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.
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.
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.
Remains an overhead even when done from float state
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.
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.
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)
Only available when her Magatama weapon is available and in normal mode.
Spins her magatama projectiles around her while in midair.
Hits multiple times and lasts until landing.
Significantly reduces her aerial momentum during use.
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)
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.
Fires her magatama projectiles through a dark portal in an upward motion in a wide pattern, covering a lot of space, very useful when trying to zone from the ground.
Fires her magatama projectiles through a dark portal in a downward motion in a wide pattern, covering a lot of space. Generally only useful while airborne.
Izanami disappears for a split second, then performs a palm thrust.
Used as a combo ender in most cases, can also be used to trap predictable attacks due to its invulnerability.
B
Izanami disappears for a split second, then performs a sliding kick.
If used while Izanami is floating, she will reappear in the ground.
One of the reasons your opponent needs to remain cautious while you are floating, since it gives you access to a low attack from anywhere (Albeit somewhat slow) and also gives you a tool to beat out standing anti air attacks, since it will low profile many of them and cares not for Head attribute invulnerability.
Shield of Dreams
Shield of Dreams 623B
Super armor for one of the most mobile characters in the game. What could be more reasonable than that, I ask you?
This move creates a ribcage-like purple energy shield that blocks all attacks for a short time.
Behaves like a high/low/barrier guard point, Izanami will experience hitstop from moves, but no blockstun.
Provides no protection against throws, bursts and unblockables, ends immediately if caught by any attack that it cannot block.
Uses up a small portion of barrier to activate and Drains Barrier meter rapidly during use, ends immediately and causes Danger State if Barrier is used up.
Moves that it blocks will consume a small amount of barrier, no matter the move. Crush trigger moves are blocked like any other, they do not consume additional barrier when they are blocked.
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.
Izanami dispels the Shield of Dreams into a group of ghosts and spirits that damages the opponent on contact. Behaves much like other reversals, except your opponent is unlikely to be mashing attack buttons anyway with shield of dreams out, however this does mean that using it as late as possible to prevent danger state will be very predictable for your opponent, although it is not as punishable as other reversals.
Sometimes you will need to force your combos short to use this to avoid danger state, so be aware of this.
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.
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.
Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.
If Izanami is in active mode, she does not perform a startup animation herself and can perform the move while also performing other actions. Otherwise Izanami performs a startup animation
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.
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.
Invincible from startup until end of active frames
General purpose combo-ending distortion and Izanami's only real reversal.
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.
Goes active during the superflash, meaning your opponent cannot prevent the attack if they're already in a valid position to be hit.
On hit, Time is frozen for opponent for 3 seconds. During this time Izanami can freely attack and her opponent will be unable to block and will be completely routed to the spot for the duration.
During timestop, the round timer is frozen and no gauges that normally increase or deplete with time of any kind will do so (I.e. Burst, Overdrive (!) barrier, heat when low on health, character specific gauges etc...)
Hitting your opponent with a distortion drive or exceed accel ends the time stop, but performs that attack normally.
Throws performed during time stop will simply miss, with the exception of another Hour of Nihility, which will refreeze time for another 3 seconds.
All hits during frozen time are considered one combo regardless of the moves used.
Afterwards, opponent crumples to the floor.
Dispels Shield of Dreams on hit.
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.
Requires 100% heat. Heat is only consumed upon successful activation
Izanami gathers energy then performs a pose that freezes time around the opponent rendering them unable to move or block in any way, allowing her to deal extra hits.
Cancels float state on startup, but Izanami fall slower than normal if she was airborne.
After time starts again, grounded opponents will collapse as if hit with a stagger move, airborne opponents will be launched backwards and wallbound.
Listed recovery time is the time freeze period caused by the attack.
During timestop, the round timer is frozen and no gauges that normally increase or deplete with time of any kind will do so (I.e. Burst, Overdrive (!) barrier, heat when low on health, character specific gauges etc...)
Hitting your opponent with a distortion drive or exceed accel ends the time stop.
Throws of any kind performed during time stop will simply miss.
In Overdrive, the time for activation is noticeably shorter.
Unblockable and unavoidable, not even invulnerability protects against it. Your opponent must notice the startup for this move and stuff it to avoid taking damage.
Counterhit state for entire move
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
Does not cost Heat, but immediately ends Overdrive if used
Becomes stronger and flashier with Active Flow
Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent.
Puts Izanami in Active Flow if she hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
Hitbox encompasses Izanami's entire Body and quite a volume around her (Especially upwards)
Very long invulnerable time, and even longer active time.
Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed.
To edit frame data, edit values in BBCF/Izanami/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.