BBCF/Izanami/Frame Data

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System Data[edit]

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 22 / Invul: 1-7

Movement Options: Levitate, Air Dash, Dash type: Run


Normal Moves[edit]

  • Listed Guard and Attribute types are for when Izanami is on the ground. During floating state, ground normals gain the following properties unless otherwise stated:
    • Strikes can be blocked All and become Head attribute attacks.
    • Can be canceled into end-float on hit/block
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
5A 300 SJR 100 80 Normal All 1 B 6 4 8 0 11 - 12 9 - Click!
5B 650 S(J)R 100 85 Long Mid 3 B 8 5 18 -6 16 - 17 11 - Click!
  • Hitbox fully extended after 10 frames
5C 840 S(J)R 100 92 Long Mid 2 B 11 3 24 -10 18 - 25 10 - Click!
5CC 600 SR 100 89 Long All 3 P1* 13 11 37 total -8 16 - 17 7 - Click!
  • Izanami is also affected by hitstop
2A 300 SJR 100 77 Normal All 1 F 6 3 9 0 11 - 12 9 - Click!
2B 500 SR 90 85 Long Low 2 F 9 6 24 -16 46 - 17 10 - Click!
2C 880 SR 100 92 Long Mid 4 F 19 3 27 -11 18 - 19 12 - Click!
  • Fatal Counter
2CC 600 SR 100 89 Long All 3 P1* 21 6 37 total 0 16 - 31 7 - Click!
  • Izanami is also affected by hitstop
3C 900 SR 90 82 Long Low 4 F 14 9 33 -23 18 - 19 12 - Click!
6A 770 SJR 90 79 Long Mid 3 B 10 4 22+5L -14 16 - 17 11 7-13 H Click!
6B 980 SR 80 92 Normal High 4 B 25 4 21 -6 18 - 19 12 9-24 F Click!
  • Bonus Proration 110%
  • During float, 6B ends float and Izanami can cancel into air normals on hit/block
  • Remains an overhead if performed during float state.
6C 650*2 S(J)R, SR 90 82 Long Low, High 4 F, B 21 3 (9) 3 34 -18 18 - 19 12 - Click!
6CC 600 SR 100 92 Long All 4 P1* 17 6 43 total -8 18 - 19 8 - Click!
  • Izanami is also affected by hitstop
  • Bonus Proration 110%
j.A 300 CSJR 80 77 Normal High/Air 1 H 7 3 9 - 11 - 12 9 - Click!
j.B 560 SJR 80 85 Long High/Air 2 H 9 6 12 - 13 - 14 10 - Click!
j.C 800, 600 SJR 80 89 Long High/Air, All 3 H, P1* 13 5(8)6 11 - 16 - 17 11 - Click!
  • Second hit (projectile) activates when Izanami has Magatama equipped
  • Izanami is also affected by hitstop of projectile
j.2C 300*12 SR 80 94, 89 Long All 3 H 13 4*12 16 - 16 - 17 1 - Click!


Drive Moves[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
5D/j.D
6D 400*3 - 100 92 Long All 2 P1* 37 - - - 13 - 14 0/+3 - Click!
1D/2D/3D 400 per shot - 100 77 Long All 1 P1* 10 - - - 11 - 14 0 - Click!
4D 400 per shot - 100 77 Long All 1 P1* 10 20 - - 11 - 14 0 - Click!


Universal Mechanics[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Forward Throw 1500 SR 100 50 Normal Throw 4 T 7 3 23 - - - 80 0 - Click!
  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Back Throw 1500 SR 100 50 Normal Throw 4 T 7 3 23 - - - 60, Wall 60 0 - Click!
  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Air Throw 1500 SJR 100 50 Normal Throw 4 T 7 3 23+3L - - - 100, Wall 100 0 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 32 -16 18 - 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Barrier - B 20 1 25 0 24 - 60, Wall 60, Slide 15 12 - Click!
1000 R 80 100 Long Barrier - B 30~61 1 25 0 24 - 60, Wall 60, Slide 15 12 - Click!


Specials[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Thunderbolt Lance A
214A
1200 R 80 92 Long All 4 B 25 4 16 -2 18 - 50 12 - Click!
  • Fatal Counter
Thunderbolt Lance B
214B
1000 R 80 92 Normal Low 4 F 28 9 16 -6 18 - 40 12 - Click!
Ghost Peak Strike
236A
800 R 100 82 Long All 4 P1* 14 6 Total 45 -1 18 - 33 0/+12 - Click!
Arms of Sympathy
j.63214B
900 JR 80 89 Long All 3 H 14 Until L 5 - 16 - 60 11 - Click!
  • On hit/block, Izanami bounces back and is in recovery until landing+5
Shield of Dreams
623B
- - - - - - - - - 46 - - - - - - - Click!
  • Appears on 17?
Bulwark
Shield > 623B
950 R 80 79 Very Short All 3 P 12 24 6 -9 - - 60 4 1-15 All Click!
  • Counterhit state for entire move
Distant Affection
63214C
1000 R 100 50 Normal Throw 4 T 13 3 40 - - - 100 0 - Click!
Droplet
63214D
1000 R 80 92 Long All 4 P1* 109 12 Total 36 - 18+0 - - 0/+12 - Click!
Orchid
41236D
300*6 - 80 75 Normal All 2 P2* 18 - - - 13+1 - 14+1 0/+1 - Click!
  • Projectile moves forward until button is released
Flaming Dome
41236C
See notes R 100 94 Normal All 3 P1* - - - - - - - - - Click!


  • 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

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Stake of Supremacy
236236B
800, 500*3, 2500
[800, 500*5, 2800]
R 100 72 Normal All 4 B 4+3 4 32 -17 18 - 80 20 1-10 All Click!
  • Values in [] are during OD
  • Minimum Damage 20% (960 [1220])
Hour of Nihility
214214C
0, 150*2 [0, 250*2] - 100 100 Very Short Throw 0 T 7+0 6 52 - - - - 0 - Click!
  • Values in [] are during OD
  • Minimum Damage 100% (300 [500])
  • Timestop lasts for ??? [???]
  • All damage caused during timestop cannot end the round.
  • Executes Timestop End at end of timestop
Moment of Benevolence
720A
0 - 100 100 Very Short Unblockable 0 D* 121 - 185 - - - - 0 - Click!
  • Costs 100 Heat
  • 100% minimum damage (0)
  • Executes Timestop End at end of timestop
  • Listed recovery is for the duration of the time stop.
  • All damage caused during timestop cannot end the round.
Timestop End
Automatic after timestop
100 - - - - - 0 - 0 0 63 - - - - 0/+1 All Click!


  • Startup is performed while time is still stopped.
  • Ends timestop
  • Minimum Damage 100% (100)

Exceed Accel[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Melancholy Death (Arc Drive)
ABCD during OD
600, 2400
{600, 5100}
- 100 100 Long All 4 B 20 [10] 3 34 -10 26 - - 20 1-22 All
[1-12 All]
Click!


  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10% (300 {570+57})

Astral Heat[edit]

Name Damage Cancel P1 P2 Starter Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Hitstun Untech Hitstop Invul Hitbox
Eternal Darkness
1632143D
1000, 0, 35000 - 100 94 Long All 5 B 7+15 18 81 -78 20 - - 13 1-40 Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[1] 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Jump[-], Special
5C[1] 6A 6B 5CC[+], 2C, 6C, 3C 5D Jump[-], Special
5CC - - - - Special
2A[1] 5A, 6A 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
2B[1] 6A 5B 5C, 2C, 3C 5D Special
2C[1] 6A - 5C, 2CC[+], 6C, 3C 5D Special
2CC - - - - Special
6A - - - - Levitate, Special
6B - - - 5D[-] Special
6C - - 6CC[-] 5D Special
6CC - - - 5D[-] Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Levitate, Special
j.B j.A - j.C, j.2C j.D Levitate, Special
j.C - - j.2C j.D Levitate, Special
j.2C - - - - Levitate, Special
j.D - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only
  • All cancels from j.C are on the first hit only

Navigation[edit]


Ambox notice.png 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.
BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

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