BBCF/Izanami

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Overview
Overview

Izanami is an offensive powerhouse with a multitude of options to open the opponent up and start her turn. At first she plays a calm neutral game with zoning and waits for an opportunity. Once she gets in, she's terrifying; With unique mechanics like an armor granting special, a command grab super that can stop time, and a powerful Drive, Izanami can run her game on any opponent.

Izanami also has a unique movement system. In place of a double jump, Izanami can float. This gives Izanami unique movement and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and has below average health. Played optimally, Izanami can be mechanically demanding, but at lower levels her kit is still rewarding and fun.


Lore:Hades Izanami is an immortal being, death incarnate, and the true main antagonist of the BlazBlue series, as well as the former Imperator of the Novus Orbis Librarium. Using Ragna's sister, Saya, as a vessel, her goal is to reduce everything in the universe to nothing. She first appears as a playable character in BlazBlue: Central Fiction.
Playstyle
BBCF Izanami Icon.png Izanami is a powerful character boasting unique movement, strong mixup options, and a unique armor-granting special. However, she requires tight execution to play properly.
Pros Cons
  • Ability to change modes between rushdown and zoning allows for a versatile playstyle.
  • Float ability provides unparalleled movement.
  • Can restore a portion of her HP and Barrier Gauges through her Distant Affection special move.
  • Can set up insane mixup with her float, command grab, and a unique armor-granting Special.
  • High Skill Ceiling.
  • Unorthodox mobility.
  • Poor use of her Drive and Shield of Dreams can easily be a liability if used incorrectly.
  • Below average health
Drive: Sharin (Exodus Arc)
Izanami's drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed "bits") that float behind her. She uses these to block and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button:
  • Normal Mode: In this mode, she has access to followups after C attacks by pressing C again, gains access to j.2C, and can block normally.
  • Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama. However, she cannot block at all
    • She gains the ability to shoot bits with 2D, 4D and 6D. There is a short recharge time before they reappear. During this time she cannot perform actions that require bits, such as Drive attacks and specials, blocking, and switching back to normal mode.
    • Drive special moves can be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.
    • If Izanami is hit, Active Mode immediately ends (Meaning you will be able to block normally once the combo against you finishes).
Overdrive: Zekkai (Arc Force)
Upon activation, her Exodus Arc immediately stops any action and returns to Izanami's back in normal mode, even if it is recharging. During overdrive Izanami has full access to the abilities of both modes at the same time and shortens the recharge time on her D attacks and specials. She can also perform her D special moves during her attacks. However there is a limitation: Her Exodus arc weapon cannot do two things at the same time. For instance, if you use 6D, you cannot use your C followup attacks or block until the projectiles have disappeared from the screen.
Unique Ability: Float
Instead of a double jump, Izanami can float by pressing up while in the air. The float time is affected by Izanami's height. Activating float higher in the air = reduced float time. When the float time has almost expired, the aura under Izanami will flash red. While floating, Izanami can use her ground normals, special moves & dash. She can also use her forward and back throws on airborne opponents. Izanami can only float once in the air and must touch the ground before floating again.

Pressing jump while floating will make Izanami fall. Super jumps make Izanami start falling faster. Exiting the float state will refresh Izanami's air dash. This means that you can use movement sequences like IAD > Float > Cancel Float (Jump) > Air Dash. While floating at any height, all of Izanami's standing moves are mids. Izanami's normals are also all considered to have H property during float, meaning an opponent can use H invuln moves to antiair any of them. During this time she is still considered airborne for the purposes of moves that check the player's state, so moves that only affect grounded opponents (e.g grounded universal throws) will not affect her. However, Izanami's moves that check for grounded opponents (such as throws) will only affect airborne opponents instead. For example, her command grabs will only affect airborne opponents. Getting hit ends float state and is considered an air hit. Certain moves also will immediately end float.

Attacks that End Float:

  • 6A
  • 6B
  • 214B
Izanami has another small limitation on her float: While on the ground, she can only jump cancel 5A, 2A, and 6A on block. Thankfully, her 6A can gatling from most of her normal attacks. While floating, all normal attacks are jump cancellable on hit and on block. These jump cancels end float. This allows Izanami to create amazing High/Low mixups by falling with a jumping attack or landing and using a fast low.


Normal Moves

5A

5B

5C

5CC

2A

2B

2C

2CC

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
770 Mid 10 4 22+5L -14 B 7~13 H

  • Anti air
  • While floating, cancels float
  • Gatlings from most of Izanami's normals
  • Launches opponent on hit

On hit or block Izanami, can buffer her jump to immediately float afterwards. This allows Izanami to start a ground combo and continue from a float. Alternatively, she can cancel into aerial specials. If done while floating, it will immediately end the float. On block and on hit from a float, Izanami can cancel 6A into any air normal and special.

6B

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
650*2 Low, High 21 3 (9) 3 34 -18 F, B -

The first strike hits low, and the second strike is an overhead. Can be used as a tricky Oki tool where it's not obvious to your opponent if the first low will hit or not, causing them to have to guess which way to block first, or during pressure when your opponent is respecting you by properly spacing yourself, as you can catch them off guard by whiffing the first hit and hitting the second if you're far enough. You can also Rapid Cancel this move before the second hit to do a low when they stand up to block the second hit, or after the second hit to either do another low or a fuzzy overhead. This move has a deceptively short range, however. The hitbox is almost entirely enclosed in Izanami's hurtbox.

6CC

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Low 14 9 33 -23 F -

  • No cancels on block
  • Very punishable

Izanami slides incredibly close to the ground and hits her opponent. This move has a low hurtbox with amazing range and speed, but suffers from slow startup, a lack of cancel options on block, and bad frame advantage on block. Useful as combo filler in float combos. While this move stops being a low attack while floating, it still trips the opponent. Useful in blockstrings from a float because it can be float canceled on block.

j.A

j.B

j.C

j.2C


Drive Moves

With the exception of 5D, All drive moves may be performed at any time while active mode is enabled and her Sharin is available. (Note that being hit disables active mode immediately)


5D/j.D

4D/j.4D

6D/j.6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
400*3 All 37 - - - P1 -

  • Only usable in Active Mode
  • Disappears if Izanami is hit
  • Surprisingly good starter hit

Locks on to the opponent's position before firing the projectiles towards them. Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, the projectiles are closer together and there is a small delay before the projectiles start moving forward. This can make it useful for certain approaches where 6D can cover an angle while Izanami herself approaches from a different angle. Useful as an Okizeme tool to keep your opponent blocking while you pressure them. Also very good to start and continue combos when you can due to its excellent P1/P2 ratings.

2D/j.2D

3D/j.3D

1D/j.1D


Universal Mechanics

Forward Throw

5/6B+C

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0*2, 1500 Throw 7 3 23 - T -

  • 100% minimum damage
  • While floating, catches airborne opponents instead of grounded opponents.

Always wall bounces regardless of positioning, making this throw very awkward when your back is in the corner. Directly combos into 6A for a float combo. If used while floating, you can float cancel from it. Depending on how much time is left in your float, this may or may not be ideal.

Air Throw

j.B+C

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)


Special Moves

Ghost Peak Strike

236A

Thunderbolt Lance

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214A 1200 All 25 4 16 -2 B -
214B 1000 Low 28 12 16 -9 F -

  • Izanami disappears for a split second, then performs a palm thrust
  • Blows the opponent back
  • Wall bounces in the corner
  • Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown.

214A is used as a corner combo tool in most cases, adding good damage if done early in the combo and allowing Izanami to continue thanks to its wallbounce. It can also be used as a combo ender due to forcing Hard Knockdown, and as another way to move yourself, though it should not be abused.


  • Izanami disappears for a split second, then performs a sliding kick
  • If used while Izanami is floating, she will reappear on the ground
  • Frame advantage may vary depending on how late it hits

214B is one of the reasons your opponent needs to remain cautious even while you are floating, since it gives you access to an almost fullscreen low attack and also gives you a tool to beat out standing anti air attacks, since it will low profile many of them and cares not for Head attribute invulnerability. However, it's easily punishable depending on your distance to your opponent, as it is -9 on block at worst and Izanami can only use her Drive or Rapid Cancel to cover for it. It is also very slow, and since Izanami doesn't instantly teleport to the ground during its startup, she can still be hit by the aforementioned anti air attacks, meaning you have to be careful to not abuse it.

While Izanami disappears briefly in both versions, she still has a hurtbox, and so she can be mashed out of it. 214B in special still has a hurtbox in the air if done from floating for most of its start up, which is why it can be beaten by buttons that it would otherwise low profile.

Shield of Dreams

623B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 46 - - -

  • Appears on Frame 17
  • This move creates a ribcage-like purple energy shield that blocks all attacks for a short time.
  • Behaves like a guard point on Strikes and Projectiles. Izanami will experience hitstop from moves, but no blockstun.
  • Provides no protection against throws, bursts and unblockables, ends immediately if caught by any attack that it cannot block.
  • Costs 20% Barrier to activate and drains Barrier meter rapidly during use. If Barrier is used up, ends immediately if Izanami is not performing a move and causes Danger State.
  • Moves that it blocks will consume a small amount of barrier, no matter the move. Crush trigger moves are blocked like any other, they do not consume additional barrier when they are blocked.

Izanami creates a shield that blocks all attacks. Spends 2000 Barrier units and consumes 25 units per frame starting from frame 1, until either the barrier runs out or Bulwark is used, or Distant Affection hits. With full Barrier gauge, it can maintain the shield for 320 frames before Barrier runs out.

Part of what makes Izanami so damn scary. Can be used in order to take control of the match if you find yourself pushed against the wall and also just forces your opponent to try to block or evade you during this time. It also gives you a way to block while you're in active mode, mitigating some of the risk, particularly to guard cancel Exceed Accels. While it isn't completely invulnerable, opponents trying to grab you in this time are easy to prevent since they have no other options to mix it up with, and can be mitigated by using a low hover or moves like 6B.

While active, you must consider how you wish to dispel Shield of Dreams before it forces danger state. This is accomplished by using Distant Affection, Stake of Supremacy, or Bulwark, each of which carries their own risk. If you do get danger state, remember that you can use Overdrive to immediately end it. However, if used early it'll leave you with a low Barrier gauge.

Bulwark

623B during Shield of Dreams

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
950 All 12 24 6 -9 P 1~15 All

  • Invincible until frame 16
  • Unusually long active time
  • Grants Barrier on successful hit
  • Leaves opponent in untech until they hit the ground.

Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as 6B in midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster. As such, managing your barrier is fundamental for Izanami's gameplay.

Behaves much like other reversals, except your opponent is unlikely to be mashing attack buttons anyway with shield of dreams out, however this does mean that using it as late as possible to prevent danger state will be very predictable for your opponent, although it is not as punishable as other reversals.

Flaming Dome

41236C (Chargeable)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
See notes All 15 - - - P1 -

Holding down the button increases the fireball's size and damage. Worth noting is that the fireball is still active while Izanami is preparing it above her head, a feature exploited in a number of her combos. On release, the fireball slowly descends and explodes on the ground. After a certain amount of time, the fireball will automatically start descending. Functions as a combo ender, especially in the corner. As a combo ender, this is extremely powerful because it gives you time to set up Ribcage, go into Active Mode, and use Orchid oki

Distant Affection

63214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.

  • If opponent is not in Danger State, reduces opponent's Barrier.
    • Can put the opponent in Danger State
  • Can also hit another Izanami in float state

A command grab where Izanami grabs the opponent and performs a darkness-empowered double claw slash. On successful hit, she recovers 500 health and 3000 units of barrier, and depletes 2000 units of barrier from the opponent.

Could be considered the cherry on top of Izanami's other offensive options. Restores a portion of her health and Barrier and dispels Shield of Dreams if successful, making it a powerful way to end Shield of Dreams pressure. If performed during danger state, it will not gain additional barrier. On successful hit it also drains the opponent's Barrier, making it a very strong command grab at any time.

Droplet

41236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 All 68 [64] 12 Total: 36 [0] - P1 -

  • Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.
  • If Izanami is in active mode, she does not perform a startup animation herself and can perform the move while also performing other actions. Otherwise Izanami performs a startup animation
  • Izanami cannot block until the move completes
  • Tracks the opponent for most of its startup frames

A great move to lock down opponents. Particularly scary in active mode because you can keep an opponent in blockstun, trigger this attack and lock them down, then reset pressure after this move is blocked.

Orchid

63214D

Arms of Sympathy

j.63214B


Distortion Drives

Stake of Supremacy

236236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800, 500*3, 2500
[800, 500*5, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All

  • Invincible from startup until end of active frames
  • General purpose combo-ending distortion and Izanami's only real reversal.

Izanami kicks the opponent, then performs a series of midair dash attacks that end with her dragging the opponent along the ground and knocks them away. This super will always sideswaps if it hits, but will also reset neutral. The Overdrive version adds more midair dashes and sends them further away towards the corner. Used as a reversal since it's Izanami's only true reversal and as a powerful combo ender for its good minimum damage.

Hour of Nihility

214214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 150*2 [0, 250*2] Throw 7+(30 Flash)+0 6 52 - T -

  • A Command Grab that hits immediately after superflash, meaning they can't jump out on reaction
  • Fixed 100 damage, occurs at the end of timestop.
  • On hit, Time is frozen for opponent for 3 seconds (5 in OD). All projectiles on the screen are destroyed. All doll attacks are cancelled, and Ignis returns to Relius. Nobody passes go, and nobody collects $200. During this time Izanami can freely attack and her opponent will be unable to block and will be completely rooted to the spot for the duration.
  • During timestop, the round timer is frozen, and all gauges are frozen. Gauges do not increase or deplete with time e.g the Burst gauge, character specific gauges, etc. Neither player gains any system resources during the time stop.
    • The only exceptions to this rule are Carl and Relius's doll gauges, which ignore the time freeze, and the barrier gauge during Danger State, which will still regenerate during it. However, if it reaches maximum while still in Time Stop, it will exit Danger State with very little barrier when Time Stop ends.
  • Hitting your opponent with a Distortion or Exceed Accel ends the time stop and performs the attack as normal.
  • Throws performed during time stop will simply miss, with the exception of a second Hour of Nihility, which will increase the timer for about 2 seconds.
    • Performing a second Hour of Nihility in OD will not increase the timer more than usual.
  • All hits during frozen time are considered one combo regardless of the moves used.
  • Afterwards, opponent crumples to the floor.

Situational, but fairly terrifying command throw when combined with shield of dreams due to your opponent being forced to go on the defensive while it lasts. Like other command throws, this can be baited in similar ways and has an awful recovery if you miss. In OD, Hour of Nihility deals slightly more damage at the beginning and also lasts for about 5 seconds. Hour of Nihility will always freeze the OD timer, so going into OD to deal more damage is a viable strategy. However, going into OD during Hour of Nihility is considered to be an Overdrive Cancel.

Moment of Benevolence

720A (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0 Unblockable 121 - 185 - D -

  • Requires 100% heat. Heat is only consumed upon successful activation.
  • Izanami gathers energy then performs a pose that freezes time for 6 seconds, akin to Hour of Nihility's time stop.
  • Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground.
  • After time starts again, deals 100 damage. Grounded opponents will be pushed and collapse as if hit with a stagger move, airborne opponents will be launched backwards and wallbound.
  • Timestop works the same as Hour of Nihility. Gauges are frozen, Exceed Accel ends the timestop, etc.
  • Overdrive version only reduces startup time by about 1 second.
  • Unblockable. Opponents cannot use armored moves to beat this. Moves that can avoid bursts such as Relius's Led Ley can avoid this.
  • Counterhit state during entire startup.

Highly matchup specific move, against slower characters that you can lock down with a drive move first, it can be useful particularly in overdrive. However against characters with easy access to long range moves or high mobility, this move is almost entirely useless as you're just handing your opponent a free counterhit combo. The time freeze is the same as Hour of Nihility, however since you aren't guaranteed to be near your opponent when this move activates, you'll get less damage since you need to spend time getting into range after time stops.


Exceed Accel

Melancholy Death (Arc Drive)

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 2400
{600, 5100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • Behaves like most Exceed Accels
    • Does not cost Heat, but immediately ends Overdrive if used
    • Becomes stronger and flashier with Active Flow
    • Has very low minimum damage
    • Cannot be rapid-cancelled

Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent.

Puts Izanami in Active Flow if she hasn't already been in it already. Has full invuln and is safe on regular block due to the pushback. However, it's unsafe on instant block, has low minimal damage, and cannot be rapid-canceled.


Astral Heat

Eternal Darkness

1632143D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 B 1~39 All

  • Hitbox encompasses Izanami's entire Body and quite a volume around her (Especially upwards)
    • Horizontal Hitbox is less than a character width, though
  • Very long invulnerable time, and even longer active time.
  • Immediately calls Izanami's bits to her, cancelling any Drive attack/special, even projectiles like 6D

Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed.

Very practical Astral with an unusually long lasting hitbox. Because it combos from 3C, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome.

Combos Directly From:

  • 2CC
  • 3C
  • 6C
  • Forward throw (Ground and Low Height float only)
  • Back Throw (Always)


External References


Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Izanami/Data.