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.
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 Projectile game
*Decent projectiles
*Can close distance quickly (via running, dashing or teleports)
*Strong mixup game (IOH 66j.A/B, fuzzy guard setups with j.C, etc)
*Strong mixup game (IOH 66 j.A/B, fuzzy guard setups with j.C, etc)
*Reliable oki/setplay off of any hit
*Very strong oki options
*Solid 1-meter punish routes
*Solid 1-meter punish routes
*Good in Resonance Blaze since she has plenty of uses for her meter
|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, 5B, does its job but is outclassed by a number of other characters
* Very resource reliant to do things most other characters can do without it
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.
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. 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
Izayoi 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
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
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
Combo filler
Combo filler primarily. Can be used in blockstrings but you’d be better off doing 5A>2A>5A...
5AAA
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
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
The sword has a hurtbox, because that's how swords work
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
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.
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.
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.
Strong jump in, especially when combined with GA dash
Solid Air to air
Other leg has a hitbox, allowing it to crossup
This move is one of Izayoi's most important normals. When combined with GA dash (66/IAD), you can use it as an overhead mixup option as well as a method to approach in neutral. It also compensates for Izayoi's rather poor anti air game as she can air to air pretty consistently with j.A due to it's solid combination of speed and range. Albeit it not very likely to happen, j.A can also crossup has her other leg has a hurtbox as well.
j.AA
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)
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.
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.
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.
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.
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!
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.
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