BBCF/Izanami: Difference between revisions

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(→‎Overview: Rewrote some parts of the Overview, changed the cons section, tweaked the subsequent explanations. Will add some move cards later)
 
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==Overview==
 
{{BBCF/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
|overview= Izanami is an '''offensive powerhouse''' with a multitude of options to open the opponent up and start her turn. Between her powerful Drive, great mobility and abundance of tools, she can go from an evasive zoning playstyle to a relentless rushdown character. With a strong okizeme, terrifying mixup options and an unique {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Passive Super Armor}} special, few can match Izanami's offensive prowess.
|header=Overview
|content=Izanami is an '''offensive powerhouse''' with a multitude of options to open the opponent up and start her turn. Between her powerful Drive, great mobility and abundance of tools, she can go from an evasive zoning playstyle to a relentless rushdown character. With a strong okizeme, terrifying mixup options and an unique {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Passive Super Armor}} special, few can match Izanami's offensive prowess.


Izanami also has a unique movement system. In place of a double jump, '''Izanami can float''', giving Izanami unique movement options and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and is '''unable to block while her Drive is active'''. Played optimally, Izanami can be mechanically demanding, but at lower levels her kit is still rewarding and fun.
Izanami also has a unique movement system. In place of a double jump, '''Izanami can float''', giving Izanami unique movement options and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and is '''unable to block while her Drive is active'''. Played optimally, Izanami can be mechanically demanding, but at lower levels her kit is still rewarding and fun.
|lore= 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''.
}}
|quote=  
{{BBCF/Infobox
|summary= is a powerful character boasting unique movement, strong mixup options, and a unique armor-granting special. However, she requires tight execution to play properly.
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (6F)
|pros=
| reversal = [[#Stake of Supremacy|236236B]] (7F)
*'''Versatility:''' The ability to change between rushdown and zoning allows for a versatile playstyle.
| fatalStarter = [[#2C|2C]]<br/>[[#Thunderbolt Lance|214A]]
*'''Strong Neutral:''' Great mobility between her moves, backdash and unique float mechanic. Her Drive also offers excellent space control and approach tools.
}}
*'''Corner Carry:''' Great corner carry complements her ability to convert well from stray hits.
{{card|width=4
*'''Amazing Pressure:''' Can lock down opponents with her float, Drive and unique armor-granting special very easily, which transitions right into her close-range gameplan.
|header=Drive: Exodus Arc (Sharin)
*'''Powerful Okizeme and Mixups:''' Strong oki capable of shutting down many options through Orchid and Shield of Dreams. From there, Izanami has a wide array of options to open up the opponent.
|content=Izanami's Drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed "bits") that float behind her. She uses these to block 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 unique followups on her C normals, gains access to {{clr|C|j.2C}}, and can block normally.
*'''Active Mode''': In this mode, Izanami activates her special unit, Yasakani No Magatama:
**Izanami loses the ability to do C normal followups and, most importantly, she '''loses the ability to block normally,'''  including barrier and instant block (She can still throw reject as normal).
**She gains the ability to shoot bits with {{clr|D|1/2/3D}}, {{clr|D|4D}} and {{clr|D|6D}}; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat)
**Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.
**There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode.
**Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return.
**Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode.
**If Izanami is hit, Active Mode immediately ends, meaning she will be able to block normally once the combo against her finishes. Having her own throw rejected by the opponent also counts as a hit and ends active mode.


|cons=
Due to being unable to block during Active Mode, it is extremely important to be careful with your spacing, blockstrings, backdashes and use of Shield of Dreams, as you can easily put yourself in positions where your opponent can hit you with their reversals, in particular Guard Cancel Overdrives, with no way to prevent it on reaction. Conversely, the ability to active her drive attacks freely means she can easily cover gaps in her pressure, so, when done correctly, her opponent won't be able to attack at all.
*'''Barrier reliant:''' Due to Shield of Dreams, Danger State is more frequent. That also makes her weak against Crush Trigger as it drains her barrier.
|header2=Overdrive: Arc Force (Zekkai)
*'''Double-Edged:''' Izanami gains powerful options in Active Mode, but loses her ability to block.
|content2=Upon activation, her Exodus Arc stops any action and returns to Izanami's back in Normal Mode, even if it is recharging.
*'''Substandard Defense:''' In contrast to her offensive options, Izanami doesn't have as many defensive tools. She has to rely on system mechanics and smart decisions to escape pressure.
|unique_mechanic1_name= Drive: Sharin (Exodus Arc)
|unique_mechanic1=
Izanami's drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed "bits") that float behind her. She uses these to block 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 unique followups on her C normals, gains access to {{clr|3|j.2C}}, and can block normally.
During Overdrive, Izanami has full access to the abilities of both modes at the same time and the recharge time on her D attacks and specials is shortened, allowing her to use routes from both Normal Mode and Active Mode at the same time. However, there are limitations: Her Yasanaki no Magatama weapon cannot do two things at the same time. For instance, if she uses {{clr|D|6D}}, she cannot use her C followup attacks nor block until the projectiles have disappeared from the screen. The Overdrive activation does not instantly return Izanami to Normal Mode either, meaning that if Izanami is in Active Mode and activates Overdrive just before getting hit, she may still be unable to block the move after activation.
*Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama. However, she '''cannot block at all'''.
}}
**She gains the ability to shoot bits with {{clr|4|2D}}, {{clr|4|4D}} and {{clr|4|6D}}. There is a short recharge time before they reappear. During this time she cannot perform actions that require bits, such as Drive attacks and specials, blocking, and switching back to normal mode.
</div>
**Drive special moves can be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions. However, they end Active Mode upon returning.
**If Izanami is hit, Active Mode immediately ends (Meaning she will be able to block normally once the combo against her finishes).
|unique_mechanic2_name= Overdrive: Zekkai (Arc Force)
|unique_mechanic2=
Upon activation, her Exodus Arc 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, allowing her to use routes from both Normal Mode and Active Mode at the same time. However, there are limitations: Her Exodus arc weapon cannot do two things at the same time. For instance, if she uses {{clr|4|6D}}, she cannot use her C followup attacks nor block until the projectiles have disappeared from the screen. The Overdrive Activation does not instantly return Izanami to Normal Mode either, meaning that if Izanami is in Active Mode and activates Overdrive just before getting hit, she may still be unable to block the move after activation.
<div id="home-content" class="home-grid">
|unique_mechanic3_name= Unique Ability: Float
{{card|width=6
|unique_mechanic3=
|header=Unique Ability: Float
Instead of a double jump, Izanami can float by pressing '''jump''' while in the air. The float time is inversely proportional to Izanami's height, meaning that '''the higher it's activated, the shorter the duration'''. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and {{clr|1|6A}}.
|content=Instead of a double jump, Izanami can float by pressing '''jump''' while in the air. The float time is based on her height; when at near-maximum superjump height or above, it is 42F, at slightly above normal jump height it is 120F and below that is is 240F, meaning that '''only heights above normal jumps have shorter duration'''. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and {{clr|A|6A}}. Float state cannot be performed again without landing first. After hitting a throw of any kind while in float state, Izanami current float timer will be set to 60F if it was less, usually giving her just enough time to perform the throw.


During float, Izanami has access to her ground moveset: she can use all her ground normals, specials and any system mechanic. She is considered '''airborne''' for its duration, meaning that she will avoid moves such as grounded throws while floating; however, that also means her own throws and command grabs will only work on airborne opponents. With the exception of throws and projectiles, all her float attacks have their guard value changed to "All" (meaning that you can block it in any way) and are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them).
During float, Izanami has access to her ground moveset instead of her air one: she can use all her ground normals, specials and any system mechanic. However, there are some details:


Aside from the float timer running out, there are other ways to end float. By pressing '''jump''' while in float, Izanami will do a short hop before falling to the ground, while using a '''{{tt|super jump|Quickly pressing down before jumping}}''' instead will make Izanami fall much faster. These two methods can be used while pressing forward or backwards to manipulate where Izanami will fall, and they can be used to '''cancel any float normal into an "unfloat"''', negating Izanami's recovery (e.g., hitting a {{clr|3|3C}} during float, using a super jump to unfloat and then continuing with a {{clr|2|j.B}}); however, '''that is only possible if the move touches the opponent, and cannot be used on whiff'''. There are also three moves that can end float if used during it: {{clr|1|6A}}, {{clr|2|6B}} and {{clr|2|214B}}. Float will also end immediately if Izanami blocks an attack or gets hit, in which case she will still be treated as airborne. Additionally, ending float '''refreshes Izanami's air dash''', allowing her to use a sequence such as Air Dash > Float > Unfloat > Air Dash.
*She is still considered '''airborne''' for its duration.
**Moves that need to be barrier blocked in the air still need to be barrier blocked.
**She will avoid moves require the target to be grounded, such as most throws.
**Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all.
*With the exception of throws and projectiles, all her float strikes have their guard value changed to "All" (meaning that you can block it in any way) and are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them).
*While she is airborne, she still experiences friction the same as when she is standing, so things like dash momentum and external forces like [[BBCF/Kokonoe|Kokonoe's]] Gravitron and [[BBCF/Tager|Tager's]] Magnetism will feel more like they do when someone is grounded.
 
Aside from the float timer running out, there are other ways to end float. By pressing '''jump''' while in float, Izanami will do a short hop before falling to the ground, while using a '''{{tt|super jump|Quickly pressing down before jumping}}''' instead will make Izanami fall much faster. These two methods can be used while pressing forward or backwards to manipulate where Izanami will fall, and they can be used to '''cancel any float normal into an "unfloat"''', negating Izanami's recovery (e.g., hitting a {{clr|C|3C}} during float, using a super jump to unfloat and then continuing with a {{clr|B|j.B}}); however, '''that is only possible if the move touches the opponent, and cannot be used on whiff'''. There are also three moves that can end float if used during it: {{clr|A|6A}}, {{clr|B|6B}} and {{clr|B|214B}}. Float will also end immediately if Izanami blocks an attack or gets hit, in which case she will still be treated as airborne. Additionally, ending float '''refreshes Izanami's air dash''', allowing her to use a sequence such as Air Dash > Float > Unfloat > Air Dash.
}}
}}
</div>


==Normal Moves==
==Normal Moves==


===<big>{{clr|1|5A}}</big>===
===<big>{{clr|A|5A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A
<tabber>
|description=
Image =
*Does not cancel into itself
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5A.png | Standard 6f Jab
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5A_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Pretty standard jab
*Whiffs on most crouchers
*Whiffs on most crouchers
*Doesn't cancel into itself
One of Izanami's few jump cancellable normals on block. The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with {{clr|1|5A}} whiff > Throw.
</div>
</div>


===<big>{{clr|2|5B}}</big>===
One of Izanami's few jump cancellable normals on block. The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with {{clr|A|5A}} whiff > Throw.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5B.png | Horse kick
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF Izanami 5B hitbox 1.png | Frames 8~9
BBCF Izanami 5B hitbox 2.png | Frames 10~12
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Hitbox fully extends on frame 10
*Hurtbox extends to full size on frame 8 (leads to being stuffed in footsies)


Quick and far reaching poke, similar to Ragna's {{clr|2|5B}}, though with a much less generous hitbox. It's still useful for the same reasons and it's also a useful air to air when floating.
===<big>{{clr|B|5B}}</big>===
</div>
{{BBCF Move Card
</div>
|input=5B
|description=
*Hurtbox fully extends on frame 8, while Hitbox reaches full size on frame 10


===<big>{{clr|3|5C}}</big>===
Quick and far reaching poke, similar to Ragna's {{clr|B|5B}}. Leads to solid damage, but does not convert very well from max range. Can be used either as a footsies tool or an air-to-air during float.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5C.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5C_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|5C}}</big>===
*Surprisingly quick {{clr|3|5C}}
{{BBCF Move Card
|input=5C
|description=
*Surprisingly quick {{clr|C|5C}}
*Reaches farther than it looks, as Izanami moves forward before attacking
*Reaches farther than it looks, as Izanami moves forward before attacking
*One of Izanami's best starters, leads to great damage and corner carry
*Fairly high recovery
*Fairly high recovery
A key normal in Izanami's combos and a solid move in general. Great for punishing your opponent due to being much faster and easier to confirm than {{clr|3|2C}}, especially when a counter hit is not guaranteed.
</div>
</div>


===<big>{{clr|3|5CC}}</big>===
One of Izanami's key normals, its great stats and numerous cancel options makes it very versatile both in combos and pressure. {{clr|C|5C}} is one of Izanami's best starters and a great punish tool.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5CC.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5CC_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5CC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|5CC}}</big>===
{{BBCF Move Card
|input=5CC
|description=
*Only available in Normal Mode
*Only available in Normal Mode
*Makes {{clr|3|5C}} slightly safer, but there's a reversal window if {{clr|3|5C}} is instant blocked
*Makes {{clr|C|5C}} slightly safer, but there's a reversal window if {{clr|C|5C}} is instant blocked
*Can only be special cancelled, unlike the impressive array of cancels {{clr|3|5C}} has
*Can only be special cancelled, unlike the impressive array of cancels {{clr|C|5C}} has
<!--Is this actually -8? Something seems wrong here.-->


Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos.
Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos.
</div>
}}
</div>


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|A|2A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2A
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2A.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2A_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Does not cancel into itself
*Does not cancel into itself
*2A~88 into float is '''+3''' at lowest possible height
*2A~88 into float is '''+4''' when executed as soon as possible
*A small delay (at least 4 frames) is need to go into float off 2A, either 8 > wait > 8 or wait > 88
*A small delay (at least 4 frames) is need to go into float off 2A, either 8 > wait > 8 or wait > 88
Faster than the average {{clr|1|2A}}. Because it can't cancel into itself, standard {{clr|1|2A}} > {{clr|1|2A}} stagger pressure will lose to instant blocks. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block.
</div>
</div>


===<big>{{clr|2|2B}}</big>===
Faster than the average {{clr|A|2A}}. Because it can't cancel into itself, standard {{clr|A|2A}} > {{clr|A|2A}} stagger pressure will lose to instant block. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block, often used in her more advanced pressure.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2B.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2B_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|B|2B}}</big>===
*Fast startup and great range makes it Izanami's go-to low
{{BBCF Move Card
|input=2B
|description=
*Slightly slides Izanami forward
*Slightly slides Izanami forward
*Can low profile moves to an extreme extent
*Can low profile moves to an extreme extent
** Low profiles on frame 2
*Fairly high recovery
*Fairly high recovery
Izanami's main low normal. {{clr|2|2B}} lowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing.
</div>
</div>


===<big>{{clr|3|2C}}</big>===
Izanami's main low normal, has great speed and range. {{clr|B|2B}} lowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2C.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2C_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
*Fatal Counter
*Fatal Counter
*Izanami's best move to punish DPs
*Izanami's best move to punish DPs
*Occasional frame trap
*Occasional frame trap
A very powerful punish tool, a Fatal Counter {{clr|3|2C}} allows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to {{clr|3|5C}} and requires you to be much closer to confirm well from it, making it less pratical overall.


It can be used occasionally as a frame trap and pressure reset due to being able to cancel into {{clr|3|2CC}} and {{clr|3|5C}} > {{clr|3|2C}} having a natural gap of '''3 frames''', but it's very vulnerable to OD. {{clr|3|2C}} has a very high recovery, and although it can cancel into {{clr|3|2CC}} on whiff, it is normally too slow to prevent a punish from the opponent.
A very powerful punish tool, a Fatal Counter {{clr|C|2C}} allows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to {{clr|C|5C}} and requires you to be much closer to confirm well from it, making it less pratical overall.  
</div>
</div>


===<big>{{clr|3|2CC}}</big>===
It can be used occasionally as a frame trap and pressure reset due to being able to cancel into {{clr|C|2CC}} and {{clr|C|5C}} > {{clr|C|2C}} having a natural gap of '''3 frames''', but it's very vulnerable to OD. {{clr|C|2C}} has a very high recovery, and although it can cancel into {{clr|C|2CC}} on whiff, it is normally too slow to prevent a punish from the opponent.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2CC.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2CC_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2CC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|2CC}}</big>===
{{BBCF Move Card
|input=2CC
|description=
*Only available in Normal Mode
*Only available in Normal Mode
*Vacuums the opponent and spins on hit
*Vacuums the opponent and spins on hit
*Potentially plus if it hits close enough
*Potentially plus if it hits close enough
The frame advantage can vary between '''0 to +5''' depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with {{clr|2|214B}} for immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive.
</div>
</div>


===<big>{{clr|1|6A}}</big>===
The frame advantage can vary between '''0 to +5''' depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with {{clr|B|214B}} for immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6A.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6A_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|A|6A}}</big>===
*Main anti-air
{{BBCF Move Card
|input=6A
|description=
*Main anti-air and launcher
*Gatlings from most of Izanami's normals
*Gatlings from most of Izanami's normals
*Launches opponent on hit
*Cancels float if used during it
*Cancels float if used during it
*6A~8 into float is '''-1'''
*6A~8 into float is '''-1'''
Izanami's dedicated anti-air, has a fairly fast startup and good range. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. A staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner.
</div>
</div>


===<big>{{clr|2|6B}}</big>===
Izanami's dedicated anti-air, has a fairly fast startup and good range, retains its head invulnerability even if used while floating, meaning it will simply beat a lot of characters jumping up at Izanami when she is floating. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. It's also a staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6B.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6B_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
*110% bonus proration
*110% bonus proration
*Airborne for a few frames during startup
*Airborne for a few frames during startup
*As of CF2, is a mid from float
*'''NOT''' an overhead during float
*Cancels float if used during it
*Cancels float if used during it
Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent. Mostly used in the corner, but can lead to longer combos midscreen using Drive or resources.
</div>
</div>


===<big>{{clr|3|6C}}</big>===
Mostly used in the corner as a mixup or to add damage, needs Drive or other resources to convert well midscreen. Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6C_1.png
BBCF_Izanami_6C_2.png | Block crouching, then standing
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6C_hitbox 1.png
BBCF_Izanami_6C_hitbox 2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C
|description=
*Hits low first, then overhead second
*Hits low first, then overhead second
*First hit will launch, second hit will either ground bounce if airborne or crumple if grounded
*First hit will launch, second hit will either ground bounce if airborne or crumple if grounded
*Can be jump cancelled on the first hit, but not on the second
*Can be jump cancelled on the first hit, but not on the second
A staple in many combos, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel.
</div>
</div>


===<big>{{clr|3|6CC}}</big>===
A staple in corner routes, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6CC.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6CC_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6CC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|6CC}}</big>===
{{BBCF Move Card
|input=6CC
|description=
*Only available in Normal Mode
*Only available in Normal Mode
*110% bonus proration
*110% bonus proration
*Knocks airborne opponents downwards
*Knocks opponents downwards
*Cannot be used on block
*Cannot be used on block
Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a {{clr|3|6C}}.
</div>
</div>


===<big>{{clr|3|3C}}</big>===
Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a {{clr|C|6C}}.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_3C.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_3C_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="3C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|3C}}</big>===
*Izanami does a slide very close to the ground
{{BBCF Move Card
|input=3C
|description=
*Great combo filler and pressure tool in float
*Great combo filler and pressure tool in float
*Ground version has no cancels on block
*Ground version has no cancels on block
*Immense recovery
*Immense recovery
This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes.
</div>
</div>


===<big>{{clr|1|j.A}}</big>===
Izanami does a slide very close to the ground while striking with her horn. This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_jA.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_jA_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|A|j.A}}</big>===
*Main move for fuzzy overhead
{{BBCF Move Card
|input=j.A
|description=
*Main move for {{keyword|F-Shiki}} mix-ups
*Can be repeated indefinitely
*Can be repeated indefinitely
Standard aerial jab. Falling {{clr|3|j.C}} > microdash Rising {{clr|1|j.A}} is one way to setup a fuzzy overhead that hits most of the cast and can be converted with relative ease. Can be used over {{clr|2|j.B}} during float mixups if the height is too low for it, but it won't convert as well and also won't work on extremely low heights.
</div>
</div>


===<big>{{clr|2|j.B}}</big>===
Standard aerial jab. Falling {{clr|C|j.C}} > microdash Rising {{clr|A|j.A}} is one way to setup a F-Shiki that hits most of the cast and can be converted with relative ease. Can be used over {{clr|B|j.B}} during float mixups if the height is too low for it at the cost of some damage, but it won't work on extremely low heights.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_jB.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_jB_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
*Primary air to air when not floating
*Primary air to air when not floating
*Great range with low recovery
*Great range with low recovery
Your preferred overhead during float mixups, due to being much faster than {{clr|3|j.C}} while being a better starter than {{clr|1|j.A}}. Its hitbox allows {{clr|2|j.B}} to be used for crossups or, if the character is tall enough, for fuzzy overheads.
</div>
</div>


===<big>{{clr|3|j.C}}</big>===
Your preferred overhead during float mixups, due to being much faster than {{clr|C|j.C}} while being a better starter than {{clr|A|j.A}}. Its hitbox allows {{clr|B|j.B}} to be used for crossups or, if the character is tall enough, an F-Shiki.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_jC.png
BBCF_Izanami_jCC.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_jC_hitbox_1.png | Frames 13~15
BBCF_Izanami_jC_hitbox_2.png | Frames 16~17
BBCF_Izanami_jCC_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C
|description=
*Second hit is only available in Normal Mode
*Second hit is only available in Normal Mode
*Second hit is automatic, unlike other Drive follow ups.
*Second hit cannot be float cancelled
*Second hit cannot be float cancelled
The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up fuzzy mix up. The second hit, on the other hand, is scarcely used.
</div>
</div>


===<big>{{clr|3|j.2C}}</big>===
The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up mixups. The second hit, on the other hand, is scarcely used.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_j2C.png | I have ascended
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_j2C_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
===<big>{{clr|C|j.2C}}</big>===
{{BBCF Move Card
|input=j.2C
|description=
*Only available in Normal Mode
*Only available in Normal Mode
*Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use
*Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use
*Can hit either 3 times if button is pressed or 12 times if held for long enough
*Can hit either 3 times on button press or 12 times if held for long enough
 
Sees use at the end of Time Stop combos.  
Sees use at the end of Time Stop combos.  
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
With the exception of {{clr|4|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)
With the exception of {{clr|D|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)




===<big>{{clr|4|5D}}/{{clr|4|j.D}}</big>===
===<big>{{clr|D|5D}} (Air OK)</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Izanami_5D.png |
*Briefly halts air momentum
</gallery>
*In Normal Mode, works with any directional input (e.g, {{clr|D|2D}})
</div>
*Activating Active Mode can be done with any direction, Deactivating it '''must''' be done with direction neutral (mostly because holding other directions will activate an attack, but even pressing 8D will do nothing at all, even though there's no moved mapped to that)
<div class="attack-info">
Switches between Normal and Active Mode. The brief air stall allows it to be used situationally as an anti-air bait.
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
Switches between Normal and Active mode. In normal mode you can use any directional inputs since no other D commands are possible.
</div>
</div>


===<big>{{clr|4|4D}}/{{clr|4|j.4D}}</big>===
===<big>{{clr|D|1D}}/{{clr|D|2D}}/{{clr|D|3D}} (Air OK)</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=1D/2D/3D
<tabber>
|description=
Image =
 
<gallery widths="210px" heights="210px" mode="nolines">
*Only usable in Active Mode
BBCF_Izanami_4D.png
*Disappears if Izanami is hit<br>
</gallery>
----
|-|
'''{{clr|D|1D}}'''<br>
Hitboxes =
Shoots the bits at a downward angle. Covers a lot of space, but generally only useful while airborne.
<gallery widths="210px" heights="210px" mode="nolines">
----
BBCF_Izanami_4D_hitbox.png
'''{{clr|D|2D}}'''<br>
</gallery>
Covers a lot of space. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches.
</tabber>
----
</div>
'''{{clr|D|3D}}'''<br>
<div class="attack-info">
Shoots the bits at an upward angle. Covers a lot of space, very useful when trying to zone from the ground. The lowest bit can cover grounded opponents while the other bits can cover aerial approaches very well.
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Only usable in Active Mode
*Disappears if Izanami is hit
*Can hit behind Izanami, but does not travel fullscreen
Her most general purpose drive move. Can be used for a variety of things, such as countering anti airs and extend pressure.
</div>
</div>


===<big>{{clr|4|6D}}/{{clr|4|j.6D}}</big>===
===<big>{{clr|D|6D}} (Air OK)</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6D
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_6D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Only usable in Active Mode
*Only usable in Active Mode
*Disappears if Izanami is hit
*Disappears if Izanami is hit
Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, the projectiles locks on to the opponent's position before firing, are closer together and there is a small delay before they start moving forward. This can make it useful for certain approaches where {{clr|4|6D}} can cover an angle while Izanami herself approaches from a different angle. Useful as a pressure tool to cover gaps or keep them blocking while you cut the distance, and as a combo tool to link different moves together.
*One singular projectile that hits three times
</div>
*Aims at opponent's position at startup
</div>
Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, there is a small delay before they start moving, allowing for different approach, pressure and combo options.
 
===<big>{{clr|4|2D}}/{{clr|4|j.2D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2D.png |Sonic Sabre?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_2D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Only usable in Active Mode
*Disppears if Izanami is hit
Covers a lot of space. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches.
</div>
</div>


===<big>{{clr|4|3D}}/{{clr|4|j.3D}}</big>===
===<big>{{clr|D|4D}} (Air OK)</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4D
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_3D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_3D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Only usable in Active Mode
*Only usable in Active Mode
*Disppears if Izanami is hit
*Disappears if Izanami is hit
*Shoots the bits at an upward angle
*Can hit behind Izanami, but does not travel fullscreen
 
Her most general purpose drive move. Can be used for a variety of things, such as countering anti airs and extend pressure.
Covers a lot of space, very useful when trying to zone from the ground. The lowest bit can cover grounded opponents while the other bits can cover aerial approaches very well.
</div>
</div>
 
===<big>{{clr|4|1D}}/{{clr|4|j.1D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_1D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_1D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Only usable in Active Mode
*Disppears if Izanami is hit
*Shoots the bits at a downward angle
Covers a lot of space. Generally only useful while airborne.
</div>
</div>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Forward Throw</big>===
===<big>Forward Throw</big>===
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_ForwardThrow.png | Budget Yaotome
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Throw_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*100% minimum damage
*100% minimum damage
*While floating, catches airborne opponents instead of grounded opponents
*While floating, catches airborne opponents instead of grounded opponents
*Hard knockdown
*Hard knockdown


Izanami grapples the opponent before slamming them on the ground. A solid forward throw, can be converted with something as simple as {{clr|2|5B}} > {{clr|3|5C}} > air string. If used while floating, you can float cancel from it, allowing you to confirm while relatively high from the ground.
Izanami grapples the opponent before slamming them on the ground. A solid forward throw, can be converted with something as simple as {{clr|B|5B}} > {{clr|C|5C}} > air string. If used while floating, you can float cancel from it, allowing you to confirm while relatively high from the ground.
</div>
}}
</div>


===<big>Back Throw</big>===
===<big>Back Throw</big>===
<span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4B+C
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_BackThrow.png | Budget Yatagarasu
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Throw_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*100% minimum damage
*100% minimum damage
*While floating, catches airborne opponents instead of grounded opponents.
*While floating, catches airborne opponents instead of grounded opponents.
*Always wall bounces regardless of positioning
*Always wall bounces regardless of positioning


Izanami grabs the opponent and tosses them backwards before striking with a claw swipe. Can be easily linked into {{clr|3|5C}} > air string while midscreen or cancelled into {{clr|3|41236C}} with your back against the corner, but the latter will not work against '''Rachel''' and '''Kagura'''. Although it can be used during float and float cancelled on hit, converting from it can be very ankward and it is not widely used. Mostly useful to change sides when cornered or close to it.
Izanami grabs the opponent and tosses them backwards before striking with a claw swipe. Can be easily linked into {{clr|C|5C}} > air string while midscreen or cancelled into {{clr|C|41236C}} with your back against the corner, but the latter will not work against '''Rachel''' and '''Kagura'''. Although it can be used during float and float cancelled on hit, converting from it can be very ankward and it is not widely used. Mostly useful to change sides when cornered or close to it.
</div>
}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span>
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B+C
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_AirThrow.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_AirThrow_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*100% minimum damage
*100% minimum damage
*Replaced with her grounded throws while Izanami is floating
*Replaced with her grounded throws while Izanami is floating


Kicks the opponent downward and ground bounces. You can cancel this into float immediately to followup.
Kicks the opponent downward and ground bounces. You can cancel this into float immediately to followup.
</div>
}}
</div>


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span>
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<tabber>
|description=
Image =
Standard counter assault, uses her {{clr|B|5B}} animation. Can lead to an extremely short combo if used during Overdrive.
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_5B.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Counter_Assault_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
Standard counter assault, uses her {{clr|2|5B}} animation. One of Izanami's few defensive options, and a good defensive tool overall.
</div>
</div>


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B] |versioned=input
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_CT.png | Break their guard with style
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_CT_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Great horizontal reach
*Great horizontal reach
*Crumples on ground hit
*Crumples on ground hit
*Wall bounces on air hit, wallsticks in the corner
*Wall bounces on air hit, wallsticks in the corner


Mostly used to continue a combo when Izanami is too far to use {{clr|1|6A}}. Can also be used to increase the damage of a punish or as a situational mixup. Because of Exodus Arc, Izanami is one of the few characters that can reliably combo from a uncharged Crush Trigger guard break midscreen, adding yet another option to her wide array of tools.
Mostly used to continue a combo when Izanami is too far to use {{clr|A|6A}}. Can also be used to increase the damage of a punish or as a situational mixup. Because of Exodus Arc, Izanami is one of the few characters that can reliably combo from a uncharged Crush Trigger guard break midscreen, adding yet another option to her wide array of tools.
</div>
}}
</div>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
===<big>Ghost Peak Strike</big>===
===<big>Flaming Dome</big>===
<span class="input-badge">'''{{clr|1|236A}}'''</span>
{{InputBadge|{{clr|C|41236C}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=41236C
<tabber>
|description=
Image =
*Combo ender and situational neutral tool
<gallery widths="210px" heights="210px" mode="nolines">
*Incredibly active move, even after exploding
BBCF_Izanami_Gaihou_no_Geki.png
*Hold down {{clr|C|C}} to charge it, up to Level 4
</gallery>
*Hold backwards to release it closer to Izanami
|-|
Holding down the button increases the fireball's size, damage and number of hits, up to four levels. On release, the fireball slowly descends and explodes on the ground. 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. Functions mostly as a great combo ender, allowing Izanami to set up both Shield of Dreams and Orchid with ease. It may also be used in neutral to annoy your opponent, depending on the match up.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Gaihou_no_Geki_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Fairly standard special
*Decent combo tool
*Somewhat safe way to end pressure
Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus.
</div>
</div>


===<big>Thunderbolt Lance</big>===
===<big>Thunderbolt Lance</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214A,214B |versioned=input
<tabber>
|description=
Image =
{{clr|A|214A}}
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Tourai_no_Hoko_A.png| Palm Strike!
BBCF_Izanami_Tourai_no_Hoko_B.png | Slide With Style
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_214A_hitbox.png|
BBCF_Izanami_Tourai_no_Hoko_B_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
{{clr|1|214A}}
*Izanami disappears for a split second, then performs a palm thrust
*Izanami disappears for a split second, then performs a palm thrust
*Blows the opponent back
*Blows the opponent back
*Wall bounces in the corner
*Wall bounces in the corner
*Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown
*Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown
{{clr|1|214A}} is mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed button or as a combo ender, so long as the opponent is not too high.
{{clr|A|214A}} is mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed button or as a combo ender, so long as the opponent is not too high.
----
----
{{clr|2|214B}}
{{clr|B|214B}}
*Izanami disappears for a split second, then performs a sliding kick
*Izanami disappears for a split second, then performs a sliding kick
*If used while Izanami is floating, she will reappear on the ground
*If used while Izanami is floating, she will reappear on the ground
*Frame advantage may vary depending on how late it hits
*Frame advantage may vary depending on how late it hits
*Harder to confirm off an air hit, needs Drive or RC
*Harder to confirm off an air hit, needs Drive or RC
{{clr|2|214B}} is one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. However, it's slow and unsafe on block in most distances, needing either Drive or Rapid Cancel to make it safe.
{{clr|B|214B}} is one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. However, it's slow and unsafe on block in most distances, needing either Drive or Rapid Cancel to make it safe.
----
----
While Izanami disappears briefly in both versions, she still has a hurtbox. {{clr|2|214B}} in special has a hurtbox while descending if done from floating, which is why it can be beaten by buttons that it would otherwise low profile.
While Izanami disappears briefly in both versions, she still has a hurtbox. {{clr|B|214B}} in particular has a hurtbox while descending if done from floating, which is why it can be beaten by buttons that it would otherwise low profile.
</div>
}}
</div>
 
===<big>Ghost Peak Strike</big>===
{{InputBadge|{{clr|A|236A}}}}
{{BBCF Move Card
|input=236A
|description=
*Decent combo tool
*Somewhat safe way to end pressure
*Crumples on Counter Hit
Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus.
----
In the corner, air hit {{clr|A|236A}} converts into (66){{clr|B|5B}}.
}}
 
===<big>Arms of Sympathy</big>===
{{InputBadge|{{clr|B|j.63214B}}}}
{{BBCF Move Card
|input=j.63214B
|description=
*Briefly halts air momentum before diving forward
*Cancels into Float on block and on hit, but keeps land recovery when touching the ground
Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great not only for covering approaches from above and stopping jumpouts in response to your approach, but also to bait anti air attacks. In combos, mostly sees use as part of combo enders.
}}
 
===<big>Distant Affection</big>===
{{InputBadge|{{clr|C|63214C}}}}
{{BBCF Move Card
|input=63214C
|description=
*Command Throw
*On successful hit, she recovers 500 health and 30% Barrier Gauge. Reduces Opponent's Barrier Gauge by 20%
**These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal.
**Barrier gains and losses do not apply for that character if they are in danger state.
**May inflict Danger State if opponent runs out of barrier
*Will hit airborne opponents instead of grounded ones during float
*Removes shield of dreams on the first frame of startup.
 
A command grab where Izanami grabs the opponent and brutally bites them.
 
Could be considered the cherry on top of Izanami's other offensive options since getting in to do a throw is made easy with shield of dreams active and this move then gives back a portion of barrier to perhaps use Shield of dreams again later. However, since Shield of dreams is removed on activation rather than hit, you can also still be hit out of startup to this move. Leads to a full combo with Rapid Cancel or Drive.
}}


===<big>Shield of Dreams</big>===
===<big>Shield of Dreams</big>===
<span class="input-badge">'''{{clr|2|623B}}'''</span>
{{InputBadge|{{clr|B|623B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=623B
<tabber>
|description=
Image =
*Creates a passive guard point that blocks Head, Body, Foot and Projectile attribute attacks for a short time.
<gallery widths="210px" heights="210px" mode="nolines">
**Disables most other forms of invulnerability Izanami may gain for its duration.
BBCF_Izanami_Mujuu_no_Tate_Activate.png|Passive super armor. Made from the hopes and dreams of your victims
**Izanami becomes invulnerable as usual during Overdrive activation, Stake of Supremacy and Melancholy Death ''except'' against unblockable attacks, including normal throws.
</gallery>
**Guard point turns into regular invuln during the active frames if any throw (Probably to stop weird interactions happening)
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Mujuu_no_Tate_Activate_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="623B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Creates a passive super armor that blocks most attacks for a short time
*Costs 20% barrier to activate and drains barrier meter rapidly during use
**Once all barrier is depleted, Shield of Dreams is dispelled and Izanami enters [[BBCF/Damage#Danger_State|Danger State]]
**Always retains Shield of Dreams until the end of the recovery frames of any move
*Behaves like a guard point on Strikes and Projectiles. Izanami will experience hitstop from moves, but no blockstun
**All blockable hits consume a set amount of barrier, even Crush Trigger
*Appears on Frame 17
*Appears on Frame 17
*Vulnerable against throws, unblockables and burst, ends immediately in such cases
*Spends 2000 barrier units and consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the moves mentioned below is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted. Drain is paused during time stop.
*Can also be dispelled early by using {{MiniMoveCard|game=BBCF|chara=Izanami|input=Shield 623B|label=Bulwark}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=63214C|label=Distant Affection}} or {{MiniMoveCard|game=BBCF|chara=Izanami|input=1632143D|label=Eternal Darkness}}, hitting {{MiniMoveCard|game=BBCF|chara=Izanami|input=236236B|label=Stake of Supremacy}}, and if a throw is rejected
*Once all barrier is depleted, Shield of Dreams Izanami enters [[BBCF/Damage#Danger_State|Danger State]] as normal. '''Shield of dreams will continue to be in effect until Izanami ends her current move, if any.'''
 
*When Shield of Dreams blocks, Izanami will experience normal blockstop from moves, but no blockstun
A very powerful tool that allows Izanami to force a degree of respect from the opponent. Specially effective to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but depends on the match up and situation. Many characters can attempt to flee until your barrier runs out, leaving you much more vulnerable.
** All blocked hits consume 10% barrier.
** Multi hit attacks will drain for each attack blocked.
** Crush Triggers do not drain additional meter.
*Being throw rejected counts as a hit against Izanami and ends Shield of Dreams.
*Disppears when activating {{MiniMoveCard|game=BBCF|chara=Izanami|input=63214C|label=Distant Affection}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=Shield 623B|label=Bulwark}} or {{MiniMoveCard|game=BBCF|chara=Izanami|input=1632143D|label=Eternal Darkness}} or successfully hitting {{MiniMoveCard|game=BBCF|chara=Izanami|input=236236B|label=Stake of Supremacy}} or {{MiniMoveCard|game=BBCF|chara=Izanami|input=236236B|label=Melancholy Death (Arc Drive)}}.
*Disables Izanami's ability to block normally for its duration. This is generally only relevant when trying to block bursts, however there are other examples such as blockable throws. Inputting barrier block will give you 5B or 2B instead.


Spends 2000 barrier units and consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the aforementioned moves is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted.
A very powerful tool that allows Izanami to force a degree of respect from the opponent. Especially effective during Active Mode as it largely negates its biggest downside, allowing Izanami to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but depends on the match up and situation. Many characters can attempt to flee until your barrier runs out, leaving you much more vulnerable. Also remember that you still don't get to act with total impunity, throws, unblockables, bursts and multihit attacks will defeat the shield, so it's still important to respect these options when pressuring your opponent. If necessary, Izanami is able to block normally the instant the shield ends, subject to normal restrictions.


Managing your barrier gauge is a vital part of Izanami's gameplan. The more barrier you can preserve between uses, the more you may use it in between blockstrings and continue forcing the opponent to respect. However, if your barrier is too low, Izanami won't be able to make much use of it; in such case, it might be better to willingly enter Danger State, as barrier regenerates faster during it. If extremely necessary, you can activate Overdrive as a last resort to remove Danger State immediately and regain whatever barrier that you may have had regenerated.
Managing your barrier gauge is a vital part of Izanami's gameplan. The more barrier you can preserve between uses, the more you may use it in between blockstrings and continue forcing the opponent to respect. However, if your barrier is too low, Izanami won't be able to make much use of it; in such case, it might be better to willingly enter Danger State, as barrier regenerates faster during it. If extremely necessary, you can activate Overdrive as a last resort to remove Danger State immediately and regain whatever barrier that you may have had regenerated.
</div>
}}
</div>


===<big>Bulwark</big>===
===<big>Bulwark</big>===
<span class="input-badge">'''{{clr|2|623B}} during Shield of Dreams'''</span>
{{InputBadge|{{clr|B|623B}} during Shield of Dreams}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=Shield 623B
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Mujuu_no_Tate_Deactivate.png |Too bad you can't use it on wake up.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Mujuu_no_Tate_Deactivate_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Shield 623B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Invincible from frames 1-15, becoming vulnerable on frame 16
*Invincible from frames 1-15, becoming vulnerable on frame 16
*Unusually long active time
*Unusually long active time
*Grants Barrier on successful hit, even during Danger State
*Grants 10% Barrier on successful hit, even during Danger State
*Leaves opponent in untech until they hit the ground
*Leaves opponent in untech until they hit the ground


Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as {{clr|2|6B}} in midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster.
Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as {{clr|B|6B}} in midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster.


Although it is similar to most invincible reversals, it's not used as one for the most part due to the need of setting up Shield of Dreams beforehand. It can still be used to avoid certain attacks if timed properly.
Although it is similar to most invincible reversals, it's not used as one for the most part due to the need of setting up Shield of Dreams beforehand. It can still be used to avoid certain attacks if timed properly.
</div>
</div>
===<big>Flaming Dome</big>===
<span class="input-badge">'''{{clr|3|41236C}} (Chargeable)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Tengai_no_Hi.png| Blue flames are cool
BBCF_Izanami_Tengai_no_Hi_2.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Tengai_no_Hi_hitbox_1.png|
BBCF_Izanami_Tengai_no_Hi_hitbox_2.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Combo ender and situational neutral tool
*Incredibly active move, even after exploding
*Hold down {{clr|3|C}} to charge it, up to Level 4
*Hold backwards to release it closer to Izanami
Holding down the button increases the fireball's size, damage and number of hits, up to four levels. On release, the fireball slowly descends and explodes on the ground. 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. Functions mostly as a great combo ender, allowing Izanami to set up both Shield of Dreams and Orchid with ease. It may also be used in neutral to annoy your opponent, depending on the match up.
</div>
</div>
===<big>Distant Affection</big>===
<span class="input-badge">'''{{clr|3|63214C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Jiai_no_Yuu.png|Secretly a vampire
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_63214C_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Command grab that drains life and barrier from your opponent
*May inflict Danger State if they run out of barrier
*Will hit airborne opponents during float
A command grab where Izanami grabs the opponent and brutally bites them. On successful hit, she recovers 500 health and 3000 units of barrier, and depletes 2000 units of barrier from the opponent.
Could be considered the cherry on top of Izanami's other offensive options. Restores a portion of her health and Barrier and dispels Shield of Dreams, allowing you to continue using Ribcage for longer. If performed during danger state, it will ''not'' gain additional barrier. If the opponent is in Danger State, their barrier will also '''not''' be reduced. On successful hit it also drains the opponent's Barrier, making it a very strong command grab at any time. Leads to a short combo with Rapid Cancel or Drive.
</div>
</div>


===<big>Droplet</big>===
===<big>Droplet</big>===
<span class="input-badge">'''{{clr|4|41236D}}'''</span>
{{InputBadge|{{clr|D|41236D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=41236D
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Shizuku.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Shizuku_hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.  
*Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.  
*Can be held down to delay the attack up to 94 frames
*Can be held down to delay the attack up to 94 frames
*Tracks the opponent for most of its startup frames
*Tracks the opponent for ''most'' of its startup frames, can still miss if the opponent is moving fast at the right time.
*Considered as using Bits, meaning she cannot block until they return
*Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)
*During Active Mode, Izanami can use this move while performing other actions
*During Active Mode, Izanami can use this move while performing other actions
*Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.
A good move to force your opponent to either block it and allow Izanami to approach or move around to avoid it. It is also a great combo tool due to its great damage, P2 and untech.
A good move to force your opponent to either block it and allow Izanami to approach or move around to avoid it. It is also a great combo tool due to its great damage, P2 and untech.
</div>
}}
</div>


===<big>Orchid</big>===
===<big>Orchid</big>===
<span class="input-badge">'''{{clr|4|63214D}}'''</span>
{{InputBadge|{{clr|D|63214D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=63214D
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Araragi.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Araragi_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Remains active until the end of active frames unless it hits 6 times
*Remains active until the end of active frames unless it hits 6 times
*Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend
*Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend
*Considered as using Bits, meaning she cannot block until they return
*Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)
*During Active Mode, Izanami can use this move while performing other actions
*During Active Mode, Izanami can use this move while performing other actions
*Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.


A very powerful Okizeme tool in Active Mode, capable of catching many wake up options while keeping a safe distance. Can be used as combo filler during a Flaming Dome ender to increase its level and also functions as a good pressure extension.
A very powerful Okizeme tool in Active Mode, capable of catching many wake up options while keeping a safe distance. Can be used as combo filler during a Flaming Dome ender to increase its level and also functions as a good pressure extension.
</div>
</div>
===<big>Arms of Sympathy</big>===
<span class="input-badge">'''{{clr|2|j.63214B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Renge_no_Kai.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Renge_no_Kai_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.63214B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Briefly halts air momentum before diving forward
*Cancels into Float on block and on hit, but keeps land recovery when touching the ground
Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great not only for covering approaches from above and stopping jumpouts in response to your approach, but also to bait anti air attacks. In combos, mostly sees use as part of combo enders.
</div>
</div>
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
===<big>Stake of Supremacy</big>===
===<big>Stake of Supremacy</big>===
<span class="input-badge">'''{{clr|2|236236B}}'''</span>
{{InputBadge|{{clr|B|236236B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236236B
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Hazen_no_Kui.png | Reversal and Combo Ender
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_236236B_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Great round-ending super and Izanami's main reversal
*Great round-ending super and Izanami's main reversal
*Short ranged, but very fast and invincible from startup until end of active frames
*Short ranged, but very fast and invincible from startup until end of active frames
*Relatively low recovery makes it harder to punish
*Relatively low recovery makes it harder to punish
*Minimum damage 960 (1220 during OD)
*Minimum damage 960 (1220 during OD)
*Disables active mode on hit, meaning you cannot use drive moves to add damage during the animation or pick up the combo afterwards without an RC or being in OD.


Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner.  
Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner.  


Very easy to combo into due to its very fast startup and various options to cancel from. While a great reversal on its own, it can be made much harder to punish with the additional cost of Overdrive as it allows to keep the opponent at bay while Izanami recovers, serving as an alternative to DP > Rapid Cancel. The first hit can be RC'd on block; on hit, you can only RC the final hit.
Very easy to combo into due to its very fast startup and various options to cancel from. While a great reversal on its own, it can be made much harder to punish with the additional cost of Overdrive as it allows to keep the opponent at bay while Izanami recovers, serving as an alternative to DP > Rapid Cancel. The first hit can be Rapid Cancelled on block; on hit, you can only Rapid Cancel the final hit.
</div>
}}
</div>


===<big>Hour of Nihility</big>===
===<big>Hour of Nihility</big>===
<span class="input-badge">'''{{clr|3|214214C}}'''</span>
{{InputBadge|{{clr|C|214214C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214214C
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Kyomu_no_Koko.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_214214C_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214214C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*A Super Command Grab that goes active during the superflash, meaning they can't avoid on reaction
*A Super Command Grab that goes active during the superflash, meaning they can't avoid on reaction
*Very unsafe on whff
*Very long recovery on miss and counterhit state during this time, missing this will be very painful indeed.
*On hit, time is frozen for 3 seconds (5 in OD). During this time, the opponent is completely unable to move while Izanami can move freely
*On hit, causes time stop for 3 seconds (5 in OD).
**Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss
**Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss
**Any move that may still be active during it, such as Doll moves or projectiles, cannot hit Izanami
*See below for time stop effects.
**All hits during frozen time are considered one combo, and cannot kill the opponent
*During time stop, the round timer is frozen. Most gauges will neither increase nor decrease during it, such as Burst and Rachel's wind
**Exceptions to this rule are doll gauges, Active Flow and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier
*Deals a fixed 100 damage at the end of time stop. Afterwards, the opponent will either crumple on the floor or be launched backwards if in the air
**Using Taunt will end time stop immediately
**Stake of Supremacy and Exceed Accel will also end time stop and perform the attack normally, but the fixed damage will not occur


A situational but powerful command grab super. Lacks any sort of invulnerability and is unsafe on whiff, but has a very fast startup and can lead to great damage. Specially terrifying considering Izanami can use it while she has Shield of Dreams, as the opponent may be inclined to stay on the defensive during it. Because the Overdrive timer will freeze during it, Izanami can deal very high damage with its OD version. She can also use OD during a regular time stop, but the extra damage won't be as high and is generally only worth it to end the round.
A situational but powerful command grab super. Lacks any sort of invulnerability and is unsafe on whiff, but has a very fast startup and can lead to great damage. Especially terrifying considering Izanami can use it while she has Shield of Dreams, as the opponent may be inclined to stay on the defensive during it. Because the Overdrive timer will freeze during it, Izanami can deal very high damage with its OD version. She can also use OD during a regular time stop, but the extra damage won't be as high and is generally only worth it to end the round.


</div>
}}
</div>


===<big>Moment of Benevolence</big>===
===<big>Moment of Benevolence</big>===
<span class="input-badge">'''{{clr|1|720A}} (Air OK)'''</span>
{{InputBadge|{{clr|A|720A}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=720A
<tabber>
|description=
Image =
*Izanami gathers energy before freezing time for 6 seconds. See below for the effects of timestop.
<gallery widths="210px" heights="210px" mode="nolines">
*Requires 100% heat. Heat is only consumed when the move goes active
BBCF_Izanami_Jintou_no_Koku.png|ZA WARUDO! TOKI WO TOMARE!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Jintou_no_Koku_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="720A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Izanami gathers energy before freezing time for around 6 seconds
*Requires 100% heat. Heat is only consumed upon successful activation
*Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground
*Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground
*Fullscreen unblockable that beats most types of invuln. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dash.
*Fullscreen unblockable that beats most types of invulnerability. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dash
*Timestop works the same as Hour of Nihility, including the fixed 100 damage at the end
**However, due to the recovery being fully invulnerable, it's not possible to truly punish it
*Overdrive version reduces startup time by 1 second
*Overdrive version reduces startup time by 1 second
*Counterhit state for the entire move
*Counterhit state for the entire move


Highly matchup specific move. Best used in conjunction with Exodus and Shield of Dreams to make it harder to interrupt. Works best against slower characters, as characters with high mobility can quickly close the distance and punish the attempt, while those with long range moves may be able to stop it if she hasn't put up Ribcage. Some characters can also just avoid it with certain tools, such as Nine's teleports. Due to its nature, the position of the opponent may vary when it hits, and as such the damage you can get from it will vary.
Highly matchup specific move. Best used in conjunction with Exodus and Shield of Dreams to make it harder to interrupt. Works best against slower characters, as characters with high mobility can quickly close the distance and punish the attempt, while those with long range moves may be able to stop it if she hasn't put up Ribcage. Some characters can also just avoid it with certain tools, such as Nine's teleports. Due to its nature, the position of the opponent may vary when it hits, and as such the damage you can get from it will vary.
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>
===<big>Time stop effects and ending taunt</big>===
{{InputBadge|{{clr|C|214214C}} or {{clr|A|720A}}}}
{{BBCF Move Card
|input=Timestop End
|description=
After using either of the above two moves, time appears "stopped" and Izanmi can freely attack her opponent for a set period of time. However what is really happening is the following:
*Izanami is completely invulnerable, so any lingering projectiles and suchlike might still animate, but can't harm Izanami.
*All attacks performed by Izanami gain 9999 Frames of hitstop but also cannot kill the opponent, including the attack that caused timestop. This means all attacks performed will always form one combo.
*Burst is locked for the whole duration
*Any throw other than Hour of Nihility will simply miss.
*During time stop, the round timer is frozen. Some gauges will neither increase nor decrease during it, such as Burst, Overdrive and Rachel's wind
**Exceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier
*After the time stop duration expires, timestop does not end immediately. Instead, control is taken from the Izanami player and Izanami will perform a taunt animation the first moment she can. (In other words, she will wait until whatever move she is doing completes and perform the taunt then)
**The taunt deals 100 damage fullscreen and ends all timestop effects at the same time, this 100 damage can end the round.
**The attack causes crumple stun if they're grounded (Which must be emergency teched at the earliest), or blows them away horizontally and wallbouces if they were airborne.
**The taunt pose ends at roughly the same point the opponent hits the floor from crumple stun, leaving Izanami with excellent Okizeme. The amount of advantage she gains for an air hit varies considerably. Technically it's possible to combo afterwards, but her opponent will be able to tech instantly if anything hits them.
**Using the Taunt button manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough.
**Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage.
}}


==Exceed Accel==
==Exceed Accel==


===<big>Melancholy Death (Arc Drive)</big>===
===<big>Melancholy Death (Arc Drive)</big>===
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Nayuta.png |Spooky scary skeletons.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Nayuta_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="ABCD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*On a successful hit during Float, Izanami will drop to the ground before resuming the attack.
*On a successful hit during Float, Izanami will drop to the ground before resuming the attack.
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves like other Exceed Accels]]
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves like other Exceed Accels]]
*Minimum damage 300, increasing to 627 in Active Flow.
*Minimum damage 300, increasing to 627 in Active Flow.


Line 1,498: Line 585:


An invulnerable reversal that uses Overdrive instead of Heat. Izanami moves slightly forward during its activation, making it a little bigger than it seems. Can lead to decent oki when the opponent is in the corner. Although Izanami can't use her Drive during the Exceed Accel, she can use the bits before the move itself (so long as you don't use the hold version), which may allow her to inflict additional damage or make a blocked EA safer. However, it's still a very telegraphed move and can be punished severely if misused.
An invulnerable reversal that uses Overdrive instead of Heat. Izanami moves slightly forward during its activation, making it a little bigger than it seems. Can lead to decent oki when the opponent is in the corner. Although Izanami can't use her Drive during the Exceed Accel, she can use the bits before the move itself (so long as you don't use the hold version), which may allow her to inflict additional damage or make a blocked EA safer. However, it's still a very telegraphed move and can be punished severely if misused.
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Eternal Darkness</big>===
===<big>Eternal Darkness</big>===
<span class="input-badge">'''{{clr|4|1632143D}}'''</span>
{{InputBadge|{{clr|D|1632143D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=1632143D
<tabber>
|description=
Image =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Tokoyo_no_Yami.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Izanami_Astral_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="1632143D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Immediately calls Izanami's bits back to attack, cancelling any Drive attack/special and Shield of Dreams
*Immediately calls Izanami's bits back to attack, cancelling any Drive attack/special and Shield of Dreams
*Small horizontal hitbox around Izanami's entire Body, but great reach upwards
*Small horizontal hitbox around Izanami's entire Body, but great reach upwards
Line 1,535: Line 599:
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.
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.


Very practical Astral with an unusually long lasting hitbox. Because it combos from {{clr|3|3C}}, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome.  
Very practical Astral with an unusually long lasting hitbox. Because it combos from {{clr|C|3C}}, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome.  


'''Combos Directly From:'''
'''Combos Directly From:'''
*{{clr|3|2CC}} (Ground hit)
*{{clr|C|2CC}} (Ground hit)
*{{clr|3|6C}}
*{{clr|C|6C}}
*{{clr|2|6B}}
*{{clr|B|6B}}
*{{clr|3|3C}}
*{{clr|C|3C}}
*Forward throw (Ground and Low Height float only)
*Forward throw (Ground and Low Height float only)
*Back Throw (Always)
*Back Throw (Always)


</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Colors==
==Colors==
{{BBCFColors|Size=120|Character=Izanami}}
{{BBCFColors|Size=120|Character=Izanami}}
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==External References==
*[https://docs.google.com/document/d/11e-SCXrZ9pfGM7IS59oNCEB_qCrN6ZGaPdnUcMsz5tw/edit Izanami Combo Doc]
*Japanese Name:
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=mi&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/index.php?/forums/topic/12513-bbcf-izanami-video-thread/ Character Video Thread]
*[https://blazblue.wiki/wiki/Izanami/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
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==Navigation==
==Navigation==
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<center>{{Character Label|BBCF|Izanami|size=42px}}</center>
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Latest revision as of 22:39, 23 January 2024

Overview

Overview

Izanami is an offensive powerhouse with a multitude of options to open the opponent up and start her turn. Between her powerful Drive, great mobility and abundance of tools, she can go from an evasive zoning playstyle to a relentless rushdown character. With a strong okizeme, terrifying mixup options and an unique Passive Super ArmorBBCF Izanami Mujuu no Tate Activate.pngGuardStartupRecovery46Advantage- special, few can match Izanami's offensive prowess.

Izanami also has a unique movement system. In place of a double jump, Izanami can float, giving Izanami unique movement options and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and is unable to block while her Drive is active. Played optimally, Izanami can be mechanically demanding, but at lower levels her kit is still rewarding and fun.
BBCF Izanami Nameplate.png
BBCF Izanami Portrait.png
Health
10,500
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
No Double Jump
Float
Fastest Attack
5A (6F, whiffs crouchers)
2A (6F)
Reversals
236236B (7F)
Fatal Starters
2C
214A
Drive: Exodus Arc (Sharin)

Izanami's Drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed "bits") that float behind her. She uses these to block 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 unique followups on her C normals, gains access to j.2C, and can block normally.
  • Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama:
    • Izanami loses the ability to do C normal followups and, most importantly, she loses the ability to block normally, including barrier and instant block (She can still throw reject as normal).
    • She gains the ability to shoot bits with 1/2/3D, 4D and 6D; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat)
    • Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.
    • There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode.
    • Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return.
    • Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode.
    • If Izanami is hit, Active Mode immediately ends, meaning she will be able to block normally once the combo against her finishes. Having her own throw rejected by the opponent also counts as a hit and ends active mode.
Due to being unable to block during Active Mode, it is extremely important to be careful with your spacing, blockstrings, backdashes and use of Shield of Dreams, as you can easily put yourself in positions where your opponent can hit you with their reversals, in particular Guard Cancel Overdrives, with no way to prevent it on reaction. Conversely, the ability to active her drive attacks freely means she can easily cover gaps in her pressure, so, when done correctly, her opponent won't be able to attack at all.
Overdrive: Arc Force (Zekkai)

Upon activation, her Exodus Arc 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 the recharge time on her D attacks and specials is shortened, allowing her to use routes from both Normal Mode and Active Mode at the same time. However, there are limitations: Her Yasanaki no Magatama weapon cannot do two things at the same time. For instance, if she uses 6D, she cannot use her C followup attacks nor block until the projectiles have disappeared from the screen. The Overdrive activation does not instantly return Izanami to Normal Mode either, meaning that if Izanami is in Active Mode and activates Overdrive just before getting hit, she may still be unable to block the move after activation.
Unique Ability: Float

Instead of a double jump, Izanami can float by pressing jump while in the air. The float time is based on her height; when at near-maximum superjump height or above, it is 42F, at slightly above normal jump height it is 120F and below that is is 240F, meaning that only heights above normal jumps have shorter duration. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and 6A. Float state cannot be performed again without landing first. After hitting a throw of any kind while in float state, Izanami current float timer will be set to 60F if it was less, usually giving her just enough time to perform the throw.

During float, Izanami has access to her ground moveset instead of her air one: she can use all her ground normals, specials and any system mechanic. However, there are some details:

  • She is still considered airborne for its duration.
    • Moves that need to be barrier blocked in the air still need to be barrier blocked.
    • She will avoid moves require the target to be grounded, such as most throws.
    • Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all.
  • With the exception of throws and projectiles, all her float strikes have their guard value changed to "All" (meaning that you can block it in any way) and are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them).
  • While she is airborne, she still experiences friction the same as when she is standing, so things like dash momentum and external forces like Kokonoe's Gravitron and Tager's Magnetism will feel more like they do when someone is grounded.
Aside from the float timer running out, there are other ways to end float. By pressing jump while in float, Izanami will do a short hop before falling to the ground, while using a super jumpQuickly pressing down before jumping instead will make Izanami fall much faster. These two methods can be used while pressing forward or backwards to manipulate where Izanami will fall, and they can be used to cancel any float normal into an "unfloat", negating Izanami's recovery (e.g., hitting a 3C during float, using a super jump to unfloat and then continuing with a j.B); however, that is only possible if the move touches the opponent, and cannot be used on whiff. There are also three moves that can end float if used during it: 6A, 6B and 214B. Float will also end immediately if Izanami blocks an attack or gets hit, in which case she will still be treated as airborne. Additionally, ending float refreshes Izanami's air dash, allowing her to use a sequence such as Air Dash > Float > Unfloat > Air Dash.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 4 8 0 B

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 Mid 8 5 18 -6 B
  • Hurtbox fully extends on frame 8, while Hitbox reaches full size on frame 10

Quick and far reaching poke, similar to Ragna's 5B. Leads to solid damage, but does not convert very well from max range. Can be used either as a footsies tool or an air-to-air during float.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
840 Mid 11 3 24 -10 B
  • Surprisingly quick 5C
  • Reaches farther than it looks, as Izanami moves forward before attacking
  • Fairly high recovery

One of Izanami's key normals, its great stats and numerous cancel options makes it very versatile both in combos and pressure. 5C is one of Izanami's best starters and a great punish tool.

5CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 All 13 11 14 -8 P1
  • Only available in Normal Mode
  • Makes 5C slightly safer, but there's a reversal window if 5C is instant blocked
  • Can only be special cancelled, unlike the impressive array of cancels 5C has

Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 0 F
  • Does not cancel into itself
  • 2A~88 into float is +4 when executed as soon as possible
  • A small delay (at least 4 frames) is need to go into float off 2A, either 8 > wait > 8 or wait > 88

Faster than the average 2A. Because it can't cancel into itself, standard 2A > 2A stagger pressure will lose to instant block. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block, often used in her more advanced pressure.

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 Low 9 6 24 -16 F
  • Slightly slides Izanami forward
  • Can low profile moves to an extreme extent
    • Low profiles on frame 2
  • Fairly high recovery

Izanami's main low normal, has great speed and range. 2B lowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
880 Mid 19 3 27 -11 F
  • Fatal Counter
  • Izanami's best move to punish DPs
  • Occasional frame trap

A very powerful punish tool, a Fatal Counter 2C allows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to 5C and requires you to be much closer to confirm well from it, making it less pratical overall.

It can be used occasionally as a frame trap and pressure reset due to being able to cancel into 2CC and 5C > 2C having a natural gap of 3 frames, but it's very vulnerable to OD. 2C has a very high recovery, and although it can cancel into 2CC on whiff, it is normally too slow to prevent a punish from the opponent.

2CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 All 21 6 11 0 P1
  • Only available in Normal Mode
  • Vacuums the opponent and spins on hit
  • Potentially plus if it hits close enough

The frame advantage can vary between 0 to +5 depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with 214B for immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
770 Mid 10 4 22+5L -14 B 7~13 H
  • Main anti-air and launcher
  • Gatlings from most of Izanami's normals
  • Cancels float if used during it
  • 6A~8 into float is -1

Izanami's dedicated anti-air, has a fairly fast startup and good range, retains its head invulnerability even if used while floating, meaning it will simply beat a lot of characters jumping up at Izanami when she is floating. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. It's also a staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
980 High 25 4 21 -6 B 9~24 F
  • 110% bonus proration
  • Airborne for a few frames during startup
  • NOT an overhead during float
  • Cancels float if used during it

Mostly used in the corner as a mixup or to add damage, needs Drive or other resources to convert well midscreen. Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650×2 Low, High 21 3 (9) 3 34 -18 F, B
  • Hits low first, then overhead second
  • First hit will launch, second hit will either ground bounce if airborne or crumple if grounded
  • Can be jump cancelled on the first hit, but not on the second

A staple in corner routes, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel.

6CC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 All 17 6 21 -8 P1
  • Only available in Normal Mode
  • 110% bonus proration
  • Knocks opponents downwards
  • Cannot be used on block

Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a 6C.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Low 14 9 33 -23 F
  • Great combo filler and pressure tool in float
  • Ground version has no cancels on block
  • Immense recovery

Izanami does a slide very close to the ground while striking with her horn. This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes.

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H
  • Main move for F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. mix-ups
  • Can be repeated indefinitely

Standard aerial jab. Falling j.C > microdash Rising j.A is one way to setup a F-Shiki that hits most of the cast and can be converted with relative ease. Can be used over j.B during float mixups if the height is too low for it at the cost of some damage, but it won't work on extremely low heights.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
560 High/Air 9 6 12 H
  • Primary air to air when not floating
  • Great range with low recovery

Your preferred overhead during float mixups, due to being much faster than j.C while being a better starter than j.A. Its hitbox allows j.B to be used for crossups or, if the character is tall enough, an F-Shiki.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800, 600 High/Air, All 13 5(8)6 11 H, P1
  • Second hit is only available in Normal Mode
  • Second hit is automatic, unlike other Drive follow ups.
  • Second hit cannot be float cancelled

The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up mixups. The second hit, on the other hand, is scarcely used.

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×3 [×12] All 13 4×3 [x12] 16 H
  • Only available in Normal Mode
  • Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use
  • Can hit either 3 times on button press or 12 times if held for long enough

Sees use at the end of Time Stop combos.


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 (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Ground: 27
Air: 30
  • Briefly halts air momentum
  • In Normal Mode, works with any directional input (e.g, 2D)
  • Activating Active Mode can be done with any direction, Deactivating it must be done with direction neutral (mostly because holding other directions will activate an attack, but even pressing 8D will do nothing at all, even though there's no moved mapped to that)

Switches between Normal and Active Mode. The brief air stall allows it to be used situationally as an anti-air bait.

1D/2D/3D (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 per shot All 10 P1
  • Only usable in Active Mode
  • Disappears if Izanami is hit

1D
Shoots the bits at a downward angle. Covers a lot of space, but generally only useful while airborne.


2D
Covers a lot of space. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches.


3D
Shoots the bits at an upward angle. Covers a lot of space, very useful when trying to zone from the ground. The lowest bit can cover grounded opponents while the other bits can cover aerial approaches very well.

6D (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400×3 All 37 P1
  • Only usable in Active Mode
  • Disappears if Izanami is hit
  • One singular projectile that hits three times
  • Aims at opponent's position at startup

Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, there is a small delay before they start moving, allowing for different approach, pressure and combo options.

4D (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 per shot All 10 20 P1

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw 7 3 23 T
  • 100% minimum damage
  • While floating, catches airborne opponents instead of grounded opponents
  • Hard knockdown

Izanami grapples the opponent before slamming them on the ground. A solid forward throw, can be converted with something as simple as 5B > 5C > air string. If used while floating, you can float cancel from it, allowing you to confirm while relatively high from the ground.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw 7 3 23 T
  • 100% minimum damage
  • While floating, catches airborne opponents instead of grounded opponents.
  • Always wall bounces regardless of positioning

Izanami grabs the opponent and tosses them backwards before striking with a claw swipe. Can be easily linked into 5C > air string while midscreen or cancelled into 41236C with your back against the corner, but the latter will not work against Rachel and Kagura. Although it can be used during float and float cancelled on hit, converting from it can be very ankward and it is not widely used. Mostly useful to change sides when cornered or close to it.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 32 -16 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Great horizontal reach
  • Crumples on ground hit
  • Wall bounces on air hit, wallsticks in the corner

Mostly used to continue a combo when Izanami is too far to use 6A. Can also be used to increase the damage of a punish or as a situational mixup. Because of Exodus Arc, Izanami is one of the few characters that can reliably combo from a uncharged Crush Trigger guard break midscreen, adding yet another option to her wide array of tools.

Special Moves

Flaming Dome

41236C (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
See notes All 15 P1
  • Combo ender and situational neutral tool
  • Incredibly active move, even after exploding
  • Hold down C to charge it, up to Level 4
  • Hold backwards to release it closer to Izanami

Holding down the button increases the fireball's size, damage and number of hits, up to four levels. On release, the fireball slowly descends and explodes on the ground. 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. Functions mostly as a great combo ender, allowing Izanami to set up both Shield of Dreams and Orchid with ease. It may also be used in neutral to annoy your opponent, depending on the match up.

Thunderbolt Lance

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214A 1200 All 25 4 16 -2 B
214B 1000 Low/All 28 12 16 -9 F

214A

  • Izanami disappears for a split second, then performs a palm thrust
  • Blows the opponent back
  • Wall bounces in the corner
  • Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown

214A is mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed button or as a combo ender, so long as the opponent is not too high.


214B

  • Izanami disappears for a split second, then performs a sliding kick
  • If used while Izanami is floating, she will reappear on the ground
  • Frame advantage may vary depending on how late it hits
  • Harder to confirm off an air hit, needs Drive or RC

214B is one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. However, it's slow and unsafe on block in most distances, needing either Drive or Rapid Cancel to make it safe.


While Izanami disappears briefly in both versions, she still has a hurtbox. 214B in particular has a hurtbox while descending if done from floating, which is why it can be beaten by buttons that it would otherwise low profile.

Ghost Peak Strike

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 14 10 Total: 45 -1 P1
  • Decent combo tool
  • Somewhat safe way to end pressure
  • Crumples on Counter Hit

Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus.


In the corner, air hit 236A converts into (66)5B.

Arms of Sympathy

j.63214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 14 Until L 5 H
  • Briefly halts air momentum before diving forward
  • Cancels into Float on block and on hit, but keeps land recovery when touching the ground

Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great not only for covering approaches from above and stopping jumpouts in response to your approach, but also to bait anti air attacks. In combos, mostly sees use as part of combo enders.

Distant Affection

63214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1000 Throw 13 3 40 T
  • Command Throw
  • On successful hit, she recovers 500 health and 30% Barrier Gauge. Reduces Opponent's Barrier Gauge by 20%
    • These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal.
    • Barrier gains and losses do not apply for that character if they are in danger state.
    • May inflict Danger State if opponent runs out of barrier
  • Will hit airborne opponents instead of grounded ones during float
  • Removes shield of dreams on the first frame of startup.

A command grab where Izanami grabs the opponent and brutally bites them.

Could be considered the cherry on top of Izanami's other offensive options since getting in to do a throw is made easy with shield of dreams active and this move then gives back a portion of barrier to perhaps use Shield of dreams again later. However, since Shield of dreams is removed on activation rather than hit, you can also still be hit out of startup to this move. Leads to a full combo with Rapid Cancel or Drive.

Shield of Dreams

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
46
  • Creates a passive guard point that blocks Head, Body, Foot and Projectile attribute attacks for a short time.
    • Disables most other forms of invulnerability Izanami may gain for its duration.
    • Izanami becomes invulnerable as usual during Overdrive activation, Stake of Supremacy and Melancholy Death except against unblockable attacks, including normal throws.
    • Guard point turns into regular invuln during the active frames if any throw (Probably to stop weird interactions happening)
  • Appears on Frame 17
  • Spends 2000 barrier units and consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the moves mentioned below is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted. Drain is paused during time stop.
  • Once all barrier is depleted, Shield of Dreams Izanami enters Danger State as normal. Shield of dreams will continue to be in effect until Izanami ends her current move, if any.
  • When Shield of Dreams blocks, Izanami will experience normal blockstop from moves, but no blockstun
    • All blocked hits consume 10% barrier.
    • Multi hit attacks will drain for each attack blocked.
    • Crush Triggers do not drain additional meter.
  • Being throw rejected counts as a hit against Izanami and ends Shield of Dreams.
  • Disppears when activating Distant AffectionBBCF Izanami Jiai no Yuu.pngGuardThrowStartup13Recovery40Advantage-, BulwarkBBCF Izanami Mujuu no Tate Deactivate.pngGuardAllStartup12Recovery6Advantage-9 or Eternal DarknessBBCF Izanami Tokoyo no Yami.pngGuardAllStartup7+(30 Flash)+15Recovery81Advantage-78 or successfully hitting Stake of SupremacyBBCF Izanami Hazen no Kui.pngGuardAllStartup4+(30 Flash)+3Recovery32Advantage-17 or Melancholy Death (Arc Drive)BBCF Izanami Hazen no Kui.pngGuardAllStartup4+(30 Flash)+3Recovery32Advantage-17.
  • Disables Izanami's ability to block normally for its duration. This is generally only relevant when trying to block bursts, however there are other examples such as blockable throws. Inputting barrier block will give you 5B or 2B instead.

A very powerful tool that allows Izanami to force a degree of respect from the opponent. Especially effective during Active Mode as it largely negates its biggest downside, allowing Izanami to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but depends on the match up and situation. Many characters can attempt to flee until your barrier runs out, leaving you much more vulnerable. Also remember that you still don't get to act with total impunity, throws, unblockables, bursts and multihit attacks will defeat the shield, so it's still important to respect these options when pressuring your opponent. If necessary, Izanami is able to block normally the instant the shield ends, subject to normal restrictions.

Managing your barrier gauge is a vital part of Izanami's gameplan. The more barrier you can preserve between uses, the more you may use it in between blockstrings and continue forcing the opponent to respect. However, if your barrier is too low, Izanami won't be able to make much use of it; in such case, it might be better to willingly enter Danger State, as barrier regenerates faster during it. If extremely necessary, you can activate Overdrive as a last resort to remove Danger State immediately and regain whatever barrier that you may have had regenerated.

Bulwark

623B during Shield of Dreams

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
950 All 12 24 6 -9 P 1~15 All
  • Invincible from frames 1-15, becoming vulnerable on frame 16
  • Unusually long active time
  • Grants 10% Barrier on successful hit, even during Danger State
  • Leaves opponent in untech until they hit the ground

Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as 6B in midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster.

Although it is similar to most invincible reversals, it's not used as one for the most part due to the need of setting up Shield of Dreams beforehand. It can still be used to avoid certain attacks if timed properly.

Droplet

41236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 68 [64] 12 Total: 36 [0] P1
  • Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.
  • Can be held down to delay the attack up to 94 frames
  • Tracks the opponent for most of its startup frames, can still miss if the opponent is moving fast at the right time.
  • Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)
  • During Active Mode, Izanami can use this move while performing other actions
  • Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.

A good move to force your opponent to either block it and allow Izanami to approach or move around to avoid it. It is also a great combo tool due to its great damage, P2 and untech.

Orchid

63214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×6 All 22 [10] 101 Total: 67 [0] P1
  • Remains active until the end of active frames unless it hits 6 times
  • Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend
  • Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)
  • During Active Mode, Izanami can use this move while performing other actions
  • Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.

A very powerful Okizeme tool in Active Mode, capable of catching many wake up options while keeping a safe distance. Can be used as combo filler during a Flaming Dome ender to increase its level and also functions as a good pressure extension.

Distortion Drives

Stake of Supremacy

236236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800, 500×3, 0, 2500
[800, 500×5, 0, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All
  • Great round-ending super and Izanami's main reversal
  • Short ranged, but very fast and invincible from startup until end of active frames
  • Relatively low recovery makes it harder to punish
  • Minimum damage 960 (1220 during OD)
  • Disables active mode on hit, meaning you cannot use drive moves to add damage during the animation or pick up the combo afterwards without an RC or being in OD.

Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner.

Very easy to combo into due to its very fast startup and various options to cancel from. While a great reversal on its own, it can be made much harder to punish with the additional cost of Overdrive as it allows to keep the opponent at bay while Izanami recovers, serving as an alternative to DP > Rapid Cancel. The first hit can be Rapid Cancelled on block; on hit, you can only Rapid Cancel the final hit.

Hour of Nihility

214214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 T
  • A Super Command Grab that goes active during the superflash, meaning they can't avoid on reaction
  • Very long recovery on miss and counterhit state during this time, missing this will be very painful indeed.
  • On hit, causes time stop for 3 seconds (5 in OD).
    • Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss
  • See below for time stop effects.

A situational but powerful command grab super. Lacks any sort of invulnerability and is unsafe on whiff, but has a very fast startup and can lead to great damage. Especially terrifying considering Izanami can use it while she has Shield of Dreams, as the opponent may be inclined to stay on the defensive during it. Because the Overdrive timer will freeze during it, Izanami can deal very high damage with its OD version. She can also use OD during a regular time stop, but the extra damage won't be as high and is generally only worth it to end the round.

Moment of Benevolence

720A (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 Unblockable 241 [181] 1 64 Body+Burst 241~305 [181~245] HBFPT
241~241 [181~181] Burst
  • Izanami gathers energy before freezing time for 6 seconds. See below for the effects of timestop.
  • Requires 100% heat. Heat is only consumed when the move goes active
  • Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground
  • Fullscreen unblockable that beats most types of invulnerability. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dash
    • However, due to the recovery being fully invulnerable, it's not possible to truly punish it
  • Overdrive version reduces startup time by 1 second
  • Counterhit state for the entire move

Highly matchup specific move. Best used in conjunction with Exodus and Shield of Dreams to make it harder to interrupt. Works best against slower characters, as characters with high mobility can quickly close the distance and punish the attempt, while those with long range moves may be able to stop it if she hasn't put up Ribcage. Some characters can also just avoid it with certain tools, such as Nine's teleports. Due to its nature, the position of the opponent may vary when it hits, and as such the damage you can get from it will vary.


Time stop effects and ending taunt

214214C or 720A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
100 0 0 63

After using either of the above two moves, time appears "stopped" and Izanmi can freely attack her opponent for a set period of time. However what is really happening is the following:

  • Izanami is completely invulnerable, so any lingering projectiles and suchlike might still animate, but can't harm Izanami.
  • All attacks performed by Izanami gain 9999 Frames of hitstop but also cannot kill the opponent, including the attack that caused timestop. This means all attacks performed will always form one combo.
  • Burst is locked for the whole duration
  • Any throw other than Hour of Nihility will simply miss.
  • During time stop, the round timer is frozen. Some gauges will neither increase nor decrease during it, such as Burst, Overdrive and Rachel's wind
    • Exceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier
  • After the time stop duration expires, timestop does not end immediately. Instead, control is taken from the Izanami player and Izanami will perform a taunt animation the first moment she can. (In other words, she will wait until whatever move she is doing completes and perform the taunt then)
    • The taunt deals 100 damage fullscreen and ends all timestop effects at the same time, this 100 damage can end the round.
    • The attack causes crumple stun if they're grounded (Which must be emergency teched at the earliest), or blows them away horizontally and wallbouces if they were airborne.
    • The taunt pose ends at roughly the same point the opponent hits the floor from crumple stun, leaving Izanami with excellent Okizeme. The amount of advantage she gains for an air hit varies considerably. Technically it's possible to combo afterwards, but her opponent will be able to tech instantly if anything hits them.
    • Using the Taunt button manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough.
    • Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage.

Exceed Accel

Melancholy Death (Arc Drive)

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 2400
{600, 5100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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.

An invulnerable reversal that uses Overdrive instead of Heat. Izanami moves slightly forward during its activation, making it a little bigger than it seems. Can lead to decent oki when the opponent is in the corner. Although Izanami can't use her Drive during the Exceed Accel, she can use the bits before the move itself (so long as you don't use the hold version), which may allow her to inflict additional damage or make a blocked EA safer. However, it's still a very telegraphed move and can be punished severely if misused.


Astral Heat

Eternal Darkness

1632143D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 B 1~39 All
  • Immediately calls Izanami's bits back to attack, cancelling any Drive attack/special and Shield of Dreams
  • Small horizontal hitbox around Izanami's entire Body, but great reach upwards
  • Very long active time, and even longer invulnerable 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.

Very practical Astral with an unusually long lasting hitbox. Because it combos from 3C, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome.

Combos Directly From:

  • 2CC (Ground hit)
  • 6C
  • 6B
  • 3C
  • Forward throw (Ground and Low Height float only)
  • Back Throw (Always)


Colors

BBCF Izanami color 1.png
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BBCF Izanami color 13.png
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Color 19
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Navigation

 Izanami


To edit frame data, edit values in BBCF/Izanami/Data.


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