Battle Craze!!/Ikue/L-Side: Difference between revisions

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   | description= Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges.
   | description= Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges.
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Revision as of 02:47, 14 January 2024

Overview

Playstyle
link L-Ikue is a slightly unusual shotoclone with a heavy emphasis on footsies and the midrange. In her L-Side, she gains a CT which charges her unique resource and three EX attacks that grow stronger the more you spend on them.
Pros Cons
  • Range: Ikue has big disjointed normals, an easy way to convert range into damage with 214K, 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.
  • Pressure: Ikue already has her guard-crushing 6SP, neutral on block 5SK, and retreating 4SP. However, L-Side adds the ability to cancel normals into Denjin Charge, remain plus with Bulletstorm, and wear the opponent down with constant 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.
  • Denjin Offense: L-Ikue's incredible EX special moves allow her to respond aggressively to practically any situation. With 2 or 3 stocks and enough conditioning, she can force respect from her opponent at any point in the game.
  • 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.
  • Slow Reversal: Ikue's meterless reversal is extremely 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 has the most varied offense of her sides, but overusing Denjin Charge will eventually get you stuffed.
  • Manual Charge: If L-Ikue can't find her chance to land a Soaring Blade super, her CT is the only way for her to generate Denjin, limiting access to what are otherwise the strongest special moves across all of Ikue's Sides.

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 her Craze Technique. The more she charges, the better her next EX Special Move gets.
Health 1000
Mobility Run, air dash, double jump

Move Overview

Universal Mechanics

Craze Tech

Denjin Charge
5CT
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
- - 20 - - - - Counter -
  • Can be charged; builds one Denjin after its startup, then another every 15 frames while the button is held
  • On release, recovery frames can be canceled with any action

Though you're vulnerable during the charge, any attempt to stop you is a risk thanks to its cancelable recovery. Just remember that those recovery frames leave you in counterhit state, so you should always cancel them with something, even a crouch.

Throws

Kenjutsu Practice
5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +15 N/A

Knocks the opponent right to the tip of 2SP range. You can meaty with 2SP afterwards, but you have to time it manually and it leaves you -4 if not canceled.

Raijin Slash
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +18 N/A

Closer hard knockdown, about to the edge of 2LK. Ikue values her space, so you can try to mix up the opponent between pressuring and dashing out afterwards.

Falling Denjin
j.5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +34[+20] N/A
  • Brackets represent frame data when comboing into air throw

Ikue's air throw. As per usual, you get a floor splat if you land a raw air throw, allowing for follow-ups.

Heartbreaker

Heartbreaker
5CT while blocking
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Interestingly, it uses part of 5GP's animation, granting it obscene range for a Heartbreaker.

Normals

Standing

5LP (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 7 - - +1 -4

Not very disjointed. Pretty much pure combo filler.

5LP (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 5 - - +1 -4

Also not very disjointed, but still a big, relatively high-damage light button. Won't combo into 5SK at max range. High enough to be viable against air approaches, especially if you walk back.


5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 10 - - +1 -5

Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges.


5LK (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 - - +2 -1

The only thing standing between Ikue and the true 5-framers. That said, its activation range is very small, making it more well-suited for tight combo and punish windows.

5LK (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +2 -1

Bog-standard 5LK. Its speed makes it good for some combo extensions outside of close 5LP's activation range.


5SK (close)
Essential pressure tool
Essential pressure tool
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 - - +2 0

On a character that has to set up her positioning just to stay safe at close range, a normal that's neutral on block is a godsend for stagger pressure.

5SK (far)
This Is Knuckle Busters
This Is Knuckle Busters
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 12 - - +2 0
  • Advances the user forward on use

Similar applications to close 5SK, but can also serve as a safe way to provoke or force your opponent into action. Mix between this and other normals to make the opponent think twice about how they respond to your advances.

Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +3 -1

Fastest crouching normal. Not bad in stagger pressure. If you're afraid that a standing light will whiff too high for some reason, use this instead.


2SP
The floor is lava, but again
The floor is lava, but again
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 12 - - 0 -7

Quintessential neutral tool. Keeps your opponent on their toes from up to a third of the screen away. Combos into Slash Kick at max range, though you might have to adjust the follow-up.


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Low 6 - - +1 -3

Ikue's fastest low. Pretty big. Whenever possible, use it in place of 5LK in normal chains for a bit of extra damage.


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 12 - - +40 -7
  • Causes an untechable hard knockdown

Ikue pretty much always has a better option than this in neutral, but the knockdown can't be discounted. If you're looking for setups or breathing room, use this at the end of combos.

Jumping

j.LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 5 - - - -

Fastest air-to-air with a tall vertical hitbox. Good for stuffing airdashes, if your opponent has one.


j.SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Overhead 10 - - - -

Big, dedicated air-to-air.


j.LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 7 - - - -

Lowest-hitting air normal.


j.SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Overhead 9 - - - -

Swiss Army knife of aggressive aerials. Can be an air-to-air, air-to-ground, or a goated cross-up, all just two frames slower than j.LK.

Command Normals

Helm Breaker
IN YOUR FACE
IN YOUR FACE
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96[144] Overhead 22[34] - - +1[+34] -6 Dire Crumple[Ground Bounce]
  • Brackets represent charged version
  • Charged version floor splats with catch time 24, but only 17 on its Dire Counter ground bounce
  • Advances the user on use, but steps back a bit if it isn't canceled into another move

Ikue's command overhead. Despite its speed, it combos out of every normal in her arsenal except for near max-range 2SP. The charged version doesn't look too appealing, but it SHREDS the opponent's guard bar. You can start charging this move after launching a 3-Denjin Bulletstorm, but there will always be a gap.


Back Slash
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Mid 14 - - -3 -7 Dire Stagger
  • Backs the user away on use

Your primary juggle combo extender. Can be used in blockstrings to back out of close range, which can make your ender safe or disengage with greater ease.

Specials

Base Specials

Blade Bullet
236P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Both 128 Mid 15 - - -1 -9 Dire Crumple
  • Frame data assumes point blank
  • Can OTG
  • Goes away if Ikue gets hit
  • Only difference between versions is projectile speed

Use this as a way to provoke a reaction or screw over low profiles. Can find use in neutral every now and again, especially since it slides under traditional fireballs. Don't spam it like a zoner. You will get Dire'd.


Slash Kick
214P
Senpumaki Kyakutatsu
Senpumaki Kyakutatsu
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 144 Mid 9 - - +21~+27 -5~+1 Dire Crumple
  • Can OTG
  • Advances forward on use
  • Low-profile hurtbox can slide under standard fireballs
  • Pops the opponent up, catch time 2~7
  • 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 an absolute pinch, you can technically even anti-air with it, just don't bet all your money on it.

SK 144 Mid 15 - - +24~+30 -7~-2 Dire Crumple
  • Can OTG
  • Moves about half the screen forward
  • 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

Never underestimate the upside-down tatsu. SP Slash Kick is your most potent 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.


Rising Dragon
623P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 120 Mid 5 - - +10 -24 Dire Power Launch
  • Hitboxes match the sword, not the slash FX

Non-invulnerable meme DP. Use instead of your usual combo ender any time you want to Craze Cancel, as the launch opens up better CC routes. Can work as an extremely committal anti-air, but jumping is so good in Battle Craze that you're usually better off using Ikue's strong air mobility and air-to-airs.

SP 80,80,80 (160) Mid 21 - - +16 -27~-30 Dire Power Launch
  • Invulnerable frames 1-22
  • Hits three times
  • Can hit more times on block depending on opponent height, changing frame data on block
  • Only the first hit you land will apply damage scaling
  • Slides forward during startup

A very slow, but still meterless reversal. Most light buttons and even some heavy buttons are fast enough to block it afterwards, so it's at its best when timed between pressure gaps. If your opponent is covered by projectiles, this can be a cheesy, if incredibly situational, counterplay. At any point where this would be fast enough to end a combo, you can usually extend with Slash Kick instead.

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
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
1-Denjin 96 (all hits) Mid 14 - - -7 -9 Dire Crumple
  • Can OTG; oddly enough, its OTG hit causes a crumple in Dire state
  • Goes away if Ikue gets hit
  • Frame data assumes point blank

Even during OTG Dire combos, Pop Fly extenders will lead to more damage. Don't use this.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
2-Denjin 96,40 (136) Mid 14 - - +3 +1 Dire Crumple
  • Hits twice
  • Can OTG, but it won't Pop Fly even in Dire state due to the multihit
  • Goes away if Ikue gets hit
  • Frame data assumes point blank

Best used in pressure strings or resets. You usually can't combo out of it, but at its absolute max range, it does link into 5LP in the corner.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
3-Denjin 96,40,40 (176) Mid 14 - - +20 +18 Dire Crumple
  • Hits three times
  • Can OTG, but it won't Pop Fly even in Dire state due to the multihit
  • Goes away if Ikue gets hit
  • 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.


Blade Tempest
214CT
Helicopter, helicopter
Helicopter, helicopter
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
1-Denjin 56x3 (168) Mid 17 - - +9 -11 Dire Stagger
  • Hits 3 times, multihits don't scale

Every version of Tempest serves as your most damaging meterless combo ender and a damaging Dire effect extender. That said, other enders tend to give you better knockdowns. No matter what, however, your supers will always be your best combo enders bar none, so try not to cash out on any Tempest if you have the meter to spend.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
2-Denjin 36x5 (180) Mid 17 - - +9 -11 Dire Stagger
  • Hits 5 times, multihits don't scale

Though it has the same use cases as 1-Denjin Tempest, this carries more opportunity cost as a combo ender, as you could usually use that knockdown to back up and gain a third Denjin stock. Try to end combos with it only if the damage will be fatal, or at least high enough to chip them to death in the next blockstring.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
3-Denjin 30x7 (210) Mid 17 - - +9 -11 Dire Stagger
  • Hits 7 times, multihits don't scale

Deals damage comparable to some All-Out Attacks. Still strictly a combo ender and Dire effect extender, but the raw damage it can deal means you almost always want to cash out at the end of a combo. The only exception is if you have the Adrenaline to end with super, which will always deal more damage.


Denjin Bolt
623CT
Only invulnerable with 2 or more Denjin
Only invulnerable with 2 or more Denjin
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
1-Denjin 144 Mid 15 - - +23 -7 Dire Power Launch
  • Knocks the foe up with catch time 4

Very narrow, non-invulnerable anti-air that extends to the top of the screen. Can start a combo on hit. It can also extend grounded combos, but Slash Kick is always better for that.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
2-Denjin 160 Mid 15 - - +23 -5 Dire Power Launch
  • Invincible frames 1-15
  • Knocks the foe up with catch time 4

An actual reversal. Less punishable than SP Rising Dragon and can combo afterwards, but not as big in return. Even then, you still get Dire punished, just ever so slightly less.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
3-Denjin 176 Mid 15 - - +23 -3 Dire Power Launch
  • Invincible frames 1-15
  • Knocks the foe up with catch time 4

A safe on block reversal that can start combos, and the primary reason that L-Ikue is so frightening with 3 Denjin stacks. 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.

Supers

All-Out Attacks

Infinite Blade
236236P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
224 Mid 15 - - +38 -27~-25 Dire N/A
  • 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
  • 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 Bullet or end combos whenever you want to keep your side.


Killing Blade
214214P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
248 Mid 9 - - +13 -16 Dire N/A
  • Advancing super
  • Switches sides

Your most damaging All-Out Attack. 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.


Soaring Blade
236236K
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
208[216][224][232] Mid 6 - - +20 -40 Dire N/A
  • Invulnerable frames 1-7
  • Damage increases by 8 for each Denjin stock; final values for 1/2/3-Denjin represented in brackets

L-Ikue's Soaring Blade is less powerful than C-Ikue's by default, but it comes with an important compensation that makes it infinitely more worthwhile: it fills your Denjin on hit. Because of this, you almost always want to end combos with it, assuming a different super wouldn't KO in its place. Since L-Side lacks Rage of the Dragon, this also takes its place as her fastest reversal, after which you can transition straight to rushdown thanks to the Denjin gain.

All-Out EX

Decimating Blade
214214PP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
312 Mid 7 - - +21 -16 Dire N/A
  • Costs 2 Adrenaline bars
  • Advancing super
  • 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.

All-Out Destruction

Blade Finale
236236KK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
400 Mid 10 - - +25 -23 Dire N/A
  • Costs 3 Adrenaline bars
  • No invulnerability
  • Frame advantage varies based on which hitbox you land, proximity to the corner, and how high up the opponent is
  • Given frame advantage calculated with the second hitbox, midscreen, against a standing C-Ajit

Massive sword attack. Doesn't provide much utility, just a really big and unsafe hitbox. Though, that does mean you can end pretty much any combo with it. Even if the frame data can vary a lot, Ikue's oki isn't that stellar or complex. Just remember that getup animations are 19 frames long and you're probably good to go.

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