BBTag/Izayoi

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Izayoi
BBTag Izayoi Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview[edit]

Backstory[edit]

Playstyle[edit]

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Good Mobility
  • Decent Projectiles
  • Can close distance quickly (either by running, dashing or teleports)
  • Decent 5B poke
  • Strong mixup game (IOH 66 j.A/B, fuzzy guard setups with j.C, etc)
  • Very strong oki options (639A+B j.A)
  • Good in Resonance Blaze since she has plenty of uses for her meter (236C projectiles both on ground and air, 236X-C teleports both on ground and air, j.214C teleports)
  • Her best poke (5B) is about as good as Jin's 5B (which does its job but is outclassed by a number of other characters')
  • 5B extends her hurtbox and doesn't have super long range to compensate for it
  • DP isn't the best defensively
  • Solo damage is mediocre

Drive: Scarlet Justice[edit]

In BBCF, Izayoi's Drive switches her from standard mode to her Gain-Art mode and back. This allowed for her to have 2 unique fighting styles while powering up her Gain-Art mode. In BBTAG, she stays in her Gain-Art mode for the duration of the match. This means all of her follow ups don't require drive.


Normal Moves[edit]

4A[edit]
4A
BBCP Izayoi 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


5A[edit]
5A
BBCP Izayoi 5C(GA).png
BBCP Izayoi 5C.png
BBCP Izayoi 6C(GA).png
BBCP Izayoi 6A.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

5AA - All 1500 - - -
  • Important points go here

Detailed description of the usefulness of the move go here

5AAA 1700 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA 2300 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


5B[edit]
5B
BBCP Izayoi 5B.png
Your best poke, which is unusual for a B
BBCP Izayoi 6C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All - - - -
  • The sword has a hurtbox, because that's how swords work

Detailed description of the usefulness of the move go here

5BB 1700 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


5C[edit]
5C
BBCP Izayoi 6B.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2A[edit]
2A
BBCP Izayoi 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2B[edit]
2B
BBCP Izayoi 2C(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1100*2 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2C[edit]
2C
BBCP Izayoi 3C(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


j.A[edit]
j.A
BBCF Izayoi jB.png
BBCP Izayoi jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1300 High - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.AA 1300 High - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B[edit]
j.B
BBCP Izayoi jC(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1800 High - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


j.C[edit]
j.C
BBCP Izayoi jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High - - - -
  • Knocks down on air hit

Detailed description of the usefulness of the move go here



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCP Izayoi ForwardThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0*2, 2000 Throw 7 - - -
  • Wallbounces anywhere

Detailed description of the usefulness of the move go here


Aegis Blade[edit]
Aegis Blade
5A+D
BBCP Izayoi AegisBlade.png
Damage Guard Startup Active Recovery Frame Adv.
1800 Air Unblockable - - - -
  • Pressing A/B/C during the slash will do Strike Fall as a followup

Great vertical range but poor horizontal range.


Air Crusade Seraphim Alpha[edit]
Air Crusade Seraphim Alpha
j.A+D
BBTag Izayoi CrusadeSeraphimAlphaAir.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All - - - -
  • Pressing A/B/C during the slash will do Strike Fall as a followup

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.


Skills[edit]

A Sonic Saber[edit]
Sonic Saber A
236A (air OK)
BBCP Izayoi SonicSabre.png
BBCP Izayoi SonicSabreAir.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 All - - - -
  • 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

Detailed description of the usefulness of the move go here

Air 1500 All - - - -
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here


B Sonic Saber[edit]
Sonic Saber B
236B (air OK)
BBCP Izayoi SonicSabreD.png
BBCP Izayoi SonicSabreDAir.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1200, 500*4 All - - - -
  • Additional projectiles appear only on hit
  • 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
  • Combos from throw

Detailed description of the usefulness of the move go here

Air 1200, 500*4 All - - - -
  • Additional projectiles appear only on hit
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here


Crusade Seraphim Gamma[edit]
Crusade Seraphim Gamma
214A
BBCP Izayoi CrusadeSeraphimGamma.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low - - - -
  • Follow up attack with A/B

Detailed description of the usefulness of the move go here


Crusade Seraphim Alpha[edit]
Crusade Seraphim Alpha
214B
BBCP Izayoi CrusadeSeraphimAlpha.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All - - - -
  • Head invul

Primary anti-air and combo piece leading to Strike Fall.


Mirage Thruster[edit]
Mirage Thruster
j.214A/B
Sonic Saber > A/B
BBTag Izayoi MirageThruster.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - - - - - -
  • Teleports to the ground

Detailed description of the usefulness of the move go here

B - - - - - -
  • Teleports and reappears in the air

Detailed description of the usefulness of the move go here


Valkyrie Astrea[edit]
Valkyrie Astrea
Crusade Seraphim Gamma > A/B
BBCP Izayoi ValkyrieAstraea.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Strike Fall[edit]
Strike Fall
Aegis Blade > A/B/C
Air Crusade Seraphim Alpha > A/B/C
Crusade Seraphim Alpha > A/B
BBCP Izayoi StrikeFall.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All - - - -
  • Important points go here

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


Extra Skills[edit]

EX Sonic Saber[edit]
EX Sonic Saber
236C (air OK)
BBCF Izayoi SonicSabreD.png
BBCF Izayoi SonicSabreDAir.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500*3 All - - - -
  • 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

Detailed description of the usefulness of the move go here

Air 1500*3 All - - - -
  • Shoots 3 projectiles
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here


Crusade Seraphim Beta[edit]
Crusade Seraphim Beta
214C
BBCP Izayoi CrusadeSeraphimBeta.png
Damage Guard Startup Active Recovery Frame Adv.
1700*3 All - - - -
  • Automatically follows up with Strike Fall on hit

Detailed description of the usefulness of the move go here


EX Mirage Thruster[edit]
EX Mirage Thruster
Sonic Saber > C
Crusade Seraphim Alpha > C
Crusade Seraphim Gamma > C
j.214C
BBTag Izayoi MirageThruster.png
Spend meter, receive crossup
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • 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.


Partner Skills[edit]

5P[edit]
5P
Valkyrie Astrea
BBCP Izayoi ValkyrieAstraea.png
Damage Guard Startup Active Recovery Frame Adv.
2400 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


6P[edit]
6P
Sonic Saber
BBCP Izayoi SonicSabreD.png
Damage Guard Startup Active Recovery Frame Adv.
1200, 500*4 All - - - -
  • Additional projectiles appear only on hit

Detailed description of the usefulness of the move go here


4P[edit]
4P
Crusade Seraphim Alpha
BBCP Izayoi CrusadeSeraphimAlpha.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All - - - -
  • Automatically follows up with Strike Fall on hit

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Justice Phorizer[edit]
Justice Phorizer
236B+C
BBCP Izayoi JusticePhorizer.png
Damage Guard Startup Active Recovery Frame Adv.
4700 [5800] 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.


Banshee Lancer[edit]
Banshee Lancer
214B+C
BBCF Izyoi BansheeLancer.png
Be just or be dead
Damage Guard Startup Active Recovery Frame Adv.
2200, 2500*3
[2200, 1500*6, 1700*2]
All - - - -
  • Only the first hit will land on assists

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


Distortion Skill Duo[edit]

Justice Phorizer
P during Main Character's Distortion Skill
BBCP Izayoi JusticePhorizer.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Judge of Destiny
222B+C
BBCP Izayoi JudgeOfDestiny.png
"With the blade of retribution and scales of judgement, I come to deliver righteous justice!"
BBCP Izayoi JudgeOfDestiny2.png
"Atone for your sins!"
Damage Guard Startup Active Recovery Frame Adv.
37800 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)



BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
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