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
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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
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5B
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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
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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 (air OK) |
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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
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Frame Data & System Data •
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Attack Attributes •
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Misc •