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{{#lst:BBTag/Izayoi/Data|2A}} | {{#lst:BBTag/Izayoi/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 9 frame low - you're generally better off using 4A/5A to mash out of situations. | ||
* Can | * Can gatling into itself up to a max of 3 times | ||
* Main low starter/low mixup option | * Main low starter/low mixup option | ||
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====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
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* Can IOH Tager and Hakumen | * 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. | Another move that doesn't see much use in neutral but also shines in pressure and combos. As a mixup tool, it's one of Izayoi's best options, as it can fuzzy a majority of the cast after doing 66j.B prior and can even hit Tager and Hakumen crouching, allowing it to be used as a stronger overhead option than 66/IAD j.A in those matchups. As for combos, it sees use mostly in j.C reland loops and to maximize damage with j.C > j.21A~A. | ||
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{{#lst:BBTag/Izayoi/Data|236B}} | {{#lst:BBTag/Izayoi/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Additional projectiles appear | {{Description|8|text=* Additional projectiles appear both on hit and on block | ||
* Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent | * Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent | ||
* Combos from throw (midscreen only) | * Combos from throw (midscreen only) | ||
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{{#lst:BBTag/Izayoi/Data|j.236B}} | {{#lst:BBTag/Izayoi/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Additional projectiles appear | {{Description|8|text=* Additional projectiles appear both on hit and on block | ||
* Can follow up with Mirage Thruster. A version teleports to the ground, B version remains in the air, C version teleports behind the opponent | * 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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====== <span style="visibility:hidden;font-size:0">Mirage Thruster</span> ====== | ====== <span style="visibility:hidden;font-size:0">Mirage Thruster</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{#lst:BBTag/Izayoi/Data|6P }} | {{#lst:BBTag/Izayoi/Data|6P }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Additional projectiles appear on hit and block | {{Description|7|text=* Additional projectiles appear both on hit and block | ||
This assist can be a decent approach tool and can provide incredible amounts of lockdown if you can force the opponent to block it. Cross Combo will not destroy the projectile once it leaves her hands, making it possible to produce two sabers on screen at once! | |||
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====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData |
Revision as of 05:02, 20 June 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 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.
Playstyle
Izayoi 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.
- 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
- Solid 1-meter punish routes
- 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
- Meterless damage is mediocre
- Anti-air game isn’t very good
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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{{{name}}} | 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 •