BBCF/Izanami/Data

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< BBCF‎ | Izanami

Links


Infobox Data

Name Health Prejump Backdash Forward Dash Unique Movement Options Portrait Icon
Izanami 10,500 4F 22F (1~7F Inv All) No Double Jump
Float
BBCF Izanami Portrait.png BBCF Izanami Icon.png

Normal Moves

5A

5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 4 8 0 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izanami 5A.png
BBCF Izanami 5A hitbox.png

5B

5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 Mid 8 5 18 -6 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 3 16 17 17 22 31 11 +0 +2
BBCF Izanami 5B.png
BBCF Izanami 5B hitbox 1.pngBBCF Izanami 5B hitbox 2.png
Frames 8-9 • Frames 10-12
Hitbox fully extended after 10 frames

5C

5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
840 Mid 11 3 24 -10 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 25 22 39 11 +0 +2
BBCF Izanami 5C.png
BBCF Izanami 5C hitbox.png

5CC

5CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 13 11 14 -8 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Stagger 27 29 Stagger 54 43 + Slide 7 +0 +2
BBCF Izanami 5CC.png
BBCF Izanami 5CC hitbox.png
Izanami is also affected by hitstop
Counterhit state ends late, frames 24-27 (first 4 frames of recovery) are still CH state
Maximum Slide duration 10F

2A

2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 9 0 F SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izanami 2A.png
BBCF Izanami 2A hitbox.png

2B

2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500 Low 9 6 24 -16 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Izanami 2B.png
Will low profile your sweep
BBCF Izanami 2B hitbox.png

2C

2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
880 Mid 19 3 27 -11 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 25 27 43 12 +0 +5
BBCF Izanami 2C.png
BBCF Izanami 2C hitbox.png
Fatal Counter

2CC

2CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 21 6 11 0 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Spin Fall 33 31 Spin Fall 37 45 7 +0 +2
BBCF Izanami 2CC.png
BBCF Izanami 2CC hitbox.png
Izanami is also affected by hitstop
Counterhit state ends late, frames 27-31 (first 5 frames of recovery) are still CH state

6A

6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
770 Mid 10 4 22+5L -14 B 7~13 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 30 Launch 44 11 +0 +2
BBCF Izanami 6A.png
BBCF Izanami 6A hitbox.png
Cancellable into float from frame 28 onward
Airborne from frame 10
Recovery duration can be altered by external forces

6B

6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
980 High 25 4 21 -6 B 9~24 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
BBCF Izanami 6B.png
BBCF Izanami 6B hitbox.png
During float, 6B ends float and Izanami can cancel into air normals on hit/block, but is no longer an overhead
Bonus Proration 110%
Airborne from frame 13, move plays out normally even if moved by external forces and will recover airborne if necessary

6C

6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650×2 Low, High 21 3 (9) 3 34 -18 F, B S(J)R, SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch, Crumple 25, 60 + GBounce Launch, Crumple 40, 75 + GBounce 12 +0 +5
BBCF Izanami 6C 1.pngBBCF Izanami 6C 2.png
BBCF Izanami 6C hitbox 1.pngBBCF Izanami 6C hitbox 2.png
First hit • Second hit
During Float, this move has Starter value Long
Crumple Duration 29F, Crumple Fall 62F

6CC

6CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 17 6 21 -8 P1 SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 19 + Down 23 Launch 34 + Down 23 8 +0 +0
BBCF Izanami 6CC.png
BBCF Izanami 6CC hitbox.png
Izanami is also affected by hitstop
Bonus Proration 110%
Counterhit state ends late, frames 23-31 (first 9 frames of recovery) are still CH state

3C

3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Low 14 9 33 -23 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 29 Launch 44 + Down 23 12 +0 +5
BBCF Izanami 3C.png
BBCF Izanami 3C hitbox.png

j.A

j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 3 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Izanami jA.png
BBCF Izanami jA hitbox.png

j.B

j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
560 High/Air 9 6 12 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCF Izanami jB.png
BBCF Izanami jB hitbox.png

j.C

j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800, 600 High/Air, All 13 5(8)6 11 H, P1 SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89×2 Long 3 16 17 17, 30 22 31, 44 11 +0 +2
BBCF Izanami jC.pngBBCF Izanami jCC.png
• Drive followup is automatic
BBCF Izanami jC hitbox 1.pngBBCF Izanami jC hitbox 2.pngBBCF Izanami jCC hitbox.png
Frames 13-15 • Frames 16-17 • Drive followup
Second hit (projectile) activates when Izanami has Magatama equipped
Izanami is also affected by hitstop of projectile
With magatama equipped, counterhit state ends late, frames 31-33 (first 3 frames of recovery) are still CH state

j.2C

j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×3 [×12] All 13 4×3 [x12] 16 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×3 [×12] Normal 3 16 17 17 22 31 1 +0 +2
BBCF Izanami j2C.png
BBCF Izanami j2C hitbox.png
Values in [] are if button is held
Checks for held button on third hit

Drive Moves

5D

5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Ground: 27
Air: 30
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izanami 5D.png
Counterhit state for entire move

6D

6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400×3 All 37 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85×3 Normal 2 13 14 14 18 30 0/+3 +3 +4
BBCF Izanami 6D.png
BBCF Izanami 4D hitbox.png

1D/2D/3D

1D/2D/3D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400 per shot All 10 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0
BBCF Izanami 1D.pngBBCF Izanami 2D.pngBBCF Izanami 3D.png
1D2D3D
BBCF Izanami 1D hitbox.pngBBCF Izanami 2D hitbox.pngBBCF Izanami 3D hitbox.png
1D2D3D

4D

4D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
400 per shot All 10 20 P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 (per shot) Normal 1 11 12 12 12 32 0 +0 +0
BBCF Izanami 4D.png
BBCF Izanami 4D hitbox.png

Universal Mechanics

B+C

B+C
Forward Throw
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1500 Throw 7 3 23 T SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
50 Normal 0, 4 Launch 80 + Down 23 0, 12 +0
BBCF Izanami ForwardThrow.png
BBCF Izanami Throw hitbox.png
Minimum Damage 100%: 1500
While floating, Izanami can grab airborne opponents instead of grounded ones

4B+C

4B+C
Back Throw
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0×2, 1500 Throw 7 3 23 T SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
50 Normal 0×2, 5 Launch 60 + WBounce 60 0×2, 10 +0
BBCF Izanami BackThrow.png
BBCF Izanami Throw hitbox.png
Minimum Damage 100%: 1500
While floating, Izanami can grab airborne opponents instead of grounded ones

j.B+C

j.B+C
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0×2, 1500 Throw 7 3 23+3L T SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
50 Normal 0×2, 4 100 + GBounce 100 0×2, 12 +0
BBCF Izanami AirThrow.png
BBCF Izanami AirThrow hitbox.png
Minimum Damage 100%: 1500

6A+B

6A+B
Counter Assault
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0 All 13 3 32 -16 B 1~20 All R 50
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5
BBCF Izanami 5B.png
BBCF Izanami Counter Assault hitbox.png

5A+B

5A+B
Crush Trigger
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Guard Break 32/Barrier 20 1 25 0 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
60 Normal 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
BBCF Izanami CT.pngBBCF Izanami 5AB 2.PNG
Charge
Release
BBCF Izanami CT hitbox.png
Maximum Slide duration 15F
Crumple Duration 50F, Crumple Fall 83F

5[A+B]

5[A+B]
Crush Trigger
other
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Guard Break 60/Barrier 30~61 1 25 0 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Long 24 Crumple 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
BBCF Izanami CT.pngBBCF Izanami 5AB 2.PNG
Charge
Release
BBCF Izanami CT hitbox.png
Maximum Slide duration 15F
Crumple Duration 50F, Crumple Fall 83F

Specials

41236C

41236C
Flaming Dome
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
See notes All 15 P1 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×N Normal 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0/-1×N, 0 -1
BBCF Izanami Tengai no Hi.pngBBCF Izanami Tengai no Hi 2.png
BBCF Izanami Tengai no Hi hitbox 1.pngBBCF Izanami Tengai no Hi hitbox 2.png
Hold button to charge shot
Damage when charging shot increases from 500×N > 600×N > 700×N > 800×N. During Timestop, damage is set to 300×N
When firing shot damage is 300×N,500×5

214A

214A
Thunderbolt Lance A
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 All 25 4 16 -2 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 50 + WBounce Launch 68 + WBounce + Down 23 12 +0 +5
BBCF Izanami Tourai no Hoko A.png
214A
BBCF Izanami 214A hitbox.png
214A
Fatal Counter

214B

214B
Thunderbolt Lance B
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Low/All 28 12 16 -9 F R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch + Down 23 40 Launch + Down 23 55 12 +0 +5
BBCF Izanami Tourai no Hoko B.png
214B
BBCF Izanami Tourai no Hoko B hitbox.png
214B

236A

236A
Ghost Peak Strike
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 14 10 Total: 45 -1 P1 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 19 19 24 34 12 +0 +5
BBCF Izanami Gaihou no Geki.png
BBCF Izanami Gaihou no Geki hitbox.png

j.63214B

j.63214B
Arms of Sympathy
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 14 Until L 5 H JR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 60 + GBounce Launch 74 + GBounce + Down 23 11 +0 +2
BBCF Izanami Renge no Kai.png
Don't overshoot the motion or you'll float and get thunderbolt lance instead.
BBCF Izanami Renge no Kai hitbox.png
On hit/block, Izanami bounces back and is in recovery until landing + 5
On hit/block, cancellable into float after 16 frames of recovery

63214C

63214C
Distant Affection
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1000 Throw 13 3 40 T R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
50 Normal 0, 4 18 Launch 100 0, 4 +0
BBCF Izanami Jiai no Yuu.png
BBCF Izanami 63214C hitbox.png

623B

623B
Shield of Dreams
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
46
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Izanami Mujuu no Tate Activate.png
The infamous "Ribcage". Made from the hopes and dreams of your victims
BBCF Izanami Mujuu no Tate Activate hitbox.png
Does not increase her hurtbox or collision size while active, despite appearances
Appears on 17F
On shield Guard Point, hitstop for Izanami reduced by 1F. Opponent hitstop unchanged

Shield 623B

Shield 623B
Bulwark
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 All 12 24 6 -9 P 1~15 All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Very Short 3 16 Launch 60 Launch 74 4 +0 +2
BBCF Izanami Mujuu no Tate Deactivate.png
Too bad you can't use it on wakeup
BBCF Izanami Mujuu no Tate Deactivate hitbox.png
Counterhit state for entire move

41236D

41236D
Droplet
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 68 [64] 12 Total: 36 [0] P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 46 Launch 61 0/+12 +12 +14
BBCF Izanami Shizuku.png
BBCF Izanami Shizuku hitbox.png

63214D

63214D
Orchid
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300×6 All 22 [10] 101 Total: 67 [0] P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Normal 2 13 14 25 18 37 0/+1 +1 +2
BBCF Izanami Araragi.png
BBCF Izanami Araragi hitbox.png
Projectile moves forward until button is released

Distortion Drives

236236B

236236B
Stake of Supremacy
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800, 500×3, 0, 2500
[800, 500×5, 0, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 Launch 80 + WBounce 20 20, 5×3 [×5], 0, 20 +5, +0×5 [×7]
BBCF Izanami Hazen no Kui.png
Reversal and combo ender
BBCF Izanami 236236B hitbox.png
Values in [] are during OD
Minimum Damage 20%: 960 [1220]
reversal

214214C

214214C
Hour of Nihility
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 T 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Very Short 0 0 +9999 +0
BBCF Izanami Kyomu no Koko.png
ZA WARUDO!
BBCF Izanami 214214C hitbox.png
Values in [] are during OD
Minimum Damage 100%: 300 [500]
Timestop lasts for 3 [5] seconds
All damage caused during timestop cannot end the round
Executes Timestop End at end of timestop

720A

720A
Moment of Benevolence
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0 Unblockable 241 [181] 1 64 Body+Burst 241~305 [181~245] HBFPT
241~241 [181~181] Burst
100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Very Short 0 0 +9999 +0
BBCF Izanami Jintou no Koku.png
Time stop on command
BBCF Izanami Jintou no Koku hitbox.png
Values in [] are during OD
Costs 100 Heat
100% minimum damage: 0
Executes Timestop End at end of timestop
All damage caused during timestop cannot KO opponent

Timestop End

Timestop End
Timestop End
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100 0 0 63
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
0 Crumple + Down 10 999 + WBounce + Down 23 0/+1 +1 +1
BBCF Izanami Timestop End.png
Soshite toki ha ugokidasu
And thus, time continues
Startup is performed while time is still stopped
Ends timestop
Minimum Damage 100%: 100
Crumple Duration 999F, Crumple Fall 53F

Exceed Accel

A+B+C+D

A+B+C+D
Melancholy Death (Arc Drive)
exceed accel
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600, 2400
{600, 5100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 4 26 Crumple + Down 10 Stand 20 20, 0 +0
BBCF Izanami Nayuta.png
BBCF Izanami Nayuta hitbox.png
Values in [] are when canceled into or immediately after activating Overdrive
Values in {} are during Active Flow
Minimum Damage 10%: 300 {570+57}
Crumple Duration 9999F, Crumple Fall 53F

Astral Heat

1632143D

1632143D
Eternal Darkness
astral
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 B 1~39 All 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 13
BBCF Izanami Tokoyo no Yami.png
BBCF Izanami Astral hitbox.png

Category

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