User:Lama

94 editsJoined 31 December 2021
 Izanami

Lama/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
 Izanami

Lama/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, your focus should be on carrying your opponent to the corner rather than doing damage. Once there, Izanami’s damage potential is vastly increased, alongside her okizeme options.

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 into grounded 5B is notated as fl.{3C~hjc} > 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. Do note that you need to be close to the opponent for that, as it doesn’t have much range. This will not be stated again.

Character specifics

Although Izanami’s combos works on most of the cast without problems, there are certain characters that may require you to utilize different routes.

The 5C > 2C > 41236C ender will not work on Rachel, Hakumen, Makoto, Valkenhayn, Izayoi and Celica without a microdash before 5C, and it won’t work at all on Taokaka and Platinum. In the latter case, it’s recommended to use an alternative ender to your combo, such as 5C > 6A > j.63214B~8, fl.{3C}.

As for (41236[D]) > 5C > 3C~9hjc} > ]D[ > 66 > 41236[C], any 41236[C] level higher than 1 will drop on Rachel, Hakumen and Makoto. The microdash can be omitted in certain routes and still be able to reach level 2 or 3 on 41236[C], but it will drop against Izayoi and Celica.

Combo List

Unfortunately this document is currently very incomplete, as it doesn't have any starter-specific combos in active mode. Take a look at the Izanami Combo Doc for more information and a more complete list. The introductory/core BnBs are honestly pretty much all you need to get started with her though, so feel free to use this until you need more situational active mode routes.

It is recommended to check the Izanami Beginner Building Blocks & Anti-Drop Doc when attempting to learn a core combo.

Introductory BnBs

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

It's recommended you start by learning these routes first. None of Izanami's routes are easy, so focusing on her most important and universal routes will give you the most mileage when starting out. If you're having difficulty mastering these combos, there's the previously mentioned beginner doc with many tips that break down the structure of each of these combos.

Normal Mode - Midscreen BnB (6A variation)Staple normal mode BnB
Medium

(5A/2A) < 5B/2B > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > dl.5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C}
Main Midscreen Combo for corner carry; can be used anywhere on screen.

Delaying the 5B after the first float string will make the rest of this combo much easier.

“dl.9hjc” is the bane of existence for any new player to Izanami, but it is absolutely necessary to learn this as you will be using this for many of Izanami’s combos. To do this, you must delay the actual jump cancel out of Float, not the j.C you’re pressing afterwards. Wait for your opponent to start falling to the ground after getting hit by fl.3C, then you should be able to complete the combos as follows.

Normal Mode - Midscreen BnB (CT variation)When not in range of 6A
Medium

(5A/2A) < 5B/2B > 5C > 3C > Crush Trigger > 665B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.C
Alternative combo for Midscreen; use at ranges where you cannot combo into 6A. Costs 25 SP. Try not to overrely on this as a crutch, since if you're in range of the 6A variation you save meter.

Normal Mode - Corner BnBGo-to mode change route
Hard

(5A/2A) < 5B/2B > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3]
The single most important combo route for Normal Mode. You will be using this A LOT.

Active Mode - Corner BnB
Medium

(5A/2A) < 5B/2B > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3]
Essential to learn since the Normal Mode BnB doesn't work in Active Mode. Similar to the Normal Mode variant; okizeme situation allows you to loop back into “41236C at Level 3” knockdowns. Incredibly important route to learn.

Throw ComboWorks in either mode
Hard

Throw > 41236D > 5C~88 > [41236D Hits] > fl.B > j.C(whiff) > 5B > 5C > j.B~8 > fl.{5C > 3C > 214A > 3C~dl.9hjc} > j.C > 6A > j.63214B~8
Confirm off throw, regardless of mode. Release D immediately for 41236D. Try to make the float after 5C as low as possible, the 5C should hit before 41236D.


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Active Mode - Midscreen enderBetter oki at midscreen
Hard

6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D Hits) > 66 > 41236C
Alternative midscreen ender when in Active Mode. Does more damage and leads to better oki, but a little tricky until you get used to it. You can always do the normal 6A < skull ender instead of this whenever you see it.

Active Mode - 236A(6D) routeConfirm anything (grounded)
Hard

(5A/2A) < 5B/2B > 5C > 3C > 236A(dl.6D) > IAD j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D Hits) > 66 > 41236C
You need a huge delay for 6D, but 3C < 236A has no delay.

Float 214A extensionCrazy corner carry from midscreen BnB
Medium

5B/2B > 5C > 6A~8 > {fl.5C > 2C > 3C~9hjc} > 5B > j.B~8 > fl.{5C > 3C > 214A, 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.C
Lots of added corner carry to Midscreen BnB, and a bit more dmg. Won't work unless you're like 2/5 screen or closer.

Corner carry with 214BIzanami Airlines
Medium

(Crouching only) 5B/2B > 5C > 2C~C > 214B > 665B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3] OR (Active Mode) 5B/2B > 5C > 214B(4D) > 665B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3]
Absolutely ridiculous corner carry. Works in normal mode as a crouch confirm, but in active mode you can combo off standing hits as well. This requires you to be in roundstart range at the start of the combo, otherwise it'll drop.

Converting off mixups with 4DResourceless in Active Mode
Hard

6B(dl.4D) < 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236[D])~8 > fl.{5C > 3C~9hjc} > [41236D Hits} > 66 > 41236C

OR

63214C(dl.4D) > j.B > j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236[D])~8 > fl.{5C > 3C~9hjc} > [41236D Hits} > 66 > 41236C

OR

6C (both hits)(4D) > j.B > j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236[D])~8 > fl.{5C > 3C~9hjc} > [41236D Hits} > 66 > 41236C
When in Active Mode you gain access to meterless combos off mixups like 6B, 6C and 63214C.

Combo into BulwarkPreserve your barrier!
Easy

(5A/2A) < 5B/2B > 5C > 623B > dl.5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.C
When getting a hit while Shield of Dreams aka Ribcage is active, often you want to disable it as fast possible in order to save Barrier. You do this by launching with Bulwark as soon as possible.

Either Mode - Air Throw confirmSCOOPS
Medium

j.BC~8 > fl.B > j.C(whiff) > 665B > 5C > j.B~8 > fl.{5C > 3C > 214A > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.C
Won't work if you're very high up in the air. Air Throw into Float always causes a side-switch against Bang, Hakumen and Celica.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Work in progress!

Navigation

 Izanami

Lama/Data

Click [★] for character's full frame data

Essentials
HUDControlsFAQ
The Basics
Movement/CancelingOffenseDefenseGaugesUniversal Strategy
Detailed & Advanced Information
Damage/ComboAttack AttributesFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists


Combo Theory

At Midscreen, your focus should be on carrying your opponent to the corner rather than doing damage. Once there, Izanami’s damage potential is vastly increased, alongside her okizeme options.

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 into grounded 5B is notated as fl.{3C~hjc} > 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. Do note that you need to be close to the opponent for that, as it doesn’t have much range. This will not be stated again.

Character specifics

Although Izanami’s combos works on most of the cast without problems, there are certain characters that may require you to utilize different routes.

The 5C > 2C > 41236C ender will not work on Rachel, Hakumen, Makoto, Valkenhayn, Izayoi and Celica without a microdash before 5C, and it won’t work at all on Taokaka and Platinum. In the latter case, it’s recommended to use an alternative ender to your combo, such as 5C > 6A > j.63214B~8, fl.{3C}.

As for (41236[D]) > 5C > 3C~9hjc} > ]D[ > 66 > 41236[C], any 41236[C] level higher than 1 will drop on Rachel, Hakumen and Makoto. The microdash can be omitted in certain routes and still be able to reach level 2 or 3 on 41236[C], but it will drop against Izayoi and Celica.

Combo List

Unfortunately this document is currently very incomplete, as it doesn't have any starter-specific combos in active mode. Take a look at the Izanami Combo Doc for more information and a more complete list. The introductory/core BnBs are honestly pretty much all you need to get started with her though, so feel free to use this until you need more situational active mode routes.

It is recommended to check the Izanami Beginner Building Blocks & Anti-Drop Doc when attempting to learn a core combo.

Introductory BnBs

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

It's recommended you start by learning these routes first. None of Izanami's routes are easy, so focusing on her most important and universal routes will give you the most mileage when starting out. If you're having difficulty mastering these combos, there's the previously mentioned beginner doc with many tips that break down the structure of each of these combos.

Normal Mode - Midscreen BnB (6A variation)Staple normal mode BnB
Medium

(5A/2A) < 5B/2B > 5C > 6A~8 > fl.{5C > 2C > 3C~9hjc} > dl.5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C}
Main Midscreen Combo for corner carry; can be used anywhere on screen.

Delaying the 5B after the first float string will make the rest of this combo much easier.

“dl.9hjc” is the bane of existence for any new player to Izanami, but it is absolutely necessary to learn this as you will be using this for many of Izanami’s combos. To do this, you must delay the actual jump cancel out of Float, not the j.C you’re pressing afterwards. Wait for your opponent to start falling to the ground after getting hit by fl.3C, then you should be able to complete the combos as follows.

Normal Mode - Midscreen BnB (CT variation)When not in range of 6A
Medium

(5A/2A) < 5B/2B > 5C > 3C > Crush Trigger > 665B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.C
Alternative combo for Midscreen; use at ranges where you cannot combo into 6A. Costs 25 SP. Try not to overrely on this as a crutch, since if you're in range of the 6A variation you save meter.

Normal Mode - Corner BnBGo-to mode change route
Hard

(5A/2A) < 5B/2B > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3]
The single most important combo route for Normal Mode. You will be using this A LOT.

Active Mode - Corner BnB
Medium

(5A/2A) < 5B/2B > 5C > 3C > 236A > 5B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3]
Essential to learn since the Normal Mode BnB doesn't work in Active Mode. Similar to the Normal Mode variant; okizeme situation allows you to loop back into “41236C at Level 3” knockdowns. Incredibly important route to learn.

Throw ComboWorks in either mode
Hard

Throw > 41236D > 5C~88 > [41236D Hits] > fl.B > j.C(whiff) > 5B > 5C > j.B~8 > fl.{5C > 3C > 214A > 3C~dl.9hjc} > j.C > 6A > j.63214B~8
Confirm off throw, regardless of mode. Release D immediately for 41236D. Try to make the float after 5C as low as possible, the 5C should hit before 41236D.


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Active Mode - Midscreen enderBetter oki at midscreen
Hard

6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D Hits) > 66 > 41236C
Alternative midscreen ender when in Active Mode. Does more damage and leads to better oki, but a little tricky until you get used to it. You can always do the normal 6A < skull ender instead of this whenever you see it.

Active Mode - 236A(6D) routeConfirm anything (grounded)
Hard

(5A/2A) < 5B/2B > 5C > 3C > 236A(dl.6D) > IAD j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236D)~8 > fl.{5C > 3C~9hjc} > (41236D Hits) > 66 > 41236C
You need a huge delay for 6D, but 3C < 236A has no delay.

Float 214A extensionCrazy corner carry from midscreen BnB
Medium

5B/2B > 5C > 6A~8 > {fl.5C > 2C > 3C~9hjc} > 5B > j.B~8 > fl.{5C > 3C > 214A, 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C}
Lots of added corner carry to Midscreen BnB, and a bit more dmg. Won't work unless you're like 2/5 screen or closer.

Corner carry with 214BIzanami Airlines
Medium

(Crouching only) 5B/2B > 5C > 2C~C > 214B > 665B > 5C > j.B~8 > fl.{5C > 6C > 5D > 2B(6D) > 5B > dl.6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3] OR (Active Mode) 5B/2B > 5C > 214B(4D) > 665B > 5C > j.B~8 > fl.{5C > 6C > 214A(6D) > 6B} > j.C(whiff) > 2C > 41236[C](63214D) > [Release 41236C at Level 3]
Absolutely ridiculous corner carry. Works in normal mode as a crouch confirm, but in active mode you can combo off standing hits as well. This requires you to be in roundstart range at the start of the combo, otherwise it'll drop.

Converting off mixups with 4DResourceless in Active Mode
Hard

6B(dl.4D) < 5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236[D])~8 > fl.{5C > 3C~9hjc} > [41236D Hits} > 66 > 41236C

OR

63214C(dl.4D) > j.B > j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236[D])~8 > fl.{5C > 3C~9hjc} > [41236D Hits} > 66 > 41236C

OR

6C (both hits)(4D) > j.B > j.C~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B(41236[D])~8 > fl.{5C > 3C~9hjc} > [41236D Hits} > 66 > 41236C
When in Active Mode you gain access to meterless combos off mixups like 6B, 6C and 63214C.

Combo into BulwarkPreserve your barrier!
Easy

(5A/2A) < 5B/2B > 5C > 623B > dl.5B > j.B~8 > fl.{5C > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C}
When getting a hit while Shield of Dreams aka Ribcage is active, often you want to disable it as fast possible in order to save Barrier. You do this by launching with Bulwark as soon as possible.

Either Mode - Air Throw confirmSCOOPS
Medium

j.BC~8 > fl.{6B} > j.C(whiff) > 665B > 5C > j.B~8 > fl.{5C > 3C > 214A > 3C~dl.9hjc} > j.C > 6A > j.63214B~8 > fl.{3C}
Won't work if you're very high up in the air. Air Throw into Float always causes a side-switch against Bang, Hakumen and Celica.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

WORK IN PROGRESS

Navigation

 Izanami

Lama/Data

Click [★] for character's full frame data

Essentials
HUDControlsFAQ
The Basics
Movement/CancelingOffenseDefenseGaugesUniversal Strategy
Detailed & Advanced Information
Damage/ComboAttack AttributesFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists