BBCF/Izanami

From Dustloop Wiki
Izanami
BBCF Izanami Portrait.png

Health:
Combo Rate:
Prejump:
Backdash Time / Invul:


Play-style
Rushdown/Zoning

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 on in normal mode with the sharin on her back for any reason Izanami will be unable to block. Making it important not to use her drive and certain special moves recklessly. This can be compensated for temporarily with Shield of Dreams (see below).

Unique Ability: Float

Unlike most characters, instead of a double jump, Izanami has the ability to float. While floating, Izanami can use her ground normals, special moves & even dash while in the air. However, she cannot create an actual double jump even when floating. Floating has a set time limit relative to how far from the ground she is, but Izanami can cancel the float at any time by inputting a jump motion. While floating at any height, all standing moves can be blocked with a high or low block. During this time she is still considered airborne for the purposes of moves that check the state of the player (E.g. ground throw moves can't hit her, and her own throw moves behave like an air throw)

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.

Template:CharLinks-BBCF

Normal Moves

5A
5A
BBCF Izanami 5A.png
300 All 6 4 8 - B -
5B
5B
BBCF Izanami 5B.png
650 All 8 5 18 - B -
5C
5C
BBCF Izanami 5C.png
840 All 11 3 24 - B -
5CC
5CC
BBCF Izanami 5CC.png
600 All 13 11 14 - P1* -
2A
2A
BBCF Izanami 2A.png
300 All 6 3 9 - F -
2B
2B
BBCF Izanami 2B.png
500 Low 9 6 24 - F -
2C
2C
BBCF Izanami 2C.png
880 All 19 3 27 - F -
2CC
2CC
BBCF Izanami 2CC.png
600 All 21 6 11 - P1* -
6A
6A
BBCF Izanami 6A.png
Main anti-air.
770 Mid 10 4 30+5 - B -
6B
6B
BBCF Izanami 6B.png
980 HA 25 4 21 - B -
6C
6C
BBCF Izanami 6C.png
650,650 Low, High 21 3(9)3 34 - F, B -
6CC
6CC
BBCF Izanami 6CC.png
600,600 All 17 6 21 - P1* -
3C
3C
BBCF Izanami 3C.png
900 Low 14 9 33 - F -
j.A
j.A
BBCF Izanami jA.png
300 7 3 9 - H -
j.B
j.B
BBCF Izanami jB.png
560 9 6 12 - H -
j.C
j.C
BBCF Izanami jC.png
BBCF Izanami jCC.png
800, 600 High/Air, All 13 5(8)6 11 - H, P1* -
j.2C
j.2C
BBCF Izanami j2C.png
300xn 13 16 - H -


Drive Moves

5D
5D/j.D
BBCF Izanami 5D.png
- Ground: 27
Air: 30
- -
4D
4D/j.4D
BBCF Izanami 4D.png
400*3 10 20 - P1* -
6D
6D/j.6D
BBCF Izanami 6D.png
400*3 37 - P1* -
2D
2D/j.2D
BBCF Izanami 2D.png
Sonic Sabre?
400*3 10 - P1* -
3D
3D/j.3D
BBCF Izanami 3D.png
400*3 10 - P1* -
1D
1D/j.1D
BBCF Izanami 1D.png
400*3 10 - P1* -


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCF Izanami ForwardThrow.png
Throw - T -
Back Throw
Back Throw
4B+C
BBCF Izanami BackThrow.png
Throw - T -
Air Throw
Air Throw
j.B+C
BBCF Izanami AirThrow.png
Throw - T -
Counter Assault
Counter Assault
6A+B (While Blocking)
BBCF Izanami 5B.png
All - B -
Crush Trigger
Crush Trigger
5A+B
BBCF Izanami CT.png
1000 20 1 25 - B - 1000 30-61 1 25 - B -


Special Moves

Gaihou no Geki
Ghost Peak Strike
236A
BBCF Izanami Gaihou no Geki.png
800 10 15 - P1* -
Tourai no Hoko
Thunderbolt Lance
214A/B
BBCF Izanami Tourai no Hoko A.png
BBCF Izanami Tourai no Hoko B.png
1200 All 25 4 16 - B - 1000 Low 28 12 16 - F -
Mujuu no Tate
Shield of Dreams
623B
BBCF Izanami Mujuu no Tate Activate.png
Activate
- -
Bulwark
Bulwark
623B
BBCF Izanami Mujuu no Tate Deactivate.png
Deactivate
950 12 24 6 - P -
Tengai no Hi
Flaming Dome
41236C (Chargeable)
BBCF Izanami Tengai no Hi.png
BBCF Izanami Tengai no Hi 2.png
- P1* - - P1* - - P1* -
Jiai no Yuu
Distant Affection
63214C
BBCF Izanami Jiai no Yuu.png
Restores barrier/health on hit.
1000 13 3 40 - T -
Shizuku
Droplet
41236D
BBCF Izanami Shizuku.png
1000 12 - P2* -
Araragi
Orchid
63214D
BBCF Izanami Araragi.png
- P1* -
Renge no Kai
Arms of Sympathy
j.63214B
BBCF Izanami Renge no Kai.png
900 14 - H -


Distortion Drives

Stake of Supremacy
Stake of Supremacy
236236B
BBCF Izanami Hazen no Kui.png
800,500*3,2500 4+3 4 32 - B - 800,500*5,2800 4+3 4 32 - B -
Kyomu no Koku
Hour of Nihility
214214C
BBCF Izanami Kyomu no Koko.png
ZA WARUDO! TOKI YO TOMARE!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
100 - - 7+0 6 52 - T - Click!
  • 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 of any kind performed during time stop will simply miss.
  • 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.

Jintou no Koku
Moment of Benevolence
720A, air ok
BBCF Izanami Jintou no Koku.png
ROADA ROLLA DA!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 121 0 181 - D - Click!
  • Requires 100% heat.
  • 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.
  • 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, your opponent must notice the startup for this move and stuff it to avoid taking damage.

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 moves actives, 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.
600, 2400 All Fast: 10
Slow: 20
3 34 - B - 600, 5100 All Fast: 10
Slow: 20
3 34 - B -


Astral Heat

Eternal Darkness
1632143D
BBCF Izanami Tokoyo no Yami.png
HEEEEEERE'S JOHHNY!
36000 (DESTROY) 7+15 18 81 - B -


External References



Template:CharLinks-BBCF