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===Drive: Scarlet Justice=== | ===Drive: Scarlet Justice=== | ||
In BBCF, Izayoi's Drive switches her from standard mode to her Gain | 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) | 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 | 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=== | ===Playstyle=== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
Izayoi is a rushdown character | 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 | *Strong mobility thanks to GA dash and teleports | ||
*Decent | *Decent projectiles | ||
*Strong mixup game (IOH 66j.A/B, fuzzy guard setups with j.C, etc) | |||
*Strong mixup game (IOH | *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, 5B, does its job but is outclassed by a number of other characters | ||
* | *Meter hungry | ||
*DP | *DP has no horizontal reach | ||
*Meterless damage is mediocre | *Meterless damage is mediocre | ||
*Anti-air game | *Anti-air game is limited | ||
*Requires good assists to keep pressure | |||
}} | }} | ||
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* VERY unsafe on block | * VERY unsafe on block | ||
Your auto combo ender. It knocks the opponent away fullscreen. | Your auto combo ender and can lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block. | ||
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{{#lst:BBTag/Izayoi/Data|5B}} | {{#lst:BBTag/Izayoi/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Your best poke | {{Description|8|text=* Your best poke option | ||
* Can be low profiled at the tip | * Can be low profiled at the tip | ||
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* Pretty long recovery on whiff | * Pretty long recovery on whiff | ||
Combo filler. Whiff punishable if they pushblock 5B. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_5C.png |caption= Why use this when you have a 19f overhead? | |image=BBTag_Izayoi_5C.png |caption= Why use this when you have a 19f overhead? | ||
|name=5C | |||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
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* Unsafe on block | * Unsafe on block | ||
Rarely used | Rarely used since 66j.A/B/C are faster overheads and can lead into more damage. Punishable on block. | ||
}} | }} | ||
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* Main low starter/low mixup option | * Main low starter/low mixup option | ||
Use in stagger pressure with 5A>2A>5A>etc. and as a mixup using j.B (whiff) > 2A. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Combo filler | {{Description|7|text=* Combo filler | ||
* Unsafe | * 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. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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* Unsafe on block/Pushblock | * Unsafe on block/Pushblock | ||
This is Izayoi’s most important combo filler in her ground | 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. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | <nowiki/> | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData |
Revision as of 19:21, 3 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Izayoi |
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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.
- 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 | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Moves
Ground Throw 5B+C |
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Aegis Blade 5A+D |
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Noir Edge j.A+D |
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Skills
Sonic Saber A 236A (air OK) |
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Sonic Saber B 236B (air OK) |
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Mirage Thruster Sonic Saber > A/B |
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Crusade Seraphim Gamma 214A (air OK) |
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Crusade Seraphim Alpha 214B (air OK) |
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Valkyrie Astrea Crusade Seraphim Gamma > A/B |
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Strike Fall Aegis Blade > A/B/C Air Crusade Seraphim Alpha > A/B/C Crusade Seraphim Alpha > A/B |
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Extra Skills
EX Sonic Saber 236C (air OK) |
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EX Mirage Thruster 214C (Air OK) After certain Skills > C |
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Partner Skills
5P Valkyrie Astrea |
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6P Sonic Saber |
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4P Crusade Seraphim Alpha |
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Distortion Skills
Justice Phorizer 236B+C |
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Banshee Lancer 214B+C |
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Distortion Skill Duo
Justice Phorizer P during Main Character's Distortion Skill |
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Astral Heat
Judge of Destiny 222B+C |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •