BBCF/Izayoi/Combos: Difference between revisions

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* Personally verified against Bang Shishigami on BBCF (April-May 2020, BBCF 2.01, Steam version).
* Personally verified against Bang Shishigami on BBCF (April-May 2020, BBCF 2.01, Steam version).


My recommendations are as follows. The strategy I prefer is "go for stocks in normal mode, go for damage in Gain Art mode". The difference between "most damage" and "most stocks" is generally 100-200 damage, but Gain Art combos are generally worth ~1000 more than their Normal Mode equivalents.
My recommendations are as follows. The strategy is "go for stocks in normal mode, go for damage in Gain Art mode". The difference between "most damage" and "most stocks" in Normal Mode is generally 100-200 damage. Gain Art combos are worth several hundred damage more from every starter, sometimes as much as 1000.


     * Normal Mode Anywhere - 2, 5, 6, 9, 11
     * Normal Mode Anywhere - 2, 5, 6, 9, 11

Revision as of 17:25, 29 May 2020

Template:Notation-BBCF

Combo List

About These Combos

  • Transcribed from this video (notation at the start; link skips to first combo).
  • Significant timestamps:
    • 1:02 - Normal mode combos
    • 2:35 - Gain Art combos
    • 5:20 - Fatal Counter combos
    • 6:30 - Overdrive combos (rest of the video)
  • Combos probably work on all characters as written, if not with small alterations.
  • Dummy in the video is u-12.
  • Personally verified against Bang Shishigami on BBCF (April-May 2020, BBCF 2.01, Steam version).

My recommendations are as follows. The strategy is "go for stocks in normal mode, go for damage in Gain Art mode". The difference between "most damage" and "most stocks" in Normal Mode is generally 100-200 damage. Gain Art combos are worth several hundred damage more from every starter, sometimes as much as 1000.

   * Normal Mode Anywhere - 2, 5, 6, 9, 11
   * Normal Mode Corner - all
   * Gain Art - 1, 4, 6, 7, 9
   * Gain Art Corner - 1, 3, 4; (5 if you don't mind spending meter)
   * Fatal Counter - 2, 4; (5 if you don't mind spending meter)
   * Gain Art Fatal Counter - 2 only.

The video didn't have FC combos for Gain Art 3C or 6C. However, if you learn the recommended Gain Art combos, you'll have no trouble building an ender you feel comfortable with.

The second half of the video is Overdrive combos. Nearly all of them require 100 meter PLUS a Burst icon to do more damage than a regular Gain Art combo. If you want to learn them for flash, go ahead, but they're not necessary at all.

Execution Notes

  • tk.236B = "tiger knee j.236B". In other words, "do j.236B immediately after a jump cancel."
    • This motion doesn't *have* to be done as "normal => 2369 => wait => button"
    • I find Izayoi's tk combos easier to do as "normal => 8 => wait => 236+button".
  • "stance cancel" = canceling a ground 236B or 236C by holding B/C and pressing/holding A. Can also be written as "236B~A"
  • These two are different:
    • 236(B/C)->6D = hit with Crusade Seraphim (236B/C), then hit with Valkyrie Astraea(->6D follow-up).
    • 236(B/C)~D = cancel Crusade Seraphim immediately into Astraea, do not hit with Seraphim first.
  • j.B-A-B = Shorthand notation for j.B->j.A->j.B, because I'm lazy.
Normal Mode - Anywhere
# Damage Stock Gain Combo Notes
1 1532 +4 stocks 2A, 5B, 5C, 236B, 214A, 2B 5C, 623C knockdown ender
2 1686 +4 stocks 2A, 5B, 5C, 2C, 236B, 214A, 2B, 5C, 623B
3 1874 +4 stocks 2A, 5B, 5C, 6C, 236B, 214A, 2B, 5C, sj.B-A-B, j.623B crouching opponent
4 2812 +2 stocks 5B, 5C, 2C, 236B, 214A, 2C, 5C, sj.B-A-B, dj.B-C-(optional D)
5 2394 +6 stocks IAD j.C, 5B, 5C, 236B, 214A, 5C, tk.236B, 623B
6 2046 +4 stocks 6B, delay j.236B, micro-dash (66), 5C, 623C easier in the corner, but there's a better 6B in the corner.
7 2477 +2 stocks 6B, delay j.236B, 66, 5C, j.B-A-B, dj.B-C-(optional D)
8 2305 +4 stocks (4)B+C, stance cancel (236B~A), 66, 6B, delay j.236B, 623B
9 2251 +4 stocks (4)B+C, 214B, delay 5C, tk.236B, 623B
10 2459 +0 stocks (4)B+C, 214B, 2C, 5C, sj.B-A-B, dj.B-C-(optional D)
11 2251 +4 stocks j.B+C, 66 (if needed), delay 5C, tk.236B, 623B
Normal Mode - Corner
# Damage Stock Gain Combo Notes
1 1755 +6 stocks 2A, 5B, 5C, 236B, 214A, 2B, 5C, 623C, 5A, 5B, 623B
2 2756 +8 stocks 5B, 5C, 236B, 214A, 5C, tk.236C, 623C, 2B, 5C, 623C
3 2593 +6 stocks 6B, delay j.236B, 6C, 623C, 5A, 5B, 623B
4 2577 +6 stocks (4)B+C, stance cancel (236B~A), 5C, tk.236B, 623C, 2B, 5C, 623C
Gain Art - Anywhere
# Damage Stock Cost Combo Notes
1 2170 -2 stocks (2A or 2B or 5B starter), 5C, 3C, 236C(hit)->6D, 214B,
6C, 623C, 623B->D
fuzzy guard setup optional (blocked dash j.C)
2 2009 -2 stocks dash j.A-A, 5C, 3C, 236C->6D, 214B,
5C, (s)j.C, dj.B-C, j.623B->D
requires crouching opponent; fuzzy guard setup optional (blocked dash j.C)
3 3123 -2 stocks dash j.C, 5C, 236B, 214B,
5C, 2C(1), 6C, sj.C, dj.C, j.623B->D (2819 dmg here)
5B, 5C, 623B->D (3123 dmg)
2C(1) = "2C, first hit only"
stop early if you only have 1 stock to keep the knockdown and sacrifice a bit of damage
4 3267 -3 stocks dash j.C, 5C, 3C, 236C->6D, 214B
5C, sj.C, dj.B-C, j.623B->D (3021),
5B, 5C, 623B->D (3267)
5 2781 -2 stocks 6B, delay j.236B, 236C~D, 214B,
6C, 623C, 623B->D
blocked dash j.C setup optional
Cancel 236C immediately into 6D follow-up
6 3203 -3 stocks 6B, delay j.236B, 236C~D,
sj.B-C, dj.B-C, j.623B->D (2864)
5B, 5C, 623B->D (3203)
blocked dash j.C setup optional
7 3159 -2 stocks (4)B+C, 214B, 2C, 5B, 5C,
sj.B-C, dj.B-C, j.623B->D (2951)
5B, 5C, 623B->D (3159)
omit the first 2C = 200dmg less but easier to do
8 2967 -2 stocks (4)B+C, 214B, 3C, 236C->6D, 214B,
5C, sj.(B optional)-C, dj.B-C, j.623B->D
can sneak in an optional j.B after the first 5C.
9 3161 -3 stocks j.B+C, 3C, 236C->6D, 214B,
5C, sj.(B optional)-C, dj.B-C, j.623B->D (2967)
5B, 5C, 623B->D (3159)
10 3314 -3 stocks 623B->214D, j.C, dj.C, j.623B->D (2350),
5B, 5C, sj.B-C, dj.C, j.236C->6D (3314)
against jumping opponent
Izayoi's back must be ~1/2 screen or less from the corner
Gain Art - Corner
# Damage Stock Cost Combo Notes
1 4002 -3 stocks (5B OR dash j.C) 5C, 3C, 236C->6D,
2C(1), 6B, j.236B,
5C, sj.(optional B)-C, dj.C, j.623B->D (3716),
5B, 5C, 623B->D (4002)
3675 dmg from j.C starter
2C(1) should be pressed as the opponent begins descending from Astraea.
2C(1) can be omitted for simplicity.
2 3524 -3 stocks dash j.C, 5C, 3C, 236C~D,
2C(1), 6B, j.236B,
5C, sj.B-C, dj.C, j.236B->D (3281),
6A, 5C, 623B->D (3524)
same notes as previous combo
3 3572 -3 stocks 6B, delay j.236B, 236C->6D,
5C, sj.B-C, dj.C, j.236B->D (3331),
5C, 623B->D
4 3530 -2 stocks (4)B+C, 214A, 5C, 2C(1), 6B, j.236B,
5C, sj.C, dj.C, j.623B->D (3234),
5B, 5C, 623B->D (3530)
5 3781 -2 stocks (4)B+C, A+B (short charge til flash), 2C, 6B, j.236B,
5C, sj.C, dj.C, j.623B->D (3553),
5B, 623B->D
need 25 meter
6 4254 -3 stocks 236(B/C)~D, 6B, 5C, 2C(1),
6B, j.236B,
5C, sj.B-C, dj.C, j.623B->D (3858),
6A, 5B, 5C, 623B->D
Astraea frametrap follow-up:
e.g. "blockstring -> Hold 236B/C, short delay, 6D (hit) -> combo"
no CH required
Normal Mode - Fatal Counters
# Damage Stock Cost Combo Notes
1 3194 +8 stocks CH 6C, stance cancel, 66 (micro dash),
6A, 236A, 66,
5B, 5C, 6C, 236B, 214A,
5C, tk.236B, 623B
requires crouching opponent.
very difficult
2 3077 +8 stocks CH 6C, 236A, 66,
5B, 5C, 6C, 236B, 214A,
5C, tk.236B, 623B
*much* easier version of the above combo.
requires crouching opponent.
not featured in the combo video.
3 3087 +8 stocks CH 6C, stance cancel, 66 (micro dash),
6A, 236A, 66,
5B, 6C, 236A, 66,
2A, 5C, 6C, 236B, 214A,
2B, 5C, 623C
knockdown ender variant of #1
very difficult
4 4467 +1 stock CH 2C, D (transform), walk forward a bit,
6A, [2C, 5C] x 3,
236B, 214A,
5C, sj.B-C, dj.B-C, j.623B->D
Ends in Gain Art mode
Can also use the 2C-loop and onward for Gain Art 2C Fatals
5 3874 +8 stocks CH 6C, A+B (short hold til flash), 66 (micro dash),
6A, 5B, 5C, 6C, 236B, 214A,
5C, tk.236C, 623C,
2B, 5C, 623C
corner only, needs 25 meter
Gain Art - Fatal Counters
# Damage Stock Cost Combo Notes
1 3518 -5 stocks CH 623B -> 214D,
j.623B->D,
5C, 236C->6D (slight delay on the 6D),
sj.C, dj.C, j.623B->D (3283),
5B, 5C, 623B->D
2 6005 -2 stocks FC 2C(1), A+B (short hold), walk forward a bit,
6A, [2C, 5C], [2C, 5C]
2C(1), 3C, 236C->6D, 6B,
5C, sj.B-C, dj.C, j.623B->D (5194),
5C->236236C
corner only
50 meter for finisher

Combo Theory

The following is just a general overview of Izayoi's combo routes and is not intended to be comprehensive. Generally speaking, most of Izayoi's combos are not sensitive to character specific hitboxes. When creating combos of your own, it is important to consider her current stock situation, the amount of resources invested for a given amount of damage, what side the combo will end on, etc.

Easy routes are listed for beginners and as a backup for use in netplay.

Normal Mode

The objective in Normal Mode is usually to hit the opponent with as many specials as possible to maximize stock gain. If the stock gauge is filled, prioritize damage.

As a general rule, Izayoi's meterless normal mode damage is very limited and will not exceed beyond 2.0-2.7k.

Midscreen

Typical combos will consist of some type of confirm into 236B > 214A > 2B > ender. The goal is to convert 4 or more stocks per hit midscreen. Crouch confirms can incorporate a 5C > 6C to get bonus damage.

  • Optimal Ender: 2B > 5C > tk j.236B > 623B if proration permits.
  • Ideal Easy Ender: 2B > 5C > 623C. If the stock gauge is full, you may choose to jump cancel 5C into an air combo ending in j.C knockdown. Usually 5C > jc > j.A > j.B > djc > j.A > j.B > j.C will work.
  • If the confirm was done from far away, 2B > 5B > 623B is an acceptable ender. Distance can also be compensated for by switching 214A with 214B.



Overhead Route: 6B > j.236B > 623B

  • Optimized Route: 6B > dl j.236B > 5C > 623C



Throw Route: Throw > 214B > 2C > 5C > 623C

  • Optimal Route: Throw > 236C~A (Stance Cancel)> 66 > 6B > j.236B > 623B



Fatal Routes: At only 12 frames, 2C is a pretty powerful fatal starter. The crumple state on Fatal Counter allows for a lot of different follow ups

  • Optimal 8 Stock Route: FC 2C > 66 > 5C > 6C > 236A > 66 2B> 236B > 214A > 5C > j.236B > 623B
  • Easy 6 Stock Route: FC 2C > 66 > 6C > 236A > 2B > 236B > 214B > 2B > 5C > 623C
  • Mode Switch Route: FC 2C > 5D > 2C > 5C > 2C > Gain Art Combo

Corner

In the corner, she gains extensions to her normal routes by being able to make extra pickups for stocks. Her initial combo sequence still consists of confirm > 236B > 214A > ender. Try to get 6 or more stocks per hit.

  • Optimal 8 Stock Ender (drops on short starters): 5C > tk j.236B/C > 623C >2B > 5C > 623B
  • Easy 6 Stock Ender (works on short starters): 2B > 5C > 623C > 5A > 5B > 623B

Gain Art Mode

As a general rule, you will be spending around 1-3 stocks per combo due to damage scaling invalidating further stock investment and due to hitstun scaling making some stock intensive routes impossible.
GA combos can be loosely thought of in 3 parts: Confirm/Initial Conversion > Slash Transition > Ender.

  • "Confirm" is when you confirm if your attack hit or not. On crouching opponents, 2C can be performed after 5C for a slight damage increase. If the combo incorporates Astraea later on, it may help to combo into 3C to maintain close proximity to the opponent.
  • "Slash Transition" is when you go into 236B, 236C~5D, or 236B~5D. The combo is then picked up with an OTG hit after 236B (usually aided with teleport) or some kind of juggling hit due to the floating effect that Astraea gives on hit.
  • "Ender" is whatever you choose to do after the transition. This will usually end with a slash special into Strike Fall from which you can set up whatever variant of Izayoi's oki you prefer. Note that connecting normals or Phorizor after Strike Fall becomes significantly easier if Strike Fall is performed from higher up. If Strike Fall is performed high enough, you can even RC > mode switch > OTG > 236B > mode switch in order to gain 2 stocks without giving up momentum.


Midscreen

1 Stock Conversions:

  • Confirm > 236B > 214A/B > OTG > jc > j.C > djc > j.C > j.623B~D
    • A generic 1 stock conversion that works off of pretty much any hit. Note that B teleport will not work on weak starters and that the air combo can include some j.B's depending on the starter and position.

2 Stock Conversions:

  • Confirm > 236B/C~6D > hj > j.B > j.C > jc > j.B > j.C > j.236C~D
  • j.C > 5C > 3C > 236B~6D > 214A/delay > 6C > hjc > j.C > djc > j.B > j.C > j.623B~D
    • Optimal (?) routes
  • Confirm > 3C > 236B/C~6D > 214B > 5C > hjc > j.B > j.C > djc > j.B > j.C > j.623B~D
    • Generic side swap route. Note that this may not side swap if the slash hit at the very tip. 5C may have to be delayed.
  • Confirm > 236B > 214D > (2A) > 5C > jc > j.B > j.C > djc > j.B > j.C > j.623~D
    • Alternate side swap route. 2A is only required on weak starters.
  • Confirm > 236B/C~6D > 6C > 623C~D
    • The beginner/netplay route. Note that 6C may whiff if 236C hit at the very tip in which case you could try using 236B~6D to reduce the pushback

3 Stock Conversions: (Most of these are the 2 stock conversions + 5B > 5C > 623B~D for bonus damage and corner carry.)

  • Confirm > 236B/C~6D > hj > j.B > j.C > jc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D
  • j.C > 5C > 3C > 236B~6D > 214A/delay > 6C > hjc > j.C > djc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D
    • Optimal (?) routes
  • Confirm > 3C > 236B/C~6D > 214B > 5C > hjc > j.B > j.C > djc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D
    • Side swap route. Note that this may not side swap if the slash hit at the very tip. 5C may have to be delayed.
  • Confirm > 236B/C~6D > 6C > 623C > 214D > j.C > j.623B~D
    • The beginner/netplay route. Note that 6C may whiff if 236C hit at the very tip in which case you could try using 236B~6D to reduce the pushback

Corner

The corner grants allows Izayoi to follow up Astraea with 2C or 6B. The bonus damage these routes offer means that you can be stingier with stocks when you don't have an easy method of regaining them via RC or OD.
1 Stock Conversions:

  • Confirm > 236B/C~6D > 6B > 2B > 5C > 623C
    • Works off of any hit and ends in a knockdown
  • Confirm > 236B/C~6D > 6B > 236B > 5C > 623C
    • More damaging corner route. Will not end in a knockdown with weak starters like j.AA

2 Stock Conversions:

  • Confirm > 236B/C~6D > 2C(1) > 6B > 236B > dl5C > hjc > j.B > j.C > djc > j.B > j.C > j.623B~D
    • Optimal (?) route. May not work on all starters in which case you may consider omitting the 2C and shortening the air combo. You may find it easier to use 236B.
  • Confirm > 236B/C~6D > 6B > 5C > jc > j.B > j.C > djc > j.B > j.C > j.623B~D
    • Netplay/Beginner route. The 6B can be tricky to connect in high lag so you may opt to just use the midscreen route anyway.

Overdrive

Izayoi gains a modest damage buff to her Gain Art combos in Overdrive but it's really nothing to write home about. Aside from kill scenarios, the main reasons you want to use OD for are limited to when you need stocks to close out a round or to maximize metered damage. Meterless OD routes outside of the aforementioned contexts aren't really worth it.

Note that if you cancel into Overdrive you only gain 2 stocks starting at 90% health and only gain the maximum of 3 stocks starting at 50% health. If you cancel into Overdrive with more than 90% health, you only gain 1 stock for it!

Some of Izayoi's best punish combos start with raw OD into Phorizor. Total startup is 23f: 16f for OD and 7 for Phorizor. She is invuln for the entire time to boot which allows her to punish slow moves in general.

Video Examples

BBCF2 Izayoi combo collections


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