Overview
Playstyle
C-Ikue is a slightly unusual shotoclone with a heavy emphasis on footsies and the midrange. In her C-side, she gains a strong command overhead and a suite of aggressive EX specials. |
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.
- Meter: C-Ikue can build up to 4 bars of Adrenaline, which she can then spend on a different suite of EX special moves. Additionally, landing her All-Out Attacks grants extra Craze meter depending on how much Adrenaline you currently have.
- Guard & Stagger Pressure: C-Ikue can charge both her 6SP and her C-Tech, which do significant guard damage when fully charged. Additionally, she can apply strong stagger pressure between neutral-on-block options and a unique retreating command normal.
- 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.
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- 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: C-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. C-Ikue's EX specials mitigate this to an extent, but even then, none of her tools are particularly overwhelming.
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Statistics
Trait
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"Constant Fight-or-Flight": Ikue can hold up to 4 stocks of Adrenaline. She can also perform EX versions of her Special Moves using half of an Adrenaline stock.
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Health
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1000
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Mobility
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Run, air dash, double jump
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Move Overview
Universal Mechanics
Craze Tech
Over Crush 5CT
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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144[168]
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Overhead
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21[26]
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-
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-
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+48[+43~+56]
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-5[-4]
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Dire
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Wall bounce
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- Charged version stats in brackets
- Normal version causes a ground tumble, charged version causes a wallbounce
- Normal version wallsticks near the corner at +18 on hit
C-Ikue's infamous advancing overhead. Only a frame faster than 6SP, but comes with great damage potential on hit and a ton of guard damage.
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Throws
Kenjutsu Practice 5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+15
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N/A
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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.
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Raijin Slash 4GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+18
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N/A
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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.
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Falling Denjin j.5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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2
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-
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-
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+34[+20]
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N/A
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- Brackets represent frame data when comboing into air throw
Ikue's air throw. As per usual, you get a ground bounce if you land a raw air throw, allowing for follow-ups.
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Heartbreaker
Heartbreaker 5CT while blocking
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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32
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Mid
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17
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-
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-
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+1
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-23
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Interestingly, it uses part of 5GP's animation, granting it obscene range for a Heartbreaker.
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Normals
Standing
5LP (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Mid
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7
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-
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-
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+1
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-4
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Not very disjointed. Pretty much pure combo filler.
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5LP (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Mid
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5
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-
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-
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+1
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-4
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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.
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5SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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88
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Mid
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10
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-
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-
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+1
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-5
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Really fast for its range and disjoint. Less risky than 2SP, though not as big. Starts combos at all ranges.
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5LK (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Mid
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4
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-
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-
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+2
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-1
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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.
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5LK (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Mid
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5
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-
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-
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+2
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-1
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Bog-standard 5LK. Its speed makes it good for some combo extensions outside of close 5LP's activation range.
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5SK (close) Essential pressure tool Essential pressure tool
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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9
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-
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-
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+2
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0
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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.
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5SK (far) This Is Knuckle Busters This Is Knuckle Busters
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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12
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-
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-
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+2
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0
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- 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.
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Crouching
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Mid
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5
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-
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-
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+3
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-1
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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.
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2SP The floor is lava, but again The floor is lava, but again
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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88
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Mid
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12
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-
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-
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0
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-7
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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.
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2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Low
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6
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-
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-
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+1
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-3
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Ikue's fastest low. Pretty big. Whenever possible, use it in place of 5LK in normal chains for a bit of extra damage.
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2SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Low
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12
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-
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-
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+40
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-7
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- 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.
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Jumping
j.LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Overhead
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5
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-
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-
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-
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-
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Fastest air-to-air with a tall vertical hitbox. Good for stuffing airdashes, if your opponent has one.
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j.SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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88
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Overhead
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10
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-
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-
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-
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-
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Big, dedicated air-to-air.
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j.LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Overhead
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7
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-
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-
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-
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-
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Lowest-hitting air normal.
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j.SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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88
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Overhead
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9
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-
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-
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-
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-
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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.
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Command Normals
Helm Breaker IN YOUR FACE IN YOUR FACE
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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96[144]
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Overhead
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22[34]
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-
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-
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+1[+34]
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-6
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Dire
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Crumple[Ground Bounce]
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- 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. It's even more threatening on C-Ikue, who can cancel it into Over Crush for a double overhead or into charged Over Crush to destroy guard bars even faster.
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Back Slash
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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80
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Mid
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14
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-
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-
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-3
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-7
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Dire
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Stagger
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- 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.
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Specials
Base Specials
Blade Bullet 236P
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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Both
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128
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Mid
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15
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-
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-
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-1
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-9
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Dire
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Crumple
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- 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.
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Slash Kick 214P Makisenpu Kyakutatsu Makisenpu Kyakutatsu
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LK
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144
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Mid
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9
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-
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-
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+21~+27
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-5~+1
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Dire
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Crumple
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- 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.
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SK
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144
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Mid
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15
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-
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-
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+24~+30
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-7~-2
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Dire
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Crumple
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- 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.
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Rising Dragon 623P
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LP
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120
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Mid
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5
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-
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-
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+10
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-24
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Dire
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Power Launch
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- 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.
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SP
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80,80,80 (160)
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Mid
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21
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-
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-
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+16
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-27~-30
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Dire
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Power Launch
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- 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.
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EX Specials
All of these moves cost half a bar of Adrenaline.
Blade Inferno 236CT
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Version
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Damage
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Guard
|
Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
|
Dire Effect
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EX
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88 (all hits)
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Mid
|
11
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-
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-
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+17
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-7
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Dire
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Spinout
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- Hits five times, but after three hits, it pops the opponent up and prevents any remaining hitboxes from connecting
- This move has better frame data if you land hits 2-4 or hits 3-5, but worse frame data and no knockup if you land the last two hits; frame data assumes point blank
A surprise knockdown at long range or occasionally a projectile delete button, as its hitbox is a bit taller than Blade Bullet and will actually hit conventional fireballs. Thanks to the unconventional risk of landing fewer than three hits of this move, it's not recommended to try and set it up to make it plus without professional levels of experience.
Can also find use when canceled out of 2SP since, unlike Slash Kick, it won't give your opponent a free turn on block.
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Cutting Edge Kick 214CT Caught you sleepin' Caught you sleepin'
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Version
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Damage
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Guard
|
Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
|
Punish State
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Dire Effect
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EX
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120
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N/A
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21
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-
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-
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+31
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N/A
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Dire
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N/A
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- Same forward movement as LK Slash Kick
- Pops the opponent up, catch time 11
Slow, advancing command grab. It can jumpscare a blocking foe, but even in that case, Ikue's pressure isn't always strong enough to keep the surprise. Use incredibly sparingly outside of combos and cheeky resets.
When used as a combo launcher at close range, it opens up tighter, but more damaging combo routes than Slash Kick.
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Rage of the Dragon 623CT
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
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Punish State
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Dire Effect
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EX
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40,40,40,40,40,40 (150)
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Mid
|
5, 11, 14
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-
|
-
|
+13
|
-26~-30
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Dire
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Power Launch
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- Three uppercuts; the last one hits four times
- Invulnerable frames 1-22, lasting until the middle of the second hit
- 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
Your most powerful non-AoA combo ender. The meter cost may be intimidating, but this move is fast, tall, advancing, and very invincible. All in all a great defensive tool, massive commitment notwithstanding.
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Supers
All-Out Attacks
Infinite Blade 236236P
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
Punish State
|
Dire Effect
|
224
|
Mid
|
15
|
-
|
-
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+38
|
-27~-25
|
Dire
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N/A
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- 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.
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Killing Blade 214214P
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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.
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Soaring Blade 236236K
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
224
|
Mid
|
15
|
-
|
-
|
+20
|
-40
|
Dire
|
N/A
|
In C-Side, this is strictly a reversal super. Even as a reversal, Rage of the Dragon is usually far more worth your time, even being a little less risky. Try to only use it if you really need the Craze Gauge.
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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.
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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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Battle Craze Navigation