Eternal Fighter Zero/Ikumi Amasawa: Difference between revisions

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Revision as of 16:49, 19 June 2021

Amasawa Ikumi

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. 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 has access to a blood tornado, allowing her to pressure and keep her opponents at bay; however, the recovery time is long, and using the wrong tornado can lead into an opening for your opponent. Her special feature is a blood meter. All B moves, as well as special moves, will draw blood from your opponent, splattering it on the floor. As Ikumi picks up blood, her specials grow more powerful, but also start to drain the blood meter. At full blood, Ikumi activates Genocide mode, giving her a timed amount of super armor and powering up all her special moves to max.

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...

Stage: FARGO Research Facilities (FARGO研究施設)

BGM: FARGO

Character-Specific Notes

  • Ikumi is able to air jump once, and air dash/backstep twice.
  • Ikumi's Medium attacks chain as follows: 5B(c) 5B(f), or 2B 5B(f).
  • Ikumi has a "Blood" meter underneath her life gauge, which is split up into 8 bars. Ikumi fills this meter by either letting blood splash on her, or to a lesser extent by running over blood on the ground before it disappears. Many of Ikumi's attacks cause blood to be spilled in various amounts. Based on the blood meter, Ikumi has access to 3 levels of power (which will be called Blood Level or "BL" for the rest of the article):
  • 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. However those moves now consume 1 blood bar each time they are used.
  • Blood Level 3 (6-8 filled bars): Meter is yellow. Many of Ikumi's special moves increase in damage and/or speed yet again. They still cost the same amount.
  • When Ikumi's Blood gauge is completely filled, Ikumi automatically performs the "Rampage" move, and the blood gauge temporarily turns into a "Genocide" gauge. The genocide gauge acts as the countdown timer for Ikumi's "Rampage". While in this mode, Ikumi gains increased offensive capabilities and recoil armor. Further details on the effects of "Rampage" are listed lower down.

Normal Moves

The notation for the movelists can be found under Controls.

The normal move data table can be found under Ikumi Amasawa/Move Data.

Standing

5A
5A
Ikumi5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Ground 4 2 6 +3 +2 N Sp Su J IC R

Ikumi quickly swipes her open hand at the opponent's face. A typical 5A attack. Short, quick, and comboable into other B moves. 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.

5B
5B
Ikumic5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
390 - - Ground 6 2 14 +1 -1 N Sp Su JH IC f5B

Ikumi slashes her hand downward at the opponent's torso. This move spills 1/4 bars of blood if it hits. Useful on oki if the opponent has only low/high invulerable DPs available, as it will catch both.

f5B
f5B
Ikumif5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
410 - - Ground
8 / 9
3
13 +1 -1 N Sp Su JH IC

Ikumi stabs out her hand at the opponent's face. This move spills 1/4 bars of blood if it hits. It's not much of a poke, but it is probably one of the more decent ones she has. Usually only used as part of a combo as well.

5C
5C
Ikumi5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 - - Ground 12 4 20 0 -2 Sp Su J IC

Ikumi does a vicious axe kick. If this move hits a midair opponent, it will slam them towards the ground at a 45-degree angle. If this slammed midair opponent hits the corner before hitting the ground, they will wallbounce. This move is absolutely critical for Ikumi's corner loops due to the wallbounce property. It is also a good move in ground combos, dealing good damage and keeping them upright for further comboing.

Crouching

2A
2A
Ikumi2a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 - - Low 4 3 8 0 -1 N Sp Su J IC R

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.

2B
2B
Ikumi2b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Ground 7 2 15 0 -2 N Sp Su J IC

Ikumi stabs her open hand out at the opponent's shins. This move spills 1/4 bars of blood if it hits. This move has less range than what it looks like, and it can be blocked high too. Useful only as a poke.

2C
2C
Ikumi2c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
580 - - Low 13 8 21 / -7 Sp Su IC

Ikumi does a sliding sweep feet-first, about 1/3 of the screen. This move will knock down the opponent if it hits. It's a better move than 5C to use alone, because of its range and knockdown properties. It really shouldn't be used in combos.

Jumping

j5A
j5A
Ikumij5a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
220 - - High 6 3 6 / / N J AD IC R

Ikumi stabs her open hand out down-forward. Probably Ikumi's best move jumping down onto the opponent. Her other jumping attacks don't really have the right angle or frequency.

j5B
j5B
Ikumij5b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
300 - - High 6 2 27 / / N J AD IC
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
250 - - High 15 2 14 / / N J AD IC

Ikumi slashes her hand in a down-forward arc, and then stabs it out horizontally. This move spills 1/4 bars of blood if it hits. This move hits twice which is always nice to have, letting Ikumi have two opportunities to cancel into something else.

j5C
j5C
Ikumij5c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
620 - - High 8 6 19 / / J AD IC

Ikumi flips around and does a two-footed kick diagonally up-forward. 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 loop combo, due to both the damage it deals and the way the opponent is launched when in the corner.

Dashing

66A
66A
Ikumi66a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
200 - - Ground 6 2 8 +1 0 Sp Su IC

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 grab if input immediately.

66B
66B
Ikumi66b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
430 - - Ground 8 3 12 +1 -1 Sp Su JH IC

Ikumi stabs out her hand at the opponent's face. This move spills 1/4 bars of blood if it hits. Used as a quick dashing poke that you can confirm into IC 662C, or to complete her BnB into her command grab. In order to connect to the command grab, you must delay the grab input by a little bit.

66C
66C
Ikumi66c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - High 21 2 22 -2 -4 IC

Ikumi raises her foot slowly, and then does a vicious axe kick. This move works as a very deceptive overhead, since it looks almost exactly the same as a normal 5C. The only tell-tale sign is the short delay in its execution, which isn't much. This can hit airborne opponents, but it's pretty useless to do so.

662A
662A
Ikumi662a.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 - - Low 5 3 10 -2 -3 Sp Su IC

Ikumi claws out with her hand at the opponent's shin. This move's usefulness is similar to Ikumi's 66A, but since it does less damage it is less useful.

662B
662B
Ikumi662b.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
400 - - Ground 8 3 16 -2 -4 Sp Su IC

Ikumi stabs her open hand out at the opponent's shins. This move spills 1/4 bars of blood if it hits. Similar usefulness with the 66B.

662C
662C
Ikumi662c.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 - - Ground 7 6 20.33 / -21.33 JH IC

Ikumi does a short running hop and does a two-footed kick diagonally up-forward very quickly. If this move hits a grounded opponent, they will be launched far away, and slightly up. This move comes out blazingly fast and launches the opponent, but the recovery time of this move is ridiculously long, and it 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.

Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Ikumi Amawasa GroundGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
900 - - Grab 5 1 29 / / -

Ikumi grabs the opponent by the neck, wrings it, and tosses them away. If this grab is done immediately after summoning 214214B clone, the clone will hit the opponent after the grab and Ikumi can continue the combo.

Close j6C
Air Grab
Close j6C
EFZ Ikumi Amawasa AirGrab.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1200 - - Grab 2 1 / / / -

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 grab, but combined with Ikumi's fast movement, becomes very good.

Special Moves

The notation for the movelists can be found under Controls.

The special move data table can be found under Ikumi Amasawa/Move Data.

Red Line of Impulse (衝動の赤い線)
236*
Ikumi236.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A & B (Lv.1) 550 - - Ground 20 3 23 -2 -4 IC
B (Lv.2) 250 x 2 - - Ground 20 3 x 2 23 +1 -1 IC
B (Lv.3) 250 x 3 - - Ground 20 3 x 3 21 +6 +4 IC
C (Lv.1) 720 - - Ground 20 3 23 -2 -4 IC
C (Lv.2) 800 - - Ground 20 3 23 / -4 IC
C (Lv.3) 850 - - Ground 20 3 23 -2 -4 IC

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.

A or (BL1)B version:

  • A decent move to use in the middle of combos, as it helps push the opponent closer to the corner.
  • However it is 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.

(BL2)B version:

  • Same as the A version, except it hits 2 times, uses up 1 blood bar, and spills around 1.5 bars of blood if it hits.
  • Not very useful. It is weaker than the A version, still frame disadvantage on block, and it uses up 1 whole bar of blood too.

(BL3)B version:

  • Same as the (BL2)B version, except it hits 3 times.
  • An excellent move. The player has frame advantage even if the move is blocked, and there is enough frames 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.

(BL1)C version:

  • 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.

(BL2)C version:

  • Same as the (BL1)C version with extra invul and armor, except this move will launch the opponent if it hits. Useful if you have BIC and need to carry the opponent to the corner.

(BL3)C version:

  • Same as the (BL2)C version. Gains extra invul and armor.
623*
Bloodstained Cross (血染めの十字架)
623*
Ikumi623.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A & B (Lv.1) 520 - - High 36 10
28
/
-6
IC
B (Lv.2) 1000 - - High 31 10
11
/
+2
IC
B (Lv.3) 1250 - - High 25 10 9 / +3 IC
C (Lv.1) 650 - - High 28 10
14
/
-3
IC
C (Lv.2) 1200 - - High 28 10
9
/ +4 IC
C (Lv.3) 1500 - - High 26 10
6
/
+7
IC

Ikumi makes a small hop toward the opponent and slashes down with both of her hands. Two bloody arcs mirror her movements, forming a cross and increasing the range of the attack.

A or (BL1)B version:

  • Spills 0.5 to 1 bars of blood and knocks down the opponent if it hits.
  • This version is actually pretty decent for a overhead. It is not as fast as the other versions, but Ikumi jumps high enough to actually leap over most character's crouches, turning an overhead into a crossup-overhead.

(BL2)B version:

  • Same as the A version, except it uses up 1 blood bar, comes out quicker, and the hop is lower.
  • The damage is close to double that of the previous blood level, and it is faster. It will cross-up less opponents though.

(BL3)B version:

  • Same as the (BL2)B version, except it comes out even quicker, and the hop is even lower.
  • An excellent move. This is the fastest version of the move, and it does not use up RF meter like the C versions.

(BL1)C version:

  • Same as the A version, except this move comes out much quicker and spills around 2 bars of blood if it hits.
  • Works well as a very fast overhead.

(BL2)C version:

  • Same as the (BL1)C version, except it uses up 1 blood bar.
  • Now this is a wonderful move. As fast as the previous level, more than double the damage, and still faster than the B version at this blood level.

(BL3)C version:

  • Same as the (BL2)C version.
  • For this blood level, while this is still a good move, it would be a better idea to use the B version unless you really need the extra damage.
214*
Skyscraper (摩天楼)
214*
Ikumi214.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Any (Lv.1) 450 - - Any 16 1 50 ~ 52 / -20 ~ -22 -
- 150 - - Any 30 34 35 ~ 37 / -6 ~ -8 -
Any (Lv.2) 450 - - Any 14 1 47 ~ 53 / -17 ~ -23 -
- 150 - - Any 28 34 33 ~ 39 / -3 ~ -9 -
Any (Lv.3) 450 - - Any 14 1 47 / -15 -
- 150 - - Any 28 34 33 / -3 -
- 150 - - Any 47 34 14 / +16 -

Ikumi raises two fingers upwards, and a tornado of blood appears on the screen (A: close, B: middle, C: far).

BL1 version:

  • 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.

BL2 version:

  • Same as the BL1 version, except that it uses up 1 blood bar.
  • Less useful than before due to the blood loss.

BL3 version:

  • Same as the BL2 version, except that it hits three times.
  • Gives a massive frame advantage.
41236C
Feast's Omen (宴の予兆)
41236C
Ikumi41236c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
C 500 - - Grab
7
1 29 / / -

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.

Rampage
Rampage (暴走)
EFZ Ikumi Amasawa Genocide.png
Activates automatically when the blood gauge is full
Activates automatically when the blood gauge is full
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
- 1000 - - Unblockable 3 12 ? / / -

Ikumi does her best crazy-person impression and emits a powerful shockwave. Afterwards, Ikumi glows golden until the genocide gauge is depleted. The gauge will drain naturally in 6 seconds, but Ikumi can still collect more blood to prolong this state. While Ikumi is in this frenzied state:

Ikumi gains constant recoil armor (and thus cannot block or recoil guard). All normal moves have less recovery frames. 66B launches the opponent. 662C launches the opponent even higher, and is jump cancelable on block. All special moves act as if at Blood Level 3. "Bloodstained Cross" is toned down to do only 650 base damage. "Feast's Omen" is boosted to 750 base damage. "Invasion of Blood" is changed to explode as soon as Ikumi plunges her hand into the ground. However, the startup delay is greater than normal. Also, any previously prepared "Invasion of Blood" cannot be activated. "Mirror of Lies" becomes inaccessable. "Separation" is boosted to 2800, 3800, and 5500 base damage, for the respective A, B, and C versions. "Sword of Friendship" becomes inaccessable. This move is a double-edged sword, sacrificing defensive abilities for maximum offensive pressure. Because you cannot guard while "Genocide" is in effect, opponents can take advantage of that by using a normally-easy-to-guard super for easy damage.

Eternity Specials

4123641236*
Separation (別離)
4123641236*
Ikumi4123641236p1.png
Ikumi4123641236p2.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2000 - - Grab 6 2 34 / / -
B 3000 - - Grab 6 2 34 / / -
C 4100 - - Grab 4 2 34 / / -
  • Ikumi reaches out with her hands toward the opponent. If the move hits, Ikumi grabs the opponent by the neck and holds them off the ground while a hurricane of blood tears at the opponent.
  • The B version has longer range than the A version, and the C version has even longer range.
  • The A version spills 2.5 bars of blood if it hits. The B version spills 3 bars of blood if it hits. The C version spills 6 bars of blood if it hits.
214236*
Invasion of Blood (血の侵食)
214236*
Ikumi2141236p2.png
Ikumi2141236p3.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 2000 - - Ground
13
7
29
/
-15
FIC
B 2700 - - Ground
13
7
28
/
-14
FIC
C 4300 - - Ground
13
7
28
/
-14
FIC

The first time this move is performed, Ikumi plunges her hand into the floor, using up the Level of SP specified. This step does not damage the opponent in any way. The next time this move is performed, Ikumi raises two fingers upwards, and a geyser of blood will spray up directly underneath the opponent. Any attack button can be used, but the damage dealt and the range of the geyser depends on the version used in the first step. This move can be very useful once the super has been prepared. You can have a level 3 "Invasion of Blood" sitting in the floor to punish the opponent for any whiffed moves, while building up even more SP in the meantime. Something else to keep in mind is that this move cannot be blocked by midair opponents.

214214*
Mirror of Lies (虚言の鏡)
214214*
Ikumi214214.png
Ikumi214214a.png
Ikumi214214b.png
Ikumi214214c.png
Version Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 400 - - Ground 95 2 - / / -
- 400 - - Ground 97 3 - / / -
- 400 - - Ground 100 3 - / / -
B 400 - - Ground 117 2 - / / -
- 400 - - Ground 133 3 - / / -
- 620 - - Any 151 6 - / / -
C 400 - - Any 135 1 - / / -
- 150 - - Any 149 34 - / / -
- 150 - - Any 168 34 - / / -
- 150 - - Any 187 34 - / / -

Ikumi makes a flashy pose, and creates a transparent shadow of herself at her location. Depending on the version used, the shadow performs different attacks, and then disappears. The shadow will disappear prematurely if the real Ikumi is hit.

  • A Version: The shadow quickly performs a powerful 3-hit "Red Line of Impulse". It can be used to create a left-right crossup by setting one after the opponent has been knocked down, and then jumping over the opponent as the shadow clone attacks.
  • B Version: The shadow waits until the opponent is close or after 10 seconds have passed, then performs a 5B(c) 5B(f) 662C combo.
  • C Version: The shadow walks toward the opponent until it is close and then performs a powerful "Skyscraper".

Final Memory

236236C
Sword of Friendship (絆という名の剣)
236236236C
EFZ Ikumi Amasawa 236236236C.gif
Relative duration of frames not accurate.
Relative duration of frames not accurate.
IkumiFM.png
Damage Proration Juggle Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
5200 - - Any 5 30 38 ~ 67 / -12 -

Ikumi dashes almost instantaneously towards the opponent. If the move hits, the opponent is launched into the air, where they are knocked ever higher by four friends of Ikumi. Finally, as the opponent falls toward the ground, Ikumi punches the ground releasing a huge pillar of blood which hits the opponent. As the opponent lands, all of Ikumi's friends gather around Ikumi for a quick pose, and then jump off the screen.

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 grab 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 grabs, 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
  • Depending on the button pressed, Ikumi's tornado will come out at a different distance. It has two hits at BL1, and those hits are spaced far apart. At BL2, the hits 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 5B 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 starts to gain some blood meter. As she reaches BL3, her 236C becomes a very good reversal with plenty of invulnerability and armor, though she would rather keep that RF meter and blood for combos instead of reversals. If she wishes to spend meter on her 2141236 super, she can keep a pocket reversal on hand to use whenever.
623C
  • Some startup invulnerability at all blood levels, but takes a while until active and can be mashed out of. Gains armor throughout most of the move and recovery at BL3, so using it as a reversal is perfectly fine.
236C
  • Ikumi's 236C has some invulnerabilty and armor on BL2, but only the armor lasts long enough to cover her until active frames. She gains extra armor frames at BL3. It is not useful as a reversal at BL1 at all. Ikumi can suffer in some matchups where she needs a reversal but cannot get blood.
4123641236C
  • Grabs on the frame of superflash, meaning the opponent cannot jump. C version has invulerability until activation, but is very punishable on whiff.
2141236 (activation)
  • This super is invulnerable on the second cast (activation). Doesn't require her to be at any particular blood level, so in matchups where you absolutely must have a reversal on hand at all times, make sure to spend some meter on this.

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 Mixups and Okizeme section for usage.
2141236
  • On first activation, Ikumi will spend meter according to the button pressed, and slam her fist into the ground. This sets the blood fountain, and pressing 2141236 with any button again will set it off. Higher levels have a larger fountain and more damage. This super has invulnerability on activation, and cannot be blocked in the air. One of her few ways to guarantee a reversal due to her blood mechanics.
4123641236
  • Ikumi's super command grab. Spills a lot of blood on hit. Use whereever you would use a normal command throw.
  • There happens to be a period of time during an opponent's jump startup in which they can still be ground thrown (1st frame of jump). By delaying your 4123641236 super, you can hit this frame with some reliability, and reset proration for higher damage. Don't do this if the opponent has a frame 1 invulnerable reversal.
236236236C
  • Ikumi's Final Memory (FM) is a quick dash across the screen that will do a fair amount of damage on hit. This can be comboed into very easily, just slot it in where you would do 236A/B. You can also command throw straight into FM.

Combos

Notation Help
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 41236C(whiff)
  • Very basic gatling combo. The 41236C whiff is used to stop momentum for possible IAD left/right mixups. (1347 DAMAGE) [replay 1-1]
2A 5B 2B 5C 214B
  • Basic BnB for damage. Possible to dash up and jump to try to catch opponent techs. (1727 DAMAGE) [replay 1-1]
BL3-Only: 2A 5BC 236B(3) 5ABC 236B(3) 4123641236C
  • Ikumi's BL3 236B will loop into itself. 4123641236C will combo, but using 4123641236A drops the combo. However, with the right timing, the A version becomes unjumpable. Good if the opponent doesn't have meter for invulnerable reversals. (4064 DAMAGE) [replay 1-2]
214214A set: 6696644 land 662C IAD jC 5C 79 jC land jB(1) 66 jB(1)C 5BB jAAAAB djA[6]~C
  • 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. The j[6]~C at the end of the combo is a tech trap. (4115 DAMAGE) [replay 1-2]
Corner
41236C 5BBC IADB jC(whiff) 9 jC 9 dj[6]~C
  • Corner command grab combo. The backwards IAD with jC whiff is to build meter, and the last dj[6]~C is to catch techs. (1592 DAMAGE) [replay 1-1]
662C 8 jC 662C 8 jC 5BB jAAAAB djA[6]~C
  • If you can punish an opponent in the corner, easy version. Will drop on some characters. (2772 DAMAGE) [replay 1-3]
662C IAD jC 5C 79 jC 5C 79 jC 5BB jAAAAB djA[6]~C
  • If you can punish an opponent in the corner, harder version. Will work on all characters. (3481 DAMAGE) [replay 1-3]
214214B set: ... (214214B third hit) 5C 79 jC 66B jB(1) 66 jB(1)C 5BB jAAAAB djA[6]~C
  • Ikumi will be mixing up with 214214B a lot, this is the basic confirm with no extra meter. (4250 DAMAGE) [replay 1-3]

Red IC

Midscreen
2A 5B 2B 5C 236A IC 66B 41236C
  • 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. (2334 DAMAGE) [replay 1-4]
Close to corner: 66B IC 662C IAD jC 5C 79 jC land jB(1) 66 jB(1)C 5BB jAAAAB dj[6]~C
  • On a successful 66B poke. This is a fast move and will catch people off guard. (3550 DAMAGE) [replay 1-4]
Corner
66C IC 662C IAD jC 66B jB(1) 66 jB(1)C 5BB jAAAAB djA[6]~C
  • Basic confirm off a raw overhead. (3005 DAMAGE) [replay 1-4]
(2AA) 2B 5C 236A IC 662C IAD jC 5BBC IAD jC(whiff) 9 jC 9 dj[6]~C
  • 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. (3090 DAMAGE) [replay 1-5]
(2AA) 2BB 5C 236A IC 662C IAD jC 5BBC IAD jC(whiff) 9 jC 9 dj[6]~C
  • Variation of the combo above. Foregoes some damage to knock down the opponent midscreen to set up the 214214A mixup. (2761 DAMAGE) [replay 1-5]

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 dj[6]~C
  • 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. (5221 DAMAGE) [replay 1-6]
Corner
2AB 5C 236A BIC 662C IAD jC (5C 79 jC)x2 land jB(1) 66 jB(1)C land 5BB jAAAAB dj[6]~C
  • Basic BIC corner combo starting from 2A. (5307 DAMAGE) [replay 1-7]
66C BIC 662C IAD jC (5C 79 jC)x2 land 66B jB(1) 66 jB(1)C land 5BB jAAAAB dj[6]~C
  • Basic BIC corner combo starting from 66C. (4906 DAMAGE) [replay 1-7]
41236C 5BC BIC 79jC (5C 79 jC)x2 66B jB(1) 66 jB(1)C 5BB jAAAAB dj[6]~C
  • Basic BIC command throw corner combo. (4939 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 dj[6]~C
  • Basic BIC combo if B clone hits. (6841 DAMAGE) [replay 1-8]
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) 9 jC 9 dj[6]~C
  • 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. (7534 DAMAGE) [replay 1-9]
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 dj[6]~C
  • 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. (5497 DAMAGE) [replay 2-1]

Mixups & 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
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

あら、あなた
けっこう美味しそうね…

…いや、冗談だから
そんなに引かなくても…

Oh my,
you seem quite tasty...

I'm just joking,
you don't have to look that afraid...

クッ!

血を見ると…
昂ぶりを
抑えきれない…

Agh!

Seeing blood...
I can't hold back
my impulses...

へちょい攻撃ね…

目を閉じてても
全部捌けるわよ

Your attacks are terrible...

I could dodge every one of them,
even with my eyes closed.

泣けッ!
叫べッ!
そして死ねェッ!


…………
って柄でもないわね
ハァ…

Cry!
Scream!
Then die!


.........
This isn't really my personality.
Sigh...

(Ikumi is refering to Iori Yagami from The King of Fighters series.)

さっさと
何処かへ行きなさい

解体は
趣味じゃないのよ

Hurry up and
get out of my sight .

Dissection
isn't one of my hobbies.

終わりにしない?

これ以上やると
ザクロになるわよ

We should end this, you know?

If we keep going,
you'll end popping like a pomegranate.

ハイ終了
これであなたは
一歩でも動いたらポン

…フフ、冗談よ
私そんな器用な事は
できないし

OK, the end!
With this,
if you move another step, BAM!

...Ha ha, I'm joking.
There's no way
I'm that skilled.

(Ikumi is refering to Kenshiro from Fist of the North Star.)

(To Shiori)
まぁ
世の中似たようなのが
三人は居るというし

…こっちの話よ

(To Shiori)
Well,
you know what they say.
There's three people in the world that look exactly like each other.

... just talking to myself.

(To Kaori)
とっても
強いんですね

ちょっと…
憧れちゃいました

(To Kaori)
You're
really strong...

I...
admire that.

(To Ikumi)
生憎と
自分を相手にするのは
慣れてるの

で、いい加減消える?
それとも消す?

(To Ikumi)
Unfortunately for you,
I'm already used to
facing myself as an opponent.

So why don't you just disappear?
Or shall I erase you?

Colors

EFZ-ikumi-colors.png

In-game References

External References

  • Ikumi's "Red Line of Impulse" move is based on Leona Heidern's "Ground Saber" move, from The King of Fighters series.
  • Ikumi's "Bloodstained Cross" move is based on Leona Heidern's "X-Calibur" move, from The King of Fighters series.
  • Ikumi's "Skyscraper" move is based on Leopold Goenitz's "Yonokaze" move, from The King of Fighters series.
  • Ikumi's "Seperation" move is based on Leopold Goenitz's "Yamidoukoku" move, from The King of Fighters series.
  • Ikumi's "Sword of Friendship" move is based on Captain Commando's "Captain Storm" move, from Marvel vs Capcom 2.

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.


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