C0R Posted October 31, 2013 Posted October 31, 2013 2A > 2C xN on people without DPs. Goes into itself infinitely. Negates barrier pushback. Can't be mashed out of. They either have to IB jump or backdash. Easy to confirm 2C into 236C for GA combos. If they respect this and sit, you can go in with dash mixup or tick throws after 2A or 2C. You can go for a crossup j.C by simply jumping forward after a blocked 66 j.C. Although it's hard to confirm because 5C will whiff. 2a is level 1, that means it has 11 frames of blockstun. GA2c has 18f startup, leaving a 7 frame gap. So throw/2a/backdash/jump will all beat that gatling without the need to ib.
Dark Ranger88 Posted October 31, 2013 Posted October 31, 2013 (edited) Oh crap, yeah. My bad. I don't know what I was thinking lol. Edit: Also in 236B > 214A > 2B > 5C the 5C whiffs on Taokaka, meaning that I can't go into j.C > j.D oki. Is there any other way to get a knockdown on Tao to go into GA stuff for when I can't hit her with 3C? (This is the worst possible character for this to happen on BTW). Edited October 31, 2013 by Dark Ranger88
Tari Posted October 31, 2013 Posted October 31, 2013 (edited) Pretty much what C0R said. On an unrelated note, tk Noir can be used as an IAD crossup (like Ragna's Inferno Divider), but it can't be combo'd. Even in GA mode, if you try to followup with Strike Fall, you'll just end up in the wrong place in the sky and whiff completely. The only place it's comboable is in the corner, when your back is to the corner and the opponent is away from it. In that situation, you can RC and air combo. (Edit: I stand corrected. You can combo this in GA mode as long as you have 1 stock to teleport cancel it with 214D) It's not really worth it to IAD crossup with that move, though, since it's already a 14 frame overhead (4 frame jump startup, 10 frame move startup) if tk'd, and most people won't expect it, since Izayoi's blockstrings don't have overheads. :/ RC-ing it will allow you to do a fuzzy into j.B, or whiff a j.B and then jump to confirm a hit. Edited October 31, 2013 by Tari
Celerity Posted October 31, 2013 Posted October 31, 2013 Oki game in GA mode can be tricky because of how I-no dash basically forces you to commit to whatever plan you came up with. Other than that, though, Izayoi's mixup game seems pretty straight forward. Your best bet (especially in the corner) for oki pressure is probably something like 2366jD after knockdown for some quick pseudo-TK swords. Her general mixup is mostly just quickly alternating between high and low. So, like, you can go 66jC > 2B; or 66jC > 66jC; or an empty dash into either of those; or an empty dash into throw, or 66jC > 6B. Of course, you can also throw in D swords and teleport for effect. Izayoi's GA mixup isn't horribly complex, it's just very fast and fairly solid. You do have to read how much your opponent respects you though. Remember, you're still playing Izayoi, so pretty much everyone has better normals than you, lol Ground sword causes them to block for longer than air sword, so the standard thing is 66 j.C > Ground sword (you land almost instantly after j.C) > 66 j.C (slightly above minimum height), and then either land 2B, land 66 j.B, j.236C, or land 9j.B for the instant overhead fuzzy. Instant overhead j.B followed by delayed j.C and j.236C will combo. Not certain if it works on the whole cast.
Tari Posted October 31, 2013 Posted October 31, 2013 (edited) The 9j.B fuzzy is character specific. It'll whiff on characters with smaller hitboxes. edit: on an unrelated note, did anyone else notice that her taunt has a hit on it? lol. Looks like 80 P1, 85 P2. Edited October 31, 2013 by Tari
crimsonstardust Posted October 31, 2013 Posted October 31, 2013 Yeah I found that kinda interesting that she had that in her taunt. I'm a little confused with when you even should use 6A, I think out of the normals I have used so far, this is probably the only one I haven't used cause I don't get when you might want to use it, I know it has guard point but my mind is drawing blanks for what it can be used for.
skd Posted October 31, 2013 Author Posted October 31, 2013 (edited) Pretty much what C0R said. On an unrelated note, tk Noir can be used as an IAD crossup (like Ragna's Inferno Divider), but it can't be combo'd. Even in GA mode, if you try to followup with Strike Fall, you'll just end up in the wrong place in the sky and whiff completely. The only place it's comboable is in the corner, when your back is to the corner and the opponent is away from it. In that situation, you can RC and air combo. It's not really worth it to IAD crossup with that move, though, since it's already a 14 frame overhead (4 frame jump startup, 10 frame move startup) if tk'd, and most people won't expect it, since Izayoi's blockstrings don't have overheads. :/ RC-ing it will allow you to do a fuzzy into j.B, or whiff a j.B and then jump to confirm a hit. i tested this day one haha, im 100% sure you get a combo off of it? lemme see if i can whip something up edit: http://www.youtube.com/watch?v=fxFHd0gMYz0&feature=youtu.be theres a lot more i want to share, but ive been running around for days x_x soon!! Edited October 31, 2013 by not_lunaris
Tari Posted October 31, 2013 Posted October 31, 2013 (edited) i tested this day one haha, im 100% sure you get a combo off of it? lemme see if i can whip something up edit: http://www.youtube.com/watch?v=fxFHd0gMYz0&feature=youtu.be theres a lot more i want to share, but ive been running around for days x_x soon!! Ah, sorry, I hadn't tested it with teleports, just with Strike Fall. Someone else corrected me on it earlier today, too, haha. Thanks for the correction. Yeah I found that kinda interesting that she had that in her taunt. I'm a little confused with when you even should use 6A, I think out of the normals I have used so far, this is probably the only one I haven't used cause I don't get when you might want to use it, I know it has guard point but my mind is drawing blanks for what it can be used for. I've only used it defensively so far. It feels a bit like Rachel's cat chair to me. Not a great reversal option, but it can work in some situations. Edited October 31, 2013 by Tari
FerrellJ Posted October 31, 2013 Posted October 31, 2013 Yeah I found that kinda interesting that she had that in her taunt. Anyone know if you can KO with taunt? I was messing around a little bit a few nights back trying to see if I could and wasn't able to. I'm pretty sure it could do enough damage (80 scaled off of throw > 214B > taunt, IIRC) but in training, it always leaves a magic pixel. Not practical at all but would be funny to see...
Tari Posted October 31, 2013 Posted October 31, 2013 You can KO with the taunt, it's just difficult because it does a minuscule amount of damage.
lxMetalSonicxl Posted October 31, 2013 Posted October 31, 2013 After a Strike Fall in the corner, 214B > 5C (5B will punish roll tech) > OD > Phorizer is the best netplay mixup ever lmao. So much damage it isn't fair. Can be done midscreen too but rolls win. Late techs win everywhere too but overall this setup destroys mashing.
Ciddypoo Posted October 31, 2013 Posted October 31, 2013 2C is pretty handy as a meaty. After most j.236C ~ D enders in the corner, you can whiff a 2a when you land and mash 2c for correct meaty timing if they tech as they hit the ground. You can also modify your GA corner combos to incorporate 6B as a reset, then 2C to catch mashing, ex: 5B, 5C, 236C~6D, 2C, 5C, 2C(1), 6B . . . 2C.
Justice7541 Posted November 1, 2013 Posted November 1, 2013 Do TK j.236C and 2B hit on the same frame in a mixup situation? I think they do. It's pretty close anyway. It's a dirty mixup although the overhead is pretty unsafe without meter.
Tari Posted November 1, 2013 Posted November 1, 2013 Do TK j.236C and 2B hit on the same frame in a mixup situation? I think they do. It's pretty close anyway. It's a dirty mixup although the overhead is pretty unsafe without meter. 2B hits 3 frames faster, but it doesn't really matter if they hit on the same frame, since the overhead is pretty much unreactable at 14 frames anyway. They have to guess. It's just that if they guess right and you did the overhead, you end up losing 50 meter and gaining nothing (unless you're in GA mode).
Justice7541 Posted November 1, 2013 Posted November 1, 2013 Right, for some reason I was thinking jump startup applied to 2B and not j.236C. That's what I get for trying to theorycraft mixups at 2AM.
Celerity Posted November 1, 2013 Posted November 1, 2013 You can always delay the 2B slightly if you think the gap is big enough for them to be able to block both ways.
Owner Posted November 1, 2013 Posted November 1, 2013 Has anyone figured out a good use for 6A? It has a guard point so maybe we can use it for AA? (when 623B/C is not working)
DubiousCurvLoop Posted November 1, 2013 Posted November 1, 2013 Right now, I've only been using it to AA when I can quite react fast enough with DP. 6A only seems to guard point mid and high, so can probably use it to get out of certain parts of flowchart pressure that has gaps and isn't low. Does anyone know on what frames of 6A that the guard point is active?
Celerity Posted November 1, 2013 Posted November 1, 2013 Right now, I've only been using it to AA when I can quite react fast enough with DP. 6A only seems to guard point mid and high, so can probably use it to get out of certain parts of flowchart pressure that has gaps and isn't low. Does anyone know on what frames of 6A that the guard point is active? After 6F, if the frame data is accurate. It's actually a really good move, it beats low jump-ins for free as long as they don't have a ton of active frames. The main problem is you don't get any reward for connecting with it. I don't even think you can convert in the corner without meter, and midscreen it's simply impossible without autopiloting the RC. Pushing them away is nice and all, but it's a risky move, it should have a better payoff.
Tari Posted November 1, 2013 Posted November 1, 2013 (edited) It'd be nice if you could combo it reliably, since it's a pretty terrible reversal option, but it does work alright for getting out of certain blockstrings and whatnot. I've said it before, but it's somewhat similar to Rachel's cat chair in application. Use it at your own risk. It can get people off of you, but it can also just get you destroyed, especially if you try it in a blockstring where the opponent can just cancel to DP, throw, low, or so-on. edit: on an unrelated note, did you guys know that the Trans-Am super activates on her taunt, too? You can totally start a combo with taunt that way, lol. Edited November 1, 2013 by Tari
skd Posted November 1, 2013 Author Posted November 1, 2013 (edited) I posted the taunt thing like 4 pages ago! after AA CH 6A, you can combo into 5B or phorizer > tele near the corner, but midscreen you cant do much. In OD however, you can even phorizer on trade midscreen Edited November 1, 2013 by not_lunaris
Justice7541 Posted November 1, 2013 Posted November 1, 2013 I posted the taunt thing like 4 pages ago! Wow look at this kid trying to steal credit Sent from my SAMSUNG-SGH-I747 using Tapatalk
Tari Posted November 1, 2013 Posted November 1, 2013 I posted the taunt thing like 4 pages ago! after AA CH 6A, you can combo into 5B or phorizer > tele near the corner, but midscreen you cant do much. In OD however, you can even phorizer on trade midscreen Oh, go figure, lol. Did you ever find any semi-practical use for it? It'd be a pretty jackass move to use a taunt combo to kill someone, but I'm still curious. <_<
Justice7541 Posted November 1, 2013 Posted November 1, 2013 Does sonic saber give Izayoi some kinda weird hitbox? I've had Bang 2d it and crossup teleport behind and have it whiff point blank. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Owner Posted November 1, 2013 Posted November 1, 2013 That's really strange, I think her hitbox when doing Sonic Saber is moving backwards but I dont't know for sure Besides, am I the only one who is asking why the heck Izayoi has no real reversal option? Blocking pressure is not my problem, getting out is hard. I almost always have to use 50% for CA to get out of pressure. 6A is only good for jump ins and 623C is even worse than Hazamas 214D-B (which is also considered a pseudo DP) 623C comes out fast but gets beaten by any jab, its ridiculous also a whiffed normal like 5B has cost me some matches because I couldn't block in time afterwards I really like playing her but those issues are giving me a really hard time
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