BBCF/Izanami/Frame Data

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< BBCF‎ | Izanami
Revision as of 03:57, 11 April 2021 by Shtkn (talk | contribs) (adding image tooltips to names)


System Data


Normal Moves

  • Listed Guard and Attribute types are for when Izanami is on the ground. During floating state, ground normals gain the following properties unless otherwise stated:
    • Strikes can be blocked All and become Head attribute attacks.
    • Can be canceled into end-float on hit/block
Template:FullFrameDataHeader-BBCF
5ABBCF Izanami 5A.png


5BBBCF Izanami 5B.png


  • Hitbox fully extended after 10 frames
5CBBCF Izanami 5C.png


5CCBBCF Izanami 5CC.png


  • Izanami is also affected by hitstop
2ABBCF Izanami 2A.png


2BBBCF Izanami 2B.png


2CBBCF Izanami 2C.png


  • Fatal Counter
2CCBBCF Izanami 2CC.png


  • Izanami is also affected by hitstop
3CBBCF Izanami 3C.png


6ABBCF Izanami 6A.png


6BBBCF Izanami 6B.png


  • Bonus Proration 110%
  • During float, 6B ends float and Izanami can cancel into air normals on hit/block
  • Remains an overhead if performed during float state.
6CBBCF Izanami 6C.png


6CCBBCF Izanami 6CC.png


  • Izanami is also affected by hitstop
  • Bonus Proration 110%
j.ABBCF Izanami jA.png


j.BBBCF Izanami jB.png


j.CBBCF Izanami jC.png
BBCF Izanami jCC.png


  • Second hit (projectile) activates when Izanami has Magatama equipped
  • Izanami is also affected by hitstop of projectile
j.2CBBCF Izanami j2C.png


Drive Moves

Template:FullFrameDataHeader-BBCF
5D/j.DBBCF Izanami 5D.png


6DBBCF Izanami 6D.png


1D/2D/3DBBCF Izanami 2D.png


4DBBCF Izanami 4D.png


Universal Mechanics

Template:FullFrameDataHeader-BBCF
Forward ThrowBBCF Izanami ForwardThrow.png


  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Back ThrowBBCF Izanami BackThrow.png


  • Minimum Damage 100%
  • While floating, Izanami can grab airborne opponents instead of grounded ones.
Air ThrowBBCF Izanami AirThrow.png


  • Minimum Damage 100%
Counter AssaultBBCF Izanami 5B.png


Crush TriggerBBCF Izanami CT.png
Uncharged/Charged


Specials

Template:FullFrameDataHeader-BBCF
Thunderbolt Lance ABBCF Izanami Tourai no Hoko A.png
214A


  • Fatal Counter
Thunderbolt Lance BBBCF Izanami Tourai no Hoko B.png
214B


Ghost Peak StrikeBBCF Izanami Gaihou no Geki.png
236A


Arms of SympathyBBCF Izanami Renge no Kai.png
j.63214B


  • On hit/block, Izanami bounces back and is in recovery until landing+5
Shield of DreamsBBCF Izanami Mujuu no Tate Activate.png
623B


  • Appears on 17?
  • On shield Guard Point, hitstop for Izanami reduced by 1F. Opponent hitstop unchanged
BulwarkBBCF Izanami Mujuu no Tate Deactivate.png
Shield > 623B


  • Counterhit state for entire move
Distant AffectionBBCF Izanami Jiai no Yuu.png
63214C


DropletBBCF Izanami Shizuku.png
63214D


OrchidBBCF Izanami Araragi.png
41236D


  • Projectile moves forward until button is released
Flaming DomeBBCF Izanami Tengai no Hi.png
BBCF Izanami Tengai no Hi 2.png

41236C


  • 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

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Template:FullFrameDataHeader-BBCF
Stake of SupremacyBBCF Izanami Hazen no Kui.png
236236B


  • Values in [] are during OD
  • Minimum Damage 20%: 960 [1220]
Hour of NihilityBBCF Izanami Kyomu no Koko.png
214214C


  • Values in [] are during OD
  • Minimum Damage 100%: 300 [500]
  • Timestop lasts for ??? [???]
  • All damage caused during timestop cannot end the round.
  • Executes Timestop End at end of timestop
Moment of BenevolenceBBCF Izanami Jintou no Koku.png
720A


  • Costs 100 Heat
  • 100% minimum damage: 0
  • Executes Timestop End at end of timestop
  • Listed recovery is for the duration of the time stop.
  • All damage caused during timestop cannot end the round.
Timestop End
Automatic after timestop


  • Startup is performed while time is still stopped.
  • Ends timestop
  • Minimum Damage 100%: 100

Exceed Accel

Template:FullFrameDataHeader-BBCF
Melancholy Death (Arc Drive)BBCF Izanami Nayuta.png
ABCD during OD


  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {570+57}

Astral Heat

Template:FullFrameDataHeader-BBCF
Eternal DarknessBBCF Izanami Tokoyo no Yami.png
1632143D


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[1] 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C 5D Jump[-], Special
5C[1] 6A 6B 5CC[+], 2C, 6C, 3C 5D Jump[-], Special
5CC - - - - Special
2A[1] 5A, 6A 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
2B[1] 6A 5B 5C, 2C, 3C 5D Special
2C[1] 6A - 5C, 2CC[+], 6C, 3C 5D Special
2CC - - - - Special
6A - - - - Levitate, Special
6B - - - 5D[-] Special
6C - - 6CC[-] 5D Special
6CC - - - 5D[-] Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C, j.2C j.D Throw, Levitate, Special
j.B j.A - j.C, j.2C j.D Levitate, Special
j.C - - j.2C j.D Levitate, Special
j.2C - - - - Levitate, Special
j.D - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only
  • All cancels from j.C are on the first hit only

Navigation

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