Difference between revisions of "BBTag/Izayoi"

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(Crusade Seraphim Gamma)
(EX Mirage Thruster)
 
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====== <font style="visibility:hidden" size="0">Air Crusade Seraphim Alpha</font> ======
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====== <font style="visibility:hidden" size="0">Noir Edge</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Izayoi_CrusadeSeraphimAlphaAir.png |caption=
+
|image=BBCP_Izayoi_NoirEdge.png |caption=
|name=Air Crusade Seraphim Alpha
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|name=Noir Edge
 
|input=j.A+D
 
|input=j.A+D
 
|data=
 
|data=
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Detailed description of the usefulness of the move go here
 
Detailed description of the usefulness of the move go here
 +
}}
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}}
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 +
====== <font style="visibility:hidden" size="0">Mirage Thruster</font> ======
 +
{{MoveData
 +
|image=BBTag_Izayoi_MirageThruster.png |caption=
 +
|input=Sonic Saber > A/B
 +
|name=Mirage Thruster
 +
|data=
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=A}}
 +
{{#lsth:BBTag/Izayoi/Data|236X > A}}
 +
{{!}}-
 +
{{AttackVersion|name=B}}
 +
{{#lsth:BBTag/Izayoi/Data|236X > B}}
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{{!}}-
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{{Description|7|text=
 
  }}
 
  }}
 
}}
 
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|image=BBTag_Izayoi_CrusadeSeraphimAlpha.png |caption=
 
|image=BBTag_Izayoi_CrusadeSeraphimAlpha.png |caption=
 
|name=Crusade Seraphim Alpha
 
|name=Crusade Seraphim Alpha
|input=214B
+
|input=214B (air OK)
 
|data=
 
|data=
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 +
{{AttackVersion|name=Ground}}
 
{{#lsth:BBTag/Izayoi/Data|214B}}
 
{{#lsth:BBTag/Izayoi/Data|214B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Head invul
+
{{AttackVersion|name=Air}}
 
 
Primary anti-air and combo piece leading to Strike Fall.
 
}}
 
}}
 
 
 
====== <font style="visibility:hidden" size="0">Mirage Thruster</font> ======
 
{{MoveData
 
|image=BBTag_Izayoi_MirageThruster.png |caption=
 
|input=j.214A/B<br/>Sonic Saber > A/B
 
|name=Mirage Thruster
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{#lsth:BBTag/Izayoi/Data|j.214A}}
 
{{!}}-
 
{{Description|7|text=* Teleports to the ground
 
 
 
Detailed description of the usefulness of the move go here
 
}}
 
{{!}}-
 
{{AttackVersion|name=B}}
 
 
{{#lsth:BBTag/Izayoi/Data|j.214B}}
 
{{#lsth:BBTag/Izayoi/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Teleports and reappears in the air
+
{{Description|7|text=* Head invul
  
Detailed description of the usefulness of the move go here
+
Primary anti-air and combo piece leading to Strike Fall.
 
  }}
 
  }}
 
}}
 
}}
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|input=Aegis Blade > A/B/C<br/>Air Crusade Seraphim Alpha > A/B/C<br/>Crusade Seraphim Alpha > A/B
 
|input=Aegis Blade > A/B/C<br/>Air Crusade Seraphim Alpha > A/B/C<br/>Crusade Seraphim Alpha > A/B
 
|data=
 
|data=
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 +
{{AttackVersion|name=After Reversal}}
 
{{#lsth:BBTag/Izayoi/Data|AD > X}}
 
{{#lsth:BBTag/Izayoi/Data|AD > X}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
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{{AttackVersion|name=After Reversal}}
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{{#lsth:BBTag/Izayoi/Data|j.214A > X}}
 +
{{!}}-
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{{Description|7|text=* Important points go here
  
 
Primary combo ender leading to 66j.A/B safejump setups.
 
Primary combo ender leading to 66j.A/B safejump setups.
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Detailed description of the usefulness of the move go here
 
Detailed description of the usefulness of the move go here
}}
 
}}
 
 
====== <font style="visibility:hidden" size="0">Crusade Seraphim Beta</font> ======
 
{{MoveData
 
|image=BBTag_Izayoi_CrusadeSeraphimBeta.png |caption=
 
|input=214C
 
|name=Crusade Seraphim Beta
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{#lsth:BBTag/Izayoi/Data|214C}}
 
{{!}}-
 
{{Description|6|text=* Automatically follows up with Strike Fall on hit
 
 
Detailed description of the usefulness of the move go here
 
 
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=BBTag_Izayoi_MirageThruster.png |caption=''Nothin personal kid''
 
|image=BBTag_Izayoi_MirageThruster.png |caption=''Nothin personal kid''
|input=Sonic Saber > C<br/>Crusade Seraphim Alpha > C<br/>Crusade Seraphim Gamma > C<br/>j.214C
+
|input=214C (Air OK)<br/>After certain Skills > C
 
|name=EX Mirage Thruster
 
|name=EX Mirage Thruster
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Izayoi/Data|j.214C}}
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{{#lsth:BBTag/Izayoi/Data|214C}}
 
{{!}}-
 
{{!}}-
 
{{Description|6|text=* Teleports behind the opponent's position at the time of the teleport
 
{{Description|6|text=* Teleports behind the opponent's position at the time of the teleport
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}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
 
==Navigation==
 
==Navigation==
 
{{#lsth:BBTag/Izayoi/Data|Links}}
 
{{#lsth:BBTag/Izayoi/Data|Links}}

Latest revision as of 10:13, 3 December 2019

Izayoi
BBTag Izayoi Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
[playstyle archetypes]
Team Role
Point

Overview[edit]

"I serve the hands of justice."

Backstory[edit]

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.

Playstyle[edit]

Izayoi is a rushdown character who uses her unique movement options to get in her oppoent’s face, then proceed to pressure her oppoent with her strong pressure/mixup game afterwards. When Izayoi scores a clean hit, she can end her combos with Strike Fall, allowing Izayoi to execute her powerful Okizeme afterwards via a safejump that chases the oppoent’s tech. Afterwards, she can enforce threatening mixups and loop them until the oppoent guesses right/decides to burst.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Strong Mobility thanks to GA dash and teleports
  • Decent Projectile game
  • Can close distance quickly (via running, dashing or teleports)
  • Strong mixup game (IOH 66 j.A/B, fuzzy guard setups with j.C, etc)
  • Very strong oki options
  • Good in Resonance Blaze since she has plenty of uses for her meter
  • Lackluster footsie game as her best poke, 5B, does its job but is outclassed by a number of other characters
  • Very resource reliant to do things most other characters can do without it
  • DP isn't the best defensively
  • Solo damage is mediocre
  • Anti-air game isn’t very good

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.

This also means that she has access to her GA dash at all times (66/j.66) For those unfamiliar with her mainstream Blazblue counterpart, 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 if you want. It is also possible to do the GA dash by pressing 66 on the ground. 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 airdash can also be held longer by holding 6, allowing you to close in from farther distances as well. In addition to that, you can influence how high/low the dash goes by holding 9 or 3.




Normal Moves[edit]

4A[edit]
4A
BBCP Izayoi 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 3 9 0
  • Whiffs on all crouching hitboxes (except Tager, Hakumen, and Waldstein)
  • Jump cancelable on block

You can use this move as a situational anti air against IAD height approaches but outside of that, doesn’t see much use.


5A[edit]
5A
BBCP Izayoi 5C(GA).png
BBCP Izayoi 5C.png
BBCP Izayoi 6C(GA).png
BBCP Izayoi 6A.png
Please don’t use this move ever
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 7 5 16 -7
  • Main normal to start pressure
  • Jump cancelable on block

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

5AA 1500 All 11 6 18 -7
  • Combo filler

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

5AAA 1700 All 14 5 28 -14
  • Combo filler
  • Unsafe on block/pushblock

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

5AAAA 2300 All 15 3 30 -14
  • 5A autocombo ender
  • VERY unsafe on block

Your auto combo ender. It knocks the opponent away fullscreen. On block, it’s a free punish for the opponent. Have not find the use of this move yet, maybe never.


5B[edit]
5B
BBCP Izayoi 5B.png
The sword has a hurtbox, because that's how swords work
BBCP Izayoi 6C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 11 6 18 -7
  • Your best poke, which is unusual for a B
  • Can be low profiled at the tip

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.

5BB 1700 All 14 3 30 -14
  • Combo filler
  • Pretty long recovery on whiff

Used as Combo filler primarily. Can be used to hitconfirm after 5B, but because it can be punished by some normals, it’s pretty risky to use as such at times.


5C[edit]
5C
BBCP Izayoi 6B.png
Every Izayoi player forgets they have this
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 4+20L -10
  • Universal Overhead
  • 22f of startup
  • Unsafe on block

Rarely used it since she has better overhead options (66 j.A/IAD j.A). Only use it sometimes to stay unpredictable


2A[edit]
2A
BBCP Izayoi 2A.png
RIP BBCF 2A. You will be missed
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 9 3 15 -4
  • 9f low
  • Can gataling into itself up to a max of 3 times
  • Main low starter/low mixup option

Sees use as a mixup option/in stagger pressure with 5A>2A>5A>etc. primarily.


2B[edit]
2B
BBCP Izayoi 2C(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1100*2 All 12 3(6)3 18 -4
  • Combo filler
  • Unsafe on block/pushblock
  • Can be used for AS pressure

Used as Combo filler primarily. Unsafe on block/pushblock, making it not too useful in solo block pressure. When utilizing assists however, it’s a solid tool for left/right mixups when you have a sandwich and can also be used to lock the oppoent down for your partner during a blocktring via 2B+AS.


2C[edit]
2C
BBCP Izayoi 3C(GA).png
Slide into those DMs
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 13 6 21 -8
  • Key combo filler in Izayoi’s ground confirms
  • Can low profile some attacks
  • Unsafe on block/Pushblock

This is Izayoi’s most important combo filler in her ground Bnbs, as it allows her to connect 214B>Strike Fall afterwards, leading to her strong okizeme game afterwards. In normal block pressure, it’s pretty bad as it’s pretty unsafe on block/pushblock.


j.A[edit]
j.A
BBCF Izayoi jB.png
Izayoi's swiss army knife
BBCP Izayoi jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1300 High 9 6 15 -
  • Primary overhead mixup with GA dash
  • Strong jump in, especially when combined with GA dash
  • Solid Air to air
  • Other leg has a hitbox, allowing it to crossup


This move is one of Izayoi's most important normals. When combined with GA dash (66/IAD), you can use it as an 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 1300 - 7 3 12 -
  • Combo filler
  • Can be used as a double overhead option after 66

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)


j.B[edit]
j.B
BBCP Izayoi jC(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1800 High 11 7 21 -
  • Can be used for setting up a fuzzy overhead j.C/low situation after 66 GA dash
  • Can used as a fakeout after GA dash
  • Combo filler for air routes

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.


j.C[edit]
j.C
BBCP Izayoi jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High 11 6 18 -
  • Blows back on air hit
  • Fuzzy overhead mixup after 66j.B
  • Combo filler for j.ABC loops
  • Can be used an an ender for air combos
  • Can IOH Tager and Hakumen

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.ABC loops, although it can also be used as an alternative air ender to j.A+D, but the oki afterwards will be worse outside of corner. In corner, you can do a safejump afterwards by inputting j.C > delay j.214B > falling j.A.



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 7~30 3 23 -
  • 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 14 3 46 -32
  • Pressing A/B/C during the slash will do Strike Fall as a followup

Great vertical range but poor horizontal range.


Noir Edge[edit]
Noir Edge
j.A+D
BBCP Izayoi NoirEdge.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 10 5 Until L+12L -
  • 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 20 - Total: 48 -5
  • 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 16 32 Total: 45+6L -
  • 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 44 - Total: 64 +28
  • 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 31 - Total: 55 -
  • 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


Mirage Thruster[edit]
Mirage Thruster
Sonic Saber > A/B
BBTag Izayoi MirageThruster.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - - - - Total: 43 -
B - - - - Total: 34 -


Crusade Seraphim Gamma[edit]
Crusade Seraphim Gamma
214A (air OK)
BBCP Izayoi CrusadeSeraphimGamma.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 Low 11 3 18 -4
Air 1850 All 11 3 Until L -
  • Follow up attack with A/B.
  • Knocks down on hit.

Detailed description of the usefulness of the move go here


Crusade Seraphim Alpha[edit]
Crusade Seraphim Alpha
214B (air OK)
BBCP Izayoi CrusadeSeraphimAlpha.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1700 All 10 3 20 -4
Air 2000 All 11 3 Until L -
  • Head invul

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


Valkyrie Astrea[edit]
Valkyrie Astrea
Crusade Seraphim Gamma > A/B
BBCP Izayoi ValkyrieAstraea.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 9 3 35 -19
  • 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
Version Damage Guard Startup Active Recovery Frame Adv.
After Reversal 1300 All 28 Until L 31L -
After Reversal 1700 [750*3] All 27 Until L 36L -
  • 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 20 Until Hit Total 42 +4
  • 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 16 Until Hit Total 45 -
  • 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


EX Mirage Thruster[edit]
EX Mirage Thruster
214C (Air OK)
After certain Skills > C
BBTag Izayoi MirageThruster.png
Nothin personal kid
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 31 -
  • 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 (18)+13 3 37 -21
  • 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 (18)+44 - Total: (18)+66 +27
  • Additional projectiles appear on hit and block

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 (18+)10 3 [3(20)Until L] 38 [34L] -22
  • 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.
5500
[6500]
All 7+10 9 49 -39
  • 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*2, 3600
[2200, 1500*6, 2200]
All 8+6 3 46 -22
  • 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 1+1 9 49 -39
  • 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.
- All 4+11 9 35 -30
  • 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)


Roadmap[edit]

63% complete
Page Status %
Overview Images for all moves but a missing descriptions for a lot of moves 11/15
Combos No combos and combo delay j.C combo theory needs to be added on top of current combo theory 1/10
Okizeme Template text only (essentially empty) 0/5
Strategy Only has safejump tweet 1/20
Frame Data Complete, up to date for v1.5 50/50

Click here for the scoring criteria to assess character page completion.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Izayoi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc