Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
At Midscreen, you want to focus more on carrying to the corner more than doing damage Once you’re in the corner, that’s when you can start doing more damaging combos.
The term “optimal” is purely a subjective term. Learn and use whatever combo path you feel most comfortable with as long as it gives you the knockdown you desire. That is more important with Izanami’s combo theorem than anything else.
Float Cancels
Properly cancelling into and out of float is very important for Izanami. Done properly, float cancels let Izanami seamlessly transition from float to the ground state and vice versa. The majority of the time it's best to opt for the fast float cancels (AKA super jumps). Float cancels are notated as jump cancels. For example, a float cancel from 3C is notated fl.{3C > sjc} > 5B.
Bulwark
Bulwark is a key special for Izanami. It lets her dispel Ribcage mid-combo, grants barrier, and launches. If you have 623B (This is often called “Ribcage”) turned on at the start of a combo, you can replace any move that launches opponents with 623B to disperse Ribcage and conserve your Barrier Gauge. This will not be stated again.
Combo List
Take a look at the Izanami Combo Doc for more information.
Important Note: For the purposes of damage/heat gain, combos from undefined "normal starters" are assumed to be from 5B.
Core (midscreen, normal mode)
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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etc > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C} | Normal starter | 3037 | - | Everyone | [3] Medium | Standard midscreen to corner route. Works anywhere. | Link |
etc > 5C > 3C > Crush Trigger > 66 > 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C} | Normal starter | 2631 | - | Everyone | [3] Medium | Alternative midscreen route. Works at ranges where 6A whiffs. | Link |
etc > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5B > 5CC > 214A > 66 > 5C > 2C > 41236C | Normal starter | 3269 | - | Everyone but Taokaka, Platinum | [4] Hard | Ends in preferred okizeme. Drops on other characters if the microdash is too deep. |
Link |
etc > 5C > 2CC > 214B > 66 > 5B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ | Round start range only, crouching opponentJubei is always considered crouching | 3559 | - | Everyone | [4] Hard | If not in round start range at the start, after 214B > 66, 5B > 5C > j.B~8 use corner carry route above. j.C(whiff) has less landing recovery than 6B, so this whiff is to guarantee enough time to follow up with the rest. |
Link |
Core (corner, normal mode)
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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etc > 5C > 3C > 236A > 5B > 5C > 6C > 214A > 5C > 6C > 214A > 66 > 5C > 2C > 41236C | Normal starter | 3308 | - | Everyone but Taokaka, Platinum | [4] Hard | Can work on Taokaka, Platinum: after 214A use 5C > 6A > j.53214B~8 > fl.{3C} as ender. | Link |
etc > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ | Normal starter | 3131 | - | Everyone | [4] Hard | Most important normal mode corner combo. | Link |
etc > 5CC > 214A > 5C > 2C > 6C(1) > j.C~8 > fl.{5C > 2C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ | Single hit starter | 4013 | - | Everyone | [4] Hard | Slightly more optimal damage. Will drop if hit confirmed from multiple hits. | Link |
Core (midscreen, active mode)
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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etc > 5C > 3C > 236A(6D) > 66 > j.B > j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D hits) > 66 > 41236C | Normal starter | 2934 | - | Everyone | [5] Very Hard | Easy to combo into from anything, anywhere. Must delay float cancel slightly longer than usual to compensate for added height. |
Link |
etc > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D hits) > 66 > 41236C | Normal starter | 3251 | - | Everyone | [4] Hard | Active mode version of the standard midscreen to corner route. Can hold 41236[C] in the corner for level 3 41236[C] okizeme. |
Link |
etc > 5C > 214B(4D) > 66 > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ | Normal starter | 3213 | - | Everyone | [4] Hard | Similar to the normal mode crouching confirm route, but works on standing opponents. If not in corner by j.B~8, use corner carry route like for the above routes into j.63214B. |
Link |
Core (corner, active mode)
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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etc > 5C > 3C > 236A > 5B > 5C > 6C > 214A > 5C > 6C > 214A(41236D) > 5C > 2C > 41236[C] > (41236D hits), delay until level 1 or 2 > ]C[ | Normal starter | 3374 | - | Everyone | [5] Very Hard | Similar to the normal mode version, but the added 41236D prevents drops on Taokaka and Platinum. Level 2 41236[C] will drop on some characters. |
Link |
etc > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ | Normal starter | 3261 | - | Everyone | [4] Hard | Similar to the normal mode version, but can back loop into level 3 41236[C] okizeme. One of her most important routes. |
Link |
etc > 5C > 3C > 236A > 5B > 5C > j.B > j.C~8 > fl.{5C > 3C > 214A(41236D) > 5C > 3C~9hjc} > (41236D hits) > 41236[C], delay until level 2 or 3 > ]C[ | Normal starter | 3268 | - | Everyone | [5] Very Hard | Alternative route to set up level 3 41236[C] okizeme in midscreen to corner routes, and routes with high proration. Level 3 41236[C] will drop on Rachel, Makoto, and Hakumen. |
Link |
Please take note that everything you see after the above core combos, is part of a combo compilation completed by Sei and other Discord Members. You are not required to learn every single thing on this page to become a competent Izanami Player!
The way this page is structured from here on out is broken down specifically by specific Move Starter, screen position, and by Specific Mode. If you are serious about learning Izanami, it is very highly recommend learning at least one combo from these specific sections:
- 5A/2A Midscreen and Corner, in both modes.
- 6A Midscreen and Corner, in both modes.
- 6B Midscreen and Corner, in both modes.
- Forward/Backward and Air Throw, Midscreen and Corner, in both modes.
- 2C Fatal Starter, Midscreen and Corner, in both modes.
- 214214C Starter.
Regardless of how you go about it, you’ll learn quickly that Izanami has a somewhat redundant combo theorem that can be changed and repeated multiple times regardless of what Mode she’s in. The Core Combo routes will teach you the basic building blocks of how Izanami’s Combo Theory works for the most part. This page is meant to help players know how to convert from a multitude of situations and stray hit confirms, however, again you are not required to learn all these things. The more knowledge you have, the more it will help you later on in a match!
Midscreen Combos: Normal Mode
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A/2A > 5B > 2B > 5C > 3C > 236A | 5A/2A Starter | 1586 | 11 | Everyone | [1] | - | Link |
5A/2A > 5B > 2B > 5C > 3C > Crush Trigger > 66 > 5B > 5CC > 214A > 5C > 6A > j.63214B~8 | 5A/2A Starter, round start range | 2232 | -14 | Everyone | [2] | - | Link |
5A/2A > 5B > 2B > 5C > 3C > Crush Trigger > 66 > 5B > 5CC > 214A > 665C > 2C > 41236C | 5A/2A Starter, round start range | 2338 | -13 | Everyone except Taokaka or Platinum | [3] | Does not work on Taokaka or Platinum. For these two, use the combo above. | Link |
5A/2A > 5B > 2B > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5C > 6A > j.63214B~8 > fl.{3C} | 5A/2A Starter | 2359 | 16 | Everyone | [3] | - | Link |
5A/2A > 5B > 2B > 5C > 3C > Overdrive Cancel > 5B > 5C > j.B > j.C~8 > fl.{5C > 3C > 214A(41236D) > 5C > 3C~9hjc} > (41236D hits) > 41236[C] > delay until level 2 or 3 > ]C[ | 5A/2A Starter, round start range, overdrive(no minimum health requirement) | 2759 | 19 | Everyone | [4] | - | Link |
5A/2A > 5B > 2B > 5C > 3C > Overdrive Cancel > 5C > 3C(63214D) > 5C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D hits) > 41236C | 5A/2A Starter, round start range, overdrive(no minimum health requirement) | 2665 | 19 | Everyone | [4] | - | Link |
Video Examples
- BBCF Izanami Combos 1 by Tenchi
- BBCF Izanami Combos 2 by Tenchi
BBCF2 Izanami combo collections
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
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Attack Attributes •
Gauges •
Misc •