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[[File:BBCF_Izayoi_Portrait.png|350x500px|center]] | [[File:BBCF_Izayoi_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:BBCF/Izayoi/Data|SystemData}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
:Mode Change, | :Mode Change, Balanced, Mixup/Pressure (Gain-Art) | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</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= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|5A}} | |||
{{!}}- | |||
{{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. | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|5B}} | |||
{{!}}- | |||
{{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= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|5C}} | |||
{{!}}- | |||
{{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. | ||
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|name=5C (GA) | |name=5C (GA) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|5C GA}} | |||
{{!}}- | |||
{{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= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|2A}} | |||
{{!}}- | |||
{{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= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Great range | *Great range | ||
*Low profile | *Low profile | ||
Line 155: | Line 147: | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|2C}} | |||
{{!}}- | |||
{{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= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|2C (GA) | |||
}} | |||
{{!}}- | |||
{{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= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Forces crouch on hit | *Forces crouch on hit | ||
*Great combo extender from Strike Fall | *Great combo extender from Strike Fall | ||
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|name=6B | |name=6B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Low invulnerable | *Low invulnerable | ||
*Feintable (Hold B to Feint) | *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. | |||
}} | }} | ||
}} | }} | ||
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|name=6C | |name=6C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Frame advantage with stance cancel | *Frame advantage with stance cancel | ||
*High damage fatal counter punish | *High damage fatal counter punish | ||
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|name=6C (GA) | |name=6C (GA) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|6C GA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal Counter | *Fatal Counter | ||
*Staple combo part | *Staple combo part | ||
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|name=3C | |name=3C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|3C}} | |||
{{!}}- | |||
{{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 | ||
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|name=3C (GA) | |name=3C (GA) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|3C GA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Go-to, Fatal Counter punish in GA | *Go-to, Fatal Counter punish in GA | ||
*Hard knockdown on counterhit. | *Hard knockdown on counterhit. | ||
Line 289: | Line 292: | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fast mixup tool | *Fast mixup tool | ||
*Great range for air to air | *Great range for air to air | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Go-to overhead for pressure | *Go-to overhead for pressure | ||
*Tricky cross-up hitbox | *Tricky cross-up hitbox | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|j.C}} | |||
{{!}}- | |||
{{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 337: | Line 343: | ||
|name=j.C (GA) | |name=j.C (GA) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|j.C GA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Enormous hitbox | *Enormous hitbox | ||
*Sets up fuzzy guard mixups | *Sets up fuzzy guard mixups | ||
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|name=5D/2D | |name=5D/2D | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5D}} | |||
}} | {{#lsth:BBCF/Izayoi/Data|5D}} | ||
{{!}}- | |||
{{AttackVersion|name=2D}} | |||
{{#lsth:BBCF/Izayoi/Data|2D}} | |||
{{!}}- | |||
{{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 | ||
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|name=jD | |name=jD | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|j.D}} | |||
{{!}}- | |||
{{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 | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage | *100% minimum damage | ||
*Limited Normal Mode confirms | *Limited Normal Mode confirms | ||
Line 415: | Line 424: | ||
|input=4B+C | |input=4B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|4BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage | *100% minimum damage | ||
*Limited Normal Mode confirms | *Limited Normal Mode confirms | ||
Line 433: | Line 443: | ||
|input=j.4/5B+C | |input=j.4/5B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|j.BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*100% minimum damage | *100% minimum damage | ||
*Great rising Air to Air | *Great rising Air to Air | ||
Line 451: | Line 462: | ||
|input=6A+B during blockstun | |input=6A+B during blockstun | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|6AB}} | |||
{{!}}- | |||
{{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 | ||
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|input=5A+B | |input=5A+B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
}} | {{#lsth:BBCF/Izayoi/Data|5AB}} | ||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Izayoi/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Costs 25% Heat | *Costs 25% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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|image2=BBCF_Izayoi_SonicSabreD.png |caption2=Sonicu Seiba! | |image2=BBCF_Izayoi_SonicSabreD.png |caption2=Sonicu Seiba! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#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 504: | 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. | ||
}} | }} | ||
{{AttackVersion|name=D}} | |||
{{#lsth:BBCF/Izayoi/Data|236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
*Consumes 1 Zero Weave stock | *Consumes 1 Zero Weave stock | ||
*Strong, but expensive pressure tool | *Strong, but expensive pressure tool | ||
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|image2=BBCF_Izayoi_SonicSabreDAir.png |caption2=Angled Sonic Sabre! | |image2=BBCF_Izayoi_SonicSabreDAir.png |caption2=Angled Sonic Sabre! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#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 540: | 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. | ||
}} | }} | ||
{{AttackVersion|name=D}} | |||
{{#lsth:BBCF/Izayoi/Data|j.236D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
*Consumes 1 Zero Weave stocks | *Consumes 1 Zero Weave stocks | ||
*Versatile projectile | *Versatile projectile | ||
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|image=BBCP_Izayoi_CrusadeSeraphimAlpha.png |caption=Great anti air. | |image=BBCP_Izayoi_CrusadeSeraphimAlpha.png |caption=Great anti air. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
}} | {{#lsth:BBCF/Izayoi/Data|623B}} | ||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Izayoi/Data|j.623B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Decent space control against jumps | *Decent space control against jumps | ||
*Can be held | *Can be held | ||
Line 592: | Line 594: | ||
|image=BBCP_Izayoi_CrusadeSeraphimBeta.png |caption=Long horizontal swipe. | |image=BBCP_Izayoi_CrusadeSeraphimBeta.png |caption=Long horizontal swipe. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
}} | {{#lsth:BBCF/Izayoi/Data|236C}} | ||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Izayoi/Data|j.236C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Staple footsies/space control tool | *Staple footsies/space control tool | ||
*Can be held | *Can be held | ||
Line 618: | Line 620: | ||
|image=BBCP_Izayoi_CrusadeSeraphimGamma.png |caption=Far reaching, low slash. | |image=BBCP_Izayoi_CrusadeSeraphimGamma.png |caption=Far reaching, low slash. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
}} | {{#lsth:BBCF/Izayoi/Data|236B}} | ||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBCF/Izayoi/Data|j.236B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Useful frame trap | *Useful frame trap | ||
*Can be held | *Can be held | ||
Line 643: | Line 645: | ||
|image=BBCP_Izayoi_ValkyrieAstraea.png |caption=Quick dash attack. | |image=BBCP_Izayoi_ValkyrieAstraea.png |caption=Quick dash attack. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|236B > 6D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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 | *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 . | ||
}} | }} | ||
}} | }} | ||
Line 665: | Line 664: | ||
|image=BBCP_Izayoi_CSStanceCancel.png |caption=Feint! | |image=BBCP_Izayoi_CSStanceCancel.png |caption=Feint! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|623B > A}} | |||
{{!}}- | |||
{{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 683: | Line 682: | ||
|image=BBCP_Izayoi_AegisBlade.png |caption=Fast, huge upwards slash. | |image=BBCP_Izayoi_AegisBlade.png |caption=Fast, huge upwards slash. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|623C}} | |||
{{!}}- | |||
{{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 701: | Line 701: | ||
|image=BBCP_Izayoi_ABStanceCancel.png |caption=Long recovery. | |image=BBCP_Izayoi_ABStanceCancel.png |caption=Long recovery. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|623C > A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Able to cancel from 9F~ | *Able to cancel from 9F~ | ||
Line 717: | Line 718: | ||
|image=BBCP_Izayoi_StrikeFall.png |caption=Knockdown! | |image=BBCP_Izayoi_StrikeFall.png |caption=Knockdown! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|623B > D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Consumes 1 Zero Weave stock | *Consumes 1 Zero Weave stock | ||
Line 734: | 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= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
}} | {{#lsth:BBCF/Izayoi/Data|214A}} | ||
{{!}}- | |||
{{AttackVersion|name=B}} | |||
{{#lsth:BBCF/Izayoi/Data|214B}} | |||
{{!}}- | |||
}} | {{AttackVersion|name=C}} | ||
{{#lsth:BBCF/Izayoi/Data|214C}} | |||
{{!}}- | |||
{{AttackVersion|name=D}} | |||
{{#lsth:BBCF/Izayoi/Data|214D}} | |||
}} | {{!}}- | ||
{{Description|8|text= | |||
{{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. | ||
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|image=BBCP_Izayoi_JusticePhorizer.png |caption=Reversal! | |image=BBCP_Izayoi_JusticePhorizer.png |caption=Reversal! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|236236C}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*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 | *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). | ||
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|image=BBCP_Izayoi_SlaverTransAm.png |caption=Install! | |image=BBCP_Izayoi_SlaverTransAm.png |caption=Install! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Summon}} | |||
{{#lsth:BBCF/Izayoi/Data|632146D}} | |||
}} | {{!}}- | ||
{{AttackVersion|name=Bit Attack}} | |||
{{#lsth:BBCF/Izayoi/Data|Bit Attack}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Only can be activated during Gain Art. But Gain Art can be switched off and on afterwards as normal if desired. | |||
*Only | *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. | *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 are active the moment they move, but take approximately | *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. | *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. | *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. | 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 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. | ||
}} | }} | ||
}} | }} | ||
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|name=Banshee Lancer | |name=Banshee Lancer | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|ABCD}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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. | ||
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|name=Judge Of Destiny | |name=Judge Of Destiny | ||
|input=632146C | |input=632146C | ||
|image=BBCP_Izayoi_JudgeOfDestiny.png |caption= | |image=BBCP_Izayoi_JudgeOfDestiny.png |caption=Izayoi Airlines | ||
|image2=BBCP_Izayoi_JudgeOfDestiny2.png |caption2= | |image2=BBCP_Izayoi_JudgeOfDestiny2.png |caption2= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Izayoi/Data|Astral}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Costs 100% Heat | *Costs 100% Heat | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
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*[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== | |||
{{ | {{#lsth:BBCF/Izayoi/Data|Links}} | ||
{{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.}} | |||
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}} | |||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Izayoi]] |
Revision as of 06:09, 14 April 2019
Izayoi |
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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 |
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Normal Moves
5A
5A |
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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 |
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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 |
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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) |
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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 |
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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 |
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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 |
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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) | Template:AttackDataHeader-BBCF |
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6A
6A |
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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 |
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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 |
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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) |
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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 |
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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) |
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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 |
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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 |
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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 |
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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) |
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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 | Template:AttackDataHeader-BBCF |
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jD
jD |
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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 |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.4/5B+C |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
Sonic Sabre
Sonic Sabre 236A/D |
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Air Sonic Sabre
Air Sonic Sabre j.236A/D |
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Crusade Seraphim α
Crusade Seraphim α 623B (air OK) |
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Crusade Seraphim β
Crusade Seraphim β 236C (air OK) |
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Crusade Seraphim γ
Crusade Seraphim γ 236B (air OK) |
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Valkyrie Astraea
Valkyrie Astraea Crusade Seraphim ß/γ ~ 6D |
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Stance Cancel (CS)
Stance Cancel (CS) Crusade Seraphim (Hold) ~ A |
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Aegis Blade
Aegis Blade 623C |
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Stance Cancel (AB)
Stance Cancel (AB) Aegis Blade (Hold) ~ A |
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Strike Fall
Strike Fall C.Seraphim α/A.Blade ~ D |
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Mirage Thruster
Mirage Thruster 214A/B/C/D, j.214D |
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Distortion Drives
Justice Phorizer
Justice Phorizer 236236C |
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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 |
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Exceed Accel
Banshee Lancer ABCD during Overdrive |
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Astral Heat
Judge Of Destiny 632146C |
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External References
- Japanese Name: イザヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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