From Dustloop Wiki
< BBCF‎ | Izanami
Jump to navigation Jump to search
Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+BBCF A Prompt.png becomes 236A.
> = Proceed from the previous move to the following move.
= Proceed to the next action after landing.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick / Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
RC = Rapid Cancel
OD = Overdrive
EA = Exceed Accel

Combo List

Take a look at the Izanami Combo Doc for more information.

Combo Theory

Float Cancels

Properly cancelling into and out of float is very important for Izanami. Done properly, float cancels let Izanami seamlessly transition from float to the ground state and vice versa. The majority of the time it's best to opt for the fast float cancels (AKA super jumps). Float cancels are notated as jump cancels. For example, a float cancel from 3C is notated fl.{3C > sjc} > 5B.


Bulwark is a key special for Izanami. It lets her dispel Ribcage mid-combo, grants barrier, and launches. In some instances you can use Bulwark to replace a launcher and continue a combo. This helps with Barrier management.

Video Examples

BBCF Izanami Combos 1 by Tenchi
BBCF Izanami Combos 2 by Tenchi

BBCF2 Izanami combo collections