*'''Astonishing Leap''' = Super Jump (1/2/3 > 7/8/9)
*'''Astonishing Leap''' = Super Jump (1/2/3 > 7/8/9)
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==Combo Info==
==Combo Info==
*'''Tricky Combos:''' Thanks to Ikuro's slightly stubby normals, lots of his trickier juggles will require routing and timing changes on a per-character basis. Also keep in mind that all three strengths of his 214X series count as the same move for IPS purposes, so combos that begin with 214L or 214M crumpling the opponent will lose some extension potential.
*'''Tricky Combos:''' Thanks to Ikuro's slightly stubby normals, lots of his trickier juggles will require routing and timing changes on a per-character basis. Also keep in mind that all three strengths of his 214X series count as the same move for IPS purposes, so combos that begin with 214L or 214M crumpling the opponent will lose some extension potential.
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
OTG = On The Ground
AA = Assault Assist
SG = Stylish Guard
HHA = Heart Heat Attack
GHA = Great Heat Attack
Movelist
Astonishing Leap = Super Jump (1/2/3 > 7/8/9)
Baoh Shooting Stinger = Stinger (236L/M/H)
Saber Off! = DP (623L/M/H)
Baoh Hardened Saber = Slashes (214L/M/H)
Baoh Melting Acid = Hitgrab (421L/M/H)
Baoh Break Dark Thunder Phenomenon = Lightning (22L/M/H)
This is Baoh! = Armor Install (5S)
Combo Info
Tricky Combos: Thanks to Ikuro's slightly stubby normals, lots of his trickier juggles will require routing and timing changes on a per-character basis. Also keep in mind that all three strengths of his 214X series count as the same move for IPS purposes, so combos that begin with 214L or 214M crumpling the opponent will lose some extension potential.
Combos (Solo)
Combo
Damage
Meter
Notes
5LMH > 421L > 623H
213
623H OTG is pretty nonvital if you find it finnicky or just wanna go for better pressure instead.