{{ASBR Character Subnav|char=Baoh|short=bao|sub=1}}
{{ASBR Character Subnav|char=Baoh|short=bao|sub=1}}
==Combo Info==
==Combo Info==
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.
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. (FC = Flash Cancel)
| 5LMH > 214H > PC > 5M > 214M > 5L 2H > 421M > 623H || 373 || || Example of a one bar basic launcher route that avoids extra jumps and goes straight into the 214M extension.
| 5LMH > 214H > FC > 5M > 214M > 5L 2H > 421M > 623H || 373 || || Example of a one bar basic launcher route that avoids extra jumps and goes straight into the 214M extension.
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| 5LMH > 214H > PC > 5M > 214M > 5L 2H > 236H > HHA || 408 || || Variation of the above that spends a second bar.
| 5LMH > 214H > FC > 5M > 214M > 5L 2H > 236H > HHA || 408 || || Variation of the above that spends a second bar.
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| 5LMH > 214H > PC > 669H > 5L 2M 5H > 214M > 5M 2H > 421M > 623H || 402 || || Example of a one bar standard launcher route using a dash jump to extend.
| 5LMH > 214H > FC > 669H > 5L 2M 5H > 214M > 5M 2H > 421M > 623H || 402 || || Example of a one bar standard launcher route using a dash jump to extend.
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| 5LMH > 214H > PC > 669H > 5L 2M 5H > 214M > 5M 2H > 236H > HHA || 426 || || Variation of the above that spends a second bar.
| 5LMH > 214H > FC > 669H > 5L 2M 5H > 214M > 5M 2H > 236H > HHA || 426 || || Variation of the above that spends a second bar.
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| 2L 5H > 214H > PC > 669H > 2H > 236H > 5L 2M > 214M > 2M 5H > 29M > 5L 5M 2H > 421L || 418 || || Advanced one bar launcher route using Ikuro's superjump as an extra extension. [https://twitter.com/DarkForceVicki/status/1570306157876760577 Link]
| 2L 5H > 214H > FC > 669H > 2H > 236H > 5L 2M > 214M > 2M 5H > 29M > 5L 5M 2H > 421L || 418 || || Advanced one bar launcher route using Ikuro's superjump as an extra extension. [https://twitter.com/DarkForceVicki/status/1570306157876760577 Link]
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| j.H > 2L 5H > 214H > PC > 669H > 2H > 236H > 5L 2M > 214M > 2M 5H > 29M > 5L 5M 2H > 236H > HHA || 490 || || Variation of the above that spends a second bar. [https://twitter.com/Midori_Puru/status/1566307491238932481 Link]
| j.H > 2L 5H > 214H > FC > 669H > 2H > 236H > 5L 2M > 214M > 2M 5H > 29M > 5L 5M 2H > 236H > HHA || 490 || || Variation of the above that spends a second bar. [https://twitter.com/Midori_Puru/status/1566307491238932481 Link]
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| 5LMH > GHA || 375 || || Low effort hit into GHA.
| 5LMH > GHA || 375 || || Low effort hit into GHA.
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| 5LMH > 214H > PC > 669H > 2M 5H > 214M > 5M 2H > GHA || 535 || || Example of standard launcher route into GHA.
| 5LMH > 214H > FC > 669H > 2M 5H > 214M > 5M 2H > GHA || 535 || || Example of standard launcher route into GHA.
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. (FC = Flash Cancel)
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.