Schneider-X Posted May 3, 2015 Posted May 3, 2015 I should have listed air hit 5C as well in the list but I was reluctant to since for normal starters you're typically better off just using 5C OD and doing similar damage while ending up with some meter left over to use in neutral. For short starters its definitely something to keep in mind. I also don't like the high variability to the situations off of air moves so I didn't explore those options too much. Thanks for looking into it though. You can also do this off of Hotaru in the corner which I find easier to do than the one you listed. (Corner) Hotaru > AD, OD, J.C, 5C, 5C > Guren > 5C > Mugen > stuff (7946 dmg)
BlackYakuzu94 Posted May 3, 2015 Posted May 3, 2015 So..I'm starting to feel the matchups. How's everyone else fairing so far if you've played.
Schneider-X Posted May 3, 2015 Posted May 3, 2015 Here is the Hotaru Mugen combo for reference. https://www.youtube.com/watch?v=vjvo0ryVebg&feature=youtu.be I was also messing around with max damage off of Hotaru and you can actually get about 8.8K damage with low life OD, so it really isn't that optimal unless you're at a high life lead.
Moblin Posted May 3, 2015 Posted May 3, 2015 I love the mugen vid you put up, much appreciation for that. On top of the roll-OS in the corner, I've seen Tenchi do something besides 5C after 6a > 6b. It seems 6a >6b, jump, falling j.b also cover rolls in the corner and probably leaves you with higher frame advantage as well. So now we have two options to use against rolls and oki in the corner.
Moblin Posted May 3, 2015 Posted May 3, 2015 I think it's a safejump setup too, so mostly it's the same thing as Agito, falling j.C. It's just a setup you can use in the corner after 6a > 6b. To answer your question though, if the j.b catches a roll out you can easily do j.b, land, 5a > 5b into escalator of justice or j.c hotaru.
Spark Posted May 5, 2015 Posted May 5, 2015 Random thought I can't check right now since I'm at work, but anyone see if canceling counter into Akumetsu (like with Yukikaze) instantly triggers the instant kill part of the counter?
BlackYakuzu94 Posted May 5, 2015 Posted May 5, 2015 I will try that when I get back home from campus. Sent from my iPhone using Tapatalk
raxokoron Posted May 15, 2015 Posted May 15, 2015 Is it imposible to do tsubaki hotaru on noel without CH?
raxokoron Posted May 15, 2015 Posted May 15, 2015 I did TK tsubaki and it didn`t work. Dash tsubaki works. Why? I thought the only difference is that dash tsubaki moves character forward.
BlackYakuzu94 Posted May 15, 2015 Posted May 15, 2015 I did TK tsubaki and it didn`t work. Dash tsubaki works. Why? I thought the only difference is that dash tsubaki moves character forward. It might be her hurtbox, generally speaking the closer you are when Tsubaki hits, the more likely Hotaru will be able to connect. So TK Tsubaki>Hotaru doesn't really work because you're not close enough for Hotaru to connect.
raxokoron Posted May 15, 2015 Posted May 15, 2015 That`s sad. TK tsubaki is the only way to do zantetsu(1) CT tsubaki hotaru as far as I know.
mAc Chaos Posted May 15, 2015 Posted May 15, 2015 Dash Tsubaki is also closer to the ground when you do it.
BlackYakuzu94 Posted May 15, 2015 Posted May 15, 2015 That`s sad. TK tsubaki is the only way to do zantetsu(1) CT tsubaki hotaru as far as I know. You could try dash Tsubaki after the CT.
BlackYakuzu94 Posted May 16, 2015 Posted May 16, 2015 So I have temporary access to a capture card. Anything you guys want recorded for studying purposes?
Raziul Posted May 24, 2015 Posted May 24, 2015 I had a friend who used to play EZyoi during 1.0, and that was actually fairly common in our matches. Most of the time I remember it being because the box on Izayoi's 5B would extend past, but in the vid, he's catching her just as she's coming out of the teleport, so I don't know what weird overlapping might be happening there.
raxokoron Posted May 25, 2015 Posted May 25, 2015 https://youtu.be/xzmBasdagdQ?t=470 wat.... In fact izayoi teleports are not teleports at all. They are very fast typical anime dash. From the mechanics point of view, that`s happening because izayoi hitbox extends from start to end position when she teleports. Another example is this:http://www.youtube.com/watch?v=dBp4A495_rE. In video izayoi has been stopped by 2A when it should not even hit.
raxokoron Posted May 27, 2015 Posted May 27, 2015 https://www.youtube.com/watch?v=b5KHhIhPJFk According to this video in training mode and in versus OD meter gain is different. I cheked it on ps4 version of game and combo from video didn`t work in versus, but I don`t know why. Out of combo OD meter gain is same in both trainng and versus and it doesn`t depends on arena. Any ideas why is this happening?
skd Posted May 27, 2015 Posted May 27, 2015 (edited) In fact izayoi teleports are not teleports at all. They are very fast typical anime dash. From the mechanics point of view, that`s happening because izayoi hitbox extends from start to end position when she teleports. Another example is this:http://www.youtube.com/watch?v=dBp4A495_rE. In video izayoi has been stopped by 2A when it should not even hit. thats incorrect! her hurtbox just expands horizontally during teleport recovery (most moves with backwards hitboxes cover 214B/D well), on air 214D this means her hurtbox going forward. technically, this is still during startup (before the invuln has actually kicked in). The invlun is real (during it's intended duration), but what you are seeing is the move connecting during startup which has "movement". Positioning is not changed by going from point A to point B in a line or anything like that, it's a legit teleport. Edited May 27, 2015 by not_lunaris
raxokoron Posted May 27, 2015 Posted May 27, 2015 thats incorrect! her hurtbox just expands horizontally during teleport recovery (most moves with backwards hitboxes cover 214B/D well), on air 214D this means her hurtbox going forward. technically, this is still during startup (before the invuln has actually kicked in). The invlun is real (during it's intended duration), but what you are seeing is the move connecting during startup which has "movement". Positioning is not changed by going from point A to point B in a line or anything like that, it's a legit teleport. You right. Sorry. The dash part, that I was talking is only about her teleports animations. If you watch it frame by frame it seems like she accelerates in the begining and slows down with a little slide in the end of teleport.
psycofang2 Posted June 7, 2015 Posted June 7, 2015 What combo would you do after jB though? wouldnt you just do the typical falling jB>5A>combo? 1.7k for frees not too bad.
raxokoron Posted June 14, 2015 Posted June 14, 2015 I did some research about metergain problem from one of my previous posts and here my results: http://www.youtube.com/watch?v=9YI05bDbduw I still don`t know is it a bug or a feature. Is there any way to find out? P.S. I didn`t notice any difference in magatama regeneration rate in normal state or OD.
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