BBTag/Izayoi

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Overview[edit]
Overview

"I serve the hands of justice."
Lore:Izayoi is the true form of the Sealed Armament: Izayoi that Tsubaki Yayoi undertakes to don the power of Immortal Breaker. Turning away from the darkness of the past, she takes up her sword to punish all crimes and seek out the true light. This alternate form of Tsubaki is playable starting from BlazBlue: Chrono Phantasma.
Playstyle
Izayoi is a rushdown character with unique movement options, threatening high/low mixups, and one of the best safejumps in the game. Coupled with the right assists, Izayoi has the ability to play with momentum and suffocate the opponent with her aggression.
Pros Cons
  • Strong mobility thanks to GA dash and teleports
  • Decent projectiles
  • Strong mixup game (IOH 66j.A/B, fuzzy guard setups with j.C, etc)
  • Reliable oki/setplay off of any hit
  • Solid 1-meter punish routes
  • Lackluster footsie game as her best poke, 5B, does its job but is outclassed by a number of other characters
  • Meter hungry
  • DP has no horizontal reach
  • Meterless damage is mediocre
  • Anti-air game is limited
  • Requires good assists to keep pressure
Drive: Scarlet Justice

Izayoi’s forward air dash is different from most of the cast’s forward air dash. Instead of dashing straight, she does a dash low to the ground, allowing her to follow it up with an air normal. It is also possible to do the dash from the ground by pressing 66. It allows you to use it as an aggression tool to keep the pressure going as well as potentially mix them up during a blockstring, consisting of IAD j.A, j.C Fuzzy overhead, etc. The dash can also be held longer by holding 6, allowing you to close in from farther distances as well. In addition to that, you can change the angle of her dash by holding 9 or 3.

You can also cancel many of her special attacks into Mirage Thurster (teleports) to continue combos or to quickly sandwich your opponent with your partner.

Normal Moves[edit]

4A[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1000 All 7 5 16 -7 -
5AA 1500 All 11 6 18 -7 -
5AAA 1700 All 14 5 28 -14 -
5AAAA 2300 All 15 3 30 -14 -

[edit]

  • Main normal to start pressure
  • Jump cancelable on block

5A is your main tool to start combos/block pressure up close. A common mixup option involving 5A is 5A>IAD j.A, a 26f Overhead option that lets you extend pressure solo if the opponent respects you and possibly open up the opponent. j.A will whiff if they push 5A


  • Combo filler

5AA is combo filler primarily. Can be used in blockstrings but you’d be better off doing 5A>2A>5A...


  • Combo filler
  • Unsafe on block/pushblock

5AAA is mainly used as combo filler. It has really long recovery, making this move dangerous to throw out on block/pushblock


  • 5A autocombo ender
  • VERY unsafe on block

5AAAA is your auto combo ender and can lead into Cross Raid. It knocks the opponent away fullscreen. Punishable on block.

5B[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1300 High 9 6 15 - -
j.AA 1300 High 7 3 12 - -

[edit]

  • Primary overhead mixup with GA dash
  • Strong jump in, especially when combined with GA dash
  • Solid Air to air
  • Other leg has a hitbox, allowing it to crossup


This move is one of Izayoi's most important normals. When combined with GA dash (66/IAD), you can use it as an overhead mixup option as well as a method to approach in neutral. It also compensates for Izayoi's rather poor anti air game as she can air to air pretty consistently with j.A due to it's solid combination of speed and range. Albeit it not very likely to happen, j.A can also crossup has her other leg has a hurtbox as well.


  • Combo filler
  • Can be used as a double overhead option after 66

j.AA is combo filler for air routes, albeit inferior to j.B in that regard. It can also be used as a double overhead option after 66 j.A depending on how high Izayoi is relative to the opponent (you'll usually need to fly a little higher by holding 9 after 99 to get it to work)

j.B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1800 High 11 7 21 - -

[edit]

  • Can be used for setting up a fuzzy overhead j.C/low situation after 66 GA dash
  • Can used as a fakeout after GA dash
  • Combo filler for air routes

While this move doesn't see much use in neutral, it shines much more in terms of pressure and combos. When it comes to pressure, you can do 66 j.B and either jump and do rising j.C for a fuzzy overhead mixup or land and 2A. It can also be used as a fakeout after 66 (delay j.B) and IAD (do j.B immediately after), making it whiff and allowing you to do whatever you want afterwards provided they respect it. j.B is also important for many of Izayoi's air routes, especially j.ABC loops.

j.C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 High 11 6 18 - -

[edit]

  • Blows back on air hit
  • Fuzzy overhead mixup after 66j.B
  • Combo filler for j.ABC loops
  • Can be used an an ender for air combos
  • Can IOH Tager and Hakumen

Another move that doesn't see much use in neutral but also shines in pressure and combos. As a mixup tool, it's one of Izayoi's best options, as it can fuzzy a majority of the cast after doing 66j.B prior and can even hit Tager and Hakumen crouching, allowing it to be used as a stronger overhead option than 66/IAD j.A in those matchups. As for combos, it sees use mostly in j.C reland loops and to maximize damage with j.C > j.21A~A.


Universal Moves[edit]

Ground Throw[edit]

5B+C

Aegis Blade[edit]

5A+D

Noir Edge[edit]

j.A+D


Skills[edit]

A Sonic Saber[edit]

236A (air OK)

B Sonic Saber[edit]

236B (air OK)

Mirage Thruster[edit]

Sonic Saber > A/B

Crusade Seraphim Gamma[edit]

214A (air OK)

Crusade Seraphim Alpha[edit]

214B (air OK)

Valkyrie Astrea[edit]

Crusade Seraphim Gamma > A/B

Strike Fall[edit]

Aegis Blade > A/B/C Air Crusade Seraphim Alpha > A/B/C Crusade Seraphim Alpha > A/B


Extra Skills[edit]

EX Sonic Saber[edit]

236C (air OK)

EX Mirage Thruster[edit]

214C (air OK) After certain Skills > C

Partner Skills[edit]

5P[edit]

Valkyrie Astrea

6P[edit]

Sonic Saber

4P[edit]

Crusader Seraphim Alpha


Distortion Skills[edit]

Justice Phorizer[edit]

236B+C

Banshee Lancer[edit]

214B+C


Distortion Skill Duo[edit]

Banshee Lancer[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Judge of Destiny[edit]

222B+C


External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Izayoi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.