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====== | <center>{{Character Label|BBCF|Izayoi|42px}}</center> | ||
{{ | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
| | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | |||
</div> | |||
{{Combo Notation|game=BBCF|additional=}} | |||
<br style="clear:both;"/> | |||
<div class="movelist-toggles sticky"> | |||
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:Izayoi_NormalMode_Icon.png|link=|32x32px]] Normal</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:Izayoi_GainArt_Icon.png|link=|32x32px]] Gain Art</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"> | |||
==Beginner Combos== | |||
{{BeginnerComboDef}} | |||
==={{InvisibleText|Basic Beginner Confirm}}=== | |||
{{TheoryBox | |||
| Title = Basic BNB | |||
| Oneliner = | |||
| Difficulty = {{clr|1|Very Easy}} | |||
| Anchor = Beginner1 | |||
| Video = BBCF_Izayoi_NM_BNB.webm | |||
| Size = | |||
| Recipe = ... > {{clr|C|5C}} > (6C) > {{clr|B|236B}}~214A/214B, 2B > 5C > 623C | |||
| content = | |||
*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. | |||
Izayoi | 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 > jB > jA > jB > jc > jB > jC, which sacrifices stocks for damage and alternate okizeme. | ||
}} | |||
==={{InvisibleText|Beginner Throw Combo}}=== | |||
{{TheoryBox | |||
| Title = Basic Throw Combo | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = Throw1 | |||
| Video = BBCF_Izayoi_NM_Throw_Easy.webm | |||
| Size = | |||
| Recipe = Throw > delay 214B OR 236B/C~A, 2C > 5C > 623C | |||
| content = | |||
* 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== | |||
{{CoreComboDef}} | |||
==={{InvisibleText|Beginner Combo Variant}}=== | |||
{{TheoryBox | |||
| Title = TK Crusade Seraphim | |||
| Oneliner = Give up a knockdown for stocks. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = Variant1 | |||
| Video = BBCF_Izayoi_NM_5B.webm | |||
| Size = | |||
| Recipe = 5B > 5C > 236B~214A > 5C > tk j.236B > 623B | |||
| content = | |||
* 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. | |||
}} | |||
==={{InvisibleText|Corner Combo Extension}}=== | |||
{{TheoryBox | |||
| Title = Corner BNB Extension | |||
| Oneliner = Give up a knockdown (in the corner) for stocks. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = Variant2 | |||
| Video = BBCF_Izayoi_NM_Corner_Extension.webm | |||
| Size = | |||
| Recipe = ... 236B~214A/B, 2B > 5C > 623C, 5A > 5B > 623B | |||
| content = | |||
* 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== | |||
{{SpecializedComboDef}} | |||
==={{InvisibleText|6C Fatal Combo Easy}}=== | |||
{{TheoryBox | |||
| Title = 6C Fatal, Easy version | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = Specialized1 | |||
| Video = BBCF_Izayoi_NM6C_CH_Easy.webm | |||
| Size = | |||
| Recipe = CH 6C > 236B/C~A > 66 > 6A > 236A, 5B > 6C > 236B~214B, 2B > 5C > 623C | |||
| content = | |||
* Stock Gain: +6 | |||
Simple 6C FC confirm. Low damage as with all of Izayoi's NM combos, but great stock gain. | |||
}} | |||
==={{InvisibleText|6C Fatal Combo Advanced}}=== | |||
{{TheoryBox | |||
| Title = 6C Fatal, Advanced version | |||
| Oneliner = | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = Specialized1 | |||
| Video = BBCF_Izayoi_NM6C_CH_Advanced.webm | |||
| Size = | |||
| Recipe = CH 6C > 236B/C~A > 66, 6A > 236A, 5B > 6C > 236B~214B, 5C > TK j.236B > 623B | |||
| content = | |||
* 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. | |||
}} | |||
==={{InvisibleText|2C Fatal Combo}}=== | |||
{{TheoryBox | |||
| Title = Mode swap 2C Fatal | |||
| Oneliner = The GA switch is a punish in and of itself. | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = Specialized2 | |||
| Video = BBCF_Izayoi_NM2C_CH.webm | |||
| Size = | |||
| Recipe = CH 2C > 5D > 6 > 6A > [2C > 5C]x2 > 2C > 236C->6D > 214B > 5C > sjc > jC > jc > jC > j623B~D | |||
| content = | |||
* 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. | |||
}} | |||
==={{InvisibleText|Optimal Throw Combo}}=== | |||
{{TheoryBox | |||
| Title = Optimal Throw Combo | |||
| Oneliner = | |||
| Difficulty = {{clr|4|Hard}} | |||
| Anchor = Throw1 | |||
| Video = BBCF_Izayoi_NM_Midscreen_Throw_Optimal.webm | |||
| Size = | |||
| Recipe = Throw > 236B/C~A > 66, 6B > delay j.236B > 66 > 5C > 623C | |||
| content = | |||
* 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) | |||
}} | |||
</div> | |||
<div id="movelist-2" class="movelist"> | |||
==Beginner Combos== | |||
{{BeginnerComboDef}} | |||
==={{InvisibleText|Beginner GA Combo}}=== | |||
{{TheoryBox | |||
| Title = Beginner GA Combo | |||
| Oneliner = Where it all begins. | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = GA1 | |||
| Video = | |||
| Size = | |||
| Recipe = ... > 5B > 236B~6D, 6C > 623C~D | |||
| content = | |||
* Spends 2 stocks. | |||
The most basic and consistent GA confirm, but very stock intensive and gives very low damage. Use this when you can't recognize the range you're at. | |||
}} | |||
==={{InvisibleText|GA Throw Combo}}=== | |||
{{TheoryBox | |||
| Title = Beginner GA Combo | |||
| Oneliner = A formal introduction to GA combos. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = GA2 | |||
| Video = | |||
| Size = | |||
| Recipe = Throw > delay 214B OR mmediate Stance Cancel, 2C, 5B > 5C > sjc.BC > jc.BC > j.623B~D | |||
| content = | |||
* Spends 1 stock. | |||
A bit difficult for a starting combo but compensates with being very cheap and very rewarding. Introduces you to a number of important GA combo staples, primarily how useful 2C is and the basic air staircase combo. | |||
}} | |||
==Core Combos== | |||
{{CoreComboDef}} | |||
==={{InvisibleText|Ideal GA Confirm}}=== | |||
{{TheoryBox | |||
| Title = Ideal GA Confirm | |||
| Oneliner = Your go-to. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = GA3 | |||
| Video = | |||
| Size = | |||
| Recipe = ... > 5C (5B) > (2C) > 236B~214A/B, 2B > 5C > sjc.BC > jc.(B)C > j.623B~D | |||
| content = | |||
* Spends 1 stock. | |||
This is the combo you want to go for, if you can. This combo comes with a lot of small adjustments based on distance, so here's the key: your 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 > ... (eliminate the j.B in parenthesis) | |||
#66j.C > 5C > 2C > ... (use 214A and perform the combo as normal) | |||
#66ATw > 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. This will always connect after j.C or j.AA connects as opponents must be crouching to be hit by overheads in the first place. Don't worry too much about throwing it out in pressure too. | |||
}} | |||
==={{InvisibleText|GA CH Punish}}=== | |||
{{TheoryBox | |||
| Title = GA CH Punish | |||
| Oneliner = Don't let them get away with that DP. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = GA4 | |||
| Video = | |||
| Size = | |||
| Recipe = CH [2C, 5C]*3 > 2C > 6C > sjc.BC > j.BC > j.623B~D | |||
| content = | |||
* Spends 1 stock. | |||
Great damage, easy, and looks really funny. Count the number of 2C's you do and gatling into 6C on the fourth so you don't get lost. | |||
}} | |||
==={{InvisibleText|GA Super Extension}}=== | |||
| | {{TheoryBox | ||
| Title = GA Super Extension | |||
| Oneliner = Squeeze out a little more damage. | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = GA5 | |||
| Video = | |||
| Size = | |||
| Recipe = ... > Staircase > j.623B~D, 6A > 5C > 236236C | |||
| content = | |||
* Spends at least 1 stock. | |||
At superjump double jump height, Strike Fall will combo into 6A. 6A > 5C is pretty consistent even at higher hitstun decay and 236236C is wicked fast. This combo will always add at least 750 damage to your combo and can be slotted in easily anywhere you do the GA Staircase combo. | |||
}} | |||
==Specialized Combos== | |||
{{SpecializedComboDef}} | |||
* | ==={{InvisibleText|CH Phorizor Starter}}=== | ||
{{TheoryBox | |||
| Title = CH Phorizor Starter | |||
| Oneliner = Make them pay for being -21 and CH punishable. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = GA6 | |||
| Video = | |||
| Size = | |||
| Recipe = CH 236236C~delay 214D, 2C > 6C > sjc.BC > jc.BC > j.623B~D | |||
| content = | |||
* Spends 3 stocks. | |||
Yes, you can do this. Functionally doubles Phorizor's raw damage output and gives a very workable knockdown. | |||
}} | |||
==={{InvisibleText|Death Punish Starter}}=== | |||
* | {{TheoryBox | ||
| Title = Death Punish Starter | |||
| Oneliner = Why is her OD reversal super her best punish starter? | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = GA7 | |||
| Video = | |||
| Size = | |||
| Recipe = OD, CH 236236C > I'll find something later | |||
| content = | |||
* Spends ? stocks. | |||
Some of Izayoi's best punish combos start with raw OD into Phorizor. Total startup is 23f: 16f for OD and 7 for Phorizor. She is invuln for the entire time to boot which allows her to punish slow moves in general. | |||
}} | |||
==={{InvisibleText|Kokonoe Reversal Super Punish}}=== | |||
{{TheoryBox | |||
| Title = Kokonoe Reversal Super Punish | |||
| Oneliner = Of course the ball stays out on hit. | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = GA8 | |||
| Video = | |||
| Size = | |||
| Recipe = CH 6A > 5B > 236B~214B > 5C > 2C(1) > 6B > j.236B > 5C > sjc.C > jc.C > j.623B~D > 5B > 5C > 623B~D | |||
| content = | |||
* Spends 2 stocks. | |||
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. | |||
}} | }} | ||
</div> | |||
==Combo Theory== | |||
The following is just a general overview of Izayoi's combo routes and is not intended to be comprehensive. Generally speaking, most of Izayoi's combos are not sensitive to character specific hitboxes. When creating combos of your own, it is important to consider her current stock situation, the amount of resources invested for a given amount of damage, what side the combo will end on, etc. | |||
<br/><br/> | |||
Easy routes are listed for beginners and as a backup for use in netplay. | |||
===Normal Mode=== | |||
The objective in Normal Mode is usually to hit the opponent with as many specials as possible to maximize stock gain. If the stock gauge is filled, prioritize damage. | |||
<br/><br/> | |||
As a general rule, Izayoi's meterless normal mode damage is very limited and will not exceed beyond 2.0-2.7k. | |||
====Midscreen==== | |||
Typical combos will consist of some type of confirm into {{clr|B|236B}} > {{clr|A|214A}} > {{clr|B|2B}} > ender. The goal is to convert 4 or more stocks per hit midscreen. Crouch confirms can incorporate a {{clr|C|5C}} > {{clr|C|6C}} to get bonus damage. | |||
<br/> | |||
* Optimal Ender: {{clr|B|2B}} > {{clr|C|5C}} > tk {{clr|B|j.236B}} > {{clr|B|623B}} if proration permits. | |||
* Ideal Easy Ender: {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|623C}}. If the stock gauge is full, you may choose to jump cancel {{clr|C|5C}} into an air combo ending in {{clr|C|j.C}} knockdown. Usually {{clr|C|5C}} > jc > {{clr|A|j.A}} > {{clr|B|j.B}} > djc > {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} will work. | |||
* If the confirm was done from far away, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|B|623B}} is an acceptable ender. Distance can also be compensated for by switching {{clr|A|214A}} with {{clr|B|214B}}. | |||
<br/> | |||
<br/> | |||
Overhead Route: {{clr|B|6B}} > {{clr|B|j.236B}} > {{clr|B|623B}} | |||
* Optimized Route: {{clr|B|6B}} > dl {{clr|B|j.236B}} > {{clr|C|5C}} > {{clr|C|623C}} | |||
<br/> | |||
<br/> | |||
Throw Route: Throw > {{clr|B|214B}} > {{clr|C|2C}} > {{clr|C|5C}} > {{clr|C|623C}} | |||
* Optimal Route: Throw > {{clr|C|236C}}~{{clr|A|A}} (Stance Cancel)> 66 > {{clr|B|6B}} > {{clr|B|j.236B}} > {{clr|B|623B}} | |||
<br/> | |||
<br/> | |||
Fatal Routes: At only 12 frames, {{clr|C|2C}} is a pretty powerful fatal starter. The crumple state on Fatal Counter allows for a lot of different follow ups | |||
* Optimal 8 Stock Route: FC {{clr|C|2C}} > 66 > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|A|236A}} > 66 {{clr|B|2B}}> {{clr|B|236B}} > {{clr|A|214A}} > {{clr|C|5C}} > {{clr|B|j.236B}} > {{clr|B|623B}} | |||
* Easy 6 Stock Route: FC {{clr|C|2C}} > 66 > {{clr|C|6C}} > {{clr|A|236A}} > {{clr|B|2B}} > {{clr|B|236B}} > {{clr|B|214B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|623C}} | |||
* Mode Switch Route: FC {{clr|C|2C}} > {{clr|D|5D}} > {{clr|C|2C}} > {{clr|C|5C}} > {{clr|C|2C}} > Gain Art Combo | |||
====Corner==== | |||
In the corner, she gains extensions to her normal routes by being able to make extra pickups for stocks. Her initial combo sequence still consists of confirm > {{clr|B|236B}} > {{clr|A|214A}} > ender. Try to get 6 or more stocks per hit. | |||
* Optimal 8 Stock Ender (drops on short starters): {{clr|C|5C}} > tk {{clr|B|j.236B}}/{{clr|C|C}} > {{clr|C|623C}} >{{clr|B|2B}} > {{clr|C|5C}} > {{clr|B|623B}} | |||
* Easy 6 Stock Ender (works on short starters): {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|623C}} > {{clr|A|5A}} > {{clr|B|5B}} > {{clr|B|623B}} | |||
===Gain Art Mode=== | |||
As a general rule, you will be spending around 1-3 stocks per combo due to damage scaling invalidating further stock investment and due to hitstun scaling making some stock intensive routes impossible. | |||
<br/> | |||
GA combos can be loosely thought of in 3 parts: Confirm/Initial Conversion > Slash Transition > Ender. | |||
<br/> | |||
* "Confirm" is when you confirm if your attack hit or not. On crouching opponents, {{clr|C|2C}} can be performed after {{clr|C|5C}} for a slight damage increase. If the combo incorporates Astraea later on, it may help to combo into {{clr|C|3C}} to maintain close proximity to the opponent. | |||
* "Slash Transition" is when you go into {{clr|B|236B}}, {{clr|C|236C}}~{{clr|D|5D}}, or {{clr|B|236B}}~{{clr|D|5D}}. The combo is then picked up with an OTG hit after {{clr|B|236B}} (usually aided with teleport) or some kind of juggling hit due to the floating effect that Astraea gives on hit. | |||
* "Ender" is whatever you choose to do after the transition. This will usually end with a slash special into Strike Fall from which you can set up whatever variant of Izayoi's oki you prefer. Note that connecting normals or Phorizor after Strike Fall becomes significantly easier if Strike Fall is performed from higher up. If Strike Fall is performed high enough, you can even RC > mode switch > OTG > {{clr|B|236B}} > mode switch in order to gain 2 stocks without giving up momentum. | |||
<br/> | |||
====Midscreen==== | |||
1 Stock Conversions: | |||
* Confirm > {{clr|B|236B}} > {{clr|A|214A}}/{{clr|B|B}} > OTG > jc > {{clr|C|j.C}} > djc > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} | |||
** A generic 1 stock conversion that works off of pretty much any hit. Note that B teleport will not work on weak starters and that the air combo can include some {{clr|B|j.B}}'s depending on the starter and position. | |||
2 Stock Conversions: | |||
*Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > hj > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|C|j.236C}}~{{clr|D|D}} | |||
* {{clr|C|j.C}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|236B}}~{{clr|D|6D}} > {{clr|A|214A}}/delay > {{clr|C|6C}} > hjc > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} | |||
** Optimal (?) routes | |||
* Confirm > {{clr|C|3C}} > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|B|214B}} > {{clr|C|5C}} > hjc > {{clr|B|j.B}} > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} | |||
** Generic side swap route. Note that this may not side swap if the slash hit at the very tip. {{clr|C|5C}} may have to be delayed. | |||
* Confirm > {{clr|B|236B}} > {{clr|D|214D}} > ({{clr|A|2A}}) > {{clr|C|5C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > j.623~{{clr|D|D}} | |||
** Alternate side swap route. {{clr|A|2A}} is only required on weak starters. | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|C|6C}} > {{clr|C|623C}}~{{clr|D|D}} | |||
** The beginner/netplay route. Note that {{clr|C|6C}} may whiff if {{clr|C|236C}} hit at the very tip in which case you could try using {{clr|B|236B}}~{{clr|D|6D}} to reduce the pushback | |||
3 Stock Conversions: (Most of these are the 2 stock conversions + {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|623B}}~{{clr|D|D}} for bonus damage and corner carry.) | |||
<br/> | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > hj > {{clr|B|j.B}} > {{clr|C|j.C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|623B}}~{{clr|D|D}} | |||
* {{clr|C|j.C}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|B|236B}}~{{clr|D|6D}} > {{clr|A|214A}}/delay > {{clr|C|6C}} > hjc > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|623B}}~{{clr|D|D}} | |||
** Optimal (?) routes | |||
* Confirm > {{clr|C|3C}} > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|B|214B}} > {{clr|C|5C}} > hjc > {{clr|B|j.B}} > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|623B}}~{{clr|D|D}} | |||
** Side swap route. Note that this may not side swap if the slash hit at the very tip. {{clr|C|5C}} may have to be delayed. | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|C|6C}} > {{clr|C|623C}} > {{clr|D|214D}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} | |||
** The beginner/netplay route. Note that {{clr|C|6C}} may whiff if {{clr|C|236C}} hit at the very tip in which case you could try using {{clr|B|236B}}~{{clr|D|6D}} to reduce the pushback | |||
====Corner==== | |||
The corner grants allows Izayoi to follow up Astraea with {{clr|C|2C}} or {{clr|B|6B}}. The bonus damage these routes offer means that you can be stingier with stocks when you don't have an easy method of regaining them via RC or OD. | |||
<br/> | |||
1 Stock Conversions: | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|B|6B}} > {{clr|B|2B}} > {{clr|C|5C}} > {{clr|C|623C}} | |||
** Works off of any hit and ends in a knockdown | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|B|6B}} > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|C|623C}} | |||
** More damaging corner route. Will not end in a knockdown with weak starters like {{clr|A|j.AA}} | |||
2 Stock Conversions: | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|C|2C}}(1) > {{clr|B|6B}} > {{clr|B|236B}} > dl5C > hjc > {{clr|B|j.B}} > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} | |||
** Optimal (?) route. May not work on all starters in which case you may consider omitting the {{clr|C|2C}} and shortening the air combo. You may find it easier to use {{clr|B|236B}}. | |||
* Confirm > {{clr|B|236B}}/{{clr|C|C}}~{{clr|D|6D}} > {{clr|B|6B}} > {{clr|C|5C}} > jc > {{clr|B|j.B}} > {{clr|C|j.C}} > djc > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|B|j.623B}}~{{clr|D|D}} | |||
** Netplay/Beginner route. The {{clr|B|6B}} can be tricky to connect in high lag so you may opt to just use the midscreen route anyway. | |||
===Overdrive=== | |||
Izayoi gains a modest damage buff to her Gain Art combos in Overdrive but it's really nothing to write home about. Aside from kill scenarios, the main reasons you want to use OD for are limited to when you need stocks to close out a round or to maximize metered damage. Meterless OD routes outside of the aforementioned contexts aren't really worth it. | |||
<br/><br/> | |||
Note that if you cancel into Overdrive you only gain 2 stocks starting at 90% health and only gain the maximum of 3 stocks starting at 50% health. If you cancel into Overdrive with more than 90% health, you only gain 1 stock for it! | |||
<br/><br/> | |||
Some of Izayoi's best punish combos start with raw OD into Phorizor. Total startup is 23f: 16f for OD and 7 for Phorizor. She is invuln for the entire time to boot which allows her to punish slow moves in general. | |||
==Video Examples== | |||
;BBCF2 Izayoi combo collections | |||
{{#ev:youtube|KLvuJ-vULf0}} | |||
<br style="clear:both;"/> | |||
==Navigation== | |||
<center>{{Character Label|BBCF|Izayoi|42px}}</center> | |||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | |||
{{#lst:BBCF/Navigation}} | |||
==Normal Moves== | ==Normal Moves== |
Revision as of 08:03, 22 September 2022
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 > jB > jA > jB > jc > jB > jC, which sacrifices stocks for damage and alternate okizeme.
Throw > 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 > jC > jc > jC > j623B~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.
Throw > 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)
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
- Spends 2 stocks.
The most basic and consistent GA confirm, but very stock intensive and gives very low damage. Use this when you can't recognize the range you're at.
Throw > delay 214B OR mmediate Stance Cancel, 2C, 5B > 5C > sjc.BC > jc.BC > j.623B~D
- Spends 1 stock.
A bit difficult for a starting combo but compensates with being very cheap and very rewarding. Introduces you to a number of important GA combo staples, primarily how useful 2C is and the basic air staircase combo.
Core Combos
Core combos balance potency with consistency. They:
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... > 5C (5B) > (2C) > 236B~214A/B, 2B > 5C > sjc.BC > jc.(B)C > j.623B~D
- Spends 1 stock.
This is the combo you want to go for, if you can. This combo comes with a lot of small adjustments based on distance, so here's the key: your 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 > ... (eliminate the j.B in parenthesis)
- 66j.C > 5C > 2C > ... (use 214A and perform the combo as normal)
- 66ATw > 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. This will always connect after j.C or j.AA connects as opponents must be crouching to be hit by overheads in the first place. Don't worry too much about throwing it out in pressure too.
CH [2C, 5C]*3 > 2C > 6C > sjc.BC > j.BC > j.623B~D
- Spends 1 stock.
Great damage, easy, and looks really funny. Count the number of 2C's you do and gatling into 6C on the fourth so you don't get lost.
... > Staircase > j.623B~D, 6A > 5C > 236236C
- Spends at least 1 stock.
At superjump double jump height, Strike Fall will combo into 6A. 6A > 5C is pretty consistent even at higher hitstun decay and 236236C is wicked fast. This combo will always add at least 750 damage to your combo and can be slotted in easily anywhere you do the GA Staircase combo.
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 236236C~delay 214D, 2C > 6C > sjc.BC > jc.BC > j.623B~D
- Spends 3 stocks.
Yes, you can do this. Functionally doubles Phorizor's raw damage output and gives a very workable knockdown.
OD, CH 236236C > I'll find something later
- Spends ? stocks.
Some of Izayoi's best punish combos start with raw OD into Phorizor. Total startup is 23f: 16f for OD and 7 for Phorizor. She is invuln for the entire time to boot which allows her to punish slow moves in general.
CH 6A > 5B > 236B~214B > 5C > 2C(1) > 6B > j.236B > 5C > sjc.C > jc.C > j.623B~D > 5B > 5C > 623B~D
- Spends 2 stocks.
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.
Combo Theory
The following is just a general overview of Izayoi's combo routes and is not intended to be comprehensive. Generally speaking, most of Izayoi's combos are not sensitive to character specific hitboxes. When creating combos of your own, it is important to consider her current stock situation, the amount of resources invested for a given amount of damage, what side the combo will end on, etc.
Easy routes are listed for beginners and as a backup for use in netplay.
Normal Mode
The objective in Normal Mode is usually to hit the opponent with as many specials as possible to maximize stock gain. If the stock gauge is filled, prioritize damage.
As a general rule, Izayoi's meterless normal mode damage is very limited and will not exceed beyond 2.0-2.7k.
Midscreen
Typical combos will consist of some type of confirm into 236B > 214A > 2B > ender. The goal is to convert 4 or more stocks per hit midscreen. Crouch confirms can incorporate a 5C > 6C to get bonus damage.
- Optimal Ender: 2B > 5C > tk j.236B > 623B if proration permits.
- Ideal Easy Ender: 2B > 5C > 623C. If the stock gauge is full, you may choose to jump cancel 5C into an air combo ending in j.C knockdown. Usually 5C > jc > j.A > j.B > djc > j.A > j.B > j.C will work.
- If the confirm was done from far away, 2B > 5B > 623B is an acceptable ender. Distance can also be compensated for by switching 214A with 214B.
Overhead Route: 6B > j.236B > 623B
- Optimized Route: 6B > dl j.236B > 5C > 623C
Throw Route: Throw > 214B > 2C > 5C > 623C
- Optimal Route: Throw > 236C~A (Stance Cancel)> 66 > 6B > j.236B > 623B
Fatal Routes: At only 12 frames, 2C is a pretty powerful fatal starter. The crumple state on Fatal Counter allows for a lot of different follow ups
- Optimal 8 Stock Route: FC 2C > 66 > 5C > 6C > 236A > 66 2B> 236B > 214A > 5C > j.236B > 623B
- Easy 6 Stock Route: FC 2C > 66 > 6C > 236A > 2B > 236B > 214B > 2B > 5C > 623C
- Mode Switch Route: FC 2C > 5D > 2C > 5C > 2C > Gain Art Combo
Corner
In the corner, she gains extensions to her normal routes by being able to make extra pickups for stocks. Her initial combo sequence still consists of confirm > 236B > 214A > ender. Try to get 6 or more stocks per hit.
- Optimal 8 Stock Ender (drops on short starters): 5C > tk j.236B/C > 623C >2B > 5C > 623B
- Easy 6 Stock Ender (works on short starters): 2B > 5C > 623C > 5A > 5B > 623B
Gain Art Mode
As a general rule, you will be spending around 1-3 stocks per combo due to damage scaling invalidating further stock investment and due to hitstun scaling making some stock intensive routes impossible.
GA combos can be loosely thought of in 3 parts: Confirm/Initial Conversion > Slash Transition > Ender.
- "Confirm" is when you confirm if your attack hit or not. On crouching opponents, 2C can be performed after 5C for a slight damage increase. If the combo incorporates Astraea later on, it may help to combo into 3C to maintain close proximity to the opponent.
- "Slash Transition" is when you go into 236B, 236C~5D, or 236B~5D. The combo is then picked up with an OTG hit after 236B (usually aided with teleport) or some kind of juggling hit due to the floating effect that Astraea gives on hit.
- "Ender" is whatever you choose to do after the transition. This will usually end with a slash special into Strike Fall from which you can set up whatever variant of Izayoi's oki you prefer. Note that connecting normals or Phorizor after Strike Fall becomes significantly easier if Strike Fall is performed from higher up. If Strike Fall is performed high enough, you can even RC > mode switch > OTG > 236B > mode switch in order to gain 2 stocks without giving up momentum.
Midscreen
1 Stock Conversions:
- Confirm > 236B > 214A/B > OTG > jc > j.C > djc > j.C > j.623B~D
- A generic 1 stock conversion that works off of pretty much any hit. Note that B teleport will not work on weak starters and that the air combo can include some j.B's depending on the starter and position.
2 Stock Conversions:
- Confirm > 236B/C~6D > hj > j.B > j.C > jc > j.B > j.C > j.236C~D
- j.C > 5C > 3C > 236B~6D > 214A/delay > 6C > hjc > j.C > djc > j.B > j.C > j.623B~D
- Optimal (?) routes
- Confirm > 3C > 236B/C~6D > 214B > 5C > hjc > j.B > j.C > djc > j.B > j.C > j.623B~D
- Generic side swap route. Note that this may not side swap if the slash hit at the very tip. 5C may have to be delayed.
- Confirm > 236B > 214D > (2A) > 5C > jc > j.B > j.C > djc > j.B > j.C > j.623~D
- Alternate side swap route. 2A is only required on weak starters.
- Confirm > 236B/C~6D > 6C > 623C~D
- The beginner/netplay route. Note that 6C may whiff if 236C hit at the very tip in which case you could try using 236B~6D to reduce the pushback
3 Stock Conversions: (Most of these are the 2 stock conversions + 5B > 5C > 623B~D for bonus damage and corner carry.)
- Confirm > 236B/C~6D > hj > j.B > j.C > jc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D
- j.C > 5C > 3C > 236B~6D > 214A/delay > 6C > hjc > j.C > djc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D
- Optimal (?) routes
- Confirm > 3C > 236B/C~6D > 214B > 5C > hjc > j.B > j.C > djc > j.B > j.C > j.623B~D > 5B > 5C > 623B~D
- Side swap route. Note that this may not side swap if the slash hit at the very tip. 5C may have to be delayed.
- Confirm > 236B/C~6D > 6C > 623C > 214D > j.C > j.623B~D
- The beginner/netplay route. Note that 6C may whiff if 236C hit at the very tip in which case you could try using 236B~6D to reduce the pushback
Corner
The corner grants allows Izayoi to follow up Astraea with 2C or 6B. The bonus damage these routes offer means that you can be stingier with stocks when you don't have an easy method of regaining them via RC or OD.
1 Stock Conversions:
- Confirm > 236B/C~6D > 6B > 2B > 5C > 623C
- Works off of any hit and ends in a knockdown
- Confirm > 236B/C~6D > 6B > 236B > 5C > 623C
- More damaging corner route. Will not end in a knockdown with weak starters like j.AA
2 Stock Conversions:
- Confirm > 236B/C~6D > 2C(1) > 6B > 236B > dl5C > hjc > j.B > j.C > djc > j.B > j.C > j.623B~D
- Optimal (?) route. May not work on all starters in which case you may consider omitting the 2C and shortening the air combo. You may find it easier to use 236B.
- Confirm > 236B/C~6D > 6B > 5C > jc > j.B > j.C > djc > j.B > j.C > j.623B~D
- Netplay/Beginner route. The 6B can be tricky to connect in high lag so you may opt to just use the midscreen route anyway.
Overdrive
Izayoi gains a modest damage buff to her Gain Art combos in Overdrive but it's really nothing to write home about. Aside from kill scenarios, the main reasons you want to use OD for are limited to when you need stocks to close out a round or to maximize metered damage. Meterless OD routes outside of the aforementioned contexts aren't really worth it.
Note that if you cancel into Overdrive you only gain 2 stocks starting at 90% health and only gain the maximum of 3 stocks starting at 50% health. If you cancel into Overdrive with more than 90% health, you only gain 1 stock for it!
Some of Izayoi's best punish combos start with raw OD into Phorizor. Total startup is 23f: 16f for OD and 7 for Phorizor. She is invuln for the entire time to boot which allows her to punish slow moves in general.
Video Examples
- BBCF2 Izayoi combo collections
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State
Normal Moves
5A
- Whiffs on most crouching hurtboxes.
- Allows for combo extension after a high hitting jC.
Relatively standard 5A. Izayoi's fastest move, and is used to pick up from some air combos. Has a very decent end hitbox, though the range is very short. Can be used to stuff horizontal air approaches that fall into it's range. Whiffs some crouchers, but only under specific circumstances. As such, it's usage for whiffing crouching hitboxes is relatively inconsistent, but that inconsistency does make it a bit tricky to defend against.
5B
- Very long reach for it's speed.
- Vital footsies tool in conjunction with 2B and 2C.
- One of Izayoi's best pokes.
While 5B is a bit on the slow side, it makes up for it with its range. This move is capable of tagging most characters from round start positions. This move does come with hurtbox extensions (and can be low profiled, especially near the tip of the hitbox) but in tandem with other moves to cover low profiles, it demands a lot of respect. Can be confirmed into 236B or 236C at any range. Commonly cancelled into Sonic Sabre for pressure.
5C
- Forward movement is very useful for pressure and confirms.
- Izayoi's main air combo starter in normal mode.
Slides Izayoi forwards before attacking. This is great for confirming hits that were previously too far to turn into anything substantial, but also plays a big role in closing space during pressure. Can also (albeit awkwardly) function as an anti air on some characters thanks to its hitbox.
2A
- End hit/hurtbox is very low
- Plus on block
- Can chain into itself once on whiff, hit, or block
A kick with a solid amount of range. Standard speed for a 2A, but recovers incredibly fast and leaves her plus. It's also a low. Can only be used twice per string. Like most 2As, this cancels into throw. However, it's often better to go for 5Aw > B+C in order to TRM an opponent.
2B
- Great range
- Low profile
A bit similar in usage to 2A, but comes with a bit more startup and extra range. New gatling into 2B from 5B provides a way to keep respect during midrange strings. The range also comes into play with Izayoi's restrictive cancel states after teleports, where 2B's extra reach becomes indispensable. Strong footsie tool in normal mode.
Slightly nerfed as a starter from CPEX since it is now S starter (same as 2A), but still has better starting proration than 2A and is faster than 5B.
2C
- Amazing ground footsie tool
- Fatal Counter
- Causes Very long stagger on CH
A staple of Izayoi's ground game in normal mode. Extremely good extended hitbox, crouching animation, and a good amount of active frames makes this move very demanding to whiff punish. A bit on the slow side for a neutral poke, but controls space extremely well, and maintains a good frame disadvantage with stance cancel. If this move tags an extended hitbox and counterhits, you have an abundance of time to run up and convert into 8 stocks and a knockdown (even on most trades!). Also a great choice for counterhit punishes.
6A
- Forces crouch on hit
- Jump cancelable on hit or block
- Good, damaging starter
In BBCF, 6A lost it's 110% Bonus Proration and its previous gatling capabilities got changed. Being jump-cancellable on block and cancellable to almost all other normals, it finds use in pressure early into a blockstring.
6B
- Low invulnerable
- Feintable (Hold B to Feint)
- 110% Bonus Proration
Izayoi's standing overhead. Now special cancelable (mostly into air slashes) on hit or block, which makes it great for stock gain. It is also useful for beating anticipated foot property moves. Funnily enough, can be feinted, though the overall speed and recovery makes this more of a parlor trick than anything, since it can be fuzzy mashed everytime. Can only be canceled into from 2C. Knocks down on air hit, if necessary.
If Slaver Trans-Am is active, the bits still attack even if the move is feinted.
6C
- Frame advantage with stance cancel
- Fatal Counter
- High damage Punish
This move can close a lot of space mid pressure, especially in conjunction with 5C. Comes with more blockstun than other normal mode moves, making it a staple. Also a great punish move, generally yielding the highest damage Izayoi can dish out. 6C has a small window of body invulnerability, but it doesn't see much use outside of evading moves after superflash.
3C
- Long untechable time, but hard to utilize
- Can take advantage of no-tech situations
Going into CPEX, 3C lost almost all of its utility. It has very short range, is no longer jump cancelable on block, and doesn't create more frame advantage after 236B~214A/B. Only comes up to OTG after 214A on a short starter, or at a range too far to confirm into Aegis to preserve a knockdown. Relatively useless, but does let you get extra hits in on opponents who choose not to tech, maybe even letting you take better control of a knockdown or get more stocks.
j.A
- Great range for air to air
jA is a staple air to air tool, boasting only 9 frames of recovery and whiff cancelable capability to back up its amazing range. This normal is great, and even cancels into airthrow for TRM setups. Doesn't turn into a lot of damage as a starter, but can create a great situation for you at a very low risk.
j.B
- Go-to overhead for pressure
- Tricky cross-up hitbox
Significantly buffed from CPEX, the new animation has a much longer horizontal hitbox, a higher vertical hitbox and a very strong crossup hitbox, at the cost of being one frame slower than before. Still fast enough to function as a strong mixup tool, while still reaping the rewards of a good combo starter rating, and can gatling back into j.A for a falling fuzzy overhead on grounded opponents. Its usage is slightly limited by how good her other air normals are, but is still one of the better options for hitting opponents higher up in the air than you.
j.C
- Great vertical range, can beat out many anti airs
- Can allow for relaunch combos if hit with the top of hitbox
jC is a great jump in, hitting crouching hitboxes when done immediately off of an IAD. Against anti airs, it can tag a lot of AA's on their startup before invulnerability kicks in, forcing pre-emptive action. Both of these uses play a big part in Izayoi's neutral, making jC a big part of Normal Mode play. Midcombo, it can set up a knockdown or relaunches.
Drive Moves
5D/2D
- Changes from Gain Art to Normal Mode, or vice versa
- Mode Switch on 11F
5D and 2D are a bit similar on the surface, but there are 2 major things that may make you want to use one over the other. Firstly, the hurtboxes vary. 2D produces a longer horizontal hurtbox, and 5D a longer vertical hurtbox. This also comes into play with mode change combos, where you may increase frame advantage during D saber combos by moving your opponent's hurtbox in a certain way by either standing or crouching. This is hurtbox-specific, so mess around with it! Secondly, 5D cuts all grounded momentum and 2D preserves it, meaning a Mode Change combo into a pickup will prefer to use dash 2D to close space, or maybe even 5D to retain it.
If Izayoi is hit before the mode change, she will stay in her current form. However, this move is very fast so it's likely that Izayoi will change modes and then get hit.
j.D
- Changes from Gain Art to Normal Mode, or vice versa
- Mode Change on 11F
- Pauses Air Momentum
- Considered to be in CH state during the change
A bit more useful than 5D or 2D, jD falls in between the two in terms of their properties. Because it halts momentum to a degree, you can use it to stall in the air and come down with a normal. Useful for punishing pre-emptive anti airs.
If Izayoi is hit before the mode change, she will stay in her current form. However, this move is very fast so it's likely that Izayoi will change modes and then get hit.
Universal Mechanics
Forward Throw
5B+C
- 100% minimum damage
- Limited Normal Mode confirms
- Can be RC'd on the first hit for amazing proration and combo time
- Wall bounces
Izayoi's throws are a bit awkward to combo from, as their wallbounce is influenced by screen position. Izayoi throws the opponent to the edge of the screen to wall bounce, so when you're near the corner they won't go fullscreen. Therefore, you end up with a lot of ways to adjust throw combos that you need to know. In normal mode, throw tends to yield poor reward as a midscreen starter, requiring Izayoi to sacrifice a knockdown or stocks compared to her usual starters. In corner, however, throw reward is generally better than what she gets from other common starters with a little optimisation.
The first hit of throw can be RC'd for huge damage and amazing proration, not to mention an incredibly flexible hit state, making throw an extremely dangerous option with various resources.
Back Throw
4B+C
- 100% minimum damage
- Limited Normal Mode confirms
- Can be RC'd on the first hit for amazing proration and combo time
Almost entirely the same as forward throw, but allows you to adjust your spacing properly. Certain spacings in relation to the corner will yield a good combo off backwards throw, but not forward throw! Interestingly enough, delaying your RC before the second hit can allow you to side swap to create better positioning for a followup combo.
Air Throw
j.B+C
- 100% minimum damage
- Great rising Air to Air
- Consistent combos regardless of height
- Ground bounces
Grabs the opponent and dive bombs them. Has great corner carry depending on the height at which you catch them. Because Izayoi always dive bombs and ground bounces, this air throw is very consistent. Compliments Izayoi's air normals thanks to its high hitbox. However, it comes with a lot more recovery on whiff. Does have a bit of landing recovery, but landing during the startup or active can negate it. Pretty similar to her ground throws in terms of comboability, but sacrifices good spacing in exchange for consistency and shorter combo time. Unfortunately, can't be RC'd on the first hit like its grounded counterparts.
Counter Assault
6A+B while Blocking
- BBCF Izayoi CounterAssault.png
- BBCF Izayoi 6C(GA) Hitbox.png
- Amazing vertical hitbox
- Great positioning on hit for tech option cover
- Launches the opponent
- Longer untech time on CH, but opponent can still air tech
One of the best Counter Assaults in the game, this move has great horizontal and vertical range. The animation mirrors her GA 6C, but with a slightly shorter step. This is very useful, as it can catch someone attempting to jump on their pressure instead of going underneath. Coupled with its high vertical range, sometimes it can be difficult to punish. Additionally, it'll send the opponent flying regardless of CH state. This gives Izayoi amazing breathing room regardless of the mode she's in.
Crush Trigger
5A+B (Chargeable)
- Costs 25% Heat
- 180F Heat Gauge Cooldown
- Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
- High damage followups
- Can be used to set up standing resets
- On air hit, causes enough ground untech to pick up with 2B after.
Pretty standard Crush Trigger, but carries extremely short horizontal range. Pretty difficult to combo into without spending lots of resources, and those confirms usually only yield an increase of around 400 to 500 damage. However, when CT is comboable easily, the increase in damage is significant and is almost always worth the meter, usually increasing the damage by about 1000. Funnily enough, can stuff a significant amount of air approaches.
Special Moves
Sonic Sabre
236A (air OK)
- Versatile in neutral and pressure
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 solid pressure reset, but its startup can get stuffed by fast normals on IB. Notably, Izayoi's shooting animation can make her evade some reversals.
- Great air to ground and footsies tool
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, but still carries the landing recovery until she hits the floor (meaning it is possible to be blocking on the way down and still be punished on landing, so cancel the falling animation with something if possible). Very important neutral tool, stuffing many anti air moves and approaches.
Crusade Seraphim α
623B (air OK)
- Decent space control against jumps
- Can be held
- Cancelable into A/B/C Mirage Thruster on hit or block
- Counter Hit causes untech until opponent hits the ground
Izayoi's only dedicated anti-air. She moves forward a little bit, so there's a bit of a deadzone right above her head when attempting to use the head invulnerability to attack. Generally, its usage is going to revolve around controlling space at its max range, though neglecting it while on defense is a big mistake. A bit difficult to use as an anti-air thanks to needing a 623 motion, but still very plausible thanks to how quickly the head invincibility kicks in. In normal mode, 623B lacks combo options unless you are in the corner or get a counterhit. Its speed and angle also allow you to score stocks late in a combo when a jump cancel or 623C ender aren't in the cards.
Crusade Seraphim β
236C (air OK)
- Staple footsies/space control tool
- Can be held
- Slide on CH
- Cancelable into A/B/C Mirage Thruster on hit or block
One of the big parts of Izayoi's ground game. Extremely long reach, fast, and relatively safe. Your opponent needs to respect this move. On counterhit, combo options open up depending on spacing and resources. Attack comes out 4 frames after release, making it a great reactionary tool for neutral footsies.
Crusade Seraphim γ
236B (air OK)
- Useful frame trap
- Can be held
- Cancelable into A/B/C Mirage Thruster on hit or block
236B functions mainly as a pressure tool and a combo part. In pressure, it is used to create respect. functioning as a very good frame trap. Off of 5B and 2B on block, it catches jump startup after both normal block and IB. In conjunction with being a low, it's relatively easy to make your opponent stay on the ground. The threat of this move can go a long way, carrying the same animation as 236C on charge, making feints very deceptive. In combos, this move causes a hard knockdown on standing/crouching hit, allowing combos with A or B teleport to affect positioning. Relatively negative on block, but can be canceled into teleports.
Stance Cancel (CS)
A while holding Crusade Seraphim
Cancels stance from held Crusade Seraphim. Has a fairly fast animation (17f total if input immediately) that can be used to sneak in pressure resets and cancel certain moves (such as throw) to enable combos. In BBCF, all versions of the stance cancel are the same speed (the slower ones being buffed to 236C cancel speed). The following list shows all normals that benefit from the fastest possible cancel and the resulting frame (dis)advantage:
- +1 : 6C
- -1 : 5C, 2C, 3C
- -4 : 5B, 2B
Aegis Blade
623C
- Izayoi's DP
- Fully invincible until frame 16
- Great vertical hitbox but poor horizontal range. Be careful of opponents trying to keep their distance to bait it
- Can be held before released for a total of 100 frames, but loses its invincibility early on (frame 16).
- Also used as a combo ender in order to set up j.5C/5B.
- Like most meterless reversals, this move is very unsafe on block, so be careful not to abuse it too much unless you can back it up with a Rapid Cancel.
Izayoi's DP. Slow and fairly poor horizontal range. However, you can use a 0f microdash to extend its effective horizontal range as a reversal, and it's got great vertical range that can help cover angles which Izayoi's other anti-airs might not. Common combo ender that sacrifices damage for stocks and a good knockdown that allows you to go for a safejump or shift into Gain Art.
Stance Cancel (AB)
623C (Hold) ~ A
- 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.
Mirage Thruster
214A/B/C
- BBCF Izayoi 214X.png
A stays in place, B goes forward, C goes backward
Izayoi teleports a preset distance to a location based on whichever button you use to activate the move. A teleports in place, B teleports forward and C teleports backwards. All versions can be canceled into attacks towards the end of the teleport animation, making teleport cancels (mostly A version) potentially faster than the normal move recovery, allowing you to link buttons off moves like 236B.
Note that A/B/C teleport cancels are almost never safe on block and can usually be punished if the opponent reacts properly (even the C version) so don't overuse it on block.
Distortion Drives
Justice Phorizer
236236C
- Costs 50% Heat
- 180F Heat Gauge Cooldown
- 1-15 All Invul
- Minimum damage: 750 OD: 900
Izayoi's metered reversal, boasting an amazing horizontal hitbox. Good if your opponent expects you to do Aegis Blade on wakeup and spaces to beat its poor horizontal hitbox. Extremely fast startup, great active window and a ton of invincibility. As of CF, it is easily punishable on block, so be very careful when using it on your wake up. During Overdrive, Justice Phorizer gains range (reaches almost fullscreen), damage, and untechable time. Minimum damage is 750 (900 during Overdrive).
Exceed Accel
Banshee Lancer
A+B+C+D during Overdrive
- BBCF Izayoi BansheeLancer.png
- BBCF Izayoi EA Hitbox.png
Lunges forward further than the hitbox is wide
- Behaves the same as every other Exceed Accel.
- 300/624 Minimum Damage
- Extremely safe due to pushback
- Large range
On startup, Izayoi thrusts her blade formward. If if connects, she commands her bits to attack her opponent, ending with a cross attack. Puts Izayoi in Active Flow if she hasn't already been in it already. On Active Flow, the bits attack more times. Works like most EAs (low minimum damage, cannot be rapid cancelled).
Absurdly safe on block because of the pushback. Some characters can punish it, but only on instant block at a very close space. The range is also absurdly long because Izayoi lunges forward. Can be jumped like most EAs, though.
Astral Heat
Judge Of Destiny
632146C
- BBCF Izayoi Astral Hitbox.png
Travels like halfscreen for no reason
- Costs 100% Heat
- 180F Heat Gauge Cooldown
- 1-24 All Invul
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, all throws...the list goes on. With such quick startup, it is arguably one of the better and more practical Astral finishes in the game.
5A
- Whiffs most crouching hitboxes.
- Allows for combo extension after a high hitting jC.
Relatively standard 5A. Izayoi's fastest move, and is used to pick up from some air combos. Has a very decent end hitbox, though the range is very short. Can be used to stuff horizontal air approaches that fall into it's range. Whiffs some crouchers, but only under specific circumstances. As such, it's usage for whiffing crouching hitboxes is relatively inconsistent, but that inconsistency does make it a bit tricky to defend against.
5B
- BBCF Izayoi 5B(GA).png
Go-to midrange check
- BBCF Izayoi 5B Hitbox1.png
Frames 10-12
- BBCF Izayoi 5B Hitbox2.png
Frames 13-15
- Very long reach for it's speed.
- Vital footsies tool in conjunction with 2B.
- One of Izayoi's best pokes.
While 5B is a bit on the slow side, it makes up for it with its range. This move is capable of tagging most characters from round start positions. This move does come with hurtbox extensions (and can be low profiled, especially near the tip of the hitbox) but in tandem with other moves to cover low profiles, it demands a lot of respect. Can be confirmed into 236B or 236C at any range. Commonly cancelled into Sonic Sabre for pressure.
In Gain Art, 5B, along with its counterpart 2B, become very important for confirms due to the poor range of GA's C normals.
5C
- Fast, high damage combo starter.
- Izayoi's only jump cancelable C normal on block.
This normal packs a punch. Solid base damage, prorates well, and opens up a good amount of combo options in certain situations. Cornerstone in Gain Art combos, usually being used to combo into 2C(GA) or go into an air combo. Also cancelable into 6B, where Normal Mode 5C is not. Comes with a very high crossup hitbox, making it great for air unblockable crossups and general confirms. Also plays a huge role in GA pressure, allowing Izayoi to close space with an airdash if necessary.
2A
- End hit/hurtbox is very low
- Plus on block
- Can chain into itself once on whiff, hit, or block
A kick with a solid amount of range. Standard speed for a 2A, but recovers incredibly fast and leaves her plus. It's also a low. Can only be used twice per string. Like most 2As, this cancels into throw. However, it's often better to go for 5Aw > B+C in order to TRM an opponent.
2B
- Great range
- Low profile
A bit similar in usage to 2A, but comes with a bit more startup and extra range. New gatling into 2B from 5B provides a way to keep respect during midrange strings. The range also comes into play with Izayoi's restrictive cancel states after teleports, where 2B's extra reach becomes indispensable. Pretty good at footsies and picking up OTG combos from 236B.
Slightly nerfed as a starter from CPEX since it is now S starter (same as 2A), but still has better starting proration than 2A and is faster than 5B.
2C
- Huge damage, untechable time, and prorates very well
- High frame advantage and vacuum on 2nd hit
This move prorates only once for both hits, and comes with super high base damage and untechable time. Beyond combos, it is also a staple part of her Gain Art blockstrings, demanding a ton of respect. Frametraps from and into 5C, forcing a reaction from the opponent, whether it be a reversal, barrier, or IB. Despite all of this, the range is relatively small, but being in range to use it properly makes it extremely useful.
6A
- Forces crouch on hit
- Great combo extender from Strike Fall
- Jump cancelable on hit or block
- Good, damaging starter
In BBCF, 6A lost it's 110% Bonus Proration and its previous gatling capabilities got changed. Being jump-cancellable on block and cancellable to almost all other normals, it finds use in pressure early into a blockstring. It is mostly seen in Gain Art combos, letting you combo from a high hitting Strike Fall and provide enough hitstun to continue with moves such as 2C(1) or EA.
Has more range than 5C, making it preferable in pressure when you're out of range for that normal. Also forces crouch for certain FC combos.
6B
- Low invulnerable
- Feintable (Hold B to Feint)
- 110% Bonus Proration
Izayoi's standing overhead. Now special cancelable (mostly into air slashes) on hit or block, which makes it great for stock gain, and a staple filler in corner gain art combos due to it knocking down on air hit. It is also useful for beating anticipated foot property moves. Funnily enough, can be feinted, though the overall speed and recovery makes this more of a parlor trick than anything, since it can be fuzzy mashed everytime. Cancellable from 5C/2C (gain art mode). Generally outshined by Izayoi's other mixup tools, but she has so many that it can't hurt to throw this one in from time to time.
If Slaver Trans-Am is active, the bits still attack even if the move is feinted. This allows for gimmicky pseudo-F-Shiki mixups where you trick them into blocking high with the startup of 6B, then hit their standing hurtbox with rising j.A.
6C
- Fatal Counter
- Staple combo part
- Closes distance on block easily, while still maintaining some advantage
- Special cancelable on hit
- Jump cancelable on hit
6C(GA) provides similar advantage to Normal Mode 6C stance cancel during pressure. The hitbox goes very high, so you can tag a lot of jump outs with this, especially if you delay it. Has lost much of its untechable time but still finds great uses in both midscreen and corner combos due to it's function on granting extra height. Now acts as a Fatal Counter, granting enough time to combo with 2C after waiting for the opponent to fall.
3C
- Go-to, Fatal Counter punish in GA
- Hard knockdown on counterhit.
- High base damage and good prorate
Great damage on counterhit. Don't just throw this out however, as it is punishable (though you can do some neat option selects to confirm it using OD to stay safe). On hit or block, 3C's cancel properties are a bit interesting. You can special cancel it only on hit, but can OD cancel it on hit or block. Of course, you can RC in both situations. Regardless, the move is useful as a combo tool by closing space and keeping your opponent low to the ground, and can even function as a combo ender.
j.A
- Fast mixup tool
- Great range for air to air
- Great for an IOH off of GA Dash
jA is a staple air to air tool, boasting only 9 frames of recovery and whiff cancelable capability to back up its amazing range. This normal is great, and even cancels into airthrow for TRM setups. Doesn't turn into a lot of damage as a starter, but can create a great situation for you at a very low risk. In pressure, the fastest possible dash jA can now be canceled into a second jA before hitting the ground. This means you can set up 50/50s with j.A and 2A, while increasing frame advantage and giving you extra mixup and combo opportunities with the second j.A.
j.B
- BBCF Izayoi jB(GA).png
- BBCF Izayoi jB Hitbox.png
- Go-to overhead for pressure
- Tricky cross-up hitbox
Significantly buffed from CPEX, the new animation has a much longer horizontal hitbox, a higher vertical hitbox and a very strong crossup hitbox, at the cost of being one frame slower than before. Still fast enough to function as a strong mixup tool, while still reaping the rewards of a good combo starter rating, and can gatling back into j.A for a falling fuzzy overhead on grounded opponents. Its usage is slightly limited by how good her other air normals are, but is still one of the better options for hitting opponents higher up in the air than you.
j.C
- Enormous hitbox
- Sets up fuzzy guard mixups
This normal is THE staple in Izayoi's GA approach. Huge, very hard to disrespect. Beats a ton of anti airs, air to airs, movement options, and other extended hitboxes. Amazing space control, and serves well off single jumps, superjumps, airdashes, backwards airdashes, you name it. Crossups, fuzzy mixups, neutral, this normal is all purpose. Takes a bit of respect to get going on offense due to speed, but can open up a ton of approach and mixup options. Make your opponent respect this, you won't regret it. Used in conjunction with air Sonic Sabre and other movement options, this normal is what makes Gain Art so threatening.
Drive Moves
5D/2D
- Changes from Gain Art to Normal Mode, or vice versa
- Mode Switch on 11F
5D and 2D are a bit similar on the surface, but there are 2 major things that may make you want to use one over the other. Firstly, the hurtboxes vary. 2D produces a longer horizontal hurtbox, and 5D a longer vertical hurtbox. This also comes into play with mode change combos, where you may increase frame advantage during D saber combos by moving your opponent's hurtbox in a certain way by either standing or crouching. This is hurtbox-specific, so mess around with it! Secondly, 5D cuts all grounded momentum and 2D preserves it, meaning a Mode Change combo into a pickup will prefer to use dash 2D to close space, or maybe even 5D to retain it.
If Izayoi is hit before the mode change, she will stay in her current form. However, this move is very fast so it's likely that Izayoi will change modes and then get hit.
j.D
- Changes from Gain Art to Normal Mode, or vice versa
- Mode Change on 11F
- Pauses Air Momentum
- Considered to be in CH state during the change
A bit more useful than 5D or 2D, jD falls in between the two in terms of their properties. Because it halts momentum to a degree, you can use it to stall in the air and come down with a normal. Useful for punishing pre-emptive anti airs.
If Izayoi is hit before the mode change, she will stay in her current form. However, this move is very fast so it's likely that Izayoi will change modes and then get hit.
Universal Mechanics
Forward Throw
5B+C
- BBCF Izayoi ForwardThrow(GA).png
Nice fuzzy block
- 100% minimum damage
- Great Gain Art conversions
- Can be RC'd on the first hit for amazing proration and combo time
- Wall bounces
Izayoi's throws are a bit awkward to combo from, as their wallbounce is influenced by screen position. Izayoi throws the opponent to the edge of the screen to wall bounce, so when you're near the corner they won't go fullscreen. Therefore, you end up with a lot of ways to adjust throw combos that you need to know. In Gain Art, throw really outshines other common starters. The first hit of throw can be RC'd for huge damage and amazing proration, not to mention an incredibly flexible hit state, making throw an extremely dangerous option with various resources.
Back Throw
4B+C
- BBCF Izayoi BackThrow(GA).png
- 100% minimum damage
- Great Gain Art conversions
- Can be RC'd on the first hit for amazing proration and combo time
Almost entirely the same as forward throw, but allows you to adjust your spacing properly. Certain spacings in relation to the corner will yield a good combo off backwards throw, but not forward throw! Interestingly enough, delaying your RC before the second hit can allow you to side swap to create better positioning for a followup combo.
Air Throw
j.B+C
- BBCF Izayoi AirThrow(GA).png
Competes with j.A for best air-to-air
- 100% minimum damage
- Great rising Air to Air
- Consistent combos regardless of height
- Ground bounces
Grabs the opponent and dive bombs them. Has great corner carry depending on the height at which you catch them. Because Izayoi always dive bombs and ground bounces, this air throw is very consistent. Compliments Izayoi's air normals thanks to its high hitbox. However, it comes with a lot more recovery on whiff. Does have a bit of landing recovery, but landing during the startup or active can negate it. Pretty similar to her ground throws in terms of comboability, but sacrifices good spacing in exchange for consistency and shorter combo time. Unfortunately, can't be RC'd on the first hit like its grounded counterparts.
Counter Assault
6A+B while Blocking
- Amazing vertical hitbox
- Great positioning on hit for tech option cover
- Launches the opponent
- Longer untech time on CH, but opponent can still air tech
One of the best Counter Assaults in the game, this move has great horizontal and vertical range. The animation mirrors her GA 6C, but with a slightly shorter step. This is very useful, as it can catch someone attempting to jump on their pressure instead of going underneath. Coupled with its high vertical range, sometimes it can be difficult to punish. Additionally, it'll send the opponent flying regardless of CH state. This gives Izayoi amazing breathing room regardless of the mode she's in.
Crush Trigger
5A+B (Chargeable)
- BBCF Izayoi CrushTrigger(GA).png
- Costs 25% Heat
- 180F Heat Gauge Cooldown
- Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.
- High damage followups
- Can be used to set up standing resets
- On air hit, causes enough ground untech to pick up with 2B after.
Pretty standard Crush Trigger, but carries extremely short horizontal range. Pretty difficult to combo into without spending lots of resources, and those confirms usually only yield an increase of around 400 to 500 damage. However, when CT is comboable easily, the increase in damage is significant and is almost always worth the meter, usually increasing the damage by about 1000. Funnily enough, can stuff a significant amount of air approaches.
Special Moves
Sonic Sabre
236A (air OK)
- Versatile in neutral and pressure
- 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. Neutral on block at point blank, making it a solid pressure reset, but its startup can get stuffed by fast normals on IB. Notably, Izayoi's shooting animation can make her evade some reversals.
- Great air to ground and footsies tool
- Cancellable 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, but still carries the landing recovery until she hits the floor (meaning it is possible to be blocking on the way down and still be punished on landing, so cancel the falling animation with something if possible). Very important neutral tool, stuffing many anti air moves and approaches.
D Sonic Sabre
236D (air OK)
- 236D consumes 1 Zero Weave stock
- Strong, but expensive pressure tool
- OD Version increases number of projectiles to 5, making it even harder to avoid.
- Cancellable into D Mirage Thruster on hit, block, or whiff
Shoots three Sonic Sabers in a fan pattern. The projectiles hang in place for a bit longer than the A version, making it more advantageous on hit or block from further away. Much harder to avoid in general, allowing you to force your opponent to block and/or eat a mixup.
- j.236D consumes 1 Zero Weave stocks
- Versatile projectile
- Angle and speed help create great oki cover and mixups
- Cancelable into D Mirage Thruster on hit, block, or whiff
- OD version shoots 5 swords.
Similar to ground D saber except swords are angled downwards. Has less recovery than the A version and is more difficult to avoid, setting you up for strong mixups afterwards.
Crusade Seraphim α
623B (air OK)
- Decent space control against jumps
- Can be held
- Cancelable into Strike Fall
- Cancelable into A/B/C Mirage Thruster on hit or block
- Cancelable into D Mirage Thruster on hit, or on startup/whiff/block during OD
- Counter Hit causes untech until opponent hits the ground
Izayoi's only dedicated anti-air. She moves forward a little bit, so there's a bit of a deadzone right above her head when attempting to use the head invulnerability to attack. Generally, its usage is going to revolve around controlling space at its max range, though neglecting it while on defense is a big mistake. A bit difficult to use as an anti-air thanks to needing a 623 motion, but still very plausible thanks to how quickly the head invincibility kicks in. In Gain Art, you can convert from it relatively easily thanks to moves like Strike Fall and D Mirage Thruster. Also functions as a late combo tool, opening up Strike Fall confirms when otherwise impossible.
Crusade Seraphim β
236C (air OK)
- Staple footsies/space control tool
- Can be held
- Slide on CH
- Cancelable into Valkyrie Astraea
- Cancelable into A/B/C Mirage Thruster on hit or block
- Cancelable into D Mirage Thruster on hit
- Ground version is cancelable into D Mirage Thruster on startup during OD
- Air version is cancelable into D Mirage Thruster on startup/whiff/block during OD
One of the big parts of Izayoi's ground game. Extremely long reach, fast, and relatively safe. Your opponent needs to respect this move. In GA, can be hit/block canceled into Valkyrie Astraea past frame 3, extending the threatening range by a bit. On counterhit, combo options open up depending on spacing and resources. Attack comes out 4 frames after release, making it a great reactionary tool for neutral footsies.
Crusade Seraphim γ
236B (air OK)
- Useful frame trap
- Can be held
- Cancelable into Valkyrie Astraea
- Cancelable into A/B/C Mirage Thruster on hit or block
- Cancelable into D Mirage Thruster on hit
- Ground version is cancelable into D Mirage Thruster on startup during OD
- Air version is cancelable into D Mirage Thruster on startup/whiff/block during OD
236B functions mainly as a pressure tool and a combo part. In pressure, it is used to create respect. functioning as a very good frame trap. Off of 5B and 2B on block, it catches jump startup after both normal block and IB. In conjunction with being a low, it's relatively easy to make your opponent stay on the ground. The threat of this move can go a long way, carrying the same animation as 236C on charge, making feints very deceptive. In combos, this move causes a hard knockdown on standing/crouching hit, allowing combos with A or B teleport to affect positioning. Relatively negative on block, but can be canceled into teleports and Astraea.
Valkyrie Astraea
236B/C ~ 6D
- Follow-up move for Crusade Seraphim β and γ in Gain Art mode
- Cancelable into all versions of Mirage Thruster on hit/block
- Cancelable into D Mirage Thruster on whiff/startup during OD
- Consumes 1 Zero Weave stock
- Fatal Counter
- Can be used as a stand alone move if you input 6D during 236B or 236C stance.
- Can be input as 236B/C+D
- In OD on hit (but not block), performs multiple crossup additional hits and gains significantly more untech time.
Very handy for catching the opponent off guard in neutral, frame trapping opponents in pressure, and is an important tool for a lot of your combos.
Stance Cancel (CS)
236B/C (Hold) ~ A
- BBCF Izayoi CS Cancel(GA).png
Cancels stance from held Crusade Seraphim. Has a fairly fast animation (17f total if input immediately) that can be used to sneak in pressure resets and cancel certain moves (such as throw) to enable combos. In BBCF, all versions of the stance cancel are the same speed (the slower ones being buffed to 236C cancel speed). GA by default has great frame data and generally doesn't need to stance cancel for that, but you can still use it for some tricky offense through stance cancelling 2C to mess with people trying to IB or barrier the second hit.
Aegis Blade
623C
- Izayoi's DP
- Fully invincible until frame 16
- Great vertical hitbox but poor horizontal range. Be careful of opponents trying to keep their distance to bait it
- Can be held before released for a total of 100 frames, but loses its invincibility early on (frame 16).
- Also used as a combo ender in order to set up j.5C/5B or D saber oki.
- Like most meterless reversals, this move is very unsafe on block, so be careful not to abuse it too much unless you can back it up with a Rapid Cancel.
- Cancelable into D Mirage Thruster and Strike Fall on hit.
- Cancelable into D Mirage Thruster on startup/whiff/block during OD
Izayoi's DP. Slow and fairly poor horizontal range. However, you can use a 0f microdash to extend its effective horizontal range as a reversal, and it's got great vertical range that can help cover angles which Izayoi's other anti-airs might not. Also useful in combos as a stockless knockdown tool, is cancellable into Strike Fall and 214D on hit.
Stance Cancel (AB)
623C (Hold) ~ A
- BBCF Izayoi AB Cancel(GA).png
- Able to cancel from 9F~
- Cancelable into D Mirage Thruster during OD
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.
Strike Fall
623B/623C/j.236B/j.236C/j.623B ~ D
- Consumes 1 Zero Weave stock
- Gains multiple hits and deals more damage in OD
Izayoi's staple combo ender. Doable only in Gain Art, Strike Fall serves as a follow up to Crusade Seraphim Alpha and Aegis Blade. 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. More advantageous the higher you do it from; can almost always link into 5A, 5C, or Justice Phorizer for a combo extension, or 6A or 5B from higher knockdowns.
Mirage Thruster
214A/B/C/D j.214D
Izayoi teleports a preset distance to a location based on whichever button you use to activate the move. A teleports in place, B teleports forward and C teleports backwards. 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 1 Zero Weave stock and tracks the opponent (it always puts you behind them whether on the ground or in the air). All versions can be canceled into attacks towards the end of the teleport animation, making teleport cancels (mostly A version) potentially faster than the normal move recovery, allowing you to link buttons off moves like 236B.
Note that A/B/C teleport cancels are almost never safe on block and can usually be punished if the opponent reacts properly (even the C version) so don't overuse it on block.
Distortion Drives
Justice Phorizer
236236C
- Costs 50% Heat
- 180F Heat Gauge Cooldown
- 1-15 All Invul
- Minimum damage: 750 OD: 900
- Cancelable into 214D on hit
- Cancellable into 214D on block or whiff in Overdrive
Izayoi's metered reversal, boasting an amazing horizontal hitbox. Extremely fast startup, great active window and a ton of invincibility. As of CF, it is easily punishable on block, so be very careful when using it on your wake up. During Gain Art, it can be canceled into D Mirage Thruster on hit, most commonly used for double Phorizer combos. During Overdrive, Justice Phorizer gains range (reaches almost fullscreen), damage, and untechable time. Minimum damage is 750 (900 during Overdrive).
Slaver Trans-Am
632146D during Gain Art
- Only can be activated during Gain Art. But Gain Art can be switched off and on afterwards as normal if desired.
- Timer normally lasts 6 seconds, but decreases at half the speed while overdrive is active. Whether this move was activated during overdrive is irrelevant.
- During Slaver Trans-Am, attacking with any normal move will also attack with the shield bits. Special, distortion and universal mechanic moves (Except Counter Assault) do not trigger the bit attacks.
- Bit attacks cover a disatance similar to 5B, but aim diagonally downwards from their start point of hovering behind Izayoi at about head height.
- Shield bits will only attack if they have completely recovered from any previous attack.
- Bit attacks are active the moment they move, but take approximately 10 frames to reach full distance to hit your opponent
- Bit attacks only start when the normal move triggering it goes active. For multi hit moves, the attack only starts when the final hit goes active.
- Interrupting the normal move in any way before the bits attack will prevent the attack.
- Bit attacks uniquely have 100% P1 and P2, meaning they will always increase combo damage when used.
A move that allows you to take command of close range neutral games, giving you considerable safe pressure. The extra hits this can allow can allow certain combos that normally would not work as well as making basically every normal move safe. With constant attacking, you can get a max of 4 attacks out of the bits before they disappear (8 in Overdrive), so it's not worth activating this if you have to cover some distance to get to your opponent. Has a long superflash animation and is invulnerable during the superflash animation only. It can still be used as a pause button for certain situations.
Exceed Accel
Banshee Lancer
A+B+C+D during Overdrive
- BBCF Izayoi EA (GA).png
- BBCF Izayoi EA Hitbox.png
Lunges forward further than the hitbox is wide
- Behaves the same as every other Exceed Accel.
- 300/624 Minimum Damage
- Extremely safe due to pushback
- Large range
On startup, Izayoi thrusts her blade formward. If if connects, she commands her bits to attack her opponent, ending with a cross attack. Puts Izayoi in Active Flow if she hasn't already been in it already. On Active Flow, the bits attack more times. Works like most EAs (low minimum damage, cannot be rapid cancelled).
Absurdly safe on block because of the pushback. Some characters can punish it, but only on instant block at a very close space. The range is also absurdly long because Izayoi lunges forward. Can be jumped like most EAs, though.
Astral Heat
Judge Of Destiny
632146C
- Costs 100% Heat
- 180F Heat Gauge Cooldown
- 1-24 All Invul
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, all throws...the list goes on. With such quick startup, it is arguably one of the better and more practical Astral finishes in the game.
Colors
External References
- Izayoi Guide
- Trans-Am Video
- Japanese Name: イザヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
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Essentials
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FAQ •
The Basics
• Movement/Canceling •
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Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State