GG2/Izuna

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Overview

Overview

Izuna does what Sol was likely intended to do. With solid fundamentals, useful Skills, powerful Specials, and a well-rounded army, he's perfect for beginners to play in order to acclimate to GG2.

He doesn't really do anything wrong. Conversely, he doesn't do much right. Izuna is a jack-of-all-trades that doesn't compromise anything for strengths or weaknesses, leaving him in a weird spot comapred to much of the cast.

Izuna is a strong, fast character that can oppress enemy Masters and gain momentum during army fights if left unchecked.
Lore:A peculiar resident of the Backyard that showed Sol how to summon his own Servants.


Despite his strength, he's a coward that hates fighting unless he's desperately needed.
Playstyle
Izuna is an all-rounder with strong stalling abilities.
Pros Cons
  • Complete Kit: Useful Skills, strong Specials, fast and versatile normals, and a strong army with the Backyard. Izuna isn't missing anything he might need.
  • Damage: He inflicts gargantuan damage, with or without the use of Modern Cancels, letting him shred unaware opponents. He often comes out on top if he can get a single good opening strike on the opponent.
  • Stalling: Whenever Izuna lands a Down Attack, he can OTG with 2X into Holy Mustard to MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. the opponent, forcing them to block or Burst on wake-up. When he launches the opponent, he can jump and immediately do Iron Wire Call, then repeatedly jump and perform this Special in order to waste the enemy's time at the cost of Tension. While not decisive parts of his kit, they help him play a unique style more similar to traditional setplay.
  • Fast: Izuna is the only character that can Step twice in any direction, giving him superior mobility.
  • Master of None: Izuna is, by no means, a bad character. However, the strengths he does have aren't something other characters can't beat. Sol does better damage, Raven's kit is more versatile, and Valentine can stall even more. While there aren't any big gaps in what he does, there are no shining examples of what defines him, leaving him to use his well-rounded kit against a lop-sided cast.
  • Weak Army: Izuna's units tend to have low HP and can be killed by enemy masters very quickly. Izuna's Elite units tend to focus on Crowd Control abilities so they tend to stall fights out rather than win them outright. This means Izuna has to do alot of work himself kind of like Sol does but he doesn't really have all the same strengths as Sol either to make this possible.
Izuna
GG2 Izuna Portrait.png
Health:500
Skills:Dharma Summons, Deutzia, C.Chrysanthemum, Plastic Pomegranate
Tribe:Backyard


Combos

To do: fix notation combos involving jumps and air combos. -Basic Combos-

5X, X, X A simple 3 stab combo. Pushes your target a way from you.

5X, 2X, X A 3 hit combo that launches the target. Has to be point blank.

4X A left side slash. Good for countering an easy read move. Good range, good for even just throwing it out. A slight wind up.

6X A upwards and then downwards slash. Will miss the second hit on its own. Needs to be placed into a combo string to work.

8X Izuna rolls forward and launches his target with his sword. Good for engaging, decent reach.

2X Izuna trips his target. Fast, short ranged.


-Advanced Combos-

5X, X, (MC), 5X, X. X 163 Damage.

5X, 2X, X. dj. 5X, X, ad. 5X, X, X 190 Damage.

5X, 2X, X. dj. 5X, X, ad. 5X, X, 8X 200 Damage.

2X, 5Y, 5X, 2X, X, j, 5X, X, X Walk forward slightly after the 5Y to land the rest of the combo. 196 Damage.

2X, 5Y, 5X, 2X, X, j, 5X, X, 8X Walk forward slightly after the 5Y to land the rest of the combo. 222 Damage.

5X, X, 2X, 5Y, 5X, 2X, X, dj, 5X, X, X Walk slightly forward after the 5Y to connect the rest of the combo. 221 Damage.

5X, X, 2X, 5Y, 5X, 2X, X, dj, 5X, X, 8X Walk slightly forward after the 5Y to connect the rest of the combo. 245 Damage.

5X, 6X, j, ad, 5X, X, X 182 Damage.

5X, 6X, j, ad, 5X, X, 8X 179 Damage.

5X, X, 2X, X Roots target to the ground for a long time. 110 Damage.


-Overdrive Combos-

2X, X+A 374 Damage.

5X, X, X+A 383 Damage.

5X, X, X, X+A 395 Damage.

5X, 4X, X+A 389 Damage.

5X, X, 2X, X+A 370 Damage.

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