BBCF/Izanami

From Dustloop Wiki
Izanami
BBCF Izanami Portrait.png
Play-style
Rushdown (Normal Mode), Versatile/Pressure (Active Mode)

Overview

Hades Izanami is an immortal being, death incarnate, and the true main antagonist of the BlazBlue series, as well as the former Imperator of the Novus Orbis Librarium. Using Ragna's sister, Saya, as a vessel, her goal is to reduce everything in the universe to nothing. She first appears as a playable character in BlazBlue: Central Fiction.

Drive: Sharin (Exodus Arc)

Her drive is her weapon, the three large triangular pieces that float behind her, she uses these to block with and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button:

  • Normal Mode: In this mode, she has access to followups after C attacks by just pressing C again, gains access to j.2C and can block normally.
  • Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama.
    • She gains the ability to shoot projectiles with 2D, 4D and 6D. There is a short recharge before they reappear during which time no moves that require them to be present can be performed, including switching back to normal mode
    • Drive special moves can be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.
    • If Izanami is hit, active mode immediately ends (Meaning you will be able to block normally once the combo against you finishes).

Given that Izanami needs her Sharin weapon to defend herself with, if she is not in normal mode with the sharin on her back for any reason Izanami will be unable to block, including barrier and instant blocks. This makes it important not to use her drive and certain special moves recklessly or for this weakness to be be compensated for temporarily with Shield of Dreams (see below in the special moves section).

Unique Ability: Float

Unlike most characters, instead of a double jump, pressing up for the first time when midair will make Izanami float for a period of time (That time reduces the higher the float was activated). While floating, Izanami can use her ground normals, special moves & even dash while in the air. However, she cannot create jump while floating, attempting to do so simply ends the floating state instead. While floating at any height, all of Izanami's standing moves can be blocked with any block. During this time she is still considered airborne for the purposes of moves that check the state of the player so ground throw moves can't hit her, and her own throw moves can only hit airborne opponents. Getting hit ends float state and acts like an air hit.

Overdrive: Zekkai (Arc Force)

Upon activation, her Exodus Arc immediately stops any action and returns to Izanami's back in normal mode, even if it is recharging.

During overdrive Izanami has full access to the abilities of both modes at the same time and shortens the recharge time on her D attacks and specials. She can also perform her D special moves during her attacks. However there is a limitation where her Exodus arc weapon cannot be doing two things at the same time. So for instance, if you fire then using 6D, you cannot use your C followup attacks or block until the projectiles have disappeared from the screen.

Strengths/Weaknesses

Strengths Weaknesses
  • Ability to change modes between rushdown and zoning allows for a versatile playstyle.
  • Float ability provides unparalleled movement.
  • Can restore a portion of her HP and Barrier Gauges through her Distant Affection special move.
  • Shield of dreams can be used to get free mixups for a short period.
  • Unorthodox mobility.
  • Poor use of her weapon and Shield of Dreams can easily be a liability if used incorrectly.
  • Below-average health.
  • High execution barrier.



Normal Moves

5A
5A
BBCF Izanami 5A.png
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 4 8 0 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izanami 5A.png
BBCF Izanami 5A hitbox.png


  • Doesn't cancel into itself
  • Pretty standard jab
5B
5B
BBCF Izanami 5B.png
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 Mid 8 5 18 -6 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 3 16 17 17 22 31 11 +0 +2
BBCF Izanami 5B.png
BBCF Izanami 5B hitbox 1.pngBBCF Izanami 5B hitbox 2.png
Frames 8-9 • Frames 10-12
Hitbox fully extended after 10 frames


  • Hitbox fully extends on frame 9
  • Hurtbox extends to full size on frame 8 (leads to being stuffed in footsies)
  • Izanami performs a back kick.
  • Quick and far reaching poke, similar to Ragna's and useful for the same reasons and also useful air to air when floating.
5C
5C
BBCF Izanami 5C.png
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
840 Mid 11 3 24 -10 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 25 22 39 11 +0 +2
BBCF Izanami 5C.png
BBCF Izanami 5C hitbox.png


  • Surprisingly quick 5C, but has pretty awful recovery
  • Jump cancellable on hit only
  • Izanami's best starter alongside 2C, use when you need something faster than 2C to punish with.
5CC
5CC
BBCF Izanami 5CC.png
Template:AttackDataHeader-BBCF
5CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 11 14 -8 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Stagger 27 29 Stagger 54 43 + Slide 7 +0 +2
BBCF Izanami 5CC.png
BBCF Izanami 5CC hitbox.png
Izanami is also affected by hitstop
Counterhit state ends late, frames 24-27 (first 4 frames of recovery) are still CH state
Maximum Slide duration 10F


  • Only usable when Sharin is present
  • 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.

Performs a palm thrust while firing off her magatama projectiles.

2A
2A
BBCF Izanami 2A.png
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 9 0 F SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izanami 2A.png
BBCF Izanami 2A hitbox.png


Performs a crouching jab.

2B
2B
BBCF Izanami 2B.png
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500 Low 9 6 24 -16 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Izanami 2B.png
Will low profile your sweep
BBCF Izanami 2B hitbox.png


Performs a low kick. Only a low if Izanami isn't floating.

2C
2C
BBCF Izanami 2C.png
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
880 Mid 19 3 27 -11 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 25 27 43 12 +0 +5
BBCF Izanami 2C.png
BBCF Izanami 2C hitbox.png
Fatal Counter


  • Fatal Counter

Performs a low-hitting darkness-empowered claw swipe. Boasts Izanami's best stats for an opening hit including a fatal counter, making it her go-to punish attack.

2CC
2CC
BBCF Izanami 2CC.png
Template:AttackDataHeader-BBCF
2CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 21 6 11 0 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Spin Fall 33 31 Spin Fall 37 45 7 +0 +2
BBCF Izanami 2CC.png
BBCF Izanami 2CC hitbox.png
Izanami is also affected by hitstop
Counterhit state ends late, frames 27-31 (first 5 frames of recovery) are still CH state


  • Only usable in Normal Mode

Performs a claw swipe while firing off her magatama projectiles. Vacuums on hit or block, spins opponent on CH.

6A
6A
BBCF Izanami 6A.png
Main anti-air.
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
770 Mid 10 4 22+5L -14 B 7~13 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 30 Launch 44 11 +0 +2
BBCF Izanami 6A.png
BBCF Izanami 6A hitbox.png
Cancellable into float from frame 28 onward
Airborne from frame 10
Recovery duration can be altered by external forces


  • Head invulnerable from frame 7-13

Performs an upward kick that causes you to flip backward and cancels float. On hit or block Izanami can use her float ability during recovery if done from the ground, which allows her to perform follow up combos.

6B
6B
BBCF Izanami 6B.png
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
980 High 25 4 21 -6 B 9~24 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
BBCF Izanami 6B.png
BBCF Izanami 6B hitbox.png
During float, 6B ends float and Izanami can cancel into air normals on hit/block, but is no longer an overhead
Bonus Proration 110%
Airborne from frame 13, move plays out normally even if moved by external forces and will recover airborne if necessary


  • 110% bonus proration
  • Remains an overhead even when done from float state

Performs an overhead-hitting claw swipe. Leaps into the air slightly, if used when floating, Izanami will cancel the float and drop to the ground. If it hits an opponent during the fall, Izanami can cancel it into her aerial attacks. Can be done with relative impunity when shield of dreams is up due to it also hopping over most throw moves.

6C
6C
BBCF Izanami 6C.png
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650×2 Low, High 21 3 (9) 3 34 -18 F, B S(J)R, SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch, Crumple 25, 60 + GBounce Launch, Crumple 40, 75 + GBounce 12 +0 +5
BBCF Izanami 6C 1.pngBBCF Izanami 6C 2.png
BBCF Izanami 6C hitbox 1.pngBBCF Izanami 6C hitbox 2.png
First hit • Second hit
During Float, this move has Starter value Long
Crumple Duration 29F, Crumple Fall 62F


Performs an upward darkness-empowered claw swipe, then follows up with a downward darkness-empowered double claw swipe. first strike hits low, and the second strike is an overhead. Can be used as a tricky Oki tool where it's not obvious to your opponent if the first low will hit or not, causing them to have to guess which way to block first. This move has a deceptively short range however, the hitbox for this move is almost entirely enclosed in Izanami's hurtbox.

6CC
6CC
BBCF Izanami 6CC.png
Template:AttackDataHeader-BBCF
6CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 17 6 21 -8 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 19 + Down 23 Launch 34 + Down 23 8 +0 +0
BBCF Izanami 6CC.png
BBCF Izanami 6CC hitbox.png
Izanami is also affected by hitstop
Bonus Proration 110%
Counterhit state ends late, frames 23-31 (first 9 frames of recovery) are still CH state


  • Only usable in Normal Mode and when the Sharin is available
  • Knocks airborne opponents downwards.
  • Looks like another overhead to follow 6C, but isn't.
3C
3C
BBCF Izanami 3C.png
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Low 14 9 33 -23 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 29 Launch 44 + Down 23 12 +0 +5
BBCF Izanami 3C.png
BBCF Izanami 3C hitbox.png


Performs a low-hitting headbutt with the horn on her head. While this move stops being a low attack while floating, it still trips your opponent up if it hits (Which can look a little strange)

j.A
j.A
BBCF Izanami jA.png
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 3 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izanami jA.png
BBCF Izanami jA hitbox.png


Performs a midair palm thrust that reaches downward.

j.B
j.B
BBCF Izanami jB.png
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
560 High/Air 9 6 12 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCF Izanami jB.png
BBCF Izanami jB hitbox.png


Performs a midair back kick. Your primary air to air when not floating.

j.C
j.C
BBCF Izanami jC.png
BBCF Izanami jCC.png
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800, 600 High/Air, All 13 5(8)6 11 H, P1 SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×2 Long 3 16 17 17, 30 22 31, 44 11 +0 +2
BBCF Izanami jC.pngBBCF Izanami jCC.png
• Drive followup is automatic
BBCF Izanami jC hitbox 1.pngBBCF Izanami jC hitbox 2.pngBBCF Izanami jCC hitbox.png
Frames 13-15 • Frames 16-17 • Drive followup
Second hit (projectile) activates when Izanami has Magatama equipped
Izanami is also affected by hitstop of projectile
With magatama equipped, counterhit state ends late, frames 31-33 (first 3 frames of recovery) are still CH state


Performs a midair darkness-empowered palm thrust that reaches downward.

Only does the second hit when Izanami has the Magatama equipped.

j.2C
j.2C
BBCF Izanami j2C.png
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×3 [×12] All 13 4×3 [x12] 16 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×3 [×12] Normal 3 16 17 17 22 31 1 +0 +2
BBCF Izanami j2C.png
BBCF Izanami j2C hitbox.png
Values in [] are if button is held
Checks for held button on third hit


  • Only available when her Magatama weapon is available and in normal mode.
  • Spins her magatama projectiles around her while in midair.
  • Hits multiple times and lasts until landing.
  • Significantly reduces her aerial momentum during use.


Drive Moves

With the exception of 5D, All drive moves may be performed at any time while active mode is enabled and her Sharin is available. (Note that being hit disables active mode immediately)

5D
5D/j.D
BBCF Izanami 5D.png
Template:AttackDataHeader-BBCF
5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Ground: 27
Air: 30
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izanami 5D.png
Counterhit state for entire move


Switches between Normal and Active mode. When not in active mode you don't need to have the stick centred since no other D commands are possible.

4D
4D/j.4D
BBCF Izanami 4D.png
Template:AttackDataHeader-BBCF
4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400 per shot All 10 20 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0
BBCF Izanami 4D.png
BBCF Izanami 4D hitbox.png


  • Only usable in Active Mode

Fires her magatama projectiles. Does not quite travel full screen.

6D
6D/j.6D
BBCF Izanami 6D.png
Template:AttackDataHeader-BBCF
6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×3 All 37 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85×3 Normal 2 13 14 14 18 30 0/+3 +3 +4
BBCF Izanami 6D.png
BBCF Izanami 4D hitbox.png


  • Only usable in Active Mode
  • Disppears if Izanami is hit
  • Surprisingly good starter hit

Fires her magatama forward. Unlike 4D, the projectiles are closer together and there is a small delay before the projectiles start moving forward. Useful as an Okizeme tool to keep your opponent blocking while you pressure them. Also very good to start and continue combos when you can due to its excellent P1/P2 combo.

2D
2D/j.2D
BBCF Izanami 2D.png
Sonic Sabre?
Template:AttackDataHeader-BBCF
  • Only usable in Active Mode
  • Disppears if Izanami is hit

Creates a dark portal that she fires her magatama projectiles through in a wide pattern, covering a lot of space

3D
3D/j.3D
BBCF Izanami 3D.png
Template:AttackDataHeader-BBCF
  • Only usable in Active Mode
  • Disppears if Izanami is hit

Fires her magatama projectiles through a dark portal in an upward motion in a wide pattern, covering a lot of space, very useful when trying to zone from the ground.

1D
1D/j.1D
BBCF Izanami 1D.png
Template:AttackDataHeader-BBCF
  • Only usable in Active Mode
  • Disppears if Izanami is hit

Fires her magatama projectiles through a dark portal in a downward motion in a wide pattern, covering a lot of space. Generally only useful while airborne.


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCF Izanami ForwardThrow.png
Template:AttackDataHeader-BBCF
  • 100% minimum damage
  • Can be used while floating, can only catch airborne opponents during this time.
  • Hard knockdown

Grabs the opponent and slams them to the ground with a darkness-empowered claw slash.

Back Throw
Back Throw
4B+C
BBCF Izanami BackThrow.png
Template:AttackDataHeader-BBCF
  • 100% minimum damage
  • Can be used while floating, can only catch airborne opponents during this time.

Grabs the opponent and throws them behind her with a darkness-empowered claw slash.

Air Throw
Air Throw
j.B+C
BBCF Izanami AirThrow.png
Template:AttackDataHeader-BBCF
  • 100% minimum damage
  • Replaced with her grounded throws while Izanami is floating.

Kicks the opponent downward.

Counter Assault
Counter Assault
6A+B (While Blocking)
BBCF Izanami 5B.png
Template:AttackDataHeader-BBCF

Uses her 5B animation

Crush Trigger
Crush Trigger
5A+B
BBCF Izanami CT.png
Template:AttackDataHeader-BBCF
Uncharged
Charged

Performs a thrust with her hand.


Special Moves

Ghost Peak Strike
Ghost Peak Strike
236A
BBCF Izanami Gaihou no Geki.png
DINOSAUR KING IS WHAT YOU WANNA BE, YEAH
Template:AttackDataHeader-BBCF
236A
Ghost Peak Strike
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 14 10 Total: 45 -1 P1 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 19 19 24 34 12 +0 +5
BBCF Izanami Gaihou no Geki.png
BBCF Izanami Gaihou no Geki hitbox.png


Conjures a ghostly skeletal T-Rex head to bite the opponent, similar to Ragna's dead spike but with less range. Mostly used in combos to add damage.

Thunderbolt Lance
Thunderbolt Lance
214A/B
BBCF Izanami Tourai no Hoko A.png
BBCF Izanami Tourai no Hoko B.png
Template:AttackDataHeader-BBCF
A


214A
Thunderbolt Lance A
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 All 25 4 16 -2 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 50 + WBounce Launch 68 + WBounce + Down 23 12 +0 +5
BBCF Izanami Tourai no Hoko A.png
214A
BBCF Izanami 214A hitbox.png
214A
Fatal Counter
  • Fatal Counter
  • Izanami disappears for a split second, then performs a palm thrust.

Used as a combo ender in most cases, can also be used to trap predictable attacks due to its invulnerability.

B


214B
Thunderbolt Lance B
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Low/All 28 12 16 -9 F R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch + Down 23 40 Launch + Down 23 55 12 +0 +5
BBCF Izanami Tourai no Hoko B.png
214B
BBCF Izanami Tourai no Hoko B hitbox.png
214B
  • Izanami disappears for a split second, then performs a sliding kick.
  • If used while Izanami is floating, she will reappear in the ground.

One of the reasons your opponent needs to remain cautious while you are floating, since it gives you access to a low attack from anywhere (Albeit somewhat slow) and also gives you a tool to beat out standing anti air attacks, since it will low profile many of them and cares not for Head attribute invulnerability.

Shield of Dreams
Shield of Dreams
623B
BBCF Izanami Mujuu no Tate Activate.png
Super armor for one of the most mobile characters in the game. What could more reasonable than that, I ask you?
Template:AttackDataHeader-BBCF
623B
Shield of Dreams
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
46
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izanami Mujuu no Tate Activate.png
The infamous "Ribcage". Made from the hopes and dreams of your victims
BBCF Izanami Mujuu no Tate Activate hitbox.png
Does not increase her hurtbox or collision size while active, despite appearances
Appears on 17F
On shield Guard Point, hitstop for Izanami reduced by 1F. Opponent hitstop unchanged


  • This move creates a ribcage-like purple energy shield that blocks all attacks for a short time.
  • Behaves like a high/low/barrier guard point, Izanami will experience hitstop from moves, but no blockstun.
  • Provides no protection against throws, bursts and unblockables, ends immediately if caught by any attack that it cannot block.
  • Uses up a small portion of barrier to activate and Drains Barrier meter rapidly during use, ends immediately and causes Danger State if Barrier is used up.
  • Moves that it blocks will consume a small amount of barrier, no matter the move. Crush trigger moves are blocked like any other, they do not consume additional barrier when they are blocked.

Part of what makes Izanami so damn scary. Can be used in order to take control of the match if you find yourself pushed against the wall and also just forces your opponent to try to block or evade you during this time. It also gives you a way to block while you're in active mode, mitigating some of the risk, particularly to guard cancel Exceed Accels. While it isn't completely invulnerable, opponents trying to grab you in this time are easy to prevent since they have no other options to mix it up with, and can be mitigated by using a low hover or moves like 6B.

While active, you must consider how you wish to dispel Shield of Dreams before it forces danger state. This is accomplished by using Distant affection, Stake of Supremacy or Bulwark, each of which carries their own risk. If you do get danger state, remember that you can use overdrive to prematurely end it as long as you've recovered at least some barrier.

Bulwark
Bulwark
623B
BBCF Izanami Mujuu no Tate Deactivate.png
Deactivate
Template:AttackDataHeader-BBCF
  • Invincible until frame 16
  • Unusually long active time

Izanami dispels the Shield of Dreams into a group of ghosts and spirits that damages the opponent on contact. Behaves much like other reversals, except your opponent is unlikely to be mashing attack buttons anyway with shield of dreams out, however this does mean that using it as late as possible to prevent danger state will be very predictable for your opponent, although it is not as punishable as other reversals. Sometimes you will need to force your combos short to use this to avoid danger state, so be aware of this.

Flaming Dome
Flaming Dome
41236C (Chargeable)
BBCF Izanami Tengai no Hi.png
BBCF Izanami Tengai no Hi 2.png
Template:AttackDataHeader-BBCF
41236C
Flaming Dome
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
See notes All 15 P1 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×N Normal 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0/-1×N, 0 -1
BBCF Izanami Tengai no Hi.pngBBCF Izanami Tengai no Hi 2.png
BBCF Izanami Tengai no Hi hitbox 1.pngBBCF Izanami Tengai no Hi hitbox 2.png
Hold button to charge shot
Damage when charging shot increases from 500×N > 600×N > 700×N > 800×N. During Timestop, damage is set to 300×N
When firing shot damage is 300×N,500×5


Conjures and tosses a dark fireball. Holding down the button increases the fireball's size and damage. Worth noting is that the fireball is still active while Izanami is preparing it above her head, a feature exploited in a number of her combos.

Distant Affection
Distant Affection
63214C
BBCF Izanami Jiai no Yuu.png
Restores barrier/health on hit.
Template:AttackDataHeader-BBCF
63214C
Distant Affection
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1000 Throw 13 3 40 T R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
50 Normal 0, 4 18 Launch 100 0, 4 +0
BBCF Izanami Jiai no Yuu.png
BBCF Izanami 63214C hitbox.png


A short ranged command grab where Izanami grabs the opponent and performs a darkness-empowered double claw slash. Restore a portion of her health and barrier and dispels Shield of Dreams if successful, making it a powerful way to end shield of dreams pressure. If performed during danger state, it will not gain additional barrier.

Droplet
Droplet
41236D
BBCF Izanami Shizuku.png
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41236D
Droplet
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 68 [64] 12 Total: 36 [0] P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 46 Launch 61 0/+12 +12 +14
BBCF Izanami Shizuku.png
BBCF Izanami Shizuku hitbox.png


  • Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.
  • If Izanami is in active mode, she does not perform a startup animation herself and can perform the move while also performing other actions. Otherwise Izanami performs a startup animation
  • Izanami cannot block until the move completes
Orchid
Orchid
63214D
BBCF Izanami Araragi.png
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63214D
Orchid
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×6 All 22 [10] 101 Total: 67 [0] P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Normal 2 13 14 25 18 37 0/+1 +1 +2
BBCF Izanami Araragi.png
BBCF Izanami Araragi hitbox.png
Projectile moves forward until button is released


Tosses her magatama in a spinning motion. If Izanami is in active mode, she does not perform a startup animation herself and can perform the move while also performing other actions. Just like Droplet, you cannot block until the move completes.

Arms of Sympathy
Arms of Sympathy
j.63214B
BBCF Izanami Renge no Kai.png
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j.63214B
Arms of Sympathy
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 14 Until L 5 H JR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 60 + GBounce Launch 74 + GBounce + Down 23 11 +0 +2
BBCF Izanami Renge no Kai.png
Don't overshoot the motion or you'll float and get thunderbolt lance instead.
BBCF Izanami Renge no Kai hitbox.png
On hit/block, Izanami bounces back and is in recovery until landing + 5
On hit/block, cancellable into float after 16 frames of recovery


Attacks the opponent with a ghostly face while in midair. Very long active time and great for covering approaches from above and stopping jumpouts in response to your approach.


Distortion Drives

Stake of Supremacy
Stake of Supremacy
236236B
BBCF Izanami Hazen no Kui.png
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236236B
Stake of Supremacy
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800, 500×3, 0, 2500
[800, 500×5, 0, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 Launch 80 + WBounce 20 20, 5×3 [×5], 0, 20 +5, +0×5 [×7]
BBCF Izanami Hazen no Kui.png
Reversal and combo ender
BBCF Izanami 236236B hitbox.png
Values in [] are during OD
Minimum Damage 20%: 960 [1220]
reversal


  • Invincible from startup until end of active frames
  • General purpose combo-ending distortion and Izanami's only real reversal.

Izanami kicks the opponent on startup, then performs a series of midair dash attacks that end with her dragging the opponent along the ground and knocks them towards the edge of the screen, making it good for corner carrying. The Overdrive version adds more midair dashes. Used as a reversal since Izanami doesn't have immediate access to one in most cases and can also be used to add damage to most combos. Also useful when combined with Shield of Dreams to end it before danger state, and also at the end of time stop combos to try and maximise the free damage it gives.

Kyomu no Koku
Hour of Nihility
214214C
BBCF Izanami Kyomu no Koko.png
ZA WARUDO! TOKI YO TOMARE!
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214214C
Hour of Nihility
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 T 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Very Short 0 0 +9999 +0
BBCF Izanami Kyomu no Koko.png
ZA WARUDO!
BBCF Izanami 214214C hitbox.png
Values in [] are during OD
Minimum Damage 100%: 300 [500]
Timestop lasts for 3 [5] seconds
All damage caused during timestop cannot end the round
Executes Timestop End at end of timestop


  • Command Throw
  • Fixed 100 damage, occurs at the end of timestop.
  • Goes active during the superflash, meaning your opponent cannot prevent the attack if they're already in a valid position to be hit.
  • On hit, Time is frozen for opponent for 3 seconds. During this time Izanami can freely attack and her opponent will be unable to block and will be completely routed to the spot for the duration.
  • During timestop, the round timer is frozen and no gauges that normally increase or deplete with time of any kind will do so (I.e. Burst, Overdrive (!) barrier, heat when low on health, character specific gauges etc...)
  • Hitting your opponent with a distortion drive or exceed accel ends the time stop, but performs that attack normally.
  • Throws performed during time stop will simply miss, with the exception of another Hour of Nihility, which will refreeze time for another 3 seconds.
  • All hits during frozen time are considered one combo regardless of the moves used.
  • Afterwards, opponent crumples to the floor.
  • Dispels Shield of Dreams on hit.

A fairly terrifying command throw when combined with shield of dreams due to your opponent being forced to go on the defensive while it lasts. If you do manage to hit with it you'll preserve your remaining barrier without needing to risk using bulwark. Like other command throws, this can be baited in similar ways and has an awful recovery if you miss. This move's properties barely change during overdrive, however since your remaining overdrive freezes during time stop, you can perform a much more damaging combo than normally.

Jintou no Koku
Moment of Benevolence
720A, air ok
BBCF Izanami Jintou no Koku.png
ROADA ROLLA DA!
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720A
Moment of Benevolence
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0 Unblockable 241 [181] 1 64 Body+Burst 241~305 [181~245] HBFPT
241~241 [181~181] Burst
100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Very Short 0 0 +9999 +0
BBCF Izanami Jintou no Koku.png
Time stop on command
BBCF Izanami Jintou no Koku hitbox.png
Values in [] are during OD
Costs 100 Heat
100% minimum damage: 0
Executes Timestop End at end of timestop
All damage caused during timestop cannot KO opponent


  • Requires 100% heat. Heat is only consumed upon successful activation
  • Izanami gathers energy then performs a pose that freezes time around the opponent rendering them unable to move or block in any way, allowing her to deal extra hits.
  • Cancels float state on startup, but Izanami fall slower than normal if she was airborne.
  • After time starts again, grounded opponents will collapse as if hit with a stagger move, airborne opponents will be launched backwards and wallbound.
  • Listed recovery time is the time freeze period caused by the attack.
  • During timestop, the round timer is frozen and no gauges that normally increase or deplete with time of any kind will do so (I.e. Burst, Overdrive (!) barrier, heat when low on health, character specific gauges etc...)
  • Hitting your opponent with a distortion drive or exceed accel ends the time stop.
  • Throws of any kind performed during time stop will simply miss.
  • In Overdrive, the time for activation is noticeably shorter.
  • Unblockable and unavoidable, not even invulnerability protects against it. Your opponent must notice the startup for this move and stuff it to avoid taking damage.
  • Counterhit state for entire move

Highly matchup specific move, against slower characters that you can lock down with a drive move first, it can be useful particularly in overdrive. However against characters with easy access to long range moves or high mobility, this move is almost entirely useless as you're just handing your opponent a free counterhit combo. The time freeze is the same as Hour of Nihility, however since you aren't guaranteed to be near your opponent when this move activates, you'll get less damage since you need to spend time getting into range after time stops.


Exceed Accel

Melancholy Death (Arc Drive)
ABCD during Overdrive
BBCF Izanami Nayuta.png
Spooky scary skeletons.
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  • Does not cost Heat, but immediately ends Overdrive if used
  • Becomes stronger and flashier with Active Flow

Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent.

Puts Izanami in Active Flow if she hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

Eternal Darkness
1632143D
BBCF Izanami Tokoyo no Yami.png
HEEEEEERE'S JOHHNY!
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  • Hitbox encompasses Izanami's entire Body and quite a volume around her (Especially upwards)
  • Very long invulnerable time, and even longer active time.

Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed.


External References


Navigation


To edit frame data, edit values in BBCF/Izanami/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.