BBCF/Izayoi

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Overview

Overview

Izayoi plays between two modes: Her defensive Normal Mode, and her offensive Gain Art Mode. In Gain Art Mode, Izayoi has a strong damage potential, powerful mixup, and amazing movement options. By balancing these two modes properly, Izayoi can switch from patient neutral play to aggressive rushdown. While Normal Mode has average movement options and relatively low damage, she reaps the reward in Gain Art Mode. One of Izayoi's trademark features is her huge toolset. From a projectile, to stance cancels, to various plus on block normals, Izayoi has a variety of tools for any given situation.

While Izayoi is a strong character, she requires quick decision making and good game sense. She has many tools, but they often fit specific situations. This can make it difficult for newer players to learn Izayoi, and can give experienced players a hard time with their decision making. Generally speaking, Izayoi is average difficulty to pick up, but hard to master. Should you decide to take it up a notch, Izayoi has a high skill ceiling and rewards dedicated players with amazing mixup tools and damage.
Playstyle
Izayoi is a high execution character boasting strong mixup, and flexible tools with her Gain Art Mode.
Pros Cons
  • Powerful Normal Mode Neutral: Izayoi has a great set of tools for controlling neutral in Normal Mode with the bonus of being uniquely rewarding on hit and block.
  • Insane Gain Art Mixups: Her hoverdash in Gain Art lets Izayoi viciously pick apart even the most defensive players with constant high/lows.
  • High Mobility: Gain Art's unique dashes and D teleport along with Normal Mode's regular teleports give Izayoi incredible control over where she is on the screen.
  • Potent Okizeme: Izayoi's okizeme in Gain Art is simple and strong. Every combo ends in a knockdown, which gives a high/low mixup or a safejump.
  • Strong Defense: She has access to a meterless reversal and is generally very strong in scramble situations.
  • ※ Unorthodox Anti-Airs: Izayoi does not have a head-invulnerable normal. While she does have good anti-airs, her only truly invincible one is 623B which is hard to get out in a pinch.
  • ※ Resource Reliant: Not having Zero Weave stocks stops Izayoi from using Gain Art effectively. Her knockdown tools are all tied to stocks and running out of them makes her life very difficult.
※ These cons are more relevant for beginner and intermediate level play than for high level play.

Drive: Scarlet Justice

Izayoi's Drive allows her to enter an alternate mode called Gain Art (GA for short) that changes her C normals, and gives her new dashes, special moves (all using the D button), and extensions to existing special moves. Izayoi changes modes by pressing 5D/2D/j.D. While in Gain Art Mode, Izayoi gains tremendous mix-up and pressure potential, contrasting the defensive style of her normal mode. However, there is a limit to Gain Art Mode.

Izayoi has a unique gauge called the Zero Weave Gauge. This gauge has 8 stocks that Izayoi must spend in order to perform Gain Art-only specials and Gain Art extensions. Izayoi gains stocks by landing special moves during normal mode. On hit, each special generates 2 stocks. On block (Including Guard points), each special generates 1 stock. Keep in mind that Izayoi does not need any stocks in the Zero Weave Gauge to change modes. Special move extensions in GA 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!

Izayoi's movement options greatly change in Gain Art Mode. Izayoi gains new air dashes and new ground dashes. In GA, Izayoi has 2 air options, but cannot double jump after using an airdash. On the ground, both of her dashes become Hover dashes. Inputting a dash will cause Izayoi to immediately fly up into the air at an angle. This prevents Izayoi from microdashing her normals, but gives her unparalleled mixups. Izayoi's ground dashes do not consume air options. This means that Izayoi can use unique movement like Backdash > djc > Airdash. Izayoi's air dashes also become Hover Dashes, and she can can use an air option to cancel them into each other, or jump.

Overdrive: Freedom Justice

Izayoi's Overdrive provides several buffs: Izayoi passively gains stocks, her Distortion Drives become stronger, and her Gain Arts specials receive several buffs.

Depending on Izayoi's mode, she gains stocks at different rates. Remember, In OD Izayoi can still generate stocks by hitting an opponent with a special, or forcing them to block a special.

  • In Normal Mode, Izayoi gains 1 stock/ ~.67 seconds (~40F)
  • In Gain Arts, Izayoi gains 1 stock/ ~1 second (~60F)

Like other characters, her Distortion Drives become stronger during Overdrive as well:

  • Justice Phorizer increases in range and damage
  • Slaver Trans-am lasts approximately twice as long.

Overdrive also strengthens her existing Gain Art specials, opening up new combos and pressure.

BBCF Izayoi Nameplate.png
BBCF Izayoi Portrait.png
Health:11,000
Prejump:4F
Backdash:Normal: 22F (1~5F Inv All)
Gain Arts: 29F (1~5F Inv All)
Unique Movement Options:2 Air Dashes (during Gain Arts)
Hover Dash (during Gain Arts)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (6F whiffs crouchers)
2A (7F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623C (15F)
236236C (7F)
Fatal Starters:2C
6C
6C (GA)
3C (GA)
236B/C > 6D

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 9 0 B
  • Whiffs on most crouching hurtboxes.

Relatively standard 5A. Izayoi's fastest move, and is used to pick up from some air combos. Also useful as an anti-air in a pinch, particularly against IADs. 2A makes for a better pressure tool than 5A overall, limiting its use.

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
640 Mid 10 6 18 -12 B
  • Izayoi’s main poking normal.

This move is capable of tagging most characters from round start positions. It is not infallible as it can be low profiled and extends Izayoi’s hurtbox, but these are downsides that can be played around. This normal is incredible and is the core of Izayoi’s ground game alongside 2B and NM 2C. Can be confirmed into 236B or 236C at any range. Commonly cancelled into Sonic Sabre for pressure.

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 12 6 20 -9 B
  • Advances Izayoi forwards.
  • Jump cancelable on hit only.

A strong normal for confirming 5B hits in Normal mode due to its forward movement. Also used often in her combos, as it moves her close enough to end them with 623C or jump cancel into a GA transition combo.

5C (GA)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 9 3 15 -1 B
  • Functionally a “close” normal.
  • Izayoi's only jump cancelable C normal on block.

This normal does it all while packing a punch. Solid base damage, prorates well, and opens up a good amount of combo and pressure options. Cornerstone in Gain Art combos, usually being used to combo into 2C against crouching opponents or into an air combo on airborne ones.

5C also plays a huge role in GA pressure, allowing Izayoi to close space with an IAD if necessary. Its frame advantage being so good can let Izayoi steal a turn, especially considering the Gatling into 2C. More on that normal later.

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low 7 3 8 1 F
  • Gatlings into itself on hit, block, and whiff.
    • Only two can be used per string.
  • Plus on block. (!!!)
  • Very small hurtbox at the tip of her foot.

Standard speed for a 2A, but comes with good reach and a bunch of other great properties. It's also a low. Like most 2As, this cancels into throw, but it's often better to go for 5Aw> BC to TRM an opponent.

Being +1 on block for a 2A is amazing for Izayoi’s pressure and it hitting low is the icing on the cake. It is much easier for Izayoi to threaten a throw (or a hover dash pressure reset in GA) than most other characters.

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 9 2 18 -6 F
  • Strong non-attribute low-profile.

A bit similar in usage to 2A, but comes with a bit more startup and extra range. 2B is an excellent button overall and is useful in both modes. It will go under a surprising amount of pokes, as well as being a passable anti-air. 2B leads to combos that are about the same as 2A due to them both being S starters, but 2B will lead to better damage due to better scaling.

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
830 Mid 12 6 15 -4 F
  • Forces Fatal Counter on counterhit.
    • Staggers on counterhit.

A staple of Izayoi's ground game in Normal mode. Extremely good disjointed hitbox, low hurtbox, and a high amount of active frames makes this move very difficult 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 a Stance cancel. Wins trades for free and is a great counterpoke to boot. The stagger is long enough that Izayoi can switch modes and hoverdash in at pretty much any distance.

2C (GA)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750×2 Mid 18 3(6)3 11 5 F
  • Vacuums opponents on block.
  • Forces Fatal Counter on counterhit.

Izayoi’s scariest normal by far. 2C is always plus, no matter what defensive option the opponent picks. She can use it quite often as it frame traps both from and into 5C. Being two hits, keen opponents will be able to react to the first hit and IB the second. If that happens Izayoi can still frame trap with 2A, as 5C will lose to 5 and 6 frame jabs.

2C is also amazing as a combo tool as it deals huge damage and scales only once. Izayoi can easily combo into it with a counterhit or if 5C hits a crouching opponent, which helps her hoverdash mixup damage. If they got hit, they were crouching!

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Mid 12 3 21 -6 B
  • Forces crouch on hit.
  • Jump cancelable on hit or block.

6A is a relatively situational normal. It’s best used early in a blockstring as an automatic frame trap from 2A. This gap is small enough that it will crush OD OS attempts into a juicy counterhit. 6A also makes for a good non-CH punish (should it come up) as it’s forced crouch state enables strong combos in GA mode with 5C > 2C.

6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6B 800 High 24 3 3+15L -2 H 4~23 F
6[B] 36 4~23 F
  • Low/throw crushing overhead.
  • Hold B to feint.
  • 110% Bonus Proration.

Izayoi's command overhead. Cancelable into air special moves and can be feigned, although feigning is vulnerable to fuzzy block/jump. Only gatlings from 2C and GA 5C. Not very useful as a mixup tool but makes up for that with its bonus proration.

If Slaver Trans-Am is active, the bits still attack even if the move is feinted.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
6B Normal 80 92 4 -
6[B] - - - - -

6B:

  • Airborne from frame 8
  • Slaver Trans-Am bit attack occurs on frame 10
  • Bonus Proration 110%
  • Game checks input on Frame 3, if B is held, 6[B] version is performed instead


6[B]:

  • Airborne from frame 8
  • Slaver Trans-Am bit attack occurs on frame 10

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 19 3 30 -14 B 4~10 B
  • Frame advantage with stance cancel.
  • Forces Fatal Counter on counterhit.

This move can close a lot of space mid pressure, especially in conjunction with 5C. 6C is Izayoi’s only normal that is plus (+1 specifically) on normal block after being stance cancelled and is a natural frame trap after her B and C normals. This normal also makes for a decent combo starter, but it’s more useful for gaining Zero Weave stocks than going for max damage.

6C (GA)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 20 3 17 +1 B
  • Forces Fatal Counter on counterhit.
  • Jump and special cancelable on hit only.

Gain Art 6C provides similar advantage to Normal Mode 6C stance cancel during pressure. The hitbox goes very high which helps with her combos and for tagging far jump outs in her pressure. 6C can only be comboed info from 2C on crouching opponents and from her B and C normals on counterhit, limiting its use as a launcher.

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 12 3 21 -7 F
  • Knocks down on hit.

Not very useful. It’s an extra low but using it ends Izayoi’s turn as her only option is to special cancel it afterwards. The knockdown also hurts her combos after as 236B loses the hard knockdown needed to continue the combo after.

3C (GA)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 16 6 21 -10 F
  • Forces Fatal Counter on counterhit.
    • Hard knockdown on counterhit.
  • Special cancelable on hit only.
  • RC/Overdrive cancelable on hit and block.

3C is a high risk, high reward combo starter. Izayoi needs resources to make herself safe if it’s blocked up close, but it will be safe at max range. 3C hits low and travels around half screen while beating most common answers to her hoverdash pressure. It’s also the exact same startup as her fastest possible 66j.A which can trip up opponents that are expecting the overhead.

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 6 3 9 H
  • Great range for an air-to-air.
  • Fastest hoverdash j.A is 16 frames.

j.A is a staple air-to-air tool, boasting only 9 frames of recovery alongside 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 very low risk.

j.A is Izayoi’s fastest air normal out of her GA hoverdash and the only way she can get two overheads out of the shortest possible dash. Mixing between j.AA and j.A > 2A is very difficult to block consistently, especially if Izayoi uses her other air normals alongside it.

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 10 6 15 H
  • Great horizontal range.
  • Tricky cross-up hitbox.

Strong mixup tool while still reaping the rewards of a good combo starter rating. Gatlings back into j.A for a falling 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. 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 Izayoi.

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 12 3 18 H
  • Great vertical range, can beat out many anti airs
  • Can allow for relaunch combos if hit with the top of hitbox

j.C 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 j.C a big part of Normal Mode play. Midcombo, it can set up a knockdown or relaunches.

j.C (GA)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 12 5 21 H
  • Enormous hitbox
  • Sets up 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. 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, F-Shikis, 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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 23
2D 24
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
24
  • 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

Ground Throw

5B+C or 4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw(70) 7 3 23 T
  • 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.

Her back throw is 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw(120) 7 3 23+3L T
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 16 4 27 -12 B
  • 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)

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
  • 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)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 800 All 20 Until Offscreen Total: 43 -3 P1
j.236A 800 All 16 Until Offscreen Total: 45+6L P1

236A

  • Versatile neutral and pressure tool.
  • 0 on block at max 5B range.

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. Reasonably safe 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.


j.236A

  • Great air-to-ground neutral 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. 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. Great for stuffing anti-airs and approaches while gaining stocks, but still has the same small hitbox as the grounded version.

D Sonic Sabre

236D (Air OK) during Gain Arts

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D 600 per shot All 20 Until Offscreen Total: 42 P1
j.236D 600 per shot All 16 Until Offscreen Total: 45 P1

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 214D 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 her to force the opponent to block and/or eat a mixup.


j.236D

  • Consumes 1 Zero Weave stock.
  • Cancelable into 214D on hit, block, or whiff.
  • OD version shoots 5 swords.

Similar to ground D Saber except swords are angled downwards. An incredibly versatile projectile with a great angle and speed for okizeme and mixups. Has less recovery than the A version and is more difficult to avoid.

Crusade Seraphim α

623B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623B 950 Mid 9~90 3 32 -18 B 4~(11~92) H
j.623B 1080 All 11 3 Until L H

623B

  • Can be held.
  • Cancelable into Strike Fall on hit.
  • Cancelable into 214A/B/C on hit or block.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D during startup or on whiff during OD
  • Counterhit is untechable until the opponent hits the ground.

Izayoi's only dedicated anti-air and decent for space control against jumps. 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 the opponent is cornered or Izayoi scores a counterhit. Its speed and angle also allow her to score stocks late in a combo when a jump cancel or 623C ender aren't available.

In Gain Art, she 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.


j.623B

  • Cannot be held.
  • Cancelable into Strike Fall on hit.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D on startup/whiff/block during OD.
  • Counterhit is untechable until the opponent hits the ground.
  • Halts air momentum when used and drops Izayoi straight down during recovery.

In Normal Mode, air Alpha is usually seen as an alternate combo ender to j.C that sacrifices a knockdown for two guaranteed stocks. Typically used in place of j.236B/236C as it technically does the most damage of the three. It can also function as a niche air-to-air as it covers space that Izayoi's other attacks, including grounded 623B, would not. It's almost impossible to combo after hitting this move in Normal Mode, and she'll only get conversions from CHs very close to the corner.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
623B Normal 80 89 3 -
j.623B Long 90 89 3 -

623B:

  • Hold button to delay
  • Press A to feint
  • During OD, can cancel into 214D from frame 4 until 16 frames into recovery


j.623B:

  • During OD, can cancel into 214D from frame 4 to frame 37

Crusade Seraphim β

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 900 Mid 11~96 3 24 -10 B
j.236C 1050 All 11 3 Until L H

236C

  • Can be held.
  • Launches opponents away on hit, does not knock down by itself.
  • Slides opponents on counterhit.
  • Cancelable into Valkyrie Astraea on hit, block, and startup.
  • Cancelable into 214A/B/C on hit and block.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D on startup 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. 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.


j.236C

  • Cannot be held.
  • Cancelable into Strike Fall on hit.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D on startup/whiff/block during OD.
  • Counterhit is untechable until the opponent hits the ground.
  • Halts air momentum when used and drops Izayoi straight down during recovery.

Seen as an alternate combo tool to j.236B in the corner, hitting higher up to account for certain characters' hurtboxes. High risk/medium reward air-to-air as it grants a knockdown with Strike Fall or a combo with 214D, but its momentum-freezing properties and inactionability until touching the ground makes it very dangerous on block and whiff.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
236C Long 90 89 3 -
j.236C Long 90 89 3 -

236C:

  • Hold button to delay
  • Press A to feint
  • During OD, can cancel into 214D from frame 4 until 2 frames before active


j.236C:

  • During OD, can cancel into 214D from frame 4 to frame 38

Crusade Seraphim γ

236B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 850 Low 14~105 3 28 -14 F
j.236B 1020 All 11 3 Until L H

236B

  • Can be held.
  • Hard knockdowns opponents on ground hit, soft knockdown on air hit.
  • Ground bounces opponents on counterhit.
  • Cancelable into Valkyrie Astraea on hit, block, and startup.
  • Cancelable into 214A/B/C on hit and block.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D on startup 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. Relatively negative on block but can be canceled into teleports and Astraea.

As a combo tool, 236B allows Izayoi to transition into another special move for stocks in Normal Mode and into an air combo in Gain Art using teleport cancels. Getting used to 236B > 214X is vital to dealing any consequential damage for Izayoi in either mode. Also keep note that both distance and combo starter change what teleport between 214A and 214B she needs to use.


j.236B

  • Cannot be held.
  • Cancelable into Strike Fall on hit.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D on startup/whiff/block during OD.
  • Counterhit is untechable until the opponent hits the ground.
  • Halts air momentum when used and drops Izayoi straight down during recovery.

Great combo tool in the corner as many of Izayoi's routes implement 6B to keep them close to the ground and avoid having to spend stocks for damage. Also used to convert off of j.A 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. as it's the only cancel from that normal that will actually combo.

j.236B is exceptionally useful after backdashing in Gain Art as it's Izayoi's fastest way to punish whiffs from that position. Like j.236C, it can either lead to a knockdown with Strike Fall or a combo with j.21D, although these both require a Zero Weave stock.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make the attack whiff
236B Long 90 79 3 -
j.236B Long 90 89 3 -

236B:

  • Hold button to delay
  • Press A to feint
  • During OD, can cancel into 214D from frame 4 until active frames


j.236B:

  • During OD, can cancel into 214D from frame 4 to frame 37

Valkyrie Astraea

236B/C ~ 6D during Gain Arts

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100
[1100, 150×4]
9 3 21 -5 B
  • Consumes 1 Zero Weave stock.
  • Follow-up move for Crusade Seraphim β and γ in Gain Art mode.
  • Forces Fatal Counter on counterhit.
  • Cancelable into Mirage Thruster on hit and block.
    • Additionally cancelable into 214D on whiff and startup during OD.
  • Can be used as a stand alone move if input as 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. Enables 6B in corner combos which boosts Izayoi's damage output. Aside from being a frame trap, Astrea RC has enough blockstun to cover a 3C/66j.A 50/50.

Stance Cancel (CS)

A while holding Crusade Seraphim

Damage Guard Startup Active Recovery On-Block Attribute Invuln
9T

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:

  • 6C: +1
  • 5C, 2C, 3C: -1
  • 5B, 2B: -4

GA by default has great frame data and generally doesn't need to stance cancel for that, but it is still useful for tricky offense by stance cancelling 2C to mess with people trying to IB or barrier the second hit.

Aegis Blade

623C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C 1000 Mid 15~104 3 46 -32 B 1~17 All [1-12 All]
  • Fully invincible throughout the active frames.
  • Can be held before released for a total of 100 frames, but loses its invincibility early.
  • Cancelable into Strike Fall on hit.
  • Cancelable into 214D on hit only.
    • Additionally cancelable into 214D on startup/whiff/block during OD.

Izayoi's DP. Great vertical hitbox but poor horizontal range. Be careful of opponents trying to keep their distance to bait it. However, using a 0f microdash will extend its effective horizontal range as a reversal. It's great vertical range that can help cover angles which Izayoi's other anti-airs might not. Besides being a reversal, Aegis Blade is a great combo ender for gaining stocks in Normal Mode and conserving stocks in Gain Art. Hitting an airborne opponent at around Izayoi's head height will give her an IAD safejump.

Stance Cancel (AB)

623C (Hold) ~ A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
24
  • Able to cancel from 9F~
  • Cancelable into 214D 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 during Gain Arts

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 All 25 Until L 27 H
  • 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, which allows option select confirms into Strike Fall with another cancel option on block or whiff. On hit, has an enormous amount of untechable time, usually leading into some kind of workable knockdown or combo extension. Izayoi has plenty of time to safejump with her normal jump or hoverdash.

Strike Fall is more advantageous the higher Izayoi does it from. From 623B and 623C, Strike Fall will only be able to link into 5A and Phorizor. After a j.BC staircase combo, Strike fall will link into 6A, 5B, and 5C. Using j.214D after an air Slash into another staircase will let it link into even slower things like 3C. Experiment with it!

Mirage Thruster

214A/B/C/D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 40 12~21 All
214B 41 14~24 All
214C 43 16~23 All
214D 31 10~20 All
  • 214A is cancellable into any move from frame 29 onward.
  • 214B/214C is cancellable into any move from frame 33 onward.

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 usable in both Normal Mode and Gain Art.

The D version of the teleport is usable only in Gain Art and requires 1 Zero Weave stock. 214D tracks the opponent and always puts her behind them whether on the ground or in the air, but has somewhat poor vertical tracking. All versions can be canceled into attacks towards the end of the teleport animation, with teleport cancels (mostly the A version) allowing her to link buttons off moves like 236B.

Note that A/B/C teleport cancels are very negative (even if they build a lot of space) and can be punished by opponents who are ready for them. Use Astrea in Gain Art to discourage this.

Distortion Drives

Justice Phorizer

236236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 [3000] All 1+(88 Flash)+6 9 49 -39 B 1~15 All
  • 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. 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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146D 4+(154 Flash)+2
Bit Attack 200 per hit All 8 P1
  • 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.
  • Technically invulnerable on frame 4, but invuln ends during the superflash meaning Izayoi is invulnerable for less than 1 frame. The shield bits are summoned during superflash before the invuln runs out, so they will still be successfully summoned if an attack connects on what is effectively frame 4.
  • 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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 450×2, 0, 1500
{600, 450×6, 0, 2400}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

On startup, Izayoi thrusts her blade forward. If if connects, she commands her bits to attack her opponent, ending with a cross attack. On Active Flow, the bits attack more times.

Izayoi lunges forward during the startup which give it its amazing range and combined with the high pushback of EAs makes it harder to punish than others. Some characters can still punish it from all but max range such as Hakumen with 4c, but for most the only chance is instant blocking it at very close range.

Astral Heat

Judge Of Destiny

632146C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 27000 All 4+(131 Flash)+11 9 35 -30 B 1~23 All
  • 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

BBCF Izayoi color 1.png
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Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
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BBCF Izayoi color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Izayoi color 13.png
BBCF Izayoi color 14.png
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Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Izayoi color 19.png
BBCF Izayoi color 20.png
BBCF Izayoi color 21.png
BBCF Izayoi color 22.png
BBCF Izayoi color 23.png
BBCF Izayoi color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


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