BBCF/Izayoi: Difference between revisions

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[[File:BBCF_Izayoi_Portrait.png|350x500px|center]]
[[File:BBCF_Izayoi_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-BBCF
||{{#lsth:BBCF/Izayoi/Data|SystemData}}
|health=11,000
|comboRate=60%
|jumpStartup=4
|backdashTime=21
|backdashInv=1-5
}}
;Movement Options
:Double Jump, 1 Airdash (Normal) / 2 Airdashes (Gain Art) Dash type: Run (Normal) / Hover-dash (Gain Art)
;Play-style
;Play-style
:Mode Change, strong and unorthodox mobility
:Mode Change, Balanced, Mixup/Pressure (Gain-Art)
|}
|}
{{CharNav |charMainPage=BBCF/Izayoi
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_IZ.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/238-izayoi/
}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
</div>
==Overview==
==Overview==
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| style="width: 50%;"|
| style="width: 50%;"|
* Difficult normals/anti air/movement options
* Difficult normals/anti air/movement options
* Reliant upon stocks
|-
|-
|}
|}
{{#lst:BBCF/Izayoi/Data|Links}}
<br clear=all/>
<br clear=all/>


Line 60: Line 46:
|name=5A
|name=5A
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=300 |cancel=CSOJR |starter=S |guard=All
{{!}}-
|level=1 |attribute=B |startup=6 |active=3 |recovery=9 |frameAdv=±0 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|5A}}
|description=
{{!}}-
{{Description|7|text=
*Whiffs most crouching hitboxes.
*Whiffs most crouching hitboxes.
*Allows for combo extension after a high hitting jC.
*Allows for combo extension after a high hitting jC.
Line 75: Line 62:
|name=5B
|name=5B
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOR |damage=640 |starter=N |guard=Mid
{{!}}-
|level=2 |attribute=B |startup=10 |active=6 |recovery=18 |frameAdv=-10 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|5B}}
|description=
{{!}}-
{{Description|7|text=
*Very long reach for it's speed.
*Very long reach for it's speed.
*Vital footsies tool in conjunction with 2B and 2C.
*Vital footsies tool in conjunction with 2B and 2C.
Line 90: Line 78:
|name=5C
|name=5C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SO(J)R |damage=850 |starter=N |guard=Mid
{{!}}-
|level=3 |attribute=B |startup=12 |active=6 |recovery=20 |frameAdv=-9 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|5C}}
|description=
{{!}}-
{{Description|7|text=
*Forward movement is very useful for pressure and confirms.
*Forward movement is very useful for pressure and confirms.
*Izayoi's main air combo starter in normal mode.
*Izayoi's main air combo starter in normal mode.
Line 105: Line 94:
|name=5C (GA)
|name=5C (GA)
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOJR |damage=850 |starter=N |guard=Mid
{{!}}-
|level=3 |attribute=B |startup=9 |active=3 |recovery=15 |frameAdv=-1 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|5C GA}}
|description=
{{!}}-
{{Description|7|text=
*Fast, high damage combo starter.
*Fast, high damage combo starter.
*Izayoi's only jump cancelable C normal on block.
*Izayoi's only jump cancelable C normal on block.
Line 121: Line 111:
|name=2A
|name=2A
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=CSOR |damage=300 |starter=S |guard=Low/Air
{{!}}-
|level=1 |attribute=F |startup=7 |active=3 |recovery=8 |frameAdv=+1 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|2A}}
|description=
{{!}}-
{{Description|7|text=
*End hit/hurtbox is very low
*End hit/hurtbox is very low
*Plus on block
*Plus on block
Line 137: Line 128:
|name=2B
|name=2B
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOR |damage=550 |starter=N |guard=Low
{{!}}-
|level=2 |attribute=F |startup=9 |active=2 |recovery=18 |frameAdv=-6 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|2B}}
|description=
{{!}}-
{{Description|7|text=
*Great range
*Great range
*Low profile
*Low profile
Line 155: Line 147:
|name=2C
|name=2C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOR |damage=830 |starter=N |guard=Mid
{{!}}-
|level=3 |attribute=F |startup=12 |active=6 |recovery=15 |frameAdv=-4 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|2C}}
|description=
{{!}}-
{{Description|7|text=
*Amazing ground footsie tool
*Amazing ground footsie tool
*Very long fatal counter stagger
*Very long fatal counter stagger
Line 171: Line 164:
|name=2C (GA)
|name=2C (GA)
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SO(J)R |damage=750*2 |starter=N |guard=Mid
{{!}}-
|level=4 |attribute=F |startup=18 |active=3(6)3 |recovery=11 |frameAdv=+5 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|2C (GA)
|description=
}}
{{!}}-
{{Description|7|text=
*Huge damage, untechable time, and prorates very well
*Huge damage, untechable time, and prorates very well
*High frame advantage and vacuum on 2nd hit
*High frame advantage and vacuum on 2nd hit
Line 187: Line 182:
|name=6A
|name=6A
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOJR |damage=700 |starter=N |guard=Mid
{{!}}-
|level=3 |attribute=B |startup=12 |active=3 |recovery=21 |frameAdv=-7 |invul= |hitbox=
{{#lsth:BBCF/Izayoi/Data|6A}}
|description=
{{!}}-
{{Description|7|text=
*Forces crouch on hit
*Forces crouch on hit
*Great combo extender from Strike Fall
*Great combo extender from Strike Fall
Line 205: Line 201:
|name=6B
|name=6B
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOR |damage=800 |starter=N |guard=High
{{!}}-
|level=4 |attribute=H |startup=24 |active=3 |recovery=3+15L |frameAdv=-2 |invul=4-23F |hitbox=
{{#lsth:BBCF/Izayoi/Data|6B}}
|description=
{{!}}-
{{Description|7|text=
*Low invulnerable
*Low invulnerable
*Feintable
*Feintable (Hold B to Feint)


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.
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.
If Slaver Trans-Am is active, the bits still attack even if the move is feinted.
}}
}}
}}
}}
Line 221: Line 220:
|name=6C
|name=6C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOR |damage=900 |starter=N |guard=Mid
{{!}}-
|level=4 |attribute=B |startup=19 |active=3 |recovery=30 |frameAdv=-14 |invul=4-10 B |hitbox=
{{#lsth:BBCF/Izayoi/Data|6C}}
|description=
{{!}}-
{{Description|7|text=
*Frame advantage with stance cancel
*Frame advantage with stance cancel
*High damage fatal counter punish
*High damage fatal counter punish
Line 237: Line 237:
|name=6C (GA)
|name=6C (GA)
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SO(J)R |damage=900 |starter=N |guard=Mid
{{!}}-
|level=4 |attribute=B |startup=20 |active=3 |recovery=17 |frameAdv=+1 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|6C GA}}
|description=
{{!}}-
{{Description|7|text=
*Fatal Counter
*Fatal Counter
*Staple combo part
*Staple combo part
Line 256: Line 257:
|name=3C
|name=3C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOJR |damage=900 |starter=N |guard=Low
{{!}}-
|level=3 |attribute=F |startup=12 |active=3 |recovery=21 |frameAdv=-7 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|3C}}
|description=
{{!}}-
{{Description|7|text=
*Long untechable time, but hard to utilize
*Long untechable time, but hard to utilize
*Can take advantage of no-tech situations
*Can take advantage of no-tech situations
Line 272: Line 274:
|name=3C (GA)
|name=3C (GA)
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=R |damage=1000 |starter=N |guard=Low
{{!}}-
|level=3 |attribute=F |startup=16 |active=6 |recovery=21 |frameAdv=-10 |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|3C GA}}
|description=
{{!}}-
{{Description|7|text=
*Go-to, Fatal Counter punish in GA
*Go-to, Fatal Counter punish in GA
*Hard knockdown on counterhit.
*High base damage and good prorate
*High base damage and good prorate


Line 288: Line 292:
|name=j.A
|name=j.A
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=CSOJR |damage=300 |starter=S |guard=High/Air
{{!}}-
|level=1 |attribute=H |startup=6 |active=3 |recovery=9 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|j.A}}
|description=
{{!}}-
{{Description|7|text=
*Fast mixup tool
*Fast mixup tool
*Great range for air to air
*Great range for air to air
Line 304: Line 309:
|name=j.B
|name=j.B
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOJR |damage=600 |starter=N |guard=High/Air
{{!}}-
|level=2 |attribute=H |startup=10 |active=6 |recovery=15 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|j.B}}
|description=
{{!}}-
{{Description|7|text=
*Go-to overhead for pressure
*Go-to overhead for pressure
*Tricky cross-up hitbox
*Tricky cross-up hitbox
Line 320: Line 326:
|name=j.C
|name=j.C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOR |damage=900 |starter=N |guard=High/Air
{{!}}-
|level=3 |attribute=H |startup=12 |active=3 |recovery=18 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|j.C}}
|description=
{{!}}-
{{Description|7|text=
*Great vertical range, can beat out many anti airs
*Great vertical range, can beat out many anti airs
*Can allow for relaunch combos if hit with the top of hitbox
*Can allow for relaunch combos if hit with the top of hitbox
Line 336: Line 343:
|name=j.C (GA)
|name=j.C (GA)
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=SOJR |damage=800 |starter=N |guard=High/Air
{{!}}-
|level=3 |attribute=H |startup=12 |active=5 |recovery=21 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|j.C GA}}
|description=
{{!}}-
{{Description|7|text=
*Enormous hitbox
*Enormous hitbox
*Sets up fuzzy guard mixups
*Sets up fuzzy guard mixups
Line 355: Line 363:
|name=5D/2D
|name=5D/2D
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=5D |damage= |cancel= |starter= |guard=
{{!}}-
|startup= |active= |recovery=23 |frameAdv= |invul= |hitbox=
{{AttackVersion|name=5D}}
}}
{{#lsth:BBCF/Izayoi/Data|5D}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=2D}}
|version=2D |damage= |cancel= |starter= |guard=
{{#lsth:BBCF/Izayoi/Data|2D}}
|startup= |active= |recovery=24 |frameAdv= |invul= |hitbox=
{{!}}-
|description=
{{Description|8|text=
*Changes from Gain Art to Normal Mode, or vice versa
*Changes from Gain Art to Normal Mode, or vice versa
*Mode Switch on 11F
*Mode Switch on 11F
Line 376: Line 384:
|name=jD
|name=jD
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=- |cancel=- |starter=- |guard=-
{{!}}-
|startup=- |active=- |recovery=24 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|j.D}}
|description=
{{!}}-
{{Description|7|text=
*Changes from Gain Art to Normal Mode, or vice versa
*Changes from Gain Art to Normal Mode, or vice versa
*Mode Change on 11F
*Mode Change on 11F
Line 395: Line 404:
|input=5B+C
|input=5B+C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0, 0, 1500 |cancel=-, R, SOR |starter=-, Sp, S |guard=Throw(80)
{{!}}-
|level=0, 4*2 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|BC}}
|description=
{{!}}-
{{Description|7|text=
*100% minimum damage
*100% minimum damage
*Limited Normal Mode confirms
*Limited Normal Mode confirms
Line 414: Line 424:
|input=4B+C
|input=4B+C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0, 0, 1500 |cancel=-, R, SOR |starter=-, Sp, S |guard=Throw(80)
{{!}}-
|level=0, 4*2 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|4BC}}
|description=
{{!}}-
{{Description|7|text=
*100% minimum damage
*100% minimum damage
*Limited Normal Mode confirms
*Limited Normal Mode confirms
Line 432: Line 443:
|input=j.4/5B+C
|input=j.4/5B+C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0*3, 1500 |cancel=-*3, R |starter=S |guard=Throw(90)
{{!}}-
|level=0, 4, 0, 4 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|j.BC}}
|description=
{{!}}-
{{Description|7|text=
*100% minimum damage
*100% minimum damage
*Great rising Air to Air
*Great rising Air to Air
Line 450: Line 462:
|input=6A+B during blockstun
|input=6A+B during blockstun
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=R |damage=0 |starter=VS |guard=All
{{!}}-
|level=4 |attribute=B |startup=16 |active=4 |recovery=27 |frameAdv=-12 |invul=1-20A |hitbox=
{{#lsth:BBCF/Izayoi/Data|6AB}}
|description=
{{!}}-
{{Description|7|text=
*Amazing vertical hitbox
*Amazing vertical hitbox
*Great positioning on hit for tech option cover
*Great positioning on hit for tech option cover
Line 466: Line 479:
|input=5A+B
|input=5A+B
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Uncharged |cancel=R |damage=1000 |starter=N |guard=Barrier
{{!}}-
|level= |attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul=- |hitbox=
{{AttackVersion|name=Uncharged}}
}}
{{#lsth:BBCF/Izayoi/Data|5AB}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=Charged}}
|version=Charged |cancel=R |damage=1000 |starter=N |guard=Barrier
{{#lsth:BBCF/Izayoi/Data|5[AB]}}
|level=3 |attribute=B |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul=- |hitbox=
{{!}}-
|description=
{{Description|8|text=
*Costs 25% Heat
*Costs 25% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
Line 494: Line 507:
|image2=BBCF_Izayoi_SonicSabreD.png |caption2=Sonicu Seiba!
|image2=BBCF_Izayoi_SonicSabreD.png |caption2=Sonicu Seiba!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=A |damage=800 |cancel=R* |starter=N |guard=All
{{!}}-
|level=2 |attribute=P1* |startup=20 |active=Until Offscreen |recovery=43T |frameAdv=±0 |invul=- |hitbox=
{{AttackVersion|name=A}}
|description=
{{#lsth:BBCF/Izayoi/Data|236A}}
{{!}}-
{{Description|8|text=
*Versatile in neutral and pressure
*Versatile in neutral and pressure
*Cancelable into D Mirage Thruster on hit, block, or whiff
*Cancelable into D Mirage Thruster on hit, block, or whiff
Line 503: Line 518:
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.
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.
}}
}}
{{AttackData-BBCF
{{AttackVersion|name=D}}
|header=no
{{#lsth:BBCF/Izayoi/Data|236D}}
|version=D |cancel=R* |damage=600*3 |starter=N |guard=All
{{!}}-
|level=3 |attribute=P1* |startup=26 |active=- |recovery=Total 42 |frameAdv= |invul=- |hitbox=
{{Description|8|text=
|description=
}}
{{AttackData-BBCF
|header=no
|version=D (Overdrive) |cancel=R* |damage=600*5 |starter=N |guard=All
|level=3 |attribute=P1* |startup=26 |active=- |recovery=Total 42 |frameAdv= |invul=- |hitbox=
|description=
*Consumes 1 Zero Weave stock
*Consumes 1 Zero Weave stock
*Strong, but expensive pressure tool
*Strong, but expensive pressure tool
Line 530: Line 538:
|image2=BBCF_Izayoi_SonicSabreDAir.png |caption2=Angled Sonic Sabre!
|image2=BBCF_Izayoi_SonicSabreDAir.png |caption2=Angled Sonic Sabre!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=A |cancel=R* |damage=800 |starter=N |guard=All
{{!}}-
|level=2 |attribute=P1* |startup=16 |active=- |recovery=Total 45+6L |frameAdv=- |invul=- |hitbox=
{{AttackVersion|name=A}}
|description=
{{#lsth:BBCF/Izayoi/Data|j.236A}}
{{!}}-
{{Description|8|text=
*Great air to ground and footsies tool
*Great air to ground and footsies tool
*Cancelable into D Mirage Thruster on hit, block, or whiff
*Cancelable into D Mirage Thruster on hit, block, or whiff
Line 539: Line 549:
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.  
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.  
}}
}}
{{AttackData-BBCF
{{AttackVersion|name=D}}
|header=no
{{#lsth:BBCF/Izayoi/Data|j.236D}}
|version=D |cancel=R* |damage=600*3 |starter=N |guard=All
{{!}}-
|level=2 |attribute=P1* |startup=16 |active=- |recovery=Total 45 |frameAdv=- |invul=- |hitbox=
{{Description|8|text=
|description=
}}
{{AttackData-BBCF
|header=no
|version=D (Overdrive) |cancel=R* |damage=600*5 |starter=N |guard=All
|level=2 |attribute=P1* |startup=16 |active=- |recovery=Total 45 |frameAdv=- |invul=- |hitbox=
|description=
*Consumes 1 Zero Weave stocks
*Consumes 1 Zero Weave stocks
*Versatile projectile
*Versatile projectile
Line 566: Line 569:
|image=BBCP_Izayoi_CrusadeSeraphimAlpha.png |caption=Great anti air.
|image=BBCP_Izayoi_CrusadeSeraphimAlpha.png |caption=Great anti air.
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Ground |cancel=R* |damage=950 |starter=S |guard=Mid
{{!}}-
|level=3 |attribute=B |startup=9~90 |active=3 |recovery=32 |frameAdv=-18 |invul=4-11~92 H |hitbox=
{{AttackVersion|name=Ground}}
}}
{{#lsth:BBCF/Izayoi/Data|623B}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=Air}}
|version=Air |cancel=R* |damage=1080 |starter=S |guard=Mid
{{#lsth:BBCF/Izayoi/Data|j.623B}}
|level=3 |attribute=B |startup=11 |active=3 |recovery=Until L |frameAdv= |invul= |hitbox=
{{!}}-
|description=
{{Description|8|text=
*Decent space control against jumps
*Decent space control against jumps
*Can be held
*Can be held
Line 591: Line 594:
|image=BBCP_Izayoi_CrusadeSeraphimBeta.png |caption=Long horizontal swipe.
|image=BBCP_Izayoi_CrusadeSeraphimBeta.png |caption=Long horizontal swipe.
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Ground |cancel=R* |damage=900 |starter=N |guard=Mid
{{!}}-
|level=3 |attribute=B |startup=11~96 |active=3 |recovery=24 |frameAdv=-10 |invul=- |hitbox=
{{AttackVersion|name=Ground}}
}}
{{#lsth:BBCF/Izayoi/Data|236C}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=Air}}
|version=Air |cancel=R* |damage=1050 |starter=N |guard=Mid
{{#lsth:BBCF/Izayoi/Data|j.236C}}
|level=3 |attribute=B |startup=11 |active=3 |recovery=Until L |frameAdv= |invul=- |hitbox=
{{!}}-
|description=
{{Description|8|text=
*Staple footsies/space control tool
*Staple footsies/space control tool
*Can be held
*Can be held
Line 617: Line 620:
|image=BBCP_Izayoi_CrusadeSeraphimGamma.png |caption=Far reaching, low slash.
|image=BBCP_Izayoi_CrusadeSeraphimGamma.png |caption=Far reaching, low slash.
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Ground |cancel=R* |damage=850 |starter=N |guard=Low
{{!}}-
|level=3 |attribute=F |startup=14~105 |active=3 |recovery=28 |frameAdv=-14 |invul=- |hitbox=
{{AttackVersion|name=Ground}}
}}
{{#lsth:BBCF/Izayoi/Data|236B}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=Air}}
|version=Air |cancel=R* |damage=1020 |starter=N |guard=Low
{{#lsth:BBCF/Izayoi/Data|j.236B}}
|level=3 |attribute=F |startup=11 |active=3 |recovery=Until L |frameAdv= |invul=- |hitbox=
{{!}}-
|description=
{{Description|8|text=
*Useful frame trap
*Useful frame trap
*Can be held
*Can be held
Line 642: Line 645:
|image=BBCP_Izayoi_ValkyrieAstraea.png |caption=Quick dash attack.
|image=BBCP_Izayoi_ValkyrieAstraea.png |caption=Quick dash attack.
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|version=Normal |cancel= |damage=1100 |starter= |guard=
{{!}}-
|level=4 |attribute=B |startup=9 |active=3 |recovery=21 |frameAdv=-5 |invul=}}
{{#lsth:BBCF/Izayoi/Data|236B > 6D}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|7|text=
|version=OD |cancel= |damage=1100, 150*4 |starter= |guard=
|level=4 |attribute=B |startup=9 |active=3 |recovery=21 |frameAdv=-5 |invul= |description=
*Follow-up move for Crusade Seraphim β and γ in Gain Art mode
*Follow-up move for Crusade Seraphim β and γ in Gain Art mode
*Consumes 1 Zero Weave stock
*Consumes 1 Zero Weave stock
*Fatal Counter
*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.
*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, frame trapping opponent's in pressure, and is a important tool for a lot of your combos .
*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.
}}
}}
}}
}}
Line 664: Line 664:
|image=BBCP_Izayoi_CSStanceCancel.png |caption=Feint!
|image=BBCP_Izayoi_CSStanceCancel.png |caption=Feint!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|}}
|cancel=- |damage=- |starter=- |guard=-
{{!}}-
|level=- |attribute=- |startup=- |active=- |recovery=9T |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|623B > A}}
|description=
{{!}}-
{{Description|7|text=
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:
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 : 6C
*-1 : 5C, 2C, 3C
*-1 : 5C, 2C, 3C
*-4 : 5B, 2B
*-4 : 5B, 2B}}
}}
}}
}}


Line 682: Line 682:
|image=BBCP_Izayoi_AegisBlade.png |caption=Fast, huge upwards slash.
|image=BBCP_Izayoi_AegisBlade.png |caption=Fast, huge upwards slash.
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=R* |damage=1000 |starter=S |guard=Mid
{{!}}-
|level=3 |attribute=B |startup=14~104 |active=3 |recovery=42 |frameAdv=- |invul=1-16 All |hitbox=
{{#lsth:BBCF/Izayoi/Data|623C}}
|description=
{{!}}-
{{Description|7|text=
*Fully invincible until frame 16, this is Izayoi's DP.
*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
*Great vertical hitbox but poor horizontal range. Be careful of opponents trying to keep their distance to bait it
Line 700: Line 701:
|image=BBCP_Izayoi_ABStanceCancel.png |caption=Long recovery.
|image=BBCP_Izayoi_ABStanceCancel.png |caption=Long recovery.
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=- |damage=- |starter=- |guard=-
{{!}}-
|level=- |attribute=- |startup=- |active=- |recovery=24 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|623C > A}}
|description=
{{!}}-
{{Description|7|text=
*Able to cancel from 9F~
*Able to cancel from 9F~


Line 716: Line 718:
|image=BBCP_Izayoi_StrikeFall.png |caption=Knockdown!
|image=BBCP_Izayoi_StrikeFall.png |caption=Knockdown!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|cancel=R* |damage=700 |starter=- |guard=All
{{!}}-
|level=3 |attribute=H |startup=36 |active=~L |recovery=19 |frameAdv=- |invul=- |hitbox=
{{#lsth:BBCF/Izayoi/Data|623B > D}}
|description=
{{!}}-
{{Description|7|text=
*Consumes 1 Zero Weave stock
*Consumes 1 Zero Weave stock


Line 733: Line 736:
|image2=BBCP_Izayoi_MirageThruster2.png |caption2=D automatically teleports behind opponent!
|image2=BBCP_Izayoi_MirageThruster2.png |caption2=D automatically teleports behind opponent!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=A |damage=- |cancel=- |starter=- |guard=-
{{!}}-
|level=- |attribute=- |startup=- |active=- |recovery=40 |frameAdv=- |invul=12-21 All |hitbox=
{{AttackVersion|name=A}}
}}
{{#lsth:BBCF/Izayoi/Data|214A}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=B}}
|version=B |damage=- |cancel=- |starter=- |guard=-
{{#lsth:BBCF/Izayoi/Data|214B}}
|level=- |attribute=- |startup=- |active=- |recovery=41 |frameAdv=- |invul=14-24 All |hitbox=
{{!}}-
}}
{{AttackVersion|name=C}}
{{AttackData-BBCF
{{#lsth:BBCF/Izayoi/Data|214C}}
|header=no
{{!}}-
|version=C |damage=- |cancel=- |starter=- |guard=-
{{AttackVersion|name=D}}
|level=- |attribute=- |startup=- |active=- |recovery=43 |frameAdv=- |invul=16-23 All |hitbox=
{{#lsth:BBCF/Izayoi/Data|214D}}
}}
{{!}}-
{{AttackData-BBCF
{{Description|8|text=
|header=no
|version=D |damage=- |cancel=- |starter=- |guard=-
|level=- |attribute=- |startup=- |active=- |recovery=31 |frameAdv=- |invul=10-20 All |hitbox=
|description=
{{ColumnList |text=*A version 12-21 All
{{ColumnList |text=*A version 12-21 All
*B version 14-24 All
*B version 14-24 All
*C version 16-23 All
*C version 16-23 All
*D version 10-20 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.
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.
Line 772: Line 771:
|image=BBCP_Izayoi_JusticePhorizer.png |caption=Reversal!
|image=BBCP_Izayoi_JusticePhorizer.png |caption=Reversal!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|version=Normal |damage=2500 |cancel=R* |starter=N |guard=All
{{!}}-
|level=4 |attribute=B |startup=1+6 |active=9 |recovery=49 |frameAdv=-39 |invul=1-15 All |hitbox=
{{#lsth:BBCF/Izayoi/Data|236236C}}
|description=
{{!}}-
}}
{{Description|7|text=
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=3000 |cancel=R* |starter=N |guard=All
|level=4 |attribute=B |startup=1+6 |active=9 |recovery=49 |frameAdv=-39 |invul=1-15 All |hitbox=
|description=
*Costs 50% Heat
*Costs 50% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*1-15 All Invul
*1-15 All Invul
*20% Minimum Damage
*20% Minimum Damage
*Cancelable into Mirage Thruster(D) for 2 Zero Weave stocks on hit, block, or whiff
*Cancelable into Mirage Thruster(D) for 2 Zero Weave stocks on hit, block or whiff(OD only)


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).
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).
Line 798: Line 792:
|image=BBCP_Izayoi_SlaverTransAm.png |caption=Install!
|image=BBCP_Izayoi_SlaverTransAm.png |caption=Install!
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Summon |cancel=- |damage=- |starter=- |guard=-
{{!}}-
|level=- |attribute=- |startup=- |active=- |recovery=4+2 |frameAdv=- |invul=1-6 All |hitbox=
{{AttackVersion|name=Summon}}
|description=
{{#lsth:BBCF/Izayoi/Data|632146D}}
}}
{{!}}-
{{AttackData-BBCF
{{AttackVersion|name=Bit Attack}}
|header=no
{{#lsth:BBCF/Izayoi/Data|Bit Attack}}
|version=per Attack |cancel=- |damage=200*2 |starter=N |guard=All
{{!}}-
|level=2 |attribute=P1* |startup=- |active=8 |recovery=- |frameAdv=- |invul=- |hitbox=
{{Description|8|text=
|description=
*Only can be activated during Gain Art. But Gain Art can be switched off and on afterwards as normal if desired.
*Startup differs based on attack used
*Timer normally lasts 6 seconds, but decreases at half the speed during overdrive.
*During Slaver Trans-Am, attacking with any normal move will also attack with the shield bits. Special, distortion and universal mechanic moves(Except Counter Assault) do not trigger the bit attacks.
*Shield bits will only attack if they have completely recovered from any previous attack.
*Bit attacks are active the moment they move, but take approximately 10 frames to reach full distance to hit your opponent
*Bit attacks only start when the normal move triggering it goes active. For multi hit moves, the attack only starts when the final hit goes active.
*Interrupting the normal move in any way before the bits attack will prevent the attack.
*Bit attacks uniquely have 100% P1 and P2, meaning they will always increase combo damage when 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.
A move that allows you to take command of close range neutral games, giving you considerable safe pressure.
The extra hits this can allow can allow certain combos that normally would not work, and combo routes off of moves that are normally uncomboable, as well as making basically every normal move safe. The timer descreases at half the speed during overdrive, even if you activate overdrive after Slaver Trans-Am. 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 during the superflash animation only. It can still be used as a pause button for certain situations.
}}
}}
}}
}}
Line 821: Line 822:
|name=Banshee Lancer
|name=Banshee Lancer
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|version=Normal |damage=600, 450*2, 0, 1500 |cancel= |starter= |guard=
{{!}}-
|level= |attribute=B |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul=Fast: 1-12 All<br/>Slow: 1-22 All}}
{{#lsth:BBCF/Izayoi/Data|ABCD}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|7|text=
|version=Active Flow |damage=600, 450*6, 0, 2400 |cancel= |starter= |guard=
|level= |attribute=B |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Becomes stronger and flashier with Active Flow.
Line 840: Line 839:
|name=Judge Of Destiny
|name=Judge Of Destiny
|input=632146C
|input=632146C
|image=BBCP_Izayoi_JudgeOfDestiny.png |caption=Actually...useful?!
|image=BBCP_Izayoi_JudgeOfDestiny.png |caption=Izayoi Airlines
|image2=BBCP_Izayoi_JudgeOfDestiny2.png |caption2=
|image2=BBCP_Izayoi_JudgeOfDestiny2.png |caption2=
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=DESTROY |cancel=- |starter=- |guard=All
{{!}}-
|level=4 |attribute=B |startup=4+11 |active=6 |recovery=35 |frameAdv=-22 |invul=1-24 All |hitbox=
{{#lsth:BBCF/Izayoi/Data|Astral}}
|description=
{{!}}-
{{Description|7|text=
*Costs 100% Heat
*Costs 100% Heat
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
Line 862: Line 862:
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=iz&pref=0 Arcade Profile Dan Rankings]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=iz&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
<br clear=all/>
----
==Navigation==
{{CharLinks
{{#lsth:BBCF/Izayoi/Data|Links}}
|charMainPage=BBCF/Izayoi
{{notice|To edit frame data, edit values in [[BBCF/Izayoi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_IZ.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/238-izayoi/
}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Izayoi]]

Revision as of 06:09, 14 April 2019

Izayoi
BBCF Izayoi Portrait.png
Play-style
Mode Change, Balanced, Mixup/Pressure (Gain-Art)

Overview

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

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

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

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



Normal Moves

5A
5A
BBCP Izayoi 5A.png
High, quick hilt jab.
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 9 0 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izayoi 5A.png
Last-minute AA when 623B is too slow
BBCF Izayoi 5A Hitbox.png
Slaver Trans-Am bit attack occurs on frame 6


  • 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
5B
BBCP Izayoi 5B.png
Long-reaching poke.
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
640 Mid 10 6 18 -12 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Izayoi 5B.png
Go-to midrange check
BBCF Izayoi 5B Hitbox 1.pngBBCF Izayoi 5B Hitbox 2.png
Frames 10-12 • Frames 13-15
Slaver Trans-Am bit attack occurs on frame 10


  • 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
5C
BBCP Izayoi 5C.png
Reclining slash.
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 12 6 20 -9 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Izayoi 5C.png
Backswing does not have a hitbox.
BBCF Izayoi 5C Hitbox 1.pngBBCF Izayoi 5C Hitbox 2.png
Frames 12-14 • Frames 15-17
Slaver Trans-Am bit attack occurs on frame 12


  • 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)
5C (GA)
BBCP Izayoi 5C(GA).png
Quick downwards slice.
Template:AttackDataHeader-BBCF
5C GA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 9 3 15 -1 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2
BBCF Izayoi 5C GA.png
BBCF Izayoi 5C GA Hitbox.png
Slaver Trans-Am bit attack occurs on frame 9


  • 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
2A
BBCP Izayoi 2A.png
Low profile kick.
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Low 7 3 8 1 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izayoi 2A.png
You read that frame advantage right
BBCF Izayoi 2A Hitbox.png
Slaver Trans-Am bit attack occurs on frame 7


  • 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
2B
BBCP Izayoi 2B.png
Backwards sweep.
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 Low 9 2 18 -6 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 14 14 18 26 10 +0 +1
BBCF Izayoi 2B.png
BBCF Izayoi 2B Hitbox.png
Slaver Trans-Am bit attack occurs on frame 9


  • 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
2C
BBCP Izayoi 2C.png
Lifting, upwards slash.
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
830 Mid 12 6 15 -4 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 Crumple 34 11 +0 +2
BBCF Izayoi 2C.png
BBCF Izayoi 2C Hitbox 1.pngBBCF Izayoi 2C Hitbox 2.png
Frames 12-14 • Frames 15-17
Slaver Trans-Am bit attack occurs on frame 12
Fatal Counter
Crumple Duration 57F, Crumple Fall 60F


  • 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)
2C (GA)
BBCP Izayoi 2C(GA).png
Two quick cuts in succession.
Template:AttackDataHeader-BBCF
  • 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
6A
BBCP Izayoi 6A.png
Downwards bash.
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 12 3 21 -6 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 26 22 40 11 +0 +2
BBCF Izayoi 6A.png
BBCF Izayoi 6A Hitbox.png
Slaver Trans-Am bit attack occurs on frame 12


  • 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
6B
BBCP Izayoi 6B.png
Overhead flip kick!
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High 24 3 3+15L -2 H 4~23 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 19 + Down 23 24 36 + GBounce + Down 23 12 +0 +5
BBCF Izayoi 6B.png
BBCF Izayoi 6B Hitbox.png
Forces crouching on hit
Airborne from frame 8, after active Izayoi is in recovery until landing
Airborne recovery duration can be altered by external forces
Slaver Trans-Am bit attack occurs on frame 10
Bonus Proration 110%
Game checks input on Frame 3, if B is held, 6[B] version is performed instead


  • Low invulnerable
  • Feintable (Hold B to Feint)

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.

If Slaver Trans-Am is active, the bits still attack even if the move is feinted.

6C
6C
BBCP Izayoi 6C.png
Dashing armor attack.
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 19 3 30 -14 B 4~10 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 27 37 12 +0 +5
BBCF Izayoi 6C.png
Frame advantage with stance cancel
BBCF Izayoi 6C Hitbox.png
Slaver Trans-Am bit attack occurs on frame 19
Fatal Counter


  • 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)
6C (GA)
BBCP Izayoi 6C(GA).png
Upwards step-kick.
Template:AttackDataHeader-BBCF
6C GA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 20 3 17 +1 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 5 20 Launch 26 Launch 53 13 +0 +8
BBCF Izayoi 6C GA.png
Frame advantage without a stance cancel
BBCF Izayoi 6C GA Hitbox.png
Slaver Trans-Am bit attack occurs on frame 23
Fatal Counter


  • 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
3C
BBCP Izayoi 3C.png
Spinning sword sweep.
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Low 12 3 21 -7 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
BBCF Izayoi 3C.png
BBCF Izayoi 3C Hitbox.png
Slaver Trans-Am bit attack occurs on frame 12


  • 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)
3C (GA)
BBCP Izayoi 3C(GA).png
Low hitting slide.
Template:AttackDataHeader-BBCF
3C GA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Low 16 6 21 -10 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 57 + Down 23 11 +0 +2
BBCF Izayoi 3C GA.png
Punish starter, be careful with this one
BBCF Izayoi 3C GA Hitbox.png
Slaver Trans-Am bit attack occurs on frame 22
Fatal Counter


  • Go-to, Fatal Counter punish in GA
  • Hard knockdown on counterhit.
  • 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
j.A
BBCP Izayoi jA.png
Far range hilt poke.
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 3 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izayoi jA.png
Nightmarish in GA
BBCF Izayoi jA Hitbox.png
Slaver Trans-Am bit attack occurs on frame 6


  • 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
j.B
BBCF Izayoi jB.png
Kick attack.
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 High/Air 10 6 15 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Izayoi jB.png
BBCF Izayoi jB Hitbox 1.pngBBCF Izayoi jB Hitbox 2.png
Frames 10-12 • Frames 13-15
Slaver Trans-Am bit attack occurs on frame 10


  • 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
j.C
BBCP Izayoi jC.png
Angled spinning slash.
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 High/Air 12 6 18 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 40 22 54 11 +0 +2
BBCF Izayoi jC.png
Knockdown combo ender
BBCF Izayoi jC Hitbox 1.pngBBCF Izayoi jC Hitbox 2.png
Frames 12-14 • Frames 15-17
Slaver Trans-Am bit attack occurs on frame 12


  • 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)
j.C (GA)
BBCP Izayoi jC(GA).png
Armor attack.
Template:AttackDataHeader-BBCF
j.C GA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High/Air 12 5 21 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 11 +0 +2
BBCF Izayoi jC GA.png
Mixup machine
BBCF Izayoi jC GA Hitbox.png
Slaver Trans-Am bit attack occurs on frame 9


  • 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

5D/2D
5D/2D
BBCP Izayoi 5D.png
Mode Change.
Template:AttackDataHeader-BBCF
5D


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
23
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 5D.png
5D
BBCF Izayoi 5D Hitbox.png
2D


2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
24
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 2D.png
2D
BBCF Izayoi 2D Hitbox.png
  • 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
jD
BBCP Izayoi jD.png
Air mode change!
Template:AttackDataHeader-BBCF
j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
24
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi jD.png
BBCF Izayoi jD Hitbox.png


  • 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

Forward Throw
Forward Throw
5B+C
BBCP Izayoi ForwardThrow.png
Lance thrust.
Template:AttackDataHeader-BBCF
  • 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
Back Throw
4B+C
BBCP Izayoi BackThrow.png
Dash through and stab!
Template:AttackDataHeader-BBCF
  • 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
Air Throw
j.4/5B+C
BBCP Izayoi AirThrow.png
Downwards dive.
Template:AttackDataHeader-BBCF
  • 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
Counter Assault
6A+B during blockstun
BBCP Izayoi 6C(GA).png
Launching CA.
Template:AttackDataHeader-BBCF
  • 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
Crush Trigger
5A+B
BBCP Izayoi CrushTrigger.png
Downwards strike!
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • 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

Sonic Sabre
Sonic Sabre
236A/D
BBCP Izayoi SonicSabre.png
Sonicu Seiba!
Template:AttackDataHeader-BBCF
A


236A
Sonic Sabre A
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 20 Until Offscreen Total: 43 -3 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 19 19 23 31 0/+7 +10 +11
BBCF Izayoi 236A.png
If they're smart they'll avoid blocking this
BBCF Izayoi 236A Hitbox.png
Can cancel into 214D on frames 19~27
Airborne from frame 13
  • 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


236D
Sonic Sabre D
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 per shot All 20 Until Offscreen Total: 42 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 19 19 23 31 0/+10 +10 +11
BBCF Izayoi 236D.png
BBCF Izayoi 236D Hitbox.png
Fires 3 shots normally, 5 shots in OD
Can cancel into 214D on frames 16~29
Airborne from frame 13
  • 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
Air Sonic Sabre
j.236A/D
BBCP Izayoi SonicSabreAir.png
Angled Sonic Sabre!
Template:AttackDataHeader-BBCF
A


j.236A
Air Sonic Sabre A
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 16 Until Offscreen Total: 45+6L P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 22 22 26 34 0/+10 +10 +11
BBCF Izayoi j236A.png
Bait anti-airs for stocks
BBCF Izayoi j236A Hitbox.png
Can cancel into 214D from frame 16 onwards
  • 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


j.236D
Air Sonic Sabre D
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 per shot All 16 Until Offscreen Total: 45 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 22 22 26 34 0/+10 +10 +11
BBCF Izayoi j236D.png
BBCF Izayoi j236D Hitbox.png
Fires 3 shots normally, 5 shots in OD
Can cancel into 214D from frame 16 onwards
  • 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
Crusade Seraphim α
623B (air OK)
BBCP Izayoi CrusadeSeraphimAlpha.png
Great anti air.
Template:AttackDataHeader-BBCF
Ground


623B
Crusade Seraphim α
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 Mid 9~90 3 32 -18 B 4~11 H
{4~6, (3F before Active)~(End of Active) H}
R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 Launch 41 Launch 55 6 +0 +2
BBCF Izayoi 623B.png
Izayoi's best anti-air if you can input it fast enough
BBCF Izayoi 623B Hitbox.png
Hold button to delay
If held, cancellable into feint from frame 6 to 86 and loses invuln from frame 7
Startup from releasing button is 4F, regains invuln
Cancellable into Valkyrie Astraea from frame 4 until 3rd frame before active (frame 6 if not held, 1st frame after button release if held)
During OD, can cancel into 214D from frame 4 until 16 frames into recovery
Air


j.623B
Air Crusade Seraphim α
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1080 All 11 3 Until L H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 43 Launch 57 6 +0 +2
BBCF Izayoi j623B.png
Damage-optimal slash for routing Strike Fall
BBCF Izayoi j623B Hitbox.png
During OD, can cancel into 214D from frame 4 to frame 37
  • 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
Crusade Seraphim β
236C (air OK)
BBCP Izayoi CrusadeSeraphimBeta.png
Long horizontal swipe.
Template:AttackDataHeader-BBCF
Ground


236C
Crusade Seraphim β
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 11~96 3 24 -10 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 17 Launch 31 6 +0 +2
BBCF Izayoi 236C.png
BBCF Izayoi 236C Hitbox.png
Hold button to delay
If held, cancellable into feint from frame 9 to 93
Startup from releasing button is 3F
Cancellable into Valkyrie Astraea [and 214D] from frame 4 until 3rd frame before active (frame 8 if not held, until button release if held)
Cancellable into Valkyrie Astraea on hit/block
Air


j.236C
Air Crusade Seraphim β
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1050 All 11 3 Until L H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 44 Launch 58 6 +0 +2
BBCF Izayoi j236C.png
BBCF Izayoi j236C Hitbox.png
During OD, can cancel into 214D from frame 4 to frame 38
  • 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
Crusade Seraphim γ
236B (air OK)
BBCP Izayoi CrusadeSeraphimGamma.png
Far reaching, low slash.
Template:AttackDataHeader-BBCF
Ground


236B
Crusade Seraphim γ
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Low 14~105 3 28 -14 F R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch + Down 25 30 Launch + Down 25 44 6 +0 +2
BBCF Izayoi 236B.png
Primary combo filler and good frametrap
BBCF Izayoi 236B Hitbox.png
Hold button to delay
If held, cancellable into feint from frame 9 to 99
Startup from releasing button is 6F
Cancellable into Valkyrie Astraea [and 214D] from frame 4 until active
Cancellable into Valkyrie Astraea on hit/block
Air


j.236B
Air Crusade Seraphim γ
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1020 All 11 3 Until L H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 44 Launch 58 6 +0 +2
BBCF Izayoi j236B.png
BBCF Izayoi j236B Hitbox.png
During OD, can cancel into 214D from frame 4 to frame 37
  • 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
Valkyrie Astraea
Crusade Seraphim ß/γ ~ 6D
BBCP Izayoi ValkyrieAstraea.png
Quick dash attack.
Template:AttackDataHeader-BBCF
  • 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, frame trapping opponent's in pressure, and is a important tool for a lot of your combos .
Stance Cancel (CS)
Stance Cancel (CS)
Crusade Seraphim (Hold) ~ A
BBCP Izayoi CSStanceCancel.png
Feint!
Template:AttackDataHeader-BBCF

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
Aegis Blade
623C
BBCP Izayoi AegisBlade.png
Fast, huge upwards slash.
Template:AttackDataHeader-BBCF
623C
Aegis Blade
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 15~104 3 46 -32 B 1~17 All
{1~12 All}
R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Very Short 3 16 Launch 60 Launch 74 6 +0 +2
BBCF Izayoi 623C.png
BBCF Izayoi 623C Hitbox.png
Hold button to delay
If held, cancellable into feint from frame 12 to 100 and loses invuln from frame 13
Startup from releasing button is 4F
During OD, can cancel into 214D from frame 4
reversal


  • 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)
Stance Cancel (AB)
Aegis Blade (Hold) ~ A
BBCP Izayoi ABStanceCancel.png
Long recovery.
Template:AttackDataHeader-BBCF
  • 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
Strike Fall
C.Seraphim α/A.Blade ~ D
BBCP Izayoi StrikeFall.png
Knockdown!
Template:AttackDataHeader-BBCF
  • 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
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!
Template:AttackDataHeader-BBCF
A


214A
A Mirage Thruster
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
40 12~21 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 214A-B-C.png
Cancellable into normals, throw and ground specials (not supers or CT/OD/EA) from frame 29
B


214B
B Mirage Thruster
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
41 14~24 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 214A-B-C.png
Cancellable into normals, throw and ground specials (not supers or CT/OD/EA) from frame 33
C


214C
C Mirage Thruster
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
43 16~23 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 214A-B-C.png
Cancellable into normals, throw and ground specials (not supers or CT/OD/EA) from frame 33
D


214D
D Mirage Thruster
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
31 10~20 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 214D.png
D goes behind the opponent
  • 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

Justice Phorizer
Justice Phorizer
236236C
BBCP Izayoi JusticePhorizer.png
Reversal!
Template:AttackDataHeader-BBCF
236236C
Justice Phorizer
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2500 [3000] All 1+(88 Flash)+6 9 49 -39 B 1~15 All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Very Short 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +5
BBCF Izayoi 236236C.png
Halfscreen, fully invulnerable 7f super that also starts combos on counterhit :)
BBCF Izayoi 236236C Hitbox.png
Values in [] are during OD
Can cancel into 214D on hit in Gain Arts
[Can cancel into 214D frames 8~39 on whiff in Gain Arts]
Minimum Damage 30%: 750 [900]
reversal
Maximum Slide duration 20F


  • 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(OD only)

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
Slaver Trans-Am
632146D during Gain art
BBCP Izayoi SlaverTransAm.png
Install!
Template:AttackDataHeader-BBCF
Summon


632146D
Slaver Trans-Am
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
4+(154 Flash)+2
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izayoi 632146D 1.png
Values in [] are during OD
Trans-Am lasts for 360F [720F]
Bit Attack


Bit Attack
Trans AM Attack
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
200 per hit All 8 P1 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Long 2 13 17 17 21 29 0/+5 +5 +6
BBCF Izayoi 632146D 2.png
Automatic during Slaver Trans-Am when performing normal moves
  • Only can be activated during Gain Art. But Gain Art can be switched off and on afterwards as normal if desired.
  • Timer normally lasts 6 seconds, but decreases at half the speed during overdrive.
  • During Slaver Trans-Am, attacking with any normal move will also attack with the shield bits. Special, distortion and universal mechanic moves(Except Counter Assault) do not trigger the bit attacks.
  • Shield bits will only attack if they have completely recovered from any previous attack.
  • Bit attacks are active the moment they move, but take approximately 10 frames to reach full distance to hit your opponent
  • Bit attacks only start when the normal move triggering it goes active. For multi hit moves, the attack only starts when the final hit goes active.
  • Interrupting the normal move in any way before the bits attack will prevent the attack.
  • Bit attacks uniquely have 100% P1 and P2, meaning they will always increase combo damage when used.

A move that allows you to take command of close range neutral games, giving you considerable safe pressure. The extra hits this can allow can allow certain combos that normally would not work, and combo routes off of moves that are normally uncomboable, as well as making basically every normal move safe. The timer descreases at half the speed during overdrive, even if you activate overdrive after Slaver Trans-Am. 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 during the superflash animation only. It can still be used as a pause button for certain situations.


Exceed Accel

Banshee Lancer
ABCD during Overdrive
Template:AttackDataHeader-BBCF
  • 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

Judge Of Destiny
632146C
BBCP Izayoi JudgeOfDestiny.png
Izayoi Airlines
BBCP Izayoi JudgeOfDestiny2.png
Template:AttackDataHeader-BBCF
  • 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


Navigation


To edit frame data, edit values in BBCF/Izayoi/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.