BBCF/Izanami

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Overview
Overview

Izanami is an offensive powerhouse with a multitude of options to open the opponent up and start her turn. At first she plays a calm neutral game with zoning and waits for an opportunity. Once she gets in, she's terrifying; With unique mechanics like an armor granting special, a command grab super that can stop time, and a powerful Drive, Izanami can run her game on any opponent.

Izanami also has a unique movement system. In place of a double jump, Izanami can float. This gives Izanami unique movement and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and has below average health. 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.



Izanami
BBCF Izanami Portrait.png


Drive: Sharin (Exodus Arc)

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 followups after C attacks by 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. However, she cannot block at all
    • She gains the ability to shoot bits with 2D, 4D and 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.
    • 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).

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: Her Exodus arc weapon cannot do two things at the same time. For instance, if you use 6D, you cannot use your C followup attacks or block until the projectiles have disappeared from the screen.

Instead of a double jump, Izanami can float by pressing up while in the air. The float time is affected by Izanami's height. Activating float higher in the air = reduced float time. When the float time has almost expired, the aura under Izanami will flash red. While floating, Izanami can use her ground normals, special moves & dash. She can also use her forward and back throws on airborne opponents. Izanami can only float once in the air and must touch the ground before floating again.

Pressing jump while floating will make Izanami fall. Super jumps make Izanami start falling faster. Exiting the float state will refresh Izanami's air dash. This means that you can use movement sequences like IAD > Float > Cancel Float (Jump) > Air Dash. While floating at any height, all of Izanami's standing moves are mids. Izanami's normals are also all considered to have H property during float, meaning an opponent can use H invuln moves to antiair any of them. During this time she is still considered airborne for the purposes of moves that check the player's state, so moves that only affect grounded opponents (e.g grounded universal throws) will not affect her. However, Izanami's moves that check for grounded opponents (such as throws) will only affect airborne opponents instead. For example, her command grabs will only affect airborne opponents. Getting hit ends float state and is considered an air hit. Certain moves also will immediately end float.

Attacks that End Float:

  • 6A
  • 6B
  • 214B
Izanami has another small limitation on her float: While on the ground, she can only jump cancel 5A, 2A, and 6A on block. Thankfully, her 6A can gatling from most of her normal attacks. While floating, all normal attacks are jump cancellable on hit and on block. These jump cancels end float. This allows Izanami to create amazing High/Low mixups by falling with a jumping attack or landing and using a fast low.

Normal Moves

5A

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  • Doesn't cancel into itself
  • Pretty standard jab
  • Whiffs on crouchers

The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with 5A whiff > Throw

5B

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  • Hitbox fully extends on frame 9
  • Hurtbox extends to full size on frame 8 (leads to being stuffed in footsies)

Quick and far reaching poke, similar to Ragna's 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.

5C

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  • 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

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  • 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.

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

2A

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  • Does not cancel into itself

Faster than the average 2A. Because it can't cancel into itself, standard 2A > 2A stagger pressure will lose to instant blocks. However, this move is even on block and one of Izanami's few jump cancellable normals on block.

2B

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Izanami's standing low. 2B lowers Izanami's hurtbox to an absurd extent, making this move wonderful for counterpoking at a midrange. It also slides Izanami forward slightly.

2C

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  • Fatal Counter

Boasts Izanami's best stats for an opening hit including a fatal counter, making it her go-to punish attack.

2CC

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  • Only usable in Normal Mode

Vacuums on hit or block, spins opponent on CH.

6A

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  • Anti air
  • While floating, cancels float
  • Gatlings from most of Izanami's normals
  • Launches opponent on hit

On hit or block Izanami, can buffer her jump to immediately float afterwards. This allows Izanami to start a ground combo and continue from a float. Alternatively, she can cancel into aerial specials. If done while floating, it will immediately end the float. On block and on hit from a float, Izanami can cancel 6A into any air normal and special.

6B

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  • 110% bonus proration
  • As of CF2, is a mid from float

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 air normals. Can be done with relative impunity when Shield of Dreams is up due to it also hopping over most throw moves.

6C

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The 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 is almost entirely enclosed in Izanami's hurtbox.


6CC

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  • 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

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  • No cancels on block
  • Very punishable

Izanami slides incredibly close to the ground and hits her opponent. This move has a low hurtbox with amazing range and speed, but suffers from slow startup, a lack of cancel options on block, and bad frame advantage on block. Useful as combo filler in float combos. While this move stops being a low attack while floating, it still trips the opponent. Useful in blockstrings from a float because it can be float canceled on block.

j.A

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Great for setting up High/Low mixups from float. Fast enough that you can use the super jump float cancel and still land this while you fall. Because 2A is jump cancellable, you can potentially use this for instant overheads on tall characters. This requires you to condition them to stand, however.

j.B

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Your primary air to air when not floating. Great range.

j.C

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

j.2C

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  • 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/j.D

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Switches between Normal and Active mode. In normal mode you can use any directional inputs since no other D commands are possible.

4D/j.4D

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  • Only usable in Active Mode

Does not quite travel full screen.

6D/j.6D

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

Locks on to the opponent's position before firing the projectiles towards them. Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, the projectiles are closer together and there is a small delay before the projectiles start moving forward. This can make it useful for certain approaches where 6D can cover an angle while Izanami herself approaches from a different angle. 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 ratings.

2D/j.2D

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  • Only usable in Active Mode
  • Disppears if Izanami is hit

Covers a lot of space

3D/j.3D

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  • Only usable in Active Mode
  • Disppears if Izanami is hit
  • 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

1D/j.1D

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  • Only usable in Active Mode
  • Disppears if Izanami is hit

Covers a lot of space. Generally only useful while airborne.


Universal Mechanics

Forward Throw

5/6B+C

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  • 100% minimum damage
  • Can be used while floating, can only catch airborne opponents during this time.
  • Hard knockdown

A solid forward throw. If used while floating, you can float cancel from it. This is necessary if you land this while floating relatively high from the ground.

Back Throw

4B+C

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  • 100% minimum damage
  • While floating, catches airborne opponents instead of grounded opponents.

Always wall bounces regardless of positioning, making this throw very awkward when your back is in the corner. Directly combos into 6A for a float combo. If used while floating, you can float cancel from it. Depending on how much time is left in your float, this may or may not be ideal.

Air Throw

j.B+C

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  • 100% minimum damage
  • 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.

Counter Assault

When blocking 6A+B

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Standard counter assault, uses her 5B animation. One of Izanami's few defensive options, and a good defensive tool overall.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

On air hit, wall bounces. If the opponent hits the corner of the stage, they'll wallstick instead. Great for corner carry combos.


Ghost Peak Strike

Special Moves

236A

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Raises a dinosaur ghost's head from the ground. Useful for creating space in a blockstring. Otherwise, it's mostly used in combos to add damage. Functions as a combo extension in the corner.

Thunderbolt Lance

214A/B

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A
B

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

214A is used as a combo ender in most cases. In the corner you can extend combos with the wallbounce. It can also be used to frame trap predictable attacks due to its invulnerability.


  • Izanami disappears for a split second, then performs a sliding kick.
  • If used while Izanami is floating, she will reappear on the ground.

214B is 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. However, at -9 it is punishable by most of the cast's 2As.

Shield of Dreams

623B

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  • This move creates a ribcage-like purple energy shield that blocks all attacks for a short time.
  • Behaves like a guard point on Strikes and Projectiles. 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.
  • Costs 20% 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 immediately end it. However, if used early it'll leave you with a low Barrier gauge.

Bulwark

623B During Shield of Dreams

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  • Invincible until frame 16
  • Unusually long active time
  • Grants Barrier on successful hit
  • Leaves opponent in untech until they hit the ground.

Your main way of ending Shield of Dreams safely. Functions as a combo ender in active mode when you don't wanna spend meter or go for a command grab. Sees occasional use in neutral.

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

41236C (Chargeable)

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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. On release, the fireball slowly descends and explodes on the ground. After a certain amount of time, the fireball will automatically start descending. Functions as a combo ender, especially in the corner. As a combo ender, this is extremely powerful because it gives you time to set up Ribcage, go into Active Mode, and use Orchid oki

Distant Affection

63214C

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  • If opponent is not in Danger State, reduces opponent's Barrier.
    • Can put the opponent in Danger State
  • Can also hit another Izanami in float state

Could be considered the cherry on top of Izanami's other offensive options. A command grab where Izanami grabs the opponent and performs a darkness-empowered double claw slash. Restores 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. On successful hit it also drains the opponent's Barrier, making it a very strong command grab at any time.

Droplet

41236D

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  • 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
  • Tracks the opponent for most of its startup frames

A great move to lock down opponents. Particularly scary in active mode because you can keep an opponent in blockstun, trigger this attack and lock them down, then reset pressure after this move is blocked.

Orchid

63214D

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  • Considered as using Bits.
  • When done from Normal Mode, locks Izanami in place for the duration.

A very useful move in pressure to lock down opponents during a blockstring while you're in Active Mode. Also used as combo filler to add damage during a Flaming Dome ender. Also functions as strong Okizeme while in Active Mode to lock down an opponent.

Arms of Sympathy

j.63214B

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  • Cancels into Float on block and on hit

Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great for covering approaches from above and stopping jumpouts in response to your approach. In combos, mostly sees use as part of combo enders.


Distortion Drives

Stake of Supremacy

236236B

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  • 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.

Hour of Nihility

214214C

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  • Command Throw
  • Fixed 100 damage, occurs at the end of timestop.
  • 0 Frame move akin to Tager Buster, meaning your opponent cannot prevent the attack after superflash.
  • On hit, Time is frozen for opponent for 3 seconds. All projectiles on the screen are destroyed. All doll attacks are cancelled, and Ignis returns to Relius. During this time Izanami can freely attack and her opponent will be unable to block and will be completely rooted to the spot for the duration.
    • In OD, this super freezes time for about 5 seconds instead.
  • During timestop, the round timer is frozen, and all gauges are frozen. Gauges do not increase or deplete with time e.g the Burst gauge, character specific gauges, etc. The only exceptions to this rule are Carl and Relius's doll gauges, which ignore the time freeze.
    • Neither player gains any system resources during the time stop.
  • Hitting your opponent with a Distortion or Exceed Accel ends the time stop and performs the attack as normal.
  • Throws performed during time stop will simply miss, with the exception of another Hour of Nihility, which will increase the timer for about 2 seconds.
    • Performing a second Hour of Nihility in OD will not increase the timer more than usual.
  • 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.


Y'all ever stop time with a command grab super?

Situational, but 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. In OD, Hour of Nihility deals slightly more damage at the beginning and also lasts for about 5 seconds. Hour of Nihility will always freeze the OD timer, so going into OD to deal more damage is a viable strategy. However, going into OD during Hour of Nihility is considered to be an Overdrive Cancel.


Moment of Benevolence

720A, air ok

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  • Requires 100% heat. Heat is only consumed upon successful activation
  • Izanami gathers energy then performs a pose that freezes time, akin to Hour of Nihility's time stop.
  • Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground.
  • After time starts again, deals 100 damage. Grounded opponents will be pushed and 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.
  • Timestop works the same as Hour Of Nihility. Gauges are frozen, Exceed Accel ends the timestop, etc.
  • Overdrive version only reduces startup time by about 1 second
  • Unblockable. Opponents cannot use armored moves to beat this. Moves that can avoid bursts such as Relius's Led Ley can avoid this.
  • Counterhit state during entire startup.

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

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  • Behaves like most Exceed Accels
    • Does not cost Heat, but immediately ends Overdrive if used
    • Becomes stronger and flashier with Active Flow
    • Has very low minimum damage
    • Cannot be rapid-cancelled

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 regular block due to the pushback. However, it's unsafe on instant block, has low minimal damage, and cannot be rapid-canceled.


Astral Heat

Eternal Darkness

1632143D

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  • Hitbox encompasses Izanami's entire Body and quite a volume around her (Especially upwards)
    • Horizontal Hitbox is less than a character width, though
  • Very long invulnerable time, and even longer active time.
  • Immediately calls Izanami's bits to her, cancelling any Drive attack/special, even projectiles like 6D

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


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.