(2 intermediate revisions by 2 users not shown) | |||
Line 9: | Line 9: | ||
{{#lsth:BBCF/Izanami/Data|SystemData}} | {{#lsth:BBCF/Izanami/Data|SystemData}} | ||
;Play-style | ;Play-style | ||
:Rushdown (Normal Mode), | :Rushdown (Normal Mode), Versatile/Pressure (Active Mode) | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 26: | Line 26: | ||
**If Izanami is hit, active mode immediately ends (Meaning you will be able to block normally once the combo against you finishes). | **If Izanami is hit, active mode immediately ends (Meaning you will be able to block normally once the combo against you finishes). | ||
Given that Izanami needs her Sharin weapon to defend herself with, if she is not in normal mode with the sharin on her back for any reason '''Izanami will be unable to block'''. | Given that Izanami needs her Sharin weapon to defend herself with, if she is not in normal mode with the sharin on her back for any reason '''Izanami will be unable to block''', including barrier and instant blocks. This makes it important not to use her drive and certain special moves recklessly or for this weakness to be be compensated for temporarily with Shield of Dreams (see below in the special moves section). | ||
===Unique Ability: Float=== | ===Unique Ability: Float=== | ||
Unlike most characters, instead of a double jump, Izanami | Unlike most characters, instead of a double jump, pressing up for the first time when midair will make Izanami float for a period of time (That time reduces the higher the float was activated). While floating, Izanami can use her ground normals, special moves & even dash while in the air. However, she cannot create jump while floating, attempting to do so simply ends the floating state instead. While floating at any height, all of Izanami's standing moves can be blocked with any block. During this time she is still considered airborne for the purposes of moves that check the state of the player so ground throw moves can't hit her, and her own throw moves can only hit airborne opponents. Getting hit ends float state and acts like an air hit. | ||
===Overdrive: Zekkai (Arc Force)=== | ===Overdrive: Zekkai (Arc Force)=== |
Revision as of 11:54, 30 October 2019
Izanami |
---|
|
Overview
Hades Izanami is an immortal being, death incarnate, and the true main antagonist of the BlazBlue series, as well as the former Imperator of the Novus Orbis Librarium. Using Ragna's sister, Saya, as a vessel, her goal is to reduce everything in the universe to nothing. She first appears as a playable character in BlazBlue: Central Fiction.
Drive: Sharin (Exodus Arc)
Her drive is her weapon, the three large triangular pieces that float behind her, she uses these to block with and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button:
- Normal Mode: In this mode, she has access to followups after C attacks by just pressing C again, gains access to j.2C and can block normally.
- Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama.
- She gains the ability to shoot projectiles with 2D, 4D and 6D. There is a short recharge before they reappear during which time no moves that require them to be present can be performed, including switching back to normal mode
- Drive special moves can be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.
- If Izanami is hit, active mode immediately ends (Meaning you will be able to block normally once the combo against you finishes).
Given that Izanami needs her Sharin weapon to defend herself with, if she is not in normal mode with the sharin on her back for any reason Izanami will be unable to block, including barrier and instant blocks. This makes it important not to use her drive and certain special moves recklessly or for this weakness to be be compensated for temporarily with Shield of Dreams (see below in the special moves section).
Unique Ability: Float
Unlike most characters, instead of a double jump, pressing up for the first time when midair will make Izanami float for a period of time (That time reduces the higher the float was activated). While floating, Izanami can use her ground normals, special moves & even dash while in the air. However, she cannot create jump while floating, attempting to do so simply ends the floating state instead. While floating at any height, all of Izanami's standing moves can be blocked with any block. During this time she is still considered airborne for the purposes of moves that check the state of the player so ground throw moves can't hit her, and her own throw moves can only hit airborne opponents. Getting hit ends float state and acts like an air hit.
Overdrive: Zekkai (Arc Force)
Upon activation, her Exodus Arc immediately stops any action and returns to Izanami's back in normal mode, even if it is recharging.
During overdrive Izanami has full access to the abilities of both modes at the same time and shortens the recharge time on her D attacks and specials. She can also perform her D special moves during her attacks. However there is a limitation where her Exodus arc weapon cannot be doing two things at the same time. So for instance, if you fire then using 6D, you cannot use your C followup attacks or block until the projectiles have disappeared from the screen.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
5A
5A |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
|
5B
5B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
|
5C
5C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
|
5CC
5CC |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a palm thrust while firing off her magatama projectiles. |
2A
2A |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a crouching jab. |
2B
2B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a low kick. Only a low if Izanami isn't floating. |
2C
2C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a low-hitting darkness-empowered claw swipe. Boasts Izanami's best stats for an opening hit including a fatal counter, making it her go-to punish attack. |
2CC
2CC |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a claw swipe while firing off her magatama projectiles. Vacuums on hit or block, spins opponent on CH. |
6A
6A |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs an upward kick that causes you to flip backward and cancels float. On hit or block Izanami can use her float ability during recovery if done from the ground, which allows her to perform follow up combos. |
6B
6B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs an overhead-hitting claw swipe. Leaps into the air slightly, if used when floating, Izanami will cancel the float and drop to the ground. If it hits an opponent during the fall, Izanami can cancel it into her aerial attacks. Can be done with relative impunity when shield of dreams is up due to it also hopping over most throw moves. |
6C
6C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs an upward darkness-empowered claw swipe, then follows up with a downward darkness-empowered double claw swipe. first strike hits low, and the second strike is an overhead. Can be used as a tricky Oki tool where it's not obvious to your opponent if the first low will hit or not, causing them to have to guess which way to block first. This move has a deceptively short range however, the hitbox for this move is almost entirely enclosed in Izanami's hurtbox. |
6CC
6CC |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
|
3C
3C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a low-hitting headbutt with the horn on her head. While this move stops being a low attack while floating, it still trips your opponent up if it hits (Which can look a little strange) |
j.A
j.A |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a midair palm thrust that reaches downward. |
j.B
j.B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a midair back kick. Your primary air to air when not floating. |
j.C
j.C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Performs a midair darkness-empowered palm thrust that reaches downward. Only does the second hit when Izanami has the Magatama equipped. |
j.2C
j.2C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
|
Drive Moves
With the exception of 5D, All drive moves may be performed at any time while active mode is enabled and her Sharin is available. (Note that being hit disables active mode immediately)
5D
5D/j.D |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Switches between Normal and Active mode. When not in active mode you don't need to have the stick centred since no other D commands are possible. |
4D
4D/j.4D |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Fires her magatama projectiles. Does not quite travel full screen. |
6D
6D/j.6D |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Fires her magatama forward. Unlike 4D, the projectiles are closer together and there is a small delay before the projectiles start moving forward. Useful as an Okizeme tool to keep your opponent blocking while you pressure them. Also very good to start and continue combos when you can due to its excellent P1/P2 combo. |
2D
2D/j.2D | Template:AttackDataHeader-BBCF |
---|
3D
3D/j.3D | Template:AttackDataHeader-BBCF |
---|
1D
1D/j.1D | Template:AttackDataHeader-BBCF |
---|
Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
Template:AttackDataHeader-BBCF |
---|
Back Throw
Back Throw 4B+C |
Template:AttackDataHeader-BBCF |
---|
Air Throw
Air Throw j.B+C |
Template:AttackDataHeader-BBCF |
---|
Counter Assault
Counter Assault 6A+B (While Blocking) |
Template:AttackDataHeader-BBCF |
---|
Crush Trigger
Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF |
---|
Special Moves
Ghost Peak Strike
Ghost Peak Strike 236A |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Conjures a ghostly skeletal T-Rex head to bite the opponent, similar to Ragna's dead spike but with less range. Mostly used in combos to add damage. |
Thunderbolt Lance
Thunderbolt Lance 214A/B |
Template:AttackDataHeader-BBCF |
---|
Shield of Dreams
Shield of Dreams 623B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Part of what makes Izanami so damn scary. Can be used in order to take control of the match if you find yourself pushed against the wall and also just forces your opponent to try to block or evade you during this time. It also gives you a way to block while you're in active mode, mitigating some of the risk, particularly to guard cancel Exceed Accels. While it isn't completely invulnerable, opponents trying to grab you in this time are easy to prevent since they have no other options to mix it up with, and can be mitigated by using a low hover or moves like 6B. While active, you must consider how you wish to dispel Shield of Dreams before it forces danger state. This is accomplished by using Distant affection, Stake of Supremacy or Bulwark, each of which carries their own risk. If you do get danger state, remember that you can use overdrive to prematurely end it as long as you've recovered at least some barrier. |
Bulwark
Bulwark 623B |
Template:AttackDataHeader-BBCF |
---|
Flaming Dome
Flaming Dome 41236C (Chargeable) |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Conjures and tosses a dark fireball. Holding down the button increases the fireball's size and damage. Worth noting is that the fireball is still active while Izanami is preparing it above her head, a feature exploited in a number of her combos. |
Distant Affection
Distant Affection 63214C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
A short ranged command grab where Izanami grabs the opponent and performs a darkness-empowered double claw slash. Restore a portion of her health and barrier and dispels Shield of Dreams if successful, making it a powerful way to end shield of dreams pressure. If performed during danger state, it will not gain additional barrier. |
Droplet
Droplet 41236D |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
|
Orchid
Orchid 63214D |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Tosses her magatama in a spinning motion. If Izanami is in active mode, she does not perform a startup animation herself and can perform the move while also performing other actions. Just like Droplet, you cannot block until the move completes. |
Arms of Sympathy
Arms of Sympathy j.63214B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Attacks the opponent with a ghostly face while in midair. Very long active time and great for covering approaches from above and stopping jumpouts in response to your approach. |
Distortion Drives
Stake of Supremacy
Stake of Supremacy 236236B |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Izanami kicks the opponent on startup, then performs a series of midair dash attacks that end with her dragging the opponent along the ground and knocks them towards the edge of the screen, making it good for corner carrying. The Overdrive version adds more midair dashes. Used as a reversal since Izanami doesn't have immediate access to one in most cases and can also be used to add damage to most combos. Also useful when combined with Shield of Dreams to end it before danger state, and also at the end of time stop combos to try and maximise the free damage it gives. |
Kyomu no Koku
Hour of Nihility 214214C |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
A fairly terrifying command throw when combined with shield of dreams due to your opponent being forced to go on the defensive while it lasts. If you do manage to hit with it you'll preserve your remaining barrier without needing to risk using bulwark. Like other command throws, this can be baited in similar ways and has an awful recovery if you miss. This move's properties barely change during overdrive, however since your remaining overdrive freezes during time stop, you can perform a much more damaging combo than normally. |
Jintou no Koku
Moment of Benevolence 720A, air ok |
Template:AttackDataHeader-BBCF
| |||||
---|---|---|---|---|---|---|
Highly matchup specific move, against slower characters that you can lock down with a drive move first, it can be useful particularly in overdrive. However against characters with easy access to long range moves or high mobility, this move is almost entirely useless as you're just handing your opponent a free counterhit combo. The time freeze is the same as Hour of Nihility, however since you aren't guaranteed to be near your opponent when this move activates, you'll get less damage since you need to spend time getting into range after time stops. |
Exceed Accel
Melancholy Death (Arc Drive) ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
---|
Astral Heat
Eternal Darkness 1632143D |
Template:AttackDataHeader-BBCF |
---|
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •