Izuna Properties

Brute

Well-Known Member
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With 5U around the corner and word than the Izuna Drop is getting buffed back to 80 damage, I think it's more crucial than ever to break down the Izuna to really know Ryu. Hopefully, this buff applies to the new low throw Izuna and Izuna holds. Considering it's my favorite move in the game, I want precise breakdowns of its uses and capabilities. Unfortunately, TN has done a great job at making the Izuna make no sense sometimes, especially when coupled with environmental factors or HiC damage "boosts." I made a full breakdown of the Izuna's damage interacting with different environments on NH and HiC to see where it gets stronger and weaker. It should be noted that it does not always get stronger. These were tested with the Izuna Otoshi (or Resshin-Izuna if there was a ceiling present).
So, here we go:

IZUNAS IN DOA5 (vanilla)

Normal
75 (NH) - 112 (HiC)

Breakable Floor (+10)
85 (NH) - 122 (HiC)

Explosive Floor (+10)
85 (NH) - 122 (HiC)

Off Edge (+30 to +5)
105 (NH) - 117 (HiC)

Ceiling (+5 to -8)
80 (NH) - 104 (HiC)

Ceiling and Wall (+15 to +2)
90 (NH) - 114 (HiC)

For reference: the "explosive floor" was tested in Lab, the "off edge" was tested in Ends of the Earth, the "ceiling" and "ceiling and wall" were tested in Dragon Temple.

Tina's M.D.T. (364T) deals 120 damage on HiC and 136 damage on HiC in the lab. That means it gets +16 damage from having an explosive floor, whereas Ryu's Izunas on both NH and HiC only get +10. So, how do you think these will play out in Ultimate? Will the Izuna live up to its potential, or will TN nerf it because they love random properties?

edit: Updated with 5U Izuna stats.

IZUNAS IN DOA5U

Normal
80 (NH) - 120 (HiC)

Lost World (+40)
120 (NH) - 160 (HiC)

Ends of the Earth (+30)
110 (NH) - 150 (HiC)

Flow (+30)
110 (NH) - 150 (HiC)

Haunted Lorelei (+30)
110 (NH) - 150 (HiC)

Breakable Floor (+10)
90 (NH) - 130 (HiC)

Explosive Floor (+11)
91 (NH) - 131 (HiC)

Ceiling (+0 to -17)
80 (NH) - 103 (HiC)

Ceiling and Wall (+10 to -7)
90 (NH) - 113 (HiC)
 
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cip

Member
I like the higher base damage. I didn't really like going for a combo after the Izuna, but did it anyway because it did more damage, especially with a wall in the vicinity. Only with a HiC throw you were better off with the regular Izuna instead of a combo damage wise. Also, with holds having their damage reduced to 80% when performed while in stun, doing a combo instead of the Izuna was nearly always better in that case.

With this in mind, the higher Izuna damage isn't that much of a buff, but encourages the throw more, which I like a lot, because the Izuna looks cooler and is more diffcult to execute imo, especially the high punch hold.

HiC throw Izunas will be pretty hurtful, though :)
 

Brute

Well-Known Member
Standard Donor
I think the biggest buff coming out of this is the potential for an 80 damage (120 HiC) low throw.
But even so, you get 8 more damage on a standard HiC throw and the potential for some crazy demoralizing yomi. I'm also curious if Lost World will get the crazy added damage off cliffs it did in DOA3.

PS: I'm also a fan of the throws themselves netting higher damage than the juggles. I rarely used the juggles because I couldn't bring myself to pass up the opportunity to see an epic Izuna drop. :D
 

GodlyHades

Active Member
I swear to god in House map were going to kick so much ass.
Izuna throw > critical burst combo> Power Launcher > 236P> Shoho
 

Brute

Well-Known Member
Standard Donor
I swear to god in House map were going to kick so much ass.
Izuna throw > critical burst combo> Power Launcher > 236P> Shoho
Well, if you space yourself right, we may even be able to add a wall break (then into 214P->shoho) set-up in there.
 

CyberEvil

Master Ninja
Staff member
Administrator
Premium Donor
Well I didn't say tag...

;)

EDIT: I will say that it appears to matter when you attempt to do it in the juggle. If you launch and try Shoho, they'll backflip out as normal. If you launch and then do something like 4K into it, you can connect the whole thing. Very tricky timing and may only be feasible against Alpha.
 
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Fiend Busa

Well-Known Member
Standard Donor
^^
Thats pretty cool though to bad i cant do the shoho for shit online

oh yea and as for Ongyoin to Izuna I literally can't do it at all no matter what, the inputs just feel so weird that I can't pull it off
 
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Brute

Well-Known Member
Standard Donor
^^
Thats pretty cool though to bad i cant do the shoho for shit online

oh yea and as for Ongyoin to Izuna I literally can't do it at all no matter what, the inputs just feel so weird that I can't pull it off
Weird. I find the Shoho easier to do online than the senko. I find the ongyoin version easier than the standalone version as well, because you don't have to worry about 3P+K.
 

AkaShocka

Well-Known Member
So I'm wondering, in tag mode is it possible to do an Izuna in the middle of a juggle? like lets say Ryu and Hayate are juggling the shit out of Sarah (she needs it XD) can Ryu come in and just do the Izuna or no? I don't no anything about him so this may seem dumb
 

GodlyHades

Active Member
So I'm wondering, in tag mode is it possible to do an Izuna in the middle of a juggle? like lets say Ryu and Hayate are juggling the shit out of Sarah (she needs it XD) can Ryu come in and just do the Izuna or no? I don't no anything about him so this may seem dumb
Actually yes. I have created an Hayate combo with Ryu which leads to a critical burst: Hayate
s P+k P+k and Shoho. I can show you if you like, itd oes about 55% damage. I can't wait to try it out in our Tag team too.
 

GodlyHades

Active Member
Well, if you space yourself right, we may even be able to add a wall break (then into 214P->shoho) set-up in there.
BRUTE THE WEEK IS OVER! Almost

Edit: Thought I added this E-E
True, yeah after the PL or izuna throw we could probably do PPK or PP4P4K or w.e anyone uses for his combos to wall break. Then Shoho, Izuna. Were going to make house his permanent stay.
 

AkaShocka

Well-Known Member
Actually yes. I have created an Hayate combo with Ryu which leads to a critical burst: Hayate
s P+k P+k and Shoho. I can show you if you like, itd oes about 55% damage. I can't wait to try it out in our Tag team too.
Ok. Well our Helena and Ryu team will be unbeatable. I have like 20 people I'm pairing up with in tag...... I'm such a whore LOL
 

Brute

Well-Known Member
Standard Donor
So I'm wondering, in tag mode is it possible to do an Izuna in the middle of a juggle? like lets say Ryu and Hayate are juggling the shit out of Sarah (she needs it XD) can Ryu come in and just do the Izuna or no? I don't no anything about him so this may seem dumb
Like Godly said, yes. As a matter of fact in tag mode you can do 41236T and then just cancel it into a Shoho, catching someone mid-air before they hit the floor. You can do similar things from various tag juggles.

BRUTE THE WEEK IS OVER! Almost
I know, but my net is still all jacked up so I can't fucking play anything online. If it isn't fixed by Sept. 3 I swear...
 

GodlyHades

Active Member
Ok. Well our Helena and Ryu team will be unbeatable. I have like 20 people I'm pairing up with in tag...... I'm such a whore LOL
LOL 20? Damn Aka !
So far I got our Tag Team, Tekemo and me are gonna do some Ryu and Kasumi action, & me and Brute will pull something badass with Ryu and Ryu or with our seconadarys
DOA5U in 5 days!!!!!!
 

Brute

Well-Known Member
Standard Donor
LOL 20? Damn Aka !
So far I got our Tag Team, Tekemo and me are gonna do some Ryu and Kasumi action, & me and Brute will pull something badass with Ryu and Ryu or with our seconadarys
DOA5U in 5 days!!!!!!
Can't have a tag team with two of the same character, sadly ('cept Ein and Hayate, lol).
But we'll work out some sick stuff for some co-op tag action. ;)
 
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