BBTag/Izayoi: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Izayoi}}
{{BBTag_Construction_Card}}
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
|-
!Izayoi
|-
||
[[File:BBTag_Izayoi_Portrait.png|300x500px|center]]
|-
||
{{#lst:BBTag/Izayoi/Data|System Data}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
 
;Playstyle
:[playstyle archetypes]
 
;Team Role:
:Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
{{Bio
{{BBTag/CharacterLinks}}
| name = Izayoi
<div id="home-content" class="home-grid">
| game = BBTag
{{card|width=4
| icon = BBTag_Izayoi_Icon.png
|header=Overview
| quote = I serve the hands of justice.
|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.
| lore = 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.
}}
{{BBTag/Infobox
| fastestAttack = [[#4A|4A]] (6F)
| reversal = [[#Aegis Blade|A+D]] (14F)<br/>[[#Justice Phorizer|236B+C]] (17F)<br/>[[#Banshee Lancer|214B+C]] (14F)
}}
}}
===Drive: Scarlet Justice===
{{ProsAndCons
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. It is also possible to do the GA 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.
 
===Playstyle===
{{StrengthsAndWeaknesses
|intro=
|intro=
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.
|pros=
|pros=
*Strong mobility thanks to GA dash and teleports
*Strong mobility thanks to GA dash and teleports
*Decent projectiles
*Decent projectiles
*Strong mixup game (IOH 66j.A/B, fuzzy guard setups with j.C, etc)
*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
*Reliable oki/setplay off of any hit
*Solid 1-meter punish routes
*Solid 1-meter punish routes
|cons=
|cons=
*Lackluster footsie game as her best poke, 5B, does its job but is outclassed by a number of other characters
*Lackluster footsie game as her best poke, {{clr|2|5B}}, does its job but is outclassed by a number of other characters
*Meter hungry
*Meter hungry
*DP has no horizontal reach
*DP has no horizontal reach
Line 55: Line 27:
*Requires good assists to keep pressure
*Requires good assists to keep pressure
}}
}}
</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.


<br style="clear:both;"/>
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==
====== <span style="visibility:hidden;font-size:0">4A</span> ======
===<big>{{clr|1|4A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Izayoi_4A.png |caption=
|input=4A
|name=4A
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
*Whiffs on all crouching hitboxes (except Tager, Hakumen, and Waldstein)
{{!}}-
*Jump cancelable on block
{{#lst:BBTag/Izayoi/Data|4A}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">5A</span> ======
{{MoveData
|image=BBTag_Izayoi_5A.png |caption=
|image2=BBTag_Izayoi_5AA.png |caption2=
|image3=BBTag_Izayoi_5AAA.png |caption3=
|image4=BBTag_Izayoi_5AAAA.png |caption4= Please don’t use this move on block ever.
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lst:BBTag/Izayoi/Data|5A}}
{{!}}-
{{Description|8|text=* 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
===<big>{{clr|1|5A}}</big>===
}}
{{BBTag Move Card|game=BBTag
{{!}}-
|input=5A,5AA,5AAA,5AAAA
{{AttackVersion|name=5AA}}
|versioned=input
{{#lst:BBTag/Izayoi/Data|5AA}}
|description=
{{!}}-
{{Description|8|text=* Combo filler


Combo filler primarily. Can be used in blockstrings but you’d be better off doing 5A>2A>5A...
{{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
{{!}}-
----
{{AttackVersion|name=5AAA}}
{{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}}...
{{#lst:BBTag/Izayoi/Data|5AAA}}
----
{{!}}-
{{clr|1|5AAA}} is mainly used as combo filler. It has really long recovery, making this move dangerous to throw out on block/pushblock  
{{Description|8|text=* Combo filler
----
* Unsafe 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.
 
Mainly used as combo filler. It has really long recovery, making this move dangerous to throw out on block/pushblock  
 
}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lst:BBTag/Izayoi/Data|5AAAA}}
{{!}}-
{{Description|8|text=* 5A autocombo ender
* VERY unsafe on block
 
Your auto combo ender and can lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block.


}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">5B</span> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Izayoi_5B.png |caption=The sword has a hurtbox, because that's how swords work
|input=5B,5BB
|image2=BBTag_Izayoi_5BB.png |caption2=
|versioned=input
|name=5B
|description=
|data=
{{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.
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lst:BBTag/Izayoi/Data|5B}}
{{!}}-
{{Description|8|text=* Your best poke option
* Can be low profiled at the tip
* 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.
{{clr|2|5BB}} is combo filler. Whiff punishable if they pushblock {{clr|2|5B}}.
 
}}
{{!}}-
{{AttackVersion|name=5BB}}
{{#lst:BBTag/Izayoi/Data|5BB}}
{{!}}-
{{Description|8|text=* Combo filler
* Pretty long recovery on whiff
* Pretty long recovery on whiff
Combo filler. Whiff punishable if they pushblock 5B.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">5C</span> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Izayoi_5C.png |caption= Why use this when you have a 19f overhead?
|input=5C
|name=5C
|description=
|data=
Rarely used since 66j.A/{{clr|2|B}}/{{clr|3|C}} are faster overheads and can lead into more damage. Punishable on block.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|5C}}
{{!}}-
{{Description|7|text=* Universal Overhead
* 22f of startup
* Unsafe on block
 
Rarely used since 66j.A/B/C are faster overheads and can lead into more damage. Punishable on block.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">2A</span> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Izayoi_2A.png |caption= RIP BBCF 2A. You will be missed
|input=2A
|name=2A
|description=
|data=
{{clr|1|2A}} is your main low mixup option as well as stagger pressure.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|2A}}
{{!}}-
{{Description|7|text=* 9 frame low - you're generally better off using 4A/5A to mash out of situations.
* Can gatling into itself up to a max of 3 times
* Can gatling into itself up to a max of 3 times
* Main low starter/low mixup option
*Throw Cancellable.
 


Use in stagger pressure with 5A>2A>5A>etc. and as a mixup using j.B (whiff) > 2A.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">2B</span> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Izayoi_2B.png |caption=
|input=2B
|name=2B
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
* Go to punish tool after blocking DP/Supers since it hits twice
{{!}}-
}}
{{#lst:BBTag/Izayoi/Data|2B}}
{{!}}-
{{Description|7|text=* 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.
===<big>{{clr|3|2C}}</big>===
}}
{{BBTag Move Card|game=BBTag
}}
|input=2C
<nowiki/>
|description=
====== <span style="visibility:hidden;font-size:0">2C</span> ======
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.
{{MoveData
|image=BBTag_Izayoi_2C.png |caption=Slide into those DMs
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|2C}}
{{!}}-
{{Description|7|text=* Key combo filler in Izayoi’s ground confirms
* Can low profile some attacks
* 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.
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
{{MoveData
|image=BBTag_Izayoi_jA.png |caption= Izayoi's swiss army knife
|image2=BBTag_Izayoi_jAA.png |caption2=
|name=j.A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lst:BBTag/Izayoi/Data|j.A}}
{{!}}-
{{Description|8|text=* 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.
}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lst:BBTag/Izayoi/Data|j.AA}}
{{!}}-
{{Description|8|text=* 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)  
===<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)  
}}
}}
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
{{MoveData
|image=BBTag_Izayoi_jB.png |caption=
|name=j.B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|j.B}}
{{!}}-
{{Description|7|text=* 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.   
===<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.   
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{MoveData
|image=BBTag_Izayoi_jC.png |caption=
|name=j.C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|j.C}}
{{!}}-
{{Description|7|text=* 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.C reland loops and to maximize damage with j.C > j.21A~A.
===<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
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==


====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
|image=BBTag_Izayoi_GroundThrow.png |caption=
{{BBTag Move Card|game=BBTag
|name=Ground Throw
|input=BC
|input=5B+C
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|BC}}
{{!}}-
{{Description|7|text=* Wallbounces anywhere
 
Detailed description of the usefulness of the move go here
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Aegis Blade</span> ======
{{MoveData
|image=BBTag_Izayoi_AegisBlade.png |caption=
|name=Aegis Blade
|input=5A+D
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|AD}}
{{!}}-
{{Description|7|text=* Pressing A/B/C during the slash will do Strike Fall as a followup


Great vertical range but poor horizontal range.  
===<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.


}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Noir Edge</span> ======
{{MoveData
|image=BBCP_Izayoi_NoirEdge.png |caption=
|name=Noir Edge
|input=j.A+D
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|j.AD}}
{{!}}-
{{Description|7|text=* 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.
===<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==
====== <span style="visibility:hidden;font-size:0">A Sonic Saber</span> ======
===<big>A Sonic Saber</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}} (Air OK)}}
|image=BBTag_Izayoi_SonicSaber.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Izayoi_SonicSaberAir.png |caption2=
|input=236A,j.236A
|input=236A (air OK)
|versioned=input
|name=Sonic Saber A
|description=
|data=
;{{clr|1|236A}}
{{AttackDataHeader-BBTag|version=yes}}
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
{{AttackVersion|name=Ground}}
----
{{#lst:BBTag/Izayoi/Data|236A}}
;{{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.
{{Description|8|text=* 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
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:BBTag/Izayoi/Data|j.236A}}
{{!}}-
{{Description|8|text=* 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
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">B Sonic Saber</span> ======
{{MoveData
|input=236B (air OK)
|name=Sonic Saber B
|image3=BBTag_Izayoi_SonicSaberB.png |caption3=
|image4=BBTag_Izayoi_SonicSaberBAir.png |caption4=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:BBTag/Izayoi/Data|236B}}
{{!}}-
{{Description|8|text=* 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
* Combos from throw (midscreen only)


Detailed description of the usefulness of the move go here
===<big>B Sonic Saber</big>===
}}
{{InputBadge|{{clr|2|236B}} (Air OK)}}
{{!}}-
{{BBTag Move Card|game=BBTag
{{AttackVersion|name=Air}}
|input=236B,j.236B
{{#lst:BBTag/Izayoi/Data|j.236B}}
|versioned=input
{{!}}-
|description=
{{Description|8|text=* Additional projectiles appear both on hit and on block
;{{clr|2|236B}}  
* Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent
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.
}}


Detailed description of the usefulness of the move go here
===<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.
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Mirage Thruster</span> ======
===<big>Crusade Seraphim Gamma</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}} (Air OK)}}
|image=BBTag_Izayoi_MirageThruster.png |caption=
{{BBTag Move Card|game=BBTag
|input=Sonic Saber > A/B
|input=214A,j.214A
|name=Mirage Thruster
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
;{{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.
{{AttackVersion|name=A}}
* Follow up attack with {{clr|1|A}}/{{clr|2|B}}.
{{#lst:BBTag/Izayoi/Data|236X A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lst:BBTag/Izayoi/Data|236X B}}
{{!}}-
{{Description|8|text=
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Crusade Seraphim Gamma</span> ======
{{MoveData
|image=BBTag_Izayoi_CrusadeSeraphimGamma.png |caption=
|name=Crusade Seraphim Gamma
|input=214A (air OK)
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:BBTag/Izayoi/Data|214A}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:BBTag/Izayoi/Data|j.214A}}
{{!}}-
{{Description|8|text=* Follow up attack with A/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.


Detailed description of the usefulness of the move go here
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Crusade Seraphim Alpha</span> ======
{{MoveData
|image=BBTag_Izayoi_CrusadeSeraphimAlpha.png |caption=
|name=Crusade Seraphim Alpha
|input=214B (air OK)
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:BBTag/Izayoi/Data|214B}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:BBTag/Izayoi/Data|j.214B}}
{{!}}-
{{Description|8|text=* Head invul


Primary anti-air and combo piece leading to Strike Fall.
===<big>Crusade Seraphim Alpha</big>===
}}
{{InputBadge|{{clr|2|214B}} (Air OK)}}
{{BBTag Move Card|game=BBTag
|input=214B,j.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}}.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Valkyrie Astrea</span> ======
{{MoveData
|image=BBTag_Izayoi_ValkyrieAstrea.png |caption=
|name=Valkyrie Astrea
|input=Crusade Seraphim Gamma > A/B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|214A A/B}}
{{!}}-
{{Description|7|text=* Important points go here


Detailed description of the usefulness of the move go here
===<big>Valkyrie Astrea</big>===
}}
{{InputBadge|Crusade Seraphim Gamma -> {{clr|1|A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=214A > A/B
|description=
 
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Strike Fall</span> ======
{{MoveData
|image=BBTag_Izayoi_StrikeFall.png |caption=
|name=Strike Fall
|input=Aegis Blade > A/B/C<br/>Air Crusade Seraphim Alpha > A/B/C<br/>Crusade Seraphim Alpha > A/B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=After Reversal}}
{{#lst:BBTag/Izayoi/Data|AD X}}
{{!}}-
{{AttackVersion|name=After j.214A}}
{{#lst:BBTag/Izayoi/Data|j.214A X}}
{{!}}-
{{Description|8|text=* Important points go here


Primary combo ender leading to 66j.A/B safejump setups.
===<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.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
Line 499: Line 258:
==Extra Skills==
==Extra Skills==


====== <span style="visibility:hidden;font-size:0">EX Sonic Saber</span> ======
===<big>EX Sonic Saber</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}} (Air OK)}}
|image=BBTag_Izayoi_SonicSaberEX.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBTag_Izayoi_SonicSaberAirEX.png |caption2=
|input=236C,j.236C
|input=236C (air OK)
|versioned=input
|name=EX Sonic Saber
|description=
|data=
* Shoots 3 projectiles
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:BBTag/Izayoi/Data|236C}}
{{!}}-
{{Description|8|text=* 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


Detailed description of the usefulness of the move go here
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.
}}
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:BBTag/Izayoi/Data|j.236C}}
{{!}}-
{{Description|8|text=* 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
===<big>EX Mirage Thruster</big>===
}}
{{InputBadge|{{clr|3|214C}} (Air OK)}} {{InputBadge|After certain Skills -> {{clr|3|C}}}}
}}
{{BBTag Move Card|game=BBTag
<nowiki/>
|input=214C
====== <span style="visibility:hidden;font-size:0">EX Mirage Thruster</span> ======
|description=
{{MoveData
* Teleports behind the opponent's position at the time of the teleport
|image=BBTag_Izayoi_MirageThruster.png |caption=''This is not neutral''
|input=214C (Air OK)<br/>After certain Skills > C
|name=EX Mirage Thruster
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|214C}}
{{!}}-
{{Description|7|text=* 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.  
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 5A will combo from the saber on hit.
If done from a far enough A Sonic Saber {{clr|1|5A}} will combo from the saber on hit.
}}
}}
}}
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==


====== <span style="visibility:hidden;font-size:0">5P</span> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{InputBadge|Valkyrie Astrea}}
|image=BBTag_Izayoi_ValkyrieAstrea.png |caption=
{{BBTag Move Card|game=BBTag
|input=Valkyrie Astrea
|input=5P
|name=5P  
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|5P }}
{{!}}-
{{Description|7|text=* Important points go here


Detailed description of the usefulness of the move go here
===<big>{{clr|5|6P}}</big>===
 
{{InputBadge|Sonic Saber}}
}}
{{BBTag Move Card|game=BBTag
}}
|input=6P
<nowiki/>
|description=
====== <span style="visibility:hidden;font-size:0">6P</span> ======
* Additional projectiles appear both on hit and block
{{MoveData
|image=BBTag_Izayoi_SonicSaberB.png |caption=
|input=Sonic Saber
|name=6P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|6P }}
{{!}}-
{{Description|7|text=* 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!  
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!  


}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">4P</span> ======
{{MoveData
|image=BBTag_Izayoi_CrusadeSeraphimAlpha.png |caption=
|input=Crusade Seraphim Alpha
|name=4P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|4P}}
{{!}}-
{{Description|7|text=* Automatically follows up with Strike Fall on hit


Detailed description of the usefulness of the move go here
===<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==
====== <span style="visibility:hidden;font-size:0">Justice Phorizer</span> ======
===<big>Justice Phorizer</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Izayoi_JusticePhorizer.png |caption=
{{BBTag Move Card|game=BBTag
|input=236B+C
|input=236BC
|name=Justice Phorizer
|description=
|data=
* Reaches about half screen
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|236BC}}
{{!}}-
{{Description|7|text=* 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 616: 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.


}}
}}
}}
<nowiki/>
===<big>Banshee Lancer</big>===
====== <span style="visibility:hidden;font-size:0">Banshee Lancer</span> ======
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Izayoi_BansheeLancer.png |caption=Be just or be dead
|input=214BC
|input=214B+C
|description=
|name=Banshee Lancer
* Only the first hit will land on assists
|data=
  {{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|214BC}}
{{!}}-
{{Description|7|text=* 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==
{{MoveData
===<big>Banshee Lancer</big>===
|image=BBTag_Izayoi_JusticePhorizer.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Justice Phorizer
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|Distortion Skill Duo}}
{{!}}-
{{Description|7|text=* Important points go here
 
Detailed description of the usefulness of the move go here


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Judge of Destiny</big>===
|image=BBTag_Izayoi_JudgeOfDestiny.png |caption=''"With the blade of retribution and scales of judgement, I come to deliver righteous justice!"''
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Izayoi_JudgeOfDestiny2.png |caption2='''''"Atone for your sins!"'''''
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Judge of Destiny
|description=
|data=
* Requires 9 Skill Gauge, Resonance Blaze, and for opponent to also be on one character left
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Izayoi/Data|222BC}}
{{!}}-
{{Description|7|text=* 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;"/>
==Roadmap==
 
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
==External References==
{{Roadmap}}
*[https://blazblue.wiki/wiki/Izayoi/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
 
==Navigation==
==Navigation==
{{#lst:BBTag/Izayoi/Data|Links}}
<center>{{Character Label|BBTag|Izayoi|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Izayoi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBTag/Navigation}}

Latest revision as of 05:00, 13 December 2023


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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

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


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