BBCPE/Izayoi

From Dustloop Wiki

Overview

The true form of Tsubaki Yayoi after the full release of the Sealed Weapon Izayoi's powers.
Izayoi

BBCP Izayoi Portrait.png

Health: 11,000

Combo Rate: 80% (Normal) / 70% (Gain Art)

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-7

Movement Options
Double Jump, 1 Airdash (Normal) / 2 Airdashes (Gain Art) Dash type: Run (Normal) / Hover-dash (Gain Art)
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.

 Izayoi

Pros
Cons
  • Incredible pressure and mix-up in Gain Art
  • Good conversion potential
  • Flexible movement options
  • Strong mid-range game in Normal Mode
  • Reliant upon stocks
  • Difficult normals/anti air/movement options


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 9 ±0 B -
  • 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOR HL 10 6 18 -10 B -
  • Very long reach for it's speed.
  • Vital footsies tool in conjunction with 2B and 2C.

While 5B is a bit on the slow side, it makes up for it with it's 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) but in tandem with other moves to dissuade this, can demand a lot of respect. Can be confirmed into 236B or 236C at any range. Also commonly cancelled into sonic sabre for pressure.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
710 SO(J)R HL 12 6 20 -9 B -
  • Forward movement is very useful for pressure and confirms.
  • Izayoi's main air combo starter in normal mode.

In CPEX, 5C was given a slide before the actual attack. 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 it's hitbox.

5C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
710 SOJR HL 9 3 15 -1 B -
  • 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR LA 8 3 8 +1 F -
  • End hit/hurtbox is very low.
  • Plus on block.

A kick with a solid amount of range. For a 2A, a bit on the slow side, but hits relatively fast for a low. Can only be used twice per string. However, 2A notably cancels into throw, rounding out a strong throw game.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 9 2 18 -6 F -
  • 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.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780 SOR HL 12 6 15 -4 F -
  • Amazing ground footsie tool.
  • Very long fatal counter stagger.

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 stars and a knockdown (even on most trades!). Also a great choice for counterhit punishes.

2C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
710×2 SO(J)R HL 18 3(6)3 11 +5 F -
  • 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. Despite all of this, the range is relatively small, but being in range to use it properly makes it extremely useful.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 R HL 12 3 26 -12 B -
  • 110% Bonus Proration.
  • Forces crouch on hit.

Previously a guard point move, 6A now functions mainly as a combo part. Useful, as it carries more range than 5C(GA), creating range and forcing crouch, opening up new conversions. Special cancelable, and as such can function as an extra stagger/confirm normal after 5B or 5C. Even if you can't take advantage of the force crouch, you generally want to use this normal regardless as it comes with 110% bonus proration on your combo, increasing the overall damage.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 R H 24 3 18 -2 H 4-23F
  • Low invulnerable.
  • Feintable.

Not so typical "overhead", but not intended for mixup in most situations. Uncomboable without RC, counterhit, or Trans-Am, but does the job 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. Knocks down on air hit, if necessary.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOR HL 19 3 30 -14 B 4-10B
  • Frame advantage with stance cancel.
  • High damage fatal counter 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.

6C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
710 R HL 20 3 17 +1 B -
  • Staple combo part.
  • Closes distance on block easily, while still maintaining advantage.

While uncancelable, 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. Midcombo, it functions to create height for a comboable aegis blade, or give you enough time for a 6B ender.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOJR L 12 3 21 -7 F -
  • 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.

3C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
880 R L 16 6 21 -10 F -
  • Go-to, Fatal Counter punish in GA.
  • 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 3 6 - H -
  • Fast mixup tool.
  • Great range for air to air.

jA is a staple air to air tool, boasting only 6 frames of recovery and whiff cancelable capability to back up it's amazing range. This normal is great, and even cancels into airthrow for throw reject miss setups. Doesn't turn into a lot of damage on mixup and footsies, but can create a great situation for you at a very low risk. On pressure, the fastest possible dash jA can now be canceled into a second jA before hitting the ground, increasing frame advantage and giving you extra mixup and combo opportunities.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 SOJR HA 9 3 12 - H -
  • Go-to overhead for pressure.
  • Tricky cross-up hitbox.

This normal is fast enough to function as a strong mixup tool, while still reaping the rewards of a good combo starter rating. The reward off dash jB is very good for it's speed and safety. Otherwise, it's usage is fairly limited due to its somewhat short range, but it does come with a crossup hitbox that can augment some normal mode pressure. On block, it keeps you at advantage and with a bevy of cancel options, keeping you in a great position even if successfully guarded.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOR HA 12 6 21 - H -
  • 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.

j.C (GA)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR HA 12 3 12 - H -
  • 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 24T - - -
  • 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 hitboxes vary. 2D produces a longer horizontal hitbox, and 5D a longer vertical hitbox. This also comes into play with mode change combos, where you may increase frame advantage during D saber combos by moving your opponents hitbox in a certain way by either standing or crouching. This is hitbox 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.

jD

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 25T - - -
  • Changes from Gain Art to Normal Mode, or vice versa.
  • Mode Change on 11F.

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.


Universal Mechanics

Forward Throw

5B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1500 -, R, SOR T 7 3 15 - T(80) -
  • Limited Normal Mode confirms.
  • Great Gain Art conversions.
  • Can be RC'd on the first hit for amazing proration and combo time.

Izayoi's throws are a bit awkward combo from, as their wallbounce is influenced by screen position. Therefore, you end up with a lot of ways to adjust throw combos that you need to know. Throw in normal mode yields lower reward and a weaker knockdown than standard conversions, but in Gain Art, allows you to really outshine other S starter confirms. 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1500 -, R, SOR T 7 3 15 - T(80) -
  • Limited Normal Mode confirms.
  • 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.4/5B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×3, 1400 -*3, R T 7 3 22+3L - T(90) -
  • Great rising Air to Air.
  • Consistent combos regardless of height.

Pretty standard air throw, but compliments Izayoi's air normals thanks to its high hitbox. New to BBCPEX, 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 throw 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 it's grounded counterparts.

Counter Assault

6A+B during blockstun

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 16 4 27 -12 B 1-20A
  • Amazing vertical hitbox.
  • Great positioning on hit for tech option cover.

One of the best counter-assaults in the game, this counter assault has great horizontal and vertical range. The animation mirrors her 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 it's high vertical range, sometimes it can be difficult to punish.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 23 +2 B -
  • High damage followups.
  • Can be used to set up standing resets.

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/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 500 R* All 20 - 43T ±0 HBFPr -
D 700, 200×4 R* All 26 - 43T +19 HBFPr -
D (Overdrive) 700, 200×8 R* All 26 - 43T +36 HBFPr -
236A
  • 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. 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.


236D
  • Strong, but expensive pressure tool.
  • OD Version carries a huge amount of hit/blockstun, opening up a ton of options.
  • Cancelable into D Mirage Thruster on hit, block, or whiff

D saber, while being very expensive, can be worth the cost. Usually used when you have stocks to spare, you'll end up spending 3 (2 for the saber, and one on the teleport!) to maintain as much frame advantage as possible. Izayoi's only move that costs 2 stars outside of Trans-Am. In overdrive, more swords spawn on contact, obscuring mixups or allowing for high damage combos.

Air Sonic Sabre

j.236A/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 500 R* All 16 - 45T - HBFPr -
D 700, 200×4 R* All 23 - 42T - HBFPr -
D (Overdrive) 700, 200×8 R* All 23 - 42T - HBFPr -
236A
  • Great air to ground and footsies tool.
  • Cancelable 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. Very important neutral tool, stuffing many anti air moves and approaches.


236D
  • Versatile projectile.
  • Angle and speed help create great oki cover and mixups.
  • Cancelable into D Mirage Thruster on hit, block, or whiff

Similar to ground D saber, but much more useful. Despite the speed, D saber is more useful precisely because it is slower, having a hitbox that hangs in front of Izayoi while active. This proves very useful for oki cover, as well as creating mixups through your opponent's neutral tech invulnerability. On pressure, useful thanks to the speed at which Izayoi can blockstring afterwards (in conjunction with a lack of landing recovery!) allowing much closer offense without using an additional stock for a teleport. In neutral, the quick recovery and minimal movement allow you to control space decisively. Very worth the two stock cost if used well.

Crusade Seraphim α

623B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700 R* HL 9 3 29 -15 B 4-11H
Gain Art 700 R* HL 9 3 29 -15 B 4-11H
  • Amazing 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.

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, it's usage is going to revolve around controlling space at it's 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. In Gain Art, you can convert relatively easily thanks to moves like Strike Fall and Astraea. Also functions as a late combo tool, gaining stocks or opening up Strike Fall confirms when otherwise impossible.

Crusade Seraphim β

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R* HL 11 3 24 -10 B -
  • 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.

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/whiff 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R* L 14 3 30 -16 B -
  • 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.

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

Crusade Seraphim ß/γ ~ 6D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R* HL 9 3 21 -7 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Stance Cancel (CS)

Crusade Seraphim (Hold) ~ A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 12T (ß 10T) - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Aegis Blade

623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700 R* HL 10 3 27 -13 B 4-12H
Gain Art 700 R* HL 10 3 27 -13 B 4-12H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Stance Cancel (AB)

Aegis Blade (Hold) ~ A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 25T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Noir Edge

j.236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R* HL 10 5 ~L+9 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strike Fall

C.Seraphim α/A.Blade/N.Edge ~ D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R* All 36 ~L 19 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Mirage Thruster

214A/B/C/D or j.214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A - - - - - 40T - - 12-21A
B - - - - - 41T - - 14-24A
C - - - - - 43T - - 16-23A
D - - - - - 31T - - 10-20A
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Justice Phorizer

236236C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2200 R* All 1+6 9 30 -20 B 1-15A
Overdrive 3000 R* All 1+6 9 30 -20 B 1-15A

Metered reversal.

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Slaver Trans-Am

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Summon - - - - - 4+2T - - 1-6A
per Attack 400×2 - All - 8 - - HBFPr -
  • Adds two pointy bits that attack the area in front of Izayoi when a button is pressed.
  • Hits twice.

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Astral Heat

Judge Of Destiny

632146C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - All 4+11 9 35 -30 B 1-23A
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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External References


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