BBCF/Izanami/Strategy

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General Tactics

Important Moves

  • 6A: Your go-to move to cancel into float. Antiair, launcher, etc.
  • 2B: Amazing low profile poke
  • 3C: Great tool for corner carry. Good pressure tool in float
  • j.B: Amazing air to air. Also used in High/Low mixups from float.
  • 623B (Shield of Dreams/Bulwark): Important moves for Izanami's Pressure. Allows her to bulldoze her way in, or conserve Barrier and prevent Danger State
  • 41236C (Flaming Dome): Powerful combo ender. Leads to amazing oki and pressure sequences.
  • 4D: Great move for holding down neutral in Active Mode
  • 6D: Amazing combo tool. Helps link certain strings and useful in neutral.

Your general gameplan in neutral is to find a way to force your opponent into a situation where they need to block something as a way to get in. How you will do this can vary differently from matchup to matchup. The blanket way of dealing with neutral in most matchups is to treat Izanami as somewhat of a zoner and rely on Exodus/Drive in neutral. Different Drive attacks are better for different angles and situations. You can use floats to change the angles and play evasively. You can also use specials like Droplet to track opponents and force them to make awkward movements. Izanami also has other strong tools to hold down neutral. Buttons like float 3c (fl.3C/fl.{3C}) can be strong in neutral if you know how to use it as a poke. You can cancel float normals into jumping hits, or IAD in order to create ambiguous mixups. 214B is strong against characters like Nu/Lambda. Izanami becomes temporarily invulnerable and low profiles many moves. J.B/j.63214B are great air to airs and improve when you pair it off with Float hop off at different heights and patterns.

Alternatively, Izanami can play a very aggressive neutral by using Ribcage and simply running towards people. At a low level, you'll likely see success with this tactic. However, opponents with good defense will simply wait it out, counter throw, or evade. Several characters have unique ways to handle Ribcage in general. Going into Danger State from Ribcage is also quite dangerous. On top of losing the ability to Barrier and suffering a damage bonus, Izanami cannot use Ribcage while she's in Danger State.

Blockstrings

Okizeme

Flaming Dome Ender

Arguably Izanami's most preferred ender. At level 2/3, the hits and knockdown are great setup for oki.

Ribcage

Almost always a strong option after knockdown.

Wheel Oki

Wheel Oki involves Active Mode Orchid after a knockdown. You can use it to lock down your opponent while setting up Ribcage on their wakeup.

Active Mode

Switching to Active Mode after a knockdown is usually a good option because you can use a Drive special without the startup animation and run your offense.

Tips and Tricks

  • Izanami has many ways to end Shield of Dreams safely. Experiment with Bulwark in combos to end Shield of Dreams and gain Barrier
  • Izanami will regain an air action (air dash) after float. Use it for different movement
  • Use bits for keepaway and pressure extensions

Fighting Izanami

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