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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.

Combo List[edit]



With Assists[edit]



With Assists[edit]

Combo Theory[edit]

  • Anything into 2C 214B~X followed by the 6395A+B jA safejump to maintain your turn all while being safe from DPs and (some) wakeup supers
  • Off air to airs or any assist attack that juggles the opponent, simply convert into jA jB djA djB A+D~X followed by the 639A+B jA safejump to maintain your turn all while being safe from DPs and (some) wakeup supers
  • If you think you may need to, use 5AA (in order to move Izayoi forward) and/or omit normals such as 5BB (If you think it may whiff after 5B) and just go straight into 2C. It's better to miss out on some damage than to drop your combo due to spacing

Video Examples[edit]

External Documents and References[edit]

Hibiki's BBTAG Izayoi Combo Repository


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