Battle Craze!!/Ikue/C-Side: Difference between revisions
< Battle Craze!! | Ikue
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(Universal mechanics, normals, specials, and ex specials) |
m (So I accidentally put 5SP as -1 at some point) |
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(6 intermediate revisions by 2 users not shown) | |||
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* '''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. | * '''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. | * '''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. | * '''Meter''': C-Ikue can build up to 4 bars of Adrenaline, which she can then spend on a different suite of EX special moves. Additionally, landing her All-Out Attacks grants extra Craze meter depending on how much Adrenaline you currently have. | ||
* '''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. | * '''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. | * '''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. | ||
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| direEffect= Wall bounce | | direEffect= Wall bounce | ||
| description= | | description= | ||
* | *Charged version stats in brackets | ||
* | *Normal version causes a ground tumble, charged version causes a wallbounce | ||
* | *Normal 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. | 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. | ||
}} | }} | ||
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| advHit= +15 | | advHit= +15 | ||
| advBlock= N/A | | advBlock= N/A | ||
| description= Knocks the opponent right to the tip of 2SP range. | | description= Knocks the opponent right to the tip of 2SP range. You can meaty with 2SP afterwards, but you have to time it manually and it leaves you -4 if not canceled. | ||
}} | }} | ||
}} | }} | ||
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| advHit= +1 | | advHit= +1 | ||
| advBlock= -23 | | advBlock= -23 | ||
| description= Interestingly, it uses part of 5GP's animation, granting it obscene range for a Heartbreaker | | description= Interestingly, it uses part of 5GP's animation, granting it obscene range for a Heartbreaker. | ||
}} | }} | ||
}} | }} | ||
===Normals=== | ===Normals=== | ||
====Standing==== | ====Standing==== | ||
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| startup= 10 | | startup= 10 | ||
| advHit= +1 | | advHit= +1 | ||
| advBlock= - | | advBlock= -5 | ||
| description= Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges. | | description= Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges. | ||
}} | }} | ||
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| advHit= +2 | | advHit= +2 | ||
| advBlock= -1 | | 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 | | 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 tight combo and punish windows. | ||
}} | }} | ||
}} | }} | ||
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| advHit= +2 | | advHit= +2 | ||
| advBlock= -1 | | advBlock= -1 | ||
| description= Bog-standard 5LK. Its speed makes it good for combo extensions | | description= Bog-standard 5LK. Its speed makes it good for some combo extensions outside of close 5LP's activation range. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| advHit= - | | advHit= - | ||
| advBlock= - | | advBlock= - | ||
| description= Big, dedicated air-to-air | | description= Big, dedicated air-to-air. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| direEffect = Crumple[Ground Bounce] | | direEffect = Crumple[Ground Bounce] | ||
| description= | | description= | ||
*Brackets represent | *Brackets represent charged version | ||
* | *Charged version floor splats with catch time 24, but only 17 on its Dire Counter ground bounce | ||
*Advances the user on use, but steps back a bit if it isn't canceled into another move | *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 | Ikue's command overhead. Despite its speed, it combos out of every normal in her arsenal except for near max-range 2SP. The charged 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 charged Over Crush to destroy guard bars even faster. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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}} | }} | ||
===Specials=== | ===Specials=== | ||
====Base Specials==== | |||
{{MoveData | {{MoveData | ||
|image=Ikue236P.png | |image=Ikue236P.png | ||
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| direEffect = Crumple | | direEffect = Crumple | ||
| description= | | description= | ||
*Can OTG | |||
*Advances forward on use | *Advances forward on use | ||
*Low-profile | *Low-profile hurtbox can slide under standard fireballs | ||
*Pops the opponent up, catch time 2~7 | *Pops the opponent up, catch time 2~7 | ||
*Only the very last frame is plus on block, but it's difficult to set up | *Only the very last frame is plus on block, but it's difficult to set up | ||
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}} | }} | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| header= no | |||
| version= SK | | version= SK | ||
| damage= 144 | | damage= 144 | ||
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| direEffect = Crumple | | direEffect = Crumple | ||
| description= | | description= | ||
*Can OTG | |||
*Moves about half the screen forward | *Moves about half the screen forward | ||
*Once the move comes out, it gains a low-profile hurtbox that can slide under standard fireballs | |||
*Pops the opponent up, catch time 5~10 | *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. | 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. | ||
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| header= no | | header= no | ||
| version= SP | | version= SP | ||
| damage= 80 | | damage= 80,80,80 (160) | ||
160 | |||
| guard= Mid | | guard= Mid | ||
| startup= 21 | | startup= 21 | ||
| advHit= +16 | | advHit= +16 | ||
| advBlock= -27 | | advBlock= -27~-30 | ||
-30 | |||
| punishState = Dire | | punishState = Dire | ||
| direEffect = Power Launch | | direEffect = Power Launch | ||
| description= | | description= | ||
*Invulnerable frames 1-22 | *Invulnerable frames 1-22 | ||
*Hits three times, | *Hits three times | ||
* | *Can hit more times on block depending on opponent height, changing frame data on block | ||
*Only the first hit you land will apply damage scaling | |||
*Slides forward during startup | *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, | 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, you can usually extend with Slash Kick instead. | ||
}} | }} | ||
}} | }} | ||
===EX Specials=== | |||
====EX Specials==== | |||
All of these moves cost half a bar of Adrenaline. | All of these moves cost half a bar of Adrenaline. | ||
{{MoveData | {{MoveData | ||
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| advBlock= -7 | | advBlock= -7 | ||
| punishState = Dire | | punishState = Dire | ||
| direEffect = | | direEffect = Spinout | ||
| description= | | description= | ||
*Hits five times, but after three hits, it pops the opponent up and prevents any remaining hitboxes from connecting | *Hits five times, but after three hits, it pops the opponent up and prevents any remaining hitboxes from connecting | ||
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| guard= N/A | | guard= N/A | ||
| startup= 21 | | startup= 21 | ||
| advHit= + | | advHit= +31 | ||
| advBlock= N/A | | advBlock= N/A | ||
| punishState = Dire | | punishState = Dire | ||
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{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| version= EX | | version= EX | ||
| damage= 40 | | damage= 40,40,40,40,40,40 (150) | ||
150 | |||
| guard= Mid | | guard= Mid | ||
| startup= 5, 11, 14 | | startup= 5, 11, 14 | ||
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*Three uppercuts; the last one hits four times | *Three uppercuts; the last one hits four times | ||
*Invulnerable frames 1-22, lasting until the middle of the second hit | *Invulnerable frames 1-22, lasting until the middle of the second hit | ||
*Can hit more times on block depending on opponent height | *Can hit more times on block depending on opponent height, changing frame data on block | ||
* | *Only the first hit you land will apply damage scaling | ||
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. | 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. | ||
}} | |||
}} | |||
===Supers=== | |||
====All-Out Attacks==== | |||
{{MoveData | |||
|image=Ikue236236P 1.png | |||
|image2=Ikue236236P 2.png | |||
|name=Infinite Blade | |||
|input=236236P | |||
|data= | |||
{{AttackData(Special)-BC | |||
| damage= 224 | |||
| guard= Mid | |||
| startup= 15 | |||
| advHit= +38 | |||
| advBlock= -27~-25 | |||
| punishState = Dire | |||
| direEffect = N/A | |||
| description= | |||
*Ikue's animation freezes until the disc projectile becomes inactive, locking this move at a maximum of -25 on block | |||
*Follow-up only happens if the disc hits the other player | |||
*Disc barrels through normal projectiles, but will occasionally clash with them instead, especially the moment after it comes out | |||
A decent projectile super. Can combo out of CC Blade Bullet or end combos whenever you want to keep your side. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image=Ikue214214P.png | |||
|name=Killing Blade | |||
|input=214214P | |||
|data= | |||
{{AttackData(Special)-BC | |||
| damage= 248 | |||
| guard= Mid | |||
| startup= 9 | |||
| advHit= +13 | |||
| advBlock= -16 | |||
| punishState = Dire | |||
| direEffect = N/A | |||
| description= | |||
*Advancing super | |||
*Switches sides | |||
Your most damaging All-Out Attack. The ducking dash is enticing, but it doesn't low profile anything and has zero invulnerability frames. In a practical sense, it has the least utility of all your supers and should mostly be used to end combos in a side switch. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image=Ikue236236K 1.png | |||
|image2=Ikue236236K 2.png | |||
|name=Soaring Blade | |||
|input=236236K | |||
|data= | |||
{{AttackData(Special)-BC | |||
| damage= 224 | |||
| guard= Mid | |||
| startup= 15 | |||
| advHit= +20 | |||
| advBlock= -40 | |||
| punishState = Dire | |||
| direEffect = N/A | |||
| description= | |||
*Invulnerable frames 1-7 | |||
In C-Side, this is strictly a reversal super. Even as a reversal, Rage of the Dragon is usually far more worth your time, even being a little less risky. Try to only use it if you really need the Craze Gauge. | |||
}} | |||
}} | |||
====All-Out EX==== | |||
{{MoveData | |||
|image=Ikue214214PP.png | |||
|name=Decimating Blade | |||
|input=214214PP | |||
|data= | |||
{{AttackData(Special)-BC | |||
| damage= 312 | |||
| guard= Mid | |||
| startup= 7 | |||
| advHit= +21 | |||
| advBlock= -16 | |||
| punishState = Dire | |||
| direEffect = N/A | |||
| description= | |||
*Costs 2 Adrenaline bars | |||
*Advancing super | |||
*Invincible frames 1-9 | |||
The invinciblity allows you to use this move as a jumpscare in neutral. Unlike Killing Blade, it doesn't side swap, making it an easier and more conventional combo ender if you're willing to cough up the Adrenaline. | |||
}} | |||
}} | |||
====All-Out Destruction==== | |||
{{MoveData | |||
|image=Ikue236236KK 1.png | |||
|image2=Ikue236236KK 2.png | |||
|image3=Ikue236236KK 3.png | |||
|name=Blade Finale | |||
|input=236236KK | |||
|data= | |||
{{AttackData(Special)-BC | |||
| damage= 400 | |||
| guard= Mid | |||
| startup= 10 | |||
| advHit= +25 | |||
| advBlock= -23 | |||
| punishState = Dire | |||
| direEffect = N/A | |||
| description= | |||
*Costs 3 Adrenaline bars | |||
*No invulnerability | |||
*Frame advantage varies based on which hitbox you land, proximity to the corner, and how high up the opponent is | |||
*Given frame advantage calculated with the second hitbox, midscreen, against a standing C-Ajit | |||
Massive sword attack. Doesn't provide much utility, just a really big and unsafe hitbox. Though, that does mean you can end pretty much any combo with it. | |||
Even if the frame data can vary a lot, Ikue's oki isn't that stellar or complex. Just remember that getup animations are 19 frames long and you're probably good to go. | |||
}} | }} | ||
}} | }} | ||
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[[Category:Battle Craze!!]] | [[Category:Battle Craze!!]] | ||
[[Category:Ikue]] | [[Category:Ikue]] | ||
Latest revision as of 02:46, 14 January 2024
Overview
Playstyle
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 |
---|
Throws
Kenjutsu Practice
5GP |
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Raijin Slash
4GP |
---|
Falling Denjin
j.5GP |
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Heartbreaker
Heartbreaker
5CT while blocking |
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Normals
Standing
5LP (close)
|
---|
5LP (far)
|
---|
5SP
|
---|
5LK (close)
|
---|
5LK (far)
|
---|
5SK (close)
|
---|
5SK (far)
|
---|
Crouching
2LP
|
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2SP
|
---|
2LK
|
---|
2SK
|
---|
Jumping
j.LP
|
---|
j.SP
|
---|
j.LK
|
---|
j.SK
|
---|
Command Normals
Helm Breaker
|
---|
Back Slash
|
---|
Specials
Base Specials
Blade Bullet
236P |
---|
Slash Kick
214P |
---|
Rising Dragon
623P |
---|
EX Specials
All of these moves cost half a bar of Adrenaline.
Blade Inferno
236CT |
---|
Cutting Edge Kick
214CT |
---|
Rage of the Dragon
623CT |
---|
Supers
All-Out Attacks
Infinite Blade
236236P |
---|
Killing Blade
214214P |
---|
Soaring Blade
236236K |
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All-Out EX
Decimating Blade
214214PP |
---|
All-Out Destruction
Blade Finale
236236KK |
---|