BBTag/Izayoi: Difference between revisions

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{{Description|7|text=* Combo filler
{{Description|7|text=* Combo filler
* Unsafe on block/pushblock
* Unsafe against pushblock
* Can be used for AS pressure
* Good button to Active Switch with


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.
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.
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{{MoveData
{{MoveData

Revision as of 19:15, 3 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Izayoi
BBTag Izayoi Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
[playstyle archetypes]
Team Role
Point

Overview

"I serve the hands of justice."
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.

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
  • Meter hungry
  • DP has no horizontal reach
  • Meterless damage is mediocre
  • Anti-air game is limited
  • Requires good assists to keep pressure


Normal Moves

4A
4A
BBTag Izayoi 4A.png
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  • 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
BBTag Izayoi 5A.png
BBTag Izayoi 5AA.png
BBTag Izayoi 5AAA.png
BBTag Izayoi 5AAAA.png
Please don’t use this move on block ever.
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5A
  • 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
  • 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 and can lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block.

5B
5B
BBTag Izayoi 5B.png
The sword has a hurtbox, because that's how swords work
BBTag Izayoi 5BB.png
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5B
  • Your best poke option
  • 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
  • Combo filler
  • Pretty long recovery on whiff

Combo filler. Whiff punishable if they pushblock 5B.

5C
5C
BBTag Izayoi 5C.png
Why use this when you have a 19f overhead?
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  • 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.

2A
2A
BBTag Izayoi 2A.png
RIP BBCF 2A. You will be missed
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  • 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
  • Main low starter/low mixup option

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

2B
2B Template:AttackDataHeader-BBTag
  • Combo filler
  • Unsafe against pushblock
  • Good button to Active Switch with

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.

2C
2C
BBTag Izayoi 2C.png
Slide into those DMs
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  • 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
BBTag Izayoi jA.png
Izayoi's swiss army knife
BBTag Izayoi jAA.png
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j.A
  • Primary overhead mixup with GA dash
  • Strong jump in, especially when combined with GA dash
  • Solid Air to air
  • Other leg has a hitbox, allowing it to crossup


This move is one of Izayoi's most important normals. When combined with GA dash (66/IAD), you can use it as an overhead mixup option as well as a method to approach in neutral. It also compensates for Izayoi's rather poor anti air game as she can air to air pretty consistently with j.A due to it's solid combination of speed and range. Albeit it not very likely to happen, j.A can also crossup has her other leg has a hurtbox as well.

j.AA
  • Combo filler
  • Can be used as a double overhead option after 66

Combo filler for air routes, albeit inferior to j.B in that regard. It can also be used as a double overhead option after 66 j.A depending on how high Izayoi is relative to the opponent (you'll usually need to fly a little higher by holding 9 after 99 to get it to work)

j.B
j.B
BBTag Izayoi jB.png
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  • Can be used for setting up a fuzzy overhead j.C/low situation after 66 GA dash
  • Can used as a fakeout after GA dash
  • Combo filler for air routes

While this move doesn't see much use in neutral, it shines much more in terms of pressure and combos. When it comes to pressure, you can do 66 j.B and either jump and do rising j.C for a fuzzy overhead mixup or land and 2A. It can also be used as a fakeout after 66 (delay j.B) and IAD (do j.B immediately after), making it whiff and allowing you to do whatever you want afterwards provided they respect it. j.B is also important for many of Izayoi's air routes, especially j.ABC loops.

j.C
j.C
BBTag Izayoi jC.png
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  • 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.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Izayoi GroundThrow.png
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  • Wallbounces anywhere

Detailed description of the usefulness of the move go here

Aegis Blade
Aegis Blade
5A+D
BBTag Izayoi AegisBlade.png
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  • Pressing A/B/C during the slash will do Strike Fall as a followup

Great vertical range but poor horizontal range.

Noir Edge
Noir Edge
j.A+D
BBCP Izayoi NoirEdge.png
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  • 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)
BBTag Izayoi SonicSaber.png
BBTag Izayoi SonicSaberAir.png
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Ground
  • 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
  • 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)
BBTag Izayoi SonicSaberB.png
BBTag Izayoi SonicSaberBAir.png
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Ground
  • 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

Air
  • Additional projectiles appear both on hit and on block
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here

Mirage Thruster
Mirage Thruster
Sonic Saber > A/B
BBTag Izayoi MirageThruster.png
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A
B

Crusade Seraphim Gamma
Crusade Seraphim Gamma
214A (air OK)
BBTag Izayoi CrusadeSeraphimGamma.png
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Ground
Air
  • 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 (air OK)
BBTag Izayoi CrusadeSeraphimAlpha.png
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Ground
Air
  • Head invul

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

Valkyrie Astrea
Valkyrie Astrea
Crusade Seraphim Gamma > A/B
BBTag Izayoi ValkyrieAstrea.png
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  • 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
BBTag Izayoi StrikeFall.png
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After Reversal
After j.214A
  • 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)
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Ground
  • 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
  • Shoots 3 projectiles
  • Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent

Detailed description of the usefulness of the move go here

EX Mirage Thruster
EX Mirage Thruster
214C (Air OK)
After certain Skills > C
BBTag Izayoi MirageThruster.png
This is not neutral
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  • 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
BBTag Izayoi ValkyrieAstrea.png
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  • Important points go here

Detailed description of the usefulness of the move go here

6P
6P
Sonic Saber
BBTag Izayoi SonicSaberB.png
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  • 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!

4P
4P
Crusade Seraphim Alpha
BBTag Izayoi CrusadeSeraphimAlpha.png
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  • 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
BBTag Izayoi JusticePhorizer.png
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  • 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 Be just or be dead
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  • 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
BBTag Izayoi JusticePhorizer.png
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  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Judge of Destiny
222B+C
BBTag Izayoi JudgeOfDestiny.png
"With the blade of retribution and scales of judgement, I come to deliver righteous justice!"
BBTag Izayoi JudgeOfDestiny2.png
"Atone for your sins!"
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  • Requires 9 Skill Gauge, Resonance Blaze, and for opponent to also be on one character left

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


Roadmap

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Navigation

To edit frame data, edit values in BBTag/Izayoi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.