BBTag/Izayoi

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
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.

 Izayoi 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


Izayoi
BBTag Izayoi Portrait.png
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

4A

Template:AttackDataHeader-BBTag

  • Whiffs on all crouching hitboxes (except Tager, Hakumen, and Waldstein)
  • Jump cancelable on block

You can use this move as a situational anti air against IAD height approaches but outside of that, doesn’t see much use.

5A

Template:AttackDataHeader-BBTag
5A
5AA
5AAA
5AAAA

  • 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

Template:AttackDataHeader-BBTag
5B
5BB

  • Your best poke option
  • Can be low profiled at the tip

5B is Izayoi’s best poke, use this when playing footsies. A little slower than most 5Bs in the game, being an 11f poke. 5B has an extended hurtbox on her sword, so be careful when trying to poke with it. Can be low profiled at the tip of her sword.


  • Combo filler
  • Pretty long recovery on whiff

5BB is combo filler. Whiff punishable if they pushblock 5B.

5C

Template:AttackDataHeader-BBTag

  • Universal Overhead
  • 22f of startup
  • Unsafe on block

Rarely used since 66j.A/B/C are faster overheads and can lead into more damage. Punishable on block.

2A

Template:AttackDataHeader-BBTag

  • 9 frame low - you're generally better off using 4A/5A to mash out of situations.
  • Can gatling into itself up to a max of 3 times
  • Main low starter/low mixup option

Use in stagger pressure with 5A>2A>5A>etc. and as a mixup using j.B (whiff) > 2A.

2B

Template:AttackDataHeader-BBTag

  • Combo filler
  • Unsafe against pushblock
  • Good button to Active Switch with

Not a low. Mainly used for combo filler. Unsafe against pushblock, making it a fairly weak tool for solo pressure. When utilizing assists however, it’s a solid tool for left/right mixups when you have the opponent sandwiched between your team. Can also be used to lock the opponent down for your partner during a blockstring via 2B+AS.

2C

Template:AttackDataHeader-BBTag

  • Key combo filler in Izayoi’s ground confirms
  • Can low profile some attacks
  • Unsafe on block/Pushblock

This is Izayoi’s most important combo filler in her ground combos, as it allows her to stabilize longer range confirms to help 214B connect. In normal block pressure, it usually can be staggered into 236A/C or 214A, but can potentially be punished by pushblock.

j.A

Template:AttackDataHeader-BBTag
j.A
j.AA

  • 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

Ground Throw

5B+C

Template:AttackDataHeader-BBTag

  • Wallbounces anywhere

Detailed description of the usefulness of the move go here

Aegis Blade

5A+D

Template:AttackDataHeader-BBTag

  • Pressing A/B/C during the slash will do Strike Fall as a followup

Great vertical range but poor horizontal range.

Noir Edge

j.A+D

Template:AttackDataHeader-BBTag

  • Pressing A/B/C during the slash will do Strike Fall as a followup

Air combo ender leading to Strike Fall. Hits diagonally upwards, so can whiff if air comboing someone too low relative to Izayoi. Use j.C in these cases.


Skills

A Sonic Saber

236A (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent

B Sonic Saber

236B (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • Additional projectiles appear both on hit and on block
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent
  • Combos from throw (midscreen only)

Mirage Thruster

Sonic Saber > A/B

Crusade Seraphim Gamma

214A (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • Follow up attack with A/B.
  • Knocks down on hit.

Crusade Seraphim Alpha

214B (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • Head invul

Primary anti-air and combo piece leading to Strike Fall.

Valkyrie Astrea

Crusade Seraphim Gamma > A/B

Strike Fall

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

Template:AttackDataHeader-BBTag
After Reversal
After j.214A

Primary combo ender leading to 66j.A/B safejump setups.


Extra Skills

EX Sonic Saber

236C (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • Shoots 3 projectiles
  • Can follow up with Mirage Thruster. A version remains on the ground, B version teleports up into the air, C version teleports behind the opponent

EX Mirage Thruster

214C (air OK) After certain Skills > C

Template:AttackDataHeader-BBTag

  • Teleports behind the opponent's position at the time of the teleport

Excellent for punishing unsafe zoning and unattentive opponents, but loses to 4A/5A mash and reversal DP/supers. If done from a far enough A Sonic Saber 5A will combo from the saber on hit.

Partner Skills

5P

Valkyrie Astrea

6P

Sonic Saber

Template:AttackDataHeader-BBTag

  • Additional projectiles appear both on hit and block

This assist can be a decent approach tool and can provide incredible amounts of lockdown if you can force the opponent to block it. Cross Combo will not destroy the projectile once it leaves her hands, making it possible to produce two sabers on screen at once!

4P

Crusader Seraphim Alpha

Template:AttackDataHeader-BBTag

  • Automatically follows up with Strike Fall on hit


Distortion Skills

Justice Phorizer

236B+C

Template:AttackDataHeader-BBTag

  • Reaches about half screen
  • Hitbox covers Izayoi herself, including slightly behind her. Even if you jump over the magic circle, you can still be hit.

Longer range and slightly less damage than Banshee Lancer, but gets its full damage if hitting both opponent characters. Enhanced version with gigantic hitbox for calling out projectiles, assist calls, and general whiffed normals in neutral.

Banshee Lancer

214B+C

Template:AttackDataHeader-BBTag

  • Only the first hit will land on assists

Cinematic super. Shorter range than Justice Phorizer but higher damage.


Distortion Skill Duo

Banshee Lancer

P during Partner's Distortion Skill


Astral Heat

Judge of Destiny

222B+C

Template:AttackDataHeader-BBTag

  • Requires 9 Skill Gauge, Resonance Blaze, and for opponent to also be on one character left

Extremely easy to combo into. (5BB, 2B, throw, Valkyrie Astrea, Strike Fall)


External References

Navigation

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.