Amasawa Ikumi (EFZ)

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Introduction

Ikumi-efz.png

Amasawa Ikumi (天沢 郁未) is a very quick and nimble character, and attacks with the power of blood. Many of her attacks spill the blood of her opponent all across the screen, and she uses this blood to increase the power of her special moves. Ikumi is well suited for offense and pressuring play.

Ikumi is actually the protagonist of MOON, a visual novel produced by Tactics in 1997. She followed the recent death of her mother, Miyoko, to an organization known as FARGO. During MOON, Ikumi joins FARGO to discover how and why her mother died, uncover its secrets, and exact a bloody revenge...

Stage: FARGO Research Facilities (FARGO研究施設)

BGM: FARGO

Character-Specific Notes

  • Ikumi is able to air jump once, and air dash/backstep twice.
  • Ikumi's Medium attacks chain as follows: 5B(c) 5B(f), or 2B 5B(f).
  • Ikumi has a "Blood" meter underneath her life gauge, which is split up into 8 bars. Ikumi fills this meter by either letting blood splash on her, or to a lesser extent by running over blood on the ground before it disappears. Many of Ikumi's attacks cause blood to be spilled in various amounts. Based on the blood meter, Ikumi has access to 3 levels of power (which will be called Blood Level or "BL" for the rest of the article):
  • Blood Level 1 (0-2 filled bars): Meter is red. Ikumi's initial and weakest state.
  • Blood Level 2 (3-5 filled bars): Meter is orange. Many of Ikumi's special moves increase in damage and/or speed. However those moves now consume 1 blood bar each time they are used.
  • Blood Level 3 (6-8 filled bars): Meter is yellow. Many of Ikumi's special moves increase in damage and/or speed yet again. They still cost the same amount.
  • When Ikumi's Blood gauge is completely filled, Ikumi automatically performs the "Violent Run" move, and the blood gauge temporarily turns into a "Genocide" gauge. The genocide gauge acts as the countdown timer for Ikumi's "Violent Run". While in this mode, Ikumi gains increased offensive capabilities and recoil armor. Further details on the effects of "Violent Run" are listed lower down.

Normal Moves

The notation for the movelists can be found under Move List Notation (EFZ).

Move Hits Damage Guard Move
Cancel
Jump
Cancel
IC
Cancel
5A 1 200 Ground Yes Yes Yes
2A 1 180 Low Yes Yes Yes
j.A 1 220 High/Air Yes Yes Yes
66A 1 200 Ground Yes No Yes
662A 1 180 Low Yes No Yes
5B(c) 1 390 Ground Yes Yes Yes
5B(f) 1 410 Ground Yes Hit Yes
2B 1 400 Ground Yes Yes Yes
j.B 1 300 High/Air Yes Yes Yes
1 250 High/Air Yes Yes Yes
66B 1 430 Ground Yes Hit Yes
662B 1 400 Ground Yes No Yes
5C 1 580 Ground Yes Yes Yes
2C 1 580 Low Yes No Yes
j.C 1 620 High/Air Yes Yes Yes
66C 1 425 High No No Yes
662C 1 450 Any No Hit Yes
Throw 2 900 Throw No No No
j.Throw 2 1200 Air Throw No No No

Weak Attacks

5A

  • Ikumi quickly swipes her open hand at the opponent's face.
  • A typical 5A attack. Short, quick, and comboable into other B moves. Once further than point-blank range, it will whiff over some crouching opponents due to the angle of the arm. I guess that angle also makes it a decent anti-air attack.


2A

  • 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.


j.A

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


66A

  • Ikumi quickly swipes her open hand at the opponent's face.
  • It can only be move-cancelled into specials, and it is too quick to hit-confirm with, so it's not really useful except in the middle of some of Ikumi's combos, where she can cancel it into the "Feast's Omen" grab quite easily.


662A

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

Medium Attacks

5B (close)

  • Ikumi slashes her hand downward at the opponent's torso. This move spills 1/4 bars of blood if it hits.
  • Only useful as part of a combo.


5B (far)

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


2B

  • Ikumi stabs her open hand out at the opponent's shins. This move spills 1/4 bars of blood if it hits.
  • This move has less range than what it looks like, and it can be blocked high too. Not very useful at all.


j.B

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


66B

  • Ikumi stabs out her hand at the opponent's face. This move spills 1/4 bars of blood if it hits.
  • Again, there's not much you can do after this dash attack other than cancel into a special move. However, you cannot use it to combo into the "Feast's Omen" grab, or anything else for that matter.


662B

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

Strong Attacks

5C

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


2C

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


j.C

  • Ikumi flips around and does a two-footed kick diagonally up-forward. If this move hits a midair opponent, it will launch them far away, and slightly up.
  • This is a vitally important move in any Ikumi loop combo, due to both the damage it deals and the way the opponent is launched when in the corner.


66C

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


662C

  • Ikumi does a short running hop and does a two-footed kick diagonally up-forward very quickly. If this move hits a grounded opponent, they will be launched far away, and slightly up.
  • This move comes out blazingly fast and launches the opponent, but the recovery time of this move is ridiculously long, and it is not jump-cancellable when blocked. Using this move by itself is an all-or-nothing gamble, and chances are you will be heavily punished. It is much better to use this move only for launching someone in the middle of a corner combo.

Throws

Throw

  • Ikumi grabs the opponent's neck, squeezes hard, and casually tosses them forward to the ground.
  • Not a useful move. It's 100 damage weaker than the average throw, and any time you could do a normal throw, you could have done "Feast's Omen" instead, which would yield much more blood and even some extra damage if you were close to a corner.


Air Throw

  • Ikumi stabs her hand into the opponent's throat, and releases it with an explosion of blood.
  • It's an air throw with above-average damage. It's useful for what it is.

Special Moves

The notation for the movelists can be found under Move List Notation (EFZ).

Move Hits Damage Guard IC
Cancel
Red Line of Impulse
236A or (BL1)236B 1 550 Ground Yes
(BL2)236B 2 ≈480 Ground Yes
(BL3)236B 3 ≈740 Ground Yes
(BL1)236C 1 720 Ground Yes
(BL2)236C 1 800 Ground Yes
(BL3)236C 1 850 Ground Yes
Bloodstained Cross
623A or (BL1)623B 1 520 High/Air Yes
(BL2)623B 1 1000 High/Air Yes
(BL3)623B 1 1250 High/Air Yes
(BL1)623C 1 500 High/Air Yes
(BL2)623C 1 1200 High/Air Yes
(BL3)623C 1 1500 High/Air Yes
Skyscraper
(BL1)214A/B/C 2 ≈540 Any No
(BL2)214A/B/C 2 ≈540 Any No
(BL3)214A/B/C 3 ≈670 Any No
Feast's Omen
41236C 3 500 Throw No
Violent Run
Blood Meter MAX 1 1000 Ground No
Invasion of Blood [SP Level 1-3]
2141236A 0 N/A N/A Yes
> 2141236A/B/C 1 2000 Ground No
2141236B 0 N/A N/A Yes
> 2141236A/B/C 1 2700 Ground No
2141236C 0 N/A N/A Yes
> 2141236A/B/C 1 4300 Ground No
Mirror of Lies [SP Level 1]
214214A 3 ≈1140 Ground No
214214B 2 ≈1340 Ground No
1 Any No
214214C 5 ≈940 Any No
Separation [SP Level 1-3]
4123641236A 2 2000 Throw No
4123641236B 2 3000 Throw No
4123641236C 2 4100 Throw No
Sword of Friendship [1/3 HP, SP Level 3]
236236236C 6 5100 Any No

Specials

Red Line of Impulse (衝動の赤い線)

  • A or (BL1)B version:
    • Ikumi dashes toward the opponent and slashes horizontally with her hand. A bloody arc mirrors the slash, increasing the range of the attack. Spills 0.5 to 1 bars of blood if it hits.
    • A decent move to use in the middle of combos, as it helps push the opponent closer to the corner. However it is not too useful when used alone. It's pretty easy to counter if blocked, and even on hit, you are at a slight frame disadvantage.
  • (BL2)B version:
    • Same as the A version, except it hits 2 times, uses up 1 blood bar, and spills around 1.5 bars of blood if it hits.
    • Not very useful. It is weaker than the A version, still frame disadvantage on block, and it uses up 1 whole bar of blood too.
  • (BL3)B version:
    • Same as the (BL2)B version, except it hits 3 times.
    • An excellent move. The player has frame advantage even if the move is blocked, and there is enough frames on hit to link back to 5A, restarting the move string in the same combo. It is even possible to combo into "Separation" after this move.
  • (BL1)C version:
    • Same as the A version, except this move spills around 1.5 bars of blood if it hits.
    • Not useful at all. If you have the chance to use this in a combo, you should probably be using the RF meter to do an IC instead.
  • (BL2)C version:
    • Same as the (BL1)C version, except this move will knock down the opponent if it hits.
    • Still not useful.
  • (BL3)C version:
    • Same as the (BL2)C version.
    • Still not useful.


Bloodstained Cross (血染めの十字架)

  • A or (BL1)B version:
    • Ikumi makes a small hop toward the opponent and slashes down with both of her hands. Two bloody arcs mirror her movements, forming a cross and increasing the range of the attack. Spills 0.5 to 1 bars of blood and knocks down the opponent if it hits.
    • This version is actually pretty decent for a overhead. It is not as fast as the other versions, but Ikumi jumps high enough to actually leap over most character's crouches, turning an overhead into a crossup-overhead.
  • (BL2)B version:
    • Same as the A version, except it uses up 1 blood bar, comes out quicker, and the hop is lower.
    • The damage is close to double that of the previous blood level, and it is faster. It will cross-up less opponents though.
  • (BL3)B version:
    • Same as the (BL2)B version, except it comes out even quicker, and the hop is even lower.
    • An excellent move. This is the fastest version of the move, and it does not use up RF meter like the C versions.
  • (BL1)C version:
    • Same as the A version, except this move comes out much quicker and spills around 2 bars of blood if it hits.
    • Works well as a very fast overhead.
  • (BL2)C version:
    • Same as the (BL1)C version, except it uses up 1 blood bar.
    • Now this is a wonderful move. As fast as the previous level, more than double the damage, and still faster than the B version at this blood level.
  • (BL3)C version:
    • Same as the (BL2)C version.
    • For this blood level, while this is still a good move, it would be a better idea to use the B version unless you really need the extra damage.


Skyscraper (摩天楼)

  • BL1 version:
    • Ikumi raises two fingers upwards, and a tornado of blood appears on the screen (A: close, B: middle, C: far). This move spills 0.5 bars of blood if it hits.
    • This move is okay as a zoning tool. Be extra careful about judging which distance to use, since a wrong move leaves you quite open for a long time.
  • BL2 version:
    • Same as the BL1 version, except that it uses up 1 blood bar.
    • Less useful than before due to the blood loss.
  • BL3 version:
    • Same as the BL2 version, except that it hits three times.
    • [usefulness]


Feast's Omen (宴の予兆)

  • 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, but randomly dashing in and doing it is quite effective too. It is also possible to combo after the throw when in the corner.


Violent Run (暴走)

  • Ikumi does her best crazy-person impression and emits a powerful shockwave. Afterwards, Ikumi glows golden until the genocide gauge is depleted. The gauge will drain naturally in 6 seconds, but Ikumi can still collect more blood to prolong this state. While Ikumi is in this frenzied state:
    • Ikumi gains constant recoil armor (and thus cannot block or recoil guard).
    • All normal moves have less recovery frames.
    • All special moves act as if at Blood Level 3.
    • "Bloodstained Cross" is toned down to do only 650 base damage.
    • "Feast's Omen" is boosted to 750 base damage.
    • "Invasion of Blood" is changed to explode as soon as Ikumi plunges her hand into the ground. However, the startup delay is greater than normal. Also, any previously prepared "Invasion of Blood" cannot be activated.
    • "Mirror of Lies" becomes inaccessable.
    • "Separation" is boosted to 2800, 3800, and 5500 base damage, for the respective A, B, and C versions.
    • "Sword of Friendship" becomes inaccessable.
  • This move is a double-edged sword, sacrificing defensive abilities for maximum offensive pressure. Because you cannot guard while "Genocide" is in effect, opponents can take advantage of that by using a normally-easy-to-guard super for easy damage.

Eterny Specials

Invasion of Blood (血の侵食)

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


Mirror of Lies (虚言の鏡)

  • Ikumi makes a flashy pose, and creates a transparent shadow of herself at her location. Depending on the version used, the shadow performs different attacks, and then disappears. The shadow will disappear prematurely if the real Ikumi is hit.
  • A version:
    • The shadow quickly performs a powerful 3-hit "Red Line of Impulse".
    • I suppose it can be used to create a left-right crossup by setting one after the opponent has been knocked down, and then jumping over the opponent as the shadow clone attacks.
  • B version:
    • The shadow waits until the opponent is close or after 10 seconds have passed, then performs a 5B(c) 5B(f) 662C combo.
    • [usefulness]
  • C version:
    • The shadow walks toward the opponent until it is close and then performs a powerful "Skyscraper".
    • [usefulness]


Separation (別離)

  • Ikumi reaches out with her hands toward the opponent. If the move hits, Ikumi grabs the opponent by the neck and holds them off the ground while a hurricane of blood tears at the opponent.
  • The B version has longer range than the A version, and the C version has even longer range.
  • The A version spills 2.5 bars of blood if it hits. The B version spills 3 bars of blood if it hits. The C version spills 6 bars of blood if it hits.
  • [usefulness]

Final Memory

Sword of Friendship (絆という名の剣)

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

Strategy, Tactics, and Combos

Combos

BnB combo: (close) 2A 5BBC 236A [Ic] 66A 41236C. Does about 2200 damage and should give you 2 to 3 blood bars. It requires at least red RF meter. If the opponent is against the corner, you can add a few more hits after the 41236C.

Speed Kills

Ikumi's dash is one of the fastest, if not the fastest in the game. Use Ikumi's dash speed to pressure the opponent. The forward momentum of a dash can lead to a lot of close 2As, all possible lead-ins to throws, overheads, or more delayed hits. You can also just dash in and do a command throw once they start blocking more than they should.

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, so don't flinch so much...

クッ!

血を見ると…
昂ぶりを
抑えきれない…

Oh yeah!

Seeing that blood...
I can't help but be excited...

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 feel them coming 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…

Weep!
Scream!
Then die!


.........is what is usually said.
Hah...

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

さっさと
何処かへ行きなさい

解体は
趣味じゃないのよ

Get lost right now.

Tearing people apart isn't something I like to do.

終わりにしない?

これ以上やると
ザクロになるわよ

Don't want it to end?

If I do more than this, you'll become a pomegranate.

ハイ終了
これであなたは
一歩でも動いたらポン

…フフ、冗談よ
私そんな器用な事は
できないし

OK, the end!
With this, dear,
once you move a single step more, PON!

...Hu hu, I'm joking.
There's no way I'm that skilled.

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

(To Shiori)
まぁ
世の中似たようなのが
三人は居るというし

…こっちの話よ

(To Shiori)
[TRANSLATION NEEDED]

(To Kaori)
とっても
強いんですね

ちょっと…
憧れちゃいました

(To Kaori)
You're really powerful, aren't you...

I...
admire that.

(To Ikumi)
生憎と
自分を相手にするのは
慣れてるの

で、いい加減消える?
それとも消す?

(To Ikumi)
[TRANSLATION NEEDED]

Colors

EFZ-ikumi-colors.png

In-game References

External References

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

MOON References

  • The lab in the background is part of the FARGO Research Facilities, where MOON takes place.
  • During Ikumi's "Sword of Friendship" move, four of Ikumi's friends from the game MOON appear, in this order: Haruka, Yui, Youko, Kid.
Eternal Fighter ZERO

Game MechanicsMove List Notation

AkaneAkikoAyuDoppelIkumiKannaKanoKaoriMakotoMaiMayuMinagiMioMisakiMishioMisuzuMizukaNayuki (asleep)Nayuki (awake)RumiSayuriShioriUNKNOWN