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<rss version="2.0"><channel><title>Izayoi Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/238-izayoi/</link><description>Izayoi Latest Topics</description><language>en</language><item><title><![CDATA[[CPEX] Izayoi General / Q&A - "DO IT FOR HER"]]></title><link>https://www.forums.dustloop.com/forums/topic/10651-cpex-izayoi-general-qa-do-it-for-her/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Izayoi/BBCP_Header_Gameplay_Discussion.png" alt="BBCP_Header_Gameplay_Discussion.png"></p>
<p style="text-align:center;"> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Character Profile</b></div>
<ul class="bbc"><li>Height: 160cm</li>
<li>Weight: 47kg</li>
<li>Birthday: 14th March</li>
<li>Blood Type: A</li>
<li>Drive: Scarlett Justice</li>
<li>Health: 11,000</li>
<li>Character Combo Rate: 80% (Gain Art: 70%)</li>
<li>Japanese Voice Actor: Asami Imai</li>
</ul><p></p></div>
<p> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Important Links</b></div>
<ul class="bbc"><li>Izayoi Dan Rankings: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://sp.bbcp.ac/ranking_view.php?mode=exe&amp;type=psr_rank&amp;couse=&amp;charactor=iz&amp;pref=0&amp;guild=0</a>
</li><li>Izayoi JP Movelist: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://sp.bbcp.ac/chara23.php</a></li>
<li>Izayoi Movelist Video <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www.youtube.com/watch?v=5ycU-FQ2LSg</a></li>
</ul><p></p></div>
<p> </p>
<p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Changes in CPEX</b></div><br><em>Unlisted changes are written in <strong>bold.</strong></em>
<ul class="bbc"><li>Combo Rate: Reduced 10% in each mode (Normal mode 90% to 80%, Gain art 80% to 70%)</li>
<li>6A: No longer has guard point. Forces crouch. Special cancelable, 110% bonus proration on hit.</li>
<li>j.A: Hitstun increased</li>
<li>5B: 5B &gt; 2B and 5B &gt; 6A Gatling Added</li>
<li>5C: 5C &gt; 6A Gatling Added. Moves forward, makes a lot of confirms/blockstrings a lot easier.</li>
<li>3C: no longer jump cancelable on block</li>
<li>Air Throw: bounce on hit reduced. Combos into 2C/3C/Astral without delay.</li>
<li>Crusade Seraphim α: Knocks back extremely far. Still possible to convert on CH.</li>
<li>Crusade Seraphim γ: emergency techable on air hit. Combos from 5b.</li>
<li>Noir Edge: No longer an overhead. Lessened/removed landing recovery, backwards momentum added. Can combo on midscreen CH.</li>
<li>Aegis Blade: Fully invincible on startup. Lots of untech time, lower launch, comboable off high hits. Uncancelable into A/B/C teleports. Cancelable into D Teleport on hit.</li>
<li>Strike Fall: Cancelable into Mirage Thruster and Valkyrie Astraea. Ground bounces, then soft knockdown.</li>
<li>(OD)Strike Fall: Hits 3 times.</li>
<li>(OD)Valkyrie Astraea: Changed, hits 4 times, covers a lot of space quickly.</li>
<li>Slaver Trans-AM: Usable with 1 stock of Zero-Weave. The more stocks, the longer Trans-AM last</li>
<li><strong>-jA attack level increase, rather than raw hitstun increase.</strong>
</li><li><strong>-2B is faster.</strong></li>
<li><strong>-Astraea knockback is lower.</strong></li>
<li><strong>-Almost all teleports have less recovery.</strong></li>
<li><strong>-Aegis Feint duration increased(?).</strong></li>
<li><strong>-OD Phorizer hit state changed to normal phorizer.</strong></li>
<li><strong>-OD Phorizer wallsplat removed.</strong></li>
<li><strong>-Trans-AM bits attack more slowly.</strong></li>
<li><strong>-General movement speeds have changed. Higher base speed, removal of dash acceleration in GA.</strong></li>
</ul><p></p></div>
]]></description><guid isPermaLink="false">10651</guid><pubDate>Wed, 22 Apr 2015 13:31:11 +0000</pubDate></item><item><title><![CDATA[[CPEX] Izayoi Combo & Theory Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/10652-cpex-izayoi-combo-theory-discussion/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Izayoi/BBCP_Header_Combo_Thread.png" alt="BBCP_Header_Combo_Thread.png"><br><br><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Izayoi/BBCP_Info_Bar_c01.png" alt="BBCP_Info_Bar_c01.png"></p>
<p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>General Information:</b></div>
<ul class="bbc"><li>Combo posting and combo theory discussion should take place here! If you have a question like "Why doesn't this combo work?" or hitbox observations, this is a good place to bring it up</li>
<li>For what combos get posted, I want to stick to things that are optimized or useful. Records of specific, optimal conversions will be in this thread, whereas the wiki will reflect more basic combos. However, if your question steps out of the bounds of the wiki or what is posted, don't be afraid to ask as long as it relates to combo execution or implementation</li>
<li>As far as specific conventions for her combos and overall notation, i'll add that in a bit. Stay tuned!</li>
</ul><p></p></div>
<p> </p>
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Izayoi/BBCP_Info_Bar_c02.png" alt="BBCP_Info_Bar_c02.png"></p>
<p style="text-align:center;"><br>
P L A C E H O L D E R B O Y S</p>
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Izayoi/BBCP_Info_Bar_c03.png" alt="BBCP_Info_Bar_c03.png"></p>
<p style="text-align:center;"><br>
P L A C E H O L D E R B O Y S</p>
]]></description><guid isPermaLink="false">10652</guid><pubDate>Wed, 22 Apr 2015 13:47:44 +0000</pubDate></item><item><title>Izayoi's Guide for Beginners BBCPEX</title><link>https://www.forums.dustloop.com/forums/topic/11106-izayois-guide-for-beginners-bbcpex/</link><description><![CDATA[
<p style="text-align:center;"><span style="font-size:36px;"><strong><em>Warning! This guide is for beginners only, if you are looking for frame data or advanced combos, then I am afraid you've come to the wrong place. This will talk about things beginner Izayoi's should know starting out and building the foundation for a strong Izayoi game </em></strong></span></p><p style="text-align:center;"><u><span style="color:#FF0000;"><span style="font-size:26px;">Overview</span></span></u></p><p style="text-align:center;">Izayoi is a unique character who can switch between two modes throughout the match, her normal mode and her Gain-art form. Izayoi is a character who changes her play-style depending on her mode, in her normal mode the general play-style is to manipulate range and control the field with her long ranged specials and teleports, I like to refer to her as a point-to-point fighter (more on this later) in her normal mode. In her Gain-art mode, her play-style changes drastically from a control character to an aggressive character who specializes in getting past an opponents defense using a very powerful mix-up game unlike any other characters and the added bonus of a powerful whiff punishing game, but falls flat due to some limitations (more on this later).</p><p style="text-align:center;"><u><span style="font-size:26px;"><span style="color:#FF0000;">Scarlett Justice (Drive)</span></span></u></p><p style="text-align:center;">Her drive allows her to switch back and forth between her two modes which alter Izayoi's play-style and alter some of her normals, alters her dash, and adds follow ups to her specials which allows them to be extended into combos. Her Gain-art mode is limited by a gauge on top of the heat gauge called the zero-type gauge which has 8 little circles to be filled. These circles can only be filled by Izayoi in her normal mode by using her specials on the opponent. To be more specific when Izayoi hits an opponent with a successful special (any), she would gain two bars of the zero-type gauge, however if Izayoi's special attack is blocked she would only gain one bar of zero-type gauge.</p><p style="text-align:center;"><span style="font-size:26px;"><span style="color:#0000CD;">Move Breakdown (Normal Mode)</span></span></p><p><span style="font-size:18px;"><span style="color:#00FFFF;">Normals</span></span></p><p><span style="color:#EE82EE;">5a</span>-  Izayoi's hits the opponent quickly with the hilt of her weapon</p><p>This is one of her fastest moves, usually used when izayoi is extremely close to the opponent or used to start a combo from a dash, can also whiff crouching opponents due to it being a high hit, though if your opponent is tall like hakumen or tager it will not whiff.</p><p><span style="color:#DDA0DD;">5b</span>- Izayoi will thrust her weapon forward</p><p>This move has very good range, it has good speed for its range but if the opponent is close enough it can be easily punished, it confirms most specials and can cancel into the sonic saber special. One of her most useful tools in staring combos due to its range, however be careful not over use this since it can be easily predictable.</p><p><span style="color:#DDA0DD;">5c</span> - Izayoi steps forward and slashes with her weapon</p><p>Can also confirm specials and like 5b can be canceled into sonic saber , this is used to quickly close the gap between Izayoi and the opponent and strangely enough also used as one her best air combo starters/anti-air. Also if blocked Izayoi moves back after the slash to maintain some range, can also OTG to start air combos.</p><p><span style="color:#DDA0DD;">2a</span>-  Izayoi crouches and kicks low to the ground</p><p> decent range (good for a low)  and speed, can be used twice per combo string and can be throw canceled into your opponent's dismay</p><p><span style="color:#DDA0DD;">2b</span>- Izayoi crouches and sweep the ground</p><p>Its range is longer than 2a but however it is slower, but for its range its worth it and is very useful for quick and reliable OTG's</p><p><span style="color:#DDA0DD;">2c</span>- Izayoi swings her sword upwards from crouching position</p><p>This has again amazing range, though it is slow it is a great tool for controlling space, however on C.H this move shines due to its catastrophic fatal counter stun allowing for Izayoi to switch into her Gain-art mode and combo her victim into oblivion. Can be tricky since it looks like an low hitting move but its a actually not.</p><p><span style="color:#DDA0DD;">6a</span>- Izayoi bashes her weapon downward</p><p>Has decent range (more than 2a), slow on start up, it can force the opponent into a crouch state on hit and can be added into a combo to increase damage.</p><p><span style="color:#DDA0DD;">6b</span> - Izayoi jumps and flips for an overhead</p><p>It can be delayed by holding it, It is invincible to low moves, on knocks down enemy's on air hit</p><p><span style="color:#DDA0DD;">6c</span>- Izayoi uses her armor to attack.</p><p>It has long range and it can deal high damage on Fatal counter. This is mainly used for punishing opponents with its invincibilty .</p><p><span style="color:#DDA0DD;">3c</span>- Izayoi sweeps the ground with her sword</p><p>It has short range, decent speed but not recommended since there are better options but regardless it is an option.</p><p><span style="color:#DDA0DD;">j,a</span>- Izayoi jumps and hits using her hilt</p><p>Fast overhead, especially for her mix-up game, can cancel into air throw</p><p><span style="color:#DDA0DD;">j.b</span>- Hits using her sharpened part of her cloth</p><p>fast overhead, once again great mix-up tool, can cross-up if used correctly</p><p><span style="color:#DDA0DD;">j.c</span> diagonal slash </p><p>Great for jump ins, can beat some anti-airs , used primarily for jump ins and as a combo starter/ender. It will cause a knockdown on air hit.</p><p><span style="color:#DDA0DD;">5d/2d/j.d - </span>switches modes</p><p>I won't get into these much due to it being too complex for a beginner guide but just note that j.d stops izayoi's movement in the air and is also the safest</p><p> </p><p> </p><p><span style="font-size:18px;"><span style="color:#00FFFF;">Specials</span></span></p><p><span style="color:#DDA0DD;">Crusade Seraphim A or Alpha(623b)</span>- Izayoi slashes diagonally upwards</p><p>This is primarily used as an anti- air, it is also quick and it has good range against aerial attackers. It also throws the opponent the farthest out of the Crusade Seraphim varieties. </p><p><span style="color:#DDA0DD;">Crusade Seraphim B or Beta(236c)- </span><span style="color:#000000;">Izayoi slashes horizontally in front of her </span></p><p><span style="color:#000000;">One of Izayoi's best tool for spacing and controlling range, It is quick, has a long hit-box and is the safest of the the three if used in the right range, it is also a great tool for punishing whiffs at a safe range. On CH it sends the opponent sliding, which can lead into potential combos.</span> It throws the opponent a good distance from Izayoi, 2nd farthest out of Crusade Seraphim varieties.</p><p><span style="color:#DDA0DD;">Crusade Seraphim Y or Gamma(236b)- </span><span style="color:#000000;">Izayoi horizontally slashes her opponent's legs</span></p><p><span style="color:#000000;">Slowest of the Crusades Seraphims however it is a low, and the startup animation is the same as the others. It allows for OTG combo extensions and one of the few ways Izayoi can break 2k in her normal mode without meter. Even though it is a knockdown it manages the knock them backward quite a bit.</span></p><p><span style="color:#DDA0DD;">Crusade Seraphim in general </span></p><p>All Crusade Seraphims can be delayed and canceled, with the addition that they can all be mirage thruster canceled.</p><p><span style="color:#DDA0DD;">Aegis Blade(623c)-</span> Izayoi slashes vertically upwards on top of her head. </p><p>Her reversal, offers invincibility on release and not on start up, similar to crusade seraphim in where it can be delayed and stance canceled, allows for combo extension in the corner.</p><p><span style="color:#DDA0DD;">Stance Canceling and delaying-</span><span style="color:#000000;"> Izayoi cancels her delayed stance</span></p><p><span style="color:#000000;">This is used for tricking the opponent since all crusade seraphim variation's delayed stances look the same, also for when you know your attack won't reach them or when you accidentally do the wrong attack such as 623b instead of 236b. Also allows for Stance Cancel mix-ups which can take the enemy on surprise.</span></p><p><span style="color:#DDA0DD;">Mirage Thruster (in place)(214a)- </span><span style="color:#000000;">Izayoi teleports in place</span></p><p><span style="color:#000000;">This is used primarily to cancel the recovery of the crusade seraphims, allowing for quicker recovery and reaction. This has the same start-up as all mirage thrusters and the fastest recovery in normal mode, so it can be used as confusion tactic. </span></p><p><span style="color:#DDA0DD;">Mirage Thruster (Forward)(214b)- </span><span style="color:#000000;">Izayoi teleports forward </span></p><p><span style="color:#000000;">This can also be used to cancel the recovery of the seraphims but it is a little bit slower. If close enough,  Izayoi will go behind the opponent instead just appearing in front of the opponent.  This is primarily used to cross-up the opponent if a seraphim is blocked, it can also extend combos by following them with this certain mirage thruster. </span></p><p><span style="color:#DDA0DD;">Mirage Thruster (Backwards)(214c)- </span><span style="color:#000000;">Izayoi teleports backwards </span></p><p><span style="color:#000000;">Usually used for ranging yourself from the opponent or running away from a possible reversal, It also able to cancel the recovery from the seraphims although it is not used for combos.</span></p><p><span style="color:#DDA0DD;">Sonic Sabre (236a)-</span><span style="color:#000000;"> Izayoi throws a projectile sword while moving backwards</span></p><p><span style="color:#000000;">This is used as an excellent zoning tool since it moves back and since it just needs to touch the enemy to gain Zero-type gauge bars, it can be used to evade possible reversals if a combo string is blocked</span>.</p><p><span style="color:#DDA0DD;">Aerial sonic Sabre (j.236a)- </span><span style="color:#000000;">Izayoi jumps and throws a swords at an angle.</span></p><p><span style="color:#000000;">Thanks to its angle it can stuff the opponent while Izayoi stays safe in the air. It is slightly faster than the ground version and intstead of moving backwards while throwing her projectile she will now go up and rise after throwing the projectile.</span></p><p><span style="color:#DDA0DD;">Noir Edge (j.236c)- </span><span style="color:#000000;">Izayoi flip kicks causing her armor to strike upwards</span></p><p><span style="color:#000000;">Used as a combo ender in normal mode and will throw the opponent the farthest out of any special. It is not recommended to use it without hit confirming it first. Some people think just because it is an aerial it is a overhead, it is not and the range is to risky to just throw it out there since it can be easily be D.P'd or punished. </span></p><p> </p><p><span style="font-size:18px;"><span style="color:#00FFFF;">Distortion drives </span></span></p><p><span style="color:#DDA0DD;">Justice Phorizor(236236c)- </span><span style="color:#000000;">Izayoi summons a large sword in front of her.</span></p><p><span style="color:#000000;">This is a good option as a reversal, however can also be used as a finisher. Good range, relatively safe on block due to it pushing the opponent back quite a bit. however if it whiffs or predicted it can easily be jumped. </span></p><p> </p><p> </p><p> </p><p style="text-align:center;"><span style="color:#FF0000;"><span style="font-size:24px;">Strategies While in Normal Mode</span></span></p><p style="text-align:center;"><span style="font-size:16px;"><span style="color:#000000;">While in normal mode Izayoi's job is to collect bars for the Zero-Type gauge while staying alive long enough to transform into her Gain-Art form. Though this is her primary objective it doesn't mean she's useless. Many people make the mistake of making "Izayoi is trash simply because she cannot combo without her Gain-Art form". This is wrong it is true she does not have many combos but if used correctly izayoi can keep her range to control the field long enough to transform to Gain-Art form. Izayoi's neutral game is important in her normal node due to her range and the fact that some specials such as 623b and 236a move her forward and backwards. I refer to her as a Point-to-Point fighter due to the fact most of her offensive combos are going to be quick and short almost like a game of tag except in her case it's "tag, now get away from me" since most her combos end up throwing her opponent far away from her.  In terms of combo starters, if the opponent is in midrange use either 5b or 2b, if they are close use 5a and 2a and if they are in the air use 5c. If they try to attack you from the air and you aren't close enough for 5c then 623b it will be your best friend for anti-airs unless they come from directly above, in these special cases 623c will work wonders. In terms of spacing and zoning in neutral 236a and 236c are your go-to's due to the their hard to punish range and safety. For Whiff Punishing, your best bets are either 236c for a far away whiff or 5b for a close punish. If your combo strings are being blocked you could instead end with a 236a or use either crusade's then cancel them with mirage thruster to either cross them up or move away completely. Remember your job in normal mode is primarily to accumulate bars for the Zero-Type gauge.</span></span></p><p style="text-align:center;"><span style="font-size:16px;"><span style="color:#000000;">Pay close attention on how you finish your combos this is important so you can try to predict your opponent. For a basic example if you end a combo with 236c on Ragna, his initial reaction would be his 214a or jump-in due to their range from this you can either try 236a or 623c, and from that instance you already have half the zero-type gauge filled. Experiment with this and possible reactions in training for different characters to get better, you don't have to master this just yet just pay attention to your combo enders and you will be okay.  </span></span></p><p style="text-align:center;"><span style="color:#000000;">. </span></p><p style="text-align:center;"> </p><p> </p><p> </p><p style="text-align:center;"><span style="color:#FF0000;"><span style="font-size:24px;">Move Breakdown (Gain-Art Mode)</span></span></p><p style="text-align:center;">In Gain-Art mode, Izayoi's dash and moves are altered to fit a more mix-up oriented play-style, her moves remain the same with the exception of 5c,2c,3c,j.c,and 6c. Her Crusade Seraphim,Aegis Blade and Noir Edge moves gain follow-ups in exchange for one Zero-type gauge bar  and she gains D version moves of Sonic sabre and Mirage thruster. Also Izayoi no longer gains Zero-type gauge from specials and she can revert and transform from normal mode at any time.</p><p style="text-align:center;"><span style="color:#00FF00;"><span style="font-size:22px;">Dash</span></span></p><p><span style="color:#00FF00;">66/44-</span><span style="color:#000000;">Dash</span></p><p><span style="color:#000000;">This now instead of running flies upwards and backwards at an arc. This allows for jumping hits to be used while dashing instead of jumping allowing trickier and faster mix-ups. On the negative side she can't barrier block while dashing to protect herself, meaning you have to watch yourself when dashing. </span></p><p style="text-align:center;"><span style="font-size:22px;"><span style="color:#00FF00;">Normals</span></span></p><p><span style="color:#00FF00;">5c</span>-Quick Slash</p><p>Compared to normal mode, It loses range and gains speed but it becomes a really essential combo part due to its speed as well as being good for pressure and can cancel into 6c if needed.</p><p><span style="color:#00FF00;">6c-</span><span style="color:#000000;"> Izayoi steps forward and kicks high</span></p><p><span style="color:#000000;">On hit it launches the opponent in the air, due to its high hit-box it can catch opponents who jump away during a combo. Allows for extended combos in the corner with 5c</span></p><p><span style="color:#00FF00;">2c- </span><span style="color:#000000;">Izayoi slashes twice downward then horizontally</span></p><p><span style="color:#000000;">Used mainly for corner combos in conjunction with 5c and 6c, second hit creates a vacuum like effect and can be canceled into 6c. Small range, great pressure tool . </span></p><p><span style="color:#00FF00;">j.c-</span><span style="color:#000000;"> Izayoi hits downwards with her armor</span></p><p><span style="color:#000000;">A key part in her offensive play-style, beats most aerial moves and has a huge hit-box, it is all purpose move which can useful in many situations and mix-ups.</span></p><p><span style="color:#00FF00;">3c-</span><span style="color:#000000;"> Sliding low kick </span></p><p><span style="color:#000000;">Can cause fatal counter, and it can be canceled on hit into any special and OD canceled making for some interesting options on hit.</span></p><p> </p><p><span style="color:#00FFFF;"><span style="font-size:20px;">Specials(Normals)</span></span></p><p><span style="color:#00FF00;">Valkyrie Astrea (6D during 236c/236b) </span><span style="color:#000000;">-Izayoi lunges forward quickly  (Uses one gauge of zero-type)</span></p><p>Used to extend combos, decent range and fast speed. Can be used from delayed stance and used to punish those who try to punish a delayed stance, can also be used on block. Can also be mirage thruster canceled to follow the opponent.</p><p><span style="color:#00FF00;">Strike Fall</span><span style="color:#000000;"> </span><span style="color:#00FF00;">(D during 632b/623c)-</span><span style="color:#000000;"> Izayoi teleports and slashes down on the opponent. (Uses one gauge of zero-type)</span></p><p><span style="color:#000000;">Used primarily as a combo finisher since it can't be used on block and can lead to Valkyrie Astrea. Can be mirage thruster canceled after the hit allowing for further mix-ups</span></p><p><span style="color:#00FF00;">D Sonic Sabre and aerial Sonic Sabre (236D or j.236d)- </span><span style="color:#000000;">Izayoi summons a bigger sword with smaller swords following it.  (Uses 2 Gauges of Zero-type)</span></p><p><span style="color:#000000;">Compared to 236a it is slower but now causes insane block stun and can allow for devastating mix-up and cross-up options, While the aerial version can be used as an okizeme tool and shoots at a better angle. </span></p><p><span style="color:#00FF00;">D Mirage Thruster(214D)- </span><span style="color:#000000;">Izayoi quickly teleports behind the opponent (Uses One gauge of zero-type)</span></p><p>Compared to the other variations this version is the quickest and always appears behind the opponent, allowing for very useful whiff punishes which can lead to big combos. Will pursue opponents even in the air and can be performed in the air allowing for a really good whiff punishing tool.Can be performed with D sonic sabre to cross up and create very hard to react to mix-ups.</p><p><span style="font-size:20px;"><span style="color:#00FFFF;">Distortion Drive</span></span></p><p><span style="color:#00FF00;">Slaver Trans-AM(632146D)-</span><span style="color:#000000;"> Izayoi summons small guns to shoot while attacking (uses Four Gauges of Zero-type)</span></p><p><span style="color:#000000;">This is mainly used to increase pressure in your block-string and to potentially increase damage but requires special combos to use it well.</span></p><p style="text-align:center;"><span style="font-size:24px;"><span style="color:#FF0000;">Strategies while in Gain-Art Form </span></span></p><p style="text-align:center;">While in Gain-Art form you find that Izayoi gains rather aggressive move extensions, this combined with her new dash and new normals allows her combos to be extended as well as her pressure/mix-up potential to be increased, This form shines with her mix-up and cross-up game and is unlike any other in the game. Most anti-air option remains the same but are now extended for further mix-up possibilities due to strike fall and mirage thruster. Due to dashing turning normals into overheads this gives you the options to either jump or dash to get overheads other than 6b and to force your opponent into a guessing game of determining where to block. The main strategy is to rush the opponent down with continuous pressure while abusing mix-ups and cross-ups to crack your opponents defense to go in for the kill. While izayoi has many tricks at her disposal to be tricky such as double teleporting , stance cancel mix-ups, stance delaying, whiff baiting that can take opponents by surprise. Valkyrie Astrae is used to close the distance and to punish careless frontal attacks and whiffs. The new D version of sonic sabre is useful due to its hit-stun and the d version of mirage thruster being able to go behind the opponent while the opponent is forcibly blocking allowing for a mix-up and a cross-up at the same time. It is also still notable that using 236a in a block-string while avoid a D.P or punish. Remember that to use your Zero-Type gauge wisely and never use it without thinking and never dash in without thinking, you will easily get punished because you can't block what so ever.</p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p> </p><p style="text-align:center;"><span style="font-size:24px;"><span style="color:#FF0000;">Stance Canceling and Delaying</span></span></p><p style="text-align:center;">A stance cancel mix-ups and delaying are a good way to trick the opponent into either attacking or opening up their defense. A stance cancel mix-up is when you cancel Crusade Seraphim in the middle of a block string or combo, then dash to hit either overhead or low. An example of this is 5b~5c~6c~236c(a)~66~6b or 2b. This isn't something to just keep throwing out there, its more of a surprise move as it is possible to punish. This is usable in both modes but really shines when used in Gain-Art due to the dash and various other tools such as D mirage thruster. Stance delaying is when you hold the stance in crusade seraphim in hopes of the opponent counter attacking. Also used to trick to wait people out the entire duration or to attack. This is useful thanks to 236c,623b and 236b having the same starting animation often forcing them to guess which it is and even better you cancel this stance for a mix-up!</p><p style="text-align:center;"> </p><p style="text-align:center;"> </p><p style="text-align:center;"> </p>
]]></description><guid isPermaLink="false">11106</guid><pubDate>Mon, 03 Aug 2015 01:30:39 +0000</pubDate></item><item><title><![CDATA[[CPEX] Izayoi Video Posting / Analysis & Discussion Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/11074-cpex-izayoi-video-posting-analysis-discussion-thread/</link><description><![CDATA[
<p>*In this thread, you can post any matches you want critiqued or discussed, or you simply think are good references. Matchup specific references, if significant, are also OK, but please mention it. Otherwise, please take it to the matchup specific threads. Combo videos and tutorial videos are OK to discuss as well!</p>
<p> </p>
<p>*In this thread you could also post your own analysis if you are so inclined. Why did you think a match was good? What did you take from a match? Hopefully people take stabs at how others break down matches, and try to instruct on the right way to look at certain things, or maybe even learn something from how <em>you</em> look at stuff. Dont be shy, everyone needs to learn to learn <img src="https://www.forums.dustloop.com/uploads/emoticons/default_wink.gif" alt=";)"></p>
<p> </p>
<p>*The initial post is reserved for posting what I believe are matches with a lot to take from, and I'll try to offer a breakdown on WHY they are good, things to look for, and things that are not so good. These matches, I hope are model for reference.</p>
<p> </p>
<p>*Here is a collection of Izayoi match videos from the JP Database, feel free to post any matches you find interesting! <a class="bbc_url" href="%22http://horibuna.web.fc2.com/BBCP/BBCP_IZ.html%22" title="External link" rel="external nofollow">http://horibuna.web....CP/BBCP_IZ.html</a></p>
<p> </p>
<p><strong>Hi. I decided to do a few things a little differently. In this thread, I'm going to hand pick matches to post, and offer a light blurb on significant things to take from the match. These matches could be low, mid, high level. Anything I feel offers a good amount to watch and analyze.</strong></p>
<p> </p>
<p><strong>The kind of posts i'd like to see in this thread are YOUR analysis. High level, Low level, it doesn't matter. Please, tell us what you think! The process of refining that analysis is important to both see and take part in, so please participate. The purpose of this thread is to help along our understandings of what we see in videos by pairing examples with analysis.</strong></p>
<p> </p>
<p><strong>For the match I'm starting with, ill do a more in depth posting to maybe serve as example of what I look for in matches. I hope i can do more, but as time allows. </strong></p>
<p> </p>
<p><strong>(The breakdown I am giving is very in depth, and there are probably a few things not everyone gets the logic behind. If you have a question, please ask! The options I mention are already relatively developed, so I'd like newer players to skip to the end for a simplified, concise match analysis.)</strong></p>
<p> </p>
<p>---</p>
<p> </p>
<p>Ryuusei (Jin) vs Chin (Izayoi): <a data-ipb="nomediaparse" href="" https: rel="external nofollow">https://www.youtube.com/watch?v=APU5WhLzoRU</a></p>
<p> </p>
<p><strong>In depth breakdown of the first match:</strong></p>
<p>[collapse]</p>
<p> </p>
<p>Chin chooses to back off from the start of the match. From match start position, jin 5C carries the same startup as 5B, and is faster than 2C and 236C, and because of Izayoi's high jump and jC angle, jumping upforward to attempt to move into a strong position or net a punish on a whiff 5C will be met with another guessy situation. While there are guesses she can make to deal with certain moves, they all carry some kind of big risk. Chin plays it safe and opts to go to neutral, and plays at a midrange where throwing sonic sabre lets him exploit Ryuusei's movements for positional advantage.</p>
<p> </p>
<p>He gets tagged by a stray jC, but eventually takes the risk and runs in after a spaced empty jump. Ryuusei is spaced too far for a useful fuzzy mash, and could easily be whiff punished, so Chin takes the guess and begins to pressure. Slowly, he works ryuusei into the corner, and works around ranges that ryuusei might want to move to. Eventually, Ryuusei airdashes out of the corner and Chin misses and opportunity to take advantage of his anticipated landing. Chin goes to a rising jA at a rather risky spacing, where jin can relatively safely jump back and jC CH, but lucks out. Ryuusei throws a rather bad fireball (likely a misinput on rising jA), and gets hit, netting Chin 2 more stars.</p>
<p> </p>
<p>Another misinput on Chin's part, whiffs a 6A. Ryuusei takes the situation to advance, and moves in with a solid airdash jC, with little whiff recovery (low commitment advance considering the spacings), and is able to react to the situation and AA 2C in response to Chin's positioning. Chin lands and guards the 2C, but Ryuusei jump cancels and tries to pressure. Chin attempts to outspace Jin's jump normals by running underneath him (putting him in a position to pressure the anticipated landing), but a pre-emptive j2C from ryuusei scores him a clean hit, and he converts into a corner combo.</p>
<p> </p>
<p>Chin opts for a relatively safe attempt to escape the corner (fuzzy jump), which Ryuusei pursues with a dash 2C, after which Chin immediately reversals. He takes the knockdown opportunity to mode change and escape from the corner, putting Ryuusei in a risky position. There are a lot of stray hits and attempts to control positioning, to which Ryuusei overextends himself and gets tagged by a far 5B. Chin blows OD and 50 meter on a pretty iffy confirm, which leaves Ryuusei with his burst, a good amount of life, and Chin without insurance on defense in terms of both meter and overdrive, where he would have gotten the same positioning, stars, and oki if he did not use either resource. However, his pressure pans out and Ryuusei bursts, and Chin scores a good hit, and carries his momentum to win the round.<br>
 </p>
<p>At the start of the next round, Chin gets a few stray hits from Ryuusei's guesses in neutral, and ends up with 6 stars. Notably, a read on a jump after 6C stance cancel is met with rising jA.  Chin goes into GA in neutral and begins to approach.</p>
<p> </p>
<p>Ryuusei guards an airdash jC high in the air, and Chin is left with very few cancel options. Thus, Ryuusei decides to disrespect with 2A after instant blocking it. Chin goes for 5A, Izayoi's fastest move, to hopefully catch a low commitment option (jump) that would retain advantage, but it is a risky call thanks to the limited frame advantage. Instead Ryuusei's risky 2A guess is met with reward, and he gets a pressure setup. He goes for a throw or fuzzy mash bait, and covers fuzzy jump (which Chin does) as well.</p>
<p> </p>
<p>The dash j2C Ryuusei goes for is in a situation where there is a lot to look for, making it harder to disrespect, as well as a low risk - medium reward option in terms of option cover. As Chin fuzzy jumps out, the j2C catches him and Ryuusei brings him to the ground in blockstun.</p>
<p> </p>
<p>One anticipated jump cancel later, Chin Anti-Airs out of pressure. He scores the hit, and manages to convert it with 3 stars (expensive!). He covers the no-tech with a 5C (questionable) and turns it into a little bit of extra damage for an additional star.</p>
<p> </p>
<p>Sitting at 2 stars, Chin back teleports and goes for relatively weak oki, despite Jin not having enough meter to disrespect heavily. His pressure is guarded, and Ryuusei jumps out. Chin catches him, but blows his remaining stars on a weak confirm into even weaker tech cover. Ryuusei luckily doesnt tech, and Chin gets away with a mode change into pressure.</p>
<p> </p>
<p>He manages to get another star on block, but his guess on Ryuusei's pressure response is risky, and he shoots a very high saber. Ryuusei runs underneath and pursues the landing, and goes for a mixup. He gets an unexpected CH on the 5B, and gatlings into 6A to which he blows the meter to confirm. The following combo is done as if it was off a naked 6A (mistake on ryuusei's part) and Chin guesses on the drop with a low neutral air tech into mash to take advantage of predicted air tech option cover. Ryuusei doesnt commit, but still ends up blocking Chin's pressure. Chin gets a star and backs off to mode change, with 2 stars being enough to kill Ryuusei with his current life total despite having a burst (Chin is sitting on a lot of meter, and is about to get his burst back).</p>
<p> </p>
<p>Ryuusei then guesses on Chin's approach with an IAD at a spacing difficult to anti air at (even so, Chin is so lacking in resources that the threat wouldnt be so substantial) and gets Chin to block a jB after Chin dashes in. Ryuusei goes for a lot of low commitment pressure, and Chin fuzzy jumps almost every time. Eventually Chin escapes pressure and gets a few stray hits while covering air tech options well, but doesnt confirm anything. It would be worth it, as he could astral on the next hit, but he saves the stars instead.</p>
<p> </p>
<p>Stray pressure is escaped quickly with barrier IB's and good, low risk jumps on Chin's behalf, and the match stays in neutral as the timer hits single digits. Chin has a distinct life advantage, but Ryuusei's burst means he could lose that advantage quickly. Chin opts for movement over Ryuusei to waste time, and Ryuusei desperately OD's on a blocked jB for a confirm that would win him the round, but puts himself in a negative position with a bad air blockstring. Chin takes advantage and mashes him out upon seeing this, and gets him blocking, timing out his overdrive on a stray hit and securing the match.</p>
<p>[/collapse]</p>
<p> </p>
<p> </p>
<p><strong>Match Analysis:</strong></p>
<p> </p>
<p>Much of this match is spent in neutral, so we dont see a lot of examples of pressure that we can talk about.</p>
<p> </p>
<p>A lot of the neutral game in Normal mode is focused around movement, especially footsie-ing around anticipated landings and using the threat of airdashes/air actions (you'll end up seeing a lot of high jumps with late air actions). The big threats in terms of moves Izayoi can just COMMIT to are jA and Saber. Saber reward is high because of stock gain on block, so naturally your opponents don't want to block it. jA is simply a strong tool. The rest of the strength in neutral comes from moving around Jin's neutral guesses in a way to put him at a disadvantage and minimize risk when Izayoi does decide to commit to a guess.</p>
<p> </p>
<p>GA is a little different, where Izayoi is highly mobile and her jC is really hard to disrespect. You don't see Chin guess vs Jin's anti air often, because the vertical range on 2C makes it somewhat risky to RPS against, but the threat of it is there. Not quite a huge risk to guard 2C, but not the safest either. So spacing in the air is very noticeable as well, but you dont quite see examples of the strength of Izayoi's RPS.</p>
<p> </p>
<p>Izayoi's general offensive style lets her RPS a little more when she has the threat of GA and resources behind her, which is something you see reflected in Chin's play during the match.</p>
<p> </p>
<p>Chin plays relatively low commitment /most of the time/, and a lot of his decisions/options are very straightforward making this a relatively good set to start from with the proper breakdown.</p>
<p> </p>
<p>However, his play lacks in terms of resource management, confirms, and strong pressure. Moving back and forth between normal mode and GA within a round is sometimes acceptable, but you dont want to if you dont have to. And because his confirms dont make the most of his stars or momentum, he ends up at a shortage for stars or resources often. There are ways to mitigate this with meter and OD, but the actual character tech development is lacking in his play. His pressure and momentum is very weak, so he ends up in neutral more often than he should. Ironically this lends to it as a reference in neutral.</p>
<p> </p>
<p><strong>The good neutral decisions make up for it and let him take the set, so one thing i would advise keeping an eye out for in the set are neutral choices, especially spacings at which choices are made. Please ask questions about his neutral choices at instances that pique your interest and we'll do our best to explain it!</strong></p>
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<p>---</p>
]]></description><guid isPermaLink="false">11074</guid><pubDate>Wed, 29 Jul 2015 01:38:16 +0000</pubDate></item></channel></rss>
