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Myoro

BBCF Izanami Combo Thread

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This is the Izanami Combo Thread!

Be sure to post any and all useful combos you find here.

 

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Name.PNG.d2b06d577078acf1a7a4f15d95cefe5

General Info:

Outdated as of 2/27/2016-Updated version at http://www.dustloop.com/forums/index.php?/forums/topic/12554-bbcf-izanami-overview/&do=findComment&comment=950353

Spoiler
Acknowledgements
  • Move-list translations courteous of Tokkan
  • Detailed descriptions thanks to Davo87 [Davo87 text in this font color] (various links to footage from his descriptions in his post #5 below)
  • Thanks to -Seo for info on what moves can be jump cancelled and hands on impressions.
  • Thanks to Kiba for letting me know how I could add sexy boxes.
  • Thanks to Suzaku for the inspiration for the Arcade Movelist Sheet
  • Thanks to Myoro for the thougts on ribcage and barrier management (expressed it better than I could)

 

Arcade Movelist Sheet

Izanami

CV: Yukana Nogami

To all living things, Hades Izanami descended to bring death unto all equally. She is the younger sister of Ragna and Jin, while also the template for dimensional boundary interface units for the No.10 series and a "vessel". At one time she was known as the "Imperator" of the NOL, seeking to bring about Doomsday. Now, that goal is about to be fulfilled.

A cold, heartless, ruthless girl. She believes the role of Hades Izanami is to view all of life as pointless as worms about to be snatched off the ground and to return all the world to nothing. However, she sometimes refers to Ragna as "Nii-sama", but it is unknown whether if she says that as only a taunt or to truly reflect the "vessel" Saya's feelings

She wields the Yasakani no Magatama in battle.

Profile:

Height: Unknown
Body Weight: Unknown
Blood type: Unknown
Birthday: Unknown

Hobbies:Jigsaw puzzles
Likes: The world
Dislikes: Ragna the Bloodedge

Drive Name: Exodus Arc

Specials
Float ------------ :j: + :u:
 -> Float Cancel - F. (Float) + :j:
Tengai no Hi ----- :b::db::d::df::f: + :cbt:,[:cbt:] (chargeable)
Tourai no Hoko ---
:d::db::b: + :abt: or :d::db::b: + :bbt:
Gaihou no Geki --- :d::df::f: + :abt:
Renge no Kai ----- :j: + :f::df::d::db::b::bbt:
Jiai no Yuu ------ :f::df::d::db::b: + :cbt:
Mujuu no Tate ---- :f::d::df: + :bbt:
 -> Mujuu no Gou - :f::d::df::bbt: during Mujuu no Tate
Shizuku ----------
:b::db::d::df::f: + :du:,[:du:] (chargeable)
Araragi ----------
:f::df::d::db::b: + :du:,[:du:] (chargeable / can manipulate by pressing :d: or :u: while charging)

Distortion Drives
Hazen no Kui ----- :d::df::f::d::df::f: + :bbt:
Kyomu no Koku ---- :d::db::b::d::db::b: + :cbt:
Jindou no Koku --- 720A (100 meter)

Astral Finish

-----720D

Notes: In normal mode her C attacks have followups when pressing C again. In Magatama mode she loses the followup C attacks and the ability to block but in their place gains 4D, 2D and 6D as projectile attacks. 5D switches between modes. Exceed Accel is called "Nayuta <Arc Drive>".

 

Overview :

A very offensive orientated character that struggles in neutral but has high damage potential. Relies on Exceed Accel or  DD on defense, with little else to counteract the opponent's momentum. Her projectiles are used more to give her a chance to open up the opponent rather than to zone, but she can also use the slide version of her teleport to get in on opponents. A unique technique allows her to use barrier meter for temporary defense, but is more an offensive tool against Abare rather than a true defensive option due to start up and a window of only 4 seconds. Izanami also has many moves with lots of recovery, so she needs to be cautious on offense.

In summation, she has a multitude of offensive options, but lacks meterless defensive options.

 

Modes:

Normal/"Ring" Mode (non-projectile mode,N-mode)

  -In normal mode her C attacks have followups when pressing C again. eg 6CC, 5CC

Spoiler

RingMode.jpg.96cb8c5a5b7bd279cff2f692f42

 

Active/Magatama/"Deployed" Mode (projectile mode, P-mode)
-In Magatama mode she loses the followup C attacks and the ability to block but in their place gains 4D, 2D and 6D as projectile attacks. 5D switches between modes.
  • 5D/ j.5D: Toggles Normal and Active mode.

    Spoiler

    5D.PNG.d2691a3fc7a335dd3380ee66e4ae14e0.

 

  • 2D Fires spread outwards.
Spoiler

2D.PNG.31798002de414dc7bf883423f8b35046.

 

  • 4D/ j.4D Fires magatama straight forward. 1 top 2 below. Frametrap.
Spoiler

4D.PNG.025c31e5eb56052f6cab49d72eef4ad9.

 

  • 6D Fires cluster at 20 degrees upwards.
  • j.1D Fires spread of magatama covering 45 degrees downwards.

  • j.6D

    Spoiler

    DeployedMode.jpg.fc1e485b762f22957ea79cf

     6D.jpg.fb7d3974ee9c70c00d2a1d269ace02e1.6D One goes high, two go low

    ZFormation.PNG.96d782216f4854709b911655d4D All three launch chest height

    ZUpmidLow.PNG.cbed2997330c70239c72b217f52D All three launch in different trajectories

  •  

 

Overdrive:

Lets Izanami use both modes simultaneously.

Strategies include using projectiles (XD) on whiffed distortions or specials.

 

Filler

Spoiler

WhiffProjectile.PNG.c0360ab7d011b0bf7d9fWhiffProjectile2.PNG.7fab73515407d7be50bBufferWhiff.PNG.523d6062dc61c7c659c42b3f

Filler

 

Normals:

 

  • 5A 

(standing jab)

Spoiler

5A.PNG.2c220969068e17d30e45bccbe654a06a.

  • 6A (sweet chin music)

(rising jump kick) Anti-air. Can float on hit/block. 

Spoiler

6A.PNG.be179ae170e63f10225ce090f54db33f.

  • 2A

(crouching jab) Gatling to 5B, 2B, 6B

Spoiler

2A.PNG.691ea29d24e14725f58b0b82cf1197d4.

  • 5B (poking kick)

Advancing kick. Gatling to 5B, 5C, 2C and 6B

Spoiler

5B.PNG.2c8ffb1658d87069bb61b0168ae5fcd6.

  • 6B (forward twirl)

(overhead strike) hits overhead and kd. special cancellable. float version falls downwards in steep angle. airthrow>float>6B.

Spoiler

6B.PNG.45a978751a92171811ce33261eddf6e8.

  • 2B (slide kick)

low profile and advances. Gatling to 5C, 2C.

Spoiler

2B.PNG.4f1430ae153adb2c5f0c97256b5be5fe.

 

  • 2C (black swipe; causes fatal on counter hit)

(claw swipe) Fatal counter properties. Gatling to 6C and 6A.

Spoiler

2C.PNG.7f515b4c09a51cb51627e3aab2a86674.

AFatal.PNG.c2e56042a75256035a9652fcf8e5c

 

  • 2CC

(magatama followup to 2C) causes spin on stagger. can followup with 214B. on juggle causes upward spin.

  • 3C

(needle strike sweep) unsafe on whiff/block. covers range and advances in float combos. float version jump cancellable.

Spoiler

3C.PNG.1cbe1b7d9c8a0947a9839a196f54a105.

  • 5C (black palm thrust)

(palm thrust) jump cancellable. on juggle causes upward spin. Gatling to 6A, 2C, 3C and 6B.

Spoiler

5C.PNG.5f7c86b8474cabc3b061b33ce099e5c6.

  • 5CC

(magatama followup) causes standing stagger. can followup with 214A.

Spoiler

5CC.PNG.2168fddc092c7b1adf3a0f95dd619e57

  • 6C (alley oop)

(2-hit hammer strike) slams opponent to ground. followup with 236C in corner. On juggle causes ground bounce.

Spoiler

6C1.PNG.eab39c10655a735d2161a51b076d3fc36C2.PNG.67eb9cdea2747ce884023361d90717e2

  • 6CC (ring mode bits go down diagonally to attack like Izayoi's bits)

(magatama followup) groundbound. can followup with 5B.

Spoiler

6CC.thumb.png.71a184a9009defad0402d67305 

  • JA

(air jab)

Spoiler

JA.PNG.af0e1e309ba34593a58454ccf0c6ee3b.

  • JB

(jumping kick) Hitbox can crossup.

Spoiler

JB.PNG.ba6cb0a51fd72b4fc5f9e0348a40fd17.

  • JC

(downward strike) vertical hitbox. cancellable to j2C. combo filler after jump cancel from f.3C and f.5C.

Spoiler

JC.PNG.9d83ce0e7942ddfd0cf7684f1c4fe26d.

  • JCC

(magatama followup) spikes opponent downwards.

Spoiler

JCC.PNG.c891440546c253b5a91ccf62ee9f4a49

  • J2C (spazzy bit swarm)

(magatama swarm) multi-hitting attack. jump cancellable into float 5B from trailer.

Spoiler

J2C.PNG.c8915f67764be004a66b1193e7f4f1d8

  • CT

Wall bounces on hit.

Spoiler

CT.PNG.2e15261a69396d6c970bb79425876ff9.

  • Filler

 

Exceed Accel
Spoiler

1ExceedAccel.thumb.png.5439b9999c6473bdf

Combo from 214A or f.214A.

 

 

Specials:

 

  • Float - Input “Jump” in midair (J8)
    -> Float Cancel - Input “Jump” while floating

    Regarding Float its possible to do the following:

  • double jump = float
  • airdash to float
  • superjump then airdash to float
  • float to jump cancel then airdash

         -basically lets you do standing normals in the air (circle under feet tells when float state is active)

         -circle flashes red to indicate float state is about to end

Spoiler

FloatDeployed.jpg.8c1e0c15f59752bca2a379

ZNormal.jpg.bd2b0e72ab6a2b955acc4b701c32 Normal

ZFading.jpg.8d77300a0961c984b5c604b656b2Warning about to end

  • Tengai no Hi - 41236C (chargeable)

    -fireball with 3 different levels that travels in downward arc like Kokonoe's fireballs

    -Can input commands during charge? (Shizuku)

3 chargeable levels. fireball can descend 45 degrees or 30 degrees.

     --corner combos from 6C or 2C on juggle.

On fireball oki, Drive > Ribcage gives access to Araragi - 63214D during the startup of ribcage.

Corner setup

Hitting sleepers.

On 3C

On 5C

On 5C

On j5D> 214B

63214D puts Izanami back into normal mode so its good.

Spoiler

Tengai.jpg.ef84f58f3162da50368554af7285aCharge

ZHit.jpg.77c6bdc2377ef4de7596f867483e15e Hit

 

 

  • Tourai no Hoko - 214A or B

A Version:

cause wall bounce. on corner its wall combo. float j.214A remains in float

     --Fatal counters lead to ground bound. Combos into 5C.

B Version:

(slide kick) on knockdown, combos into 5B or 5C. j.214B teleports to ground.

      -Has a teleport to activate move and then one of two strikes based on input that is required after activation

      -A hits chest height

           +If used during float, maintains height, attacking directly in front of opponent

       -B hits low (ala Ky's Stun Dipper )

          +If used during float, teleports Izanami to the ground

Spoiler

ZInvisible.PNG.cf56d2afebd97ac6ce6ff1510Startup teleport

ZDash.PNG.b266614e78573bbf0f03865660525eA version-Chest

Zslide.PNG.90f62ed32b19cfcb1b58335baa7c2 B version-Death Dipper

  • Gaihou no Geki - 236A

(dino skull) cause blow back. Followup after 6B. Combos into 5B on corner. On counterhit forces standing stagger.

     -Deadspike:DS:

Spoiler

ZDino.PNG.6a2609cf8c576c3ff1675b29120378

  • Renge no Kai - j.63214B

(aerial skull) ground bounce on juggle. combo filler after 6A launch.

     -Floaty Belial Edge (RIP :cry:)

Spoiler

ZBelialEdge.PNG.8b36ee8462c1748242e93255

 

  • Jiai no Yuu - 63214C

(command grab) drain opponent's barrier and adds to Izanami. In active mode can followup with 214D.

     -Command Grab

    -Adds to health if barrier is full

Spoiler

ZGrab.PNG.db92e91e13e99265ecc63a5740fc9fWhiff

 Zstraddle.jpg.9a2de5252d8f26c92e7d7fd230On hit

  • Mujuu no Tate - 623B
      -> Mujuu no Gou - 623B during Mujuu no Tate

(ribcage) strike invulnerable. depletes barrier to 50% before deactivates. depletes faster while absorbing hits.

     ->>(623B after 623B followup) launches on hit. deactivates ribcage.

  -Protective ribcage

     -doesn't negate throws

     -can be used at end of combo

     -4 Seconds of duration (if enough barrier)

     -tanks hits for whole duration window (doesn't disappear after hit)

     -can't block unblockables (Hakumen's Yukizake counter)

Spoiler

Susanoo.jpg.dca19baddcbf39af45597b804f07

Spoiler

623B.PNG.047e70ee5496935d6adb1620f76243e

  • Shizuku - 41236D (chargeable)

(homing triad laser) tracks to target and pins with laser. throw>236D>2B is combo.

          -In active mode/overdrive can be called anytime without special cancel.

     -Delayed projectile (can move as they circle and strike)

     -Opponents can jump out of it to avoid the hit

     -More of a pressure tool than a zoning tool

Spoiler

ZPrep.PNG.e7ae1de80f00eebb8ab4f499a62083 Active Pre-hit

ZCircle.PNG.cc1182f1e912d0cf9456e9ac172c-Hit

  • Araragi - 63214D (chargeable / can manipulate by pressing 2 or 8 while charging)

(spinning magatama) use after fireball oki. 5D>ribcage>214D immediately.

     - -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. 

     -spinning projectile wheel like Noel's 6C in Chain Revolver

     -after use, puts you in ring mode

Spoiler

Aragi.jpg.14f50bb3930de872965aab62777afa

  • Filler

 

 

 

Distortion Drives:

  • Hazen no Kui - 236236B (rising kick) reversal/combo filler.
    Spoiler

    Z1.jpg.141b455423c5d9dd19accb9ef4f52675.

    Z2.jpg.713e0d29cd10d4fee1c9e9f5d19189e0.

    Z3.jpg.476c2cd49e0801a6310c7d8bb1279811.

    Z4.jpg.6acf2dbd9841d8f8a841ce3177d27b74.

    -Flashy "combo" distortion like Bang's Four Seal FRKZ DD (in terms of tempo)

          -Pre-"combo" is like Hazama's Houtenjin (I heard it tracks in OD; need verification)

           -3C? combos into it


  • Kyomu no Koku - 214214C No Meter Gain During Timestop

    (timestop throw) Lasts 3 seconds.

    Izanami gains no meter during this period. Can be extended with another 214214C.

    Spoiler

    ZTimeGrab.PNG.b3128aa38cba3e1431bda6a10d Activation

    ZTimeEnd.PNG.93986197cc156321d1cb8caa0a8Time Limit Reached

     -Command Grab Timestop

     -Allows for a free combo(s) after hit for several seconds (length scales with damage? need verification)

     -Can follow up with itself to increase duration (has heavy proration)

  • Jintou no Koku - 720A (consumes 100 meter) No Meter Gain During Timestop (fullscreen timestop) 5 seconds startup. Costs 100 meter. Lasts <10 seconds.
    Spoiler

    ZaWarudo.jpg.ae587ebdd2543a5bb88d4623b07

        -~2-4 seconds of startup

         -~7 seconds of beating on the opponent (can't gatling attacks though? not too sure but I heard it messes with how you combo)

         -Za Warudo (read: timestop super with shit tons of startup)

         -OD timer does not move during timestop

 

 

Astral:

720D

Spoiler

Astral.png.7190a4345497bb0a199102f75e253

 

 

Move Proration and Base Damage

 

  • Spoiler

    IzamaiData.thumb.png.9e7ab27b3e8daf109f5

  • Spoiler

    PlatniunmPero.PNG.33bac9f96a431652edbd26
    Platinumpero's

 

Gimmicks:
  1. A coy use of Izanami's float is to use it to pan the camera up and then use 41236D to force the opponent to block or jump (the move has a about 1-2 seconds after activation to actually fire). The Izanami can then use 214B to teleport to the opponent on the ground if they didn't jump or float cancel (8 in float) to then attack.
    Spoiler

    B3.PNG.0f57810fbb8b42cec996bcf3076b5cf1.

    B4.PNG.6f76eb341847696d147a40a29f9314e0.

    B5.PNG.1d951a981a96a91549ae0939372c59be.

  2. Another tactic involves using 63214D (with some charge to increase duration) on float above the ground to create a hurtbox above the opponent and then to move in to use her command grabs. Very telegraphed, but forces the opponent to tech since jumping leads to damage via the projectile hurtbox above. 
  3. A safe cross up involves using 63214D to attack on the ground and then jumping behind the blocking opponent.
    Spoiler

    A1.PNG.db8c658d4d90aef4f8152e1dde9bf5a3.

    A2.PNG.4d76fec85dc0b3aab62ffe9740a14fce.

    A3.PNG.5fd47902183bf9f2b51554d50ee55ed5.

  4. Another tactic involves using the hurtbox of 41236D to move in on the opponent as some air normals and anti airs can't punish the dash in without getting hit on their start up frames.
    Spoiler

    CoveringFire.PNG.88b825eb70e29abe9dc38c6

  5. When Izanami has a health lead against a non-zoning character, she can consider halting an opponents with 41236D done on the ground to either force the opponent to block and risk chip damage, go into the air and compete with Izanami's float normals, or stand back away from the hurtbox. Useful for recharging barrier for ribcage armor combo setups.
    Spoiler

    gimm1.PNG.0ce3de50dce8087b8b8a22e64f1f38g2.PNG.4c9e8536a5251fe5399d12fa614b54c5.g3.PNG.4cc318845029a9e404b5dd03df17cdae.g4.PNG.defd3f2a951905e086ec71c4270c9f4b.g5.PNG.306e0136baa5ff8467e94cb3c1e49899.

  6.  

    You can use JD to mess with your momentum in the air to punish the opponent or to avoid damage. Float can be used to a similar effect.

    Spoiler

    Switch.PNG.7bc1eaae361220b1fac3924720ea0floatrejec0.PNG.e15d37b51b0167177648c875

    56beb17acbdcc_floatreject.PNG.32a5c50e33

  7.  

 

 

 

 D-Move Buffering:

 

Izanami has a powerful buffering technique involving 63214D. Normally, this move is easily blocked in neutral, however, Izanami can buffer 63214D during the startup of moves like her CT to extend the length of her strings. What this allows you to do is to create time to go for other options you normally couldn't do relying on your normals alone. You want to deploy the move early, since her "bits" circle the opponent for a little while, but go for the combo on or slightly before hit. 

In Active/Projectile/Bit/Ring Mode, Izanami can buffer with any of her projectile attacks. We'll use comma notation to show you want to input the projectile attack relatively close to the attack you want to buffer and to distinguish from the fact the move does not flow to it. Rather, the projectile and the buffered attack occur simultaneously.  Izanami exchanges the right to block for this technique, so be careful and knowledgeable about the times required for the bits to have an active hitbox. 

 

 

Buffering Examples:
You'll want to buffer to make your moves safer and open up new combo opportunities by lengthening the combo timer. 63214D is notable because it can be buffered outside of Active mode unlike the rest. The price for that is that it has about a second of delay as the bits circle the opponent making it extremely telegraphed. 
  • 6A,6D->...
  • 6A,4D->...
  • 6A,1D->...
  • 6A.2D->...

 

41236D hits later than when you input it so not a good ender but extender

  • Throw,41236D->...
  • 6B,41236D->...
  • CT,41236D->...
  • 3C,41236D->....

 

  • 3C,6D->...
  • 3C,4D->...
  • 3C,1D->...
  • 3C.2D->...

 

  • 214B,6D->...
  • 214B,4D->...
  • 214B,1D->...
  • 214B.2D->...

 

 

Knockdown Pressure:

Use 623B,63214D on knockdown in the corner to put yourself at an advantage after a successful combo. The opponent will be forced to either block on wake up or delay their wake up if they can't safely roll behind Izanami out of the corner. A good option is to go for 214C if they block to restore some barrier and deplete their barrier gauge.

Spoiler

00.PNG.6b4fb26e0d5b4ecc1e64fe8fd13b2815.

01.PNG.dec2453e36ccea9622684c2a859edf7c.

 

 

Ribcage Impressions
Quote

"I've been keeping an eye on Ribcage. It looks very good.

It basically is an auto-guardpoint from the looks of things, it protects her completely from all things in all situations except for grabs (although I'm not certain if it applies to catch moves like Haku's) and when near depletion automatically deactivates with one point of barrier, thus avoiding danger state. So far there are two ways to deactivate it, which are to let it run its course (It's duration will elapse when 35~45% of her barrier has been drained) or use the attack which lifts it and converts opponents into an air-combo-able state from nearly anything.

Waiting out Izanami's pressure may not be so easy, as she possess projectiles she can use while using other moves, and a command grab which steals 20% of her opponent's barrier and combos in the corner IIRC. Trying to block her in the hopes that her barrier disappears before your health does may be a difficult task. Lack of barrier is the natural consequence to abusing ribcage, however situations like guardcrush can potentially be mitigated with dependence the heat she got from pressuring you.

It's very interesting to see a character who has barrier dependent meter management. It looks like the quicker you open up an opponent while using ribcage for protection, the more you get to use it, so some players may forgo using the move when the opponent is being particularly hard to break.

Also Danger is a x1.5 modifier to damage rather than double. It's only when Negative warning is also applied that it becomes x2.25. "

-Myoro

:eng101:

 

Float Mixup:


One tactic Izanami can use her float mode for is to float at just the right height to end float mode and go for one of two options:

  1. Overhead jump normal
  2. Landing low

Inputting the attack right before she lands enables the 50/50 mixup. Similar to Swallow Moon tech.

 

Float "Soft" Loop:
  • Float looping/resetting involves float cancelling (8 during float mode) to extend combo potential similar to how jump cancelling allows you to extend a string by taking to the air.

    Example 

    ...(float mode)->float 5C->float 2C->8 in float mode (float cancel)->ground 5C->(jump into float cancel)88->float 5C->float 2C->float 236A->float 5C->float 2C->float 6C->8(float cancel)->...(ground enders etc)

    The idea is to install float after a launcher, do a float string (usually float 5C->float 2C) then to uninstall float mode with a float cancel (8 in float mode) to do a minor reset to extend the combo. The timing and moves vary based on what point in the combo you are in, and where you focusing your string at (you can go for float cancels for float->ground mentality to focus strings on the ground or jump cancels for a ground->float mentality to focus on strings while floating).   

 

Strings/Combo Filler/Starters/Enders/Gatlings/Cancels:

Misc

  • (50% meter)...,41236D->(on 41236D hit) 236236B
  • (During OD)...214A->ABCD(EA)   [go to in active flow with OD meter stocked]
  • ...->5B->5C->2C->6C->...
  • (corner) ...->5C->2C->63214C->6CC->...

214X

  • ...->214B->5B->...
  • ...->214B->5B->....
  • ...->214A->5C->...

2A

  • ...->2A->5B->....
  • ....->2A->2B...
  • ....->2A->6B->...

5B

  • ...->5B->5C->....
  • ...->5B->2C->...
  • ...->5B->3C->...
  • ...->5B->6B->...
  • ...->5B->5C-> jump cancel-> J2C

2B

  • ...->2B->5B->...
  • ...->2B->5C->...
  • ...->2B->2C->...

2C

  • ...->2C->6C->...
  • ...->2C->6A->...
  • ...->2CC->214B->...
  • 2C (fatal counter)-> CT,41236D->....
  • 2C (fatal counter)->CT->6B,41236D->....
  • (corner) 2C->63214C->...

5C

  • ...->5C->6A->...
  • ...->5C->6A->...
  • ...->5C->6B->...
  • ...->5C->2C->...
  • ...->5C->3C->...
  • ....->5CC->214A->...
  • ...->5C->2C->6C->41236C->...

6B

  • (corner)...->6B->236A->5B->...
  • 6B->214A->5B->5C->....

6C

  • (corner) 6C->63214C->....
  • ....->6CC->5B->...

 

Notes:

Ribcage/susanoo presents good oki on knockdown

6B,6CC are overeheads

float 6B ends float mode

  • 5A->Jump cancel on block
  • 2A->Jump cancel on block
  • 5A->Jump cancel on hit
  • 2A->Jump cancel on hit
  • 5B->Jump cancel on hit
  • 5C->Jump cancel on hit
  • 6C(1)->Jump cancel on hit

3C->5D works on block but 3C->Specials doesn't work on block

Float Throw has normal throw animation but catch airborne.

Airdash>float to continue pressure strings.

Float auto correct in combo strings.

Float strings for mixing up. (from f.3C jump cancel to jB or just land 2B)

 

Box Template

 

derp

 

 

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Organized By starter in the link:

http://www.dustloop.com/forums/index.php?/forums/topic/12514-bbcf-izanami-combo-thread/&do=findComment&comment=955646

 

Combo Depository (Unorganized):

 

Notation: f.[#X] indicates use the #X move during float mode (# is an arbitrary direction; X is an arbitrary button).

Notation inspired by w.[5A->....] Valk wolf mode

eg.) 2C  Use 2C  on the ground

 

       j.2C Use 2C on the

 

      f.[2C]  Use 2C during float mode. (do everything in brackets during float mode)

 

float end: f.[...->7/8/9]

float cancel: j.7/8/9

Famitsu Combo Videos (Practical Combos)

https://www.youtube.com/watch?v=Ht-bMbw2dlk&feature=youtu.be

(midscreen)

  1.  2A-> 2B-> 5C-> 2C-> 3C-> 236A (1748 damage)

     

  2.  6A->Jump Cancel->j.214B->j8 (enter float mode on ground bounce)->f.[ 5C-> 2CC->5C-> 3C->214A] (2622 damage)

     

  3.  BC(throw)->41236D-> 5C->(41236D hits),41236C->Jump cancel->j.C(?)->j.8 ->f.[5B->5C-> 6A->8](leave float mode or Jump cancel the float 6A)->j.214B (3049 damage)

     

  4. (Start in Projectile Mode)  214C(command throw)->63214D(when throw does damage; make it keep opponent airborne)->9->j.C?->j.8->f.[ 5B->5C-> 3C-> 236236B] (2976 damage)

     

  5. (100% meter)  214214C-> 2C-> 5C-> 6B->OD cancel-> 2C-> 5C-> 6B-> 236236B (4288 damage)

     

 

Sugi Combos

 

 

  1. (midscreen)  2A-> 2B-> 5C-> 2C-> 3C-> 236A (1748 damage)

     

  2. (midscreen)  214B-> 5B-> 5C->9 (jump cancel)->j.B->j.8 (float cancel)->f.[5B-> 5C-> 236A] (2546 damage)

     

  3. (midscreen) 6BC ( throw)-> 5B-> 5C->9 (jump cancel)->j.B->j.C->j.8 (float cancel)->f.[5B-> 5C->236A] (2549 damage)

     

  4. (midscreen) 4BC (back throw)-> 5B-> 5C->9 (Jump cancel)->j.B->j.C->j.8 (float cancel)->f.[5B-> 5C-> 236A] (2549 damage)

     

  5. (corner) 6BC ( throw)-> 214A-> 5C-> 2C-> 236A-> 5C-> 6C-> 214A (2918 damage)

     

  6. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 236236B (4005 damage)

     

  7. (corner)  5B-> 5C-> 6C-> 214A-> 5C-> 2C-> 6C-> 214A (3116 damage)

     

  8. (corner) 6BC ( throw)->41236D-> 5C-> 41236C-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C] (3015 damage)

     

  9. (midscreen) 4BC (back throw)->  5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[5C->2C->3C-> 214A-> 5C->3C->OD cancel-> 236236B] (4210 damage)

     

  10. (jumping midscreen) JBC (air throw)-> 5C->9(jump cancel)->j.C->j.8->f.[ 5C-> 2C-> 3C-> 214A->5C-> 3C] (2925 damage)

     

  11. (jumping corner) j.BC (air throw)-> 5C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 6C-> 214A (~3300 damage)

     

  12. (midscreen)  5B-> 5C-> 6A->j.8 (float cancel)->f.[5C->2C-> 3C->9 (end float)]-> 5C-> 6A->j.63214B-> j.8 (float cancel)-> f.[ 3C] (2845 damage)

     

  13. (midscreen)  2A-> 5B-> 5C-> 6A->j.8 (float cancel)->f.[ 5B->5C->3C-> 9 (end float)]-> 5C-> 6A->j.63214B-> j.8 (float cancel)-> f. [3C] (2380 damage)

     

  14. (midscreen)  5B-> 5C-> 6A->j.8 (float cancel)->f.[ 5C-> 2C-> 3C-> 9 (end float)]-> 5C-> 3C->OD cancel->ABCD EA (3246 damage)

     

  15. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C-> 2C->6C-> 9 (end float)]-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C ](~3600 damage)

     

  16. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[5C->2C-> 6C-> 9 (end float)]-> 5C-> 2C-> 41236C-> 6C-> 214A-> 3C->OD cancel-> 236236B  (5183 damage)

     

  17. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C->9 (end float)]-> 5C-> 2C-> 41236C-> 6C-> 214A-> 3C->OD cancel->ABCD (EA) (4074 damage)

     

  18. (corner)  2A-> 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C]  (~2800 damage)

     

  19. (corner)  2A-> 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 6C-> 214A->OD cancel-> 236236B (4316 damage)

     

  20. (midscreen Active Mode)  4D-> 5B-> 5C-> 2C-> 3C-> 236A-> 4D (1985 damage)

     

  21. (Falling in Active Mode) j.1D->j.C-> 5B-> 5C-> 2C-> 3C-> 6D-> 236A,  6D->66,9(microdash jump cancel)->j.B->j.C->j.8->f.[ 5C->6A (ends float mode)]->j.63214B (2529 damage)

     

  22. (midscreen Active mode)  63214C, 63214D->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5B-> 5C->3C->214A] (2469 damage)

     

  23. (corner)  6B-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C-> 9 (end float)]-> 5C-> 2C-> 41236C (~3500 damage)

     

  24. (midscreen)  623B (ribcage activated)-> 6B-> 623B (ribcage gone)-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5B-> 5C->3C->214A->5C->3C-> 236236B] (4309 damage)

     

  25. (midscreen)   5B-> 5CC-> 214A->ABC (rapid cancel)->6-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C-> 2C->6C-> 9 (end float)]-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[3C]-> (~3500 damage)

     

  26. (corner, float mode) f.[ 2A->2B->5C] (882 damage)

     

  27. (corner)  2B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C-> 8(end float)]-> 5C-> 2C-> 41236C -> 6C-> 214A-> 3C (~3400 damage)

     

  28. (corner air) j.B->j.C-> 2B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C ](~2700 damage)

     

  29. (SUCkS, corner)  63214C, 4D->9 (cancel)->j.B->j.C->j.8 (float cancel)->f.[5C-> 2C-> 6C-> 8 (float end)]-> 5C-> 2C-> 41236C -> 6C-> 214A (2100 damage)

     

  30. (corner)  5B-> 5C->8 (jump cancel)->j.8 (float cancel)->f.[ 5C->2C-> 3C-> 8 (end float mode)]->j.C-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C (~3500 damage) 

     

 

Kiryu Combos

 

Spoiler

 

 

 

  1.  2A-> 2B-> 5C->2C->3C->236A (1748 damage)

 

Kou 30C (Heavy Damaging Combos)

Source: https://twitter.com/kou30c

Japanese Raw Text:

  1. イザナミ 2Cfc始動 8002 2Cfc>溜めCT>6B>A矛>5B>5C>浮 遊>5C>dl2C>hjc>5C>dl2C>dl撃>5C>dl2C>6C> 火>OD>CT(>雫)>5C>DD (Hazen no Kui)
  2. イザナミ 展開2Cfc始動 8312 2Cfc>溜めCT>6B(>雫)>A矛>浮遊>5C>2C>hjc>5C>浮 遊>5C>dl2C>撃>5C>dl2C>6C>hjc>6CC>cOD>3C(> 雫)>CT>DD
  3. イザナミ 展開2Cfc始動(AF) 2Cfc>溜めCT>6B(>雫)>矛>5C>2C>6CC>撃>5B>5C>2C>火>6CC>cOD>3C(>雫)>CT>DD 展開始動っていうズルしたのにいまいちだった…
  4. イザナミ 端5B始動 緑OD 5B>5C>2C>cOD>5C(>雫)>2C>ダッシュ6B>矛>5C>2C>6C>矛>5C>2C>火>6CC>DD
  5. イザナミ 中央5B始動のODコン叩き台 5B>5C>cOD>5B>6A(雫)>浮遊>5B>5C>6B>2C>6C>火>6C>盾 適当なんでもっと減ると思います。
  6. イザナミ 端6投げ 6投げ>雫>5C>浮遊>6B>5C>2C>6C>矛>5C>2C>火>矛>6C>盾 (ends in Susanoo to keep pressure)
  7. イザナミ 中央6投げ 6投げ>雫>5C>浮遊>6B>2C>6C>火>6C>盾
  8. イザナミ 端5B始動 5B>5C>6A>浮遊>5B>5C>6B>5C>2C>6C>矛>微ダ5C>2C>火>矛>6C>盾 浮遊6Bはなんかでキャンセルすると着地硬直消えるのでそれで。俺はCボタン連打してます。
  9. イザナミ OD虚無始動 AF100% 6926 OD虚無>6B(>雫)>A矛>(2C>5C>浮遊>5C>6B)x2>2C>5C>虚無>2C>5C>浮遊>5C>6B(>雫)>2C>5C>EA 難しいだけで全然伸びてないからいらない。
  10. イザナミ 虚無始動 50% 3929 虚無>6B>A矛>2C>5C>浮遊>5C>6B>5B>5C>J2C 時間ギリギリなんで5B抜いたほうがいいかも。5B無しで3879。
  11. イザナミ 端5B始動 緑OD 5B>5C>2C>cOD>5C(>雫)>2C>ダッシュ6B>矛>5C>2C>6C>矛>5C>2C>火>6CC>DD

 

Kou 30C English Play-by-play Includes Videos (Heavy Damaging Combos)

(corner)  2C (fatal counter)-> CT-> 6B-> 214A-> 5B-> 5C->jump cancel(short float)->j.8->f.[ 5C->2C-> 8 (float cancel)]-> 5C->  2C->  236A-> 5C-> 2C-> 6C->  41236C->  OD cancel -> CT (fireball effects should still be on screen), 41236D(do during startup of CT)-> 5C(bits should still be spinning)->(on 41236D hit)  236236B (8002 damage)

 

Spoiler

(corner) (May need ~75% meter at least for the two CTs and DD) normal  2C(fatal counter)->normal CT->normal 6B,41236D (on 6B startup)->normal 214A->jump cancel (41236D should now have hit the opponent)-> j.8->f.[ 5C-> 2C]-> 5C->jump cancel-> j.8->f.[ 5C-> 2C->236A-> 5C-> 2C-> 6C->8(float cancel)]->6CC->OD cancel-> 3C-> CT, 41236D (activate during CTs startup)-> 236236B (8312 damage)

 
Spoiler

  

2.mp4

(corner) (must be in Active Flow) Be in "projectile mode"      2C (fatal counter)->  CT->  6B,41236D-> 214A-> 5C-> 2C-> 6CC-> 236A-> 5B->  5C->  2C->41236C-> 6CC->OD cancel-> 3C,41236D->CT->(during 41236D hit) 236236B (7983 damage)

 

 

Spoiler

(corner)  5B-> 5C-> 2C->OD cancel->41236D, 5C-> 2C->6B-> 214A-> 5C-> 2C-> 6CC-> 214A-> 5C-> 2C-> 41236C-> 6CC-> 236236B (5980 damage)

 

Spoiler

(corner)  throw 6BC-> 41236D-> 5C->jump cancel->j.8(float)->f.[ 6B->8]-> 5C-> 2C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 214A-> 6C-> 623B (3833 damage) [ends in ribcage/susanoo]

 

 

Spoiler

(midscreen)  5B-> 5C->OD cancel -> 5B-> 6A->Jump cancel,41236D->j.8 (float)->f.[5B?->5C(41236D should hit as it connects or slightly before)-> 6B->8]-> 2C-> 6C-> 41236C-> 6C-> 623B (3640 damage) [ends in ribcage/susanoo]

 

 

Spoiler

 

(midscreen)  throw BC-> 41236D-> 5C->jump cancel->j.8->(41236D hits),f.[ 6B->8]-> 2C-> 6C-> 41236C-> 6C-> 623B (3462 damage) [ends in ribcage/susanoo]

 

 

Spoiler

(corner)  5B-> 5C-> 6A->jump cancel->j.8->f.[ 5B-> 5C-> 6B->8]-> 5C-> 2C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 214A-> 6C-> 623B (4002 damage) [ends in ribcage/susanoo]

 

 

Spoiler
  1. (Heavy Execution)
    Spoiler

(midscreen 50 % meter)  214214C-> 6B-> 214A-> 2C-> 5C->Jump Cancel->j.8(float) to be only a little over the ground->f.[ 5C-> 6B-> 5B->  5C->8]->j.2C [Can leave out 5B if you want for ease of use since slightly strict timing] (3879 damage)

 

 

Spoiler

 

    

 

 

-Seo

   5B>5CC>214A>5C>6CC>236A>5B>6A>j.63214B>jc>5C>2C>jc>j.63214B (3460 damage)

 

 

gun_grave213
  1. おれてきイザナミコンボ投下 端5B>5C > 6A > 浮遊 > 5B > 5C > 6B > 5C > 3C >骸峰の撃 > 5B > 5C > 6C > 灯雷の矛 > 5C > 2C > 天蓋の火 >6C>夢重の

normal 5B->normal  5C->normal  6A->8->J8 (floating) ->floating 5B->floating  5C->floating 6B->floating 5C->floating 3C> Mukuro peak of attack > 5B> 5C> 6C> Akarikaminari of pike > 5C> 2C> canopy of fire > 6C> of Yumekasane

 

Misc:
  1. (corner)  5B-> 5C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C->41236C-> 6C-> 623B (~3379 damage) [ends in ribcage/susanoo]

     

  2. (midscreen)  2B-> 5C-> 2C-> 3C-> 236A (1909 damage)

     

  3. (midscreen) BC throw,  63214D-> 5B (bits still circling)-> 63214D hits,63214C-> 3C->OD cancel->Exceed Accel ABCD

     

  4. (midscreen) f[2B-> 5C-> 2C-> 3C-> 236A]

     

  5. (air-to-ground, ribcage active) j.C->j.2C->j.8 (float cancel)->f[ 5B-> 5C-> 8] (float uninstall)->JB->JC-> 5B-> 3C->623B (ribcage attack)-> 5B->8 (jump cancel)->j.B->j.CC

     

  6. (float-to-ground) f.[6CC->8 ]-> 5B-> 6A->8 (jump cancel)->j.214B->j.8 (float)->f.[ 5C-> 3C->214A]

     

  7. (midscreen)  5B-> 5C-> 2CC-> 214B (2088 damage)

     

  8. (midscreen 50% heat)  5B-> 5C-> 2C-> 3C->CT(causes wall bounce)-> 5B-> 5CC-> 214A-> 5C-> 2C-> 41236C (2900 damage)

     

  9. (float, midscreen) f.[5B->5C-> 3C->8(float uninstall)]-> 5B-> 5CC-> 214A-> 5C-> 6CC-> 214A-> 5C-> 2C-> 63214C (3501 damage)

     

  10. (midscreen)  2B->  5C-> 8(jump cancel)->j.B->j.C->j.8 (float cancel)->f.[3C-> 214A->(wall stick)  3C-> 8 (float uninstall)]->j.C-> 5B-> 6A->8 (jump cancel)->j.214B->j.8 (float cancel)->f.[ 3C ] (2807 damage)

     

  11. (midscreen)  2B-> 5B-> 5C-> 6A->8 (jump cancel)->j.8 (float cancel)->f.[ 6B-> 5C-> 3C-> 8 (float uninstall)]-> 5B-> 5CC-> 214A-> 5C-> 2C-> 63214C (2813 damage)

     

  12. (midscreen)  2A-> 2C-> 5C-> 2C-> 3C (1522 damage)

     

  13. (midscreen)  2B-> 5C-> 2CC-> 214B-> 5B-> 5CC-> 214A-> 214A-> 2C-> 63214C (~3383 damage)

     

  14. (midscreen)  2B-> 5B-> 5C-> 3C-> CT->66->5B->5C->8 (jump cancel)-> j.B->j.C->j.8 (float cancel)->f.[ 3C->214A->3C] (2415 damage)

     

  15. ()

     

 

rin1032
  1. 2A>2B>5B>5CC>A矛>5C>6C>5D>4D>5C>6A>戎>浮遊>微dl5C>3C>9解除>JC+6D>着地火>6C盾 これで2700強取りつつ展開盾〆。JC+6Dは9解除から9入れっぱCDで出る

2A-> 2B->5B-> 5CC-> 214A -> 5C-> 6C-> 5D-> 4D-> 5C->6A-> Ebisu -> J8/9-> fine dl5C-> 3C-> 9 (float cancel)-> JC, J 6D> 63214C > 6C->623B

while taking this in 2700 Strong deployment shield deadline . JC + 6D comes with 9 input Reppa CD from 9 released

 

 

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Placeholder for further details. Feel free to add. 

Regarding Float its possible to do the following:

  • double jump = float
  • airdash to float
  • superjump then airdash to float
  • float to jump cancel then airdash

 

Normals:

5A (standing jab)

2A (crouching jab) Gatling to 5B, 2B, 6B.

5B (back kick) Advancing kick. Gatling to 5C, 2C, 3C and 6B.

2B (slide kick) low profile and advances. Gatling to 5B, 5C, 2C.

6A (rising jump kick) Anti-air. Can float on hit/block. 

6B (overhead strike) hits overhead and kd. special cancellable. float version falls downwards in steep angle. airthrow>float>6B. link

2C (claw swipe) Fatal counter properties. Gatling to 6C and 6A. link1 link2

2CC (magatama followup) causes spin on stagger. can followup with 214B. on juggle causes upward spin. 2CC connects only on crouch state.

3C (needle strike sweep) unsafe on whiff/block. covers range and advances in float combos. float version jump cancellable.

5C (palm thrust) jump cancellable. on juggle causes upward spin. Gatling to 6A, 2C, 3C and 6B. 

5CC (magatama followup) causes standing stagger. can followup with 214A.

6C (2-hit king hit) slams opponent to ground. followup with 236C in corner. On juggle causes ground bounce. link

6CC (magatama followup) groundbound. can followup with 5B.

jA (air jab)

jB (jumping kick) Hitbox can crossup.

jC (downward strike) vertical hitbox. cancellable to j2C. combo filler after jump cancel from f.3C and f.5C.

jCC (magatama followup) spikes opponent downwards.

j2C (magatama swarm) multi-hitting attack. jump cancellable into float 5B from trailer.

 

Drives: 

5Dj.5D: Toggles Normal and Active mode.

In Active mode blocking is disabled. D moves can be performed during the middle of a move. e.g: distortion, normals and specials. It covers for unsafe moves such as 6A, 3C and 214B.

2D/ j.2D Fires spread outwardslink link2

4D/ j.4D Fires magatama straight forward. 1 top 2 below. Frametrap. Combos.

6D/ j.6D Fires a cluster that tracks. link link2

1D/ j.1D Fires spread of magatama angled 45 degrees downwards. Link

 

 

Specials:

214A (far palm thrust) cause wall bounce. on corner its wall combo. float j.214A remains in float. 

         -Fatal counters lead to ground bound. Combos into 5C.

214B (slide kick) on knockdown, combos into 5B or 5C. j.214B teleports to ground. link

         -2C FC combo.

236A (dino skull) cause blow back. Followup after 6B. Combos into 5B on corner. On counterhit forces standing stagger.

j.214B (aerial skull) ground bounce on juggle. combo filler after 6A launch.

236C (fireball) 3 chargeable levels. fireball can descend 45 degrees or 30 degrees.

         -corner combos from 6C or 2C on juggle. link1 link2

         -lvl3 fireball midscreen combo.

623B (ribcage) strike invulnerable. depletes barrier to 50% before deactivates. depletes faster while absorbing hits. (max 4 hits) link

>623B (followup) launches on hit. deactivates ribcage.

41236D (homing triad laser) tracks to target and pins with laser. throw>41236D>2B is combo.

          -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode.  link.

63214D (spinning magatama) use after fireball oki. 5D>ribcage>63214D immediately. link

          -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. 

214C (command grab) drain opponent's barrier and adds to Izanami. In active mode can followup with 214D. link1. link2.

 

Distortions:

236236B (rising kick) reversal/combo filler. See compiliation with RC combos.

214214C (timestop throw) Lasts 3 seconds. See combos1 combos2. Izanami gains no meter during this period. Can be extended with another 214214C.

720C (fullscreen timestop) 5 seconds startup. Costs 100 meter. Lasts <10 seconds. Setup.

 

Misc:

Crush Trigger: Wall bounces on hit. link.

Throw: link 

Airthrow: midscreen corner link2

Overdrive: All benefits of active mode with blocking.

Exceed Accel: Combo from 214A or f.214A. link

 

Notes:

Float Throw has normal throw animation but catch airborne.

Airdash>float to continue pressure strings. link

Float auto correct in combo strings. link

Float strings for mixing up. (from f.3C jump cancel to jB or just land 2B) link

In Active mode, 4D can continue pressure strings off 214A. link

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8 hours ago, Davo87 said:

236D (homing triad laser) tracks to target and pins with laser. throw>236D>2B is combo.

          -In active mode/overdrive can be called anytime without special cancel. link.

214D (spinning magatama) use after fireball oki. 5D>ribcage>214D immediately. link

          -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. 

 

Heya Davo87

Just wanted to let you know that:

236D is actually 41236D

and

214D is actually 63214D

Attached is the movelist sheet.

Spoiler

Movelist.jpg.6470fb1ab07b34de0a4570e7e0e

 

 

I don't want anyone to get confused by the combo list so I thought I would let you know. On another note, I really appreciate your breakdown of the moves and cited your contributions since you said it was okay to add them. Let me know if you want them removed/edited etc. 

:yaaay:

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Comprehensive List Below

http://www.dustloop.com/forums/index.php?/forums/topic/12514-bbcf-izanami-combo-thread/&do=findComment&comment=955646

 

"How Many Seconds Can You Move in the Frozen Time?"
Za Warudo (Timestop) Combos:

Due to the impracticality with the 720C fullscreen Timestop DD, one can use two 214214C in a combo to have a prolonged timestop off a single confirm rather than risking 100% meter and giving the opponent a chance to strike Izanami out of the startup. Since Izanami does not gain meter during timestop, the heat requirements before a combo starts must be stressed. 

Ending timestop with j.2C seems to be the preferred ender as it pushes damage up by ~1000 moreso than any other move.  

 

 

Starter: (50% Meter) Off of Command Grab 214214C
  1. 6B-> 63214D-> 2C-> 5C-> 214A-> 2C-> 5C->8(Jump)->j.2C (for as long as possible)  (4133 damage)
  2. (Active Flow Midscreen) 214214C-> 2C-> 5C-> 6B->OD cancel-> 214A->6C->ABCD(EA) (4689 damage)
  3. (100% meter)  214214C-> 2C-> 5C->6B->OD cancel-> 2C-> 5C-> 6B-> 236236B (4288 damage)
  4. (100% meter)  214214C->2C-> 5C->6B->OD cancel-> 2C-> 5C-> 6B->214214C-> 2C-> 5C-> 6B-> 2C-> 5C (~5000 damage)
  5. (50% meter OD active on startup)  214214C->5C-> 6B->(Active Flow Triggers) 214A-> 5B->2C-> 5C-> 2C->5C-> 2C->ABCD (Exceed Accel) (5389 damage)

*Thanks to Davo87 for combo 5.

 

Starter: (100% Meter) 720C

TBA

 

 

 

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To save from the trouble of writing "NORMAL" or "FLOAT" before every non jumping input Izanami is capable of let's abbreviate FLOAT to f. and leave NORMAL out. For "float cancel" we can abbreviate to (f.c), and for "float uninstall" or "cancel float" we can abbreviate to (c.f). For combos that use Ribcage's follow-up we only need to say that Ribcage needs to be active at the beginning of the combo since it's a requirement of the combo like heat or OD.

so

JC->J2C->J8 (float cancel)->float 5B->float 5C->float 8 (float uninstall)->JB->JC->normal 5B->normal 3C->623B (ribcage attack)->normal 5B->8 (jump cancel)->JB->JCC

Becomes

(Ribcage active) j.C>j.2C>f.c>f.5B>f.5C>c.f>j.B>j.C>5B>3C>623B>5B>j.B>j.CC

It carries the same amount of information and, to me, feels a good bit more simplified to type.

we could also just leave the f.c and c.f out and let changes from 5C>j.5C>f.5C imply they happened to condense the text further if we wanted.

Lemmie know whatcha think.

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2 hours ago, Myoro said:

To save from the trouble of writing "NORMAL" or "FLOAT" before every non jumping input Izanami is capable of let's abbreviate FLOAT to f. and leave NORMAL out. For "float cancel" we can abbreviate to (f.c), and for "float uninstall" or "cancel float" we can abbreviate to (c.f). For combos that use Ribcage's follow-up we only need to say that Ribcage needs to be active at the beginning of the combo since it's a requirement of the combo like heat or OD.

so

JC->J2C->J8 (float cancel)->float 5B->float 5C->float 8 (float uninstall)->JB->JC->normal 5B->normal 3C->623B (ribcage attack)->normal 5B->8 (jump cancel)->JB->JCC

Becomes

(Ribcage active) j.C>j.2C>f.c>f.5B>f.5C>c.f>j.B>j.C>5B>3C>623B>5B>j.B>j.CC

It carries the same amount of information and, to me, feels a good bit more simplified to type.

we could also just leave the f.c and c.f out and let changes from 5C>j.5C>f.5C imply they happened to condense the text further if we wanted.

Lemmie know whatcha think.

I recognize the simplicity and the ease of writing you bring up and have considered it myself. Other members of Dustloop have mentioned we should adopt the Japanese notation (though I don't iknow if they even settled on a standard notation for Nine since she is in a similar boat with various inputs for her spells where people debated colors vs. gem-stone names vs. elements). The problem is there is not exactly a symposium where we discuss combo notation I can clearly site for prospective Izanami mains.

As most people prefer to shorten combos into their preferred notation anyway (besides those brave souls that pocket an Evernote when they try a new character), I opted to make it as clear and free of ambiguities as I could (read: beginner language), even if it appears a bit long-winded or tacky. I'm fine with changing them, I just don't want to change it to something that makes sense to me, but not to others. If only the FGC had MLA/APA guideline books for us to follow... 

One solution, is we could setup a poll to see what notation people prefer and stick with that one, but that may lead to discrepancies with Japanese notation. Your notation definitely makes sense though Myoro, I just feel it isn't something any one person could decide without encountering the regional differences and possible confusion. You can go ask character mods/forum mods their thoughts and I'll happily go with the consensus on the notation. I really do appreciate you being considerate of those players that dislike lots of text though Myoro

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Well whatever works works. There doesn't need to be one single notation, so long as they're all understandable.

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I dislike reading long string combos and sometimes would condense it further by adding a bracket (filler combo) or link to a video. Its fine to write it out from basic combos but Im all for having intermediate screen carry combos to be condensed.

In future when character specific combos are listed, I would suggest to group them by common strings.

 

 

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I'll have free time on the weekend to put to use alternative notation for combos.

So Davo87, you mean like splitting sections to include crouching strings, air-to-air strings, and by starters

  • [...]>5C>2C>6CC>[...]
  •  xxx > j.B > j.C > jc.C > j.2C
  • xxx > 2B > 5D

?

In my paper tech, I usually just group combos by starter/resource requirements (ie magatama needed for Haku combos etc) only. I noted a few strings, but those were mainly the ones I saw a lot while trying to understand her combo theory. Which type of strings would you like me to focus on? 

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Combos Organized by Starter:

 

Notation: f.[#X] indicates use the #X move during float mode (# is an arbitrary direction; X is an arbitrary button).

Notation inspired by w.[5A->....] Valk wolf mode

eg.) 2C  Use 2C  on the ground

 

       j.2C Use 2C on the

 

      f.[2C]  Use 2C during float mode. (do everything in brackets during float mode)

 

float end: f.[...->7/8/9]

float cancel: j.7/8/9

 

5A:
  1.  

 

 

6A:
  1.  6A->Jump Cancel->j.214B->j8 (enter float mode on ground bounce)->f.[ 5C-> 2CC->5C-> 3C->214A] (2622 damage)

 

 

 

2A:
  1. (midscreen)  2A-> 2C-> 5C-> 2C-> 3C (1522 damage)
  2. (midscreen)  2A-> 2B-> 5C-> 2C-> 3C-> 236A (1748 damage)
  3. (midscreen)  2A-> 5B-> 5C-> 6A->j.8 (float cancel)->f.[ 5B->5C->3C-> 9 (end float)]-> 5C-> 6A->j.63214B-> j.8 (float cancel)-> f. [3C] (2380 damage)
  4. (corner)  2A-> 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C]  (~2800 damage)
  5. (corner)  2A-> 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 6C-> 214A->OD cancel-> 236236B (4316 damage)

 

 

5B:

 

  1. (midscreen)  5B-> 5C-> 2CC-> 214B (2088 damage)
  2. (midscreen)  5B-> 5C-> 6A->j.8 (float cancel)->f.[5C->2C-> 3C->9 (end float)]-> 5C-> 6A->j.63214B-> j.8 (float cancel)-> f.[ 3C] (2845 damage)
  3. (midscreen 50% heat)  5B-> 5C-> 2C-> 3C->CT(causes wall bounce)-> 5B-> 5CC-> 214A-> 5C-> 2C-> 41236C (2900 damage)
  4. (corner)  5B-> 5C-> 6C-> 214A-> 5C-> 2C-> 6C-> 214A (3116 damage)
  5. (midscreen)  5B-> 5C-> 6A->j.8 (float cancel)->f.[ 5C-> 2C-> 3C-> 9 (end float)]-> 5C-> 3C->OD cancel->ABCD EA (3246 damage)
  6. (corner)  5B-> 5C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C->41236C-> 6C-> 623B (~3379 damage) [ends in ribcage/susanoo]
  7.  5B>5CC>214A>5C>6CC>236A>5B>6A>j.63214B>jc>5C>2C>jc>j.63214B (3460 damage)
  8. (midscreen)   5B-> 5CC-> 214A->ABC (rapid cancel)->6-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C-> 2C->6C-> 9 (end float)]-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[3C]->(~3500 damage)
  9. .(corner)  5B-> 5C->8 (jump cancel)->j.8 (float cancel)->f.[ 5C->2C-> 3C-> 8 (end float mode)]->j.C-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C (~3500 damage)
  10. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C-> 2C->6C-> 9 (end float)]-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C ](~3600 damage)
  11. (midscreen)  5B-> 5C->OD cancel -> 5B-> 6A->Jump cancel,41236D->j.8 (float)->f.[5B?->5C(41236D should hit as it connects or slightly before)-> 6B->8]-> 2C-> 6C-> 41236C-> 6C-> 623B (3640 damage)[ends in ribcage/susanoo]
  12. (corner)  5B-> 5C-> 6A->jump cancel->j.8->f.[ 5B-> 5C-> 6B->8]-> 5C-> 2C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 214A-> 6C-> 623B (4002 damage) [ends in ribcage/susanoo]
  13. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 236236B (4005 damage)
  14. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[5C->2C-> 6C-> 9 (end float)]-> 5C-> 2C-> 41236C-> 6C-> 214A-> 3C->OD cancel-> 236236B  (5183 damage)
  15. (corner)  5B-> 5C-> 2C->OD cancel->41236D, 5C-> 2C->6B-> 214A-> 5C-> 2C-> 6CC-> 214A-> 5C-> 2C-> 41236C-> 6CC-> 236236B (5980 damage)
  16. (corner)  5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C->9 (end float)]-> 5C-> 2C-> 41236C-> 6C-> 214A-> 3C->OD cancel->ABCD (EA)(4074 damage) 

 

 

  1.  
6B:
  1. (corner)  6B-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C-> 9 (end float)]-> 5C-> 2C-> 41236C (~3500 damage)
  2.  6B->63214D-> 2C-> 5C-> 214A-> 2C-> 5C->8(Jump)->j.2C (for as long as possible)  (4133 damage)
  3. (midscreen)  623B (ribcage activated)-> 6B-> 623B (ribcage gone)-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5B-> 5C->3C->214A->5C->3C-> 236236B] (4309 damage)

 

 

2B:
  1. (midscreen)  2B-> 5C-> 2C-> 3C-> 236A (1909 damage)
  2. (midscreen)  2B-> 5B-> 5C-> 3C-> CT->66->5B->5C->8 (jump cancel)-> j.B->j.C->j.8 (float cancel)->f.[ 3C->214A->3C] (2415 damage)
  3. (midscreen)  2B->  5C-> 8(jump cancel)->j.B->j.C->j.8 (float cancel)->f.[3C-> 214A->(wall stick)  3C-> 8 (float uninstall)]->j.C-> 5B-> 6A->8 (jump cancel)->j.214B->j.8 (float cancel)->f.[ 3C ] (2807 damage)
  4. (midscreen)  2B-> 5B-> 5C-> 6A->8 (jump cancel)->j.8 (float cancel)->f.[ 6B-> 5C-> 3C-> 8 (float uninstall)]-> 5B-> 5CC-> 214A-> 5C-> 2C-> 63214C (2813 damage)
  5. (midscreen)  2B-> 5C-> 2CC-> 214B-> 5B-> 5CC-> 214A-> 214A-> 2C-> 63214C (~3383 damage)
  6. (corner)  2B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C-> 8(end float)]-> 5C-> 2C-> 41236C -> 6C-> 214A-> 3C (~3400 damage)

 

 

5C:
  1.  

 

 

6C:
  1.  

 

 

2C:
  1. (corner) (must be in Active Flow) Be in "projectile mode"      2C (fatal counter)->  CT->  6B,41236D-> 214A-> 5C-> 2C-> 6CC-> 236A-> 5B->  5C->  2C->41236C-> 6CC->OD cancel-> 3C,41236D->CT->(during 41236D hit) 236236B (7983 damage)
  2. (corner)  2C (fatal counter)-> CT-> 6B-> 214A-> 5B-> 5C->jump cancel(short float)->j.8->f.[ 5C->2C-> 8 (float cancel)]-> 5C->  2C->  236A-> 5C-> 2C-> 6C->  41236C->  OD cancel -> CT (fireball effects should still be on screen), 41236D(do during startup of CT)-> 5C(bits should still be spinning)->(on 41236D hit) 236236B (8002 damage)
  3. (corner) (May need ~75% meter at least for the two CTs and DD) normal  2C(fatal counter)->normal CT->normal 6B,41236D (on 6B startup)->normal 214A->jump cancel (41236D should now have hit the opponent)-> j.8->f.[ 5C-> 2C]-> 5C->jump cancel-> j.8->f.[ 5C-> 2C->236A-> 5C-> 2C-> 6C->8(float cancel)]->6CC->OD cancel-> 3C-> CT, 41236D (activate during CTs startup)-> 236236B (8312 damage)

 

 

 

XD/Projectile Starters:
  1. (midscreen Active Mode)  4D-> 5B-> 5C-> 2C-> 3C-> 236A-> 4D (1985 damage)
  2. (Falling in Active Mode) j.1D->j.C-> 5B-> 5C-> 2C-> 3C-> 6D-> 236A,  6D->66,9(microdash jump cancel)->j.B->j.C->j.8->f.[ 5C->6A (ends float mode)]->j.63214B (2529 damage)

 

 

214B:
  1. (midscreen)  214B-> 5B-> 5C->9 (jump cancel)->j.B->j.8 (float cancel)->f.[5B-> 5C-> 236A] (2546 damage)

 

 

214C/Command Grab:
  1. (Start in Projectile Mode)  214C(command throw)->63214D(when throw does damage; make it keep opponent airborne)->9->j.C?->j.8->f.[ 5B->5C-> 3C-> 236236B] (2976 damage)

a

 

Air:
  1. (air-to-ground, ribcage active) j.C->j.2C->j.8 (float cancel)->f[ 5B-> 5C-> 8] (float uninstall)->JB->JC-> 5B-> 3C->623B (ribcage attack)-> 5B->8 (jump cancel)->j.B->j.CC
  2. (corner air) j.B->j.C-> 2B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C ](~2700 damage)

 

 

 

Throw:
  1. (midscreen) BC throw,  63214D-> 5B (bits still circling)-> 63214D hits,63214C-> 3C->OD cancel->Exceed Accel ABCD
  2. (midscreen) BC -> 5B-> 5C->9 (jump cancel)->j.B->j.C->j.8 (float cancel)->f.[5B-> 5C->236A] (2549 damage)
  3. (corner) BC -> 214A-> 5C-> 2C-> 236A-> 5C-> 6C-> 214A (2918 damage)
  4. (jumping midscreen) j.BC (air throw)-> 5C->9(jump cancel)->j.C->j.8->f.[ 5C-> 2C-> 3C-> 214A->5C-> 3C] (2925 damage)
  5. (corner) BC ->41236D-> 5C-> 41236C-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C](3015 damage)
  6.  BC(throw)->41236D-> 5C->(41236D hits),41236C->Jump cancel->j.C(?)->j.8 ->f.[5B->5C-> 6A->8](leave float mode or Jump cancel the float 6A)->j.214B (3049 damage)
  7. (jumping corner) j.BC (air throw)-> 5C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 6C-> 214A (~3300 damage)
  8. (midscreen)  BC-> 41236D-> 5C->jump cancel->j.8->(41236D hits),f.[ 6B->8]-> 2C-> 6C-> 41236C-> 6C-> 623B (3462 damage) [ends in ribcage/susanoo]
  9. (corner)  BC-> 41236D-> 5C->jump cancel->j.8(float)->f.[ 6B->8]-> 5C-> 2C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 214A-> 6C-> 623B (3833 damage) [ends in ribcage/susanoo]
  10. (midscreen) 4BC ->  5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[5C->2C->3C-> 214A-> 5C->3C->OD cancel-> 236236B] (4210 damage)

 

 

Starting in Float Mode:
  1. (midscreen) f[2B-> 5C-> 2C-> 3C-> 236A]
  2. (corner, float mode) f.[ 2A->2B->5C] (882 damage)
  3. (float-to-ground) f.[6CC->8 ]-> 5B-> 6A->8 (jump cancel)->j.214B->j.8 (float)->f.[ 5C-> 3C->214A]
  4. (float, midscreen) f.[5B->5C-> 3C->8(float uninstall)]-> 5B-> 5CC-> 214A-> 5C-> 6CC-> 214A-> 5C-> 2C-> 63214C (3501 damage)

 

 

Distortion/Dio:
  1. (100% meter)  214214C-> 2C-> 5C-> 6B->OD cancel-> 2C-> 5C-> 6B->236236B (4288 damage)
  2. (Active Flow Midscreen) 214214C-> 2C-> 5C-> 6B->OD cancel-> 214A-> 6C->ABCD(EA) (4689 damage)
  3. (100% meter)  214214C-> 2C-> 5C-> 6B->OD cancel-> 2C->5C-> 6B->214214C-> 2C-> 5C->6B-> 2C-> 5C (~5000 damage)
  4. (50% meter OD active on startup)  214214C-> 5C-> 6B->(Active Flow Triggers) 214A->5B-> 2C-> 5C-> 2C-> 5C-> 2C->ABCD (Exceed Accel) (5389 damage)

 

 

Buffer Setups:
  1. (SUCKS, corner)  63214C, 4D->9 (cancel)->j.B->j.C->j.8 (float cancel)->f.[5C-> 2C-> 6C-> 8 (float end)]-> 5C-> 2C-> 41236C -> 6C-> 214A (2100 damage)
  2. (midscreen Active mode)  63214C, 63214D->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5B-> 5C->3C->214A] (2469 damage)

 

a

Title
  1.  

a

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Any suggestion for good combo on each situation?  just one / situation for easy remember.

 

6A -> float -> 5B 5C 3C >214A > extra

Also, from what I tried, it is very hard to make a timing for 5B after floating,  I means, if you tried this before you will understand that you have to wait for a little bit so that the opponent become low enough in order to connect combo until 3C (air) part.  If you 5B(air) too early, 3C will miss.  

Is there any good trick to count the timing?

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On 9/27/2016 at 1:37 AM, Starkaiser said:

Any suggestion for good combo on each situation?  just one / situation for easy remember.

 

6A -> float -> 5B 5C 3C >214A > extra

Also, from what I tried, it is very hard to make a timing for 5B after floating,  I means, if you tried this before you will understand that you have to wait for a little bit so that the opponent become low enough in order to connect combo until 3C (air) part.  If you 5B(air) too early, 3C will miss.  

Is there any good trick to count the timing?

I second this request. Anyone who can do this would be greatly appreciated, please and thank you.

As for the 5B after float I think it's just doing enough reps to feel when it's right. Sorry I can't think of anything better but to keep working on the muscle memory atm. 

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22 hours ago, Starkaiser said:

Any suggestion for good combo on each situation?  just one / situation for easy remember.

 

6A -> float -> 5B 5C 3C >214A > extra

Also, from what I tried, it is very hard to make a timing for 5B after floating,  I means, if you tried this before you will understand that you have to wait for a little bit so that the opponent become low enough in order to connect combo until 3C (air) part.  If you 5B(air) too early, 3C will miss.  

Is there any good trick to count the timing?

You just need to have the timing down, delay it slightly so that when 5B connects the opponent is level with you. Takes practice, but not that hard.

As for combo, Izanami has a lot of variety in combos, but some simple ones I use:

2B > 5B > 5C > 2C > 3C > geki/deploy. Basic midscreen combo. Deploy gives you araragi oki, good choice for midscreen, while geki ender leads to corner combo: ~> geki > 5B > 5C > 6C > corner ender. Careful with your hitconfirms though, 3C is not special cancellable on block and it's quite negative on block you're sure to get punished.

6C/~> 5CC > hoko A. Gives decent corner carry. 6C starter is for low to high mixup, while ~> 5CC can be done from other starters like 5B. Comboing into hoko A from 5CC needs to be done without delay; there's no time for hitconfirming (though hoko A is only -1 on block so it's still safe even if you messed up). Another good thing about this combo is that if it's blocked, it makes a natural frametrap. Do another hoko A after this to catch rolls, and if the opponent emergency techs, you'd end up right beside them with some frame advantage. In corner leads to combo: ~> hoko A > 5C > 6C > corner ender.

6B > geki. Midscreen there's nothing much you can do after this without meter or deployed state. Same as the two above, leads to combo in the corner, though you can have it longer with 6B starter: 6B > geki > 5B > 5C > 6C > hoko A > 5C > 6C > corner ender. If 6B is blocked you can delay geki a bit to catch people trying to mash.

2B /5B> 5C > 6A > float > 5B > 5C > 3C > 9hjc > 5B > jc > jB aerial. Good corner carry but needs to be done close or the 6A will whiff. Also 5B needs to be delayed or 3C will whiff. I'm still not very good with the aerial part myself, though.

Front grab > Shizuku > 5C > Hi > dash jump > j.C > float > 5B > 5C > 6A > Kai. Actually this is not optimum yet, this is just copied from the famitsu video.

Corner ender: Generally it'll be hoko A > 5C > 2C > Hi > ender part 2, but for some characters you need to microdash very slightly or Hi won't connect, and for some characters it won't connect at all. In that case, just go straight to Hi > ender part 2, this works universally but you lose quite a bit of damage. For ~> 2C > Hi, hold Hi a little bit (until the opponent is about level with the flame) for maximum hit, damage, and untechable time. For straight Hi from 6C, release Hi immediately.

For ender part 2, the generally used is 5D > Tate > Araragi oki. You can squeeze a bit more damage with meter by using 6B > Kui. Or if you have good timing, you can even do dash > 6C > hoko A > 5C > Kui. You can also replace 5C > Kui with 5C > 6A > Kai > float > 5D > Araragi oki, though if your opponent has a reversal with good horizontal range this is rather risky.

jB Aerial: jB > jC > float > 5C > 3C > hoko A > 3C > 9hjc > jC > 6A > Kai > float > 5D > Araragi oki. If by hoko A you (you, not the opponent) already reached the corner you can follow up hoko A with 5C > 2C > 6C > 9hjc > 5C > 2C > Hi, the rest is the same as the corner ender stuff.

Za Warudo grab combo: 6B > Shizuku > 2C > 5C > hoko A > 5C > jc > j2C. I've seen people end this with 2C > 5C > jc > j2C instead but I never managed to get it to work. 5C > jc > j2C needs to be done very quickly or you'll jump off too high.

OD Za Warudo grab combo: 2C > 5C > 6B > hoko A > buffer shizuku > 2C > 5C > 6B > hoko B > 2C > 5C > jc > j2C. If you're on active flow, replace jc > j2C with 6B > EA, this'll give ~5900 damage IIRC. This is my favorite reversal simply by the fact that less experienced players will reflexively block when seeing OD used as a reversal because they're afraid of EA, but of course it won't work on more experienced player.

Also if you're in the mood to brag, Izanami can combo into AH from normal grabs (front, back, air), 6B, or 6C (even if only the 2nd hit of 6C hits).

These are just some simple ones, there are many more varieties like combos that start when you're deployed, or combos that have you deploy mid-combo, and other better-optimized combos. I'm not that good of a player so I can't do those combos myself.

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On 9/28/2016 at 1:13 PM, RedSuisei said:

6B > geki. Midscreen there's nothing much you can do after this without meter or deployed state. Same as the two above, leads to combo in the corner, though you can have it longer with 6B starter: 6B > geki > 5B > 5C > 6C > hoko A > 5C > 6C > corner ender. If 6B is blocked you can delay geki a bit to catch people trying to mash.

Thank for all these useful info, some of them I have been discovered myself already, but some are really notable worthy addition. I really hope dustloop to be more Blazblue active like before with all the discussion.  Nowadays, either discussion is way less or that character I played are too unpopular to discuss with.

I want to quote this specific part to ask.  How do you connect 5B after 6B Geki?   I never seen people does that yet.  Although, I have been using 6B > 25 heat kick > dash > air combo. 

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On 9/28/2016 at 1:13 PM, RedSuisei said:

Front grab > Shizuku > 5C > Hi > dash jump > j.C > float > 5B > 5C > 6A > Kai. Actually this is not optimum yet, this is just copied from the famitsu video.

Also if you're in the mood to brag, Izanami can combo into AH from normal grabs (front, back, air), 6B, or 6C (even if only the 2nd hit of 6C hits).
 

Front grab, can go with 5B 5C (easier to time than just 5C) then jump  jB jC (easier than jC) >5B 5C 3C Hoko A 3C jC (ground) 5B 6A > 41236B

But I usually cut off the ground part, because error proof.

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Is there any Anti Air universal combo for Izanami?  

when you see opponent jump attack, I want to go 6A then combo, but with distant sensitivity, they does not connect.

 

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1 hour ago, Starkaiser said:

Is there any Anti Air universal combo for Izanami?  

when you see opponent jump attack, I want to go 6A then combo, but with distant sensitivity, they does not connect.

 

6A CH > f(5B 5C 3C 9hjc) > 5B jB jC f(5C 3C 214A 3C 9hjc) > jC 6A j63214B

Might have to delay some parts at the beginning to get 3C to connect depending on height. But this combo works anywhere on the screen on every character. You can end with f(5D > 63214D 7hjc), f(5D > 623B > float pressure), etc. for oki. If you are in D mode you can end with 3C > 214A ~ 41236[D] 3C 9hjc) D hits > Tengai and end with D > ribcage > saw oki.

Approaching corner you go into normal mode > D mode route with 6A > f(5B 5C 3C 9hjc) > 5B 5C jC f(5C 2C 6C 5D 2B~6D 5B delay 6B) > landing 2C Tengai lv1 > saw > Tengai lv2

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^ Is it confirm that 6A CH will always land at the right height for later 3C? 
 Because it is not like you always land the hit of opponent who jump at the same height, same distant each time.

 

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 Hey so what about ODC combos? Like 6b ODC, 5b 5c ODC etc. I saw this one route that gets great carry but I can't figure it out at all. Goes like 5b 5c ODC 5c 6d 2c (6d hits) 214b. It looks good but I can't do it. Any alternatives? What combos are you guys using?

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