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;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
;Playstyle | |||
:[playstyle archetypes] | |||
;Team Role: | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
''"I serve the hands of justice."'' | |||
===Backstory=== | ===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=== | ===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=== | ||
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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *Strong Mobility thanks to GA dash and teleports | ||
*Decent | *Decent Projectile game | ||
*Can close distance quickly ( | *Can close distance quickly (via running, dashing or teleports) | ||
*Strong mixup game (IOH 66 j.A/B, fuzzy guard setups with j.C, etc) | *Strong mixup game (IOH 66 j.A/B, fuzzy guard setups with j.C, etc) | ||
*Very strong oki options | *Very strong oki options | ||
*Good in Resonance Blaze since she has plenty of uses for her meter | *Good in Resonance Blaze since she has plenty of uses for her meter | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *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 | ||
*DP isn't the best defensively | *DP isn't the best defensively | ||
*Solo damage is mediocre | *Solo damage is mediocre | ||
*Anti-air game isn’t very good | |||
|- | |- | ||
|} | |} | ||
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===Drive: Scarlet Justice=== | ===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. | 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. | |||
{{#lst:BBTag/Izayoi/Data|Links}} | {{#lst:BBTag/Izayoi/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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|name=4A | |name=4A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|4A}} | |||
{{!}}- | |||
* | {{Description|6|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. | |||
}} | }} | ||
}} | }} | ||
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|image2=BBTag_Izayoi_5AA.png |caption2= | |image2=BBTag_Izayoi_5AA.png |caption2= | ||
|image3=BBTag_Izayoi_5AAA.png |caption3= | |image3=BBTag_Izayoi_5AAA.png |caption3= | ||
|image4=BBTag_Izayoi_5AAAA.png |caption4= | |image4=BBTag_Izayoi_5AAAA.png |caption4= Please don’t use this move ever | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Izayoi/Data|5A}} | |||
{{!}}- | |||
* | {{Description|7|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 | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Izayoi/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text=* Combo filler | |||
* | |||
Combo filler primarily. Can be used in blockstrings but you’d be better off doing 5A>2A>5A... | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Izayoi/Data|5AAA}} | |||
{{!}}- | |||
{{Description|7|text=* 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 | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Izayoi/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text=* 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_5B.png |caption= | |image=BBTag_Izayoi_5B.png |caption=The sword has a hurtbox, because that's how swords work | ||
|image2=BBTag_Izayoi_5BB.png |caption2= | |image2=BBTag_Izayoi_5BB.png |caption2= | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Izayoi/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text=* 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. | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Izayoi/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text=* 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_5C.png |caption= | |image=BBTag_Izayoi_5C.png |caption= Every Izayoi player forgets they have this | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|5C}} | |||
{{!}}- | |||
* | {{Description|6|text=* 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 | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_2A.png |caption= | |image=BBTag_Izayoi_2A.png |caption= RIP BBCF 2A. You will be missed | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|2A}} | |||
{{!}}- | |||
* | {{Description|6|text=* 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. | |||
}} | }} | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|2B}} | |||
{{!}}- | |||
* | {{Description|6|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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_2C.png |caption= | |image=BBTag_Izayoi_2C.png |caption=Slide into those DMs | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|2C}} | |||
{{!}}- | |||
* | {{Description|6|text=* 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_jA.png |caption= | |image=BBTag_Izayoi_jA.png |caption= Izayoi's swiss army knife | ||
|image2=BBTag_Izayoi_jAA.png |caption2= | |image2=BBTag_Izayoi_jAA.png |caption2= | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Izayoi/Data|j.A}} | |||
{{!}}- | |||
* | {{Description|7|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}} | |||
{{#lsth:BBTag/Izayoi/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|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) | |||
}} | }} | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|j.B}} | |||
{{!}}- | |||
* | {{Description|6|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. | |||
}} | }} | ||
}} | }} | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|j.C}} | |||
{{!}}- | |||
* | {{Description|6|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.ABC loops, although it can also be used as an alternative air ender to j.A+D, but the oki afterwards will be worse outside of corner. In corner, you can do a safejump afterwards by inputting j.C > delay j.214B > falling j.A. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Moves== | ==Universal Moves== | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|BC}} | |||
{{!}}- | |||
* Wallbounces anywhere | {{Description|6|text=* Wallbounces anywhere | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|AD}} | |||
{{!}}- | |||
* Pressing A/B/C during the slash will do Strike Fall as a followup | {{Description|6|text=* Pressing A/B/C during the slash will do Strike Fall as a followup | ||
Great vertical range but poor horizontal range. | Great vertical range but poor horizontal range. | ||
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|input=j.A+D | |input=j.A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|j.AD}} | |||
{{!}}- | |||
* Pressing A/B/C during the slash will do Strike Fall as a followup | {{Description|6|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. | 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. | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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|name=Sonic Saber A | |name=Sonic Saber A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Izayoi/Data|236A}} | |||
{{!}}- | |||
* 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 | {{Description|7|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 | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Izayoi/Data|j.236A}} | |||
{{!}}- | |||
{{Description|7|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 | |||
* 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 | Detailed description of the usefulness of the move go here | ||
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|image4=BBTag_Izayoi_SonicSaberBAir.png |caption4= | |image4=BBTag_Izayoi_SonicSaberBAir.png |caption4= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Izayoi/Data|236B}} | |||
{{!}}- | |||
* Additional projectiles appear only on hit | {{Description|7|text=* 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 | * 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 | * Combos from throw | ||
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Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Izayoi/Data|j.236B}} | |||
{{!}}- | |||
{{Description|7|text=* Additional projectiles appear only on hit | |||
* 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 | * Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent | ||
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|input=214A | |input=214A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|214A}} | |||
{{!}}- | |||
* Follow up attack with A/B | {{Description|6|text=* Follow up attack with A/B. | ||
* Knocks down on hit. | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|input=214B | |input=214B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|214B}} | |||
{{!}}- | |||
* Head invul | {{Description|6|text=* Head invul | ||
Primary anti-air and combo piece leading to Strike Fall. | Primary anti-air and combo piece leading to Strike Fall. | ||
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|name=Mirage Thruster | |name=Mirage Thruster | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Izayoi/Data|j.214A}} | |||
{{!}}- | |||
* Teleports to the ground | {{Description|7|text=* Teleports to the ground | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Izayoi/Data|j.214B}} | |||
{{!}}- | |||
{{Description|7|text=* Teleports and reappears in the air | |||
* Teleports and reappears in the air | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|input=Crusade Seraphim Gamma > A/B | |input=Crusade Seraphim Gamma > A/B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|214A > A/B}} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|input=Aegis Blade > A/B/C<br/>Air Crusade Seraphim Alpha > A/B/C<br/>Crusade Seraphim Alpha > A/B | |input=Aegis Blade > A/B/C<br/>Air Crusade Seraphim Alpha > A/B/C<br/>Crusade Seraphim Alpha > A/B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|AD > X}} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* Important points go here | ||
Primary combo ender leading to 66j.A/B safejump setups. | Primary combo ender leading to 66j.A/B safejump setups. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|name=EX Sonic Saber | |name=EX Sonic Saber | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:BBTag/Izayoi/Data|236C}} | |||
{{!}}- | |||
* Shoots 3 projectiles | {{Description|7|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 | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Air}} | |||
{{#lsth:BBTag/Izayoi/Data|j.236C}} | |||
{{!}}- | |||
{{Description|7|text=* Shoots 3 projectiles | |||
* 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 | * Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent | ||
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|name=Crusade Seraphim Beta | |name=Crusade Seraphim Beta | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|214C}} | |||
{{!}}- | |||
* Automatically follows up with Strike Fall on hit | {{Description|6|text=* Automatically follows up with Strike Fall on hit | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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====== <font style="visibility:hidden" size="0">EX Mirage Thruster</font> ====== | ====== <font style="visibility:hidden" size="0">EX Mirage Thruster</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Izayoi_MirageThruster.png |caption= | |image=BBTag_Izayoi_MirageThruster.png |caption=''Nothin personal kid'' | ||
|input=Sonic Saber > C<br/>Crusade Seraphim Alpha > C<br/>Crusade Seraphim Gamma > C<br/>j.214C | |input=Sonic Saber > C<br/>Crusade Seraphim Alpha > C<br/>Crusade Seraphim Gamma > C<br/>j.214C | ||
|name=EX Mirage Thruster | |name=EX Mirage Thruster | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|j.214C}} | |||
{{!}}- | |||
* Teleports behind the opponent's position at the time of the teleport | {{Description|6|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 4A/5A mash and reversal DP/supers. | ||
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|name=5P | |name=5P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|5P }} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|name=6P | |name=6P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|6P }} | |||
{{!}}- | |||
* Additional projectiles appear | {{Description|6|text=* Additional projectiles appear on hit and block | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|name=4P | |name=4P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|4P}} | |||
{{!}}- | |||
* Automatically follows up with Strike Fall on hit | {{Description|6|text=* Automatically follows up with Strike Fall on hit | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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|name=Justice Phorizer | |name=Justice Phorizer | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|236BC}} | |||
{{!}}- | |||
* Reaches about half screen | {{Description|6|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. | ||
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|name=Banshee Lancer | |name=Banshee Lancer | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|214BC}} | |||
{{!}}- | |||
* Only the first hit will land on assists | {{Description|6|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 clear | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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|name=Justice Phorizer | |name=Justice Phorizer | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|Distortion Skill Duo}} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* Important points go here | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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|name=Judge of Destiny | |name=Judge of Destiny | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Izayoi/Data|222BC}} | |||
{{!}}- | |||
* Requires 9 Skill Gauge, Resonance Blaze, and for opponent to also be on one character left | {{Description|6|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. (5BB, 2B, throw, Valkyrie Astrea, Strike Fall) | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{#lsth:BBTag/Izayoi/Data|Links}} | {{#lsth:BBTag/Izayoi/Data|Links}} | ||
{{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.}} | |||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:Izayoi]] | [[Category:Izayoi]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 08:24, 7 October 2019
Izayoi |
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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 |
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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 |
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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 | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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Rarely used it since she has better overhead options (66 j.A/IAD j.A). Only use it sometimes to stay unpredictable |
2A
2A |
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Sees use as a mixup option/in stagger pressure with 5A>2A>5A>etc. primarily. |
2B
2B |
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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 |
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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 | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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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 |
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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.ABC loops, although it can also be used as an alternative air ender to j.A+D, but the oki afterwards will be worse outside of corner. In corner, you can do a safejump afterwards by inputting j.C > delay j.214B > falling j.A. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Aegis Blade
Aegis Blade 5A+D |
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Great vertical range but poor horizontal range. |
Air Crusade Seraphim Alpha
Air Crusade Seraphim Alpha j.A+D |
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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) |
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B Sonic Saber
Sonic Saber B 236B (air OK) |
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Crusade Seraphim Gamma
Crusade Seraphim Gamma 214A |
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Detailed description of the usefulness of the move go here |
Crusade Seraphim Alpha
Crusade Seraphim Alpha 214B |
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Primary anti-air and combo piece leading to Strike Fall. |
Mirage Thruster
Mirage Thruster j.214A/B Sonic Saber > A/B |
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Valkyrie Astrea
Valkyrie Astrea Crusade Seraphim Gamma > A/B |
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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 |
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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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Crusade Seraphim Beta
Crusade Seraphim Beta 214C |
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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 |
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Partner Skills
5P
5P Valkyrie Astrea |
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Detailed description of the usefulness of the move go here |
6P
6P Sonic Saber |
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Detailed description of the usefulness of the move go here |
4P
4P Crusade Seraphim Alpha |
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Detailed description of the usefulness of the move go here |
Distortion Skills
Justice Phorizer
Justice Phorizer 236B+C |
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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 |
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Cinematic super. Shorter range than Justice Phorizer but higher damage. |
Distortion Skill Duo
Justice Phorizer P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Judge of Destiny 222B+C |
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Extremely easy to combo into. (5BB, 2B, throw, Valkyrie Astrea, Strike Fall) |
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 •
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Misc •