue's admittedly fast run starts slow and speeds up over time, hindering her burst offense.
* '''Slow Reversal''': C-Ikue's meterless reversal is extremely slow, making it unreliable.
* '''Honesty Is The Worst Policy''': Despite being solid, Ikue's pressure, game plan, and combo structure are linear to a fault. C-Ikue's EX specials mitigate this to an extent, but even then, none of her tools are particularly overwhelming.
|tablewidth=80}}
|tablewidth=80}}


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|-
|-
|  style="background-color:#AFAFAF;" | '''Mobility'''
|  style="background-color:#AFAFAF;" | '''Mobility'''
|  style="background-color:#FFFFFF;text-align:center;" | Run
|  style="background-color:#FFFFFF;text-align:center;" | Run, air dash, double jump
|}
|}


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===Universal Mechanics===
===Universal Mechanics===
====Craze Tech====
====Craze Tech====
{{MoveData
|image=Ikuectech.png
|name=Over Crush
|input= 5CT
|data=
  {{AttackData(Special)-BC
  | damage= 144[168]
  | guard= Overhead
  | startup= 21[26]
  | advHit= +48[+43~+56]
  | advBlock= -5[-4]
  | punishState= Dire
  | direEffect= Wall bounce
  | description=
*Hold-button version stats in brackets
*No-hold version causes a ground tumble, held version causes a wallbounce
*No-hold version wallsticks near the corner at +18 on hit
C-Ikue's infamous advancing overhead. Only a frame faster than 6SP, but comes with great damage potential on hit and a ton of guard damage.
}}
}}
====Throws====
{{MoveData
|image=IkueThrowF.png
|name=Kenjutsu Practice
|input= 5GP
|data=
  {{AttackData-BC
  | damage= 120
  | guard= Throw Tech
  | startup= 4
  | advHit= +15
  | advBlock= N/A
  | description= Knocks the opponent right to the tip of 2SP range. Frustratingly, 2SP's active frames end just a tad too soon to meaty with it afterwards.
}}
}}
{{MoveData
|image=IkueThrowB.png
|name=Raijin Slash
|input= 4GP
|data=
  {{AttackData-BC
  | damage= 120
  | guard= Throw Tech
  | startup= 4
  | advHit= +18
  | advBlock= N/A
  | description= Closer hard knockdown, about to the edge of 2LK. Ikue values her space, so you can try to mix up the opponent between pressuring and dashing out afterwards.
}}
}}
{{MoveData
|image=IkueThrowJu.png
|caption=
|name= Falling Denjin
|input= j.5GP
|data=
  {{AttackData-BC
  | damage= 120
  | guard= Throw Tech
  | startup= 2
  | advHit= +34[+20]
  | advBlock= N/A
  | description=
*Brackets represent frame data when comboing into air throw
Ikue's air throw. As per usual, you get a ground bounce if you land a raw air throw, allowing for follow-ups.
  }}
}}
====Heartbreaker====
{{MoveData
|image=IkueHB.png
|caption=
|name= Heartbreaker
|input= 5CT while blocking
|data=
  {{AttackData-BC
  | damage= 32
  | guard= Mid
  | startup= 17
  | advHit= +1
  | advBlock= -23
  | description= Interestingly, it uses part of 5GP's animation, granting it obscene range for a Heartbreaker. In exchange, the game doesn't freeze during the flash, so even some characters' 5SPs can outspeed and block it.
  }}
}}
===Normals===
====Standing====
{{MoveData
|image=IkueclLP.png
|name=5LP (close)
|data=
  {{AttackData-BC
  | damage= 40
  | guard= Mid
  | startup= 7
  | advHit= +1
  | advBlock= -4
  | description= Not very disjointed. Pretty much pure combo filler.
  }}
}}
{{MoveData
|image=Ikue5LP.png
|name=5LP (far)
|data=
  {{AttackData-BC
  | damage= 44
  | guard= Mid
  | startup= 5
  | advHit= +1
  | advBlock= -4
  | description= Also not very disjointed, but still a big, relatively high-damage light button. Won't combo into 5SK at max range. High enough to be viable against air approaches, especially if you walk back.
  }}
}}<br>
{{MoveData
|image=Ikue5SP.png
|name=5SP
|data=
  {{AttackData-BC
  | damage= 88
  | guard= Mid
  | startup= 10
  | advHit= +1
  | advBlock= -1
  | description= Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges.
  }}
}}<br>
{{MoveData
|image=IkueclLK.png
|name=5LK (close)
|data=
  {{AttackData-BC
  | damage= 36
  | guard= Mid
  | startup= 4
  | advHit= +2
  | advBlock= -1
  | description= The only thing standing between Ikue and the true 5-framers. That said, its activation range is very small, making it more well-suited for landing tight combo and punish windows.
  }}
}}
{{MoveData
|image=Ikue5LK.png
|name= 5LK (far)
|data=
  {{AttackData-BC
  | damage= 40
  | guard= Mid
  | startup= 5
  | advHit= +2
  | advBlock= -1
  | description= Bog-standard 5LK. Its speed makes it good for combo extensions, but close 5LP is usually a slight optimization over it.
  }}
}}<br>
{{MoveData
|image=IkueclSK.png
|caption=Essential pressure tool
|name=5SK (close)
|data=
  {{AttackData-BC
  | damage= 96
  | guard= Mid
  | startup= 9
  | advHit= +2
  | advBlock= 0
  | description= On a character that has to set up her positioning just to stay safe at close range, a normal that's neutral on block is a godsend for stagger pressure.
  }}
}}
{{MoveData
|image=Ikue5SK.png
|caption=This Is Knuckle Busters
|name=5SK (far)
|data=
  {{AttackData-BC
  | damage= 96
  | guard= Mid
  | startup= 12
  | advHit= +2
  | advBlock= 0
  | description=
*Advances the user forward on use
Similar applications to close 5SK, but can also serve as a safe way to provoke or force your opponent into action. Mix between this and other normals to make the opponent think twice about how they respond to your advances.
  }}
}}
====Crouching====
{{MoveData
|image=Ikue2LP.png
|name=2LP
|data=
  {{AttackData-BC
  | damage= 40
  | guard= Mid
  | startup= 5
  | advHit= +3
  | advBlock= -1
  | description= Fastest crouching normal. Not bad in stagger pressure. If you're afraid that a standing light will whiff too high for some reason, use this instead.
  }}
}}<br>
{{MoveData
|image=Ikue2SP.png
|caption=The floor is lava, but again
|name=2SP
|data=
  {{AttackData-BC
  | damage= 88
  | guard= Mid
  | startup= 12
  | advHit= 0
  | advBlock= -7
  | description= Quintessential neutral tool. Keeps your opponent on their toes from up to a third of the screen away. Combos into Slash Kick at max range, though you might have to adjust the follow-up.
  }}
}}<br>
{{MoveData
|image=Ikue2LK.png
|name=2LK
|data=
  {{AttackData-BC
  | damage= 40
  | guard= Low
  | startup= 6
  | advHit= +1
  | advBlock= -3
  | description= Ikue's fastest low. Pretty big. Whenever possible, use it in place of 5LK in normal chains for a bit of extra damage.
  }}
}}<br>
{{MoveData
|image=Ikue2SK.png
|name=2SK
|data=
  {{AttackData-BC
  | damage= 120
  | guard= Low
  | startup= 12
  | advHit= +40
  | advBlock= -7
  | description=
*Causes an untechable hard knockdown
Ikue pretty much always has a better option than this in neutral, but the knockdown can't be discounted. If you're looking for setups or breathing room, use this at the end of combos.
  }}
}}
====Jumping====
{{MoveData
|image=IkuejuLP.png
|name=j.LP
|data=
  {{AttackData-BC
  | damage= 40
  | guard= Overhead
  | startup= 5
  | advHit= -
  | advBlock= -
  | description= Fastest air-to-air with a tall vertical hitbox. Good for stuffing airdashes, if your opponent has one.
  }}
}}<br>
{{MoveData
|image=IkuejuSP.png
|name=j.SP
|data=
  {{AttackData-BC
  | damage= 88
  | guard= Overhead
  | startup= 10
  | advHit= -
  | advBlock= -
  | description= Big, dedicated air-to-air for air-to-air footsies.
  }}
}}<br>
{{MoveData
|image=IkuejuLK.png
|name=j.LK
|data=
  {{AttackData-BC
  | damage= 40
  | guard= Overhead
  | startup= 7
  | advHit= -
  | advBlock= -
  | description= Lowest-hitting air normal.
  }}
}}<br>
{{MoveData
|image=IkuejuSK.png
|name=j.SK
|data=
  {{AttackData-BC
  | damage= 88
  | guard= Overhead
  | startup= 9
  | advHit= -
  | advBlock= -
  | description= Swiss Army knife of aggressive aerials. Can be an air-to-air, air-to-ground, or a goated cross-up, all just two frames slower than j.LK.
  }}
}}
====Command Normals====
{{MoveData
|image=Ikue6HP.png
|caption=IN YOUR FACE
|name=Helm Breaker
|data=
  {{AttackData(Special)-BC
  | damage= 96[144]
  | guard= Overhead
  | startup= 22[34]
  | advHit= +1[+34]
  | advBlock= -6
  | punishState = Dire
  | direEffect = Crumple[Ground Bounce]
  | description=
*Brackets represent held-down version
*Held version ground bounces with catch time 24, but only 17 on Dire Counter
*Advances the user on use, but steps back a bit if it isn't canceled into another move
Ikue's command overhead. Despite its speed, it combos out of every normal in her arsenal except for near max-range 2SP. The held version doesn't look too appealing, but it SHREDS the opponent's guard bar. It's even more threatening on C-Ikue, who can cancel it into Over Crush for a double overhead or into held Over Crush to destroy guard bars even faster.
  }}
}}<br>
{{MoveData
|image=Ikue4SP.png
|name=Back Slash
|data=
  {{AttackData(Special)-BC
  | damage= 80
  | guard= Mid
  | startup= 14
  | advHit= -3
  | advBlock= -7
  | punishState = Dire
  | direEffect = Stagger
  | description=
*Backs the user away on use
Your primary juggle combo extender. Can be used in blockstrings to back out of close range, which can make your ender safe or disengage with greater ease.
  }}
}}
===Specials===
{{MoveData
|image=Ikue236P.png
|name=Blade Bullet
|input=236P
|data=
  {{AttackData(Special)-BC
  | version= Both
  | damage= 128
  | guard= Mid
  | startup= 15
  | advHit= -1
  | advBlock= -9
  | punishState = Dire
  | direEffect = Crumple
  | description=
*Frame data assumes point blank
*Can OTG
*Goes away if Ikue gets hit
*Only difference between versions is projectile speed
Use this as a way to provoke a reaction or screw over low profiles. Can find use in neutral every now and again, especially since it slides under traditional fireballs. Don't spam it like a zoner. You will get Dire'd.
  }}
}}<br>
{{MoveData
|image=Ikue214P.png
|caption=Makisenpu Kyakutatsu
|name=Slash Kick
|input=214P
|data=
  {{AttackData(Special)-BC
  | version= LK
  | damage= 144
  | guard= Mid
  | startup= 9
  | advHit= +21~+27
  | advBlock= -5~+1
  | punishState = Dire
  | direEffect = Crumple
  | description=
*Advances forward on use
*Low-profile hitbox can slide under standard fireballs
*Pops the opponent up, catch time 2~7
*Only the very last frame is plus on block, but it's difficult to set up
Short advancing kick attack that knocks down. It's easier to get the late hitbox by buffering it out of 2SP; done properly, this makes LP Slash Kick safe on block and comboable on hit. In an absolute pinch, you can technically even anti-air with it, just don't bet all your money on it.
  }}
  {{AttackData(Special)-BC
  | version= SK
  | damage= 144
  | guard= Mid
  | startup= 15
  | advHit= +24~+30
  | advBlock= -7~-2
  | punishState = Dire
  | direEffect = Crumple
  | description=
*Moves about half the screen forward
*Pops the opponent up, catch time 5~10
Never underestimate the upside-down tatsu. SP Slash Kick is your most potent meterless combo extender, a combo starter at any range, a potent anti-fireball thanks to its low profile, a great combo ender when you don't want to spend resources, and if the opponent is high enough, it can loop into normals and back into itself 2-3 times. That said, don't get too attached to it, otherwise you'll autopilot into it and get Dire punished without fail.
  }}
}}<br>
{{MoveData
|image=Ikue623P 1.png
|image2=Ikue623P 2.png
|image3=Ikue623P 3.png
|name=Rising Dragon
|input=623P
|data=
  {{AttackData(Special)-BC
  | version= LP
  | damage= 120
  | guard= Mid
  | startup= 5
  | advHit= +10
  | advBlock= -24
  | punishState = Dire
  | direEffect = Power Launch
  | description=
*Hitboxes match the sword, not the slash FX
Non-invulnerable meme DP. Use instead of your usual combo ender any time you want to Craze Cancel, as the launch opens up better CC routes. Can work as an extremely committal anti-air, but jumping is so good in Battle Craze that you're usually better off using Ikue's strong air mobility and air-to-airs.
  }}
  {{AttackData(Special)-BC
  | header= no
  | version= SP
  | damage= 80[80][80]
160 total on raw hit
  | guard= Mid
  | startup= 21
  | advHit= +16
  | advBlock= -27 on standing
-30 on crouching
  | punishState = Dire
  | direEffect = Power Launch
  | description=
*Invulnerable frames 1-22
*Hits three times, only hits twice on normal height crouchers
*Multihits scale with each other
*Slides forward during startup
A very slow, but still meterless reversal. Most light buttons and even some heavy buttons are fast enough to block it afterwards, so it's at its best when timed between pressure gaps. If your opponent is covered by projectiles, this can be a cheesy, if incredibly situational, counterplay. At any point where this would be fast enough to end a combo, it
  }}
}}
===EX Specials===
All of these moves cost half a bar of Adrenaline.
{{MoveData
|image=CIkue236CT.png
|name=Blade Inferno
|input=236CT
|data=
  {{AttackData(Special)-BC
  | version= EX
  | damage= 88 (all hits)
  | guard= Mid
  | startup= 11
  | advHit= +17
  | advBlock= -7
  | punishState = Dire
  | direEffect = Spin Launch
  | description=
*Hits five times, but after three hits, it pops the opponent up and prevents any remaining hitboxes from connecting
*This move has better frame data if you land hits 2-4 or hits 3-5, but worse frame data and no knockup if you land the last two hits; frame data assumes point blank
A surprise knockdown at long range or occasionally a projectile delete button, as its hitbox is a bit taller than Blade Bullet and will actually hit conventional fireballs. Thanks to the unconventional risk of landing fewer than three hits of this move, it's not recommended to try and set it up to make it plus without professional levels of experience.
Can also find use when canceled out of 2SP since, unlike Slash Kick, it won't give your opponent a free turn on block.
  }}
}}<br>
{{MoveData
|image=CIkue214CT.png
|caption=Caught you sleepin'
|name=Cutting Edge Kick
|input=214CT
|data=
  {{AttackData(Special)-BC
  | version= EX
  | damage= 120
  | guard= N/A
  | startup= 21
  | advHit= +21
  | advBlock= N/A
  | punishState = Dire
  | direEffect = N/A
  | description=
*Same forward movement as LK Slash Kick
*Pops the opponent up, catch time 11
Slow, advancing command grab. It can jumpscare a blocking foe, but even in that case, Ikue's pressure isn't always strong enough to keep the surprise. Use incredibly sparingly outside of combos and cheeky resets.
When used as a combo launcher at close range, it opens up tighter, but more damaging combo routes than Slash Kick.
  }}
}}<br>
{{MoveData
|image=Ikue623P 1.png
|image2=Ikue623P 2.png
|image3=Ikue623P 3.png
|name=Rage of the Dragon
|input=623CT
|data=
  {{AttackData(Special)-BC
  | version= EX
  | damage= 40[40][40][40][40][40]
150 total on raw hit
  | guard= Mid
  | startup= 5, 11, 14
  | advHit= +13
  | advBlock= -26~-30
  | punishState = Dire
  | direEffect = Power Launch
  | description=
*Three uppercuts; the last one hits four times
*Invulnerable frames 1-22, lasting until the middle of the second hit
*Can hit more times on block depending on opponent height
*Multihits scale with each other
Your most powerful non-AoA combo ender. The meter cost may be intimidating, but this move is fast, tall, advancing, and '''very''' invincible. All in all a great defensive tool, massive commitment notwithstanding.
  }}
}}
{{Navbox-BC}}
[[Category:Battle Craze!!]]
[[Category:Ikue]]
[[Category:C-Side characters]]

Revision as of 22:05, 14 October 2023

Overview

Playstyle
link C-Ikue is a slightly unusual shotoclone with a heavy emphasis on footsies and the midrange. In her C-side, she gains a strong command overhead and a suite of aggressive EX specials.
Pros Cons
  • Range: Ikue has big disjointed normals, an easy way to convert range into damage with 214K, and a non-low-profilable projectile with unique applications.
  • Air Game: Ikue has an air dash, a double jump, and strong air normals to make the opponent think twice before metting her in the air.
  • Meter: C-Ikue can build up to 4 bars of Adrenaline, which she can then spend on a different suite of EX special moves.
  • Guard & Stagger Pressure: C-Ikue can charge both her 6SP and her C-Tech, which do significant guard damage when fully charged. Additionally, she can apply strong stagger pressure between neutral-on-block options and a unique retreating command normal.
  • Honesty Is The Best Policy: Ikue's solid and fundamentals-based game plan makes her easy to pick up and an ideal beginner's choice, even if she's not exactly your average Ryu.
  • Pseudo 5-Framer: Ikue does have a 4-frame button, but it's a standing close normal with a small activation range. Everything else is 5 frames or slower.
  • Ground Mobility: Ikue's admittedly fast run starts slow and speeds up over time, hindering her burst offense.
  • Slow Reversal: C-Ikue's meterless reversal is extremely slow, making it unreliable.
  • Honesty Is The Worst Policy: Despite being solid, Ikue's pressure, game plan, and combo structure are linear to a fault. C-Ikue's EX specials mitigate this to an extent, but even then, none of her tools are particularly overwhelming.

Statistics

Trait "Constant Fight-or-Flight": Ikue can hold up to 4 stocks of Adrenaline. She can also perform EX versions of her Special Moves using half of an Adrenaline stock.
Health 1000
Mobility Run, air dash, double jump

Move Overview

Universal Mechanics

Craze Tech

Over Crush
5CT
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
144[168] Overhead 21[26] - - +48[+43~+56] -5[-4] Dire Wall bounce
  • Hold-button version stats in brackets
  • No-hold version causes a ground tumble, held version causes a wallbounce
  • No-hold version wallsticks near the corner at +18 on hit

C-Ikue's infamous advancing overhead. Only a frame faster than 6SP, but comes with great damage potential on hit and a ton of guard damage.

Throws

Kenjutsu Practice
5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +15 N/A

Knocks the opponent right to the tip of 2SP range. Frustratingly, 2SP's active frames end just a tad too soon to meaty with it afterwards.

Raijin Slash
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +18 N/A

Closer hard knockdown, about to the edge of 2LK. Ikue values her space, so you can try to mix up the opponent between pressuring and dashing out afterwards.

Falling Denjin
j.5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +34[+20] N/A
  • Brackets represent frame data when comboing into air throw

Ikue's air throw. As per usual, you get a ground bounce if you land a raw air throw, allowing for follow-ups.

Heartbreaker

Heartbreaker
5CT while blocking
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Interestingly, it uses part of 5GP's animation, granting it obscene range for a Heartbreaker. In exchange, the game doesn't freeze during the flash, so even some characters' 5SPs can outspeed and block it.

Normals

Standing

5LP (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 7 - - +1 -4

Not very disjointed. Pretty much pure combo filler.

5LP (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 5 - - +1 -4

Also not very disjointed, but still a big, relatively high-damage light button. Won't combo into 5SK at max range. High enough to be viable against air approaches, especially if you walk back.


5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 10 - - +1 -1

Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges.


5LK (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +2 -1

The only thing standing between Ikue and the true 5-framers. That said, its activation range is very small, making it more well-suited for landing tight combo and punish windows.

5LK (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +2 -1

Bog-standard 5LK. Its speed makes it good for combo extensions, but close 5LP is usually a slight optimization over it.


5SK (close)
Essential pressure tool
Essential pressure tool
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 - - +2 0

On a character that has to set up her positioning just to stay safe at close range, a normal that's neutral on block is a godsend for stagger pressure.

5SK (far)
This Is Knuckle Busters
This Is Knuckle Busters
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 12 - - +2 0
  • Advances the user forward on use

Similar applications to close 5SK, but can also serve as a safe way to provoke or force your opponent into action. Mix between this and other normals to make the opponent think twice about how they respond to your advances.

Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +3 -1

Fastest crouching normal. Not bad in stagger pressure. If you're afraid that a standing light will whiff too high for some reason, use this instead.


2SP
The floor is lava, but again
The floor is lava, but again
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 12 - - 0 -7

Quintessential neutral tool. Keeps your opponent on their toes from up to a third of the screen away. Combos into Slash Kick at max range, though you might have to adjust the follow-up.


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Low 6 - - +1 -3

Ikue's fastest low. Pretty big. Whenever possible, use it in place of 5LK in normal chains for a bit of extra damage.


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 12 - - +40 -7
  • Causes an untechable hard knockdown

Ikue pretty much always has a better option than this in neutral, but the knockdown can't be discounted. If you're looking for setups or breathing room, use this at the end of combos.

Jumping

j.LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 5 - - - -

Fastest air-to-air with a tall vertical hitbox. Good for stuffing airdashes, if your opponent has one.


j.SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Overhead 10 - - - -

Big, dedicated air-to-air for air-to-air footsies.


j.LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 7 - - - -

Lowest-hitting air normal.


j.SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Overhead 9 - - - -

Swiss Army knife of aggressive aerials. Can be an air-to-air, air-to-ground, or a goated cross-up, all just two frames slower than j.LK.

Command Normals

Helm Breaker
IN YOUR FACE
IN YOUR FACE
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96[144] Overhead 22[34] - - +1[+34] -6 Dire Crumple[Ground Bounce]
  • Brackets represent held-down version
  • Held version ground bounces with catch time 24, but only 17 on Dire Counter
  • Advances the user on use, but steps back a bit if it isn't canceled into another move

Ikue's command overhead. Despite its speed, it combos out of every normal in her arsenal except for near max-range 2SP. The held version doesn't look too appealing, but it SHREDS the opponent's guard bar. It's even more threatening on C-Ikue, who can cancel it into Over Crush for a double overhead or into held Over Crush to destroy guard bars even faster.


Back Slash
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Mid 14 - - -3 -7 Dire Stagger
  • Backs the user away on use

Your primary juggle combo extender. Can be used in blockstrings to back out of close range, which can make your ender safe or disengage with greater ease.

Specials

Blade Bullet
236P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Both 128 Mid 15 - - -1 -9 Dire Crumple
  • Frame data assumes point blank
  • Can OTG
  • Goes away if Ikue gets hit
  • Only difference between versions is projectile speed

Use this as a way to provoke a reaction or screw over low profiles. Can find use in neutral every now and again, especially since it slides under traditional fireballs. Don't spam it like a zoner. You will get Dire'd.


Slash Kick
214P
Makisenpu Kyakutatsu
Makisenpu Kyakutatsu
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 144 Mid 9 - - +21~+27 -5~+1 Dire Crumple
  • Advances forward on use
  • Low-profile hitbox can slide under standard fireballs
  • Pops the opponent up, catch time 2~7
  • Only the very last frame is plus on block, but it's difficult to set up

Short advancing kick attack that knocks down. It's easier to get the late hitbox by buffering it out of 2SP; done properly, this makes LP Slash Kick safe on block and comboable on hit. In an absolute pinch, you can technically even anti-air with it, just don't bet all your money on it.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
SK 144 Mid 15 - - +24~+30 -7~-2 Dire Crumple
  • Moves about half the screen forward
  • Pops the opponent up, catch time 5~10

Never underestimate the upside-down tatsu. SP Slash Kick is your most potent meterless combo extender, a combo starter at any range, a potent anti-fireball thanks to its low profile, a great combo ender when you don't want to spend resources, and if the opponent is high enough, it can loop into normals and back into itself 2-3 times. That said, don't get too attached to it, otherwise you'll autopilot into it and get Dire punished without fail.


Rising Dragon
623P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 5 - - +10 -24 Dire Power Launch
  • Hitboxes match the sword, not the slash FX

Non-invulnerable meme DP. Use instead of your usual combo ender any time you want to Craze Cancel, as the launch opens up better CC routes. Can work as an extremely committal anti-air, but jumping is so good in Battle Craze that you're usually better off using Ikue's strong air mobility and air-to-airs.

SP 80[80][80]

160 total on raw hit

Mid 21 - - +16 -27 on standing

-30 on crouching

Dire Power Launch
  • Invulnerable frames 1-22
  • Hits three times, only hits twice on normal height crouchers
  • Multihits scale with each other
  • Slides forward during startup

A very slow, but still meterless reversal. Most light buttons and even some heavy buttons are fast enough to block it afterwards, so it's at its best when timed between pressure gaps. If your opponent is covered by projectiles, this can be a cheesy, if incredibly situational, counterplay. At any point where this would be fast enough to end a combo, it

EX Specials

All of these moves cost half a bar of Adrenaline.

Blade Inferno
236CT
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
EX 88 (all hits) Mid 11 - - +17 -7 Dire Spin Launch
  • Hits five times, but after three hits, it pops the opponent up and prevents any remaining hitboxes from connecting
  • This move has better frame data if you land hits 2-4 or hits 3-5, but worse frame data and no knockup if you land the last two hits; frame data assumes point blank

A surprise knockdown at long range or occasionally a projectile delete button, as its hitbox is a bit taller than Blade Bullet and will actually hit conventional fireballs. Thanks to the unconventional risk of landing fewer than three hits of this move, it's not recommended to try and set it up to make it plus without professional levels of experience. Can also find use when canceled out of 2SP since, unlike Slash Kick, it won't give your opponent a free turn on block.


Cutting Edge Kick
214CT
Caught you sleepin'
Caught you sleepin'
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
EX 120 N/A 21 - - +21 N/A Dire N/A
  • Same forward movement as LK Slash Kick
  • Pops the opponent up, catch time 11

Slow, advancing command grab. It can jumpscare a blocking foe, but even in that case, Ikue's pressure isn't always strong enough to keep the surprise. Use incredibly sparingly outside of combos and cheeky resets. When used as a combo launcher at close range, it opens up tighter, but more damaging combo routes than Slash Kick.


Rage of the Dragon
623CT
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
EX 40[40][40][40][40][40]

150 total on raw hit

Mid 5, 11, 14 - - +13 -26~-30 Dire Power Launch
  • Three uppercuts; the last one hits four times
  • Invulnerable frames 1-22, lasting until the middle of the second hit
  • Can hit more times on block depending on opponent height
  • Multihits scale with each other

Your most powerful non-AoA combo ender. The meter cost may be intimidating, but this move is fast, tall, advancing, and very invincible. All in all a great defensive tool, massive commitment notwithstanding.

Battle Craze Navigation

General
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AjitCLS
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Ci-CiCLS
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