Battle Craze!!/Ikue/L-Side: Difference between revisions
< Battle Craze!! | Ikue
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m (Why am I fixing a frame data typo at 5 in the morning I need to go to sleep) |
(Fixed for 2.0 rework. May be some numerical inconsistencies, but counterpoint, I'm tired.) |
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==Overview== | ==Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro=[[file:G1ikue4.png|link|50px]] '''L-Ikue''' is a slightly unusual shotoclone with a heavy emphasis on footsies and the midrange. In her L-Side, she gains | |intro=[[file:G1ikue4.png|link|50px]] '''L-Ikue''' is a slightly unusual shotoclone with a heavy emphasis on footsies and the midrange. In her L-Side, she gains three EX attacks and a powerful mixup CT that can put pressure on the opponent at virtually any time. | ||
|pros= | |pros= | ||
* '''Range''': Ikue has big disjointed normals, | * '''Range''': Ikue has big disjointed normals, easy ways to convert range into damage with 214K and CT, and a non-low-profilable projectile with unique applications. | ||
* '''Air Game''': Ikue has an air dash, a double jump, and strong air normals to make the opponent think twice before metting her in the air. | * '''Air Game''': Ikue has an air dash, a double jump, and strong air normals to make the opponent think twice before metting her in the air. | ||
* '''Pressure''': Ikue already has her guard-crushing 6SP, neutral on block 5SK, and retreating 4SP. However, L-Side adds the ability to | * '''Guard Pressure''': Ikue already has her guard-crushing 6SP, neutral on block 5SK, and retreating 4SP. However, L-Side adds the ability to remain plus with Bulletstorm, threaten high damage and/or guard damage with Tempest, and wear the opponent down with constant, primarily safe chip damage. | ||
* '''Honesty Is The Best Policy''': Ikue's solid and fundamentals-based game plan makes her easy to pick up and an ideal beginner's choice, even if she's not exactly your average Ryu. | * '''Honesty Is The Best Policy''': Ikue's solid and fundamentals-based game plan makes her easy to pick up and an ideal beginner's choice, even if she's not exactly your average Ryu. | ||
* '''Denjin | * '''Denjin Disrespect''': L-Ikue's incredible EX special moves allow her to respond aggressively to practically any situation, be it on offense or defense. Even if she takes a bad risk on defense, she gains an EX star if her specials get blocked, granting benefits even if you get punished. | ||
|cons= | |cons= | ||
* '''Pseudo 5-Framer''': Ikue does have a 4-frame button, but it's a standing close normal with a small activation range. Everything else is 5 frames or slower. | * '''Pseudo 5-Framer''': Ikue does have a 4-frame button, but it's a standing close normal with a small activation range. Everything else is 5 frames or slower. | ||
* '''Ground Mobility''': Ikue's admittedly fast run starts slow and speeds up over time, hindering her burst offense. | * '''Ground Mobility''': Ikue's admittedly fast run starts slow and speeds up over time, hindering her burst offense. | ||
* '''Slow Reversal''': Ikue's meterless reversal is | * '''Slow Reversal''': Ikue's meterless reversal is relatively slow, making it unreliable. | ||
* '''Honesty Is The Worst Policy''': Despite being solid, Ikue's pressure, game plan, and combo structure are linear to a fault. L-Ikue | * '''Honesty Is The Worst Policy''': Despite being solid, Ikue's pressure, game plan, and combo structure are linear to a fault. L-Ikue's Denjin stars are powerful, but without them, her damage is average and her otherwise powerful pressure is lackluster. | ||
* ''' | * '''Risky EX Charge''': You have to land L-Ikue's special moves or supers to unlock her EX attacks. Unfortunately, all of her regular specials and supers are unsafe at close range, making it difficult to regain stars while on offense. | ||
|tablewidth=80}} | |tablewidth=80}} | ||
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{| class= cellspacing="8" style="width:300px;border:2px solid silver;" | {| class= cellspacing="8" style="width:300px;border:2px solid silver;" | ||
| style="background-color:#AFAFAF;" | '''Trait''' | | style="background-color:#AFAFAF;" | '''Trait''' | ||
| style="background-color:#F8F8F8;text-align:center;" | '''"Piercing Blade"''': Normals that utilize | | style="background-color:#F8F8F8;text-align:center;" | '''"Piercing Blade"''': Normals that utilize Ikue's sword deal chip damage. She can also perform EX versions of her Special Moves after using the normal versions of them, or using an equivilant All-Out Attack. | ||
|- | |- | ||
| style="background-color:#AFAFAF;" | '''Health''' | | style="background-color:#AFAFAF;" | '''Health''' | ||
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====Craze Tech==== | ====Craze Tech==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=LIkue5CT-1.png | ||
|name= | |caption=The Quick Brown Overhead Jumps Over The Lazy Defender | ||
|input= 5CT | |name=Crescent Slash (Overhead) | ||
|input=5CT (Air OK) | |||
|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| startup= | | version= 5CT | ||
| punishState= | | damage= 136 | ||
| guard= Overhead | |||
| startup= 21 | |||
| advHit= +29 | |||
| advBlock= -3 | |||
| punishState = Dire | |||
| direEffect = Floor Splat | |||
| description= | |||
*Ground bounces on ground hit, catch time 9 | |||
The Big Safe Overhead. It has a myriad of uses such as ending blockstrings, extending combos, starting combos, chip/guard damage, and giving Ikue a meterless grounded double overhead. You can't make a gapless blockstring into this move without spending resources on Craze Cancel. With resources, however, it can form a gapless blockstring with the help of CC 236P, or you can cancel 5CT itself to bait out reversals. | |||
}} | |||
{{AttackData(Special)-BC | |||
| header= no | |||
| version= j.5CT | |||
| damage= 136 | |||
| guard= Overhead | |||
| startup= 17 | |||
| advHit= Up to +8 | |||
| advBlock= -4 | |||
(Height-dependent) | |||
| punishState = Dire | |||
| direEffect = Floor Splat | |||
| description= | |||
*Ground bounces a grounded opponent, catch time 9 | |||
*Can be TK'd on the first airborne frame of a jump | |||
*Slash effects last until landing, but the hitbox only lasts 4 frames | |||
Think of this like a weird, unsafe divekick that can catch people off-guard once they think they're done blocking your air attacks. Using this on the first frame of your jump makes it less obvious, but makes the attack unsafe. Otherwise, it's not actually any faster to TK this than to use it on the ground thanks to jumpsquat. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LIkue5CT-2.png | |||
|caption=Hold the buttons for a low attack | |||
|name=Crescent Slash (Low) | |||
|input=[5]CT (Air OK) | |||
|data= | |||
{{AttackData(Special)-BC | |||
| version= [5]CT | |||
| damage= 144 | |||
| guard= Low | |||
| startup= 28 | |||
| advHit= HKD +40 | |||
| advBlock= -10 | |||
| punishState = Dire | |||
| direEffect = Stagger | |||
| description= | |||
*Same animation as 5CT until frame 18 | |||
The Big Unsafe Low. It's difficult to react to when combined with the threat of the overhead version, but since there's no way to get a gapless blockstring even with Craze Cancels, anyone with a readily-available reversal is likely to mash it once they see Ikue leap forward. | |||
}} | |||
{{AttackData(Special)-BC | |||
| header= no | |||
| version= j.[5]CT | |||
| damage= 144 | |||
| guard= Low | |||
| startup= Until landing +4 | |||
(Min 25) | |||
| advHit= HKD +40 | |||
| advBlock= -10 | |||
| punishState = Dire | |||
| direEffect = Stagger | |||
| description= | | description= | ||
*Can be | *Same animation as j.5CT until frame 14 | ||
*Can be TK'd on the first airborne frame of a jump | |||
Mostly better than the grounded version since it's faster even if you don't get a perfect TK. At a high level, you can pull some serious mindgames by altering between the air and ground versions of all your CTs, baiting the opponent into blocking high or low based on what they saw in the first 4 frames. | |||
}} | }} | ||
}} | }} | ||
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| direEffect = Crumple | | direEffect = Crumple | ||
| description= | | description= | ||
*Unlocks Blade Bulletstorm star | |||
*Frame data assumes point blank | *Frame data assumes point blank | ||
*Can OTG | *Can OTG | ||
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}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Ikue214K.png | ||
|caption=Senpumaki Kyakutatsu | |caption=Senpumaki Kyakutatsu | ||
|name=Slash Kick | |name=Slash Kick | ||
|input= | |input=214K | ||
|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
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| direEffect = Crumple | | direEffect = Crumple | ||
| description= | | description= | ||
*Unlocks Blade Tempest star | |||
*Can OTG | *Can OTG | ||
*Advances forward on use | *Advances forward on use | ||
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*Pops the opponent up, catch time 2~7 | *Pops the opponent up, catch time 2~7 | ||
*Only the very last frame is plus on block, but it's difficult to set up | *Only the very last frame is plus on block, but it's difficult to set up | ||
Short advancing kick attack that knocks down. It's easier to get the late hitbox by buffering it out of 2SP; done properly, this makes LP Slash Kick safe on block and comboable on hit. In | Short advancing kick attack that knocks down. It's easier to get the late hitbox by buffering it out of 2SP; done properly, this makes LP Slash Kick safe on block and comboable on hit. In a pinch, you can even anti-air with it, just don't bet all your money on it. | ||
}} | }} | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
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| direEffect = Crumple | | direEffect = Crumple | ||
| description= | | description= | ||
*Unlocks Blade Tempest star | |||
*Can OTG | *Can OTG | ||
*Moves about half the screen forward | *Moves about half the screen forward | ||
*Once the move comes out, it gains a low-profile hurtbox that can slide under standard fireballs | *Once the move comes out, it gains a low-profile hurtbox that can slide under standard fireballs | ||
*Pops the opponent up, catch time 5~10 | *Pops the opponent up, catch time 5~10 | ||
Never underestimate the upside-down tatsu. SP Slash Kick is your most | Never underestimate the upside-down tatsu. SP Slash Kick is your most consistent meterless combo extender, a combo starter at any range, a potent anti-fireball thanks to its low profile, a great combo ender when you don't want to spend resources, and if the opponent is high enough, it can loop into normals and back into itself 2-3 times. That said, don't get too attached to it, otherwise you'll autopilot into it and get Dire punished without fail. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| direEffect = Power Launch | | direEffect = Power Launch | ||
| description= | | description= | ||
*Unlocks Denjin Bolt star | |||
*Hitboxes match the sword, not the slash FX | *Hitboxes match the sword, not the slash FX | ||
Invulnerable to air attacks. Use instead of your usual combo ender any time you want to Craze Cancel, as the launch opens up better CC routes. Ikue has great air mobility and strong air-to-airs that can be more useful for sniping opponents out of the sky, but this is a grounded alternative to make sure you're the only one who gets to jump. | |||
}} | }} | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
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| direEffect = Power Launch | | direEffect = Power Launch | ||
| description= | | description= | ||
*Unlocks Denjin Bolt star | |||
*Invulnerable frames 1-22 | *Invulnerable frames 1-22 | ||
*Hits three times | *Hits three times | ||
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|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| version= | | version= EX | ||
| damage= 96,40,40 (176) | | damage= 96,40,40 (176) | ||
| guard= Mid | | guard= Mid | ||
| startup= 14 | | startup= 14 | ||
| advHit= + | | advHit= +13 | ||
| advBlock= + | | advBlock= +11 | ||
| punishState = Dire | | punishState = Dire | ||
| direEffect = Crumple | | direEffect = Crumple | ||
| description= | | description= | ||
*Hits three times | *Hits three times | ||
*Can OTG | *Can OTG/Pop Fly | ||
* | *Does not go away if Ikue gets hit | ||
*Frame data assumes point blank | *Frame data assumes point blank | ||
Monstrous lockdown tool. Fast, plus, and combos into any of Ikue's normals at most ranges. If it gets blocked, your opponent has to sit there and hold whatever you do next. Though it slides under most fireballs like Blade Bullet, if it collides with one, it goes away. | Monstrous lockdown tool. Fast, plus, and combos into any of Ikue's normals at most ranges. If it gets blocked, your opponent has to sit there and hold whatever you do next. Though it slides under most fireballs like Blade Bullet, if it collides with one, it goes away. | ||
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|input=214CT | |input=214CT | ||
|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| version= 3-Denjin | | version= 3-Denjin | ||
| damage= | | damage= 20x7 (180) | ||
| guard= Mid | | guard= Mid | ||
| startup= 17 | | startup= 17 | ||
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| description= | | description= | ||
*Hits 7 times, multihits don't scale | *Hits 7 times, multihits don't scale | ||
Now that Denjin stars apply separately to each move, there isn't much reason to keep Tempest in your pocket for long. You'll generally be threading 214SK into your combos anyways, so use it whenever you don't want to throw out All-Outs. | |||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image=LIkue623CT.png | |image=LIkue623CT.png | ||
|name=Denjin Bolt | |name=Denjin Bolt | ||
|input=623CT | |input=623CT | ||
|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| version= | | version= EX | ||
| damage= 144 | | damage= 144 | ||
| guard= Mid | | guard= Mid | ||
| startup= 15 | | startup= 15 | ||
| advHit= + | | advHit= +21 | ||
| advBlock= -3 | | advBlock= -3 | ||
| punishState = Dire | | punishState = Dire | ||
Line 603: | Line 582: | ||
| description= | | description= | ||
*Invincible frames 1-15 | *Invincible frames 1-15 | ||
A terrifyingly safe reversal. The lack of risk and good reward means that you can throw this out wildly on defense, forcing respect from your opponent. They could space outside of its short range, but in most matchups, Ikue excels when the opponent gives her that space. | |||
A safe | |||
}} | }} | ||
}} | }} | ||
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| direEffect = N/A | | direEffect = N/A | ||
| description= | | description= | ||
*Unlocks Blade Bulletstorm star | |||
*Ikue's animation freezes until the disc projectile becomes inactive, locking this move at a maximum of -25 on block | *Ikue's animation freezes until the disc projectile becomes inactive, locking this move at a maximum of -25 on block | ||
*Follow-up only happens if the disc hits the other player | *Follow-up only happens if the disc hits the other player | ||
*Disc barrels through normal projectiles, but will occasionally clash with them instead, especially the moment after it comes out | *Disc barrels through normal projectiles, but will occasionally clash with them instead, especially the moment after it comes out | ||
A decent projectile super. Can combo out of CC Blade | A decent projectile super. L-Ikue's rework makes this her combo ender of choice whenever she doesn't have Blade Bulletstorm unlocked. Can combo out of CC Blade Bulletstorm. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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| direEffect = N/A | | direEffect = N/A | ||
| description= | | description= | ||
*Unlocks Blade Tempest star | |||
*Advancing super | *Advancing super | ||
*Switches sides | *Switches sides | ||
Hits like a truck. The ducking dash is enticing, but it doesn't low profile anything and has zero invulnerability frames. In a practical sense, it has the least utility of all your supers and should mostly be used to end combos in a side switch. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| damage= | | damage= 216 | ||
| guard= Mid | | guard= Mid | ||
| startup= 6 | | startup= 6 | ||
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| direEffect = N/A | | direEffect = N/A | ||
| description= | | description= | ||
*Invulnerable frames 1- | *Unlocks Denjin Bolt star | ||
*Invulnerable frames 1-9 | |||
Stock-standard reversal super for when you want a hard read for big counterhit damage. Faster than Rising Dragon by a few frames, so it threads gaps better. As a combo ender, its damage is dwarfed by Ikue's other supers, but the Denjin Bolt unlock is a huge plus if you're backed into the corner. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData(Special)-BC | {{AttackData(Special)-BC | ||
| damage= | | damage= 320 | ||
| guard= Mid | | guard= Mid | ||
| startup= 7 | | startup= 7 | ||
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| description= | | description= | ||
*Costs 2 Adrenaline bars | *Costs 2 Adrenaline bars | ||
*Unlocks Blade Tempest star | |||
*Advancing super | *Advancing super | ||
*Invincible frames 1-9 | *Invincible frames 1-9 | ||
The invinciblity allows you to use this move as a jumpscare in neutral. Unlike Killing Blade, it doesn't side swap, making it an easier and more conventional combo ender if you're willing to cough up the Adrenaline. | The invinciblity allows you to use this move as a jumpscare in neutral. Unlike Killing Blade, it doesn't side swap, making it an easier and more conventional combo ender if you're willing to cough up the Adrenaline. Despite its higher cost, it still only fills up the star for Blade Tempest. | ||
}} | }} | ||
}} | }} |
Revision as of 23:31, 29 February 2024
Overview
Playstyle
Statistics
Trait | "Piercing Blade": Normals that utilize Ikue's sword deal chip damage. She can also perform EX versions of her Special Moves after using the normal versions of them, or using an equivilant All-Out Attack. |
Health | 1000 |
Mobility | Run, air dash, double jump |
Move Overview
Universal Mechanics
Craze Tech
Crescent Slash (Overhead) 5CT (Air OK) The Quick Brown Overhead Jumps Over The Lazy Defender The Quick Brown Overhead Jumps Over The Lazy Defender
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Crescent Slash (Low) [5]CT (Air OK) Hold the buttons for a low attack Hold the buttons for a low attack
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Throws
Kenjutsu Practice
5GP |
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Raijin Slash
4GP |
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Falling Denjin
j.5GP |
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Heartbreaker
Heartbreaker
5CT while blocking |
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Normals
Standing
5LP (close)
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5LP (far)
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5SP
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5LK (close)
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5LK (far)
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5SK (close) Essential pressure tool Essential pressure tool
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5SK (far) This Is Knuckle Busters This Is Knuckle Busters
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Crouching
2LP
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2SP The floor is lava, but again The floor is lava, but again
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2LK
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2SK
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Jumping
j.LP
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j.SP
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j.LK
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j.SK
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Command Normals
Helm Breaker IN YOUR FACE IN YOUR FACE
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Back Slash
|
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Specials
Base Specials
Blade Bullet
236P |
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Slash Kick 214K Senpumaki Kyakutatsu Senpumaki Kyakutatsu
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Rising Dragon
623P |
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EX Specials
All of these moves consume all of Ikue's Denjin stocks. The more stocks you consume, the stronger the attack.
Blade Bulletstorm
236CT |
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Blade Tempest 214CT Helicopter, helicopter Helicopter, helicopter
|
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Denjin Bolt
623CT |
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Supers
All-Out Attacks
Infinite Blade
236236P |
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Killing Blade
214214P |
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Soaring Blade
236236K |
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All-Out EX
Decimating Blade
214214PP |
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All-Out Destruction
Blade Finale
236236KK |
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