Combo Theory
At Midscreen, your focus should be on carrying your opponent to the corner rather than doing damage. Once there, Izanami’s damage potential is vastly increased, alongside her okizeme options.
The term “optimal” is purely a subjective term. Learn and use whatever combo path you feel most comfortable with as long as it gives you the knockdown you desire. That is more important with Izanami’s combo theorem than anything else.
Float Cancels
Done properly, float cancels let Izanami seamlessly transition from float to the ground state and vice versa. The majority of the time it's best to opt for the fast float cancels (AKA super jumps, fast unfloat or fastfall). Float cancels are notated as jump cancels. For example, a float cancel from 3C into grounded 5B is notated as fl.{3C~hjc} > 5B.
A common feature of Izanami's routes is delaying the fastfall until the opponent is at Izanami's height, noted as dl.hjc. Doing so allows Izanami to keep the opponent in hitstun long enough for her to land and continue the combo. While dl.9hjc is the most used, it may cause accidental crossups with j.63214B at times, so it's possible to replace it with either dl.8hjc or dl.7hjc to avoid them. That also applies to normal fastfalls, as the cross up depends mostly on how high the opponent is and how close they are to Izanami.
Bulwark (623B with Shield of Dreams active)
Bulwark alllows Izanami to dispel Ribcage mid-combo, gain barrier, and launch the opponent. Its very fast startup and generous untech allows Izanami to replace many moves with it (such as 236A and 214A) and even lets her combo off certain hits without other requirementes, such as 6B midscreen. However, its range is quite limited, so Izanami needs to be close to the opponent to use it. It is up to the discretion of the player to decide when to utilize this move, so this page will not note every instance that this move can be utilized.
Combo Ender
Izanami's most common combo enders are float 3C and 41236C. 41236C is generally better due to allowing for much stronger oki, but requires Exodus or corner to be utilized in most routes. Float 3C is more readily available and often used in midscreen combos, but it may also be used in corner routes if 41236C cannot be used.
Character specifics
Although Izanami’s combos works on most of the cast without problems, there are certain characters that may require you to utilize different routes.
The 5C > 2C > 41236C ender will not work on Rachel, Hakumen, Makoto, Valkenhayn, Izayoi and Celica without a microdash before 5C, and it won’t work at all on Taokaka and Platinum. In the latter case, it’s recommended to use an alternative ender to your combo, such as 5C > 6A > j.63214B~8, fl.{3C}.
As for (41236[D]) > 5C > 3C~9hjc} > ]D[ > 66 > 41236[C], any 41236[C] level higher than 1 will drop on Rachel, Hakumen and Makoto. The microdash can be omitted in certain routes and still be able to reach level 2 or 3 on 41236[C], but it will drop against Izayoi and Celica.
Combo List
Take a look at the Izanami Combo Doc for more information.
It is recommended to check the Izanami Beginner Building Blocks & Anti-Drop Doc when attempting to learn a core combo.
Core BnBs
Normal Mode, Midscreen
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5A/2A) > (5B/2B) > 5C > 6A~8, fl.{5C > 2C > 3C~9hjc}, land 5C > 6A~8, fl.{5C > 3C~9hjc}, land 5C > 6A > j.63214B~8, fl.{3C} | 2687 | 19 | Everyone | [1] Very Easy | The most basic BnB. Requires a small delay on the first fl.{3C} against Mu-12. 6A will whiff if the opponent is too far. | [(URL) Link] | |
(5B) > 2B > 5C > 3C > Crush Trigger, 66 5B > 5C > jc j.B~8, fl.{5C > 3C~dl.8/9hjc} > j.C, land 6A > j.63214B~8, fl.{3C} | 14 heat | 2631 | -12 | Everyone | [2] Easy | Useful at ranges where 6A whiffs. Utilizes an alternate route to 6A loops that grants better corner carry and damage. | [(URL) Link] |
(2A) > 5B/5C > (5C) > 2CC > 214B, 66 5B > (5C) > jc j.B~8, fl.{5C > 3C~dl.8/9hjc} > j.C, land 6A > j.63214B~8, fl.{3C} | Crouching opponentJubei is always considered crouching | 2975 | 21 | Everyone | [2] Easy | Basic crouch confirm combo with great corner carry. 2A > 5B > 5C > 2CC will not work due to hitstun decay, so you must go to 2CC sooner. | [(URL) Link] |
Normal Mode, Corner
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5A/2A) > (5B/2B) > 5CC > 214A, dl.5B > 5C > 6C > 214A, 66 5C > 2C > 41236C | 2878 | 20 | Everyone but Taokaka and Platinum | [1] Very Easy | Against Taokaka and Platinum, use dl.5C > 6A > j.63214B~8 > fl.{5C > dl.3C} after the second 214A. | [URL Link] | |
(5A/2A) > (5B/2B) > 5CC > 214A, dl.5B > 5C > j.B~8, fl.{5C > 6C > 5D, 2B(6D) > 5B > dl.6B} > j.C(whiff), 2C > 41236[C](dl.63214D) > delay until level 3 > ]C[ | 3020 | 21 | Everyone | [3] Medium | Most important normal mode corner combo. Delay 63214D until the opponent hits the ground. | Link |
Active Mode, Midscreen
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5B/2B > (2B) > 5C > 6A~8, fl.{5C > 2C > 3C~9hjc}, 5B > j.B~8, fl.{5C > 3C~dl.9hjc} > j.C, 6A > j.63214B(41236[D])~8, fl.{5C > 3C~9hjc}, ]D[ > 66 > 41236C | Normal starter | 3251 | 23 | Everyone | [3] Medium | Active mode version of the standard midscreen route. Can hold 41236[C] in the corner for level 3 41236[C] okizeme, but it will drop on Rachel, Makoto and Hakumen. |
Link |
5B/2B > (2B) > 5C > 214B(4D), 66 > 5B > 5C > j.B~8, fl.{5C > 6C > 214A(6D), 6B} > j.C(whiff), 2C > 41236[C](63214D) > delay until level 3 > ]C[ | Normal starter, around round start range | 3213 | 22 | Everyone | [3] Medium | If not in corner by j.B~8, follow the above route into j.63214B. | Link |
5B/2B > (2B) > 5C > 3C > 236A(6D), 66 > j.B > j.C~8, fl.{5C > 3C~dl.9hjc} > j.C, 6A > j.63214B(41236[D])~8, fl.{5C > 3C~9hjc}, ]D[ > 66 > 41236C | Normal starter | 2934 | 20 | Everyone | [4] Hard | Alternative corner carry route. Must delay float cancel slightly longer than usual to compensate for added height. |
Link |
Active Mode, Corner
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5B/2B > (2B) > 5C > 3C > 236A > 5B > 5C > 6C > 214A > 5C > 6C > 214A(41236[D]) > 5C > 2C > ]D[ > 41236[C] > delay until level 2 > ]C[ | Long starter | 3374 | 23 | Everyone | [2] Easy | Similar to the normal mode version, but the added 41236D prevents drops on Taokaka and Platinum. Level 2 41236[C] will drop on some characters. |
Link |
5B/2B > (2B) > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D) > delay until level 3 > ]C[ | Normal starter | 3261 | 23 | Everyone | [3] Medium | One of her most important routes, leads into 41236C level 3 okizeme. | Link |
5B/2B > (2B) > 5C > 3C > 236A > 5B > 5C > j.B > j.C~8 > fl.{5C > 3C > 214A(41236[D]) > 5C > 3C~9hjc} > ]D[ > 66 > 41236[C] > delay until level 2 or 3 > ]C[ | Normal starter | 3268 | 23 | Everyone | [4] Hard | Alternative route to set up level 3 41236[C]. A section of it can be used in midscreen to corner routes. Level 3 41236[C] will drop on Rachel, Makoto, and Hakumen. |
Link |
Please take note that everything you see after the above core combos, is part of a combo compilation completed by Sei and other Discord Members. You are not required to learn every single thing on this page to become a competent Izanami Player!
The way this page is structured from here on out is broken down specifically by specific Move Starter, screen position, and by Specific Mode. If you are serious about learning Izanami, it is very highly recommend learning at least one combo from these specific sections:
- 5A/2A Midscreen and Corner, in both modes.
- 6A Midscreen and Corner, in both modes.
- 6B Midscreen and Corner, in both modes.
- Forward/Backward and Air Throw, Midscreen and Corner, in both modes.
- 2C Fatal Starter, Midscreen and Corner, in both modes.
- 214214C Starter.
Regardless of how you go about it, you’ll learn quickly that Izanami has a somewhat redundant combo theorem that can be changed and repeated multiple times regardless of what Mode she’s in. The Core Combo routes will teach you the basic building blocks of how Izanami’s Combo Theory works for the most part. This page is meant to help players know how to convert from a multitude of situations and stray hit confirms, however, again you are not required to learn all these things. The more knowledge you have, the more it will help you later on in a match!