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{ | {{BBTag_Construction_Card}} | ||
| | ==Overview== | ||
{{BBTag/CharacterLinks}} | |||
| | <div id="home-content" class="home-grid"> | ||
|| | {{card|width=4 | ||
[[ | |header=Overview | ||
| | |content=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. | ||
|| | }} | ||
{{ | {{BBTag/Infobox | ||
| fastestAttack = [[#4A|4A]] (6F) | |||
* | | reversal = [[#Aegis Blade|A+D]] (14F)<br/>[[#Justice Phorizer|236B+C]] (17F)<br/>[[#Banshee Lancer|214B+C]] (14F) | ||
}} | |||
{{ProsAndCons | |||
|intro= | |||
|pros= | |||
*Strong mobility thanks to GA dash and teleports | |||
*Decent projectiles | |||
*Strong mixup game (IOH 66j.A/{{clr|2|B}}, fuzzy guard setups with {{clr|3|j.C}}, etc) | |||
*Reliable oki/setplay off of any hit | |||
*Solid 1-meter punish routes | |||
|cons= | |||
*Lackluster footsie game as her best poke, {{clr|2|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 | |||
}} | |||
</div> | </div> | ||
=== | {{card|width=4 | ||
|header=Drive: Scarlet Justice | |||
|content= 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 {{clr|1|j.A}}, {{clr|3|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== | ==Normal Moves== | ||
===<big>{{clr|1|4A}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=4A | ||
| | |description= | ||
| | Izayoi's fastest normal and go-to move for mashing out of blockstrings and as a situational anti-air. Sometimes used in {{clr|1|j.A}}{{clr|2|B}}{{clr|3|C}} loops. Doesn't see much use otherwise. | ||
*Whiffs on all crouching hitboxes (except Tager, Hakumen, and Waldstein) | |||
{{ | *Jump cancelable on block | ||
{{ | }} | ||
{{ | |||
* Jump cancelable on block | |||
===<big>{{clr|1|5A}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
|input=5A,5AA,5AAA,5AAAA | |||
|versioned=input | |||
|description= | |||
{{clr|1|5A}} is your main tool to start combos/block pressure up close. A common mixup option involving {{clr|1|5A}} is {{clr|1|5A}}>IAD {{clr|1|j.A}}, a 26f Overhead option that lets you extend pressure solo if the opponent respects you and possibly open up the opponent. {{clr|1|j.A}} will whiff if they push {{clr|1|5A}} | |||
{{ | |||
| | |||
{{ | |||
{{ | |||
{{ | |||
{{ | |||
{{ | |||
* Jump cancelable on block | * Jump cancelable on block | ||
---- | |||
{{clr|1|5AA}} is combo filler primarily. Can be used in blockstrings but you’d be better off doing {{clr|1|5A}}>{{clr|1|2A}}>{{clr|1|5A}}... | |||
---- | |||
{{clr|1|5AAA}} is mainly used as combo filler. It has really long recovery, making this move dangerous to throw out on block/pushblock | |||
---- | |||
{{clr|1|5AAAA}} is your auto combo ender and is only used to lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block. | |||
}} | }} | ||
===<big>{{clr|2|5B}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=5B,5BB | ||
|versioned=input | |||
| | |description= | ||
| | {{clr|2|5B}} is Izayoi’s best poke, use this when playing footsies. A little slower than most 5Bs in the game, being an 11f poke. {{clr|2|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 | * Can be low profiled at the tip | ||
---- | |||
{{clr|2|5BB}} is combo filler. Whiff punishable if they pushblock {{clr|2|5B}}. | |||
{{ | |||
{{ | |||
* Pretty long recovery on whiff | * Pretty long recovery on whiff | ||
}} | |||
===<big>{{clr|3|5C}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
|input=5C | |||
|description= | |||
Rarely used since 66j.A/{{clr|2|B}}/{{clr|3|C}} are faster overheads and can lead into more damage. Punishable on block. | |||
}} | }} | ||
===<big>{{clr|1|2A}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=2A | ||
| | |description= | ||
| | {{clr|1|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. | |||
* | |||
* | |||
}} | }} | ||
===<big>{{clr|2|2B}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=2B | ||
| | |description= | ||
| | 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 {{clr|2|2B}}+AS. | ||
* Go to punish tool after blocking DP/Supers since it hits twice | |||
}} | }} | ||
===<big>{{clr|3|2C}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=2C | ||
| | |description= | ||
| | This is Izayoi’s most important combo filler in her ground combos, as it allows her to stabilize longer range confirms to help {{clr|2|214B}} connect. In normal block pressure, it usually can be staggered into {{clr|1|236A}}/{{clr|3|C}} or {{clr|1|214A}}, but can potentially be punished by pushblock. | ||
{{ | |||
{{ | |||
{{ | |||
* Can low profile some attacks | * Can low profile some attacks | ||
}} | }} | ||
===<big>{{clr|1|j.A}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=j.A,j.AA | ||
| | |versioned=input | ||
|description= | |||
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 {{clr|1|j.A}} due to it's solid combination of speed and range. Albeit it not very likely to happen, {{clr|1|j.A}} can also crossup has her other leg has a hurtbox as well. | |||
---- | |||
{{clr|1|j.AA}} is combo filler for air routes, albeit inferior to {{clr|2|j.B}} in that regard. It can also be used as a double overhead option after 66 {{clr|1|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) | |||
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. | |||
{{ | |||
}} | }} | ||
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. | ===<big>{{clr|2|j.B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=j.B | |||
|description= | |||
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 {{clr|2|j.B}} and either jump and do rising {{clr|3|j.C}} for a fuzzy overhead mixup or land and {{clr|1|2A}}. It can also be used as a fakeout after 66 (delay {{clr|2|j.B}}) and IAD (do {{clr|2|j.B}} immediately after), making it whiff and allowing you to do whatever you want afterwards provided they respect it. {{clr|2|j.B}} is also important for many of Izayoi's air routes, especially j.ABC loops. | |||
}} | }} | ||
===<big>{{clr|3|j.C}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=j.C | ||
|description= | |||
| | 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 {{clr|1|j.A}} in those matchups. As for combos, it sees use mostly in {{clr|3|j.C}} reland loops and to maximize damage with {{clr|3|j.C}} > {{clr|1|j.21A}}~{{clr|1|A}}. | ||
* Blows back on air hit | |||
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. | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Universal Moves== | ==Universal Moves== | ||
===<big>Ground Throw</big>=== | |||
{{ | {{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=BC | ||
|description= | |||
Izayoi's throw is great for mixups as her pressure is already strong so most opponents won't expect it. {{clr|2|236B}} is your main way of converting it into a combo. | |||
{{ | |||
{{ | |||
}} | }} | ||
===<big>Aegis Blade</big>=== | |||
{{ | {{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=AD | ||
|description= | |||
Izayoi's Reversal Action is mainly used as an anti-air in situations where {{clr|2|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. | |||
{{ | |||
{{ | |||
}} | }} | ||
===<big>Noir Edge</big>=== | |||
{{ | {{InputBadge|{{clr|1|j.A}}+{{clr|4|D}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.AD | ||
| | |description= | ||
Air combo ender leading to Strike Fall. Hits diagonally upwards, so can whiff if air comboing someone too low relative to Izayoi. Use {{clr|3|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/{{clr|2|B}}/{{clr|3|C}} during the slash will do Strike Fall as a followup | |||
{{ | |||
{{ | |||
{{ | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
===<big>A Sonic Saber</big>=== | |||
{{ | {{InputBadge|{{clr|1|236A}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=236A,j.236A | |||
| | |versioned=input | ||
| | |description= | ||
| | ;{{clr|1|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 | |||
---- | |||
{{ | ;{{clr|1|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. | |||
}} | }} | ||
===<big>B Sonic Saber</big>=== | |||
{{ | {{InputBadge|{{clr|2|236B}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=236B,j.236B | ||
| | |versioned=input | ||
| | |description= | ||
| | ;{{clr|2|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. | |||
---- | |||
;{{clr|2|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. | |||
* 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 | }} | ||
{{ | |||
===<big>Mirage Thruster</big>=== | |||
{{InputBadge|Sonic Saber -> {{clr|1|A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236X > A,236X > B | |||
|versioned=input | |||
|description= | |||
A version is used to reset pressure mid blockstring,B version is used for surprise overheads but both will lose to DPs. | |||
}} | }} | ||
===<big>Crusade Seraphim Gamma</big>=== | |||
{{ | {{InputBadge|{{clr|1|214A}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=214A,j.214A | ||
| | |versioned=input | ||
|description= | |||
;{{clr|1|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 {{clr|2|5B}} so it can also be used as a poke occasionally. | |||
* Follow up attack with {{clr|1|A}}/{{clr|2|B}}. | |||
{{ | |||
{{ | |||
* Knocks down on hit. | * Knocks down on hit. | ||
---- | |||
;{{clr|1|j.214A}} | |||
Used in a combo where either {{clr|2|j.214B}} would fail or after hitting an airborne opponent with {{clr|3|j.C}}. When retreating with a backward IAD, you can use this to hit an opponent chasing you although you'll need {{clr|3|214C}} and an assist to make it safe on block. | |||
}} | }} | ||
===<big>Crusade Seraphim Alpha</big>=== | |||
{{ | {{InputBadge|{{clr|2|214B}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=214B,j.214B | ||
|input=214B | |versioned=input | ||
| | |description= | ||
;{{clr|2|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. | ||
---- | |||
;{{clr|2|j.214B}} | |||
Used mostly in combos as it deals more damage than {{clr|1|214A}}. | |||
{{ | |||
{{ | |||
}} | }} | ||
===<big>Valkyrie Astrea</big>=== | |||
{{ | {{InputBadge|Crusade Seraphim Gamma -> {{clr|1|A}}/{{clr|2|B}}}} | ||
{{BBTag Move Card|game=BBTag | |||
| | |input=214A > A/B | ||
|description= | |||
{{ | |||
}} | }} | ||
===<big>Strike Fall</big>=== | |||
{{ | {{InputBadge|Aegis Blade -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}}} {{InputBadge|Crusade Seraphim Alpha -> {{clr|1|A}}/{{clr|2|B}}}} {{InputBadge|Air Crusade Seraphim Alpha -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=AD > X,214B > X | |||
|versioned=input | |||
|description= | |||
Primary combo ender leading to 66j.A/{{clr|2|B}} safejump setups. | |||
{{ | |||
{{ | |||
Primary combo ender leading to 66j.A/B safejump setups. | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Extra Skills== | ==Extra Skills== | ||
===<big>EX Sonic Saber</big>=== | |||
{{ | {{InputBadge|{{clr|3|236C}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=236C,j.236C | |||
| | |versioned=input | ||
|description= | |||
* 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 | * 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. | |||
}} | }} | ||
===<big>EX Mirage Thruster</big>=== | |||
{{ | {{InputBadge|{{clr|3|214C}} (Air OK)}} {{InputBadge|After certain Skills -> {{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=214C | |input=214C | ||
| | |description= | ||
* Teleports behind the opponent's position at the time of the teleport | |||
Excellent for punishing unsafe zoning and unattentive opponents, but loses to {{clr|1|4A}}/{{clr|1|5A}} mash and reversal DP/supers. | |||
If done from a far enough A Sonic Saber {{clr|1|5A}} will combo from the saber on hit. | |||
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. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Partner Skills== | ==Partner Skills== | ||
===<big>{{clr|5|5P}}</big>=== | |||
{{ | {{InputBadge|Valkyrie Astrea}} | ||
{{BBTag Move Card|game=BBTag | |||
|input=5P | |||
|description= | |||
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. | |||
{{ | |||
}} | }} | ||
===<big>{{clr|5|6P}}</big>=== | |||
{{ | {{InputBadge|Sonic Saber}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=6P | |||
|description= | |||
* 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! | |||
}} | }} | ||
===<big>{{clr|5|4P}}</big>=== | |||
{{ | {{InputBadge|Crusader Seraphim Alpha }} | ||
{{BBTag Move Card|game=BBTag | |||
|input=4P | |||
|description= | |||
* 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 | |||
{{ | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
===<big>Justice Phorizer</big>=== | |||
{{ | {{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=236BC | ||
| | |description= | ||
| | * 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. | * Hitbox covers Izayoi herself, including slightly behind her. Even if you jump over the magic circle, you can still be hit. | ||
Line 606: | Line 325: | ||
Enhanced version with gigantic hitbox for calling out projectiles, assist calls, and general whiffed normals in neutral. | Enhanced version with gigantic hitbox for calling out projectiles, assist calls, and general whiffed normals in neutral. | ||
}} | }} | ||
===<big>Banshee Lancer</big>=== | |||
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}} | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=214BC | ||
| | |description= | ||
| | * Only the first hit will land on assists | ||
| | |||
{{ | |||
Cinematic super. Shorter range than Justice Phorizer but higher damage. | Cinematic super. Shorter range than Justice Phorizer but higher damage. | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{ | ===<big>Banshee Lancer</big>=== | ||
| | {{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=Distortion Skill Duo | |||
|description= | |||
{{ | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Judge of Destiny</big>=== | |||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=222BC | |||
|description= | |||
| | * 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) | Extremely easy to combo into. ({{clr|2|5BB}}, {{clr|2|2B}}, throw, Valkyrie Astrea, Strike Fall) | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==External References== | |||
*[https://blazblue.wiki/wiki/Izayoi/Gameplay#Palettes Color Palettes on https://blazblue.wiki] | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|BBTag|Izayoi|size=36px}}</center> | ||
{{notice|To edit frame data, edit values in [[ | {{BBTag/CharacterLinks}} | ||
{{ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{BBTag/Navigation}} |
Latest revision as of 05:00, 13 December 2023
The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
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) |
- 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
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