BBCP/Izayoi

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Izayoi
BBCP Izayoi Portrait.png

Health: 11,000

Combo Rate: 90% (Normal) / 80% (Gain Art)

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run (Normal) / Hover-dash (Gain Art)
Play-style
Balanced, Mix-up
Full Frame Data
BBCP/Izayoi/Frame Data

Overview

The true form of Tsubaki Yayoi after the full release of the Sealed Weapon Izayoi's powers.

Drive: Scarlet Justice
Izayoi's Drive allows her to enter an alternate mode called Gain Art, giving her new ground dashes, C normals, special moves, and extensions. When in Gain Art, Izayoi gains tremendous mix-up and pressure potential, contrasting the defensive style of her normal mode. While Izayoi can transfer between the two modes freely, usage of the special moves available in Gain Art require stocks of the Zero Weave gauge, which are generated by using special moves during normal mode. These stocks are generated regardless of hit (2 stock gain) or block (1 stock gain) and are the foundation behind Gain Art pressure and combos. Effective usage of normal mode to generate stocks and Gain Art to pressure is the key to victory.


Overdrive: Freedom Justice
Izayoi's Overdrive allows her to constantly generate stocks without using special moves in normal mode. The number of stocks generated depends on overdrive duration, as they are generated at a rate of about 45f per stock. And like other characters, her Distortion Drives become stronger during Overdrive as well. Justice Phorizer increases in range and damage while gaining a wall-stick property, while Slaver Trans-am lasts approximately twice as long. Overdrive also strengthens her existing Gain Art specials, opening up new combos and pressure.


Pros/Strengths:

  • Incredible pressure and mix-up in Gain Art
  • Hover Dash creates unique mix-ups and options
  • Great range and anti air capabilities
  • Whiff cancel capability
  • Good projectile and mid-range game in Normal Mode


Cons/Weaknesses:

  • Very reliant upon stocks
  • Difficult movement in Gain Art
  • Slightly awkward normals
  • No easy answers to pressure without meter and stocks
  • Weak mix-up in normal mode without meter


External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR All 6 3 9 ±0 B - -
  • Fast, high poke that gives Izayoi access to all of her cancels.
  • Commonly used to link after Strike Fall or jC.
  • Whiffs at close range on some crouching hitboxes.


While it has a very high hitbox, the range isn't as long as some other 5A's, limiting its anti-jump/anti-air usage. Spacing is very important!

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
640 SOR HL 10 6 18 -10 B - -
  • Very long reach for its speed.
  • Vital footsies tool in conjunction with Sonic Sabre.
  • Great for stopping jump out attempts and backdashes during blockstrings.


While 5B is a bit on the slow side, it makes up for it in range. This move is capable of tagging most characters from round starting positions. Generally used in conjunction with 6C and Sonic Sabre for mid/long-range pressure, at max range it is only confirmable into Crusade Seraphim β. In normal mode, Izayoi can't get anything more, but in Gain Art even a max range 5B can be converted into a full combo!

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
710 SO(J)R HL 12 6 20 -9 B - -
  • Jump cancelable only on hit.
  • Mostly used for jump loop and air combos.


5C has relatively short range, especially when compared to 5B. Oftentimes, A normals are canceled into C normals immediately to remedy the issue where any additional gatlings would push the opponent out of range. Confirming into C normals on grounded opponents allows combos into Crusade Seraphim γ, greatly increasing combo ability.

5C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
710 SOJR HL 9 3 15 -1 B - -
  • Faster than Izayoi's grounded B normals.
  • Jump cancelable.
  • Has higher untechable time than normal 5C.


Quick, solid normal. Extremely important in Gain Art combos, commonly being used to combo into 2C (GA) and Crusade Seraphim γ. Also cancelable into 6B, whereas normal mode 5C is not.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR LA 8 3 8 +1 F - -
  • Low profile at the foot.


Low hitting kick with a solid amount of range. A bit on the slow side, but ends with frame advantage. Cancelable into throw.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR L 11 2 18 -6 F - -
  • Mainly used in pressure for its cancel options.
  • Low profile at the foot.


Unlike 5B, 2B can cancel into other B normals (being 5B and 6B). Has a bit more range than 2A, and at max range confirms into 5B. Also used to OTG after Crusade Seraphim γ in Normal Mode.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
780 SOR HL 12 6 15 -4 F - -
  • Fatal counters.


Similar to 5C, with slightly longer range. Has a higher base damage, but lacks jump cancelability making it better suited for confirms on grounded opponents. Go-to punish when 6C isn't possible.

2C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
710*2 SO(J)R HL 18 3(6)3 11 +5 F - -
  • Jump cancelable on hit
  • Vaccums
  • Huge frame advantage


This move is a vital part of Izayoi's more damaging combos. It prorates extremely well (once for two hits!) and has an incredibly high base damage. Mid combo, inflicts a huge amount of hitstun and untechable allowing combos into things with long startup, such as D sonic saber. In blockstrings, it vaccums the opponent towards Izayoi and leaves her at significant frame advantage. Has relatively short range, however.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 R HL 12 3 26 -12 B 6-11GP -
  • 6-11F Guard point.
  • Uncancelable except for RC.


A guard point move that guards up to (but not including) the first active frame. As such, it is possible to trade with this move. On hit, the opponent gets launched in a very horizontal arc, severely limiting combo options on counterhit. Easily punishable on block. Guards against everything except for lows, throws, and unblockable attacks.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 R H 24 3 18 -2 H 8-23F -
  • Feintable by holding B.
  • Uncancelable except for RC.
  • 8-23 Foot attribute invincibility. If feinted, Foot invincibility on 8-27.


Izayoi's only standing overhead, comboable with an RC, Trans-Am follow up attack, or on counterhit. When feinted, 6B becomes foot attribute invincible for slightly longer. Total duration of feint is 35 frames. Used at the end of gain art combos that don't use Zero Weave stocks on Strike Fall. Sends opponent downwards on hit, causing emergency tech.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
760 SOR HL 19 3 30 -14 B 4-10B -
  • Fatal counters.
  • 4-10 body attribute invincibility.
  • Frame advantage on block with stance cancel.


Izayoi's go to punish for easily punishable/whiffed moves. Having both fatal counter potential and great proration values, this move as a starter almost always leads into big damage. In blockstrings, 6C results in frame advantage(+1) with Crusade Seraphim ß Stance Cancel. Also catches jump attempts during blockstrings, making it an effective way of moving closer during pressure.

6C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
710 R HL 20 3 17 +1 B - -
  • Huge amount of untechable time.
  • Frame advantage on block.
  • Uncancelable except for RC.


Mid blockstring, the step portion covers a lot of space making it useful for keeping pressure at midrange. The kick has a very vertical hitbox, allowing it to stop jump out attempts and put Izayoi in an advantageous position. Commonly used at the end of combos due to its high amount of untechable time.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOJR L 12 3 21 -7 F - -
  • Jump cancelable.


Has extremely short range, but is jump cancelable on hit and block. Floats on grounded and air hit.

3C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
880 R L 16 6 21 -10 F - -
  • Fatal counters.
  • Uncancelable except for RC.


A solid punishing tool, covering a lot of space. Fatal counters, and has one of the better proration values of Izayoi's Gain Art moves. Netting a counterhit allows a followup into 2C (GA). On block, it is -10 at point blank, but at max range, it's -5. Knocks opponent downwards on hit, often setting up oki.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 3 6 - H - -
  • Self-cancels.
  • Cancelable into grab.


A solid air to air normal. Hits very far compared to most jA's, and can be confirmed relatively easily in Gain Art.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 SOJR HA 9 3 12 - H - -
  • Reverse gatling into jA possible.
  • Can serve as a fuzzy overhead on some characters.


Izayoi's go-to dash in overhead, being only slightly slower than jA while having a better combo starter rating. Can reverse gatling into jA, which can then gatling back into jB for longer air strings! Has a hitbox near the feet, giving it limited crossup capability.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
760 SOR HA 12 6 21 - H - -
  • Large amount of untechable time.
  • Leads into safe jump setups when canceled into jD.


Big air normal. Has a lot of vertical range, hitting both above and below Izayoi. Sends opponent downwards on hit, often leading to relaunch combos or oki.

j.C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
520 SOJR HA 12 3 12 - H - -
  • Great crossup potential.
  • Low hitting jC is extremely plus, allowing frame tight mixups.


In Gain Art, Izayoi's jC changes to a more combo/blockstring oriented normal, having an extremely low, wide hitbox (perfect for crossups) and gaining jump cancel properties.


Drive Moves

5D/2D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 24T - - - -
  • Mode change on 11F


Switches Izayoi from Normal mode to Gain Art and vice versa. Can be canceled into with almost all grounded normals, the exceptions being 6A, 6B, 6C, and 3C(GA).

jD

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 25T - - - -
  • Mode change on 11F


Aerial version of 5D/2D. Usually seen in neutral or after jC for an oki setup with falling jC(GA). Usable multiple times within a single jump, and halts air momentum until the mode change is complete, allowing you to alter your approach timing.


Universal Mechanics

Forward Throw

5B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 0, 1500 -, R, SOR T 7 3 15 - T(80) - -
  • 100% minimum damage (1400)


Izayoi's grab. Wallbounces, being comboable even midscreen. Normally special cancelable on the third hit, but interestingly enough the second hit can be rapid canceled to provide a much better starter rating and proration. Because the basic followup includes a teleport (which moves forward a preset distance), comboing into and at the corner requires adjustments. Likewise, a forward throw from the corner (with Izayoi facing away from it) requires adjustments as well.

Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 0, 1500 -, R, SOR T 7 3 15 - T(80) - -
  • 100% minimum damage (1400)


Similar to 5BC, except Izayoi sideswaps before causing the wallbounce. Like her forward grab, can be RC'd on the second hit. Corner spacing considerations also apply.

Air Throw

j.4/5B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0*3, 1400 -*3, R T 7 3 15+3L - T(90) - -
  • 100% minimum damage (1400)


Straightforward air grab. There is a consistent ground bounce to work with every time regardless of height when grabbed, which makes follow up combos a breeze. Unlike Izayoi's other grabs, jBC cannot be canceled early in any way.

Counter Assault

6A+B during blockstun

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R All 16 4 27 -12 B 1-20A -
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown


Counter Assault with a great hitbox. Launches upwards on hit. Extremely difficult to make whiff while attacking.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~60 1 23 +2 B - -
  • Costs 25% Heat
  • 180F Heat Gauge Cooldown
  • Possible to charge, unblockable on full charge

A crush trigger that has relatively short range, but comes with a special effect: On max charge, it becomes unblockable. Stagger on normal hit, knockdown on air hit. Shares animation with 6A.


Special Moves

Sonic Sabre

236A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 500 R* All 20 - 43T ±0 HBFPr - -
D 700, 200*4 R* All 26 - 43T +28 HBFPr - -
D (Overdrive) 700, 200*8 R* All 26 - 43T +45 HBFPr - -
A version
  • Frame Advantage calculated from point blank range
  • Cancelable into D Mirage Thruster on hit, block, or whiff


Izayoi's signature projectile. A small, fast moving shot that flies straight ahead. Plays a huge role in her neutral game. Like the rest of her specials in normal mode, Sonic Sabre generates one Zero Weave stock on block and two on hit. Neutral on block at point blank, making it a decent pressure reset, but its startup can get stuffed by fast normals on IB. }}


D versions
  • Consumes 2 Zero Weave stock
  • Cancelable into D Mirage Thruster on hit, block, or whiff
  • Frame Advantage calculated from point blank range


Izayoi shoots a powered up version of Sonic Sabre. On contact, 4 more projectiles spawn around the opponent locking them down. Available only in Gain Art, and as such requires two Zero Weave stock. With heavy frame advantage on block and a low hitbox to catch rolls, this move provides a strong means of getting in for pressure. In Overdrive, D Sonic Sabre creates 8 projectiles on block instead of 4, opening up even more frame advantage and combo potential.

Air Sonic Sabre

j.236A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 500 R* All 16 - 45T - HBFPr - -
D 700, 200*4 R* All 23 - 42T - HBFPr - -
D (Overdrive) 700, 200*8 R* All 23 - 42T - HBFPr - -
A Version
  • Cancelable into D Mirage Thruster on hit, block, or whiff


The air version of Sonic Sabre. Has a slightly faster startup, stopping Izayoi's momentum and making her rise while shooting the projectile. After the recovery, Izayoi can move freely. Very important neutral tool.


D versions
  • Consumes 2 Zero Weave stock
  • Cancelable into D Mirage Thruster on hit, block, or whiff


Gain Art version of Air Sonic Sabre. Works the same way as D Sonic Sabre, but is instead fired at an angle. Also, much like its grounded variant, Overdrive Air D Sonic Sabre generates 8 projectiles on contact instead of 4.

Crusade Seraphim α

623B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 700 R* HL 9 3 29 -15 B 4-11H -
Gain Art 700 R* HL 9 3 29 -15 B 4-11H -
  • Possible to charge
  • 4-11H Invul
  • During charge, 4-6H Inv, 1F after release~end of active H Inv
  • Cancelable into Mirage Thruster(A/B/C) on hit or block
  • Cancelable into Mirage Thruster(D) on hit, block, or whiff


A great anti-air move with very fast startup and head attribute invincibility. Crusade Seraphim Alpha has huge range, and can be confirmed on counterhit, so its very useful for building Zero Weave stocks (in both neutral and combos). "Unsafe" on block, but teleport capability makes punishing extremely difficult. In Gain Art, CS Alpha gets a better starter rating and lower SMP. Uniquely among Izayoi's specials, this move has a different SMP penalty during Gain Art (with the normal mode penalty being harsher). Additionally, pressing D on hit will perform Strike Fall at the cost of a Zero Weave stock.

Crusade Seraphim β

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 R* HL 14 3 24 -10 B - -
  • Possible to charge
  • Cancelable into Mirage Thruster(A/B/C) on hit or block
  • Cancelable into Mirage Thruster(D) on hit, block, or whiff


Crusade Seraphim Beta is your staple far range combo ender. It doesn't knockdown, but it combos off of max range 5B while generating Zero Weave stocks. Also works well as a midrange frame trap/pressure tool. In Gain Art, all confirms into CS Beta can turn into full combos thanks to Valkyrie Astraea, which is done by pressing 6D during CS Beta (even during startup!) at the cost of a Zero Weave stock. Beta is "punishable" on block, but can cancel into teleports.

Crusade Seraphim γ

236B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 R* L 17 3 30 -16 B - -
  • Possible to charge
  • Cancelable into Mirage Thruster(A/B/C) on hit or block
  • Cancelable into Mirage Thruster(D) on hit, block, or whiff


Crusade Seraphim Gamma has similar use to Beta. Mostly restricted to blockstrings and combos, it plays an important part in both. In normal mode, it paves the way for 6 to 8 stock generating combos, while in Gain Art it serves as a combo extension. On counterhit, it pops the opponent up and leaves them in a comboable knockdown. The issue with comboing into CS Gamma is that it only connects after C normals, which essentially means only close confirms can go into Gamma. Like the others in its family, it is unsafe on block but has teleport cancel options. Also, much like Beta, Gamma can be canceled into Valkyrie Astraea the same ways while in Gain Art.

Valkyrie Astraea

Crusade Seraphim ß/γ ~ 6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
900 R* HL 9 3 21 -7 B - -
  • Fatal counters
  • Consumes 1 Zero Weave stock
  • Cancelable into Mirage Thruster(A/B/C) on hit or block


Usable only in Gain Art, Valkyrie Astraea is a kind of "extension" to Crusade Seraphim Beta and Gamma. Unlike a normal "extension", it's actually possible to do Astraea before either attack connects. Naturally, this also means that you can cancel into Valkyrie Astraea on whiff. On block or hit, it can be canceled into teleports not unlike the Crusade Seraphim series. Astraea's usage is usually limited to combos, due to the stock cost and frame disadvantage, but when used properly, it can turn any far range confirm into a full combo and is the centerpiece of a majority of Gain Art routes. In Overdrive, the knockback (on hit) is greatly reduced to allow combos that would normally only be possible in the corner to work anywhere.

Stance Cancel (CS)

Crusade Seraphim (Hold) ~ A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 12T (ß 10T) - - - -
  • Cancel windows: a: 6F~, ß: 7F~, y: 10F~


Stance Cancel (Crusade Seraphim) ends up with different total durations based on the move you use, due to the varying cancel windows and total duration of cancel. Fastest possible Beta cancel is the shortest at 17f, followed by Alpha cancel which is 18f and then Gamma cancel which is 22f. Due to being the result of a special cancel, you can calculate the static difference of a normal into stance cancel by ignoring the additional active frames and replacing the recovery with the total duration of the cancel. The following list shows all normals that benefit from the fastest possible Beta cancel and the resulting frame (dis)advantage:

  • +1 : 6C
  • -1 : 5C, 2C, 3C
  • -4 : 5B, 2B

Aegis Blade

623C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 700 R* HL 10 3 27 -13 B 4-12H -
Gain Art 700 R* HL 10 3 27 -13 B 4-12H -
  • Possible to charge
  • 4-12H Invul
  • During charge, 4-8H Inv, 2F after release~end of active H Inv
  • Cancelable into Mirage Thruster(A/B/C) on hit or block
  • Cancelable into Mirage Thruster(D) on hit, block, or whiff


Aegis Blade covers a large vertical area, and has very fast head attribute invincibility, making it an effective anti air. On counterhit, opponents are launched straight up and cannot tech until they hit the ground, allowing for easy 8 stock combos anywhere! The hitbox for this move extends very close to the ground, so it can be used to OTG and catch rolls. However, much like the Crusade Seraphim moves it is unsafe on block, but can cancel into teleports. Also carries a large amount of untechable time, being useful in both Normal mode and Gain Art combos. In Gain Art, pressing D during Aegis Blade will perform Strike Fall.

Stance Cancel (AB)

Aegis Blade (Hold) ~ A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 25T - - - -
  • Able to cancel from 9F~


Stance Cancel for Aegis Blade. Has a much longer total duration than other stance cancels, making its only practical use to cancel an attempted Aegis Blade.

Noir Edge

j.236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 R* HL 10 5 ~L+9 - H - -
  • Cancelable into Mirage Thruster(D) on hit, block, or whiff


This move primarily serves as an important combo part for Gain Art. Noir Edge is Izayoi's primary air combo ender knocking the opponent far ahead. In Gain Art, links into Strike Fall at the cost of one Zero Weave stock. Combos with repeated Noir Edges are also used to regulate the opponents height and set up extensions after Strike Fall. It also finds usage in mixups, serving as an instant overhead in both Normal and Gain Art mode. When performing the move, Izayoi stops in place, making it work as an overhead while both rising and falling. However, it is unsafe on block in either case.

Strike Fall

C.Seraphim α/A.Blade/N.Edge ~ D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
700 R* All 36 ~L 19 - H - -
  • Consumes 1 Zero Weave stock


Izayoi's staple combo ender. Doable only in Gain Art, Strike Fall serves as a follow up to Crusade Seraphim Alpha, Aegis Blade, and Noir Edge. It is only possible to do Strike Fall on hit, so you can option select your confirms into Strike Fall and commit to another cancel option on block or whiff. On hit, has an enormous amount of untechable time, usually leading into some kind of workable knockdown. For high hitting Strike Falls, Izayoi can link into 5A, 5C, or Justice Phorizer for a combo extension.

Mirage Thruster

214A/B/C/D, j.214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A - - - - - 40T - - 12-21A -
B - - - - - 41T - - 14-24A -
C - - - - - 43T - - 16-23A -
D - - - - - 31T - - 10-20A -
  • Consumes 2 Zero Weave stocks(1 if canceled from a special on hit or block)


Izayoi teleports a preset distance to a location based on whichever button you use to activate the move. A teleports in place, B teleports backwards and C teleports forwards. The A, B, and C teleports are doable in both Normal mode and Gain Art. The D version of the teleport is doable only in Gain Art and requires 2 Zero Weave stocks. However, it makes up for it by tracking opponents (you end up right behind them, regardless of where they are, even in the corner!) while being able to whiff cancel special moves (even Justice Phorizer!). On hit or block, D teleport only requires one Zero Weave stock. However, certain moves require two stocks regardless of if they connect or not (All variants of Sonic Sabre and Justice Phorizer).


Distortion Drives

Justice Phorizer

236236C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 2200 R* All 1+6 9 30 -20 B 1-15A -
Overdrive 3000 R* All 1+6 9 30 -20 B 1-15A -
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 30% Minimum Damage
  • Cancelable into Mirage Thruster(D) for 2 Zero Weave stocks on hit, block, or whiff


Izayoi's only real reversal, but an amazing one as far as reversal supers go. Extremely fast startup, great active window and a ton of invincibility. On block, pushes back extremely far making it very, very difficult to punish. During Gain Art, can be canceled into D Mirage Thruster on hit, block, or whiff (making it even more difficult to punish!). On hit, leads into a full combo with teleport. During Overdrive, Justice Phorizer gains range, damage, and untechable time along with a wallsplat property. Minimum damage is 660 (900 during Overdrive).

Slaver Trans-Am

632146D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal - - - - - 4+2T - - 1-6A -
(Attack) 400*2 - All - 8 - - HBFPr - -
  • Costs 50% Heat
  • 180F Heat Gauge Cooldown
  • 1-6 All Invul
  • Consumes 4 Zero Weave Stocks
  • Startup of each attack differs based on attack used


Trans-Am summons two bits to hover around Izayoi for a certain amount of frames. When using an attack during Trans-Am, after a certain amount of frames, the bits will attack. This can allow certain combos that normally would not work, and combo routes off of moves that are normally uncomboable (6B comes to mind). During Overdrive, the duration of Trans-Am is doubled. With constant attacking, you can get a max of 4 attacks out of the bits before they disappear (8 in Overdrive).


Astral Heat

Judge Of Destiny

632146C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - All 4+11 9 35 -30 B 1-23A -
  • Costs 100% Heat
  • 180F Heat Gauge Cooldown


Izayoi's Astral. She first charges towards the opponent, and upon successfully connecting proceeds to throw a lance in a very Super-Robot-Wars-Esque cutscene. Extremely comboable, working off of C normals, grabs, airgrabs...the list goes on. With such quick startup, it is arguably one of the better and more practical Astral finishes in the game.


Strategy

Offense

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The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Note: This section is under construction!! Please check back soon!

Combo Notation Guide:
jc = jump cancel
move(w) = whiff the preceding move (for example, if 236C(w)~6D is written, you would go straight into 6D)
move(N) = only use the Nth attack of the move (for example, if 2C(1) is written, you only use the first hit of 2C)
(move) = whatever's listed in the parentheses is optional
j.BAC = Izayoi's normal mode jump series that leads into a relaunch. It is written this way because of its character-specific variations. Listed damage may vary.

Midscreen (Normal Mode)

Normal Starters
(Normal starters include 5B, 5C, 6C, 2B, 2C, j.B, j.C)

  • 5B > 5C > 236B > 214A > 2B > 5B > 623B > 214B > 623B
Damage: 2854, Heat Gain: 20, +6 Zero Weave stocks
  • 5B > 5C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C
Damage: 3410, Heat Gain: 24, +8 Zero Weave stocks
  • 5B > 5C > 236B > 214A > 2B > 5C > j.BAC > 5A > 5C > 623C > j.B > jc > j.B > j.C > j.D
Damage: 3396, Heat Gain: 24, +4 Zero Weave stocks
  • 5B > 5C > 2C > 6C > 236B > 214A > 2B > 5B > 623B > 214B > 623B
Damage: 3540, Heat Gain: 25, +6 Zero Weave stocks
Crouching only
  • 5B > 5C > 2C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.C > j.236C
Damage: 3923, Heat Gain: 28, +6 Zero Weave stocks
Crouching only
  • 5B > 5C > 2C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.B > jc > j.B > j.C > j.D
Damage: 3911, Heat Gain: 28, +4 Zero Weave stocks
Crouching only


Short Starters
(Short starters include 5A, 2A, j.A)

  • 5A > 5B > 2C > 236B > 214A > 2B > 623B > 214B > 623B
Damage: 2313, Heat Gain: 15, +6 Zero Weave stocks
  • 5A > 5B > 2C > 236B > 214A > 2B > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D
Damage: 2594, Heat Gain: 18, +2 Zero Weave stocks
  • 5A > 2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B/C
Damage: 3051, Heat Gain: 24, +4 Zero Weave stocks
  • 5A > 5B > 2C > 5C > 6C > 236B > 214A > 2B > 623B > 214B > 623B
Damage: 2620, Heat Gain: 18, +6 Zero Weave stocks
Crouching only
  • 5A > 2C > 5C > 6C > 236B > 214A > 2B > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D
Damage: 2818, Heat Gain: 20, +2 Zero Weave stocks
Crouching only


Throw Starters

  • Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623B
Damage: 2816, Heat Gain: 20, +6 Zero Weave stocks
  • Throw > 214B > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.A > j.B > j.236C
Damage: 3174, Heat Gain: 22, +4 Zero Weave stocks
  • Throw > 214B > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D
Damage: 3121, Heat Gain: 22, +2 Zero Weave stocks


  • Air Throw > 236B > 214A > 2B > 623B > 214B > 623B
Damage: 2546, Heat Gain: 18, +6 Zero Weave stocks
  • Air Throw > 2C > 5C > 623C > j.B > j.C > j.236C
Damage: 3057, Heat Gain: 21, +4 Zero Weave stocks
  • Air Throw > 2C > 5C > 623C > j.B > jc > j.B > j.C > j.D
Damage: 2948, Heat Gain: 21, +2 Zero Weave stocks


Other Starters

  • 6A > RC > 5B > 623B > 214B > 623B
Damage: 1889, Heat Gain: 6
50 Heat required


  • 6B > RC > 5C > 236B > 214A > etc.
50 Heat required
  • 6B CH > 623B > 214B > 623B
Damage: 1650, Heat Gain: 11
  • 6B CH > 2A > 5C > 236B > 214A > 2B > 5B > 623B > 214B > 623B
Damage: 2497, Heat Gain: 17
Close range only


  • 3C > 623C > 623B > 214B > 623C
Damage: 2071, Heat Gain: 14, +6 Zero Weave stocks
  • 3C > 623C > j.BAC > 5A > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D
Damage: 2652, Heat Gain: 19, +2 Zero Weave stocks
  • 3C CH > 236B > 214A > etc.


  • 6C FC > 236B > 214A > 2B > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C > j.C > j.236C
Damage: 3563, Heat Gain: 25, +8 Zero Weave stocks
  • 6C FC > CT > 2C > 5C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.C > j.236C
Damage: 5245, Heat Gain: 21, +6 Zero Weave stocks
25 Heat required
  • 6C FC > CT > 5D > 5C > 236C~D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D
Damage: 5494, Heat Gain: 22
25 Heat required. Phorizer OK
Only works on: Bullet, Kokonoe, Platinum, Relius, Makoto, Terumi, Tager, Mu-12, Nu-13, and Noel


  • 623B CH > 214B > 6C > 623B
Damage: 1710, Heat Gain: 12, +4 Zero Weave stocks
  • 623B CH > 214B > 236B > 214B > 623C > j.B > j.C > j.236C
Damage: 2548, Heat Gain: 18, +6 Zero Weave stocks
Close range only
  • 623B CH > 214B > 236B > 214B > 2B > 5C > j.BAC > 5A > 623B/C
Damage: 2744, Heat Gain: 19, +6 Zero Weave stocks
Close range only


  • 623C CH > 236B > 214A > 2C > 623B > 214B > 623B
Damage: 2457, Heat Gain: 17, +8 Zero Weave stocks
  • 623C CH > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B/C
Damage: 2744, Heat Gain: 19, +6 Zero Weave stocks
  • 623C CH > 236B > 214A > 2C > 5C > sj.BAB > jc > jABC > j.236C
Damage: 2994, Heat Gain: 21, +6 Zero Weave stocks(HM)
  • 623C CH > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D
Damage: 2863, Heat Gain: 20, +4 Zero Weave stocks


Corner (Normal Mode)

Normal Starters
(Normal starters include 5B, 5C, 6C, 2B, 2C, j.B, j.C)

  • 5B > 5C > 236B > 214A > 2B > 623B > 214B > 623C > j.C > j.236C
Damage: 3190, Heat Gain: 22, +8 Zero Weave stocks
  • 5B > 5C > 236B > 214A > 2B > 623B > 66 > j.B > jc > j.BAC > 5A > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D
Damage: 3356, Heat Gain: 24. +4 Zero Weave stocks
  • 5B > 236C > RC > 623B > 214B > 623C > 623C
Damage: 2451, Heat Gain: 10, +8 Zero Weave stocks
50 Heat required
For max range confirms


Short Starters
(Short starters include 5A, 2A, j.A)

  • 5A > 2C > 236B > 214A > 2B > 623B > 214B > 623C > 623C
Damage: 2405, Heat Gain: 17, +8 Zero Weave stocks


Throw Starters

  • Throw > (214B) > 236B > 214A > 623C > (214C) > 623B > 214B > 623C
Damage: 2777, Heat Gain: 19, +8 Zero Weave stocks
  • Throw > CT > 2C > 5C > j.BAC > 5A > 623B > 623C
Damage: 3708, Heat Gain: 15, +4 Zero Weave stocks
25 Heat required
  • Throw (2) > RC > CT > 2C > 5C > 236B > 214A > 2B > 623B > 214B > 623C > j.C > j.236C
Damage: 4372, Heat Gain: 12, +8 Zero Weave stocks
75 Heat required
  • Throw (2) > RC > CT > 5D > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D
Damage: 5577, Heat Gain: 19
75 Heat required
  • Air Throw > 66 > 236B > 214A > 623C > 214C > 623B > 214B > 623C
Damage: 2677, Heat Gain: 19, +8 Zero Weave stocks
Input the microdash as 2366B
  • Air Throw > 66 > 236B > 214A > 2C > 623B > 66 > j.B > jc > j.B > j.C > j.D
Damage: 2938, Heat Gain: 21, +4 Zero Weave stocks

Midscreen (Gain Art Mode)

Corner (Gain Art Mode)


HoverDash-j5C-5B-236C-6D-2C(2)-5C-2C(1)-236B-214A-2C(2)-6D-Sj5B-j5C-j236C-5D

Navigation

BlazBlue: Chrono Phantasmae
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