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Izanami is an offensive powerhouse with a multitude of options to open the opponent up and start her turn. Between her powerful Drive, great mobility and abundance of tools, she can go from an evasive zoning playstyle to a relentless rushdown character. With a strong okizeme, terrifying mixup options and an unique Passive Super ArmorBBCF Izanami Mujuu no Tate Activate.pngGuard:
special, few can match Izanami's offensive prowess.

Izanami also has a unique movement system. In place of a double jump, Izanami can float, giving Izanami unique movement options and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and is unable to block while her Drive is active. Played optimally, Izanami can be mechanically demanding, but at lower levels her kit is still rewarding and fun.
Izanami is a powerful character boasting unique movement, strong mixup options, and a unique armor-granting special. However, she requires tight execution to play properly.
Pros Cons
  • Versatility: The ability to change between rushdown and zoning allows for a versatile playstyle.
  • Strong Neutral: Great mobility between her moves, backdash and unique float mechanic. Her Drive also offers excellent space control and approach tools.
  • Corner Carry: Great corner carry complements her ability to convert well from stray hits.
  • Amazing Pressure: Can lock down opponents with her float, Drive and unique armor-granting special very easily, which transitions right into her close-range gameplan.
  • Powerful Okizeme and Mixups: Strong oki capable of shutting down many options through Orchid and Shield of Dreams. From there, Izanami has a wide array of options to open up the opponent.
  • Plus frames whenever I like: Her drive moves effectively make almost all moves plus on block whenever her Sharin is ready.
  • Barrier reliant: Due to Shield of Dreams, Danger State is more frequent. That also makes her weak against Crush Trigger as it drains her barrier.
  • Double-Edged: Izanami gains powerful options in Active Mode, but loses her ability to block. Shield of DreamsBBCF Izanami Mujuu no Tate Activate.pngGuard:
    can temporarily remediate this problem, albeit not without its issues.

Drive: Sharin (Exodus Arc)

Izanami's drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed "bits") that float behind her. She uses these to block and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button:

  • Normal Mode: In this mode, she has access to unique followups on her C normals, gains access to j.2C, and can block normally.
  • Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama:
    • Izanami loses the ability to do C normal followups and, most importantly, she loses the ability to block normally (Including barrier and instant block). She can still throw reject normally.
    • She gains the ability to shoot bits with 1/2/3D, 4D and 6D; these can all be activated independently of whatever Izanami is doing (Except during Distortion Drives, Exceed Accel and Astral Heat)
    • Special Drive moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.
    • There is a short recharge time before the bits reappear after using them in any Drive move. During this time she cannot perform actions that require bits or switch back to normal mode.
    • Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return.
    • Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current drive attacks, but not end active mode.
    • If Izanami is hit, Active Mode immediately ends (Meaning she will be able to block normally once the combo against her finishes).

Due to being unable to block during active mode, it is extremely important to be careful with your spacing, blockstrings, backdashes and use of Shield of dreams, as you can easily put yourself in positions where your opponent can hit you with their reversals, in particular Guard Cancel Overdrives, with no way to prevent it on reaction.

Overdrive: Zekkai (Arc Force)

Upon activation, her Exodus Arc stops any action and returns to Izanami's back in Normal Mode, even if it is recharging.

During overdrive, Izanami has full access to the abilities of both modes at the same time and shortens the recharge time on her D attacks and specials, allowing her to use routes from both Normal Mode and Active Mode at the same time. However, there are limitations: Her Exodus arc weapon cannot do two things at the same time. For instance, if she uses 6D, she cannot use her C followup attacks nor block until the projectiles have disappeared from the screen. The Overdrive Activation does not instantly return Izanami to Normal Mode either, meaning that if Izanami is in Active Mode and activates Overdrive just before getting hit, she may still be unable to block the move after activation.

Unique Ability: Float

Instead of a double jump, Izanami can float by pressing jump while in the air. The float time is based on her height; when at near-maximum superjump height or above, it is 42F, at slightly above normal jump height it is 120F and below that is is 240F, meaning that only heights above normal jumps have shorter duration. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and 6A. Float state cannot be performed again without landing first. After hitting a throw of any kind while in float state, Izanami current float timer will be set to 60F if it was less, usually giving her just enough time to perform the throw.

During float, Izanami has access to her ground moveset: she can use all her ground normals, specials and any system mechanic, however, there are some details:

  • She is still considered airborne for its duration;
    • Moves that need to be barrier blocked in the air still need to be barrier blocked
    • She will avoid moves require the target to be grounded, such as most throws;
    • Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all.
  • With the exception of throws and projectiles, all her float strikes have their guard value changed to "All" (meaning that you can block it in any way) and are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them).
  • While she is airborne, she still experiences friction the same as when she is standing, so things like dash momentum and external forces like Kokonoe's Gravitron and Tager's Magnetism will feel more like they do when someone is grounded.

Aside from the float timer running out, there are other ways to end float. By pressing jump while in float, Izanami will do a short hop before falling to the ground, while using a super jumpQuickly pressing down before jumping instead will make Izanami fall much faster. These two methods can be used while pressing forward or backwards to manipulate where Izanami will fall, and they can be used to cancel any float normal into an "unfloat", negating Izanami's recovery (e.g., hitting a 3C during float, using a super jump to unfloat and then continuing with a j.B); however, that is only possible if the move touches the opponent, and cannot be used on whiff. There are also three moves that can end float if used during it: 6A, 6B and 214B. Float will also end immediately if Izanami blocks an attack or gets hit, in which case she will still be treated as airborne. Additionally, ending float refreshes Izanami's air dash, allowing her to use a sequence such as Air Dash > Float > Unfloat > Air Dash.

Normal Moves


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 4 8 0 B
  • Does not cancel into itself
  • Whiffs on most crouchers

One of Izanami's few jump cancellable normals on block. The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with 5A whiff > Throw.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 Mid 8 5 18 -6 B
  • Hurtbox fully extends on frame 8, while Hitbox reaches full size on frame 10

Quick and far reaching poke, similar to Ragna's 5B. Leads to solid damage, but does not convert very well from max range. Can be used either as a footsies tool or an air-to-air during float.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
840 Mid 11 3 24 -10 B
  • Surprisingly quick 5C
  • Reaches farther than it looks, as Izanami moves forward before attacking
  • Fairly high recovery

One of Izanami's key normals, its great stats and numerous cancel options makes it very versatile both in combos and pressure. 5C is one of Izanami's best starters and a great punish tool.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 13 11 Total: 37 -8 P
  • Only available in Normal Mode
  • Makes 5C slightly safer, but there's a reversal window if 5C is instant blocked
  • Can only be special cancelled, unlike the impressive array of cancels 5C has

Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 9 0 F
  • Does not cancel into itself
  • 2A~88 into float is +3 when executed as soon as possible
  • A small delay (at least 4 frames) is need to go into float off 2A, either 8 > wait > 8 or wait > 88

Faster than the average 2A. Because it can't cancel into itself, standard 2A > 2A stagger pressure will lose to instant blocks. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block, often used in her more advanced pressure.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 Low 9 6 24 -16 F
  • Slightly slides Izanami forward
  • Can low profile moves to an extreme extent
  • Fairly high recovery

Izanami's main low normal, has great speed and range. 2B lowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
880 Mid 19 3 27 -11 F
  • Fatal Counter
  • Izanami's best move to punish DPs
  • Occasional frame trap

A very powerful punish tool, a Fatal Counter 2C allows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to 5C and requires you to be much closer to confirm well from it, making it less pratical overall.

It can be used occasionally as a frame trap and pressure reset due to being able to cancel into 2CC and 5C > 2C having a natural gap of 3 frames, but it's very vulnerable to OD. 2C has a very high recovery, and although it can cancel into 2CC on whiff, it is normally too slow to prevent a punish from the opponent.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 21 6 37 total 0 to +5 P1
  • Only available in Normal Mode
  • Vacuums the opponent and spins on hit
  • Potentially plus if it hits close enough

The frame advantage can vary between 0 to +5 depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with 214B for immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
770 Mid 10 4 22+5L -14 B 7~13 H
  • Main anti-air and launcher
  • Gatlings from most of Izanami's normals
  • Cancels float if used during it
  • 6A~8 into float is -1

Izanami's dedicated anti-air, has a fairly fast startup and good range. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. It's also a staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
980 High 25 4 21 -6 B 9~24 F
  • 110% bonus proration
  • Airborne for a few frames during startup
  • NOT an overhead during float
  • Cancels float if used during it

Mostly used in the corner as a mixup or to add damage, needs Drive or other resources to convert well midscreen. Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×2 Low, High 21 3 (9) 3 34 -18 F, B
  • Hits low first, then overhead second
  • First hit will launch, second hit will either ground bounce if airborne or crumple if grounded
  • Can be jump cancelled on the first hit, but not on the second

A staple in corner routes, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 All 17 6 43 total -8 P1
  • Only available in Normal Mode
  • 110% bonus proration
  • Knocks opponents downwards
  • Cannot be used on block

Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a 6C.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 14 9 33 -23 F
  • Great combo filler and pressure tool in float
  • Ground version has no cancels on block
  • Immense recovery

Izanami does a slide very close to the ground while striking with her horn. This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H
  • Main move for F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. mix-ups
  • Can be repeated indefinitely

Standard aerial jab. Falling j.C > microdash Rising j.A is one way to setup a F-Shiki that hits most of the cast and can be converted with relative ease. Can be used over j.B during float mixups if the height is too low for it at the cost of some damage, but it won't work on extremely low heights.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
560 High/Air 9 6 12 H
  • Primary air to air when not floating
  • Great range with low recovery

Your preferred overhead during float mixups, due to being much faster than j.C while being a better starter than j.A. Its hitbox allows j.B to be used for crossups or, if the character is tall enough, an F-Shiki.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 600 High/Air, All 13 5(8)6 11 H, P1
  • Second hit is only available in Normal Mode
  • Second hit is automatic, unlike other Drive follow ups.
  • Second hit cannot be float cancelled

The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up mixups. The second hit, on the other hand, is scarcely used.


Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×3 [×12] All 13 4×3 [x12] 16 H
  • Only available in Normal Mode
  • Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use
  • Can hit either 3 times on button press or 12 times if held for long enough

Sees use at the end of Time Stop combos.

Drive Moves

With the exception of 5D, All drive moves may be performed at any time while Active Mode is enabled and her Sharin is available. (Note that being hit disables Active Mode immediately)

5D (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Ground: 27
Air: 30
  • Briefly halts air momentum
  • In Normal Mode, works with any directional input (e.g, 2D)
  • Activating Active Mode can be done with any direction, Deactivating it must be done with direction neutral (mostly because holding other directions will activate an attack, but even pressing 8D will do nothing at all, even though there's no moved mapped to that)

Switches between Normal and Active Mode. The brief air stall allows it to be used situationally as an anti-air bait.

1D/2D/3D (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400 per shot All 10 P1
  • Only usable in Active Mode
  • Disappears if Izanami is hit

Shoots the bits at a downward angle. Covers a lot of space, but generally only useful while airborne.

Covers a lot of space. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches.

Shoots the bits at an upward angle. Covers a lot of space, very useful when trying to zone from the ground. The lowest bit can cover grounded opponents while the other bits can cover aerial approaches very well.

6D (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400×3 All 37 P1
  • Only usable in Active Mode
  • Disappears if Izanami is hit
  • One singular projectile that hits three times
  • Aims at opponent's position at startup

Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, there is a small delay before they start moving, allowing for different approach, pressure and combo options.

4D (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400 per shot All 10 20 P1
  • Only usable in Active Mode
  • Disappears if Izanami is hit
  • Can hit behind Izanami, but does not travel fullscreen

Her most general purpose drive move. Can be used for a variety of things, such as countering anti airs and extend pressure.

Universal Mechanics

Forward Throw


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw 7 3 23 T
  • 100% minimum damage
  • While floating, catches airborne opponents instead of grounded opponents
  • Hard knockdown

Izanami grapples the opponent before slamming them on the ground. A solid forward throw, can be converted with something as simple as 5B > 5C > air string. If used while floating, you can float cancel from it, allowing you to confirm while relatively high from the ground.

Back Throw


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw 7 3 23 T
  • 100% minimum damage
  • While floating, catches airborne opponents instead of grounded opponents.
  • Always wall bounces regardless of positioning

Izanami grabs the opponent and tosses them backwards before striking with a claw swipe. Can be easily linked into 5C > air string while midscreen or cancelled into 41236C with your back against the corner, but the latter will not work against Rachel and Kagura. Although it can be used during float and float cancelled on hit, converting from it can be very ankward and it is not widely used. Mostly useful to change sides when cornered or close to it.

Air Throw


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw 7 3 23+3L T
  • 100% minimum damage
  • Replaced with her grounded throws while Izanami is floating

Kicks the opponent downward and ground bounces. You can cancel this into float immediately to followup.

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 32 -16 B 1~20 All

Standard counter assault, uses her 5B animation. Can lead to an extremely short combo if used during Overdrive.

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Great horizontal reach
  • Crumples on ground hit
  • Wall bounces on air hit, wallsticks in the corner

Mostly used to continue a combo when Izanami is too far to use 6A. Can also be used to increase the damage of a punish or as a situational mixup. Because of Exodus Arc, Izanami is one of the few characters that can reliably combo from a uncharged Crush Trigger guard break midscreen, adding yet another option to her wide array of tools.

Special Moves

Flaming Dome

41236C (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
See notes All 15 P1
  • Combo ender and situational neutral tool
  • Incredibly active move, even after exploding
  • Hold down C to charge it, up to Level 4
  • Hold backwards to release it closer to Izanami

Holding down the button increases the fireball's size, damage and number of hits, up to four levels. On release, the fireball slowly descends and explodes on the ground. Worth noting is that the fireball is still active while Izanami is preparing it above her head, a feature exploited in a number of her combos. Functions mostly as a great combo ender, allowing Izanami to set up both Shield of Dreams and Orchid with ease. It may also be used in neutral to annoy your opponent, depending on the match up.

Thunderbolt Lance


Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1200 All 25 4 16 -2 B
214B 1000 Low/All 28 12 16 -9 F


  • Izanami disappears for a split second, then performs a palm thrust
  • Blows the opponent back
  • Wall bounces in the corner
  • Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown

214A is mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed button or as a combo ender, so long as the opponent is not too high.


  • Izanami disappears for a split second, then performs a sliding kick
  • If used while Izanami is floating, she will reappear on the ground
  • Frame advantage may vary depending on how late it hits
  • Harder to confirm off an air hit, needs Drive or RC

214B is one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. However, it's slow and unsafe on block in most distances, needing either Drive or Rapid Cancel to make it safe.

While Izanami disappears briefly in both versions, she still has a hurtbox. 214B in particular has a hurtbox while descending if done from floating, which is why it can be beaten by buttons that it would otherwise low profile.

Ghost Peak Strike


Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 14 10 Total: 45 -1 P1
  • Decent combo tool
  • Somewhat safe way to end pressure
  • Crumples on Counter Hit

Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus.

Arms of Sympathy


Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 14 Until L 5 H
  • Briefly halts air momentum before diving forward
  • Cancels into Float on block and on hit, but keeps land recovery when touching the ground

Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great not only for covering approaches from above and stopping jumpouts in response to your approach, but also to bait anti air attacks. In combos, mostly sees use as part of combo enders.

Distant Affection


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1000 Throw 13 3 40 T
  • Command Throw
  • On successful hit, she recovers 500 health and 30% Barrier Gauge. Reduces Opponent's Barrier Gauge by 20%
    • These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal.
    • Barrier gains and losses do not apply for that character if they are in danger state.
    • May inflict Danger State if opponent runs out of barrier
  • Will hit airborne opponents instead of grounded ones during float
  • Removes shield of dreams on the first frame of startup.

A command grab where Izanami grabs the opponent and brutally bites them.

Could be considered the cherry on top of Izanami's other offensive options since getting in to do a throw is made easy with shield of dreams active and this move then gives back a portion of barrier to perhaps use Shield of dreams again later. However, since Shield of dreams is removed on activation rather than hit, you can also still be hit out of startup to this move. Leads to a full combo with Rapid Cancel or Drive.

Shield of Dreams


Damage Guard Startup Active Recovery On-Block Attribute Invuln
  • Creates a passive guard point that blocks Head, Body, Foot and Projectile attribute attacks for a short time
    • Disables all other forms of invulnerability Izanami may gain for its duration, for example, Izanami can be thrown during the startup of her Exceed Accel while Shield of Dreams is active.
  • Appears on Frame 17
  • Spends 2000 barrier units and consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the moves mentioned below is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted. Drain is paused during time stop.
  • Once all barrier is depleted, Shield of Dreams Izanami enters Danger State as normal. Shield of dreams will continue to be in effect until Izanami ends her current move, if any.
  • Behaves like a guard point on Strikes and Projectiles. Izanami will experience hitstop from moves, but no blockstun
    • All blocked hits consume approximately 10% barrier.
    • Crush Triggers do not drain additional meter
    • Multi hit attacks will drain for each attack blocked.
  • Ends immediately if Izanami is hit by something that Shield of dream does not protect against. That is; throws (Even otherwise blockable throws), throw rejects (Either way around) unblockables and bursts.
  • Disppears when activating Distant AffectionBBCF Izanami Jiai no Yuu.pngGuard:
    , BulwarkBBCF Izanami Mujuu no Tate Deactivate.pngGuard:
    or Eternal DarknessBBCF Izanami Tokoyo no Yami.pngGuard:
    7+(30 Flash)+15
    or successfully hitting Stake of SupremacyBBCF Izanami Hazen no Kui.pngGuard:
    4+(30 Flash)+3
    or Melancholy Death (Arc Drive)BBCF Izanami Hazen no Kui.pngGuard:
    4+(30 Flash)+3
  • Disables Izanami's ability to block normally for its duration. This is generally only relevant when trying to block bursts, however there are other examples such as blockable throws. Inputting barrier block will give you 5B or 2B instead.

A very powerful tool that allows Izanami to force a degree of respect from the opponent. Specially effective to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but depends on the match up and situation. Many characters can attempt to flee until your barrier runs out, leaving you much more vulnerable. Also remember that you still don't get to act with total impunity, throws, unblockables and multihit attacks will defeat the shield, so it's still important to respect these options when pressuring your opponent. If necessary, Izanami is able to block normally the instant the shield ends, subject to normal restrictions.

Managing your barrier gauge is a vital part of Izanami's gameplan. The more barrier you can preserve between uses, the more you may use it in between blockstrings and continue forcing the opponent to respect. However, if your barrier is too low, Izanami won't be able to make much use of it; in such case, it might be better to willingly enter Danger State, as barrier regenerates faster during it. If extremely necessary, you can activate Overdrive as a last resort to remove Danger State immediately and regain whatever barrier that you may have had regenerated.


623B during Shield of Dreams

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950 All 12 24 6 -9 P 1~15 All
  • Invincible from frames 1-15, becoming vulnerable on frame 16
  • Unusually long active time
  • Grants 10% Barrier on successful hit, even during Danger State
  • Leaves opponent in untech until they hit the ground

Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as 6B in midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster.

Although it is similar to most invincible reversals, it's not used as one for the most part due to the need of setting up Shield of Dreams beforehand. It can still be used to avoid certain attacks if timed properly.



Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 68 [64] 12 Total: 36 [0] P1
  • Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.
  • Can be held down to delay the attack up to 94 frames
  • Tracks the opponent for most of its startup frames, can still miss if the opponent is moving fast at the right time.
  • Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)
  • During Active Mode, Izanami can use this move while performing other actions
  • Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.

A good move to force your opponent to either block it and allow Izanami to approach or move around to avoid it. It is also a great combo tool due to its great damage, P2 and untech.



Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×6 All 22 [10] 101 Total: 67 [0] P1
  • Remains active until the end of active frames unless it hits 6 times
  • Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend
  • Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)
  • During Active Mode, Izanami can use this move while performing other actions
  • Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.

A very powerful Okizeme tool in Active Mode, capable of catching many wake up options while keeping a safe distance. Can be used as combo filler during a Flaming Dome ender to increase its level and also functions as a good pressure extension.

Distortion Drives

Stake of Supremacy


Damage Guard Startup Active Recovery On-Block Attribute Invuln
800, 500×3, 0, 2500
[800, 500×5, 0, 2800]
All 4+(30 Flash)+3 4 32 -17 B 1~10 All
  • Great round-ending super and Izanami's main reversal
  • Short ranged, but very fast and invincible from startup until end of active frames
  • Relatively low recovery makes it harder to punish
  • Minimum damage 960 (1220 during OD)
  • Drive attacks cannot be used during the animation.

Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner.

Very easy to combo into due to its very fast startup and various options to cancel from. While a great reversal on its own, it can be made much harder to punish with the additional cost of Overdrive as it allows to keep the opponent at bay while Izanami recovers, serving as an alternative to DP > Rapid Cancel. The first hit can be RC'd on block; on hit, you can only RC the final hit.

Hour of Nihility


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 150×2 [0, 250×2] Throw 7+(30 Flash)+0 6 52 T
  • A Super Command Grab that goes active during the superflash, meaning they can't avoid on reaction
  • Very long recovery on miss and counterhit state during this time, missing this will be very painful indeed.
  • On hit, time is frozen for 3 seconds (5 in OD). During this time, the opponent is completely unable to do anything while Izanami can move freely (They're effectively stuck in hitstop and locked in place for the duration of the move)
    • Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss
    • Any move that may still be active during it, such as Doll moves or projectiles, cannot hit Izanami
    • All hits during frozen time are considered one combo and cannot kill the opponent
    • Burst is locked for the whole duration
  • During time stop, the round timer is frozen. Most gauges will neither increase nor decrease during it, such as Burst and Rachel's wind
    • Exceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier
  • After the time stop duration expires, timestop does not end immediately. Instead, control is taken from the Izanami player and Izanami will perform a taunt animation the first moment she can. (In other words, she will wait until whatever move she is doing completes)
    • The taunt animation deals 100 damage and ends all timestop effects on hits, this 100 damage can end the round.
    • Using Taunt manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough.
    • Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage.

A situational but powerful command grab super. Lacks any sort of invulnerability and is unsafe on whiff, but has a very fast startup and can lead to great damage. Especially terrifying considering Izanami can use it while she has Shield of Dreams, as the opponent may be inclined to stay on the defensive during it. Because the Overdrive timer will freeze during it, Izanami can deal very high damage with its OD version. She can also use OD during a regular time stop, but the extra damage won't be as high and is generally only worth it to end the round.

Moment of Benevolence

720A (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 Unblockable 241 [181] 1 64 Burst 241~305 [181~245] HBFPT
241~241 [181~181] Burst
  • Izanami gathers energy before freezing time for around 6 seconds
  • Requires 100% heat. Heat is only consumed when the move goes active
  • Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground
  • Fullscreen unblockable that beats most types of invulnerability. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dash
    • However, due to the recovery being fully invulnerable, it's not possible to truly punish it
  • Timestop works the same as Hour of Nihility, including the fixed 100 damage at the end
  • Overdrive version reduces startup time by 1 second
  • Counterhit state for the entire move

Highly matchup specific move. Best used in conjunction with Exodus and Shield of Dreams to make it harder to interrupt. Works best against slower characters, as characters with high mobility can quickly close the distance and punish the attempt, while those with long range moves may be able to stop it if she hasn't put up Ribcage. Some characters can also just avoid it with certain tools, such as Nine's teleports. Due to its nature, the position of the opponent may vary when it hits, and as such the damage you can get from it will vary.

Exceed Accel

Melancholy Death (Arc Drive)

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 2400
{600, 5100}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent.

An invulnerable reversal that uses Overdrive instead of Heat. Izanami moves slightly forward during its activation, making it a little bigger than it seems. Can lead to decent oki when the opponent is in the corner. Although Izanami can't use her Drive during the Exceed Accel, she can use the bits before the move itself (so long as you don't use the hold version), which may allow her to inflict additional damage or make a blocked EA safer. However, it's still a very telegraphed move and can be punished severely if misused.

Astral Heat

Eternal Darkness


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 0, 35000 All 7+(30 Flash)+15 18 81 -78 B 1~39 All
  • Immediately calls Izanami's bits back to attack, cancelling any Drive attack/special and Shield of Dreams
  • Small horizontal hitbox around Izanami's entire Body, but great reach upwards
  • Very long active time, and even longer invulnerable time

Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed.

Very practical Astral with an unusually long lasting hitbox. Because it combos from 3C, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome.

Combos Directly From:

  • 2CC (Ground hit)
  • 6C
  • 6B
  • 3C
  • Forward throw (Ground and Low Height float only)
  • Back Throw (Always)


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External References


Ambox notice.png To edit frame data, edit values in BBCF/Izanami/Data.

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