Amasawa Ikumi (天沢 郁未) is a rushdown heavy resource management 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 can throw out blood tornadoes which allow her to harass her opponent from a distance, but need to be used carefully. She possesses a unique mechanic: the blood gauge. Some of her moves will draw blood from the opponent on hit, splattering it on the floor. As Ikumi picks up blood, her specials grow more powerful, but also start to drain the blood gauge. At full blood, Ikumi enters Genocide Mode, giving her a timed amount of super armor and some stronger/faster moves, but also consuming all of her blood in the process. Playing Ikumi effectively requires acute management of the blood gauge, keeping it high for access to levelled up specials for as much of the match as possible, but also not tipping over into Genocide Mode when unwanted.
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...
Ikumi was added to EFZ's cast in Bad Moon Edition.
Ikumi has a "Blood" meter underneath her life gauge, which is split up into 8 bars. Blood will spill out of the opponent when hit by Ikumi's specials or B normals, and she collects it by touching it, filling the blood meter. Depending on the blood meter, Ikumi will be in 1 of 4 states:
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, but they now consume 1 blood bar each time they are used.
Blood Level 3 (6-8 filled bars): Meter is yellow. Ikumi's special moves improve yet again. They still cost the same amount.
GENOCIDE: When Ikumi's Blood gauge is completely filled, Ikumi automatically performs the Rampage move, and the blood gauge temporarily turns into a "Genocide" gauge, and functions as the timer for Genocide Mode. Ikumi undergoes a long list of changes in this mode, most notably constant armor (see Rampage). When the gauge empties, Ikumi will exit Genocide Mode and return to her 0 blood self with no disruptive animation like when she entered.
Normal
GENOCIDE
Normal Moves
Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version
Used for moves with multiple special attacks on one motion.
Damage
The base damage value that the specific hit will do. See damage scaling for more information.
Guard
Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
Property
Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
Indicates where the move's first active hitbox is.
Active
Total frames the hitbox is active for.
Recovery
Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit
Frame advantage on hit.
Adv Block
Frame advantage on block.
Cancel
Possible cancel options.
N: Normals Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit(22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
5A
5A
Damage
Guard
Startup¹²
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. 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.
c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
390
Ground
6
2
14
+1
-1
N Sp Su JH IC f5B 2B
Ikumi slashes her hand downward at the opponent's torso. This move spills about a quarter of a blood bar on hit. Useful on oki if the opponent has only low/high invulerable DPs available, as it will catch both.
f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
410
Ground
8 / 8.33
3 / 2.66
13
+1
-1
N Sp Su JH IC
Ikumi stabs out her hand at the opponent's face. This move spills about a quarter of a blood bar on hit. It's not much of a poke and is usually only used in combos.
5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Ground
12
4
20
0
-2
Sp Su J IC
Ikumi does an axe kick. If this move hits an aerial opponent, it will slam them towards the ground at a 45-degree angle. If the opponent hits the corner before hitting the ground, they will wallbounce. This makes the move absolutely critical for Ikumi's corner juggles, but it is also used in non-juggle combos.
Crouching
2A
2A
Damage
Guard
Startup¹²
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
Damage
Guard
Startup¹²
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 about a quarter of a blood bar on hit. Doesn't hit low, and like f5B this move is mostly combo fodder.
2C
2C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Low
13
8
21
/
-7
Sp Su IC
Ikumi does a sliding sweep across about 1/3 of the screen. Knocks down the opponent on hit, like any sweep. This move is okay to throw out in neutral, but her dashing buttons are far better.
Jumping
j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
High
6
3
6
/
/
N J AD IC R
Ikumi stabs down with her hand. Probably Ikumi's most reliable jump-in normal.
j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
300
High
6
2
27
/
/
N J AD IC
250
High
15
2
14
/
/
N J AD IC
Ikumi slashes her hand below her, and then stabs it out above her. This move spills 1/4 bars of blood if it hits. Has two hits, but Ikumi usually cancels this move after the first to keep the opponent level with her.
j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
620
High
8
6
19
/
/
J AD IC
Ikumi flips around and kicks above her. 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 juggle due to both the damage it deals and the way the opponent is launched when in the corner.
Dashing
66A
66A
Damage
Guard
Startup¹²
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.
66B
66B
Damage
Guard
Startup¹²
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 about a quarter of a blood bar on hit. 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 combo to the command grab, you must delay the grab a little bit.
66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
High
21 / 21.33
2 / 1.66
24
-2 / -1.66
-4 / -3.66
IC
Ikumi raises her foot slowly for a vicious axe kick. This move works as a very deceptive overhead, as the animation is rather subtle. However, the opponent may be able to recognize Ikumi's dash, which looks distinct even if cancelled on the first frame. Unlike 5C, this move doesn't do anything special if it hits an aerial opponent.
662A
662A
Damage
Guard
Startup¹²
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. Like Ikumi's 66A, this is a lightning fast poke and is comboable into 41236C, but it hits low at the cost of worse damage and frame advantage.
662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Ground
8
3
16
-2
-4
Sp Su IC
Ikumi stabs her hand out at the opponent's shins. This move spills about a quarter of a blood bar on hit. Similar usefulness with the 66B.
662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Ground
7
6
30.66
/
-21.33
JH IC
Ikumi does a running hop and kicks up very quickly. If this move hits a grounded opponent, they will be launched far away and slightly up. This move comes out extremely fast, has a huge hitbox, and starts combos in the corner, but has ridiculously long recovery and 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. Jump cancelling this move counts as a double jump.
Grabs
Ground Grab
Ground Grab Close 6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
900
Grab
5.33
1
30
/
/
None
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.
Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
2
1
/
/
/
None
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. Ikumi can very easily dash up in time for oki, though. Average range on this grab, but combined with Ikumi's fast movement, becomes very threatening.
Special Moves
236*
Red Line of Impulse 衝動の赤い線 236*
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. The startup of this move can vary greatly as Ikumi does not begin attacking until she enters a certain horizontal proximity of the opponent. Usually, by the time the move is active, Ikumi will be far too close to the opponent for them to fall out of the second and/or third hit of upgraded 236B's.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A & B (Lv.1)
550
Ground
/
20.33~56
3
23
-2
-4
IC
Does not cost blood to use.
A decent move to use in the middle of combos, as it helps push the opponent closer to the corner.
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.
B (Lv.2)
250 x 2
Ground
/
20.33~56
3 x 2
23
+1
-1
IC
Hits 2 times, uses up 1 blood bar, and spills around 1.5 bars of blood if it hits.
Not very useful. It does less damage than the A version, still minus on block, and it uses up 1 whole bar of blood too.
B (Lv.3)
250 x 3
Ground
/
20.33~56
3 x 3
21
+6
+4
IC
Hits 3 times.
An excellent move. The player has frame advantage even if the move is blocked, and there is enough advantage 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.
C (Lv.1)
720
Ground
/
20.33~56
3
23
-2
-4
IC
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.
C (Lv.2)
800
Ground
I: 0.33-18.00~53.66
20.33~56
3
23
/
-4
IC
Has some invulnerability, and will launch the opponent if it hits. Useful if you have BIC and need to carry the opponent to the corner.
C (Lv.3)
850
Ground
I: 0.33-12.00~47.66, A: 12.33~48.00-37.00~72.66
20.33~56
3
23
-2
-4
IC
Once the invincibility ends, the rest of the move is almost fully armored. A very shoddy reversal option, but Ikumi doesn't have much better.
Doesn't launch the opponent.
623*
Bloodstained Cross 血染めの十字架 623*
Ikumi hops forward and slashes down with both of her hands. All versions knock down on hit. Even at level 3, this is still a slower overhead than 66C and you can't combo off of it, so it's not Ikumi's go-to overhead. Ikumi cannot counter RG during recovery, as she enters a seperate animation when landing.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A & B (Lv.1)
520
High
/
36
10
17.66
/
-5.66
IC
Does not cost blood to use.
Spills 0.5 to 1 bars of blood on hit.
The only version that is unsafe on block.
VERY slow for an overhead.
Ikumi jumps high enough to actually leap over most crouches in this version, turning an overhead into a crossup-overhead. However, Ikumi should never attempt this, as standing up denies the crossup (unless in the very last frames of startup), making it no harder to react to. The only character this gimmick is "okay" on is Mayu who gets crossed up even while standing.
B (Lv.2)
1000
High
/
31
10
10.33
/
+1.66
IC
Faster, does more damage, and plus on block.
B (Lv.3)
1250
High
/
25
10
8.66
/
+3
IC
Comes out even quicker and lower to the ground.
This is the fastest version of the move. It's still not very good.
C (Lv.1)
650
High
/
28
10
13.66
/
-2.66
IC
Much faster than the A version and spills more blood on hit (around 2 bars).
C (Lv.2)
1200
High
I: 0.33 - 7.66
28
9.66
8
/
+4
IC
Startup is no faster, but less recovery and almost double the damage
Actually still faster than the B version at this blood level, but the EX sound effect probably won't do you any favors.
Has some invincibility but the move is too slow for it to matter.
C (Lv.3)
1500
High
I: 0.33 - 5.66 A: 6 - 32.66
26
7
7
/
+8
IC
Slightly slower than the B version, but Ikumi has invulnerability and then armor through startup. Can be used as a very slow reversal... but you'd better not.
Lots of frame advantage on block.
214*
Skyscraper 摩天楼 214*
First hit
First hit
Later hits
Later hits
Ikumi raises two fingers upwards, and a tornado of blood appears on the screen. A tornadoes will rise about 20% of the screen away from Ikumi, B tornadoes ~40%, C ~60%. C versions do not need RF to use. ※Value for A first, then B/C.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Any (Lv.1)
450
Any
16.66
1
/
/
-28.66/-30.66※
/
-
150
Any
38.66
23.33
/
/
-6.66/-8.66※
/
Ikumi (A)
/
/
12
/
55
/
/
None
Ikumi (B/C)
/
/
12
/
57
/
/
None
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.
Any (Lv.2)
450
Any
14.66
1
/
/
-25.66/-28.66※
/
-
150
Any
36.66
37.66
/
/
-3.33/-6.66※
/
Ikumi (A)
/
/
10
/
52
/
/
None
Ikumi (B/C)
/
/
10
/
55
/
/
None
Marginally better than Blood Level 1 but uses up a blood bar.
Less useful than before due to the blood loss.
Any (Lv.3)
450
Any
14.66
1
/
/
-25.66
/
-
150
Any
36.66
19.33
/
/
-3.66
/
-
150
Any
56
47
/
/
+16.33
/
Ikumi (A/B/C)
/
/
10
/
52
/
/
None
Hits three times.
Massive frame advantage, Ikumi can reliably start combos off of this.
41236C
Feast's Omen 宴の予兆 41236C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
500
Grab
7.33
0.66
30
/
/
None
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.
GC_Activation
Rampage 暴走 Activates automatically when the blood gauge is full
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1000
Ground
I: 0.33 - 68.66
3
12
54
/
-44.33
None
Ikumi does her best crazy-person impression and emits a powerful shockwave. Afterwards, Ikumi enters Genocide Mode, glowing golden and leaving afterimages until the GENOCIDE gauge is depleted. The gauge will drain naturally in 420 frames and will even deplete during superflash and hitstop but collecting blood will add slightly more time. While Ikumi is in this frenzied state:
Ikumi has constant recoil armor which lets her skip neutral (but also prevents her from blocking or RGing).
Most special moves stay at Blood Level 3 and using them doesn't drain the gauge anymore.
Many moves have altered frame data, usually in the form of less recovery. Some new combo routes are made possible.
662C is jump cancellable on block and can be comboed after midscreen.
All versions of Bloodstained Cross can be comboed after, but have their damage toned back down to Blood Level 1.
Feast's Omen is boosted to 750 base damage and scales less in combos.
All versions of Separation have significantly higher damage.
Invasion of Blood is changed to explode as soon as Ikumi plunges her hand into the ground, with no need for reactivation. Any previously prepared bomb cannot be activated and will be usable again after Genocide Mode ends.
This move is a double-edged sword, sacrificing blood and any defensive abilities for a quick burst of maximum offensive pressure. Because you cannot block in Genocide Mode, opponents can get easy damage if you're close to death and characters with good armor breaking moves can efficiently waste your time. The real sting with Genocide Mode is that it's so short and leaves Ikumi back at her weak 0 blood self afterward. If Ikumi is lucky, she can complete a single combo (which is hardly enhanced as most Genocide buffs only help her in neutral) before it ends. The risk-reward is really not that great for her, but luckily the activation can be avoided by buffering a special move as Ikumi is returning to neutral to use up some blood.
Eternity Specials
4123641236*
Separation 別離 4123641236*
A
A
B
B
C
C
Ikumi reaches for the opponent with her hand. If the move hits, Ikumi grabs the opponent by the neck and, after tearing at them with a hurricane of blood, tosses them forward to the ground. The range of this move increases with level. ※ Recovery on whiff/Recovery on hit. Recovery on hit starts when the opponent regains their hurtbox and begins flying to the ground.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
2000
Grab
/
6
0.33
34.66/37※
/
/
None
Spills around 2.5 bars of blood.
B
3000
Grab
/
6
0.33
34.66/37※
/
/
None
Spills around 3 bars of blood.
C
4100
Grab
0.33 - 4
4
0.33
34.66/37※
/
/
None
Spills around 6 bars of blood.
214236*
Invasion of Blood 血の侵食 214236*
A
A
B
B
C
C
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
2000
Ground
/
11.66※
7
/
/
-14.66
/
Gives the opponent time to tech on hit.
B
2700
Ground
/
11.66※
7
/
/
-13.66
/
Untechable.
C
4300
Ground
/
11.66※
7
/
/
-13.66
/
Untechable.
Ikumi (A Plant)
/
/
I: 3.00 - 3.66
16
/
45
/
/
FIC
Ikumi (B Plant)
/
/
I: 0.33 - 3.66
14
/
44
/
/
FIC
Ikumi (C Plant)
/
/
I: 0.33 - 6.66
13
/
44
/
/
FIC
Ikumi (A Detonate)
/
/
I: 0.33 - 12.66
8※
/
40
/
/
None
Ikumi (B/C Detonate)
/
/
I: 0.33 - 12.66
8※
/
39
/
/
None
The first time this move is performed, Ikumi plunges her hand into the floor and plants a blood bomb, using up the appropriate amount of SP. This step does not damage the opponent in any way. The next time this move is performed, regardless of the button used, Ikumi raises two fingers upwards, and a geyser of blood will spray up directly underneath the opponent. Damage and size of the geyser increase with button strength. This move can be useful for whiff punishing from full screen and is worth considering if you're sitting on full SP in neutral as you can continue to build meter while it is planted. Something to keep in mind is that while this move is technically air unblockable, it's extremely easy to air RG thanks to the superflash. Has a small amount of invincibility when planting and enough to be a (bad) reversal when detonating.
Do not let the inactive hitboxes (made of dashed lines) in the B and C pictures fool you. Only the solid red box can hit the opponent.
※ The rows labelled "A", "B", and "C" refer to the projectile when detonated, with the startup being when the explosion becomes active. The Ikumi (Detonate) rows refer to Ikumi's animation when detonating, with the startup being when the projectile is spawned (alternatively, when the opponent's position is tracked). The projectile startup is written to be "frames after input" not "frames after spawning", so it is not meant to be read as 8 + 11.66 frames.
214214*
Mirror of Lies 虚言の鏡 214214*
A
A
B
B
C
C
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. All versions only cost 1 SP.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
400
Ground
95
2
/
/
-
None
-
400
Ground
97
3
/
/
-
None
-
400
Ground
100
3
/
/
-
None
Ikumi's 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
400
Ground
116.33 ~ 908
2
/
/
-
None
-
400
Ground
133
3
/
/
-
None
-
620
Any
151
6
/
/
-
None
Ikumi's shadow waits until the opponent is close or after 899.66 frames have passed, then performs a c5B f5B 662C combo.
C
400
Any
135
1
/
/
-
None
-
150
Any
149
34
/
/
-
None
-
150
Any
168
34
/
/
-
None
-
150
Any
187
34
/
/
-
None
Ikumi's shadow walks toward the opponent until it is close and then performs an upgraded Skyscraper, capable of hitting 5 times.
Final Memory
FM
Sword of Friendship 絆という名の剣 236236236C
Relative duration of frames not accurate. Full active duration and range not pictured.
Relative duration of frames not accurate. Full active duration and range not pictured.
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
5200
Any
I: 0.33 - 34.66
5
30
35 / 18※
/
-12
None
Ikumi charges quicker than the human eye about a full screen towards the opponent. If the move hits, four of Ikumi's friends will jump in for a cinematic attack sequence and group with her for a pose. This FM is very easy to insert into combos for high damage. It also has invincibility on startup which can be valuable for Ikumi who lacks in reversals. If blocked, Ikumi will immediately enter recovery.
※35 recovery on block/whiff. 18 recovery on hit.
Ikumi can whiff cancel most of her normals into this move.
Normal Moves (Genocide)
Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version
Used for moves with multiple special attacks on one motion.
Damage
The base damage value that the specific hit will do. See damage scaling for more information.
Guard
Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block High: Stand Block Ground: Air Unblockable, may be blocked either Crouching or Standing Any: Air, crouch, and stand block Grab: Cannot be blocked, grab type hitbox that targets the collision box Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes
Property
Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
Indicates where the move's first active hitbox is.
Active
Total frames the hitbox is active for.
Recovery
Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit
Frame advantage on hit.
Adv Block
Frame advantage on block.
Cancel
Possible cancel options.
N: Normals Sp: Specials Su: Supers J: Jump cancel possible on hit, block and RG JH: Jump cancel possible on hit only AD: Air Dash IC: Instant Charge after hit(22C) FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff) R: Repeatable, always A normals. Will cancel into other A normals. f5B/2B: Usually c5B cancel option SB: S button cancelling, character specific. Examples: stance, summon or flight cancels. Rekka: A special move with multiple parts that require additional inputs. ※: Special rules, see description for details (look for the ※)
Standing
GC_5A
5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Ground
4
2
6
+3
+2
N Sp Su J IC R
Exactly the same.
GC_c5B
c5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
390
Ground
6
2
11
+4
+2
N Sp Su JH IC f5B 2B
3 less recovery frames.
GC_f5B
f5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
410
Ground
8 / 8.33
3 / 2.66
10
+4
+2
N Sp Su JH IC
3 less recovery frames.
GC_5C
5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Ground
12
4
16
+4
+2
Sp Su J IC
4 less recovery frames.
Crouching
GC_2A
2A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
180
Low
4
3
8
0
-1
N Sp Su J IC R
Exactly the same.
GC_2B
2B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Ground
7
2
12
+3
+1
N Sp Su J IC
3 less recovery frames.
GC_2C
2C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
580
Low
11
12
16
/
-6
Sp Su IC
2 less startup, 4 more active, 5 less recovery frames.
Jumping
GC_j5A
j5A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
220
High
6
3
6
/
/
N J AD IC R
Exactly the same.
GC_j5B
j5B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
300
High
6
2
27
/
/
N J AD IC
250
High
15
2
14
/
/
N J AD IC
Exactly the same.
GC_j5C
j5C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
620
High
8
6
19
/
/
J AD IC
Exactly the same.
Dashing
GC_66A
66A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
200
Ground
6
2
8
+1
0
Sp Su IC
Exactly the same.
GC_66B
66B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
430
Ground
8
3
12
+1
-1
Sp Su JH IC
Launches on hit.
GC_66C
66C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
High
21 / 21.33
2 / 1.66
15
+7 / +7.33
+5 / +5.33
Sp Su IC
9 less recovery frames. Able to be linked after on hit!
This move is also special cancellable! 236B easily combos from this on hit, and a blocked 66C can be turned into a double overhead by cancelling into 623B.
GC_662A
662A
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
180
Low
5
3
10
-2
-3
Sp Su IC
Exactly the same.
GC_662B
662B
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
400
Ground
8
3
12
+2
0
Sp Su IC
4 less recovery frames.
GC_662C
662C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
450
Ground
7
6
28.66
/
-19.33
J IC
2 less recovery frames.
Can be jump cancelled on block.
Can be comboed out of midscreen thanks to heavily reduced horizontal pushback on hit. Vertical pushback is slightly greater.
Grabs
GC_Ground Grab
Ground Grab Close 6C/4C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
900
Grab
5.33
1
30
/
/
None
Exactly the same.
GC_Air Grab
Air Grab Close j6C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
1200
Grab
2
1
/
/
/
None
Exactly the same.
Special Moves (Genocide)
GC_236*
Red Line of Impulse 衝動の赤い線 236*
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
550
Ground
/
20.33~56
3
19
+2
0
IC
4 less recovery frames.
B
250 x 3
Ground
/
20.33~56
3 x 3
15
+6
+4
IC
Exactly the same as Blood Level 3.
C
850
Ground
I: 0.33-12.00~47.66
20.33~56
3
23
-2
-4
IC
Exactly the same as Blood Level 3, but the armor provided no longer matters.
GC_623*
Bloodstained Cross 血染めの十字架 623*
All versions launch the opponent instead of instantly knocking them down.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
520
High
/
36
10
17.66
/
-5.66
IC
Can be comboed after with IC.
B
520
High
/
25
10
8.66
/
+3
IC
Damage is reduced to Blood Level 1 although frame data stays at Level 3.
Can be comboed after without IC.
C
650
High
I: 0.33-5.66
26
7
7
/
+8
IC
Damage is reduced to Blood Level 1 although frame data stays at Level 3.
Can be comboed out of without IC.
Knockdown puts the opponent in OTG state.
GC_214*
Skyscraper 摩天楼 214*
First hit
First hit
Later hits
Later hits
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
Any
450
Any
11.66
1
/
/
-22.66
/
-
150
Any
33.66
19.33
/
/
-0.33
/
-
150
Any
53
47
/
/
+19.33
/
Ikumi
/
Any
7
/
49
/
/
None
Ikumi spawns the projectile 3 frames earlier than Blood Level 3, and in total her animation is 6 frames shorter.
GC_41236C
Feast's Omen 宴の予兆 41236C
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
750
Grab
6.33
1
30
/
/
None
Starts up 1 frame faster and does more damage (250 more base damage and prorates only 30% instead of 40%).
The animation eats in to a large amount of the already short Genocide time. Additionally, if Ikumi runs out partway through it will unfortunately do normal damage and proration.
Eternity Specials
GC_4123641236*
Separation 別離 4123641236*
A
A
B
B
C
C
Like 41236C, these moves' animations take a very long time and run the risk of Genocide Mode running out partway through. This risk is mitigated with higher level versions, as Ikumi will collect more blood during the animaiton. ※ Recovery on whiff/Recovery on hit. Recovery on hit starts when the opponent regains their hurtbox and begins flying to the ground.
Version
Damage
Guard
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
2800
Grab
6
0.33
34.66/37※
/
/
None
Does 800 more damage.
B
3800
Grab
6
0.33
34.66/37※
/
/
None
Does 800 more damage.
C
5500
Grab
4
0.33
34.66/37※
/
/
None
Does 1400 more damage.
GC_214236*
Invasion of Blood 血の侵食 214236*
A
A
B
B
C
C
No longer split between planting and detonating. Hits 8 frames later than detonating an already planted bomb would and has much more recovery, but takes less time overall. Does not consume bombs planted before entering Genocide Mode, they will still be available after exiting it. No longer FICable. All versions only have 1 frame of invincibility around the superflash, much like the A version of regular planting.
Version
Damage
Guard
Property
Startup¹²
Active
Recovery
Adv Hit
Adv Block
Cancel
A
2000
Ground
/
19.66
7
/
/
-40.66
/
No longer techable.
B
2700
Ground
/
19.66
7
/
/
-40.66
/
C
4300
Ground
/
19.66
7
/
/
-40.66
/
Ikumi
/
/
I: 3.00-3.66
16
/
66
/
/
None
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
At BL1 it comes out the slowest and has the least active frames. At BL2, the second hit 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 f5B 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 is at Blood Level 3 and/or has RF/SP to spend (aka, when she's winning). Even when she gains access to her better reversal options, she would rather keep those resources for combos and oki instead of reversals. Additionally, most of her "good" reversals are slow and usually only useful when used after RG and not on wakeup.
623C
Gains armor through startup and active at BL3. Horribly slow, can't combo off of it, and Ikumi can be guaranteed punished if RG'd, as she cannot RC during her recovery. It is plus on block if they don't RG it, at least.
236C
BL2 236C has some invulnerabilty for almost all of startup but not quite all of it. Ikumi gains many armor frames at BL3, making it a "real" reversal. Use this over 623C, it's faster and despite the worse frame advantage actually safer.
41236C
Like other command grabs, this move is useful as a reversal despite not being invincible. This is because in the right situation it breaks the RG "game" by allowing Ikumi to retaliate without giving the opponent the ability to RC back. Due to the short range and lack of invincibility, it is best used when RGing moves that the opponent lacks cancel options out of, and is thus relying on RC. A common example is RGing IAD pressure right before the opponent lands, where they can't jump and are forced to land into Ikumi's grab.
4123641236C
Being a grab, it shares the same strengths as 41236C, and since it is invincible and has slightly more range it can be used in more situations. Still it suffers from being very expensive and very punishable on whiff.
2141236*
This super has decent invincibility when detonated and comes out much faster than the RF options, but cannot be cancelled on block. Doesn't require her to be at any particular blood level, so if you want to have a reversal on hand at all times, invest some meter in this.
FM
Ikumi's most normal reversal, which is unfortunately an FM. Not a grab, not slow, not blood-dependent, but also not common to have access to and you throw the round if it doesn't hit.
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 Okizeme section for usage.
4123641236
Ikumi's super command grab. Spills a lot of blood on hit. Use wherever you would use a normal command throw.
When used in combos, you can "reset" with this move by taking advantage of the first subframe after hitstun in which an opponent cannot do anything but block, and then the first subframe of their jump in which they are still throwable.
Combos
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.
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.
Ikumi's BL3 236B will loop into itself. Only 4123641236C will formally combo from it, but doing so is actually less preferable than "comboing" (or alternatively, "comboing") into the B version as its slower startup allows it to easily reset scaling while remaining inescapable (so long as it is buffered). The C version also drops way too much blood considering you are already at BL3, and since it spends all of your meter Ikumi won't get 214214* oki from it.
4123641236A will not reach the opponent.
2A 2B is usually preferred for its superior reach than 5B, although 5A 5B does around 15 more damage.
IoGWDWkcm7I
start=28}}
214214A set: 6696644 land 662C IAD jC 5C 79 jC land jB(1) 66 jB(1)C 5BB jAAAAB djA .. dj6C(tech trap) (4115 DAMAGE) [replay 1-2]
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.
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.
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.
(2AA) 2B 5C 236A IC 662C IAD jC 5BBC IAD jC(whiff) [<- 5C 214214A] (2761 DAMAGE) [replay 1-5]
Variation of the combo above. Foregoes some damage to knock down the opponent midscreen to set up the 214214A mixup. Timing of the 214214A will vary depending on character wakeup speed.
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.
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.
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...