BBCF/Izayoi

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Izayoi
BBCF Izayoi Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 21 / Invul: 1-5

Movement Options
Double Jump, 1 Airdash (Normal) / 2 Airdashes (Gain Art) Dash type: Run (Normal) / Hover-dash (Gain Art)
Play-style
Mode Change, strong and unorthodox mobility
  

Overview[edit]

Izayoi is the true form of the Sealed Armament: Izayoi that Tsubaki Yayoi undertakes to don the power of Immortal Breaker. Turning away from the darkness of the past, she takes up her sword to punish all crimes and seek out the true light. This alternate form of Tsubaki is playable starting from BlazBlue: Chrono Phantasma.

Drive: Scarlet Justice[edit]

Izayoi's Drive allows her to enter an alternate mode called Gain Art, giving her new dashes, C normals, special moves, and extensions to existing special moves. When in Gain Art, Izayoi gains tremendous mix-up and pressure potential, contrasting the defensive style of her normal mode. While Izayoi can transfer between the two modes freely, usage of the special moves available in Gain Art require stocks of the Zero Weave gauge, which are generated by using special moves during normal mode. These stocks are generated regardless of hit (2 stock gain) or block (1 stock gain) and are the foundation behind Gain Art pressure and combos. Effective usage of normal mode to generate stocks and Gain Art to spend them is the key to success!

Overdrive: Freedom Justice[edit]

Izayoi's Overdrive allows her to passively generate stocks, regardless of the mode she is in. The number of stocks generated depends on overdrive duration. And like other characters, her Distortion Drives become stronger during Overdrive as well. Justice Phorizer increases in range and damage, while Slaver Trans-am lasts approximately twice as long. Overdrive also strengthens her existing Gain Art specials, opening up new combos and pressure.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Incredible pressure and mix-up in Gain Art
  • Good conversion potential
  • Flexible movement options
  • Strong mid-range game in Normal Mode
  • Reliant upon stocks
  • Difficult normals/anti air/movement options


Normal Moves[edit]

5A[edit]
5A
BBCP Izayoi 5A.png
High, quick hilt jab.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 6 3 9 ±0 B
  • Whiffs most crouching hitboxes.
  • Allows for combo extension after a high hitting jC.

Relatively standard 5A. Izayoi's fastest move, and is used to pick up from some air combos. Has a very decent end hitbox, though the range is very short. Can be used to stuff horizontal air approaches that fall into it's range. Whiffs some crouchers, but only under specific circumstances. As such, it's usage for whiffing crouching hitboxes is relatively inconsistent, but that inconsistency does make it a bit tricky to defend against.


5B[edit]
5B
BBCP Izayoi 5B.png
Long-reaching poke.
Damage Guard Startup Active Recovery Frame Adv Attribute
640 Mid 10 6 18 -10 B
  • Very long reach for it's speed.
  • Vital footsies tool in conjunction with 2B and 2C.

While 5B is a bit on the slow side, it makes up for it with its range. This move is capable of tagging most characters from round start positions. This move does come with hurtbox extensions (and can be low profiled, especially near the tip of the hitbox) but in tandem with other moves to dissuade this, can demand a lot of respect. Can be confirmed into 236B or 236C at any range. Also commonly cancelled into sonic sabre for pressure.


5C[edit]
5C
BBCP Izayoi 5C.png
Reclining slash.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 Mid 12 6 20 -9 B
  • Forward movement is very useful for pressure and confirms.
  • Izayoi's main air combo starter in normal mode.

In CPEX, 5C was given a slide before the actual attack. This is great for confirming hits that were previously too far to turn into anything substantial, but also plays a big role in closing space during pressure. Can also (albeit awkwardly) function as an anti air on some characters thanks to its hitbox.


5C (GA)[edit]
5C (GA)
BBCP Izayoi 5C(GA).png
Quick downwards slice.
Damage Guard Startup Active Recovery Frame Adv Attribute
850 Mid 9 3 15 -1 B
  • Fast, high damage combo starter.
  • Izayoi's only jump cancelable C normal on block.

This normal packs a punch. Solid base damage, prorates well, and opens up a good amount of combo options in certain situations. Cornerstone in Gain Art combos, usually being used to combo into 2C(GA) or go into an air combo. Also cancelable into 6B, where Normal Mode 5C is not. Comes with a very high crossup hitbox, making it great for air unblockable crossups and general confirms. Also plays a huge role in GA pressure, allowing Izayoi to close space with an airdash if necessary.


2A[edit]
2A
BBCP Izayoi 2A.png
Low profile kick.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 Low/Air 7 3 8 +1 F
  • End hit/hurtbox is very low
  • Plus on block

A kick with a solid amount of range. For a 2A, a bit on the slow side, but hits relatively fast for a low. Can only be used twice per string. However, 2A notably cancels into throw, rounding out a strong throw game.


2B[edit]
2B
BBCP Izayoi 2B.png
Backwards sweep.
Damage Guard Startup Active Recovery Frame Adv Attribute
550 Low 9 2 18 -6 F
  • Great range
  • Low profile

A bit similar in usage to 2A, but comes with a bit more startup and extra range. New gatling into 2B from 5B provides a way to keep respect during midrange strings. The range also comes into play with Izayoi's restrictive cancel states after teleports, where 2B's extra reach becomes indispensable. Strong footsie tool in normal mode.

Slightly nerfed as a starter from CPEX since it is now S starter (same as 2A), but still has better starting proration than 2A and is faster than 5B.


2C[edit]
2C
BBCP Izayoi 2C.png
Lifting, upwards slash.
Damage Guard Startup Active Recovery Frame Adv Attribute
830 Mid 12 6 15 -4 F
  • Amazing ground footsie tool
  • Very long fatal counter stagger

A staple of Izayoi's ground game in normal mode. Extremely good extended hitbox, crouching animation, and a good amount of active frames makes this move very demanding to whiff punish. A bit on the slow side for a neutral poke, but controls space extremely well, and maintains a good frame disadvantage with stance cancel. If this move tags an extended hitbox and counterhits, you have an abundance of time to run up and convert into 8 stars and a knockdown (even on most trades!). Also a great choice for counterhit punishes.


2C (GA)[edit]
2C (GA)
BBCP Izayoi 2C(GA).png
Two quick cuts in succession.
Damage Guard Startup Active Recovery Frame Adv Attribute
750*2 Mid 18 3(6)3 11 +5 F
  • Huge damage, untechable time, and prorates very well
  • High frame advantage and vacuum on 2nd hit

This move prorates only once for both hits, and comes with super high base damage and untechable time. Beyond combos, it is also a staple part of her Gain Art blockstrings, demanding a ton of respect. Despite all of this, the range is relatively small, but being in range to use it properly makes it extremely useful.


6A[edit]
6A
BBCP Izayoi 6A.png
Downwards bash.
Damage Guard Startup Active Recovery Frame Adv Attribute
700 Mid 12 3 21 -7 B
  • Forces crouch on hit
  • Great combo extender from Strike Fall
  • Jump cancelable on hit or block
  • Good, damaging starter

In BBCF, 6A lost it's 110% Bonus Proration and its previous gatling capabilities got changed. Being jump-cancellable on block and cancellable to almost all other normals, it finds use in pressure early into a blockstring. It is mostly seen in Gain Art combos, letting you combo from a high hitting Strike Fall and provide enough hitstun to continue with moves such as 2C(1) or EA.


6B[edit]
6B
BBCP Izayoi 6B.png
Overhead flip kick!
Damage Guard Startup Active Recovery Frame Adv Attribute
800 High 24 3 3+15L -2 H
  • Low invulnerable
  • Feintable

Izayoi's standing overhead. Now special cancelable (mostly into air slashes) on hit or block, which makes it great for stock gain, and a staple filler in corner gain art combos. It is also useful for beating anticipated foot property moves. Funnily enough, can be feinted, though the overall speed and recovery makes this more of a parlor trick than anything, since it can be fuzzy mashed everytime. Can be canceled into from 2c (normal mode) and 5c,2c (gain art mode). Knocks down on air hit, if necessary.


6C[edit]
6C
BBCP Izayoi 6C.png
Dashing armor attack.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Mid 19 3 30 -14 B
  • Frame advantage with stance cancel
  • High damage fatal counter punish

This move can close a lot of space mid pressure, especially in conjunction with 5C. Comes with more blockstun than other normal mode moves, making it a staple. Also a great punish move, generally yielding the highest damage Izayoi can dish out. 6C has a small window of body invulnerability, but it doesn't see much use outside of evading moves after superflash.


6C (GA)[edit]
6C (GA)
BBCP Izayoi 6C(GA).png
Upwards step-kick.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Mid 20 3 17 +1 B
  • Fatal Counter
  • Staple combo part
  • Closes distance on block easily, while still maintaining some advantage
  • Special cancelable on hit
  • Jump cancelable on hit

6C(GA) provides similar advantage to Normal Mode 6C stance cancel during pressure. The hitbox goes very high, so you can tag a lot of jump outs with this, especially if you delay it. Has lost much of its untechable time but still finds great uses in both midscreen and corner combos due to it's function on granting extra height. Now acts as a Fatal Counter, granting enough time to combo with 2C after waiting for the opponent to fall.


3C[edit]
3C
BBCP Izayoi 3C.png
Spinning sword sweep.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Low 12 3 21 -7 F
  • Long untechable time, but hard to utilize
  • Can take advantage of no-tech situations

Going into CPEX, 3C lost almost all of its utility. It has very short range, is no longer jump cancelable on block, and doesn't create more frame advantage after 236B~214A/B. Only comes up to OTG after 214A on a short starter, or at a range too far to confirm into Aegis to preserve a knockdown. Relatively useless, but does let you get extra hits in on opponents who choose not to tech, maybe even letting you take better control of a knockdown or get more stocks.


3C (GA)[edit]
3C (GA)
BBCP Izayoi 3C(GA).png
Low hitting slide.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Low 16 6 21 -10 F
  • Go-to, Fatal Counter punish in GA
  • High base damage and good prorate

Great damage on counterhit. Don't just throw this out however, as it is punishable (though you can do some neat option selects to confirm it using OD to stay safe). On hit or block, 3C's cancel properties are a bit interesting. You can special cancel it only on hit, but can OD cancel it on hit or block. Of course, you can RC in both situations. Regardless, the move is useful as a combo tool by closing space and keeping your opponent low to the ground, and can even function as a combo ender.


j.A[edit]
j.A
BBCP Izayoi jA.png
Far range hilt poke.
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 6 3 9 - H
  • Fast mixup tool
  • Great range for air to air

jA is a staple air to air tool, boasting only 6 frames of recovery and whiff cancelable capability to back up it's amazing range. This normal is great, and even cancels into airthrow for throw reject miss setups. Doesn't turn into a lot of damage on mixup and footsies, but can create a great situation for you at a very low risk. On pressure, the fastest possible dash jA can now be canceled into a second jA before hitting the ground, increasing frame advantage and giving you extra mixup and combo opportunities.


j.B[edit]
j.B
BBCF Izayoi jB.png
Kick attack.
Damage Guard Startup Active Recovery Frame Adv Attribute
600 High/Air 10 6 15 - H
  • Go-to overhead for pressure
  • Tricky cross-up hitbox

Changed from CPEX. Significantly buffed from CPEX, the new animation has a much longer horizontal hitbox, a higher vertical hitbox and a very strong crossup hitbox, at the cost of being one frame slower than before. Still fast enough to function as a strong mixup tool, while still reaping the rewards of a good combo starter rating, and can gatling back into j.A for a falling fuzzy overhead on grounded opponents. Its usage is slightly limited by how good her other air normals are, but is still one of the better options for hitting opponents higher up in the air than you.


j.C[edit]
j.C
BBCP Izayoi jC.png
Angled spinning slash.
Damage Guard Startup Active Recovery Frame Adv Attribute
900 High/Air 12 3 18 - H
  • Great vertical range, can beat out many anti airs
  • Can allow for relaunch combos if hit with the top of hitbox

jC is a great jump in, hitting crouching hitboxes when done immediately off of an IAD. Against anti airs, it can tag a lot of AA's on their startup before invulnerability kicks in, forcing pre-emptive action. Both of these uses play a big part in Izayoi's neutral, making jC a big part of Normal Mode play. Midcombo, it can set up a knockdown or relaunches.


j.C (GA)[edit]
j.C (GA)
BBCP Izayoi jC(GA).png
Armor attack.
Damage Guard Startup Active Recovery Frame Adv Attribute
800 High/Air 12 5 21 - H
  • Enormous hitbox
  • Sets up fuzzy guard mixups

This normal is THE staple in Izayoi's GA approach. Huge, very hard to disrespect. Beats a ton of anti airs, air to airs, movement options, and other extended hitboxes. Amazing space control, and serves well off single jumps, superjumps, airdashes, backwards airdashes, you name it. Crossups, fuzzy mixups, neutral, this normal is all purpose. Takes a bit of respect to get going on offense due to speed, but can open up a ton of approach and mixup options. Make your opponent respect this, you won't regret it. Used in conjunction with air Sonic Sabre and other movement options, this normal is what makes Gain Art so threatening.


Drive Moves[edit]

5D/2D[edit]
5D/2D
BBCP Izayoi 5D.png
BBCP Izayoi 2D.png
Mode Change.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5D - - - - 23 - -
2D - - - - 24 - -
  • Changes from Gain Art to Normal Mode, or vice versa
  • Mode Switch on 11F

5D and 2D are a bit similar on the surface, but there are 2 major things that may make you want to use one over the other. Firstly, the hurtboxes vary. 2D produces a longer horizontal hurtbox, and 5D a longer vertical hurtbox. This also comes into play with mode change combos, where you may increase frame advantage during D saber combos by moving your opponent's hurtbox in a certain way by either standing or crouching. This is hurtbox-specific, so mess around with it! Secondly, 5D cuts all grounded momentum and 2D preserves it, meaning a Mode Change combo into a pickup will prefer to use dash 2D to close space, or maybe even 5D to retain it.


jD[edit]
jD
BBCP Izayoi jD.png
Air mode change!
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 24 - -
  • Changes from Gain Art to Normal Mode, or vice versa
  • Mode Change on 11F

A bit more useful than 5D or 2D, jD falls in between the two in terms of their properties. Because it halts momentum to a degree, you can use it to stall in the air and come down with a normal. Useful for punishing pre-emptive anti airs.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5B+C
BBCP Izayoi ForwardThrow.png
Lance thrust.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 0, 1500 Throw(80) 7 3 23 - T
  • 100% minimum damage
  • Limited Normal Mode confirms
  • Great Gain Art conversions
  • Can be RC'd on the first hit for amazing proration and combo time

Izayoi's throws are a bit awkward to combo from, as their wallbounce is influenced by screen position. Therefore, you end up with a lot of ways to adjust throw combos that you need to know. Throw in normal mode yields lower reward and a weaker knockdown than standard conversions, but in Gain Art, allows you to really outshine other S starter confirms. The first hit of throw can be RC'd for huge damage and amazing proration, not to mention an incredibly flexible hit state, making throw an extremely dangerous option with various resources.


Back Throw[edit]
Back Throw
4B+C
BBCP Izayoi BackThrow.png
Dash through and stab!
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 0, 1500 Throw(80) 7 3 23 - T
  • 100% minimum damage
  • Limited Normal Mode confirms
  • Great Gain Art conversions
  • Can be RC'd on the first hit for amazing proration and combo time

Almost entirely the same as forward throw, but allows you to adjust your spacing properly. Certain spacings in relation to the corner will yield a good combo off backwards throw, but not forward throw! Interestingly enough, delaying your RC before the second hit can allow you to side swap to create better positioning for a followup combo.

Air Throw[edit]
Air Throw
j.4/5B+C
BBCP Izayoi AirThrow.png
Downwards dive.
Damage Guard Startup Active Recovery Frame Adv Attribute
0*3, 1500 Throw(90) 7 3 23+3L - T
  • 100% minimum damage
  • Great rising Air to Air
  • Consistent combos regardless of height

Pretty standard air throw, but compliments Izayoi's air normals thanks to its high hitbox. However, it comes with a lot more recovery on whiff. Does have a bit of landing recovery, but landing during the startup or active can negate it. Pretty similar to her ground throws in terms of comboability, but sacrifices good spacing in exchange for consistency and shorter combo time. Unfortunately, can't be RC'd on the first hit like its grounded counterparts.


Counter Assault[edit]
Counter Assault
6A+B during blockstun
BBCP Izayoi 6C(GA).png
Launching CA.
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 16 4 27 -12 B
  • Amazing vertical hitbox
  • Great positioning on hit for tech option cover

One of the best Counter Assaults in the game, this move has great horizontal and vertical range. The animation mirrors her 6C, but with a slightly shorter step. This is very useful, as it can catch someone attempting to jump on their pressure instead of going underneath. Coupled with its high vertical range, sometimes it can be difficult to punish.

Crush Trigger[edit]
Crush Trigger
5A+B
BBCP Izayoi CrushTrigger.png
Downwards strike!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 Barrier 20 1 25 0 B
Charged 1000 Barrier 30~61 1 25 0 B
  • Costs 25% Heat
  • 180F Heat Gauge Cooldown
  • Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
  • High damage followups
  • Can be used to set up standing resets

Pretty standard Crush Trigger, but carries extremely short horizontal range. Pretty difficult to combo into without spending lots of resources, and those confirms usually only yield an increase of around 400 to 500 damage. However, when CT is comboable easily, the increase in damage is significant and is almost always worth the meter, usually increasing the damage by about 1000. Funnily enough, can stuff a significant amount of air approaches.


Special Moves[edit]

Sonic Sabre[edit]
Sonic Sabre
236A/D
BBCP Izayoi SonicSabre.png
BBCF Izayoi SonicSabreD.png
Sonicu Seiba!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
A 800 All 20 Until Offscreen 43T ±0 P1*
  • Versatile in neutral and pressure
  • Cancelable into D Mirage Thruster on hit, block, or whiff

Izayoi's signature projectile. A small, fast moving shot that flies straight ahead. Plays a huge role in her neutral game. Like the rest of her specials in normal mode, Sonic Sabre generates one Zero Weave stock on block and two on hit. Neutral on block at point blank, making it a solid pressure reset, but its startup can get stuffed by fast normals on IB. Notably, Izayoi's shooting animation can make her evade some reversals.

D 600*3 All 26 - Total 42 - P1*
D (Overdrive) 600*5 All 26 - Total 42 - P1*
  • Consumes 1 Zero Weave stock
  • Strong, but expensive pressure tool
  • OD Version increases number of projectiles to 5, making it even harder to avoid.
  • Cancellable into D Mirage Thruster on hit, block, or whiff

Changed from CPEX. Shoots three Sonic Sabers in a fan pattern. The projectiles hang in place for a bit longer than the A version, making it more advantageous on hit or block from further away. Much harder to avoid in general, allowing you to force your opponent to block and/or eat a mixup.


Air Sonic Sabre[edit]
Air Sonic Sabre
j.236A/D
BBCP Izayoi SonicSabreAir.png
BBCF Izayoi SonicSabreDAir.png
Angled Sonic Sabre!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
A 800 All 16 - Total 45+6L - P1*
  • Great air to ground and footsies tool
  • Cancelable into D Mirage Thruster on hit, block, or whiff

The air version of Sonic Sabre. Has a slightly faster startup, stopping Izayoi's momentum and making her rise while shooting the projectile. After the recovery, Izayoi can move freely, but still carries the landing recovery until she hits the floor (meaning it is possible to be blocking on the way down and still be punished on landing, so cancel the falling animation with something if possible). Very important neutral tool, stuffing many anti air moves and approaches.

D 600*3 All 16 - Total 45 - P1*
D (Overdrive) 600*5 All 16 - Total 45 - P1*
  • Consumes 1 Zero Weave stocks
  • Versatile projectile
  • Angle and speed help create great oki cover and mixups
  • Cancelable into D Mirage Thruster on hit, block, or whiff
  • OD version shoots 5 swords.

Similar to ground D saber except swords are angled downwards. Has less recovery than the A version and is more difficult to avoid, setting you up for strong mixups afterwards.


Crusade Seraphim α[edit]
Crusade Seraphim α
623B (air OK)
BBCP Izayoi CrusadeSeraphimAlpha.png
Great anti air.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 950 Mid 9~90 3 32 -18 B
Air 1080 Mid 11 3 Until L - B
  • Decent space control against jumps
  • Can be held
  • Cancelable into Strike Fall
  • Cancelable into A/B/C Mirage Thruster on hit or block
  • Cancelable into D Mirage Thruster on hit

Izayoi's only dedicated anti-air. She moves forward a little bit, so there's a bit of a deadzone right above her head when attempting to use the head invulnerability to attack. Generally, its usage is going to revolve around controlling space at its max range, though neglecting it while on defense is a big mistake. A bit difficult to use as an anti-air thanks to needing a 623 motion, but still very plausible thanks to how quickly the head invincibility kicks in. In normal mode, 623B lacks combo options unless you are in the corner or get a counterhit. In Gain Art, you can convert relatively easily thanks to moves like Strike Fall and Astraea. Also functions as a late combo tool, gaining stocks or opening up Strike Fall confirms when otherwise impossible.


Crusade Seraphim β[edit]
Crusade Seraphim β
236C (air OK)
BBCP Izayoi CrusadeSeraphimBeta.png
Long horizontal swipe.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 900 Mid 11~96 3 24 -10 B
Air 1050 Mid 11 3 Until L - B
  • Staple footsies/space control tool
  • Can be held
  • Slide on CH
  • Cancelable into Valkyrie Astraea
  • Cancelable into A/B/C Mirage Thruster on hit or block
  • Cancelable into D Mirage Thruster on hit

One of the big parts of Izayoi's ground game. Extremely long reach, fast, and relatively safe. Your opponent needs to respect this move. In GA, can be hit/block canceled into Valkyrie Astraea past frame 3, extending the threatening range by a bit. On counterhit, combo options open up depending on spacing and resources. Attack comes out 4 frames after release, making it a great reactionary tool for neutral footsies.


Crusade Seraphim γ[edit]
Crusade Seraphim γ
236B (air OK)
BBCP Izayoi CrusadeSeraphimGamma.png
Far reaching, low slash.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 850 Low 14~105 3 28 -14 F
Air 1020 Low 11 3 Until L - F
  • Useful frame trap
  • Can be held
  • Cancelable into Valkyrie Astraea
  • Cancelable into A/B/C Mirage Thruster on hit or block
  • Cancelable into D Mirage Thruster on hit

236B functions mainly as a pressure tool and a combo part. In pressure, it is used to create respect. functioning as a very good frame trap. Off of 5B and 2B on block, it catches jump startup after both normal block and IB. In conjunction with being a low, it's relatively easy to make your opponent stay on the ground. The threat of this move can go a long way, carrying the same animation as 236C on charge, making feints very deceptive. In combos, this move causes a hard knockdown on standing/crouching hit, allowing combos with A or B teleport to affect positioning. Relatively negative on block, but can be canceled into teleports and Astraea.


Valkyrie Astraea[edit]
Valkyrie Astraea
Crusade Seraphim ß/γ ~ 6D
BBCP Izayoi ValkyrieAstraea.png
Quick dash attack.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1100 - 9 3 21 -5 B
OD 1100, 150*4 - 9 3 21 -5 B
  • Follow-up move for Crusade Seraphim β and γ in Gain Art mode
  • Consumes 1 Zero Weave stock
  • Fatal Counter
  • Can be used as a stand alone move if you input 6D during 236B or 236C stance. Very handy for catching the opponent off guard in neutral and for certain combo routes.
  • OD version deals more damage, has more hitstun and hits multiple times from both sides (can be RC'd for an extremely fast left-right mixup). This is one of the moves that makes Izayoi very threatening in Overdrive mode. Extremely useful for getting close to your opponent or even hitting them for big damage when they least expect it. Teleport cancelable on hit or block. Often used in conjuction with OD D saber.


Stance Cancel (CS)[edit]
Stance Cancel (CS)
Crusade Seraphim (Hold) ~ A
BBCP Izayoi CSStanceCancel.png
Feint!
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 9T - -

Cancels stance from held Crusade Seraphim. Has a fairly fast animation (17f total if input immediately) that can be used to sneak in pressure resets and cancel certain moves (such as throw) to enable combos. In BBCF, all versions of the stance cancel are the same speed (the slower ones being buffed to 236C cancel speed). The following list shows all normals that benefit from the fastest possible cancel and the resulting frame (dis)advantage:

  • +1 : 6C
  • -1 : 5C, 2C, 3C
  • -4 : 5B, 2B


Aegis Blade[edit]
Aegis Blade
623C
BBCP Izayoi AegisBlade.png
Fast, huge upwards slash.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Mid 14~104 3 42 - B
  • Fully invincible until frame 16, this is Izayoi's DP.
  • Great vertical hitbox but poor horizontal range. Be careful of opponents trying to keep their distance to bait it
  • Can be held before released for a total of 100 frames, but loses its invincibility early on (frame 16).
  • Also used as a combo ender in order to set up j.5C/5B or D saber oki.
  • Like most meterless reversals, this move is very unsafe on block, so be careful not to abuse it too much unless you can back it up with a Rapid Cancel.


Stance Cancel (AB)[edit]
Stance Cancel (AB)
Aegis Blade (Hold) ~ A
BBCP Izayoi ABStanceCancel.png
Long recovery.
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 24 - -
  • Able to cancel from 9F~

Stance Cancel for Aegis Blade. Has a much longer total duration than other stance cancels, making its only practical use to cancel an attempted Aegis Blade.


Strike Fall[edit]
Strike Fall
C.Seraphim α/A.Blade ~ D
BBCP Izayoi StrikeFall.png
Knockdown!
Damage Guard Startup Active Recovery Frame Adv Attribute
700 All 36 ~L 19 - H
  • Consumes 1 Zero Weave stock

Izayoi's staple combo ender. Doable only in Gain Art, Strike Fall serves as a follow up to Crusade Seraphim Alpha and Aegis Blade. It is only possible to do Strike Fall on hit, so you can option select your confirms into Strike Fall and commit to another cancel option on block or whiff. On hit, has an enormous amount of untechable time, usually leading into some kind of workable knockdown. More advantageous the higher you do it from; can almost always link into 5A, 5C, or Justice Phorizer for a combo extension, or 6A or 5B from higher knockdowns.


Mirage Thruster[edit]
Mirage Thruster
214A/B/C/D, j.214D
BBCP Izayoi MirageThruster1.png
A stays in place, B goes forward, C goes backward
BBCP Izayoi MirageThruster2.png
D automatically teleports behind opponent!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
A - - - - 40 - -
B - - - - 41 - -
C - - - - 43 - -
D - - - - 31 - -
  • A version 12-21 All
  • B version 14-24 All
  • C version 16-23 All
  • D version 10-20 All

Izayoi teleports a preset distance to a location based on whichever button you use to activate the move. A teleports in place, B teleports forward and C teleports backwards. The A, B, and C teleports are doable in both Normal Mode and Gain Art. The D version of the teleport is doable only in Gain Art and requires 1 Zero Weave stock and tracks the opponent (it always puts you behind them whether on the ground or in the air). All versions can be canceled into attacks towards the end of the teleport animation, making teleport cancels (mostly A version) potentially faster than the normal move recovery, allowing you to link buttons off moves like 236B.

Note that A/B/C teleport cancels are almost never safe on block and can usually be punished if the opponent reacts properly (even the C version) so don't overuse it on block.


Distortion Drives[edit]

Justice Phorizer[edit]
Justice Phorizer
236236C
BBCP Izayoi JusticePhorizer.png
Reversal!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2500 All 1+6 9 49 -39 B
Overdrive 3000 All 1+6 9 49 -39 B
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 1-15 All Invul
  • 20% Minimum Damage
  • Cancelable into Mirage Thruster(D) for 2 Zero Weave stocks on hit, block, or whiff

Izayoi's metered reversal, boasting an amazing horizontal hitbox. Extremely fast startup, great active window and a ton of invincibility. As of CF, it is easily punishable on block, so be very careful when using it on your wake up. During Gain Art, it can be canceled into D Mirage Thruster on hit, leading into a short but damaging combo. During Overdrive, Justice Phorizer gains range (reaches almost fullscreen), damage, and untechable time along with a wallsplat property. Minimum damage is 660 (900 during Overdrive).


Slaver Trans-Am[edit]
Slaver Trans-Am
632146D during Gain art
BBCP Izayoi SlaverTransAm.png
Install!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Summon - - - - 4+2 - -
per Attack 200*2 All - 8 - - P1*
  • Startup differs based on attack used

Significantly buffed from BBCPE; no longer consumes stocks nor is the duration dependent on how many you have. Trans-Am summons two bits to hover around Izayoi for a certain amount of frames. When using an attack during Trans-Am, after a certain amount of frames, the bits will attack. This can allow certain combos that normally would not work, and combo routes off of moves that are normally uncomboable. During Overdrive, the duration of Trans-Am is doubled. With constant attacking, you can get a max of 4 attacks out of the bits before they disappear (8 in Overdrive). Has a long superflash animation and is invulnerable the entire time, so this move can be used to stop time and see what the opponent is doing, as well as to whiff punish certain moves.


Exceed Accel[edit]

Banshee Lancer
ABCD during Overdrive
BBCF Izyoi BansheeLancer.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 450*2, 0, 1500 - Fast: 10
Slow: 20
3 34 -10 B
Active Flow 600, 450*6, 0, 2400 - Fast: 10
Slow: 20
3 34 -10 B
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

On startup, Izayoi thrusts her blade formward. If if connects, she commands her bits to attack her opponent, ending with a cross attack. Puts Izayoi in Active Flow if she hasn't already been in it already. On Active Flow, the bits attack more times. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat[edit]

Judge Of Destiny
632146C
BBCP Izayoi JudgeOfDestiny.png
Actually...useful?!
BBCP Izayoi JudgeOfDestiny2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY All 4+11 6 35 -22 B
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown
  • 1-24 All Invul

Izayoi's Astral. She first charges towards the opponent, and upon successfully connecting proceeds to throw a lance in a very Super-Robot-Wars-Esque cutscene. Extremely comboable, working off of C normals, grabs, airgrabs...the list goes on. With such quick startup, it is arguably one of the better and more practical Astral finishes in the game.


External References[edit]



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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc