BBCF/Izayoi/Combos

From Dustloop Wiki
< BBCF‎ | Izayoi
 Izayoi


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Izayoi NormalMode Icon.png   Normal
Izayoi GainArt Icon.png   Gain Art

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic Beginner Confirm

Basic BNB
Very Easy

... > 5C > (6C) > 236B~214A/214B, 2B > 5C > 623C

  • Stock gain: +4

Izayoi's basic BNB. Very simple, but useful even for the most advanced of Izayoi players. 6C can be added after 5C against crouching opponents to close distance and add damage.

214A and 214B serve the same function in cutting 236B's recovery. 214A allows for better pickups, but 214B closes more distance in case Izayoi is too far from her opponent.

5C > 623C allows for good okizeme for Izayoi and is usually her preferred combo ender in Normal Mode. Alternate enders are 5B > 623B in case she's not close enough after 214A or fast enough after 214B to get 5C after OTG 2B, or 5C > sjc > j.B > j.A > j.B > jc > j.B > j.C, which sacrifices stocks for damage and alternate okizeme.

Beginner Throw Combo

Basic Throw Combo
Easy

B+C > delay 214B OR 236B/C~A, 2C > 5C > 623C

  • Stock Gain: +2

Basic throw combo that doesn't require any of Izayoi's more advanced techniques. Provides a reliable knockdown, so even experienced players might want to forgo her harder combos in favour of this route if the consistency is desired over stock gain or damage.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Beginner Combo Variant

TK Crusade SeraphimGive up a knockdown for stocks.
Medium

5B > 5C > 236B~214A > 5C > TK j.236B > 623B

  • Stock Gain: +6

This particular route only works from long starters such as j.B, j.C, or 5B. However, 5C > TK j.236B is an important combo part that maximizes Izayoi's stock gain from many starters.

Corner Combo Extension

Corner BNB ExtensionGive up a knockdown (in the corner) for stocks.
Medium

... 236B~214A/B, 2B > 5C > 623C, 5A > 5B > 623B

  • Stock Gain: +6

A short extension that Izayoi can tack onto her BNB in the corner that exchanges a knockdown for stocks. Getting into GA quickly is important, and she might prefer the stocks and opportunity to get into GA easily over being on offense in NM.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

clr

6C Fatal, Easy version
Easy

CH 6C > 236B/C~A > 66 > 6A > 236A, 5B > 6C > 236B~214B, 2B > 5C > 623C

  • Stock Gain: +6

Simple 6C FC confirm. Low damage as with all of Izayoi's NM combos, but great stock gain.

6C Fatal Combo Advanced

6C Fatal, Advanced version
Medium

CH 6C > 236B/C~A > 66, 6A > 236A, 5B > 6C > 236B~214B, 5C > TK j.236B > 623B

  • Stock Gain: +8

Fully loads the gun. Still simple, but the ender may drop depending on spacing. To prevent this, Izayoi can microdash before 5B but it makes the combo significantly more difficult. This combo can also be done from 2C FC, but will drop at further spacings.

Using a slower TK (8236B) instead of the fastest possible TK may be necessary depending on character.

Stock Gain 2C Fatal Combo

Stock Gain 2C FatalFull stocks for the small price of a counterhit.
Easy

CH 2C, 666A > 5C > 6C > 236A, 2B > 5C > (6C) > 236B~214B, 2B > 5C > 623C
... > 236B~214B, 5C > IAS j.236B, 623B

  • Stock Gain: +6/+8

High damage and good resource gain while also being from a fisable starter. 2C is only 12f startup and is a strong neutral tool on its own, making it a nice CH punish starter. It will also naturally frame trap from 2A and the stagger makes it easily hitconfirmable into this combo. Adding the 6C in parenthesis will increase the damage by about 100 at the cost of swapping sides. The first combo displays the okizeme ender, and the second displays the maximum stock gain. It's also possible to go into a mode swap safely by doing the j.AABCD, 66j.C sequence, but this will only net four stocks.

Mode Swap 2C Fatal Combo

Mode Swap 2C FatalThe GA switch is a punish in and of itself.
Easy

CH 2C > 5D > 6 > 6A > [2C > 5C]x2 > 2C > 236C~6D > 214B > 5C > sjc > j.C > jc > j.C > j.623B~D

  • Stock Gain: -2

Implements a mode switch for great damage. Leaves Izayoi in Gain Art with less stocks than she started out with, making this route ill-advised if she doesn't already have a decent amount of stocks built up, or if it won't end the round.

Optimal Midscreen Throw Combo

Optimal Midscreen Throw Combo
Hard

B+C > 236B/C~A > 66, 6B > delay j.236B > 66 > 5C > 623C

  • Stock Gain: +4

The only way to get four stocks from your throw while retaining a good knockdown. Precise and difficult, but absolutely optimal.

Alternate routing:

  • B+C > delay 214B > 5C > TK j.236B > 623B (4 stocks, low damage but easy)
  • B+C > 236B/C~A > 66, 6B > j.236B > 623B (4 stocks, decently hard but better damage)

Optimal Corner Throw Combo

Optimal Corner Throw Combo
Hard

B+C > 236B/C~A, 5C > TK j.236B/C > 623C > 2B > 5C > 623C

  • Stock Gain: +6
  • Alternate starters: 5B > 5C > 236B/j.B/C > 5B > 236B

Six stocks and a knockdown from a throw!! Very difficult, but worth the effort.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner GA Combo

Beginner GA ComboWhere it all begins.
Very Easy

... > 5B > 236B~6D, 6C > 623C~D

  • Stock Gain: -2

The most basic and consistent GA confirm, but very stock intensive and gives very low damage. Easy to confirm and only costs one stock for a knockdown if Strike Fall is omitted after 623C, so it could be situationally useful as a minimum-stock combo.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

GA Throw Combo

Basic GA Throw comboA formal introduction to GA combos.
Medium

B+C > 236B/C~A/delay 214B, 2C(2), 5B > 5C > sjc > j.B > j.C > jc > j.B > j.C > j.623B~D

  • Stock Gain: -1

Great value for one stock. Serves as good introduction to a number of important GA combo staples, primarily how useful 2C is and the basic air staircase combo.

GA One Stock Confirm

GA 1-Stock
Medium

Confirm > 236B~Teleport, 2B > 5C > sjc > Staircase > j.623B~D

  • Stock Gain: -1

Izayoi's minimum stock combo that maximises her damage while spending as little as possible. This combo comes with a lot of small adjustments based on distance, so here's the key: Izayoi's goal is to be in 5C range, which deals the most damage and leads to an easier link with 214A. Far 5B hits must be confirmed with 214B instead of 214A or 5C will whiff due to its short range. Depending on the starter, Izayoi must remove normals for bad starters or add them for overheads which will be explained in the following subsections. Keen lab monsters my notice that eliminating 2B actually causes the damage to go up, however the change is minute and removing it actually makes the okizeme after Strike Fall worse.

Worst Starter Version
Medium


66j.AA > 5C > 2C > 236B~214A, 2B > 5C > sjc.BC > jc.C > j.623B~D

  • Stock Gain: -1

The most restricted version of this combo. 5C > 2C only works on crouching opponents, which (in theory) only happens when the opponent is hit by the 16f overhead. Deals pretty good damage for how few stocks it takes and how stupid the starter is.

Slightly Less Bad Starter Version
Medium


Starter > 5C > (2C) > 236B~214A, 2B > 5C > sjc.BC > sjc.BC > j.623B~D

  • Stock Gain: -1

Functionally the same combo as above but with an extra j.B for a little extra damage. Starting this from j.B or j.C will usually allow for the 2C in parenthesis to connect due to the opponent being crouching.

Poke Version
Medium


5B > 236B~214B > 2B > 5C > sjc.BC > sjc.BC > j.623B~D
5B > 236B~214B > 5C > 2C(1) > 6C > Full Staircase

  • Stock Gain: -1

This will happen a lot in GA as she's forced to rely on her buttons instead of her movement. The second combo will do more damage but requires a neutral superjump and switches sides.

GA Two/Three Stock Confirm

GA 2/3-StockSpend a little more to receive a lot more!
Medium

... > 5C > 3C > 236C~6D~214B > 5C > sjc > j.C > j.B > j.C > j.623B~D > (5C > 623B~D)

  • Stock Gain: -2~3

A significant increase in damage at the cost of stocks. Side swaps.

GA Corner One Stock Confirm

GA 1-Stock Corner
Medium

... > 5C > 3C > 236C~6D, 6B > 2B > 5C > 623C

  • Stock Gain: -1

Corner extension using 6B's bonus proration to squeeze a little more damage out of the minimum stock combo.

GA Corner Two/Three Stock Confirm

GA 2/3-Stock Corner
Medium

... > 5C > 3C > 236C~6D, 6B > j.236B > 5C > sjc > (j.B) > j.C > jc > (j.B) j.C > j.623B~D

  • Stock Gain: -2~3

On more prorated starters, j.B must be omitted. The principle of this combo is the same as the previous otherwise.

GA Throw Corner Combo

GA Throw Corner
Medium

B+C > 236B/C~A > 5C > 2C(1) > 6B > j.236B > 5C > sjc > j.B > j.C > jc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D

  • Stock Gain: -2

Great reward for only two stocks. However, getting the right height for 5C > 2C(1) requires a manual delay no matter which framekill is used, which can prove tricky. For a simpler combo that leads to slightly less reward, do a stance cancel straight into 2C(2) instead.

GA Super Extension

GA Super ExtensionSqueeze out a little more damage.
Easy

... > Staircase > j.623B~D, 5C > 236236C

  • Stock gain: -1 at most

At superjump double jump height and above, Strike Fall will combo into 5C. 5C > 236236C is pretty consistent even at higher hitstun decay, and using it as an ender will always add at least 750 damage to the combo and can be slotted in easily anywhere you do the GA Staircase combo.

However, for combos so prorated that even 5C > 236236C might drop, a raw 236236C can also be used.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

GA 2C Fatal

GA 2C FatalIdeal reversal punish
Medium

CH 2C (2), 6A > [2C(2) > 5C]*2 > 6C > sjc > j.B > j.C > jc > j.B > j.C > j.623B~D

  • Stock Gain: -1

GA 2C is Izayoi's optimal reversal punish and even has a jump cancel on both hits for burst baits. However, its short range and slow startup might require her to use a different punish at times.

GA Other Fatal

GA FatalFor when you just can't get 2C
Medium

CH 3C/6C, 2C(2) > delay 5C > 2C(1) > 6B > j.236B > 623B~214D > j.B > jc > j.B > j.C j.623B~D > 5C > 623C

  • Stock Gain: -2

If 2C is not available as a reversal punish, Izayoi's 3C is a great substitute, being much larger and faster than 2C, though much less safe on block.

This route is not quite optimal, but is much easier than the alternative (6B > delay j.236B > 6C > sjc) and almost as rewarding. If even 3C is too slow for Izayoi to punish the reversal in question, this route can also be done from 236B/C~6D > 214B, but requires Izayoi to spend an extra stock.

CH Phorizor Starter

CH Phorizor StarterYour fastest CH punish.
Medium

CH 236236C~delay 214D, 2C(2) > 6C > sjc > j.C > jc > j.C > j.623B~D

  • Stock gain: -2

When even Astraea isn't fast enough to punish, pull out the big gun. Effectively doubles Phorizor's damage output and leads to a great knockdown, well worth the stocks if used to interrupt someone's pressure, or punish a reversal with Phorizor.

Death Punish Starter

OD Phorizor CHIt's 7f startup and hits fullscreen, so why not make it do 5K on counter hit?
Medium

OD, CH 236236C~delay 214D, 2C(1) > 3C > 236C~6D > sj, j.C > j.236C~D, 5C > 623B~D

  • Stock gain: net 0

23f effective startup if Phorizor is inputted on the first frame of the OD activation. Requires at most 90% HP to do, but a very silly combo that leaves Izayoi at a net neutral of stocks due to OD's passive stock generation. With less HP it's likely that Izayoi can get even more damage from this starter.

Kokonoe Reversal Super Punish

Kokonoe Reversal Super PunishYou only need this for 214214A.
Medium

CH 6A > 5B > 236B~214B > 5C > 2C(1) > 6B > j.236B > 5C > sjc > j.C > jc > j.C > j.623B~D > 5B > 5C > 623B~D

  • Stock Gain: -2

If timed correctly (meaning as fast as possible), Izayoi will teleport through the falling fireball. This combo does pretty respectable damage for something so weirdly specific, making it a great combo to learn. It also shows off some more esoteric combo theory for Izayoi, being comboing into (and out of) 6B to take advantage of its bonus proration.

Video Examples

BBCF2 Izayoi combo collections


Navigation

 Izayoi


System Pages
Mechanics
Application & Advanced Information
Archived Information