BBTag/Izayoi

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Overview

Overview
Izayoi is a rushdown character with unique movement options, threatening high/low mixups, and one of the best safejumps in the game. Coupled with the right assists, Izayoi has the ability to play with momentum and suffocate the opponent with her aggression.
Izayoi
BBTag Izayoi Portrait.png
Health
17,000
Prejump
4F
Backdash
22F
Unique Movement Options
Hover Dash
Mirage Thruster
Fastest Attack
4A (6F)
Reversals
A+D (14F)
236B+C (17F)
214B+C (14F)

 Izayoi

Pros
Cons
  • Strong mobility thanks to GA dash and teleports
  • Decent projectiles
  • Strong mixup game (IOH 66j.A/B, fuzzy guard setups with j.C, etc)
  • Reliable oki/setplay off of any hit
  • Solid 1-meter punish routes
  • Lackluster footsie game as her best poke, 5B, does its job but is outclassed by a number of other characters
  • Meter hungry
  • DP has no horizontal reach
  • Meterless damage is mediocre
  • Anti-air game is limited
  • Requires good assists to keep pressure


Drive: Scarlet Justice

Izayoi’s forward air dash is different from most of the cast’s forward air dash. Instead of dashing straight, she does a dash low to the ground, allowing her to follow it up with an air normal. It is also possible to do the dash from the ground by pressing 66. It allows you to use it as an aggression tool to keep the pressure going as well as potentially mix them up during a blockstring, consisting of IAD j.A, j.C Fuzzy overhead, etc. The dash can also be held longer by holding 6, allowing you to close in from farther distances as well. In addition to that, you can change the angle of her dash by holding 9 or 3.

You can also cancel many of her special attacks into Mirage Thurster (teleports) to continue combos or to quickly sandwich your opponent with your partner.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 9 0 B

Izayoi's fastest normal and go-to move for mashing out of blockstrings and as a situational anti-air. Sometimes used in j.ABC loops. Doesn't see much use otherwise.

  • Whiffs on all crouching hitboxes (except Tager, Hakumen, and Waldstein)
  • Jump cancelable on block
Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 7 5 16 -7 B
5AA 1500 All 11 6 18 -7 B
5AAA 1700 All 14 5 28 -14 B
5AAAA 2300 All 15 3 30 -14 B

5A is your main tool to start combos/block pressure up close. A common mixup option involving 5A is 5A>IAD j.A, a 26f Overhead option that lets you extend pressure solo if the opponent respects you and possibly open up the opponent. j.A will whiff if they push 5A

  • Jump cancelable on block

5AA is combo filler primarily. Can be used in blockstrings but you’d be better off doing 5A>2A>5A...


5AAA is mainly used as combo filler. It has really long recovery, making this move dangerous to throw out on block/pushblock


5AAAA is your auto combo ender and is only used to lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 11 6 18 -7 B
5BB 1700 All 14 3 30 -14 B

5B is Izayoi’s best poke, use this when playing footsies. A little slower than most 5Bs in the game, being an 11f poke. 5B has an extended hurtbox on her sword, so be careful when trying to poke with it. Can be low profiled at the tip of her sword.

  • Can be low profiled at the tip

5BB is combo filler. Whiff punishable if they pushblock 5B.

  • Pretty long recovery on whiff
Version Level P1 P2
5B 3 100 80
5BB 4 100 85

5B:
5BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 4+20L -10

Rarely used since 66j.A/B/C are faster overheads and can lead into more damage. Punishable on block.

Level P1 P2
100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 9 3 15 -4 F

2A is your main low mixup option as well as stagger pressure.

  • Can gatling into itself up to a max of 3 times
  • Throw Cancellable.
Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 All 12 3(6)3 18 -4 F

Not a low. Mainly used for combo filler. Unsafe against pushblock, making it a fairly weak tool for solo pressure. When utilizing assists however, it’s a solid tool for left/right mixups when you have the opponent sandwiched between your team. Can also be used to lock the opponent down for your partner during a blockstring via 2B+AS.

  • Go to punish tool after blocking DP/Supers since it hits twice
Level P1 P2
3 100 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 6 21 -8 F

This is Izayoi’s most important combo filler in her ground combos, as it allows her to stabilize longer range confirms to help 214B connect. In normal block pressure, it usually can be staggered into 236A/C or 214A, but can potentially be punished by pushblock.

  • Can low profile some attacks
Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1300 High 9 6 15 H
j.AA 1300 High 7 3 12 H

This move is one of Izayoi's most important normals. When combined with GA dash (66/IAD), you can use it as an 19 frame overhead mixup option as well as a method to approach in neutral. It also compensates for Izayoi's rather poor anti air game as she can air to air pretty consistently with j.A due to it's solid combination of speed and range. Albeit it not very likely to happen, j.A can also crossup has her other leg has a hurtbox as well.


j.AA is combo filler for air routes, albeit inferior to j.B in that regard. It can also be used as a double overhead option after 66 j.A depending on how high Izayoi is relative to the opponent (you'll usually need to fly a little higher by holding 9 after 99 to get it to work)

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 High 11 7 21 H

While this move doesn't see much use in neutral, it shines much more in terms of pressure and combos. When it comes to pressure, you can do 66 j.B and either jump and do rising j.C for a fuzzy overhead mixup or land and 2A. It can also be used as a fakeout after 66 (delay j.B) and IAD (do j.B immediately after), making it whiff and allowing you to do whatever you want afterwards provided they respect it. j.B is also important for many of Izayoi's air routes, especially j.ABC loops.

Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 11 6 18 H

Another move that doesn't see much use in neutral but also shines in pressure and combos. As a mixup tool, it's one of Izayoi's best options, as it can fuzzy a majority of the cast after doing 66j.B prior and can even hit Tager and Hakumen crouching, allowing it to be used as a stronger overhead option than 66/IAD j.A in those matchups. As for combos, it sees use mostly in j.C reland loops and to maximize damage with j.C > j.21A~A.

  • Blows back on air hit
Level P1 P2
4 80 75


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 2000 Throw 7~30 3 23 T

Izayoi's throw is great for mixups as her pressure is already strong so most opponents won't expect it. 236B is your main way of converting it into a combo.

Level P1 P2
0×2, 4 100 50
  • Minimum Damage 2000
  • Crumple Duration 100F, Crumple Fall 103F

Aegis Blade

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 Air Unblockable 14 3 46 -32 B 1~16 All

Izayoi's Reversal Action is mainly used as an anti-air in situations where 214B would fail. It has great vertical range but poor horizontal range making it poor as a DP. It can also be used occasionally to catch opponents high in the air and to stop sandwiches.

Level P1 P2
3 80 60
  • Minimum Damage 90

Noir Edge

j.A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 10 5 Until L+12L H 1~14 All

Air combo ender leading to Strike Fall. Hits diagonally upwards, so can whiff if air comboing someone too low relative to Izayoi. Use j.C in these cases. Can also be used as an air-to-air or to escape air unblockable setups but these are both situational.

  • Pressing A/B/C during the slash will do Strike Fall as a followup
Level P1 P2
3 80 60
  • Minimum Damage 90


Skills

A Sonic Saber

236A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 20 Until Hit Total: 48 -5 P1
j.236A 1500 All 16 Until Hit Total: 45+6L P1
236A

Useful projectile for neutral by giving your opponent something to dodge or block.

  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent

j.236A

Used to bait/stuff anti-airs and to stop approaches. Izayoi recovers midair but still has landing lag so try to cancel it with something when possible.

Version Level P1 P2
236A 3 80 80
j.236A 3 80 80

236A:

  • Minimum Damage 75


j.236A:

  • Minimum Damage 75

B Sonic Saber

236B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 1200, 500×4 All 44 Until Hit Total: 64 +28 P1
j.236B 1200, 500×4 All 31 Total: 55 P
236B

Mainly used when combined with an assist as it gives Izayoi great frame advantage. This also makes it good for switching to your partner.

  • Additional projectiles appear both on hit and on block
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent.

j.236B

Has similar uses to the ground version but has much faster startup making it more practical than the ground version when tiger knee.

Version Level P1 P2
236B 3 80 80
j.236B 3 80 80

236B:

  • Minimum Damage 60, 25×4 (160)


j.236B:

  • Minimum Damage 60, 25×4 (160)

Mirage Thruster

Sonic Saber -> A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236X > A Total: 43 15~24 All
236X > B Total: 34 15~25 All

A version is used to reset pressure mid blockstring,B version is used for surprise overheads but both will lose to DPs.

Version Level P1 P2
236X > A
236X > B

236X > A:
236X > B:

Crusade Seraphim Gamma

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500 Low 11 3 18 -4 F
j.214A 1850 All 11 3 Until L H
214A

Useful pressure tool as it has long range and hits low so it will catch sleeping and can be used to end blockstrings as it's safe on block. Has more range than 5B so it can also be used as a poke occasionally.

  • Follow up attack with A/B.
  • Knocks down on hit.

j.214A

Used in a combo where either j.214B would fail or after hitting an airborne opponent with j.C. When retreating with a backward IAD, you can use this to hit an opponent chasing you although you'll need 214C and an assist to make it safe on block.

Version Level P1 P2
214A 3 90 80
j.214A 4 90 85

214A:

  • Minimum Damage 75


j.214A:

  • Minimum Damage 92

Crusade Seraphim Alpha

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1700 All 10 3 20 -4 B 4~12 H
j.214B 2000 All 11 3 Until L H
214B

Izayoi's primary anti-air due to its good horizontal range. However, the angle it goes at makes it poor for hitting opponents directly above her. In those situations, use her DP instead.


j.214B

Used mostly in combos as it deals more damage than 214A.

Version Level P1 P2
214B 4 90 85
j.214B 4 90 85

214B:

  • Minimum Damage 85


j.214B:

  • Minimum Damage 100

Valkyrie Astrea

Crusade Seraphim Gamma -> A/B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 9 3 35 -19 B
Level P1 P2
4 90 85
  • Minimum Damage 85

Strike Fall

Aegis Blade -> A/B/C Crusade Seraphim Alpha -> A/B Air Crusade Seraphim Alpha -> A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD > X 1300 All 28 Until L 31L H 1~(Until L) All
214B > X 1700 [750×3] All 31 Until L [1,1,Until L] 36L H 4~18 All

Primary combo ender leading to 66j.A/B safejump setups.

Version Level P1 P2
AD > X 4 48 100
214B > X 4 90 85

AD > X:

  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 65


214B > X:

  • Values in [] are when Strike Fall is done immediately after 214C > Move
  • Minimum Damage 85 [37×3 (111)]


Extra Skills

EX Sonic Saber

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1500×3 All 20 Until Hit Total 42 +4 P1
j.236C 1500×3 All 16 Until Hit Total 45 P1
  • Shoots 3 projectiles
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent

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.

Version Level P1 P2
236C 3 80 80×3
j.236C 3 80 80×3

236C:

  • Minimum Damaage 150×3 (450)


j.236C:

  • Minimum Damaage 150×3 (450)

EX Mirage Thruster

214C (Air OK) After certain Skills -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Total: 31 10~20 All
  • Teleports behind the opponent's position at the time of the teleport

Excellent for punishing unsafe zoning and unattentive opponents, but loses to 4A/5A mash and reversal DP/supers. If done from a far enough A Sonic Saber 5A will combo from the saber on hit.

Level P1 P2


Partner Skills

5P

Valkyrie Astrea

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2400 All (18)+13 3 37 -21 B

Good for extending combos as they can't tech till they touch to ground. Has more vertical range than the animation suggests so it's good for juggles.

Level P1 P2
4 70 80
  • Minimum Damaage 120

6P

Sonic Saber

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200, 500×4 All (18)+44 Total: (18)+66 +27 P
  • Additional projectiles appear both on hit and block

This assist can be a decent approach tool and can provide incredible amounts of lockdown if you can force the opponent to block it. Cross Combo will not destroy the projectile once it leaves her hands, making it possible to produce two sabers on screen at once!

Level P1 P2
3 70 80
  • Minimum Damage 60, 25×4 (160)

4P

Crusader Seraphim Alpha

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18+)10 3 [3(20)Until L] 38 [34L] -22 B
  • Automatically follows up with Strike Fall on hit

Has the same pros and cons as the point version like the disjoint or the dead zone but overall it's a great anti air.Its only downside is that you can't active switch to izayoi and have her combo unless their in the corner

Level P1 P2
4 70 80
  • Minimum Damage 75×4 (150)


Distortion Skills

Justice Phorizer

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5500 [6500] All 7+(78 Flash)+10 9 49 -39 P2 1~25 All
  • Reaches about half screen
  • Hitbox covers Izayoi herself, including slightly behind her. Even if you jump over the magic circle, you can still be hit.

Longer range and slightly less damage than Banshee Lancer, but gets its full damage if hitting both opponent characters. Enhanced version with gigantic hitbox for calling out projectiles, assist calls, and general whiffed normals in neutral.

Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum damage 1815 [2015]
  • Maximum Slide duration: 20F

Banshee Lancer

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200, 2500×2, 3600
[2200, 1500×6, 2200]
All 8+(69 Flash)+6 3 46 -22 B 1~16 All
  • Only the first hit will land on assists

Cinematic super. Shorter range than Justice Phorizer but higher damage.

Level P1 P2
5, 4×3 [×7] 80 60
  • Values in [] are for Enhanced version
  • Minimum damage 440, 300×2, 1008 (2048) [440, 180×6, 616 (2136)]
  • Crumple Duration 65, Crumple Fall 93


Distortion Skill Duo

Banshee Lancer

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(119 Flash)+1 9 49 -39 B 1~10 All
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]
  • Maximum Slide duration 20F


Astral Heat

Judge of Destiny

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(131 Flash)+11 9 35 -30 B 1~23 All
  • Requires 9 Skill Gauge, Resonance Blaze, and for opponent to also be on one character left

Extremely easy to combo into. (5BB, 2B, throw, Valkyrie Astrea, Strike Fall)

Level P1 P2
4


External References

Navigation

 Izayoi
To edit frame data, edit values in BBTag/Izayoi/Data.


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