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[CP] Izayoi Gameplay Discussion - Tobe! Gandamu!


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Posted

Her normals whiff very easily when in rush down mode. Watching several izayois in the team.exe stream.

I like that for some reason. The last thing i want is another character with godlike normals that can just go nuts on you with no consequences like taokaka. She can deal a lot damage though, very easily too. It's also seems easy for her opponents to mash out stuff during her pressure. I feels she's become a very bait and punish heavy character in the future.

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Posted

You mentioned mira being projectile immune, all I can say it isn't from 1F at least. I was hit, well killed, trying to Dmira Touga Hyoujin in air.

I played some matches with a Amane just above my level, and the teleports works wonders if he misses his spacing normals.

Posted
You mentioned mira being projectile immune, all I can say it isn't from 1F at least. I was hit, well killed, trying to Dmira Touga Hyoujin in air.

I played some matches with a Amane just above my level, and the teleports works wonders if he misses his spacing normals.

As I said, It is difficult to rushdown a character with a fast teleport.

Posted (edited)
http://www.twitch.tv/team_exe

If you aren't already watching it check the archives later. MAVEN, the plat player, has been doing some matches as Izayoi and he's 7dan atm. He has really good movement and she looks super fast paced.

Thanks.

You guys can find the play from:

4:39:39 - Maven (IZ) vs Litchi

6:04:45 - Maven (IZ) vs Taokaka

6:17:06 - Izayoi vs Hakumen

6:28:20 - Maven (IZ) vs Bullet

6:36:04 - Azrael vs Maven (IZ)

7:14:33 - Maven (IZ) vs Bullet

Edit: Surfeit has linked the videos in the video thread. They have been upped to YT.

Edited by Kiba
Posted (edited)

I've been curious to know which of her moves fatals and I guess I got my answer. Smirnoff managed to show us that Valkyrie Astraea Fatals.

Here.

Edited by Kiba
Posted

I like how the recent izayoi in the vs bullet vid played. He used her normal mode more like a rushdown midscreen zoning character, rather than fullscreen zoner like we saw in early izayoi vids.

I'm loving her damage as well. 3-4k off random hits o_O? Being able to teleport in from full screen could potentially destroy zoners? Ofcourse they'll get used to baiting it, but that takes away the hassle of trying to get in. Especially against someone like hazama who has such a safe high reward zoning game.

Posted

I really want to experiment with Seraphim stance cancels during our pressure, they look pretty interesting. Didin't think she'd be able to continue a combo after Strike Fall either, good stuff

Posted (edited)

okay so D Mirage thruster apparently whiff cancels specials and super, also midscreen stock gain is 6!! im suspecting 8 in corner through a route consisting of 236B 214A 2A 623B 214C 623C then air combo j236C but that might be impossible due to the height at which 623C has to connect at. either way, midscreen bnb in normal mode is probably going to be confirm into 5C 236B 214A 2A 623B 214C 623B 214B or something.

justice phorizer really is a silly reversal...it turned out really good haha

Phorizer > teleport takes 2 stocks on hit OR whiff, but nevertheless its really really really nice to have

623B gets whiffed canceled into mirage thruster too, which takes 2 stocks as well. So naked d teleport, whiff cancel and phorizer cancel all take 2. I believe its 1 on hit/block.

Edited by not_lunaris
Posted

Can she cancel her specials with any of her teleports or just the D version?

I vaguely remember Smirnoff doing something like stuff > 236B > A Teleport > more stuff. That and 623B AA > C teleport.

So does the D teleport have full invincibility or just projectile invincibility?

Posted

There were people saying that if you see her disappear you can react grab to stop whatever she does. Dunno about that.

Posted

lol, I guess she can't just teleport as she pleases then. Still, that thing should work wonders against zoners and against slower pokes (if it has full invincibility and not just projectile invincibility).

Posted
Can she cancel her specials with any of her teleports or just the D version?

I vaguely remember Smirnoff doing something like stuff > 236B > A Teleport > more stuff. That and 623B AA > C teleport.

So does the D teleport have full invincibility or just projectile invincibility?

i personally dont think theres any invin? not sure where that came from in the first place

her ground specials barring sonic saber are cancelable into teleports, but im not sure about 623C. Then again i havent seen much usage of it in the first place.

There were people saying that if you see her disappear you can react grab to stop whatever she does. Dunno about that.

yeah, i wouldnt be surprised if this was true. Shes in counterhit state during the recovery for all of her teleports, so you probably cant just throw them out all willy nilly unless you cancel from something to make that frame disadvantage as small as possible.

Posted

Teleports without any form of I-frames? Lame

So if I see Jin use Hishouken and I use D teleport, will I get hit by the Hishouken and be in CH state? lol, that would suck so bad. I saw Smirnoff try to D teleport against Bullet's Flint Shooter and while she did teleport behind Bullet, she was in CH state from getting hit by the projectile lol.

I'm guessing that only the Crusade Seraphim series can be canceled into non-D teleports.

Posted (edited)

im assuming people are talking about projectile invin during like, startup or something. during the actual teleport her hitbox is just gone haha. sorry if i confused anyone! but shes in ch state AFTER the teleport for sure.

edit:

-623C teleport cancelable too, lol.

-Valkyrie Astraea as well

-5B does not combo into 236B so 6 stock midscreen combos are probably restricted to confirms into 5C, but its range is pretty short. Far distance 5B confirms go into 236C.

-236C and 623B honestly seem like legit neutral tools. They whiff quickly, have great range, and you can teleport on block/hit as well as gain meter. you can probably fish for hits in neutral with 5B 236C then 214B to teleport out. 236B CH reward might be really high, its like cancelable hakumen 3C :V

-during gain art, 5C has terrible range and you will probably confirm into astraea combo anyways so that poke string is probably going to be the go-to hitconfirm

-confirmed, no invin (not even projectile) during D teleport startup

-sonic saber disappears when izayoi gets hit, both versions of sonic saber cancelable into D mirage teleport as soon as the projectile comes out. Honestly, i would like to see this a lot more, its one of her only safe ways to cover herself on teleport :\

-6C fatals, im relatively sure GA 6C does too

-6A guards against head/body so far, lows not sure?!

Edited by not_lunaris
Posted

I'm hitting the arcade after lunch, so if there is any >basic< stuff you want confirmed, do tell.

Posted (edited)

how do you feel about sonic saber's frame advantage/disadvantage when done off of normals at a close range? like 5b max range sonic saber is disadvantage? nobody has been doing it in videos so im assuming it is but if its plus...

same with stance cancels, i wonder if we can stance cancel during pressure and be somewhat close to neutral :v

oh, and does 5b combo into 2c? /bombarding you with questions

and the most important one...does 2a cancel into grab?!?!?!?!

Edited by not_lunaris
Posted (edited)

Im curious to know which normals are jump cancel on block, or hit

Derp, didnt see her 5C's are jump cancel. And it was said her 5B isn't at all correct.

Edited by Surf
Posted

is Valkyrie Astraea + on block? "fast recovery"...

same with stance cancels, i wonder if we can stance cancel during pressure and be somewhat close to neutral :v

it is tough to gauge *exactly* with frame-by-frame video stuff because the framerate on a lot of these videos is fucky(not simply "30fps alright now double what you count") but stance cancel looks like around 22f-ish cancel(total, including the slash startup. seems similar to amane spiral charge cancels and bullet d feints...). the slash itself for at least low slash is around 16f. with those numbers it seems like a good cancel since they have to guess(especially since slashes are chargeable), and since it seems those counterhits are rewarding they will be scared of questioning you

regarding "somewhat close to neutral" technically you are always going to be quite -(unlike, say, holy order sol charge cancels) unless she has some normal with over 18f of blockstun(rare) but it doesnt matter that much because it is a decent, rewarding guess anyway(especially since ending in a slash still leaves you the option of the 6d cancel if you have stocks! pretty rekka strike/strike mixup esque at that point!)

Posted (edited)

5A/5C for block/hit. 2a/5b/2b/6b are not in either case, im not sure about 6A/6C/2C/3C.

jA/B are JC, jC only in gain art.

is Valkyrie Astraea + on block? "fast recovery"...

it is tough to gauge *exactly* with frame-by-frame video stuff because the framerate on a lot of these videos is fucky(not simply "30fps alright now double what you count") but stance cancel looks like around 22f-ish cancel(total, including the slash startup. seems similar to amane spiral charge cancels and bullet d feints...). the slash itself for at least low slash is around 16f. with those numbers it seems like a good cancel since they have to guess(especially since slashes are chargeable), and since it seems those counterhits are rewarding they will be scared of questioning you

regarding "somewhat close to neutral" technically you are always going to be quite -(unlike, say, holy order sol charge cancels) unless she has some normal with over 18f of blockstun(rare) but it doesnt matter that much because it is a decent, rewarding guess anyway(especially since ending in a slash still leaves you the option of the 6d cancel if you have stocks! pretty rekka strike/strike mixup esque at that point!)

it might have a low attack level. i believe day 1 someone blocked it and punished it, though im really not 100%

she doesnt look like she has any level 4 normals, maybe 6C. I would honestly like to see it more, R-1 mentioned that it might have some invincibility.

my main concern of stance cancel is using 6C/3C stance cancel to be able to move forwards while grounded in gain art.

Maybe canceling into trans-am is legit, from what ive seen the total duration isnt very long at all (estimating 14-15f at most, im assuming jC hitstun is like 17/19f and jC > land > trans-am 5A/2A connects!! ) so something like 6C Trans-am might be good too?

People really arent exploring her 6A / 6C / 2C / 3C / ga.6C / ga.2C(1) / ga.3C haha, though i can understand. Console cant come quickly enough!

Edited by not_lunaris
Posted

I have problem with the simplest combos so I cannot really answer the pressure questions. Stance cancel doesn't grek fast but, I don't think Sonic is punishable at least.

2B goes to 5C and 5B goes to 2C as well.

I would say that any A goes to any B which goes to any C, but don't quote me on that.

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