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Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
5AAA > 2B > 5BB > 2C > 214B~B
Damage: 5422
This is your basic meterless combo and can convert off of j.X or 2A.
2B > 2C > 214B~C > j.B > jc j.B > j.214B~B > dl 2B > 5BB > sjc > j.B > jc j.AA > j.C > j.214A~A
Damage: 8418
Standard DP/Reversal punish for 1 bar.
With Assists
Corner
Solo
2B > 5BB > TK j.214A > 5BB > sjc j.A j.B > jc dl j.B > dl j.C > land 5AAA
Damage: 8701
DP/Super punish in the corner, Cross Raid ender for damage.
With Assists
Combo Theory
- Anything into 2C 214B~X followed by the 6395A+B jA safejump to maintain your turn all while being safe from DPs and (some) wakeup supers
- Off air to airs or any assist attack that juggles the opponent, simply convert into jA jB djA djB A+D~X followed by the 639A+B jA safejump to maintain your turn all while being safe from DPs and (some) wakeup supers
- If you think you may need to, use 5AA (in order to move Izayoi forward) and/or omit normals such as 5BB (If you think it may whiff after 5B) and just go straight into 2C. It's better to miss out on some damage than to drop your combo due to spacing
Video Examples
External Documents and References
Fulmen's BBTAG Izayoi Combo Repository
https://docs.google.com/spreadsheets/d/1VBWiXHK1K1V2jPqxQ6tUhIVBi14uyhhXUz35DUY3Z_M/edit?usp=sharing
System Pages
Mechanics
Application & Advanced Information
Archived Information