BBTag/Izayoi: Difference between revisions

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*Good Mobility thanks to GA dash and teleports
*Strong Mobility thanks to GA dash and teleports
*Decent Projectiles
*Decent Projectile game
*Can close distance quickly (via running, dashing or teleports)
*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)
*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
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*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
*5B extends her hurtbox and doesn't have super long range to compensate for it
* 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
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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}}
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==Normal Moves==
==Normal Moves==
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{{#lsth:BBTag/Izayoi/Data|5A}}
{{#lsth:BBTag/Izayoi/Data|5A}}
{{!}}-
{{!}}-
{{Description|6|text=* Main normal to start pressure
{{Description|7|text=* Main normal to start pressure
* Jump cancelable on block
* Jump cancelable on block


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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=Your best poke, which is unusual for a B
|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
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{{#lsth:BBTag/Izayoi/Data|5B}}
{{#lsth:BBTag/Izayoi/Data|5B}}
{{!}}-
{{!}}-
{{Description|7|text=* Izayoi’s best poke
{{Description|7|text=* Your best poke, which is unusual for a B
* The sword has a hurtbox, because that's how swords work
* Can be low profiled at the tip
* 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 hitbox on her sword, so be careful when trying to poke with it. Can be low profiled at the tip of her sword.
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.


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{{!}}-
{{!}}-
{{Description|7|text=* Combo filler
{{Description|7|text=* Combo filler
* Whiffs when 5B connects at max range sometimes
* Pretty long recovery on whiff
* Pretty long recovery on whiff


Used as Combo filler primarily. Can be used to hitconfirm after 5B, but because it can whiff when 5B connects at max range sometimes and can be punished by some normals, it’s pretty risky to use as such at times.
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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{{#lsth:BBTag/Izayoi/Data|2B}}
{{#lsth:BBTag/Izayoi/Data|2B}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Combo filler
* Unsafe on block/pushblock
* Can be used for AS pressure


Detailed description of the usefulness of the move go here
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=
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{{#lsth:BBTag/Izayoi/Data|2C}}
{{#lsth:BBTag/Izayoi/Data|2C}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Key combo filler in Izayoi’s ground confirms
* Can low profile some attacks
* Unsafe on block/Pushblock


Detailed description of the usefulness of the move go here
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
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{{#lsth:BBTag/Izayoi/Data|j.A}}
{{#lsth:BBTag/Izayoi/Data|j.A}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{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


Detailed description of the usefulness of the move go here
 
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.
  }}
  }}
  {{!}}-
  {{!}}-
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{{#lsth:BBTag/Izayoi/Data|j.AA}}
{{#lsth:BBTag/Izayoi/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{Description|7|text=* Combo filler
* Can be used as a double overhead option after 66


Detailed description of the usefulness of the move go here
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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{{#lsth:BBTag/Izayoi/Data|j.B}}
{{#lsth:BBTag/Izayoi/Data|j.B}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{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


Detailed description of the usefulness of the move go here
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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}}
}}
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{{#lsth:BBTag/Izayoi/Data|j.C}}
{{#lsth:BBTag/Izayoi/Data|j.C}}
{{!}}-
{{!}}-
{{Description|6|text=* Knocks down on air hit
{{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


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}


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==Universal Moves==
==Universal Moves==
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==Skills==
==Skills==
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{{#lsth:BBTag/Izayoi/Data|236A}}
{{#lsth:BBTag/Izayoi/Data|236A}}
{{!}}-
{{!}}-
{{Description|6|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
{{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
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{{#lsth:BBTag/Izayoi/Data|j.236A}}
{{#lsth:BBTag/Izayoi/Data|j.236A}}
{{!}}-
{{!}}-
{{Description|6|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
{{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


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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{{#lsth:BBTag/Izayoi/Data|236B}}
{{#lsth:BBTag/Izayoi/Data|236B}}
{{!}}-
{{!}}-
{{Description|6|text=* 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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{{#lsth:BBTag/Izayoi/Data|j.236B}}
{{#lsth:BBTag/Izayoi/Data|j.236B}}
{{!}}-
{{!}}-
{{Description|6|text=* Additional projectiles appear only on hit
{{Description|7|text=* 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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{{#lsth:BBTag/Izayoi/Data|214A}}
{{#lsth:BBTag/Izayoi/Data|214A}}
{{!}}-
{{!}}-
{{Description|6|text=* 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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  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Izayoi/Data|AD > A/B/C}}
{{#lsth:BBTag/Izayoi/Data|AD > X}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Important points go here
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  }}
  }}
}}
}}
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<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
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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=Spend meter, receive crossup
|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
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{{#lsth:BBTag/Izayoi/Data|6P }}
{{#lsth:BBTag/Izayoi/Data|6P }}
{{!}}-
{{!}}-
{{Description|6|text=* Additional projectiles appear only on hit
{{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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}}
}}


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==Distortion Skills==
==Distortion Skills==
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  }}
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==Distortion Skill Duo==
==Distortion Skill Duo==
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  }}
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}}
}}
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==Astral Heat==
==Astral Heat==
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  }}
  }}
}}
}}
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<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lsth:BBTag/Izayoi/Data|Links}}
{{#lsth:BBTag/Izayoi/Data|Links}}

Revision as of 08:24, 7 October 2019

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."

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
  • Strong Mobility thanks to GA dash and teleports
  • Decent Projectile game
  • Can close distance quickly (via running, dashing or teleports)
  • 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
  • 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
  • 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
BBTag Izayoi 4A.png
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 9 0 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Izayoi 4A.png
BBTAG Izayoi 4A Hitbox.png


  • 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 ever
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 7 5 16 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Izayoi 5A.png
BBTAG Izayoi 5A Hitbox.png
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 6 18 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Izayoi 5AA.png
BBTAG Izayoi 5AA Hitbox.png
  • Combo filler

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

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 14 5 28 -14 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 17 26 22 41 12 +0 +5
BBTag Izayoi 5AAA.png
BBTAG Izayoi 5AAA Hitbox.png
  • 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


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 All 15 3 30 -14 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 12 +0 +5
BBTag Izayoi 5AAAA.png
Please don’t use this move on block ever.
BBTAG Izayoi 5AAAA Hitbox.png
  • 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
BBTag Izayoi 5B.png
The sword has a hurtbox, because that's how swords work
BBTag Izayoi 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 6 18 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Izayoi 5B.png
The sword has a hurtbox, because that's how swords work
BBTAG Izayoi 5B Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 14 3 30 -14 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBTag Izayoi 5BB.png
BBTAG Izayoi 5BB Hitbox.png
  • 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
BBTag Izayoi 5C.png
Every Izayoi player forgets they have this
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 4+20L -10 - - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 - 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Izayoi 5C.png
Why use this when you have a 19f overhead?
BBTAG Izayoi 5C Hitbox.png


  • 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
BBTag Izayoi 2A.png
RIP BBCF 2A. You will be missed
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 9 3 15 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Izayoi 2A.png
RIP BBCF 2A. You will be missed
BBTAG Izayoi 2A Hitbox.png


  • 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 Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×2 All 12 3(6)3 18 -4 F - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 26 22 40 11 +0 +2
BBTag Izayoi 2B 1.pngBBTag Izayoi 2B 2.png
• Not a low.
BBTAG Izayoi 2B1 Hitbox.pngBBTAG Izayoi 2B2 Hitbox.png


  • 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
BBTag Izayoi 2C.png
Slide into those DMs
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 6 21 -8 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBTag Izayoi 2C.png
BBTAG Izayoi 2C Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 High 9 6 15 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 17 24 31 11 +0 +2
BBTag Izayoi jA.png
Izayoi's swiss army knife
BBTAG Izayoi JA Hitbox.png
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 High 7 3 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 21 24 35 11 +0 +2
BBTag Izayoi jAA.png
BBTAG Izayoi JAA Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 High 11 7 21 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 16 19 19 24 34 12 +0 +5
BBTag Izayoi jB.png
BBTAG Izayoi JB Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 11 6 18 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 16 19 40 24 55 12 +2 +7
BBTag Izayoi jC.png
BBTAG Izayoi JC Hitbox.png


  • 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.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Izayoi GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0×2, 4 - Crumple, Launch 60 + WBounce - - - - 0×2, 0/+12 +0×2, +12
Minimum Damage 2000
Crumple Duration 100F, Crumple Fall 103F
BBTag Izayoi 5B+C.png
BBTAG Izayoi Throw Hitbox.png


  • Wallbounces anywhere

Detailed description of the usefulness of the move go here

Aegis Blade
Aegis Blade
5A+D
BBTag Izayoi AegisBlade.png
Template:AttackDataHeader-BBTag
AD
Aegis Blade
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 Air Unblockable 14 3 46 -32 B 1~16 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 16 Launch 45 Launch 59 6 +0 +2
Minimum Damage 90
BBTag Izayoi A+D.png
BBTAG Izayoi RA Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
j.AD
Noir Edge
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 All 10 5 Until L+12L - H 1~14 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 16 Launch 46 Launch 60 11 +0 +2
Minimum Damage 90
BBTag Izayoi jA+D.png
BBTAG Izayoi RA2 Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
Ground


236A
A Sonic Saber
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 20 Until Hit Total: 48 -5 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 19 24 33 0/+7 +10 +11
Minimum Damage 75
BBTag Izayoi 236A.png
BBTAG Izayoi 236A Hitbox.png
  • 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


j.236A
Air A Sonic Saber
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 16 Until Hit Total: 45+6L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 22 22 27 36 0/+10 +10 +12
Minimum Damage 75
BBTag Izayoi j236A.png
BBTAG Izayoi J236A Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
Ground


236B
B Sonic Saber
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200, 500×4 All 44 Until Hit Total: 64 +28 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16×5 22, 17×4 22 27, 22×4 36 0/+34, 0/+4×4 +34, +4×4 +36, +5×4
Minimum Damage 60, 25×4 (160)
BBTag Izayoi 236B.png
BBTAG Izayoi 236B1 Hitbox.pngBBTAG Izayoi 236B2 Hitbox.png
  • 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


j.236B
Air B Sonic Saber
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200, 500×4 All 31 - Total: 55 - P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16×5 22, 17×4 22 27, 22×4 36 0/+34, 0/+4×4 +34, +4×4 +36, +5×4
Minimum Damage 60, 25×4 (160)
BBTag Izayoi j236B.png
BBTAG Izayoi J236B1 Hitbox.pngBBTAG Izayoi J236B2 Hitbox.png
  • 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
BBTag Izayoi CrusadeSeraphimGamma.png
Template:AttackDataHeader-BBTag
214A
Crusade Seraphim Gamma
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 11 3 18 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch + Down 23 30 Launch + Down 23 44 6 +5 +5
Minimum Damage 75
BBTag Izayoi 214A.png
BBTAG Izayoi 214A Hitbox.png


  • 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
BBTag Izayoi CrusadeSeraphimAlpha.png
Template:AttackDataHeader-BBTag
214B
Crusade Seraphim Alpha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 10 3 20 -4 B 4~12 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 6 +0 +5
Minimum Damage 85
BBTag Izayoi 214B.png
BBTAG Izayoi 214B Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
A


j.214A
Air Crusade Seraphim Gamma
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1850 All 11 3 Until L - H - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 45 Launch 60 6 +0 +5
Minimum Damage 92
BBTag Izayoi j214A.png
  • Teleports to the ground

Detailed description of the usefulness of the move go here

B


j.214B
Air Crusade Seraphim Alpha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 11 3 Until L - H - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 45 Launch 60 6 +0 +5
Minimum Damage 100
BBTag Izayoi j214B.png
  • 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
BBTag Izayoi ValkyrieAstrea.png
Template:AttackDataHeader-BBTag
214A > A/B
Valkyrie Astrea
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 9 3 35 -19 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 56 Launch 71 12 +5 +5
Minimum Damage 85
BBTag Izayoi 214A~A-B.png
BBTAG Izayoi 214AA Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
AD > X
Strike Fall
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 28 Until L 31L - H 1~(Until L) All - 48
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 100 + GBounce Launch 115 + GBounce 2 +6 +6
Considered part of preceding attack, no additional damage scaling applied
Minimum Damage 65
BBTag Izayoi StrikeFall.png
BBTAG Izayoi 214BB Hitbox.png


  • 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)
Template:AttackDataHeader-BBTag
Ground


236C
EX Sonic Saber
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×3 All 20 Until Hit Total 42 +4 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×3 3 16 19 19 24 33 0/+10 +10 +2
Minimum Damaage 150×3 (450)
BBTag Izayoi 236C.png
BBTAG Izayoi 236C Hitbox.png
  • 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


j.236C
Air EX Sonic Saber
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×3 All 16 Until Hit Total 45 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×3 3 16 19 19 24 33 0/+10 +10 +2
Minimum Damaage 150×3 (450)
BBTag Izayoi j236C.png
BBTAG Izayoi J236C Hitbox.png
  • 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
BBTag Izayoi CrusadeSeraphimBeta.png
Template:AttackDataHeader-BBTag
214C
EX Mirage Thruster
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: 31 - - 10~20 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBTag Izayoi 214C.png
This is not neutral


  • 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
Nothin personal kid
Template:AttackDataHeader-BBTag
  • 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
Template:AttackDataHeader-BBTag
5P
Valkyrie Astrea
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 All (18)+13 3 37 -21 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 Launch 50 - - 6 +5 -
Minimum Damaage 120
BBTag Izayoi 5P.png
BBTAG Izayoi 5P Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

6P
6P
Sonic Saber
BBTag Izayoi SonicSaberB.png
Template:AttackDataHeader-BBTag
6P
Sonic Saber
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200, 500×4 All (18)+44 - Total: (18)+66 +27 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16×5 22, 17×4 22 - - 0/+34, 0/+4×4 +34, +4×4 -
Minimum Damage 60, 25×4 (160)
BBTag Izayoi 6P.png
BBTAG Izayoi 6P Hitbox.pngBBTAG Izayoi 236B2 Hitbox.png


  • Additional projectiles appear on hit and block

Detailed description of the usefulness of the move go here

4P
4P
Crusade Seraphim Alpha
BBTag Izayoi CrusadeSeraphimAlpha.png
Template:AttackDataHeader-BBTag
4P
Crusade Seraphim Alpha
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (18+)10 3 [3(20)Until L] 38 [34L] -22 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 Launch 50, 100 + GBounce - - 6 6, 2 -
Minimum Damage 75×4 (150)
BBTag Izayoi 4P.png
BBTAG Izayoi 4P Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
236BC
Justice Phorizer
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5500 [6500] All 7+(78 Flash)+10 9 49 -39 P2 1~25 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +5
Values in [] are for Enhanced version
Minimum damage 1815 [2015]
Maximum Slide duration: 20F
BBTag Izayoi 236B+C.png
BBTAG Izayoi 236BC Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
214BC
Banshee Lancer
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200, 2500×2, 3600
[2200, 1500×6, 2200]
All 8+(69 Flash)+6 3 46 -22 B 1~16 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5, 4×3 [×7] 26 Crumple, 180×2 [×6], Launch Stand, 180×2 [×6], 60 - - 20 20, 3×2, 0
{20, 3×6, 0}
+0
Values in [] are for Enhanced version
Minimum damage 440, 300×2, 1008 (2048) [440, 180×6, 616 (2136)]
Crumple Duration 65, Crumple Fall 93
BBTag Izayoi 214B+C 1.pngBBTag Izayoi 214B+C 2.png
BBTAG Izayoi 214BC Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Justice Phorizer
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2500] All 1+(119 Flash)+1 9 49 -39 B 1~10 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 40 + Slide Launch 55 + Slide 12 +0 +8
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
Maximum Slide duration 20F
BBTag Izayoi 236B+C.png
BBTAG Izayoi DSD Hitbox.png


  • 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!"
Template:AttackDataHeader-BBTag
222BC
Judge of Destiny
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 4+(131 Flash)+11 9 35 -30 B 1~23 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 4 18 - - - - 20/-5 - -
BBTag Izayoi 222B+C 1.pngBBTag Izayoi 222B+C 2.pngBBTag Izayoi 222B+C 3.png
BBTAG Izayoi 222BC Hitbox.png


  • 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

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.