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[CP] Izayoi Gameplay Discussion - Tobe! Gandamu!


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Posted (edited)

GA T > DSonic > dash anything works anywhere on the screen.

Gatlings I can confirm:

5A/2A > 5B/2B > 5C/2C

5A > 6A

2C > 3C

and I think 2C > 6C cancels, but doesn't combo.

Izayoi has so strict timing, I can do nothing. T_T

.edit// I think Astral is projectile-invulnerable

Edited by Isuna
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Posted

Possible, can try that out next time. 2C and 3C are quite different so, it wouldn't surprise me.

Posted

Can you also find out if G.A 6C/3C are special cancel on block. What skd said about Stance Cancelling them to give her some pseudo horizontal movement would be fairly interesting.

Posted (edited)

So i noticed a couple things in the latest videos of Koichi

-5B > 6C combos on crouching while in normal mode. Combo does about 3.2k midscreen, very nice. Gives a good amount of stars as well

-CH 6B gives us enough untech tine to continue into a combo. Hello throw bait combos, do wonder what the P1 on the move is. Didnt see Koichi land a full combo

-Think it was said she couldnt before but looks like she can combo from her throw in Normal Mode as well.

-People probably noticed before but she can act in the air after her sonic sabers if shes high enough, if she has an air action still available. She can also come down with an air normal, similar to Jin.

-G.A 2C looks safe on block, Hakumen was still in blockstun after he blocked it and Koichi was about to link 2A afterward.

Another thing Ive been wondering is the effectiveness of 6A during a blockstring to punish mashing. The guard point is very interesting and Id like to see it explored more.

Edited by Surf
Posted (edited)
So i noticed a couple things in the latest videos of Koichi

-5B > 6C combos on crouching while in normal mode. Combo does about 3.2k midscreen, very nice. Gives a good amount of stars as well

-CH 6B gives us enough untech tine to continue into a combo. Hello throw bait combos, do wonder what the P1 on the move is. Didnt see Koichi land a full combo

-Think it was said she couldnt before but looks like she can combo from her throw in Normal Mode as well.

-People probably noticed before but she can act in the air after her sonic sabers if shes high enough, if she has an air action still available. She can also come down with an air normal, similar to Jin.

-G.A 2C looks safe on block, Hakumen was still in blockstun after he blocked it and Koichi was about to link 2A afterward.

Another thing Ive been wondering is the effectiveness of 6A during a blockstring to punish mashing. The guard point is very interesting and Id like to see it explored more.

she cant when in the corner and throwing the opponent away from the corner, the wallbounce is simply too far for a full combo.

i think GA 2C was speculated to be + or really close to neutral. first hit vacuums.

Notable gatlings are 2B 5B and jB jA

6B is really fast, lol

Edited by not_lunaris
Posted (edited)

Guess i shouldve been specific by saying midscreen

I think her 6B is good. Really fast like you said, shes airborne so probably low invul in some of its active frames, and its an overhead. Gets a combo from CH or Rapid. Its almost like a combination of Jins 6A and 6B

Edited by Surf
Posted

Gonna go ahead and place Koichi for notable players for now. I think he deserves it, right? When/if more footage of him comes up I'll make a seperate video list for him.

Posted (edited)

we knew she could combo off grab midscreen from like her pv! its been a while ;v

6A guard point to dissuade/punish mashing might be limited to trying to reset pressure off of slightly neutral moves, i havent seen anyone gatling into it off of anything other than 5A (which can be avoided by crouching so...) it might be a little bit limited in that aspect. of course other gatlings into it probably exist too. im worried it might be a GP like valk 6A anti air, which isnt special cancelable as far as i know? hopefully she can cancel into teleport afterwards, though her anti air options arent very lacking in the first place.

at the same time, if you would just gatling into 6A GP to punish something (aside from DP's and the like), you may as well just frame trap into something with more cancel options. 6A guard point vs grounded opponents (as opposed to air options, which are pretty limited overall) is also slightly risky because it gives the opponent the opportunity to cancel, which can turn out pretty bad if the opponent is aware haha.

Its usefulness will probably be determined by how quickly the armor actually starts up, if its less than 5 frames that would be incredible.

edit: to clarify, we already know that it has head and body attribute guard point, but nothing about foot yet so yeah :(

other random stuff: 3C is jump cancelable on block, Noir edge is PROBABLY overhead (lol, this was a terrible idea) i keep seeing it connect but theres no overhead "!"(at least not a discernible one), 5A crouch whiff is character specific, Noir edge can be used to confirm crossup jC (lol), 6A punishable w/ no cancel

izayoi is jank

Edited by not_lunaris
Posted (edited)

We'll just have to see. But yea frametrapping to deal with mash would be more effective. In one of the videos Koichi uses 6A on the Valk player while he was in wolf form, think it was his new overhead he used. Izayoi absorbed the attack and 6A finished its animation and hit Valk. But by then it wasnt even CH. So either he was in the very last frames of the move or he just couldnt block cuz wolf form. Most if not all characters will probably be able to see the guard point and RC or just plain block if the move they used as good enough recovery. Even if the guard point is early, the attack itself seems to come out very slow

Edited by Surf
Posted (edited)
im worried it might be a GP like valk 6A anti air, which isnt special cancelable as far as i know?

Yea it's not special cancellable. It's already sounding a lot like Valk's 6A in that it guardpoints head and body attribute, and gatlings from 5A (I suspect 2A too but eh). Both characters have good BDs anyway.

Guard point for Valk starts up at 5 frames, soooo we'll have to see.

Edited by Kiba
Posted (edited)

uwo, looks like i was right, mode change combos!!

super goes into high damage on hit, reward is really high @_@

I'd like to see people buffer dashes into the 2B so the 5C connects better, but thats probably going to come later

ending combos without using double jump might be important for mixup situations (land vs airdash) so maybe Aigis blade sj jB jC jD might be the go to ender

Edited by not_lunaris
Posted

I enjoy Izayoi (along with like .... everyone else)... however

Question : Why does it seem (maybe only to me) that Izayoi's normals .... seem foreign or somewhat strange to me? Anyone else get this feeling? They have this non standard feel to em~

Posted

Hers is actually pretty far reaching too, and its nice to know shes that low to the geound when she does it. Her 2B looks to be the same as her 2A, but with longer reach and she possibly goes lower.

Posted

Hello everyone, I'm back from the holidays and a dead laptop.

Not too much seem to have happened?

As for comboing of her N 6T with the back to the corner, I'm pretty sure Sonic Saber connects, so you can always get one more hit. : p

Such a long time since I played now, is 236C maybe fast enough to connect? Not that we'd ever get anymore than one hit. (rapid? o.o)

Don't know if I'll be going too much to the arcade anymore. Kind off tired of getting ganked all the time.

Can someone please tell me one thing? WHEN does the Japanese get good at the arcade? It's like it's in their blood...

Looking forward to the console release though.

Posted (edited)

Quick someone give me a braindead BnB with starters I'm going to Tokyo, Japan to play this girl

Edited by Chun

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