Difference between revisions of "BBTag/Izayoi"

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Revision as of 05:53, 15 July 2019

Izayoi
BBTag Izayoi Portrait.png

Health: 16,000

Jump Startup: 4F

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


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

Overview

"I serve the hands of justice."

Backstory

Izayoi is the true form of the Sealed Armament: Izayoi that Tsubaki Yayoi undertakes to don the power of Immortal Breaker. Turning away from the darkness of the past, she takes up her sword to punish all crimes and seek out the true light. This alternate form of Tsubaki is playable starting from BlazBlue: Chrono Phantasma.

Playstyle

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

Strengths/Weaknesses

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

Drive: Scarlet Justice

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

This also means that she has access to her GA dash at all times (66/j.66) For those unfamiliar with her mainstream Blazblue counterpart, Izayoi’s forward air dash is different from most of the cast’s forward air dash. Instead of dashing straight, she does a dash low to the ground, allowing her to follow it up with an air normal if you want. It is also possible to do the GA dash by pressing 66 on the ground. It allows you to use it as an aggression tool to keep the pressure going as well as potentially mix them up during a blockstring, consisting of IAD j.A, j.C Fuzzy overhead, etc. The airdash can also be held longer by holding 6, allowing you to close in from farther distances as well. In addition to that, you can influence how high/low the dash goes by holding 9 or 3.




Normal Moves

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

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


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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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


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

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


2C
2C
BBCP Izayoi 3C(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 16 6 25 -12
  • Key combo filler in Izayoi’s ground confirms
  • Can low profile some attacks
  • Unsafe on block/Pushblock

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


j.A
j.A
BBCF Izayoi jB.png
BBCP Izayoi jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1300 High 9 6 15 -
  • Important points go here

Detailed description of the usefulness of the move go here

j.AA 1300 - 7 3 12 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B
j.B
BBCP Izayoi jC(GA).png
Damage Guard Startup Active Recovery Frame Adv.
1800 High 11 7 21 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.C
j.C
BBCP Izayoi jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High 11 6 18 -
  • Knocks down on air hit

Detailed description of the usefulness of the move go here



Universal Moves

Ground Throw
Ground Throw
5B+C
BBCP Izayoi ForwardThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0*2, 2000 Throw 7~30 3 23 -
  • Wallbounces anywhere

Detailed description of the usefulness of the move go here


Aegis Blade
Aegis Blade
5A+D
BBCP Izayoi AegisBlade.png
Damage Guard Startup Active Recovery Frame Adv.
1800 Air Unblockable 14 3 46 -32
  • Pressing A/B/C during the slash will do Strike Fall as a followup

Great vertical range but poor horizontal range.


Air Crusade Seraphim Alpha
Air Crusade Seraphim Alpha
j.A+D
BBTag Izayoi CrusadeSeraphimAlphaAir.png
Damage Guard Startup Active Recovery Frame Adv.
1800 All 13 3 Until L+18 -
  • Pressing A/B/C during the slash will do Strike Fall as a followup

Air combo ender leading to Strike Fall. Hits diagonally upwards, so can whiff if air comboing someone too low relative to Izayoi. Use j.C in these cases.


Skills

A Sonic Saber
Sonic Saber A
236A (air OK)
BBCP Izayoi SonicSabre.png
BBCP Izayoi SonicSabreAir.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 All 20 - Total: 48 -5
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here

Air 1500 All 16 32 Total: 45+6L -
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here


B Sonic Saber
Sonic Saber B
236B (air OK)
BBCP Izayoi SonicSabreD.png
BBCP Izayoi SonicSabreDAir.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1200, 500*4 All 44 - Total: 64 +28
  • Additional projectiles appear only on hit
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent
  • Combos from throw

Detailed description of the usefulness of the move go here

Air 1200, 500*4 All 31 - Total: 55 -
  • Additional projectiles appear only on hit
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here


Crusade Seraphim Gamma
Crusade Seraphim Gamma
214A
BBCP Izayoi CrusadeSeraphimGamma.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 11 3 18 -4
  • Follow up attack with A/B.
  • Knocks down on hit.

Detailed description of the usefulness of the move go here


Crusade Seraphim Alpha
Crusade Seraphim Alpha
214B
BBCP Izayoi CrusadeSeraphimAlpha.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 10 3 20 -4
  • Head invul

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


Mirage Thruster
Mirage Thruster
j.214A/B
Sonic Saber > A/B
BBTag Izayoi MirageThruster.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - - - - Total: 43 -
  • Teleports to the ground

Detailed description of the usefulness of the move go here

B - - - - Total: 34 -
  • Teleports and reappears in the air

Detailed description of the usefulness of the move go here


Valkyrie Astrea
Valkyrie Astrea
Crusade Seraphim Gamma > A/B
BBCP Izayoi ValkyrieAstraea.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 9 3 32 -16
  • Important points go here

Detailed description of the usefulness of the move go here


Strike Fall
Strike Fall
Aegis Blade > A/B/C
Air Crusade Seraphim Alpha > A/B/C
Crusade Seraphim Alpha > A/B
BBCP Izayoi StrikeFall.png
Damage Guard Startup Active Recovery Frame Adv.
1300 All 28 Until L 31L -
  • Important points go here

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


Extra Skills

EX Sonic Saber
EX Sonic Saber
236C (air OK)
BBCF Izayoi SonicSabreD.png
BBCF Izayoi SonicSabreDAir.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500*3 All 20 - - -
  • Shoots 3 projectiles
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here

Air 1500*3 All 16 - - -
  • Shoots 3 projectiles
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here


Crusade Seraphim Beta
Crusade Seraphim Beta
214C
BBCP Izayoi CrusadeSeraphimBeta.png
Damage Guard Startup Active Recovery Frame Adv.
1700*3 All 13 3
[3(8)3]
25 [12] +4
  • Automatically follows up with Strike Fall on hit

Detailed description of the usefulness of the move go here


EX Mirage Thruster
EX Mirage Thruster
Sonic Saber > C
Crusade Seraphim Alpha > C
Crusade Seraphim Gamma > C
j.214C
BBTag Izayoi MirageThruster.png
Spend meter, receive crossup
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total: 31 -
  • Teleports behind the opponent's position at the time of the teleport

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


Partner Skills

5P
5P
Valkyrie Astrea
BBCP Izayoi ValkyrieAstraea.png
Damage Guard Startup Active Recovery Frame Adv.
2400 All (18)+13 3 37 -21
  • Important points go here

Detailed description of the usefulness of the move go here


6P
6P
Sonic Saber
BBCP Izayoi SonicSabreD.png
Damage Guard Startup Active Recovery Frame Adv.
1200, 500*4 All (18)+44 - Total: (18)+66 +27
  • Additional projectiles appear only on hit

Detailed description of the usefulness of the move go here


4P
4P
Crusade Seraphim Alpha
BBCP Izayoi CrusadeSeraphimAlpha.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (18+)10 3 [3(20)Until L] 38 [34L] -22
  • Automatically follows up with Strike Fall on hit

Detailed description of the usefulness of the move go here



Distortion Skills

Justice Phorizer
Justice Phorizer
236B+C
BBCP Izayoi JusticePhorizer.png
Damage Guard Startup Active Recovery Frame Adv.
5500
[6500]
All 7+10 9 49 -39
  • Reaches about half screen
  • Hitbox covers Izayoi herself, including slightly behind her. Even if you jump over the magic circle, you can still be hit.

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


Banshee Lancer
Banshee Lancer
214B+C
BBCF Izyoi BansheeLancer.png
Be just or be dead
Damage Guard Startup Active Recovery Frame Adv.
2200, 2500*2, 3600
[2200, 1500*6, 2200]
All 8+6 3 46 -22
  • Only the first hit will land on assists

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


Distortion Skill Duo

Justice Phorizer
P during Main Character's Distortion Skill
BBCP Izayoi JusticePhorizer.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All 1+1 9 49 -39
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Judge of Destiny
222B+C
BBCP Izayoi JudgeOfDestiny.png
"With the blade of retribution and scales of judgement, I come to deliver righteous justice!"
BBCP Izayoi JudgeOfDestiny2.png
"Atone for your sins!"
Damage Guard Startup Active Recovery Frame Adv.
- All 4+11 9 35 -30
  • Requires 9 Skill Gauge, Resonance Blaze, and for opponent to also be on one character left

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


Navigation


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