GG2/Izuna

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Overview

Overview

Izuna is a somewhat gimmicky character with both him and his tribe having many unique and strange skills that differ greatly from the rest of the game. Unfortunately, many of these abilities are weak, and in the worst case they can be a massive detriment. A major flaw of this character is his basic melee units special ability: a counter that deals low damage and gives it full knockdown protection that can be exploited to kill them very quickly with almost every character. The rest of his units tend to be quite weak as well.

Even though Izuna doesn't have any large upsides to compensate for this weakness, he still isn't a bad character. Every basic melee servant can be killed quite fast, and without the ghost defence buff the difference isn't nearly as large. Even though Kappa dies very fast to masters it is decent in servant combat, and his other servants are also serviceable with his elites having some powerful abilities when used correctly. Izuna is also quite strong in direct battles between masters, with good damage, offense and mobility.

Outside of his generally weak tribe, Izuna is an all-rounder character with no major strengths or weaknesses
Izuna
GG2 Izuna Portrait.png
Health
500
Skills
Dharma Summons, Deutzia, C.Chrysanthemum, Plastic Pomegranate
Tribe
Backyard

 Izuna is an all-rounder with strong stalling abilities.

Pros
Cons
  • Master V Master Izuna is incredibly strong in direct fights between masters. His moves are good at catching sidesteps, and his high mobility makes him difficult to pin down while making it easier for Izuna to avoid opponent's attacks.
  • Mobility: Izuna has access to lots of good mobility options, in moves such as 6/4Y and 4X, and his unique double step.
  • Freeze/Super Hard Knockdown: With attacks that freeze enemy Masters and many Down Attacks (including his unique Super Hard Knockdown in 2XX), Izuna can waste an opponent's time while dishing out good damage in between. Elite Servants also come with various forms of removal in Freeze and a unique Banish/Tornado effect. Key enemy targets can easily be moved away from a fight to allow Izuna to mop up the remaining Enemy Servants.
  • Hard to Master: Izuna's better combos and resets all involve some unique execution barriers and strict timing. Izuna's Servants have lower than average HP so keeping them safe takes strong map awareness.
  • Weak Tribe: Izuna's units tend to have low HP and can be killed by enemy masters very quickly. His Elite units mostly focus on crowd control abilities so they tend to stall fights out rather than win them outright. This often forces Izuna's Servants to rely on defensive buffs from Ghosts just to keep up in fights meaning Izuna has to be there to push the frontlines lest they die trying to advance.
  • Tension-Heavy Servant Clear: Izuna has good servant clear tools with 8Y, 2Y, and his overdrive. However, all of these options cost him tension to use leaving him with a mediocre servant clear if he doesn't have any tension, and can leave him with less tension for master battles.


Unique Movement: Double Step
Izuna can use two steps in a row for a unique double step. This is mostly used to escape enemy masters using free lock steps, which are difficult to hit him out of.

Lock-off Attacks

For all of Izuna's attacks keep in mind that the wind VFX are not where his hitboxes are, rather the range of the sword is the range of the attack unless otherwise noted.

Izuna's lock off attacks have some strange niche uses in some advanced techniques.

F5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
22 Low No No Side & Backstep

F5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
22 Low No No Side & Backstep

F5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No No Side & Backstep

F5XXXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 Low No Down None

Not used often. A launcher that is not jump cancelable with a very low untech time after alot of low damage hits that scale any combo they are part of.

Has a followup with F5XXXXY.

F5XY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 Low No V. Launch Jump, Side & Backstep

This attack is a jump cancelable launcher which helps to juggle opponents in Izuna's advanced combos adding alot of flexibility to his routing.

5X2X has better damage and untech time, but F5XY is faster and aimable so it still has it's place as an important combo tool.

F5XXY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
48 Medium No H. Launch, Down Jump, Side & Backstep

This move has a unique property in that it behaves exactly like 5X except that it launches on hit with very low untech time.

F5XXY has all the same followups as 5X if you lock on during your string at any point. Followups include

  • 5XX as the safest place to jump cancel or step cancel block pressure.
  • 6X(4) is plus on block if you are close enough to land it.
  • 4X > Special/Modern Cancel to continue pressure with a mix-up into an advantage state.
  • Step cancel

F5XXXY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
60 High No Yes Side & Backstep

High guard break damage but leaves a gap in your blockstring.

F5XXXXY

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
60 Low No Yes Side & Backstep

Use this to make F5XXXX safe-ish if for some reason you did F5XXXX.

Does combo from f5XXXX but it can be a inconsistent on uneven terrain.

F8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
84 Unblockable No Yes None

Unblockable like most F8X but doesn't cover a very wide area.

Lock-on Attacks

For all of Izuna's attacks keep in mind that the wind VFX are not where his hitboxes are, rather the range of the sword is the range of the attack unless otherwise noted.

5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
36 Low No No Jump, Side & Backstep

Moves forward while doing a jabbing attack with katana. Surprisingly solid range for how fast it is but easily sidestepped if predicted.

Has a large number of followups which include:

  • 5XX as the safest place to jump cancel or step cancel block pressure.
  • 6X(4) is plus on block if you are close enough to land it.
  • 4X > Special/Modern Cancel to continue pressure with a mix-up into an advantage state.
  • Step cancel

5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
48 Low No No Jump, Side & Backstep

If your opponent blocked 5X or F5XXY then this button is a good place to end/reset your pressure due to how many ways you can cancel it.

5XX has the following gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. routes:

  • 5XXX which combos and is used in many of Izuna's BnBs
  • 2XX can combo for your unique long knockdown.
  • 8X will not combo on Masters but is good on Servants if you need to launch them for an air combo.

5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
66 Medium No No None

A slash that can hit multiple opponents. Opens up opportunities for combos after due to high hitstun.

The easiest follow up is to Modern Cancel > 8X, but you can also use Forward Step Cancel > F5XY to save tension. Your routes in the air vary depending on what you want (damage, oki, or consistency).

5X2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42 (1st hit), 51 (2nd hit) Medium, High No V. Launch, Down Jump (2nd hit)

A jump cancelable launcher. The range is rather short.

4X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
57 Medium No No Sidestep

Izuna slides forward to the left while doing a spinning slash towards his locked on target.

Mostly used as a mixup tool. Converting this into anything is going to cost meter as 2X is the only gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. route. 2X has such stubby range that it will often whiff.

This move has a small Area of Effect which can be special canceled into 2Y to help soften up a large group. Not something you'd spam as you leave a opening with 2Y startup, but if the opportunity presents itself it's something to consider.

6X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30, 90 Low No Yes (both hits) Jump, Side & Backstep (2nd hit only)

Izuna's fastest lock on attack with wonky range. The first hit is angled mostly to Izuna's right side so an opponent walking to Izuna's left will not get hit.

The second hit knocks the enemy back at an angle where you can manage some funny tech chases for meter but not much else without a insanely lucky wall bounce. Due to this most people only use this move when they fail to do 6X(4).

Against Knockdown resistant enemies this can give some utility as the second hit has many ways to cancel it and comes out quite fast for it's high damage.

6X(4)

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No V.Launch, Down None

A special input which does only the first hit of 6X. Due to fast start up and recovery this is best though of as Izuna's jab.

This move can be very useful but aiming it at your opponent takes mastery of free lock-on (L trigger by default) due to situations where standard lock on will miss.

This attack has a short launch that allows for the following combo options:

  • F5XY into an air combo.
  • 5X2X into an air combo.
  • 2XX for a fast way to get Izuna's unique long Knockdown.

2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low Yes Down Side & Backstep

A sweeping kick that causes knockdown or acts as a mini launcher for Special Cancel or Modern Cancel.

2X has very fast recovery and OTGs so if you want to reset a enemy from knockdown this button is the best way to do so.

This move is so stubby but fast so Lock-On Dash > 2X can be used as a whiff punish in some scenarios. Otherwise you mainly use it in combos.

2XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low Yes Unique No

This move has a unique type of knockdown if the attack lands on a airborne opponent which should naturally happen if 2X hit. The Unique Knockdown that lasts about 7 seconds while still being in a OTG state the whole time.

If the opponent is Frozen they count as Airborne so any Frozen opponent hit by this as the last attack that hits them will come out of Frozen State into the unique long knockdown. Certain combos end with a freeze allowing the combo to hold the enemy Master for long periods of time.

8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
Low Yes Down Jump

Rolls forward for a good distance then does a upward slash which acts as a jump cancelable launcher with generous untech time.

Easiest way to confirm into this against Masters is to Modern Cancel 5XXX into 8X. From there Izuna has a few different routes for damage or oki.

Jumping Attacks

j5X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
30 Low No Down None

Air combo fodder with good tracking and good untech time. Important part of Izuna's BnBs and often where his route branches between:

  • j.5XX > various routes
  • j.Y > 2XX
  • delay until you land and quickly do FXY or 5X2X to relaunch into either an air combo or tech chase scenario.

j.5XX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No No None

Staple part of Izuna's high damage combos. On launchers with good untech time you can land 'j.5XX > delay > j.5XX.

This move can lead to looping tech chase scenarios at certain heights due to the homing on j.5X.

j5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
48 Low No H. Down None

Spikes the opponent downward for a ground bounce but you won't be able to follow up afterwards.

Not used often as it doesn't lead to tech chases or oki; meanwhile j8X tends to be a better damage ender.

j8X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
42,31,46 (Projectile 67 raw ) Medium Yes (all hits) Yes (physical hits), No (projectile) None

j8X has 2 parts. The multiple physical hits as Izuna comes down and the projectile wave that comes out from where he lands.

Only the physical part of this attack causes knockdown so doing this into a line of enemy Servants is a very effective way to spread alot of damage over any troops in range. It won't always be practical to line up the enemy for this but keep it in mind.

Specials

Holy Mustard

F5Y/5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
52 No No 10%

A slow projectile with strong tracking to whatever is locked onto while fired.

Steel Wasabi

8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
57 per hit (4 default, mash more) No No 15% (10% per extra mash)

Mash to keep the multiple hits going. Good source of damage but such a high Tension cost that you need to be careful how often you use it.

Lock on Dash into a close range 2X Launches just high enough that you can Special Cancel it into 8Y which will land more hits than a raw grounded 8Y. This combo is good for killing single Servants quickly as it does just enough to 1 shot the weaker ones.

A great way to dump all of your meter into quick damage at the end of a round or to quickly kill enemies close to your Masterghost due to the Tension recovery it provides.

Dashing Camellia

4Y/6Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
105 No V. Launch 10%~15%

Sends Izuna flying towards the opponent with tracking that will reach opponents at very far ranges only sometimes thrown off by Blast Drive.

Can be interrupted by the opponent attacking. Despite that this move can be a amazing way to close the gap on an opponent that wants to run away.

Launches very high with tons of untech time on hit but has a long recovery. You can modern cancel on hit for a followup combo and on block to start a blockstring.

Spiraea Thunbergii

2Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
72 No No 10%

A large AoE attack with long startup. Good for clearing crowds of Servants.

Iron Wire Seal

j.5Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
15 Freeze 25%

Izuna creates a freezing aura around him whose range is difficult to figure out. Used in combos to freeze the opponent so you can set up 2XX's long knockdown. Also useful against groups of tightly packed enemies.

Keep in mind the Freeze effect gives the opponent a defense buff so it's more useful for temporarially removing problem targets from the battle than it is about helping combos get damage.

Air Dashing Camellia

j.8Y

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
105 10%~15%

Sends Izuna flying towards the opponent with tracking that will reach opponents at very far ranges only sometimes thrown off by Blast Drive.

Can be interrupted by the opponent attacking. Despite that this move can be a amazing way to close the gap on an opponent that wants to run away.

Launches very high with tons of untech time on hit but has a long recovery. You can modern cancel on hit for a followup combo and on block to start a blockstring.

j.8Y can be angled to travel in a straight line to the targeted enemy unlike 4Y/5Y.

Overdrive

Laurel Edge

X + A

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
(72,450)= 387 No No 100%

Two average damage slices followed by pillars of energy rising around Izuna that deal one big hit of damage. Good for killing a large group of enemies quickly or dealing high damage to a single target.

Skills

Dharma Summons

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A 10%

Summons Dharma. A very useful unit in Master vs Master scenarios as the slow and freeze effects on Dharma's attacks can make it very difficult for the enemy to avoid being hit by Izuna.

Deutzia

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A N/A 15%

The only benefit this move provides is that while you are semi-invisible the enemy Servants won't see you and the Enemy Master cannot lock-on to you.

Since any action besides walking will remove the semi-invisibility and you can still get hit by attacks while semi-invisible; there isn't much reason to use this Skill.

Celestial Chrysanthemum

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A Medium N/A N/A 5%

Izuna fires a wide projectile that buffs offense and defense. The timer on the buffs wearing out is paused when a unit is placed in Izuna's inventory so the most popular usage of this move is to use it on Elite Servants like Tengu and Oyuki before picking them up.

Plastic Pomegranate

B

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
N/A N/A N/A N/A 10%

A dispel that also cleanses all allies of enemy Debuffs. Overall a very useful skill for certain matchups.


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