Eternal Fighter Zero/Ikumi Amasawa: Difference between revisions
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{{EFZFeedback}} | |||
[[image:ikumi-efz.png |<center><font size="4"><b>Amasawa Ikumi</b></font></center>|frame|right]] | [[image:ikumi-efz.png |<center><font size="4"><b>Amasawa Ikumi</b></font></center>|frame|right]] | ||
{{TOClimit|2}} | {{TOClimit|2}} | ||
== Introduction == | == Introduction == | ||
'''Amasawa Ikumi''' (天沢 郁未) is a rushdown heavy character, equipped with a very fast dash, command throw, standing overhead, two air dashes, and high priority on many of her moves. | '''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 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) | '''Stage:''' FARGO Research Facilities (FARGO研究施設) | ||
Line 13: | Line 16: | ||
== Character-Specific Notes == | == Character-Specific Notes == | ||
* Ikumi | * Ikumi can airdash '''twice'''. | ||
* Ikumi | * Ikumi is one of a few characters who gain [[Eternal_Fighter_Zero/Advanced_Mechanics#Jump_Startup_Specifics|some throw invincibility]] after double jumping. | ||
* Ikumi has a "Blood" meter underneath her life gauge, which is split up into 8 bars. | * 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: | ||
:* | :* '''B'''lood '''L'''evel 1 (0-2 filled bars): Meter is red. Ikumi's initial and weakest state. | ||
:* Blood Level 2 (3-5 filled bars): Meter is orange. | :* 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. | :* Blood Level 3 (6-8 filled bars): Meter is yellow. Ikumi's special moves improve yet again. They still cost the same amount. | ||
* When Ikumi's Blood gauge is completely filled, Ikumi automatically performs the | :* GENOCIDE: When Ikumi's Blood gauge is completely filled, Ikumi automatically performs the [[Eternal_Fighter_Zero/Ikumi_Amasawa#GC_Activation|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 == | == Normal Moves == | ||
{{FrameDataLegend-EFZ}} | |||
=== Standing === | |||
====== <font style="visibility:hidden" size="0">5A</font> ====== | |||
====== <font style="visibility:hidden" size="0">5A</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= Ikumi5a.png | |image= Ikumi5a.png | ||
Line 37: | Line 38: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 200 | |damage= 200 | ||
|proration=93% | |||
|juggle=90 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 44: | Line 47: | ||
|advHit= +3 | |advHit= +3 | ||
|advBlock= +2 | |advBlock= +2 | ||
|cancel= N | |cancel= N SP J IC R | ||
|description= Ikumi quickly swipes her open hand at the opponent's face. A typical 5A attack. Short, quick, and comboable | |description= Ikumi quickly swipes her open hand at the opponent's face. A typical 5A attack. Short, quick, and comboable. Once further than point-blank range, it will whiff over some crouching opponents due to the angle of the arm. Angled excellently for anti-air after an RG. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">c5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumic5b.png | |image= Ikumic5b.png | ||
|caption= | |caption= | ||
|name= | |name= c5B | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= c5B | |||
|damage= 390 | |damage= 390 | ||
|proration=93% | |||
|juggle=120 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 64: | Line 70: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= N | |cancel= N SP JH IC f5B 2B | ||
|description= Ikumi slashes her hand downward at the opponent's torso. This move spills | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= c5B (Genocide) | |||
|damage= 390 | |||
|proration=93% | |||
|juggle=120 | |||
|guard= Ground | |||
|property= | |||
|startup= 6 | |||
|active= 2 | |||
|recovery= 14 | |||
|advHit= +1 | |||
|advBlock= -1 | |||
|cancel= N SP JH IC f5B 2B | |||
|description= Ikumi slashes her hand downward at the opponent's torso. This move spills about a quarter of a blood bar on hit. Useful on oki if the opponent has only low/high invulerable DPs available, as it will catch both. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">f5B</font> ====== | ====== <font style="visibility:hidden" size="0">f5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumif5b.png | |image= Ikumif5b.png | ||
|caption= | |caption= | ||
|name= | |name=f5B | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= f5B | |||
|damage= 410 | |damage= 410 | ||
|proration=92.5% | |||
|juggle=120 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
|startup= | |startup=8 / 8.33 | ||
|active= | |active=3 / 2.66 | ||
|recovery= 13 | |recovery= 13 | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= N | |cancel= N SP JH IC | ||
|description= Ikumi stabs out her hand at the opponent's face. This move spills | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= f5B (Genocide) | |||
|damage= 410 | |||
|proration=92.5% | |||
|juggle=120 | |||
|guard= Ground | |||
|property= | |||
|startup= 8 / 8.33 | |||
|active= 3 / 2.66 | |||
|recovery= 10 | |||
|advHit= +4 | |||
|advBlock= +2 | |||
|cancel= N SP JH IC | |||
|description= Ikumi stabs out her hand at the opponent's face. This move spills about a quarter of a blood bar on hit. It's not much of a poke and is usually only used in combos. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi5c.png | |image= Ikumi5c.png | ||
|caption= | |image2= EFZ Ikumi 5C 1.png | ||
|caption= Active frames 1-2 | |||
|caption2= Active frames 3-4 | |||
|name= 5C | |name= 5C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= 5C | |||
|damage= 580 | |damage= 580 | ||
|proration=92% | |||
|juggle=120 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 104: | Line 150: | ||
|advHit= 0 | |advHit= 0 | ||
|advBlock= -2 | |advBlock= -2 | ||
|cancel= | |cancel= SP J IC | ||
|description= Ikumi does | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 5C (Genocide) | |||
|damage= 580 | |||
|proration=92% | |||
|juggle=120 | |||
|guard= Ground | |||
|property= | |||
|startup= 12 | |||
|active= 4 | |||
|recovery= 16 | |||
|advHit= +4 | |||
|advBlock= +2 | |||
|cancel= SP J IC | |||
|description= Ikumi does an axe kick. If the first 2 active frames hit an aerial opponent, they will be slammed to the ground at a 45-degree angle. If the opponent hits the corner before hitting the ground, they will wallbounce. This makes the move absolutely critical for Ikumi's corner juggles, but it is also used in non-juggle combos. | |||
}} | }} | ||
}} | }} | ||
=== Crouching === | === Crouching === | ||
====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi2a.png | |image= Ikumi2a.png | ||
Line 118: | Line 180: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 180 | |damage= 180 | ||
|proration=93% | |||
|juggle=90 | |||
|guard= Low | |guard= Low | ||
|property= | |property= | ||
Line 125: | Line 189: | ||
|advHit= 0 | |advHit= 0 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= N | |cancel= N SP J IC R | ||
|description= Ikumi claws out with her hand down at the opponent's feet. A typical 2A attack. Weaker than 5A but hits low and is the starter for many of Ikumi's combos. Essential for the high-low mixup. | |description= Ikumi claws out with her hand down at the opponent's feet. A typical 2A attack. Weaker than 5A but hits low and is the starter for many of Ikumi's combos. Essential for the high-low mixup. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi2b.png | |image= Ikumi2b.png | ||
Line 137: | Line 201: | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= 2B | |||
|damage= 400 | |damage= 400 | ||
|proration=92.5% | |||
|juggle=120 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 145: | Line 212: | ||
|advHit= 0 | |advHit= 0 | ||
|advBlock= -2 | |advBlock= -2 | ||
|cancel= N | |cancel= N SP J IC | ||
|description= Ikumi stabs her open hand out at the opponent's shins. This move spills | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 2B (Genocide) | |||
|damage= 400 | |||
|proration=92.5% | |||
|juggle=120 | |||
|guard= Ground | |||
|property= | |||
|startup= 7 | |||
|active= 2 | |||
|recovery= 12 | |||
|advHit= +3 | |||
|advBlock= +1 | |||
|cancel= N SP J IC | |||
|description= Ikumi stabs her open hand out at the opponent's shins. This move spills about a quarter of a blood bar on hit. Doesn't hit low, and like f5B this move is mostly combo fodder. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi2c.png | |image= Ikumi2c.png | ||
Line 157: | Line 240: | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= 2C | |||
|damage= 580 | |damage= 580 | ||
|proration=92% | |||
|juggle=120 | |||
|proration= | |||
|juggle= | |||
|guard= Low | |guard= Low | ||
|property= | |property= | ||
Line 165: | Line 253: | ||
|advHit= / | |advHit= / | ||
|advBlock= -7 | |advBlock= -7 | ||
|cancel= | |cancel= SP IC | ||
|description= Ikumi does a sliding sweep | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 2C (Genocide) | |||
|damage= 580 | |||
|proration=92% | |||
|juggle=120 | |||
|guard= Low | |||
|property= | |||
|startup= 11 | |||
|active= 12 | |||
|recovery= 16 | |||
|advHit= / | |||
|advBlock= -6 | |||
|cancel= SP IC | |||
|description= Ikumi does a sliding sweep across about 1/3 of the screen. Knocks down the opponent on hit, like any sweep. This move is okay to throw out in neutral, but her dashing buttons are far better. | |||
}} | }} | ||
}} | }} | ||
=== Jumping === | === Jumping === | ||
====== <font style="visibility:hidden" size="0">j5A</font> ====== | ====== <font style="visibility:hidden" size="0">j5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumij5a.png | |image= Ikumij5a.png | ||
Line 179: | Line 283: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 220 | |damage= 220 | ||
|proration=92.5% | |||
|juggle=90 | |||
|guard= High | |guard= High | ||
|property= | |property= | ||
Line 187: | Line 293: | ||
|advBlock= / | |advBlock= / | ||
|cancel= N J AD IC R | |cancel= N J AD IC R | ||
|description= Ikumi stabs her | |description= Ikumi stabs down with her hand. Probably Ikumi's most reliable jump-in normal. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j5B</font> ====== | ====== <font style="visibility:hidden" size="0">j5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumij5b.png | |image= Ikumij5b.png | ||
|caption= | |caption= | ||
|image2= EFZ_Ikumi_jB_1.png | |||
|name= j5B | |name= j5B | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 300 | |damage= 300 | ||
|proration=93% | |||
|juggle=120 | |||
|guard= High | |guard= High | ||
|property= | |property= | ||
Line 210: | Line 319: | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |||
|damage= 250 | |damage= 250 | ||
|proration=93% | |||
|juggle=120 | |||
|guard= High | |guard= High | ||
|property= | |property= | ||
Line 219: | Line 331: | ||
|advBlock= / | |advBlock= / | ||
|cancel= N J AD IC | |cancel= N J AD IC | ||
|description= Ikumi slashes her hand | |description= Ikumi slashes her hand below her, and then stabs it out above her. This move spills 1/4 bars of blood if it hits. Has two hits, but Ikumi usually cancels this move after the first to keep the opponent level with her. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j5C</font> ====== | ====== <font style="visibility:hidden" size="0">j5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumij5c.png | |image= Ikumij5c.png | ||
Line 231: | Line 343: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 620 | |damage= 620 | ||
|proration=92% | |||
|juggle=120 | |||
|guard= High | |guard= High | ||
|property= | |property= | ||
Line 239: | Line 353: | ||
|advBlock= / | |advBlock= / | ||
|cancel= J AD IC | |cancel= J AD IC | ||
|description= Ikumi flips around and | |description= Ikumi flips around and kicks above her. If this move hits a midair opponent it will launch them far away and slightly up. This is a vitally important move in any Ikumi juggle due to both the damage it deals and the way the opponent is launched when in the corner. | ||
}} | }} | ||
}} | }} | ||
=== Dashing === | === Dashing === | ||
====== <font style="visibility:hidden" size="0">66A</font> ====== | ====== <font style="visibility:hidden" size="0">66A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi66a.png | |image= Ikumi66a.png | ||
Line 252: | Line 366: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 200 | |damage= 200 | ||
|proration=93% | |||
|juggle=90 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 259: | Line 375: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= 0 | |advBlock= 0 | ||
|cancel= | |cancel= SP IC | ||
|description= Ikumi stabs out her hand at the opponent's face. This move is neutral on block, meaning that with Ikumi's quick 2A/5A you can beat out characters with slower buttons. This move can be comboed into Ikumi's command | |description= Ikumi stabs out her hand at the opponent's face. This move is neutral on block, meaning that with Ikumi's quick 2A/5A you can beat out characters with slower buttons. This move can be comboed into Ikumi's command throw. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">66B</font> ====== | ====== <font style="visibility:hidden" size="0">66B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi66b.png | |image= Ikumi66b.png | ||
Line 272: | Line 388: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 430 | |damage= 430 | ||
|proration=94% | |||
|juggle=120 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 279: | Line 397: | ||
|advHit= +1 | |advHit= +1 | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= | |cancel= SP JH IC | ||
|description= Ikumi stabs out her hand at the opponent's face. This move spills | |description= Ikumi stabs out her hand at the opponent's face. This move spills about a quarter of a blood bar on hit. Used as a quick dashing poke that you can confirm into IC 662C, or to complete her BnB into her command throw. In order to combo to the command throw, you must delay the throw a little bit. | ||
* In GENOCIDE, this move will launch on hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">66C</font> ====== | ====== <font style="visibility:hidden" size="0">66C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi66c.png | |image= Ikumi66c.png | ||
Line 291: | Line 410: | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= 66C | |||
|damage= 450 | |damage= 450 | ||
|proration=85% | |||
|juggle=120 | |||
|guard= High | |guard= High | ||
|property= | |property= | ||
|startup= 21 | |startup= 21 / 21.33 | ||
|active= 2 | |active= 2 / 1.66 | ||
|recovery= | |recovery= 24 | ||
|advHit= -2 | |advHit= -2 / -1.66 | ||
|advBlock= -4 | |advBlock= -4 / -3.66 | ||
|cancel= IC | |cancel= IC | ||
|description= Ikumi raises her foot slowly | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 66C (Genocide) | |||
|damage= 450 | |||
|proration=85% | |||
|juggle=120 | |||
|guard= High | |||
|property= | |||
|startup= 21 / 21.33 | |||
|active= 2 / 1.66 | |||
|recovery= 15 | |||
|advHit= +7 / +7.33 | |||
|advBlock= +5 / +5.33 | |||
|cancel= SP IC | |||
|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). | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">662A</font> ====== | ====== <font style="visibility:hidden" size="0">662A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi662a.png | |image= Ikumi662a.png | ||
Line 312: | Line 451: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 180 | |damage= 180 | ||
|proration=93% | |||
|juggle=90 | |||
|guard= Low | |guard= Low | ||
|property= | |property= | ||
Line 319: | Line 460: | ||
|advHit= -2 | |advHit= -2 | ||
|advBlock= -3 | |advBlock= -3 | ||
|cancel= | |cancel= SP IC | ||
|description= Ikumi claws out with her hand at the opponent's shin. | |description= Ikumi claws out with her hand at the opponent's shin. Like Ikumi's 66A, this is a lightning fast poke and is comboable into 41236C, but it hits low at the cost of worse damage and frame advantage. | ||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">662B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi662b.png | |image= Ikumi662b.png | ||
Line 331: | Line 472: | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= 662B | |||
|damage= 400 | |damage= 400 | ||
|proration=92.5% | |||
|juggle=120 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
Line 339: | Line 483: | ||
|advHit= -2 | |advHit= -2 | ||
|advBlock= -4 | |advBlock= -4 | ||
|cancel= | |cancel= SP IC | ||
|description= Ikumi stabs her | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 662B (Genocide) | |||
|damage= 400 | |||
|guard= Ground | |||
|property= | |||
|startup= 8 | |||
|active= 3 | |||
|recovery= 12 | |||
|advHit= +2 | |||
|advBlock= 0 | |||
|cancel= SP IC | |||
|description= Ikumi stabs her hand out at the opponent's shins. This move spills about a quarter of a blood bar on hit. Similar usefulness with the 66B. | |||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">662C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi662c.png | |image= Ikumi662c.png | ||
Line 351: | Line 509: | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= 662C | |||
|damage= 450 | |damage= 450 | ||
|proration=88% | |||
|juggle=180 | |||
|guard= Ground | |guard= Ground | ||
|property= | |property= | ||
|startup= 7 | |startup= 7 | ||
|active= 6 | |active= 6 | ||
|recovery= | |recovery= 30.66 | ||
|advHit= / | |advHit= / | ||
|advBlock= -21.33 | |advBlock= -21.33 | ||
|cancel= JH IC | |cancel= JH IC | ||
|description= Ikumi does a | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 662C (Genocide) | |||
|damage= 450 | |||
|proration=88% | |||
|juggle=180 | |||
|guard= Ground | |||
|property= | |||
|startup= 7 | |||
|active= 6 | |||
|recovery= 28.66 | |||
|advHit= / | |||
|advBlock= -19.33 | |||
|cancel= J IC | |||
|description= Ikumi does a running hop and kicks up very quickly. If this move hits a grounded opponent, they will be launched far away and slightly up. This move comes out extremely fast, has a huge hitbox, and starts combos in the corner, but has ridiculously long recovery and is not jump-cancellable when blocked. Using this move by itself is an all-or-nothing gamble, and chances are you will be heavily punished. It is much better to use this move only for launching someone in the middle of a corner combo. Jump cancelling this move counts as a double jump. | |||
* In GENOCIDE this move can be jump cancelled on block and leaves the opponent much closer on hit, giving it safety and midscreen combo potential. | |||
}} | }} | ||
}} | }} | ||
=== | === Throws === | ||
====== <font style=" | ====== <font style="display:none" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= EFZ_Ikumi_Amawasa_GroundGrab.png | |image= EFZ_Ikumi_Amawasa_GroundGrab.png | ||
|caption= | |caption= | ||
|name= Ground | |name= Ground Throw | ||
|input= Close 6C/4C | |input= Close 6C/4C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 900 | |damage= 0 + 900 | ||
|guard= | |guard= Throw | ||
|property= | |property= I: 5 - 5.66 | ||
|startup= 5 | |startup= 5.33 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= 30 | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= | |cancel= None | ||
|description= Ikumi grabs the opponent by the neck, wrings it, and tosses them away. If this | |description= Ikumi grabs the opponent by the neck, wrings it, and tosses them away. If this throw is done immediately after summoning 214214B clone, the clone will hit the opponent after the throw and Ikumi can continue the combo. | ||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= EFZ_Ikumi_Amawasa_AirGrab.png | |image= EFZ_Ikumi_Amawasa_AirGrab.png | ||
|caption= | |caption= | ||
|name= Air | |name= Air Throw | ||
|input= Close j6C | |input= Close j6C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 1200 | |damage= 0 + 1200 | ||
|guard= | |guard= Throw | ||
|property= | |property= I: 2 - 2.66 | ||
|startup= 2 | |startup= 2 | ||
|active= 1 | |active= 1 | ||
Line 402: | Line 580: | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= | |cancel= None | ||
|description= Ikumi grabs the opponent, stabs them, and they explode in a red burst. Both Ikumi and the opponent are flung away from each other at high speeds. Average range on this | |description= Ikumi grabs the opponent, stabs them, and they explode in a red burst. Both Ikumi and the opponent are flung away from each other at high speeds. Ikumi can very easily dash up in time for oki, though. Average range on this throw, but combined with Ikumi's fast movement, becomes very threatening. | ||
}} | }} | ||
}} | }} | ||
Line 409: | Line 587: | ||
== Special Moves == | == Special Moves == | ||
====== <font style="display:none" size="0">236*</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= Ikumi236.png | |image= Ikumi236.png | ||
|caption= | |caption= | ||
|name= Red Line of Impulse | |name= Red Line of Impulse <br> 衝動の赤い線 | ||
|input= 236* | |input= 236* | ||
|data= | |data= 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. | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= A | |version= A/B (Lv.1) | ||
|damage= 550 | |damage= 550 | ||
|guard= Ground | |guard= Ground | ||
|startup= 20 | |property= / | ||
|startup= 20.33~56 | |||
|active= 3 | |active= 3 | ||
|recovery= 23 | |recovery= 23 | ||
Line 431: | Line 607: | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= A (Genocide) | |||
|damage= 550 | |||
|guard= Ground | |||
|property= / | |||
|startup= 20.33~56 | |||
|active= 3 | |||
|recovery= 19 | |||
|advHit= +2 | |||
|advBlock= 0 | |||
|cancel= IC | |||
|description= * Does not cost blood to use. | |||
* A decent move to use in the middle of combos, as it helps push the opponent closer to the corner. | |||
* Not too useful when used alone. It's pretty easy to counter if blocked, and even on hit, you are at a slight frame disadvantage. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 437: | Line 629: | ||
|damage= 250 x 2 | |damage= 250 x 2 | ||
|guard= Ground | |guard= Ground | ||
|startup= 20 | |property= / | ||
|startup= 20.33~56 | |||
|active= 3 x 2 | |active= 3 x 2 | ||
|recovery= 23 | |recovery= 23 | ||
Line 443: | Line 636: | ||
|advBlock= -1 | |advBlock= -1 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Hits 2 times, uses up 1 blood bar, and spills around 1.5 bars of blood if it hits. | ||
* Not very useful. It does less damage than the A version, still minus on block, and it uses up 1 whole bar of blood too. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= B (Lv.3) | |version= B (Lv.3/Genocide) | ||
|damage= 250 x 3 | |damage= 250 x 3 | ||
|guard= Ground | |guard= Ground | ||
|startup= 20 | |property= / | ||
|startup= 20.33~56 | |||
|active= 3 x 3 | |active= 3 x 3 | ||
|recovery= 21 | |recovery= 21 | ||
Line 456: | Line 651: | ||
|advBlock= +4 | |advBlock= +4 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Hits 3 times. | ||
* An excellent move. The player has frame advantage even if the move is blocked, and there is enough advantage on hit to link back to 5A, restarting the move string in the same combo. | |||
* It is even possible to combo into "Separation" after this move. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 463: | Line 660: | ||
|damage= 720 | |damage= 720 | ||
|guard= Ground | |guard= Ground | ||
|startup= 20 | |property= / | ||
|startup=20.33~56 | |||
|active= 3 | |active= 3 | ||
|recovery= 23 | |recovery= 23 | ||
Line 469: | Line 667: | ||
|advBlock= -4 | |advBlock= -4 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Same as the A version, except this move spills around 1.5 bars of blood if it hits. Not useful at all. If you have the chance to use this in a combo, you should probably be using the RF meter to do an IC instead. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 476: | Line 674: | ||
|damage= 800 | |damage= 800 | ||
|guard= Ground | |guard= Ground | ||
|startup= 20 | |property= I: 0.33-18.00~53.66 | ||
|startup= 20.33~56 | |||
|active= 3 | |active= 3 | ||
|recovery= 23 | |recovery= 23 | ||
Line 482: | Line 681: | ||
|advBlock= -4 | |advBlock= -4 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Has some invulnerability, and will launch the opponent if it hits. Useful if you have BIC and need to carry the opponent to the corner. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= C (Lv.3) | |version= C (Lv.3/Genocide) | ||
|damage= 850 | |damage= 850 | ||
|guard= Ground | |guard= Ground | ||
|startup= 20 | |property= I: 0.33-12.00~47.66, A: 12.33~48.00-37.00~72.66 | ||
|startup= 20.33~56 | |||
|active= 3 | |active= 3 | ||
|recovery= 23 | |recovery= 23 | ||
Line 495: | Line 695: | ||
|advBlock= -4 | |advBlock= -4 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Once the invincibility ends, the rest of the move is almost fully armored. A very shoddy reversal option, but Ikumi doesn't have much better. | ||
* Doesn't launch the opponent. | |||
}} | |||
}} | |||
A | |||
* | |||
====== <font style="display:none" size="0">623*</font> ====== | |||
====== <font style=" | |||
{{MoveData | {{MoveData | ||
|image= Ikumi623.png | |image= Ikumi623.png | ||
|caption= | |caption= | ||
|name= Bloodstained Cross | |name= Bloodstained Cross <br> 血染めの十字架 | ||
|input= 623* | |input= 623* | ||
|data= | |data= 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. <br> | ||
In GENOCIDE the opponent will be launched on hit instead of instantly being knocked down. | |||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= A | |version= A/B (Lv.1) | ||
|damage= 520 | |damage= 520 | ||
|guard= High | |guard= High | ||
|property= / | |||
|startup= 36 | |startup= 36 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= 17.66 | ||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= -5.66 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= A (Genocide) | |||
|damage= 520 | |||
|guard= High | |||
|property= / | |||
|startup= 36 | |||
|active= 10 | |||
|recovery= 17.66 | |||
|advHit= / | |||
|advBlock= -5.66 | |||
|cancel= IC | |||
|description= * Does not cost blood to use. | |||
* Spills 0.5 to 1 bars of blood on hit. | |||
* The only version that is unsafe on block. | |||
* VERY slow for an overhead. | |||
* Ikumi jumps high enough to actually leap over most crouches in this version, turning an overhead into a crossup-overhead. However, Ikumi should never attempt this, as standing up denies the crossup (unless in the very last frames of startup), making it no harder to react to. The only character this gimmick is "okay" on is Mayu who gets crossed up even while standing. | |||
* In GENOCIDE Ikumi can be combo out of this with IC... but she won't be using this version over 623B/C. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 553: | Line 746: | ||
|damage= 1000 | |damage= 1000 | ||
|guard= High | |guard= High | ||
|property= / | |||
|startup= 31 | |startup= 31 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= 10.33 | ||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= +1.66 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Faster, does more damage, and plus on block. | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= B (Lv.3) | |version= B (Lv.3/Genocide) | ||
|damage= 1250 | |damage= 1250/520 | ||
|guard= High | |guard= High | ||
|property= / | |||
|startup= 25 | |startup= 25 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= 8.66 | ||
|advHit= / | |advHit= / | ||
|advBlock= +3 | |advBlock= +3 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Comes out even quicker and lower to the ground. | ||
* This is the fastest version of the move. It's still not very good. | |||
* In GENOCIDE this version's damage is reduced but it can be meterlessly comboed out of. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 583: | Line 776: | ||
|damage= 650 | |damage= 650 | ||
|guard= High | |guard= High | ||
|property= / | |||
|startup= 28 | |startup= 28 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= 13.66 | ||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= -2.66 | ||
|cancel= IC | |cancel= IC | ||
|description= | |description= * Much faster than the A version and spills more blood on hit (around 2 bars). | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 599: | Line 789: | ||
|version= C (Lv.2) | |version= C (Lv.2) | ||
|damage= 1200 | |damage= 1200 | ||
|guard= High | |guard= High | ||
|property= I: 0.33 - 7.66 | |||
|startup= 28 | |startup= 28 | ||
|active= | |active= 9.66 | ||
|recovery= | |recovery= 8 | ||
|advHit= / | |advHit= / | ||
|advBlock= +4 | |advBlock= +4 | ||
|cancel= IC | |||
|description= * Startup is no faster, but less recovery and almost double the damage | |||
* Actually still faster than the B version at this blood level, but the EX sound effect probably won't do you any favors. | |||
* Has some invincibility but the move is too slow for it to matter. | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= C (Lv.3/Genocide) | |||
|damage= 1500/650 | |||
|guard= High | |||
|property= I: 0.33 - 5.66 A: 6 - 32.66 | |||
|startup= 26 | |||
|active= 7 | |||
|recovery= 7 | |||
|advHit= / | |||
|advBlock= +8 | |||
|cancel= IC | |cancel= IC | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= C | |version= C | ||
|damage= | |damage= 650 | ||
|guard= High | |guard= High | ||
|property= I: 0.33-5.66 | |||
|startup= 26 | |startup= 26 | ||
|active= | |active= 7 | ||
|recovery= | |recovery= 7 | ||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= +8 | ||
|cancel= IC | |cancel= IC | ||
|description= Ikumi | |description= * Slightly slower than the B version, but Ikumi has invulnerability and then armor through startup. Can be used as a very slow reversal... but you'd better not. | ||
* Lots of frame advantage on block. | |||
* In GENOCIDE this version's damage is reduced but it can be meterlessly comboed out of. This version also has the [[Eternal Fighter Zero/Game Mechanics#Special Knockdown (OTG State) | special knockdown]] property. | |||
* | |||
* | |||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">214*</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image= EFZ_Ikumi_214X.png | ||
|caption= | |caption= First hit | ||
|name= Skyscraper | |image2= EFZ_Ikumi_214X_1.png | ||
|caption2= Later hits | |||
|name= Skyscraper <br> 摩天楼 | |||
|input= 214* | |input= 214* | ||
|data= | |data= 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. | ||
{{AttackData-EFZ | |||
|version= A/B/C (Lv.1) | |||
|damage= 450 | |||
|guard= Any | |||
|startup= 16.66 | |||
|active= 1 | |||
|recovery= / | |||
|advHit= / | |||
|advBlock= -28.66/-30.66※ | |||
|cancel= / | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= - | |||
|damage= 150 | |||
|guard= Any | |||
|startup= 38.66 | |||
|active= 23.33 | |||
|recovery= / | |||
|advHit= / | |||
|advBlock= -6.66/-8.66※ | |||
|cancel= / | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (A) | |||
|damage= / | |||
|guard= / | |||
|startup= 12 | |||
|active= / | |||
|recovery= 55 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (B/C) | |||
|damage= / | |||
|guard= / | |||
|startup= 12 | |||
|active= / | |||
|recovery= 57 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= * This move spills 0.5 bars of blood if it hits. | |||
* This move is okay as a zoning tool. Be extra careful about judging which distance to use, since a wrong move leaves you quite open for a long time. | |||
}} | |||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= | |header= no | ||
|version= A/B/C (Lv.2) | |||
|damage= 450 | |damage= 450 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 14.66 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= - | |advBlock= -25.66/-28.66※ | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
Line 677: | Line 912: | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 36.66 | ||
|active= | |active= 37.66 | ||
|recovery= | |recovery= / | ||
|advHit= / | |||
|advBlock= -3.33/-6.66※ | |||
|cancel= / | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (A) | |||
|damage= / | |||
|guard= / | |||
|startup= 10 | |||
|active= / | |||
|recovery= 52 | |||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= / | ||
|cancel= None | |||
|description= | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (B/C) | |||
|damage= / | |||
|guard= / | |||
|startup= 10 | |||
|active= / | |||
|recovery= 55 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= * Marginally better than Blood Level 1 but uses up a blood bar. | |||
* Less useful than before due to the blood loss. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= | |version= A/B/C (Lv.3) | ||
|damage= 450 | |damage= 450 | ||
|guard= Any | |guard= Any | ||
|startup= 14 | |startup= 14.66 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= - | |advBlock= -25.66 | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
Line 701: | Line 965: | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 36.66 | ||
|active= | |active= 19.33 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= -3 | |advBlock= -3.66 | ||
|cancel= / | |||
|description= | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= - | |||
|damage= 150 | |||
|guard= Any | |||
|startup= 56 | |||
|active= 47 | |||
|recovery= / | |||
|advHit= / | |||
|advBlock= +16.33 | |||
|cancel= / | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (A/B/C) | |||
|damage= / | |||
|guard= / | |||
|startup= 10 | |||
|active= / | |||
|recovery= 52 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= * Hits three times. | |||
* Massive frame advantage, Ikumi can reliably start combos off of this. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= | |version= A/B/C (Genocide) | ||
|damage= 450 | |damage= 450 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 11.66 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= - | |advBlock= -22.66 | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
Line 725: | Line 1,018: | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 33.66 | ||
|active= | |active= 19.33 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= - | |advBlock= -0.33 | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
Line 737: | Line 1,031: | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 53 | ||
|active= | |active= 47 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= + | |advBlock= +19.33 | ||
|description= | |cancel= / | ||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi | |||
|damage= / | |||
|guard= Any | |||
|startup= 7 | |||
|active= / | |||
|recovery= 49 | |||
* | |advHit= / | ||
|advBlock= / | |||
|cancel= None | |||
|description= * Ikumi spawns the projectile 3 frames earlier than Blood Level 3, and in total her animation is 6 frames shorter. | |||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">41236C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi41236c.png | |image= Ikumi41236c.png | ||
|caption= | |caption= | ||
|name= Feast's Omen | |name= Feast's Omen <br> 宴の予兆 | ||
|input= 41236C | |input= 41236C | ||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= | |version= 41236C | ||
|damage= 500 | |damage= 500 | ||
|guard= | |guard= Throw | ||
|startup= {{EFZ | |startup= 7.33 | ||
| | |active= 0.66 | ||
|6.33 | |recovery= 30 | ||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= 41236C (Genocide) | |||
|damage= 750 | |||
|guard= Throw | |||
|startup= 6.33 | |||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= 30 | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= None | |||
|description= Ikumi reaches out to grab the opponent's neck. If successful, she plunges her free hand into the opponents torso, pulls it out, and releases the opponent in an explosion of blood. This move spills 2.5 bars of blood if it hits. Command throws are always useful to have in a character, this one even more so since it is your primary source of blood. The easiest way to land this is to combo into it after a 66A or 66B, but randomly dashing in and doing it is quite effective too. It is also possible to combo after the throw when in the corner. | |description= Ikumi reaches out to grab the opponent's neck. If successful, she plunges her free hand into the opponents torso, pulls it out, and releases the opponent in an explosion of blood. This move spills 2.5 bars of blood if it hits. Command throws are always useful to have in a character, this one even more so since it is your primary source of blood. The easiest way to land this is to combo into it after a 66A or 66B, but randomly dashing in and doing it is quite effective too. It is also possible to combo after the throw when in the corner. | ||
* Starts up faster, does more damage and prorates less (30% down from 40%) in GENOCIDE. However, the animation takes a long time and Ikumi is likely to exit the install before the damage occurs, in which case the latter benefits will not apply. | |||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">GC_Activation</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= EFZ_Ikumi_Amasawa_Genocide.png | |image= EFZ_Ikumi_Amasawa_Genocide.png | ||
|caption= | |subtitle= | ||
|name= Rampage | |caption= | ||
|input= | |name= Rampage <br> 暴走 | ||
|input= Activates automatically when the blood gauge is full | |||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 1000 | |damage= 1000 | ||
|guard= | |guard= Ground | ||
|property= I: 0.33 - 68.66 | |||
|startup= 3 | |startup= 3 | ||
|active= 12 | |active= 12 | ||
|recovery= | |recovery= 54 | ||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= -44.33 | ||
|description= | |cancel= None | ||
Ikumi does her best crazy-person impression and emits a powerful shockwave. Afterwards, Ikumi | |description= Ikumi does her best crazy-person impression and emits a powerful shockwave. Afterwards, Ikumi enters Genocide Mode, glowing golden and leaving afterimages until the GENOCIDE gauge is depleted. The gauge will drain naturally in 420 frames and will even deplete during superflash and hitstop but collecting blood will add slightly more time. While Ikumi is in this frenzied state: | ||
*Ikumi has constant recoil armor which lets her skip neutral (but also prevents her from blocking or RGing). | |||
*Using special moves will not drain the gauge. | |||
*Many moves have altered frame data, usually in the form of less recovery. Some new combo routes are made possible. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#66B|66B]] launches the opponent. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#66C|66C]] is special cancellable. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#662C|662C]] is jump cancellable on block and can be comboed after midscreen. | |||
*All versions of [[Eternal_Fighter_Zero/Ikumi_Amasawa#623*|Bloodstained Cross]] can be comboed after. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#41236C|Feast's Omen]] is boosted to 750 base damage and scales less in combos. | |||
*All versions of [[Eternal_Fighter_Zero/Ikumi_Amasawa#4123641236*|Separation]] have significantly higher damage. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#214236*|Invasion of Blood]] is changed to explode as soon as Ikumi plunges her hand into the ground, with no need for reactivation. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#214214*|Mirror of Lies]] becomes inaccessible. | |||
*[[Eternal_Fighter_Zero/Ikumi_Amasawa#FM|Sword of Friendship]] becomes inaccessible. | |||
*Rampage becomes inaccessible. | |||
When Genocide Mode is over, Ikumi's blood gauge will be empty. | |||
This move is a double-edged sword. The benefits are great but the install is too short for Ikumi to justify going back to her weak 0 blood self in most cases. Losing the ability to block also makes installing riskier if Ikumi is at low health or her opponent has strong armor breaking moves. Thankfully, unwanted activations after a combo can be avoided by buffering a special move to use up some blood before Ikumi returns to neutral. | |||
}} | }} | ||
}} | }} | ||
=== Eternity Specials === | === Eternity Specials === | ||
====== <font style=" | ====== <font style="display:none" size="0">4123641236*</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image= EFZ_Ikumi_4123641236A.png | ||
|image2= | |caption= A | ||
|image3= | |image2= EFZ_Ikumi_4123641236B.png | ||
| | |caption2= B | ||
|name= Separation | |image3= EFZ_Ikumi_4123641236C.png | ||
|caption3= C | |||
|name= Separation <br> 別離 | |||
|input= 4123641236* | |input= 4123641236* | ||
|data= | |data= 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.<br> | ||
All versions have increased damage in GENOCIDE. Like 41236C the length of the throw animation leads to Ikumi often losing GENOCIDE before the damage occurs, although higher level versions let her collect more blood to refresh time with. | |||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= A | |version= A | ||
|damage= 2000 | |damage= 2000/2800 | ||
|guard= | |guard= Throw | ||
|property= / | |||
|startup= 6 | |startup= 6 | ||
|active= | |active= 0.33 | ||
|recovery= 34 | |recovery= 34.66/37※ | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|description= | |cancel= None | ||
|description= * Spills around 2.5 bars of blood. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= B | |version= B | ||
|damage= 3000 | |damage= 3000/3800 | ||
|guard= | |guard= Throw | ||
|property= / | |||
|startup= 6 | |startup= 6 | ||
|active= | |active= 0.33 | ||
|recovery= 34 | |recovery= 34.66/37※ | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|description= | |cancel= None | ||
|description= * Spills around 3 bars of blood. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= C | |version= C | ||
|damage= 4100 | |damage= 4100/5500 | ||
|guard= | |guard= Throw | ||
|property= 0.33 - 4 | |||
|startup= 4 | |startup= 4 | ||
|active= | |active= 0.33 | ||
|recovery= 34 | |recovery= 34.66/37※ | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|description= * | |cancel= None | ||
* | |description= * Spills around 6 bars of blood. | ||
* Has invincible startup so it can function as a reversal. | |||
}} | }} | ||
}} | }} | ||
====== <font style=" | ====== <font style="display:none" size="0">214236*</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= Ikumi2141236p2.png | |image= Ikumi2141236p2.png | ||
|image2= Ikumi2141236p3.png | |image2= Ikumi2141236p3.png | ||
| | |caption2= A | ||
|name= Invasion of Blood | |image3= EFZ_Ikumi_214236B.png | ||
|caption3= B | |||
|image4= EFZ_Ikumi_214236C.png | |||
|caption4= C | |||
|name= Invasion of Blood <br> 血の侵食 | |||
|input= 214236* | |input= 214236* | ||
|data= | |data= | ||
Line 878: | Line 1,202: | ||
|damage= 2000 | |damage= 2000 | ||
|guard= Ground | |guard= Ground | ||
| | |property= / | ||
| | |startup= 11.66 | ||
|active= 7 | |active= 7 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= -14.66 | ||
|cancel= / | |||
|description= * Gives the opponent time to tech on hit. | |||
|cancel= | |||
|description= | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= B | |version= B/C | ||
|damage= 2700 | |damage= 2700/4300 | ||
|guard= Ground | |guard= Ground | ||
| | |property= / | ||
| | |startup= 11.66 | ||
|active= 7 | |active= 7 | ||
|recovery= {{EFZ- | |recovery= / | ||
| | |advHit= / | ||
| | |advBlock= -13.66 | ||
|cancel= / | |||
|description= * Untechable. | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (A Plant) | |||
|damage= / | |||
|guard= / | |||
|property= I: 3.00 - 3.66 | |||
|startup= 16 | |||
|active= / | |||
|recovery= 45 | |||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= / | ||
|cancel= FIC | |cancel= FIC | ||
|description= | |description= | ||
Line 913: | Line 1,241: | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= | |version= Ikumi (B Plant) | ||
|damage= | |damage= / | ||
|guard= | |guard= / | ||
| | |property=I: 0.33 - 3.66 | ||
| | |startup= 14 | ||
|active= / | |||
|active= | |recovery= 44 | ||
|recovery= | |||
|advHit= / | |advHit= / | ||
|advBlock= | |advBlock= / | ||
|cancel= FIC | |cancel= FIC | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|version= | |header= no | ||
|damage= | |version= Ikumi (C Plant) | ||
|guard= | |damage= / | ||
|startup= | |guard= / | ||
|active= | |property= I: 0.33 - 6.66 | ||
|recovery= | |startup= 13 | ||
|active= / | |||
|recovery= 44 | |||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= FIC | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= | |version= Ikumi (A Detonate) | ||
|damage= | |damage= / | ||
|guard= | |guard= / | ||
|startup= | |property= I: 0.33 - 12.66 | ||
|active= | |startup= 8※ | ||
|recovery= | |active= / | ||
|recovery= 40 | |||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= None | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= - | |version= Ikumi (B/C Detonate) | ||
|damage= | |damage= / | ||
|guard= / | |||
|property= I: 0.33 - 12.66 | |||
|startup= 8※ | |||
|active= / | |||
|recovery= 39 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= The first time this move is performed, Ikumi plunges her hand into the floor and plants a blood bomb, using up the appropriate amount of SP. This step does not damage the opponent in any way. The next time this move is performed, regardless of the button used, Ikumi raises two fingers upwards, and a geyser of blood will spray up directly underneath the opponent. Damage and size of the geyser increase with button strength. This move can be useful for whiff punishing from full screen and is worth considering if you're sitting on full SP in neutral as you can continue to build meter while it is planted. Something to keep in mind is that while this move is technically air unblockable, it's extremely easy to air RG thanks to the superflash. Has a small amount of invincibility when planting and enough to be a (bad) reversal when detonating. | |||
* Do not let the inactive hitboxes (made of dashed lines) in the B and C pictures fool you. Only the solid red box can hit the opponent. | |||
※ Time at which the explosion's location is set, meaning the opponent only has 3.66 frames to dodge it. | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= A/B/C (Genocide) | |||
|damage= 2000/2700/4300 | |||
|guard= Ground | |guard= Ground | ||
|startup= | |property= / | ||
|active= 3 | |startup= 19.66 | ||
|recovery= | |active= 7 | ||
|recovery= / | |||
|advHit= / | |||
|advBlock= -40.66 | |||
|cancel= / | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= Ikumi (Genocide) | |||
|damage= / | |||
|guard= / | |||
|property= I: 3.00-3.66 | |||
|startup= 16 | |||
|active= / | |||
|recovery= 66 | |||
|advHit= / | |||
|advBlock= / | |||
|cancel= None | |||
|description= In GENOCIDE this projectile is not split between planting and detonating and cannot be FIC'd. Hits 8 frames later than detonating a planted bomb would and has much more recovery, but takes less time overall. Bombs planted before entering GENOCIDE will not be consumed and can be used after leaving GENOCIDE. | |||
* A version is untechable in GENOCIDE. | |||
}} | |||
}} | |||
====== <font style="display:none" size="0">214214*</font> ====== | |||
{{MoveData | |||
|image= Ikumi214214.png | |||
|caption= AKA "Clone" | |||
|image2= EFZ_Ikumi_214214A.png | |||
|caption2= A | |||
|image3= EFZ_Ikumi_214214B.png | |||
|image4= Ikumi214214b.png | |||
|caption5= B | |||
|image5= Ikumi214214c.png | |||
|image6= EFZ_Ikumi_214214C.png | |||
|caption6= C | |||
|name= Mirror of Lies <br> 虚言の鏡 | |||
|input= 214214* (Cannot be used during GENOCIDE) | |||
|data= 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.''' | |||
{{AttackData-EFZ | |||
|version= Ikumi (A/B/C) | |||
|damage= / | |||
|guard= / | |||
|startup= / | |||
|active= / | |||
|recovery= 21.66 | |||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= / | ||
|cancel= None | |||
|description= | |description= | ||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= A | |||
|damage= 400 x 3 | |||
|guard= Ground | |||
|startup= 70~117.66 + 6.33 | |||
|active= 2 + 3 x 2 | |||
|recovery= / | |||
|advHit= +34 ~ +58.33 | |||
|advBlock= +32 ~ +56.33 | |||
|cancel= / | |||
|description= * Ikumi's shadow sprints forward and performs a [[Eternal Fighter Zero/Ikumi Amasawa#236* | Red Line of Impulse]] when close to the opponent. It can be used to create a left/right mixup by setting one after the opponent has been knocked down and jumping over the opponent as the shadow attacks. | |||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
Line 983: | Line 1,374: | ||
|damage= 400 | |damage= 400 | ||
|guard= Ground | |guard= Ground | ||
|startup= | |startup= 108~899.66 + 8.33 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= / | ||
|advHit= | |advHit= | ||
|advBlock= / | |advBlock= +32 | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
Line 995: | Line 1,387: | ||
|damage= 400 | |damage= 400 | ||
|guard= Ground | |guard= Ground | ||
|startup= | |startup= 132.33~924 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= / | ||
|advHit= | |advHit= | ||
|advBlock= / | |advBlock= | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
Line 1,007: | Line 1,400: | ||
|damage= 620 | |damage= 620 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 150.33~942 | ||
|active= 6 | |active= 6 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= ~ +85.33 | ||
|description= | |cancel= / | ||
}} | |description= * Ikumi's shadow poses and waits idly until the opponent comes close or enough time has passed, then performs a c5B f5B 662C combo. | ||
}} | |||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
Line 1,019: | Line 1,413: | ||
|damage= 400 | |damage= 400 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 114~419 + 21 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= | ||
|cancel= / | |||
|description= | |||
}} | |||
{{AttackData-EFZ | |||
|header= no | |||
|version= - | |||
|damage= 150 | |||
|guard= Any | |||
|startup= 157 | |||
|active= 19.66 | |||
|recovery= / | |||
|advHit= / | |||
|advBlock= | |||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= - | |version= - | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 176.66 | ||
|active= | |active= 14.33 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= - | |version= - | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 191 | ||
|active= | |active= 14.33 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= | ||
|cancel= / | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|header= no | |header= no | ||
|version= - | |version= - | ||
|damage= 150 | |damage= 150 | ||
|guard= Any | |guard= Any | ||
|startup= | |startup= 205.33 | ||
|active= | |active= 18 | ||
|recovery= | |recovery= / | ||
|advHit= / | |advHit= / | ||
|advBlock= / | |advBlock= | ||
|description= Ikumi | |cancel= / | ||
|description= * Ikumi's shadow walks toward the opponent until it is close and then performs an upgraded [[Eternal Fighter Zero/Ikumi Amasawa#214* | Skyscraper]], capable of hitting 5 times. | |||
}} | }} | ||
}} | }} | ||
=== Final Memory === | === Final Memory === | ||
====== <font style=" | ====== <font style="display:none" size="0">FM</font> ====== | ||
{{MoveData | |||
|image= EFZ_Ikumi_Amasawa_236236236C.gif | |image= EFZ_Ikumi_Amasawa_236236236C.gif | ||
|image2= IkumiFM.png | |image2= IkumiFM.png | ||
|caption= Relative duration of frames not accurate. | |caption= Relative duration of frames not accurate. Full active duration and range not pictured. | ||
|name= Sword of Friendship | |name= Sword of Friendship <br> 絆という名の剣 | ||
|input= 236236236C (Cannot be used during GENOCIDE) | |||
|input= 236236236C | |||
|data= | |data= | ||
{{AttackData-EFZ | {{AttackData-EFZ | ||
|damage= 5200 | |damage= 5200 | ||
|guard= Any | |guard= Any | ||
|property= I: 0.33 - 34.66 | |||
|startup= 5 | |startup= 5 | ||
|active= 30 | |active= 30 | ||
|recovery= | |recovery= 18(hit) 35(block/whiff) | ||
|advHit= / | |advHit= / | ||
|advBlock= -12 | |advBlock= -12 | ||
|description= Ikumi | |cancel= None | ||
|description= Ikumi charges quicker than the human eye about a full screen towards the opponent. If the move hits, four of Ikumi's friends will jump in for a cinematic attack sequence and group with her for a pose. This FM is very easy to insert into combos for high damage. It also has invincibility on startup which can be valuable for Ikumi who lacks in reversals. If blocked, Ikumi will immediately enter recovery. | |||
* Ikumi can whiff cancel most of her normals into this move. | |||
}} | }} | ||
}} | }} | ||
Line 1,092: | Line 1,503: | ||
=== Overview === | === 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 | :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 throw 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 | :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 throws, 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. | :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. | ||
Line 1,101: | Line 1,512: | ||
:<u>214A/B/C</u> | :<u>214A/B/C</u> | ||
:* | :* 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. | ||
:<u>66B/662B</u> | :<u>66B/662B</u> | ||
Line 1,111: | Line 1,522: | ||
:<u>Normals</u> | :<u>Normals</u> | ||
:* 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 | :* 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. | ||
:<u>Dash Pressure</u> | :<u>Dash Pressure</u> | ||
Line 1,121: | Line 1,532: | ||
=== Reversals === | === Reversals === | ||
:Ikumi's reversals are very lacking, and only become reasonably okay when she | :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. | ||
:<u>623C</u> | :<u>623C</u> | ||
:* | :* 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. | ||
:<u>236C</u> | :<u>236C</u> | ||
:* | :* 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. | ||
:<u>41236C</u> | |||
:* Like other command throws, 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 throw. | |||
:<u>4123641236C</u> | :<u>4123641236C</u> | ||
:* | :* Being a throw, 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. | ||
:<u>2141236 | :<u>2141236*</u> | ||
:* This super | :* 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. | ||
:<u>FM</u> | |||
:* Ikumi's most normal reversal, which is unfortunately an FM. Not a throw, not slow, not blood-dependent, but also not common to have access to and you throw the round if it doesn't hit. | |||
=== Supers === | === Supers === | ||
:<u>214214A/B/C</u> | :<u>214214A/B/C</u> | ||
:* 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 | :* 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. | ||
:<u>4123641236</u> | :<u>4123641236</u> | ||
:* Ikumi's super command | :* Ikumi's super command throw. 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 == | == Combos == | ||
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=== No IC === | === No IC === | ||
<u>Midscreen</u> | |||
: | {{EFZComboVideo | ||
::* Very basic | |text=:*'''2A 5B 2B 2C 236A/41236C(whiff)''' (1347 DAMAGE) [replay 1-1] | ||
|video={{#ev:youtube|FL1jogdVe8s}} | |||
}} | |||
::* 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. | |||
: | {{EFZComboVideo | ||
::* Basic BnB for damage. Possible to dash up and jump to try to catch opponent techs. | |text=:*'''2A 5B 2B 5C 214B''' (1727 DAMAGE) [replay 1-1] | ||
|video={{#ev:youtube|FL1jogdVe8s|||||start=9}} | |||
}} | |||
::* Basic BnB for damage. Possible to dash up and jump to try to catch opponent techs. | |||
: | {{EFZComboVideo | ||
::* Ikumi's BL3 236B will loop into itself. | |text=:*BL3 only: '''2A/5A 2B/5B 5C 236B(3) 2A/5A 2B/5B 5C 236B(3) 4123641236B/C''' (4064 DAMAGE) [replay 1-2] | ||
|video={{#evyoutube|IoGWDWkcm7I|||||start=28}} | |||
}} | |||
::* Ikumi's BL3 236B will loop into itself. Only 4123641236C will formally combo from it, but doing so is actually less preferable than [[Eternal Fighter Zero/Advanced Mechanics#Special Recovery and Frame Advantage | "comboing"]] (or alternatively, [[Eternal Fighter Zero/Advanced Mechanics#Jump Startup Specifics | "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. | |||
: | {{EFZComboVideo | ||
::* 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. | |text=:*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] | ||
|video={{#ev:youtube|IoGWDWkcm7I}} | |||
}} | |||
::* 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. | |||
<u>Corner</u> | |||
: | {{EFZComboVideo | ||
::* Corner command | |text=:*'''41236C 5BBC IADB jC(whiff) 9 jC 9 .. dj6C(tech trap)''' (1592 DAMAGE) [replay 1-1] | ||
|video={{#ev:youtube|FL1jogdVe8s|||||start=15}} | |||
}} | |||
::* Corner command throw combo. The backwards IAD with jC whiff is to build meter, and the last dj[6]~C is to catch techs. | |||
: | {{EFZComboVideo | ||
::* If you can punish an opponent in the corner, easy version. Will drop on some characters. | |text=:*'''662C 8 jC 662C 8 jC 5BB jAAAAB djA .. dj6C(tech trap)''' (2772 DAMAGE) [replay 1-3] | ||
|video={{#ev:youtube|0IHvInemjPg|||||start=5}} | |||
}} | |||
::* If you can punish an opponent in the corner, easy version. Will drop on some characters. | |||
: | {{EFZComboVideo | ||
::* If you can punish an opponent in the corner, harder version. Will work on all characters. | |text=:*'''662C IAD jC 5C 79 jC 5C 79 jC 5BB jAAAAB djA .. dj6C(tech trap)''' (3481 DAMAGE) [replay 1-3] | ||
|video={{#ev:youtube|0IHvInemjPg|||||start=12}} | |||
}} | |||
::* If you can punish an opponent in the corner, harder version. Will work on all characters. | |||
: | {{EFZComboVideo | ||
::* Ikumi will be mixing up with 214214B a lot, this is the basic confirm with no extra meter. | |text=:*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] | ||
|video={{#ev:youtube|0IHvInemjPg|||||start=21}} | |||
}} | |||
::* Ikumi will be mixing up with 214214B a lot, this is the basic confirm with no extra meter. | |||
=== Red IC === | === Red IC === | ||
<u>Midscreen</u> | |||
: | {{EFZComboVideo | ||
::* 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. | |text=:*'''2A 5B 2B 5C 236A IC 66B 41236C''' (2334 DAMAGE) [replay 1-4] | ||
|video={{#ev:youtube|trud9nmR5ow}} | |||
}} | |||
::* 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. | |||
: | {{EFZComboVideo | ||
::* On a successful 66B poke. This is a fast move and will catch people off guard. | |text=:*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] | ||
|video={{#ev:youtube|trud9nmR5ow|||||start=10}} | |||
}} | |||
::* On a successful 66B poke. This is a fast move and will catch people off guard. | |||
<u>Corner</u> | |||
: | {{EFZComboVideo | ||
::* Basic confirm off a raw overhead. | |text=:*'''66C IC 662C IAD jC 66B jB(1) 66 jB(1)C 5BB jAAAAB djA .. dj6C(tech trap)''' (3005 DAMAGE) [replay 1-4] | ||
|video={{#ev:youtube|trud9nmR5ow|||||start=19}} | |||
}} | |||
::* Basic confirm off a raw overhead. | |||
: | {{EFZComboVideo | ||
::* 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. | |text=:*'''(2AA) 2B 5C 236A IC 662C IAD jC 5BBC IADB jC(whiff) 9 jC 9 .. dj6C(tech trap)''' (3090 DAMAGE) [replay 1-5] | ||
|video={{#ev:youtube|XTyKxWPR-FA}} | |||
}} | |||
::* 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. | |||
: | {{EFZComboVideo | ||
::* Variation of the combo above. Foregoes some damage to knock down the opponent midscreen to set up the 214214A mixup. | |text=:*'''(2AA) 2B 5C 236A IC 662C IAD jC 5BBC IAD jC(whiff) [<- 5C 214214A]''' (2761 DAMAGE) [replay 1-5] | ||
|video={{#ev:youtube|XTyKxWPR-FA|||||start=10}} | |||
}} | |||
::* 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 === | === Blue IC === | ||
<u>Midscreen</u> | |||
: | {{EFZComboVideo | ||
::* 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. | |text=:*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] | ||
|video={{#ev:youtube|3p0Bs9kALjo}} | |||
}} | |||
::* 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. | |||
<u>Corner</u> | |||
: | {{EFZComboVideo | ||
::* Basic BIC corner combo starting from 2A. | |text=:*'''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] | ||
|video={{#evyoutube|gg-aWzUcw0Q}} | |||
}} | |||
::* Basic BIC corner combo starting from 2A. | |||
: | {{EFZComboVideo | ||
::* Basic BIC corner combo starting from 66C. | |text=:*'''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] | ||
|video={{#ev:youtube|gg-aWzUcw0Q|||||start=15}} | |||
}} | |||
::* Basic BIC corner combo starting from 66C. | |||
: | {{EFZComboVideo | ||
::* Basic BIC command throw corner combo. | |text=:*'''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] | ||
|video={{#ev:youtube|-kGECJ5k-1U}} | |||
}} | |||
::* Basic BIC command throw corner combo. | |||
: | {{EFZComboVideo | ||
::* Basic BIC combo if B clone hits. | |text=:*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] | ||
|video={{#ev:youtube|-kGECJ5k-1U|||||start=20}} | |||
}} | |||
::* Basic BIC combo if B clone hits. | |||
: | {{EFZComboVideo | ||
::* 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. | |text=:*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] | ||
|video={{#ev:youtube|j3N79nWnC-k}} | |||
}} | |||
::* 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. | |||
: | {{EFZComboVideo | ||
::* 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. | |text=:*'''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] | ||
|video={{#ev:youtube|XjcqD-onyHc}} | |||
}} | |||
::* 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''' | |||
:<u>214214A</u> | :<u>214214A</u> | ||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|_WUdWVUFZiw|||||start=413&end=437}} | |||
}} | |||
:* 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. | :* 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''' | |||
:<u>5C wallbounce corner gap</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|_WUdWVUFZiw|||||start=346&end=370}} | |||
}} | |||
:<u>214214* Corner Setup Examples</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|_WUdWVUFZiw|||||start=443&end=510}} | |||
}} | |||
:<u>214214B</u> | :<u>214214B</u> | ||
Line 1,313: | Line 1,802: | ||
Sigh...<br /> | Sigh...<br /> | ||
(Ikumi is | (Ikumi is referring to Iori Yagami's quote from [https://en.wikipedia.org/wiki/The_King_of_Fighters ''The King of Fighters''].) | ||
|- | |- | ||
| | | | ||
Line 1,323: | Line 1,812: | ||
| | | | ||
Hurry up and<br /> | Hurry up and<br /> | ||
get out of my sight .<br /> | get out of my sight.<br /> | ||
<br /> | <br /> | ||
Dissection<br /> | Dissection<br /> | ||
Line 1,356: | Line 1,845: | ||
I'm that skilled. | I'm that skilled. | ||
(Ikumi is | (Ikumi is referring to Kenshiro from [https://en.wikipedia.org/wiki/Fist_of_the_North_Star ''Fist of the North Star''].) | ||
|- | |- | ||
| | | | ||
Line 1,413: | Line 1,902: | ||
'''External References''' | '''External References''' | ||
* Ikumi's "Red Line of Impulse" | * Ikumi's "Red Line of Impulse" is based on Leona Heidern's "Ground Saber", from The King of Fighters series. | ||
* Ikumi's "Bloodstained Cross" | * Ikumi's "Bloodstained Cross" is based on Leona Heidern's "X-Calibur", from The King of Fighters series. | ||
* Ikumi's "Skyscraper" | * Ikumi's "Skyscraper" is based on Leopold Goenitz's "Yonokaze", from The King of Fighters series. | ||
* Ikumi's "Seperation" | * Ikumi's "Seperation" is based on Leopold Goenitz's "Yamidoukoku", from The King of Fighters series. | ||
* Ikumi's "Sword of Friendship" | * Ikumi's "Sword of Friendship" is based on Captain Commando's "Captain Storm", as seen in the Marvel vs Capcom series. | ||
'''MOON References''' | '''MOON References''' |
Latest revision as of 04:19, 23 June 2024
![EFZ FeedbackImage.png](/images/c/c9/EFZ_FeedbackImage.png)
![EFZ FeedbackImage.png](/images/c/c9/EFZ_FeedbackImage.png)
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 | |
---|---|
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. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
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 Active frames 1-2 Active frames 1-2 Active frames 3-4 Active frames 3-4
|
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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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Throws
Ground Throw
Ground Throw
Close 6C/4C |
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Air Throw
Air Throw
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* First hit First hit Later hits Later hits
|
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* A A B B C C
|
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 throw 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* A A B B C C
|
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214214*
Mirror of Lies 虚言の鏡 214214* (Cannot be used during GENOCIDE) AKA "Clone" AKA "Clone" A A B B C C
|
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) Relative duration of frames not accurate. Full active duration and range not pictured. Relative duration of frames not accurate. Full active duration and range not pictured.
|
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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 throw 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 throws, 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 throws, 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 throw.
- 4123641236C
- Being a throw, 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 throw, 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 throw. 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]
- 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]
- 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]
- {{#evyoutube|IoGWDWkcm7I|||||start=28}}
- 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.
- 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]
- 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]
- 41236C 5BBC IADB jC(whiff) 9 jC 9 .. dj6C(tech trap) (1592 DAMAGE) [replay 1-1]
- Corner command throw 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- (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]
- (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]
- 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]
- {{#evyoutube|gg-aWzUcw0Q}}
- 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.
- 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]
- 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]
- 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]
- 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]
- 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]
- 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
- 5C wallbounce corner gap
- 214214* Corner Setup Examples
- 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.