User:Fershoe/IzanamiTransfer

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Fershoe/Data

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
fl.{sequence} = Sequence is done during float.
move(move)This is different from "(move) = Move is optional" as there is no space in between and no > or , notation in the parenthesis. = Move is done during another move.
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo Theory

At Midscreen, you want to focus more on carrying to the corner more than doing damage Once you’re in the corner, that’s when you can start doing more damaging combos.

The term “optimal” is purely a subjective term. Learn and use whatever combo path you feel most comfortable with as long as it gives you the knockdown you desire. That is more important with Izanami’s combo theorem than anything else.

Float Cancels

Properly cancelling into and out of float is very important for Izanami. Done properly, float cancels let Izanami seamlessly transition from float to the ground state and vice versa. The majority of the time it's best to opt for the fast float cancels (AKA super jumps). Float cancels are notated as jump cancels. For example, a float cancel from 3C is notated fl.{3C > sjc} > 5B.

Bulwark

Bulwark is a key special for Izanami. It lets her dispel Ribcage mid-combo, grants barrier, and launches. If you have 623B (This is often called “Ribcage”) turned on at the start of a combo, you can replace any move that launches opponents with 623B to disperse Ribcage and conserve your Barrier Gauge. This will not be stated again.

Combo List

Take a look at the Izanami Combo Doc for more information.

Important Note: For the purposes of damage/heat gain, combos from undefined "normal starters" are assumed to be from 5B.

Core (midscreen, normal mode)

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
etc > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C} Normal starter 3037 - Everyone [3] Medium Standard midscreen to corner route. Works anywhere. Link
etc > 5C > 3C > Crush Trigger > 66 > 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C} Normal starter 2631 - Everyone [3] Medium Alternative midscreen route. Works at ranges where 6A whiffs. Link
etc > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5B > 5CC > 214A > 66 > 5C > 2C > 41236C Normal starter 3269 - Everyone but Taokaka, Platinum [4] Hard Ends in preferred okizeme.
Drops on other characters if the microdash is too deep.
Link
etc > 5C > 2CC > 214B > 66 > 5B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ Round start range only, crouching opponentJubei is always considered crouching 3559 - Everyone [4] Hard If not in round start range at the start, after 214B > 66, 5B > 5C > j.B~8 use corner carry route above.
j.C(whiff) has less landing recovery than 6B, so this whiff is to guarantee enough time to follow up with the rest.
Link

Core (corner, normal mode)

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
etc > 5C > 3C > 236A > 5B > 5C > 6C > 214A > 5C > 6C > 214A > 66 > 5C > 2C > 41236C Normal starter 3308 - Everyone but Taokaka, Platinum [4] Hard Can work on Taokaka, Platinum: after 214A use 5C > 6A > j.53214B~8 > fl.{3C} as ender. Link
etc > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ Normal starter 3131 - Everyone [4] Hard Most important normal mode corner combo. Link
etc > 5CC > 214A > 5C > 2C > 6C(1) > j.C~8 > fl.{5C > 2C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ Single hit starter 4013 - Everyone [4] Hard Slightly more optimal damage. Will drop if hit confirmed from multiple hits. Link

Core (midscreen, active mode)

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
etc > 5C > 3C > 236A(6D) > 66 > j.B > j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D hits) > 66 > 41236C Normal starter 2934 - Everyone [5] Very Hard Easy to combo into from anything, anywhere.
Must delay float cancel slightly longer than usual to compensate for added height.
Link
etc > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D hits) > 66 > 41236C Normal starter 3251 - Everyone [4] Hard Active mode version of the standard midscreen to corner route.
Can hold 41236[C] in the corner for level 3 41236[C] okizeme.
Link
etc > 5C > 214B(4D) > 66 > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ Normal starter 3213 - Everyone [4] Hard Similar to the normal mode crouching confirm route, but works on standing opponents.
If not in corner by j.B~8, use corner carry route like for the above routes into j.63214B.
Link

Core (corner, active mode)

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
etc > 5C > 3C > 236A > 5B > 5C > 6C > 214A > 5C > 6C > 214A(41236D) > 5C > 2C > 41236[C] > (41236D hits), delay until level 1 or 2 > ]C[ Normal starter 3374 - Everyone [5] Very Hard Similar to the normal mode version, but the added 41236D prevents drops on Taokaka and Platinum.
Level 2 41236[C] will drop on some characters.
Link
etc > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D), delay until level 3 > ]C[ Normal starter 3261 - Everyone [4] Hard Similar to the normal mode version, but can back loop into level 3 41236[C] okizeme.
One of her most important routes.
Link
etc > 5C > 3C > 236A > 5B > 5C > j.B > j.C~8 > fl.{5C > 3C > 214A(41236D) > 5C > 3C~9hjc} > (41236D hits) > 41236[C], delay until level 2 or 3 > ]C[ Normal starter 3268 - Everyone [5] Very Hard Alternative route to set up level 3 41236[C] okizeme in midscreen to corner routes, and routes with high proration.
Level 3 41236[C] will drop on Rachel, Makoto, and Hakumen.
Link

Please take note that everything you see after the above core combos, is part of a combo compilation completed by Sei and other Discord Members. You are not required to learn every single thing on this page to become a competent Izanami Player!

The way this page is structured from here on out is broken down specifically by specific Move Starter, screen position, and by Specific Mode. If you are serious about learning Izanami, it is very highly recommend learning at least one combo from these specific sections:

  • 5A/2A Midscreen and Corner, in both modes.
  • 6A Midscreen and Corner, in both modes.
  • 6B Midscreen and Corner, in both modes.
  • Forward/Backward and Air Throw, Midscreen and Corner, in both modes.
  • 2C Fatal Starter, Midscreen and Corner, in both modes.
  • 214214C Starter.

Regardless of how you go about it, you’ll learn quickly that Izanami has a somewhat redundant combo theorem that can be changed and repeated multiple times regardless of what Mode she’s in. The Core Combo routes will teach you the basic building blocks of how Izanami’s Combo Theory works for the most part. This page is meant to help players know how to convert from a multitude of situations and stray hit confirms, however, again you are not required to learn all these things. The more knowledge you have, the more it will help you later on in a match!

Midscreen Combos: Normal Mode

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
5A/2A > 5B > 2B > 5C > 3C > 236A 5A/2A Starter 1586 11 Everyone [1] - Link
5A/2A > 5B > 2B > 5C > 3C > Crush Trigger > 66 > 5B > 5CC > 214A > 5C > 6A > j.63214B~8 5A/2A Starter, round start range 2232 -14 Everyone [2] - Link
5A/2A > 5B > 2B > 5C > 3C > Crush Trigger > 66 > 5B > 5CC > 214A > 665C > 2C > 41236C 5A/2A Starter, round start range 2338 -13 Everyone except Taokaka or Platinum [3] Does not work on Taokaka or Platinum. For these two, use the combo above. Link
5A/2A > 5B > 2B > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > 5C > 6A > j.63214B~8 > fl.{3C} 5A/2A Starter 2359 16 Everyone [3] - Link
5A/2A > 5B > 2B > 5C > 3C > Overdrive Cancel > 5B > 5C > j.B > j.C~8 > fl.{5C > 3C > 214A(41236D) > 5C > 3C~9hjc} > (41236D hits) > 41236[C] > delay until level 2 or 3 > ]C[ 5A/2A Starter, round start range, overdrive(no minimum health requirement) 2759 19 Everyone [4] - Link
5A/2A > 5B > 2B > 5C > 3C > Overdrive Cancel > 5C > 3C(63214D) > 5C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D hits) > 41236C 5A/2A Starter, round start range, overdrive(no minimum health requirement) 2665 19 Everyone [4] - Link

Video Examples

BBCF Izanami Combos 1 by Tenchi
BBCF Izanami Combos 2 by Tenchi

BBCF2 Izanami combo collections


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