Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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... > 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.
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
Core combos balance potency with consistency. They:
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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.
... 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
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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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.
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.
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.
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)
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
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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... > 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
Core combos balance potency with consistency. They:
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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.
... > 5B > (5C > (2C(2))) > 236B~214A/B, 2B > 5C > sjc > j.B > j.C > jc > j.B > j.C > 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. Usually this can be routed into the following ways with the following adjustments:
- 66j.AA > 5C > 2C(2) > ... (omit the j.B in parenthesis)
- 66j.C > 5C > 2C(2) > ... (use 214A and perform the combo as normal)
- 66j.B+C (whiff) > 2B > 5C > ... (fastfall low, works from normal 2B depenting on range)
5C > 2C is a crouching-exclusive link that also acts as a pressure reset on block. This will consistently connect after j.C or j.AA as opponents must be crouching to be hit by overheads while blocking.
... > 5C > 3C > 236C~6D~214D > 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.
... > 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.
... > 5C > 3C > 236C~6D, 6B > j.236B > 5C > sjc > (j.B) > j.C > jc > (j.B) j.C > j.623B
- 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.
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.
... > 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
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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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.
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 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.
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.
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
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