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  1. Axiomatic

    [BBCF] Izanami Overview

    In case of more additions. Overview: (Reposted from Combo Thread) 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 http://www.dustloop.com/forums/index.php?/forums/topic/12514-bbcf-izanami-combo-thread/&do=findComment&comment=949452) Thanks to -Seo for info on what moves can be jump cancelled, confirmations on lows and overheads, and general 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 thoughts on ribcage and barrier management (expressed it better than I could) Thanks to bakahyl for changes to the ribcage section and the Bang guardpoint comparison 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 ------------ + -> Float Cancel - F. (Float) + Tengai no Hi ----- + ,[] (chargeable) Tourai no Hoko --- + or + Gaihou no Geki --- + Renge no Kai ----- + Jiai no Yuu ------ + Mujuu no Tate ---- + -> Mujuu no Gou - + during Mujuu no Tate Shizuku ---------- + ,[] (chargeable) Araragi ---------- + ,[] (chargeable / can manipulate by pressing or while charging) Distortion Drives Hazen no Kui ----- + Kyomu no Koku ---- + 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 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. 2D Fires spread outwards. 4D/ j.4D Fires magatama straight forward. 1 top 2 below. Frametrap. 6D Fires cluster at 20 degrees upwards. j.1D Fires spread of magatama covering 45 degrees downwards. j.6D Overdrive: Lets Izanami use both modes simultaneously. Strategies include using projectiles (XD) on whiffed distortions or specials. Filler Filler Normals: 5A (standing jab) 6A (sweet chin music) (rising jump kick) Anti-air. Can float on hit/block. 2A (crouching jab) Gatling to 5B, 2B, 6B 5B (poking kick) Advancing kick. Gatling to 5B, 5C, 2C and 6B 6B (forward twirl) (overhead strike) hits overhead and kd. special cancelled. float version falls downwards in steep angle. airthrow>float>6B. 2B (slide kick) low profile and advances. Gatling to 5C, 2C. 2C (black swipe; causes fatal on counter hit) (claw swipe) Fatal counter properties. Gatling to 6C and 6A. 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. 5C (black palm thrust) (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 (alley oop) (2-hit hammer strike) slams opponent to ground. followup with 236C in corner. On juggle causes ground bounce. 6CC (ring mode bits go down diagonally to attack like Izayoi's bits) (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 (spazzy bit swarm) (magatama swarm) multi-hitting attack. jump cancellable into float 5B from trailer. CT Wall bounces on hit. Filler Exceed Accel 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 Tengai no Hi - 41236C (chargeable) -fireball with 3 different levels that travels in downward arc like Kokonoe's fireballs 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. 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 Gaihou no Geki - 236A (dino skull) cause blow back. Followup after 6B. Combos into 5B on corner. On counterhit forces standing stagger. -Deadspike Renge no Kai - j.63214B (aerial skull) ground bounce on juggle. combo filler after 6A launch. -Floaty Belial Edge (RIP ) 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 as well on 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 guard point -can be used at end of combos to shutdown wake up DPs -4 Seconds of duration (if enough barrier at time of activation) -guard point is time based not hit based; ribcage can take as many hits the opponent can dish out for the whole window -like Bang's gudard point can't block unblockables (Hakumen's Yukizake counter/Naoto's Phantom Pain UB) or throws 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 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 Filler Distortion Drives: Hazen no Kui - 236236B (rising kick) reversal/combo filler. -Flashy "combo" distortion like Bang's Four Seal FRKZ DD (in terms of tempo) -Pre-"combo" is like Hazama's Houtenjin 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. Note: Overdrive count down stops but you still gain active flow. Meaning you can do a longer combo to activate active flow regardless of the span of your Overdrive gauge. -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. Note: Overdrive count down stops but you still gain active flow. Meaning you can do a longer combo to activate active flow regardless of the span of your Overdrive gauge. -~2-4 seconds of startup -~7 seconds of beating on the opponent (can't gatling attacks though?) -Za Warudo (read: timestop super with shit tons of startup) -OD timer does not move during timestop Astral: 720D Move Proration and Base Damage Gimmicks: 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. 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. A safe cross up involves using 63214D to attack on the ground and then jumping behind the blocking opponent. 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. 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. 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. Similar to UNIEL Nanase tech. D-Move Buffering: Izanami has a powerful buffering technique involving 63214D, 41236D, and all Active Mode D-attacks. 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 (buffer 63214D during 623B's activation) 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. Ribcage Impressions 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: Overhead jump normal 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). Combo Theory: 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->... Mix-up Tools, Jump Cancels, and Notes: Ribcage/susanoo presents good oki on knockdown 6B,6CC are overheads normally 6B is an overhead in float mode as well 6C(1) hits low float 6B ends float mode Jump cancels: 5A->Jump cancel on block 2A->Jump cancel on hit and block 5A->Jump cancel on hit and block 2A->Jump cancel on hit 5B->Jump cancel on hit only 5C->Jump cancel on hit only 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) Empty Box: Jubei