BBCF/Izayoi: Difference between revisions

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[[File:BBCF_Izayoi_Portrait.png|350px|center]]
[[File:BBCF_Izayoi_Portrait.png|350x500px|center]]
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||{{CharData-BBCF
||{{CharData-BBCF
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:Double Jump, 1 Airdash (Normal) / 2 Airdashes (Gain Art) Dash type: Run (Normal) / Hover-dash (Gain Art)
:Double Jump, 1 Airdash (Normal) / 2 Airdashes (Gain Art) Dash type: Run (Normal) / Hover-dash (Gain Art)
;Play-style
;Play-style
:Mode Change (Defensive <-> Offensive)
:Mode Change, Balanced, Mixup/Pressure (Gain-Art)
|}
|}
{{CharNav |charMainPage=BBCF/Izayoi
{{CharNav |charMainPage=BBCF/Izayoi
Line 38: Line 38:
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.
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.


===Pros/Strengths===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Incredible pressure and mix-up in Gain Art
* Incredible pressure and mix-up in Gain Art
* Good conversion potential
* Good conversion potential
* Flexible movement options
* Flexible movement options
* Strong mid-range game in Normal Mode
* Strong mid-range game in Normal Mode
 
| style="width: 50%;"|
===Cons/Weaknesses===
* Reliant upon stocks
* Difficult normals/anti air/movement options
* Difficult normals/anti air/movement options
* Reliant upon stocks
|-
|}
<br clear=all/>
<br clear=all/>


Line 52: Line 58:
====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_5A.png
|image=BBCP_Izayoi_5A.png |caption=High, quick hilt jab.
|caption=High, quick hilt jab.
|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |cancel=CSOJR |starter=S |guard=All
|cancel=CSOJR
  |level=1 |attribute=B |startup=6 |active=3 |recovery=9 |frameAdv=±0 |invul=- |hitbox=
|p1=100
|p2=77
|smp=-
|starter=S
|guard=All
  |level=1
|attribute=B
|startup=6
|active=3
|recovery=9
|frameAdv=±0
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=-
|hitbox=
  |description=
  |description=
*Whiffs most crouching hitboxes.
*Whiffs most crouching hitboxes.
Line 86: Line 73:
====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_5B.png
|image=BBCP_Izayoi_5B.png |caption=Long-reaching poke.
|caption=Long-reaching poke.
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR |damage=640 |starter=N |guard=Mid
|damage=640
  |level=2 |attribute=B |startup=10 |active=6 |recovery=18 |frameAdv=-10 |invul=- |hitbox=
|starter=N
|p1=100
|p2=85
|smp=-
|guard=HL
  |level=2
|attribute=B
|startup=10
|active=6
|recovery=18
|frameAdv=-10
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=26
|invul=-
|hitbox=
  |description=
  |description=
*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.
While 5B is a bit on the slow side, it makes up for it with it's 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) 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.  
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.  
}}
}}
}}
}}
Line 120: Line 88:
====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_5C.png
|image=BBCP_Izayoi_5C.png |caption=Reclining slash.
|caption=Reclining slash.
|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SO(J)R
  |cancel=SO(J)R |damage=850 |starter=N |guard=Mid
|damage=850
  |level=3 |attribute=B |startup=12 |active=6 |recovery=20 |frameAdv=-9 |invul=- |hitbox=
|starter=N
|p1=100
|p2=89
|smp=-
|guard=HL
  |level=3
|attribute=B
|startup=12
|active=6
|recovery=20
|frameAdv=-9
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=-
|hitbox=
  |description=
  |description=
*Forward movement is very useful for pressure and confirms.
*Forward movement is very useful for pressure and confirms.
Line 154: Line 103:
====== <font style="visibility:hidden" size="0">5C (GA)</font> ======
====== <font style="visibility:hidden" size="0">5C (GA)</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_5C(GA).png
|image=BBCP_Izayoi_5C(GA).png |caption=Quick downwards slice.
|caption=Quick downwards slice.
|name=5C (GA)
|name=5C (GA)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR |damage=850 |starter=N |guard=Mid
|damage=850
  |level=3 |attribute=B |startup=9 |active=3 |recovery=15 |frameAdv=-1 |invul=- |hitbox=
|starter=N
|p1=100
|p2=89
|smp=-
|guard=HL
  |level=3
|attribute=B
|startup=9
|active=3
|recovery=15
|frameAdv=-1
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=19
|airCH=34
|invul=-
|hitbox=
  |description=
  |description=
*Fast, high damage combo starter.
*Fast, high damage combo starter.
Line 189: Line 119:
====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_2A.png
|image=BBCP_Izayoi_2A.png |caption=Low profile kick.
|caption=Low profile kick.
|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=CSOR
  |cancel=CSOR |damage=300 |starter=S |guard=Low/Air
|damage=300
  |level=1 |attribute=F |startup=7 |active=3 |recovery=8 |frameAdv=+1 |invul=- |hitbox=
|starter=S
|p1=80
|p2=77
|smp=-
|guard=LA
  |level=1
|attribute=F
|startup=7
|active=3
|recovery=8
|frameAdv=+1
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=-
|hitbox=
  |description=
  |description=
*End hit/hurtbox is very low
*End hit/hurtbox is very low
Line 224: Line 135:
====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_2B.png
|image=BBCP_Izayoi_2B.png |caption=Backwards sweep.
|caption=Backwards sweep.
|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR |damage=550 |starter=N |guard=Low
|damage=550
  |level=2 |attribute=F |startup=9 |active=2 |recovery=18 |frameAdv=-6 |invul=- |hitbox=
|starter=N
|p1=90
|p2=85
|smp=-
|guard=L
  |level=2
|attribute=F
|startup=9
|active=2
|recovery=18
|frameAdv=-6
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=26
|invul=-
|hitbox=
  |description=
  |description=
*Great range
*Great range
Line 254: Line 146:


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.  
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.
}}
}}
}}
}}
Line 259: Line 153:
====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_2C.png
|image=BBCP_Izayoi_2C.png |caption=Lifting, upwards slash.
|caption=Lifting, upwards slash.
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR |damage=830 |starter=N |guard=Mid
|damage=830
  |level=3 |attribute=F |startup=12 |active=6 |recovery=15 |frameAdv=-4 |invul=- |hitbox=
|starter=N
|p1=100
|p2=89
|smp=-
|guard=HL
  |level=3
|attribute=F
|startup=12
|active=6
|recovery=15
|frameAdv=-4
|blockstun=16
|groundHit=17
|groundCH=S24
|airHit=17
|airCH=31
|invul=-
|hitbox=
  |description=
  |description=
*Amazing ground footsie tool
*Amazing ground footsie tool
Line 294: Line 169:
====== <font style="visibility:hidden" size="0">2C (GA)</font> ======
====== <font style="visibility:hidden" size="0">2C (GA)</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_2C(GA).png
|image=BBCP_Izayoi_2C(GA).png |caption=Two quick cuts in succession.
|caption=Two quick cuts in succession.
|name=2C (GA)
|name=2C (GA)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SO(J)R
  |cancel=SO(J)R |damage=750*2 |starter=N |guard=Mid
|damage=750*2
  |level=4 |attribute=F |startup=18 |active=3(6)3 |recovery=11 |frameAdv=+5 |invul=- |hitbox=
|starter=N
|p1=100
|p2=92
|smp=-
|guard=HL
  |level=4
|attribute=F
|startup=18
|active=3(6)3
|recovery=11
|frameAdv=+5
|blockstun=18
|groundHit=19
|groundCH=24
|airHit=26
|airCH=45
|invul=-
|hitbox=
  |description=
  |description=
*Huge damage, untechable time, and prorates very well
*Huge damage, untechable time, and prorates very well
Line 329: Line 185:
====== <font style="visibility:hidden" size="0">6A</font> ======
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_6A.png
|image=BBCP_Izayoi_6A.png |caption=Downwards bash.
|caption=Downwards bash.
|name=6A
|name=6A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR |damage=700 |starter=N |guard=Mid
|damage=700
  |level=3 |attribute=B |startup=12 |active=3 |recovery=21 |frameAdv=-7 |invul= |hitbox=
|starter=N
|p1=100
|p2=89
|smp=-
|guard=HL
  |level=3
|attribute=B
|startup=12
|active=3
|recovery=21
|frameAdv=-7
|blockstun=16
|groundHit=F26
|groundCH=F45
|airHit=26
|airCH=45
|invul=
|hitbox=
  |description=
  |description=
*Forces crouch on hit
*Forces crouch on hit
Line 360: Line 197:
*Good, damaging starter
*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, leting you combo from a high hitting Strike Fall and provide enough hitstun to continue with moves such as 2C(1) or EA.
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.
}}
}}
}}
}}
Line 366: Line 203:
====== <font style="visibility:hidden" size="0">6B</font> ======
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_6B.png
|image=BBCP_Izayoi_6B.png |caption=Overhead flip kick!
|caption=Overhead flip kick!
|name=6B
|name=6B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR |damage=800 |starter=N |guard=High
|damage=800
  |level=4 |attribute=H |startup=24 |active=3 |recovery=3+15L |frameAdv=-2 |invul=4-23F |hitbox=
|starter=N
|p1=80
|p2=92
|smp=-
|guard=H
  |level=4
|attribute=H
|startup=24
|active=3
|recovery=3+15L
|frameAdv=-2
|blockstun=18
|groundHit=19
|groundCH=24
|airHit=G19
|airCH=GB36
|invul=4-23F
|hitbox=
  |description=
  |description=
*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 seful 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 401: Line 221:
====== <font style="visibility:hidden" size="0">6C</font> ======
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_6C.png
|image=BBCP_Izayoi_6C.png |caption=Dashing armor attack.
|caption=Dashing armor attack.
|name=6C
|name=6C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR |damage=900 |starter=N |guard=Mid
|damage=900
  |level=4 |attribute=B |startup=19 |active=3 |recovery=30 |frameAdv=-14 |invul=4-10 B |hitbox=
|starter=N
|p1=90
|p2=92
|smp=-
|guard=HL
  |level=4
|attribute=B
|startup=19
|active=3
|recovery=30
|frameAdv=-14
|blockstun=18
|groundHit=19
|groundCH=24
|airHit=19
|airCH=34
|invul=4-10 B
|hitbox=
  |description=
  |description=
*Frame advantage with stance cancel
*Frame advantage with stance cancel
Line 436: Line 237:
====== <font style="visibility:hidden" size="0">6C (GA)</font> ======
====== <font style="visibility:hidden" size="0">6C (GA)</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_6C(GA).png
|image=BBCP_Izayoi_6C(GA).png |caption=Upwards step-kick.  
|caption=Upwards step-kick.  
|name=6C (GA)
|name=6C (GA)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SO(J)R
  |cancel=SO(J)R |damage=900 |starter=N |guard=Mid
|damage=900
  |level=4 |attribute=B |startup=20 |active=3 |recovery=17 |frameAdv=+1 |invul=- |hitbox=
|starter=N
|p1=100
|p2=82
|smp=-
|guard=HL
  |level=4
|attribute=B
|startup=20
|active=3
|recovery=17
|frameAdv=+1
|blockstun=18
|groundHit=44
|groundCH=74
|airHit=26
|airCH=F74
|invul=-
|hitbox=
  |description=
  |description=
*Fatal Counter
*Fatal Counter
Line 474: Line 256:
====== <font style="visibility:hidden" size="0">3C</font> ======
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_3C.png
|image=BBCP_Izayoi_3C.png |caption=Spinning sword sweep.
|caption=Spinning sword sweep.
|name=3C
|name=3C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR |damage=900 |starter=N |guard=Low
|damage=900
  |level=3 |attribute=F |startup=12 |active=3 |recovery=21 |frameAdv=-7 |invul=- |hitbox=
|starter=N
|p1=90
|p2=89
|smp=-
|guard=L
  |level=3
|attribute=F
|startup=12
|active=3
|recovery=21
|frameAdv=-7
|blockstun=16
|groundHit=F40
|groundCH=D68
|airHit=40
|airCH=D68
|invul=-
|hitbox=
  |description=
  |description=
*Long untechable time, but hard to utilize
*Long untechable time, but hard to utilize
Line 509: Line 272:
====== <font style="visibility:hidden" size="0">3C (GA)</font> ======
====== <font style="visibility:hidden" size="0">3C (GA)</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_3C(GA).png
|image=BBCP_Izayoi_3C(GA).png |caption=Low hitting slide.
|caption=Low hitting slide.
|name=3C (GA)
|name=3C (GA)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R
  |cancel=R |damage=1000 |starter=N |guard=Low
|damage=1000
  |level=3 |attribute=F |startup=16 |active=6 |recovery=21 |frameAdv=-10 |invul=- |hitbox=
|starter=N
|p1=90
|p2=89
|smp=-
|guard=L
  |level=3
|attribute=F
|startup=16
|active=6
|recovery=21
|frameAdv=-10
|blockstun=16
|groundHit=F40
|groundCH=D68
|airHit=26
|airCH=D68
|invul=-
|hitbox=
  |description=
  |description=
*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 544: Line 289:
====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_jA.png
|image=BBCP_Izayoi_jA.png |caption=Far range hilt poke.
|caption=Far range hilt poke.
|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=CSOJR
  |cancel=CSOJR |damage=300 |starter=S |guard=High/Air
|damage=300
  |level=1 |attribute=H |startup=6 |active=3 |recovery=9 |frameAdv=- |invul=- |hitbox=
|starter=S
|p1=80
|p2=77
|smp=-
|guard=HA
  |level=1
|attribute=H
|startup=6
|active=3
|recovery=9
|frameAdv=-
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=-
|hitbox=
  |description=
  |description=
*Fast mixup tool
*Fast mixup tool
Line 579: Line 305:
====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
|image=BBCF_Izayoi_jB.png
|image=BBCF_Izayoi_jB.png |caption=Kick attack.
|caption=Kick attack.
|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR |damage=600 |starter=N |guard=High/Air
|damage=600
  |level=2 |attribute=H |startup=10 |active=6 |recovery=15 |frameAdv=- |invul=- |hitbox=
|starter=N
|p1=80
|p2=85
|smp=-
|guard=HA
  |level=2
|attribute=H
|startup=10
|active=6
|recovery=15
|frameAdv=-
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=31
|invul=-
|hitbox=
  |description=
  |description=
*Go-to overhead for pressure
*Go-to overhead for pressure
*Tricky cross-up hitbox
*Tricky cross-up hitbox


This normal is fast enough to function as a strong mixup tool, while still reaping the rewards of a good combo starter rating. The reward off dash jB is very good for it's speed and safety. Otherwise, it's usage is fairly limited due to its somewhat short range, but it does come with a crossup hitbox that can augment some normal mode pressure. On block, it keeps you at advantage and with a bevy of cancel options, keeping you in a great position even if successfully guarded.
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.
}}
}}
}}
}}
Line 614: Line 321:
====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_jC.png
|image=BBCP_Izayoi_jC.png |caption=Angled spinning slash.
|caption=Angled spinning slash.
|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR |damage=900 |starter=N |guard=High/Air
|damage=900
  |level=3 |attribute=H |startup=12 |active=3 |recovery=18 |frameAdv=- |invul=- |hitbox=
|starter=N
|p1=80
|p2=89
|smp=-
|guard=HA
  |level=3
|attribute=H
|startup=12
|active=3
|recovery=18
|frameAdv=-
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=G40
|airCH=G68
|invul=-
|hitbox=
  |description=
  |description=
*Great vertical range, can beat out many anti airs
*Great vertical range, can beat out many anti airs
Line 649: Line 337:
====== <font style="visibility:hidden" size="0">j.C (GA)</font> ======
====== <font style="visibility:hidden" size="0">j.C (GA)</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_jC(GA).png
|image=BBCP_Izayoi_jC(GA).png |caption=Armor attack.
|caption=Armor attack.
|name=j.C (GA)
|name=j.C (GA)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOJR
  |cancel=SOJR |damage=800 |starter=N |guard=High/Air
|damage=800
  |level=3 |attribute=H |startup=12 |active=5 |recovery=21 |frameAdv=- |invul=- |hitbox=
|starter=N
|p1=80
|p2=89
|smp=-
|guard=HA
  |level=3
|attribute=H
|startup=12
|active=5
|recovery=21
|frameAdv=-
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=20
|airCH=36
|invul=-
|hitbox=
  |description=
  |description=
*Enormous hitbox
*Enormous hitbox
Line 687: Line 356:
{{MoveData
{{MoveData
|image=BBCP_Izayoi_5D.png
|image=BBCP_Izayoi_5D.png
|image2=BBCP_Izayoi_2D.png
|image2=BBCP_Izayoi_2D.png |caption2=Mode Change.
|caption2=Mode Change.
|name=5D/2D
|name=5D/2D
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=5D
  |version=5D |damage= |cancel= |starter= |guard=
|damage=
  |startup= |active= |recovery=23 |frameAdv= |invul= |hitbox=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
  |startup=
|active=
|recovery=23
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2D
  |version=2D |damage= |cancel= |starter= |guard=
|damage=
  |startup= |active= |recovery=24 |frameAdv= |invul= |hitbox=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
  |startup=
|active=
|recovery=24
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
*Changes from Gain Art to Normal Mode, or vice versa
*Changes from Gain Art to Normal Mode, or vice versa
Line 743: Line 377:
====== <font style="visibility:hidden" size="0">jD</font> ======
====== <font style="visibility:hidden" size="0">jD</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_jD.png
|image=BBCP_Izayoi_jD.png |caption=Air mode change!
|caption=Air mode change!
|name=jD
|name=jD
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=-
  |damage=- |cancel=- |starter=- |guard=-
|cancel=-
  |startup=- |active=- |recovery=24 |frameAdv=- |invul=- |hitbox=
|p1=-
|p2=-
|smp=-
|starter=-
|guard=-
  |startup=-
|active=-
|recovery=24
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*Changes from Gain Art to Normal Mode, or vice versa
*Changes from Gain Art to Normal Mode, or vice versa
Line 778: Line 395:
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_ForwardThrow.png
|image=BBCP_Izayoi_ForwardThrow.png |caption=Lance thrust.
|caption=Lance thrust.
|name=Forward Throw
|name=Forward Throw
|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 0, 1500
  |damage=0, 0, 1500 |cancel=-, R, SOR |starter=-, Sp, S |guard=Throw(80)
|cancel=-, R, SOR
  |level=0, 4*2 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv=- |invul=- |hitbox=
|p1=100
|p2=100*2, 50
|smp=-
|starter=-, Sp, S
|guard=T
  |level=0, 4*2
|attribute=T(80)
|startup=7
|active=3
|recovery=23
|frameAdv=-
|blockstun=-
|groundHit=-, 200, Wb*60
|groundCH=-
|airHit=-
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*100% minimum damage
*100% minimum damage
Line 816: Line 414:
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_BackThrow.png
|image=BBCP_Izayoi_BackThrow.png |caption=Dash through and stab!
|caption=Dash through and stab!
|name=Back Throw
|name=Back Throw
|input=4B+C
|input=4B+C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 0, 1500
  |damage=0, 0, 1500 |cancel=-, R, SOR |starter=-, Sp, S |guard=Throw(80)
|cancel=-, R, SOR
  |level=0, 4*2 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv=- |invul=- |hitbox=
|p1=100
|p2=100*2, 50
|smp=-
|starter=-, Sp, S
|guard=T
  |level=0, 4*2
|attribute=T(80)
|startup=7
|active=3
|recovery=23
|frameAdv=-
|blockstun=-
|groundHit=-, 200, Wb*60
|groundCH=-
|airHit=-
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*100% minimum damage
*100% minimum damage
Line 853: Line 432:
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_AirThrow.png
|image=BBCP_Izayoi_AirThrow.png |caption=Downwards dive.
|caption=Downwards dive.
|name=Air Throw
|name=Air Throw
|input=j.4/5B+C
|input=j.4/5B+C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0*3, 1500
  |damage=0*3, 1500 |cancel=-*3, R |starter=S |guard=Throw(90)
|cancel=-*3, R
  |level=0, 4, 0, 4 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv=- |invul=- |hitbox=
|p1=100
|p2=100*3, 60
|smp=-
|starter=S
|guard=T
  |level=0, 4, 0, 4
|attribute=T(90)
|startup=7
|active=3
|recovery=23+3L
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-, 200, 12, B200
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*100% minimum damage
*100% minimum damage
Line 890: Line 450:
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_6C(GA).png
|image=BBCP_Izayoi_6C(GA).png |caption=Launching CA.
|caption=Launching CA.
|name=Counter Assault
|name=Counter Assault
|input=6A+B during blockstun
|input=6A+B during blockstun
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R
  |cancel=R |damage=0 |starter=VS |guard=All
|damage=0
  |level=4 |attribute=B |startup=16 |active=4 |recovery=27 |frameAdv=-12 |invul=1-20A |hitbox=
|starter=VS
|p1=50
|p2=92
|smp=-
|guard=All
  |level=4
|attribute=B
|startup=16
|active=4
|recovery=27
|frameAdv=-12
|blockstun=18
|groundHit=F14
|groundCH=F26
|airHit=19
|airCH=F26
|invul=1-20A
|hitbox=
  |description=
  |description=
*Amazing vertical hitbox
*Amazing vertical hitbox
Line 925: Line 466:
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
{{MoveData
|image=BBCP_Izayoi_CrushTrigger.png
|image=BBCP_Izayoi_CrushTrigger.png |caption=Downwards strike!
|caption=Downwards strike!
|name=Crush Trigger
|name=Crush Trigger
|input=5A+B
|input=5A+B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged
  |version=Uncharged |cancel=R |damage=1000 |starter=N |guard=Barrier
|cancel=R
  |level= |attribute=B |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul=- |hitbox=
|damage=1000
|starter=N
|p1=100
|p2=60
|guard=B
  |level=
|attribute=B
|startup=20
|active=1
|recovery=25
|frameAdv=0
|blockstun=24
|groundHit=S60
|groundCH=S120
|airHit=60
|airCH=GBD100
|invul=-
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Charged
  |version=Charged |cancel=R |damage=1000 |starter=N |guard=Barrier
|cancel=R
  |level=3 |attribute=B |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul=- |hitbox=
|damage=1000
|starter=N
|p1=100
|p2=100
|guard=B
  |level=3
|attribute=B
|startup=30~61
|active=1
|recovery=25
|frameAdv=0
|blockstun=24
|groundHit=S60
|groundCH=S120
|airHit=60
|airCH=GBD100
|invul=-
|hitbox=
  |description=
  |description=
*Costs 25% Heat
*Costs 25% Heat
Line 991: Line 495:
|name=Sonic Sabre
|name=Sonic Sabre
|input=236A/D
|input=236A/D
|image=BBCP_Izayoi_SonicSabre.png
|image=BBCP_Izayoi_SonicSabre.png |caption=
|image2=BBCF_Izayoi_SonicSabreD.png
|image2=BBCF_Izayoi_SonicSabreD.png |caption2=Sonicu Seiba!
|caption=
|caption2=Sonicu Seiba!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=A
  |version=A |damage=800 |cancel=R* |starter=N |guard=All
|damage=800
  |level=2 |attribute=P1* |startup=20 |active=Until Offscreen |recovery=43T |frameAdv=±0 |invul=- |hitbox=
|cancel=R*
|p1=85
|p2=85
|smp=-
|starter=N
|guard=All
  |level=2
|attribute=HBFPr
|startup=20
|active=Until Offscreen
|recovery=43T
|frameAdv=±0
|blockstun=13+7
|groundHit=19
|groundCH=24
|airHit=19+7
|airCH=34
|invul=-
|hitbox=
  |description=
  |description=
*Versatile in neutral and pressure
*Versatile in neutral and pressure
Line 1,026: Line 509:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=D
  |version=D |cancel=R* |damage=600*3 |starter=N |guard=All
|cancel=R*
  |level=3 |attribute=P1* |startup=26 |active=- |recovery=Total 42 |frameAdv= |invul=- |hitbox=
|damage=600*3
|starter=N
|p1=80
|p2=85
|smp=-
|guard=All
  |level=3
|attribute=HBFPr
|startup=26
|active=-
|recovery=Total 42
|frameAdv=
|blockstun=13+10
|airHit=19+10
|invul=-
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=D (Overdrive)
  |version=D (Overdrive) |cancel=R* |damage=600*5 |starter=N |guard=All
|cancel=R*
  |level=3 |attribute=P1* |startup=26 |active=- |recovery=Total 42 |frameAdv= |invul=- |hitbox=
|damage=600*5
|starter=N
|p1=80
|p2=85
|smp=-
|guard=All
  |level=3
|attribute=HBFPr
|startup=26
|active=-
|recovery=Total 42
|frameAdv=
|blockstun=13+10
|airHit=19+10
|invul=-
|hitbox=
  |description=
  |description=
*Consumes 2 Zero Weave stocks
*Consumes 1 Zero Weave stock
*Strong, but expensive pressure tool
*Strong, but expensive pressure tool
*OD Version carries a huge amount of hit/blockstun, opening up a ton of options
*OD Version increases number of projectiles to 5, making it even harder to avoid.
*Cancelable into D Mirage Thruster on hit, block, or whiff
*Cancellable into D Mirage Thruster on hit, block, or whiff


D saber, while being very expensive, can be worth the cost. Usually used when you have stocks to spare, you'll end up spending 3 (2 for the saber, and one on the teleport!) to maintain as much frame advantage as possible. Izayoi's only move that costs 2 stars outside of Trans-Am. In overdrive, more swords spawn on contact, obscuring mixups or allowing for high damage combos.
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.
}}
}}
}}
}}
Line 1,080: Line 531:
|name=Air Sonic Sabre
|name=Air Sonic Sabre
|input=j.236A/D
|input=j.236A/D
|image=BBCP_Izayoi_SonicSabreAir.png
|image=BBCP_Izayoi_SonicSabreAir.png |caption=
|image2=BBCF_Izayoi_SonicSabreDAir.png
|image2=BBCF_Izayoi_SonicSabreDAir.png |caption2=Angled Sonic Sabre!
|caption=
|caption2=Angled Sonic Sabre!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=A
  |version=A |cancel=R* |damage=800 |starter=N |guard=All
|cancel=R*
  |level=2 |attribute=P1* |startup=16 |active=- |recovery=Total 45+6L |frameAdv=- |invul=- |hitbox=
|damage=800
|starter=N
|p1=80
|p2=85
|smp=-
|guard=All
  |level=2
|attribute=HBFPr
|startup=16
|active=-
|recovery=Total 45+6L
|frameAdv=-
|blockstun=13+10
|airHit=22+10
|airCH=39
|invul=-
|hitbox=
  |description=
  |description=
*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


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. 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
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=D
  |version=D |cancel=R* |damage=600*3 |starter=N |guard=All
|cancel=R*
  |level=2 |attribute=P1* |startup=16 |active=- |recovery=Total 45 |frameAdv=- |invul=- |hitbox=
|damage=600*3
|starter=N
|p1=80
|p2=85
|smp=-
|guard=All
  |level=2
|attribute=HBFPr
|startup=16
|active=-
|recovery=Total 45
|frameAdv=-
|blockstun=13+10
|airHit=22+10
|invul=-
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=D (Overdrive)
  |version=D (Overdrive) |cancel=R* |damage=600*5 |starter=N |guard=All
|cancel=R*
  |level=2 |attribute=P1* |startup=16 |active=- |recovery=Total 45 |frameAdv=- |invul=- |hitbox=
|damage=600*5
|starter=N
|p1=80
|p2=85
|smp=-
|guard=All
  |level=2
|attribute=HBFPr
|startup=16
|active=-
|recovery=Total 45
|frameAdv=-
|blockstun=13+10
|airHit=22+10
|invul=-
|hitbox=
  |description=
  |description=
*Consumes 2 Zero Weave stocks
*Consumes 1 Zero Weave stocks
*Versatile projectile
*Versatile projectile
*Angle and speed help create great oki cover and mixups
*Angle and speed help create great oki cover and mixups
*Cancelable into D Mirage Thruster on hit, block, or whiff
*Cancelable into D Mirage Thruster on hit, block, or whiff
*OD version shoots 5 swords.


Similar to ground D saber, but much more useful. Despite the speed, D saber is more useful precisely because it is slower, having a hitbox that hangs in front of Izayoi while active. This proves very useful for oki cover, as well as creating mixups through your opponent's neutral tech invulnerability. On pressure, useful thanks to the speed at which Izayoi can blockstring afterwards (in conjunction with a lack of landing recovery!) allowing much closer offense without using an additional stock for a teleport. In neutral, the quick recovery and minimal movement allow you to control space decisively. Very worth the two stock cost if used well.
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.
}}
}}
}}
}}
Line 1,167: Line 568:
|name=Crusade Seraphim α
|name=Crusade Seraphim α
|input=623B (air OK)
|input=623B (air OK)
|image=BBCP_Izayoi_CrusadeSeraphimAlpha.png
|image=BBCP_Izayoi_CrusadeSeraphimAlpha.png |caption=Great anti air.
|caption=Great anti air.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground |cancel=R* |damage=950 |starter=S |guard=Mid
|cancel=R*
  |level=3 |attribute=B |startup=9~90 |active=3 |recovery=32 |frameAdv=-18 |invul=4-11~92 H |hitbox=
|damage=950
|starter=S
|p1=90
|p2=89
|smp=3A
|guard=HL
  |level=3
|attribute=B
|startup=9~90
|active=3
|recovery=32
|frameAdv=-18
|blockstun=16
|groundHit=F48
|groundCH=F80
|airHit=48
|airCH=80
|invul=4-11~92 H
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air |cancel=R* |damage=1080 |starter=S |guard=Mid
|cancel=R*
  |level=3 |attribute=B |startup=11 |active=3 |recovery=Until L |frameAdv= |invul= |hitbox=
|damage=1080
|starter=S
|p1=90
|p2=89
|guard=HL
  |level=3
|attribute=B
|startup=11
|active=3
|recovery=Until L
|frameAdv=
|blockstun=16
|airHit=43
|invul=
|hitbox=
  |description=
  |description=
*Decent space control against jumps
*Decent space control against jumps
Line 1,227: Line 593:
|name=Crusade Seraphim β
|name=Crusade Seraphim β
|input=236C (air OK)
|input=236C (air OK)
|image=BBCP_Izayoi_CrusadeSeraphimBeta.png
|image=BBCP_Izayoi_CrusadeSeraphimBeta.png |caption=Long horizontal swipe.
|caption=Long horizontal swipe.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground |cancel=R* |damage=900 |starter=N |guard=Mid
|cancel=R*
  |level=3 |attribute=B |startup=11~96 |active=3 |recovery=24 |frameAdv=-10 |invul=- |hitbox=
|damage=900
|starter=N
|p1=90
|p2=89
|guard=HL
  |level=3
|attribute=B
|startup=11~96
|active=3
|recovery=24
|frameAdv=-10
|blockstun=16
|airHit=17
|invul=-
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air |cancel=R* |damage=1050 |starter=N |guard=Mid
|cancel=R*
  |level=3 |attribute=B |startup=11 |active=3 |recovery=Until L |frameAdv= |invul=- |hitbox=
|damage=1050
|starter=N
|p1=90
|p2=89
|guard=HL
  |level=3
|attribute=B
|startup=11
|active=3
|recovery=Until L
|frameAdv=
|blockstun=16
|airHit=44
|invul=-
|hitbox=
  |description=
  |description=
*Staple footsies/space control tool
*Staple footsies/space control tool
Line 1,276: Line 611:
*Cancelable into D Mirage Thruster on hit
*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/whiff 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.   
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.   
}}
}}
}}
}}
Line 1,284: Line 619:
|name=Crusade Seraphim γ
|name=Crusade Seraphim γ
|input=236B (air OK)
|input=236B (air OK)
|image=BBCP_Izayoi_CrusadeSeraphimGamma.png
|image=BBCP_Izayoi_CrusadeSeraphimGamma.png |caption=Far reaching, low slash.
|caption=Far reaching, low slash.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Ground
  |version=Ground |cancel=R* |damage=850 |starter=N |guard=Low
|cancel=R*
  |level=3 |attribute=F |startup=14~105 |active=3 |recovery=28 |frameAdv=-14 |invul=- |hitbox=
|damage=850
|starter=N
|p1=90
|p2=79
|guard=L
  |level=3
|attribute=B
|startup=14~105
|active=3
|recovery=28
|frameAdv=-14
|blockstun=16
|airHit=D30
|invul=-
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air |cancel=R* |damage=1020 |starter=N |guard=Low
|cancel=R*
  |level=3 |attribute=F |startup=11 |active=3 |recovery=Until L |frameAdv= |invul=- |hitbox=
|damage=1020
|starter=N
|p1=90
|p2=89
|guard=L
  |level=3
|attribute=B
|startup=11
|active=3
|recovery=Until L
|frameAdv=
|blockstun=16
|airHit=44
|invul=-
|hitbox=
  |description=
  |description=
*Useful frame trap
*Useful frame trap
Line 1,332: Line 636:
*Cancelable into D Mirage Thruster on hit
*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.  
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.
}}
}}
}}
}}
Line 1,340: Line 644:
|name=Valkyrie Astraea
|name=Valkyrie Astraea
|input=Crusade Seraphim ß/γ ~ 6D
|input=Crusade Seraphim ß/γ ~ 6D
|image=BBCP_Izayoi_ValkyrieAstraea.png
|image=BBCP_Izayoi_ValkyrieAstraea.png |caption=Quick dash attack.
|caption=Quick dash attack.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |cancel= |damage=1100 |starter= |guard=
|cancel=
  |level=4 |attribute=B |startup=9 |active=3 |recovery=21 |frameAdv=-5 |invul=}}
|damage=1100
|starter=
|p1=100
|p2=72
|guard=
  |level=4
|attribute=
|startup=9
|active=3
|recovery=21
|frameAdv=-5
|invul=
|blockstun=18
|airHit=44
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=OD
  |version=OD |cancel= |damage=1100, 150*4 |starter= |guard=
|cancel=
  |level=4 |attribute=B |startup=9 |active=3 |recovery=21 |frameAdv=-5 |invul= |description=
|damage=600*4
|starter=
|p1=100
|p2=72
|guard=
  |level=4
|attribute=
|startup=18
|active=3 (12) 2,2,2
|recovery=21
|frameAdv=-4
|invul=
|blockstun=18
|airHit=44
|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


*Can be used as a stand alone move if you input 236C+D. 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 covers the entire screen back and forth. 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 1,392: Line 665:
|name=Stance Cancel (CS)
|name=Stance Cancel (CS)
|input=Crusade Seraphim (Hold) ~ A
|input=Crusade Seraphim (Hold) ~ A
|image=BBCP_Izayoi_CSStanceCancel.png
|image=BBCP_Izayoi_CSStanceCancel.png |caption=Feint!
|caption=Feint!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=-
  |cancel=- |damage=- |starter=- |guard=-
|damage=-
  |level=- |attribute=- |startup=- |active=- |recovery=9T |frameAdv=- |invul=- |hitbox=
|starter=-
|p1=-
|p2=-
|smp=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=γ,ß: 9T<br/>α : 12T
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*Cancel windows: a: 6F~, ß: 7F~, y: 10F~
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:
 
Stance Cancel (Crusade Seraphim) ends up with different total durations based on the move you use, due to the varying cancel windows and total duration of cancel. Fastest possible Beta cancel is the shortest at 17f, followed by Alpha cancel which is 18f and then Gamma cancel which is 22f. Due to being the result of a special cancel, you can calculate the static difference of a normal into stance cancel by ignoring the additional active frames and replacing the recovery with the total duration of the cancel. The following list shows all normals that benefit from the fastest possible Beta cancel and the resulting frame (dis)advantage:


*+1 : 6C
*+1 : 6C
Line 1,431: Line 683:
|name=Aegis Blade
|name=Aegis Blade
|input=623C
|input=623C
|image=BBCP_Izayoi_AegisBlade.png
|image=BBCP_Izayoi_AegisBlade.png |caption=Fast, huge upwards slash.
|caption=Fast, huge upwards slash.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R*
  |cancel=R* |damage=1000 |starter=S |guard=Mid
|damage=1000
  |level=3 |attribute=B |startup=14~104 |active=3 |recovery=42 |frameAdv=- |invul=1-16 All |hitbox=
|starter=S
|p1=60
|p2=89
|smp=3
|guard=HL
  |level=3
|attribute=B
|startup=14~104
|active=3
|recovery=42
|frameAdv=-
|blockstun=16
|groundHit=F50
|groundCH=F84
|airHit=60
|airCH=84
|invul=1-16 All
|hitbox=
  |description=
  |description=
*Fully invincible until frame 16, this is Izayoi's DP.
*Fully invincible until frame 16, this is Izayoi's DP.
Line 1,468: Line 701:
|name=Stance Cancel (AB)
|name=Stance Cancel (AB)
|input=Aegis Blade (Hold) ~ A
|input=Aegis Blade (Hold) ~ A
|image=BBCP_Izayoi_ABStanceCancel.png
|image=BBCP_Izayoi_ABStanceCancel.png |caption=Long recovery.
|caption=Long recovery.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=-
  |cancel=- |damage=- |starter=- |guard=-
|damage=-
  |level=- |attribute=- |startup=- |active=- |recovery=24 |frameAdv=- |invul=- |hitbox=
|starter=-
|p1=-
|p2=-
|smp=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=24
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*Able to cancel from 9F~
*Able to cancel from 9F~
Line 1,502: Line 716:
{{MoveData
{{MoveData
|name=Strike Fall
|name=Strike Fall
|input=C.Seraphim α/A.Blade/N.Edge ~ D
|input=C.Seraphim α/A.Blade ~ D
|image=BBCP_Izayoi_StrikeFall.png
|image=BBCP_Izayoi_StrikeFall.png |caption=Knockdown!
|caption=Knockdown!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R*
  |cancel=R* |damage=700 |starter=- |guard=All
|damage=700
  |level=3 |attribute=H |startup=36 |active=~L |recovery=19 |frameAdv=- |invul=- |hitbox=
|starter=-
|p1=90
|p2=89
|smp=-
|guard=All
  |level=3
|attribute=H
|startup=36
|active=~L
|recovery=19
|frameAdv=-
|blockstun=16
|groundHit=-
|groundCH=-
|airHit=G100
|airCH=-
|invul=-
|hitbox=
  |description=
  |description=
*Consumes 1 Zero Weave stock
*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. For high hitting Strike Falls, Izayoi can link into 5A, 5C, or Justice Phorizer for a combo extension.
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.
}}
}}
}}
}}
Line 1,538: Line 733:
|name=Mirage Thruster
|name=Mirage Thruster
|input=214A/B/C/D, j.214D
|input=214A/B/C/D, j.214D
|image=BBCP_Izayoi_MirageThruster1.png
|image=BBCP_Izayoi_MirageThruster1.png |caption=A stays in place, B goes forward, C goes backward
|image2=BBCP_Izayoi_MirageThruster2.png
|image2=BBCP_Izayoi_MirageThruster2.png |caption2=D automatically teleports behind opponent!
|caption=A stays in place, B goes forward, C goes backward
|caption2=D automatically teleports behind opponent!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=A
  |version=A |damage=- |cancel=- |starter=- |guard=-
|damage=-
  |level=- |attribute=- |startup=- |active=- |recovery=40 |frameAdv=- |invul=12-21 All |hitbox=
|cancel=-
|p1=-
|p2=-
|smp=-
|starter=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=40
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=12-21 All
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=B
  |version=B |damage=- |cancel=- |starter=- |guard=-
|damage=-
  |level=- |attribute=- |startup=- |active=- |recovery=41 |frameAdv=- |invul=14-24 All |hitbox=
|cancel=-
|p1=-
|p2=-
|smp=-
|starter=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=41
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=14-24 All
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=C
  |version=C |damage=- |cancel=- |starter=- |guard=-
|damage=-
  |level=- |attribute=- |startup=- |active=- |recovery=43 |frameAdv=- |invul=16-23 All |hitbox=
|cancel=-
|p1=-
|p2=-
|smp=-
|starter=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=43
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=16-23 All
|hitbox=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=D
  |version=D |damage=- |cancel=- |starter=- |guard=-
|damage=-
  |level=- |attribute=- |startup=- |active=- |recovery=31 |frameAdv=- |invul=10-20 All |hitbox=
|cancel=-
|p1=-
|p2=-
|smp=-
|starter=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=31
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=10-20 All
|hitbox=
  |description=
  |description=
{{ColumnList |text=*A version 12-21 All
{{ColumnList |text=*A version 12-21 All
Line 1,644: Line 761:
}}  
}}  


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 2 Zero Weave stocks. However, it makes up for it by tracking opponents (you end up right behind them, regardless of where they are, even in the corner!) while being able to whiff cancel special moves (even Justice Phorizer!). On hit or block, D teleport only requires one Zero Weave stock. However, certain moves require two stocks regardless of if they connect or not (All variants of Sonic Sabre and Justice Phorizer).
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.
}}
}}
}}
}}
Line 1,654: Line 773:
|name=Justice Phorizer
|name=Justice Phorizer
|input=236236C
|input=236236C
|image=BBCP_Izayoi_JusticePhorizer.png
|image=BBCP_Izayoi_JusticePhorizer.png |caption=Reversal!
|caption=Reversal!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=2500 |cancel=R* |starter=N |guard=All
|damage=2500
  |level=4 |attribute=B |startup=1+6 |active=9 |recovery=49 |frameAdv=-39 |invul=1-15 All |hitbox=
|cancel=R*
|p1=60
|p2=92
|smp=-
|starter=N
|guard=All
  |level=4
|attribute=B
|startup=1+6
|active=9
|recovery=49
|frameAdv=-39
|blockstun=18
|groundHit=Sd40
|groundCH=Sd68
|airHit=Sd40
|airCH=Sd68
|invul=1-15 All
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive |damage=3000 |cancel=R* |starter=N |guard=All
|damage=3000
  |level=4 |attribute=B |startup=1+6 |active=9 |recovery=49 |frameAdv=-39 |invul=1-15 All |hitbox=
|cancel=R*
|p1=60
|p2=92
|smp=-
|starter=N
|guard=All
  |level=4
|attribute=B
|startup=1+6
|active=9
|recovery=49
|frameAdv=-39
|blockstun=18
|groundHit=SdWs40(F25)
|groundCH=SdWs68(F25)
|airHit=SdWs40(F25)
|airCH=SdWs68(F25)
|invul=1-15 All
|hitbox=
  |description=
  |description=
*Costs 50% Heat
*Costs 50% Heat
Line 1,709: Line 789:
*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, can be canceled into D Mirage Thruster on hit, block, or whiff (making it even more difficult to punish!). On hit, leads into a short but damaging combo via D teleport. During Overdrive, Justice Phorizer gains range, 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 1,718: Line 798:
{{MoveData
{{MoveData
|name=Slaver Trans-Am
|name=Slaver Trans-Am
|input=632146D
|input=632146D during Gain art
|image=BBCP_Izayoi_SlaverTransAm.png
|image=BBCP_Izayoi_SlaverTransAm.png |caption=Install!
|caption=Install!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Summon
  |version=Summon |cancel=- |damage=- |starter=- |guard=-
|cancel=-
  |level=- |attribute=- |startup=- |active=- |recovery=4+2 |frameAdv=- |invul=1-6 All |hitbox=
|damage=-
|starter=-
|p1=-
|p2=-
|smp=-
|guard=-
  |level=-
|attribute=-
|startup=-
|active=-
|recovery=4+2
|frameAdv=-
|blockstun=-
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=1-6 All
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=per Attack
  |version=Bit Attack |cancel=- |damage=200*2 |starter=N |guard=All
|cancel=-
  |level=2 |attribute=P1* |startup=0 |active=8 |recovery=- |frameAdv=- |invul=- |hitbox=
|damage=200*2
|starter=N
|p1=100
|p2=100
|smp=-
|guard=All
  |level=2
|attribute=Pr
|startup=-
|active=8
|recovery=-
|frameAdv=-
|blockstun=13+5
|airHit=17+5
|airCH=31
|invul=-
|hitbox=
  |description=
  |description=
*Startup differs based on attack used
*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.
*Typically the bits will begin to move the moment the normal move becomes active. In the case of multi hit normals, the bits will attack at the same time as the second 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.


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 (6B comes to mind). 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).
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 1,777: Line 829:
==Exceed Accel==
==Exceed Accel==
{{MoveData
{{MoveData
|image=BBCF_Izyoi_BansheeLancer.png
|image=BBCF_Izyoi_BansheeLancer.png |caption=
|caption=
|input=ABCD during Overdrive
|input=ABCD during Overdrive
|name=Banshee Lancer
|name=Banshee Lancer
|data=
|data=
{{AttackData-BBCF
{{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=600, 450*2, 0, 1500 |cancel= |starter= |guard=
|damage=600, 450*2, 0, 1500
  |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}}
|cancel=
|starter=
|p1=
|p2=
|guard=
  |level=
|attribute=
|startup=Fast: 10<br/>Slow: 20
|active=3
|recovery=20
|frameAdv=0
|invul=Fast: 1-12 All<br/>Slow: 1-22 All
|blockstun=22
|airHit=
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Active Flow
  |version=Active Flow |damage=600, 450*6, 0, 2400 |cancel= |starter= |guard=
|damage=600, 450*6, 0, 2400
  |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=
|cancel=
|starter=
|p1=
|p2=
|guard=
  |level=
|attribute=
|startup=Fast: 10<br/>Slow: 20
|active=3
|recovery=20
|frameAdv=0
|invul=Fast: 1-12 All<br/>Slow: 1-22 All
|blockstun=22
|airHit=
|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 1,831: Line 852:
|name=Judge Of Destiny
|name=Judge Of Destiny
|input=632146C
|input=632146C
|image=BBCP_Izayoi_JudgeOfDestiny.png
|image=BBCP_Izayoi_JudgeOfDestiny.png |caption=Izayoi Airlines
|caption=Actually...useful?!
|image2=BBCP_Izayoi_JudgeOfDestiny2.png |caption2=
|input=632146C
|image2=BBCP_Izayoi_JudgeOfDestiny2.png
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=DESTROY
  |damage=27000 (DESTROY) |cancel=- |starter=- |guard=All
|cancel=-
  |level=4 |attribute=B |startup=4+11 |active=6 |recovery=35 |frameAdv=-22 |invul=1-24 All |hitbox=
|p1=-
|p2=-
|smp=-
|starter=-
|guard=All
  |level=4
|attribute=B
|startup=4+11
|active=6
|recovery=35
|frameAdv=-22
|blockstun=18
|groundHit=-
|groundCH=-
|airHit=-
|airCH=-
|invul=1-24 All
|hitbox=
  |description=
  |description=
*Costs 100% Heat
*Costs 100% Heat
Line 1,880: Line 881:
}}
}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Izayoi]]

Revision as of 03:30, 13 June 2018

Izayoi
BBCF Izayoi Portrait.png
Health: 11,000

Combo Rate: 60%
Prejump:
Backdash Time 21 / Invul: 1-5


Movement Options
Double Jump, 1 Airdash (Normal) / 2 Airdashes (Gain Art) Dash type: Run (Normal) / Hover-dash (Gain Art)
Play-style
Mode Change, 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.
300 All 6 3 9 - B -
5B
5B
BBCP Izayoi 5B.png
Long-reaching poke.
640 Mid 10 6 18 - B -
5C
5C
BBCP Izayoi 5C.png
Reclining slash.
850 Mid 12 6 20 - B -
5C (GA)
5C (GA)
BBCP Izayoi 5C(GA).png
Quick downwards slice.
850 Mid 9 3 15 - B -
2A
2A
BBCP Izayoi 2A.png
Low profile kick.
300 Low/Air 7 3 8 - F -
2B
2B
BBCP Izayoi 2B.png
Backwards sweep.
550 Low 9 2 18 - F -
2C
2C
BBCP Izayoi 2C.png
Lifting, upwards slash.
830 Mid 12 6 15 - F -
2C (GA)
2C (GA)
BBCP Izayoi 2C(GA).png
Two quick cuts in succession.
750*2 Mid 18 3(6)3 11 - F -
6A
6A
BBCP Izayoi 6A.png
Downwards bash.
700 Mid 12 3 21 - B -
6B
6B
BBCP Izayoi 6B.png
Overhead flip kick!
800 High 24 3 3+15L - H -
6C
6C
BBCP Izayoi 6C.png
Dashing armor attack.
900 Mid 19 3 30 - B -
6C (GA)
6C (GA)
BBCP Izayoi 6C(GA).png
Upwards step-kick.
900 Mid 20 3 17 - B -
3C
3C
BBCP Izayoi 3C.png
Spinning sword sweep.
900 Low 12 3 21 - F -
3C (GA)
3C (GA)
BBCP Izayoi 3C(GA).png
Low hitting slide.
1000 Low 16 6 21 - F -
j.A
j.A
BBCP Izayoi jA.png
Far range hilt poke.
300 High/Air 6 3 9 - H -
j.B
j.B
BBCF Izayoi jB.png
Kick attack.
600 High/Air 10 6 15 - H -
j.C
j.C
BBCP Izayoi jC.png
Angled spinning slash.
900 High/Air 12 3 18 - H -
j.C (GA)
j.C (GA)
BBCP Izayoi jC(GA).png
Armor attack.
800 High/Air 12 5 21 - H -


Drive Moves

5D/2D
5D/2D
BBCP Izayoi 5D.png
Mode Change.
23 - - - 24 - - -
jD
jD
BBCP Izayoi jD.png
Air mode change!
- - - - 24 - - -


Universal Mechanics

Forward Throw
Forward Throw
5B+C
BBCP Izayoi ForwardThrow.png
Lance thrust.
0, 0, 1500 Throw(80) 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCP Izayoi BackThrow.png
Dash through and stab!
0, 0, 1500 Throw(80) 7 3 23 - T -
Air Throw
Air Throw
j.4/5B+C
BBCP Izayoi AirThrow.png
Downwards dive.
0*3, 1500 Throw(90) 7 3 23+3L - T -
Counter Assault
Counter Assault
6A+B during blockstun
BBCP Izayoi 6C(GA).png
Launching CA.
0 All 16 4 27 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Izayoi CrushTrigger.png
Downwards strike!
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Special Moves

Sonic Sabre
Sonic Sabre
236A/D
BBCP Izayoi SonicSabre.png
Sonicu Seiba!
800 All 20 Until Offscreen 43T - P1* - 600*3 All 26 - Total 42 - P1* - 600*5 All 26 - Total 42 - P1* -
Air Sonic Sabre
Air Sonic Sabre
j.236A/D
BBCP Izayoi SonicSabreAir.png
Angled Sonic Sabre!
800 All 16 - Total 45+6L - P1* - 600*3 All 16 - Total 45 - P1* - 600*5 All 16 - Total 45 - P1* -
Crusade Seraphim α
Crusade Seraphim α
623B (air OK)
BBCP Izayoi CrusadeSeraphimAlpha.png
Great anti air.
950 Mid 9~90 3 32 - B - 1080 Mid 11 3 Until L - B -
Crusade Seraphim β
Crusade Seraphim β
236C (air OK)
BBCP Izayoi CrusadeSeraphimBeta.png
Long horizontal swipe.
900 Mid 11~96 3 24 - B - 1050 Mid 11 3 Until L - B -
Crusade Seraphim γ
Crusade Seraphim γ
236B (air OK)
BBCP Izayoi CrusadeSeraphimGamma.png
Far reaching, low slash.
850 Low 14~105 3 28 - F - 1020 Low 11 3 Until L - F -
Valkyrie Astraea
Valkyrie Astraea
Crusade Seraphim ß/γ ~ 6D
BBCP Izayoi ValkyrieAstraea.png
Quick dash attack.
1100 9 3 21 - B - 1100, 150*4 9 3 21 - B -
Stance Cancel (CS)
Stance Cancel (CS)
Crusade Seraphim (Hold) ~ A
BBCP Izayoi CSStanceCancel.png
Feint!
- - - - 9T - - -
Aegis Blade
Aegis Blade
623C
BBCP Izayoi AegisBlade.png
Fast, huge upwards slash.
1000 Mid 14~104 3 42 - B -
Stance Cancel (AB)
Stance Cancel (AB)
Aegis Blade (Hold) ~ A
BBCP Izayoi ABStanceCancel.png
Long recovery.
- - - - 24 - - -
Strike Fall
Strike Fall
C.Seraphim α/A.Blade ~ D
BBCP Izayoi StrikeFall.png
Knockdown!
700 All 36 ~L 19 - H -
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!
- - - - 40 - - - - - - - 41 - - - - - - - 43 - - - - - - - 31 - - -


Distortion Drives

Justice Phorizer
Justice Phorizer
236236C
BBCP Izayoi JusticePhorizer.png
Reversal!
2500 All 1+6 9 49 - B - 3000 All 1+6 9 49 - B -
Slaver Trans-Am
Slaver Trans-Am
632146D during Gain art
BBCP Izayoi SlaverTransAm.png
Install!
- - - - 4+2 - - - 200*2 All 0 8 - - P1* -


Exceed Accel

Banshee Lancer
ABCD during Overdrive
600, 450*2, 0, 1500 Fast: 10
Slow: 20
3 34 - B - 600, 450*6, 0, 2400 Fast: 10
Slow: 20
3 34 - B -


Astral Heat

Judge Of Destiny
632146C
BBCP Izayoi JudgeOfDestiny.png
Izayoi Airlines
BBCP Izayoi JudgeOfDestiny2.png
27000 (DESTROY) All 4+11 6 35 - B -


External References