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Revision as of 07:08, 29 June 2015
Izayoi |
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Health: 11,000 Combo Rate: 80% (Normal) / 70% (Gain Art) Jump Startup: 4 Backdash Time: 22 Backdash Invincibility: 1-7
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Overview
The true form of Tsubaki Yayoi after the full release of the Sealed Weapon Izayoi's powers.
Drive: Scarlet Justice
Izayoi's Drive allows her to enter an alternate mode called Gain Art, giving her new dashes, C normals, special moves, and extensions to existing special moves. When in Gain Art, Izayoi gains tremendous mix-up and pressure potential, contrasting the defensive style of her normal mode. While Izayoi can transfer between the two modes freely, usage of the special moves available in Gain Art require stocks of the Zero Weave gauge, which are generated by using special moves during normal mode. These stocks are generated regardless of hit (2 stock gain) or block (1 stock gain) and are the foundation behind Gain Art pressure and combos. Effective usage of normal mode to generate stocks and Gain Art to spend them is the key to success!
Overdrive: Freedom Justice
Izayoi's Overdrive allows her to passively generate stocks, regardless of the mode she is in. The number of stocks generated depends on overdrive duration. And like other characters, her Distortion Drives become stronger during Overdrive as well. Justice Phorizer increases in range and damage, while Slaver Trans-am lasts approximately twice as long. Overdrive also strengthens her existing Gain Art specials, opening up new combos and pressure.
Pros/Strengths:
- Incredible pressure and mix-up in Gain Art
- Good conversion potential
- Flexible movement options
- Strong mid-range game in Normal Mode
Cons/Weaknesses:
- Reliant upon stocks
- Difficult normals/anti air/movement options
External References:
- Japanese Name: イザヨイ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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5C (GA)
5C (GA) |
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2A
2A |
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2B
2B |
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2C
2C |
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2C (GA)
2C (GA) |
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6A
6A |
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6B
6B |
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6C
6C |
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6C (GA)
6C (GA) |
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3C
3C |
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3C (GA)
3C (GA) |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.C (GA)
j.C (GA) |
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Drive Moves
5D/2D
5D/2D |
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jD
jD |
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Universal Mechanics
Forward Throw
Forward Throw 5B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.4/5B+C |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
Sonic Sabre
Sonic Sabre 236A/D |
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Air Sonic Sabre
Air Sonic Sabre j.236A/D |
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Crusade Seraphim α
Crusade Seraphim α 623B |
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Crusade Seraphim β
Crusade Seraphim β 236C |
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Crusade Seraphim γ
Crusade Seraphim γ 236B |
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Valkyrie Astraea
Valkyrie Astraea Crusade Seraphim ß/γ ~ 6D |
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Stance Cancel (CS)
Stance Cancel (CS) Crusade Seraphim (Hold) ~ A |
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Aegis Blade
Aegis Blade 623C |
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Stance Cancel (AB)
Stance Cancel (AB) Aegis Blade (Hold) ~ A |
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Noir Edge
Noir Edge j.236C |
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Strike Fall
Strike Fall C.Seraphim α/A.Blade/N.Edge ~ D |
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Mirage Thruster
Mirage Thruster 214A/B/C/D, j.214D |
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Distortion Drives
Justice Phorizer
Justice Phorizer 236236C |
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Slaver Trans-Am
Slaver Trans-Am 632146D |
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Astral Heat
Judge Of Destiny 632146C |
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Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
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The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Note: This section is under construction!! Please check back soon!
Combo Notation Guide: |
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Midscreen (Normal Mode)
Normal Starters
- Crouching only
Short Starters
(Short starters include 5A, 2A, j.A)
Throw Starters
Other Starters
Corner (Normal Mode)
Normal Starters
Short Starters
(Short starters include 5A, 2A, j.A)
Throw Starters