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Izayoi is a rushdown character with unique movement options, threatening high/low mixups, and one of the best safejumps in the game. Coupled with the right assists, Izayoi has the ability to play with momentum and suffocate the opponent with her aggression.
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Health |
17,000 |
Prejump |
4F |
Backdash |
22F |
Unique Movement Options |
Hover Dash Mirage Thruster |
Fastest Attack |
4A (6F) |
Reversals |
A+D (14F) 236B+C (17F) 214B+C (14F) |
Pros | Cons |
|
|
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. It is also possible to do the dash from the ground by pressing 66. 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 dash can also be held longer by holding 6, allowing you to close in from farther distances as well. In addition to that, you can change the angle of her dash by holding 9 or 3.
You can also cancel many of her special attacks into Mirage Thurster (teleports) to continue combos or to quickly sandwich your opponent with your partner.
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 3 | 9 | 0 | B |
- Whiffs on all crouching hitboxes (except Tager, Hakumen, and Waldstein)
- Jump cancelable on block
- Izayoi's fastest normal, use this for mashing/tickthrows.
You can use this move as a situational anti air against IAD height approaches but outside of that, doesn’t see much use.
Level | P1 | P2 |
---|---|---|
1 | 100 | 70 |
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1000 | All | 7 | 5 | 16 | -7 | B | |
5AA | 1500 | All | 11 | 6 | 18 | -7 | B | |
5AAA | 1700 | All | 14 | 5 | 28 | -14 | B | |
5AAAA | 2300 | All | 15 | 3 | 30 | -14 | B |
- Main normal to start pressure
- Jump cancelable on block
5A is your 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
- Combo filler
5AA is combo filler primarily. Can be used in blockstrings but you’d be better off doing 5A>2A>5A...
- Combo filler
- Unsafe on block/pushblock
5AAA is mainly used as combo filler. It has really long recovery, making this move dangerous to throw out on block/pushblock
- 5A autocombo ender
- VERY unsafe on block
5AAAA is your auto combo ender and can lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 2 | 100 | 75 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 | 100 | 85 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 11 | 6 | 18 | -7 | B | |
5BB | 1700 | All | 14 | 3 | 30 | -14 | B |
- Your best poke option
- Can be low profiled at the tip
5B is 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.
- Combo filler
- Pretty long recovery on whiff
5BB is combo filler. Whiff punishable if they pushblock 5B.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 80 |
5BB | 4 | 100 | 85 |
5B:
5BB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 22 | 3 | 4+20L | -10 |
- Universal Overhead
- 22f of startup
- Unsafe on block
Rarely used since 66j.A/B/C are faster overheads and can lead into more damage. Punishable on block.
Level | P1 | P2 |
---|---|---|
100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 9 | 3 | 15 | -4 | F |
- 9 frame low - you're generally better off using 4A/5A to mash out of situations.
- Can gatling into itself up to a max of 3 times
- Main low starter/low mixup option
Use in stagger pressure with 5A>2A>5A>etc. and as a mixup using j.B (whiff) > 2A.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1100×2 | All | 12 | 3(6)3 | 18 | -4 | F |
- Combo filler
- Unsafe against pushblock
- Good button to Active Switch with
- Go to punish tool after blocking DP/Supers since it hits twice
Not a low. Mainly used for combo filler. Unsafe against pushblock, making it a fairly weak tool for solo pressure. When utilizing assists however, it’s a solid tool for left/right mixups when you have the opponent sandwiched between your team. Can also be used to lock the opponent down for your partner during a blockstring via 2B+AS.
Level | P1 | P2 |
---|---|---|
3 | 100 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 13 | 6 | 21 | -8 | F |
- 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 combos, as it allows her to stabilize longer range confirms to help 214B connect. In normal block pressure, it usually can be staggered into 236A/C or 214A, but can potentially be punished by pushblock.
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1300 | High | 9 | 6 | 15 | H | ||
j.AA | 1300 | High | 7 | 3 | 12 | H |
- 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.
- Combo filler
- Can be used as a double overhead option after 66
j.AA is 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)
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | High | 11 | 7 | 21 | H |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | High | 11 | 6 | 18 | H |
- 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.C reland loops and to maximize damage with j.C > j.21A~A.
Level | P1 | P2 |
---|---|---|
4 | 80 | 75 |
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0×2, 2000 | Throw | 7~30 | 3 | 23 | T |
- Wallbounces anywhere
Very good for tick throws as Izayoi's pressure is already very strong so most people won't expect it.Best way to combo is to cancel it into 236B.
Level | P1 | P2 |
---|---|---|
0×2, 4 | 100 | 50 |
- Minimum Damage 2000
Aegis Blade
5A+D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | Air Unblockable | 14 | 3 | 46 | -32 | B | 1~16 All |
- Pressing A/B/C during the slash will do Strike Fall as a followup
Great vertical range but poor horizontal range.
Level | P1 | P2 |
---|---|---|
3 | 80 | 60 |
- Minimum Damage 90
Noir Edge
j.A+D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | All | 10 | 5 | Until L+12L | H | 1~14 All |
- 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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 60 |
- Minimum Damage 90
Skills
A Sonic Saber
236A (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1500 | All | 20 | Until Hit | Total: 48 | -5 | P1 | |
j.236A | 1500 | All | 16 | Until Hit | Total: 45+6L | P1 |
- 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
- One of Izayoi's main neutral tools due to being a projectile.
Useful for reseting pressure as it gives to the teleport follow ups.
Air A. Used for stalling and zoning as well as baiting anti airs and stuffing approaches.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
j.236A | 3 | 80 | 80 |
236A:
- Minimum Damage 75
j.236A:
- Minimum Damage 75
B Sonic Saber
236B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B | 1200, 500×4 | All | 44 | Until Hit | Total: 64 | +28 | P1 | |
j.236B | 1200, 500×4 | All | 31 | Total: 55 | P |
- 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
- Combos from throw (midscreen only)
Great active switch but has slow startup so you'll need your assist to cover you
Version | Level | P1 | P2 |
---|---|---|---|
236B | 3 | 80 | 80 |
j.236B | 3 | 80 | 80 |
236B:
- Minimum Damage 60, 25×4 (160)
j.236B:
- Minimum Damage 60, 25×4 (160)
Mirage Thruster
Sonic Saber -> A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236X > A | Total: 43 | 15~24 All | ||||||
236X > B | Total: 34 | 15~25 All |
A version is used to reset pressure mid blockstring,B version is used for surprise overheads but both will lose to DPs.
Version | Level | P1 | P2 |
---|---|---|---|
236X > A | |||
236X > B |
236X > A:
236X > B:
Crusade Seraphim Gamma
214A (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1500 | Low | 11 | 3 | 18 | -4 | F | |
j.214A | 1850 | All | 11 | 3 | Until L | H |
- Follow up attack with A/B.
- Knocks down on hit.
Useful pressure tool as it has long range and hits low so it will catch sleeping and can be used to end blockstrings as it's safe on block.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3 | 90 | 80 |
j.214A | 4 | 90 | 85 |
214A:
- Minimum Damage 75
j.214A:
- Minimum Damage 92
Crusade Seraphim Alpha
214B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214B | 1700 | All | 10 | 3 | 20 | -4 | B | 4~12 H |
j.214B | 2000 | All | 11 | 3 | Until L | H |
- Head invul
- Since it goes at a diagonal angle it has a deadzone if they're right in front of her so in those cases use her DP.
Primary anti-air and combo piece leading to Strike Fall.
Version | Level | P1 | P2 |
---|---|---|---|
214B | 4 | 90 | 85 |
j.214B | 4 | 90 | 85 |
214B:
- Minimum Damage 85
j.214B:
- Minimum Damage 100
Valkyrie Astrea
Crusade Seraphim Gamma -> A/B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | 9 | 3 | 35 | -19 | B |
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
- Minimum Damage 85
Strike Fall
Aegis Blade -> A/B/C Crusade Seraphim Alpha -> A/B Air Crusade Seraphim Alpha -> A/B/C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD > X | 1300 | All | 28 | Until L | 31L | H | 1~(Until L) All | |
214B > X | 1700 [750×3] | All | 31 | Until L [1,1,Until L] | 36L | H | 4~18 All |
Primary combo ender leading to 66j.A/B safejump setups.
Version | Level | P1 | P2 |
---|---|---|---|
AD > X | 4 | 48 | 100 |
214B > X | 4 | 90 | 85 |
AD > X:
- Considered part of preceding attack, no additional damage scaling applied
- Minimum Damage 65
214B > X:
- Values in [] are when Strike Fall is done immediately after 214C > Move
- Minimum Damage 85 [37×3 (111)]
Extra Skills
EX Sonic Saber
236C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 1500×3 | All | 20 | Until Hit | Total 42 | +4 | P1 | |
j.236C | 1500×3 | All | 16 | Until Hit | Total 45 | P1 |
- 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
The projectiles hang in place for a bit longer than the A version, making it more advantageous on hit or block from further away. Much harder to avoid in general, allowing you to force your opponent to block and/or eat a mixup.
Version | Level | P1 | P2 |
---|---|---|---|
236C | 3 | 80 | 80×3 |
j.236C | 3 | 80 | 80×3 |
236C:
- Minimum Damaage 150×3 (450)
j.236C:
- Minimum Damaage 150×3 (450)
EX Mirage Thruster
214C (Air OK) After certain Skills -> C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
Total: 31 | 10~20 All |
- 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.
Level | P1 | P2 |
---|---|---|
Partner Skills
5P
Valkyrie Astrea
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2400 | All | (18)+13 | 3 | 37 | -21 | B |
Good for extending combos as they can't tech till they touch to ground. Has more vertical range than the animation suggests so it's good for juggles.
Level | P1 | P2 |
---|---|---|
4 | 70 | 80 |
- Minimum Damaage 120
6P
Sonic Saber
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1200, 500×4 | All | (18)+44 | Total: (18)+66 | +27 | P |
- 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!
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 60, 25×4 (160)
4P
Crusader Seraphim Alpha
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500×2 | All | (18+)10 | 3 [3(20)Until L] | 38 [34L] | -22 | B |
- Automatically follows up with Strike Fall on hit
Has the same pros and cons as the point version like the disjoint or the dead zone but overall it's a great anti air.Its only downside is that you can't active switch to izayoi and have her combo unless their in the corner
Level | P1 | P2 |
---|---|---|
4 | 70 | 80 |
- Minimum Damage 75×4 (150)
Distortion Skills
Justice Phorizer
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
5500 [6500] | All | 7+(78 Flash)+10 | 9 | 49 | -39 | P2 | 1~25 All |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage 1815 [2015]
Banshee Lancer
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2200, 2500×2, 3600 [2200, 1500×6, 2200] |
All | 8+(69 Flash)+6 | 3 | 46 | -22 | B | 1~16 All |
- Only the first hit will land on assists
Cinematic super. Shorter range than Justice Phorizer but higher damage.
Level | P1 | P2 |
---|---|---|
5, 4×3 [×7] | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage 440, 300×2, 1008 (2048) [440, 180×6, 616 (2136)]
Distortion Skill Duo
Banshee Lancer
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2500] | All | 1+(119 Flash)+1 | 9 | 49 | -39 | B | 1~10 All |
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Judge of Destiny
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 4+(131 Flash)+11 | 9 | 35 | -30 | B | 1~23 All |
- 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)
Level | P1 | P2 |
---|---|---|
4 |
External References
