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[CP] Izayoi Gameplay Discussion - Tobe! Gandamu!


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Posted
You'll know you're doing the 5C right if it looks fucking awesome.

How I feel about every Izayoi combo.

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Posted
4. 3C > RC > 6C? Are we talking 3C CH? Otherwise I'm not sure what you're referring to.

it was late at night, and i was just feeling things out in training mode. i think it was just regular hit 3c > rc > 6c like super super fast in normal mode. could very easily be remembering it wrong

and i really like how her rejump stuff with normal mode j.baac looks. dunno why but puts a smile on my face seeing it.

Posted

Alittle confused on how to use d teleport. You can be hit out of start up, punished by mashing, and this happens to me a lot but auto-correct and behind hit boxes punish me. Even on reaction of the start up of projectile punishes upon confirming I'll be vaccumed into the projectile. Then you can't be dumb with it because they are looking for the punish.

Posted

Well I dunno about the vacuum effect your talking about (if I had some specifics I can try it out and see what you mean) but I know that you can't just use it raw cause yea you will be punished for it. You can use it in combos cause it uses 1 star instead or use it after either version of sonic sabre (you probably will have to watch your spacing if your gonna do this) or if you feel tricky use it during the GA dash and mess with their blocking. If your opponent is looking for it then you probably will need to back off with it or reevaluate why your getting punished, its not something you can just throw out you have to look for moments with it or just not use it brainlessly cause its not a free get in.

Posted
Alittle confused on how to use d teleport. You can be hit out of start up, punished by mashing, and this happens to me a lot but auto-correct and behind hit boxes punish me. Even on reaction of the start up of projectile punishes upon confirming I'll be vaccumed into the projectile. Then you can't be dumb with it because they are looking for the punish.

You have to be unpredictable and smart with it really. 214D can be useful in the neutral game to get in, especially against strong zoners (maybe this is your only option). If you spot a pattern in an opponent where they go into a long-recovery move when they're across the screen, you can use 214D to punish (some examples would be Tager charge, Bullet charge, or even Rachel doing j.236x). You can also make some fun cross-ups with 214D and projectiles. Try doing a 236A and then canceling immediately to 214D > 5B/2B when your opponent's grounded, and you'll usually get a free combo.

Posted

They will throw out their projectiles and I'll teleport. They'll still be in animation, I'll try to punish behind them but I'll be hit by the projectile through their body. This namely happens against kagura and tsubaki but I think jins can too.

Posted
They will throw out their projectiles and I'll teleport. They'll still be in animation, I'll try to punish behind them but I'll be hit by the projectile through their body. This namely happens against kagura and tsubaki but I think jins can too.

Well, you do have a choice of what to punish with, you're probably just using a move with a long hurtbox like 5B. 5C is a better punish and it doesn't have the same problem (when I tested it).

Posted

How do you deal with Izayoi? I'm assuming I just don't know the match-up. Because I hear she's a very unsafe char but I'm not punishing her unsafe moves after I block them. (Mainly her DP options and such) My main is Jin but a general tip to beat Izayoi can help. Zoning is definitely not the answer (Unless I'm playing Hazama or something) as she can teleport around the stage.

Posted

If you're having trouble against someone like IZAYOI then you're doing something horribly wrong. :v:

Just kidding, however, shouldn't this be a question for this thread?

http://www.dustloop.com/forums/showthread.php?17896-CP-Jin-vs-Izayoi

Anyway hopefully this thread will have what you're looking for:

http://www.dustloop.com/forums/showthread.php?17977-CP-Izayoi-vs-Jin

Posted
How do you deal with Izayoi? I'm assuming I just don't know the match-up. Because I hear she's a very unsafe char but I'm not punishing her unsafe moves after I block them. (Mainly her DP options and such) My main is Jin but a general tip to beat Izayoi can help. Zoning is definitely not the answer (Unless I'm playing Hazama or something) as she can teleport around the stage.

You might want to take that to the proper Jin thread/board.

Anyway, (As Jin) you can deal with her projectiles easily with your own. They'll clash and she won't get any weave stocks which she heavily relies on.

If she's in the air, then force her out with your 623B(?) AA and with 2C. They're both great tools to keep her from approaching in.

Generally though, just pressure the fuck out of her and work with the many mixup/reset possibilities you have. Izayoi can't answer rushdown characters until she has 50 meter to either DD or Dead Angle out.

Posted (edited)

i never really played a character that used it before, but if you do air sonic sabre, and wanna get the air dash after... why exactly do you HAVE to time it?

if i time it, i get the dash, if i mash forward like crazy, i did my feet on the floor instead.

just curious the mechanics on why this happens.

and for frilly nonsense, who out there is NOT using the saber color? i know im not. fuck fate there i said it. - color 16 and testayoi dabess

Edited by iora
Posted

Lol... ultimate douche move, after j.236C>j.214D chain to above the screen... air grab. Might've been said before, havnt spent a lot of time in the Izayoi section. Can go for either a reset or just be that guy who purple grabs off screen.

Posted

OMG that is genius!!!!!!!!! I can't believe I never thought of that!!!!!!!!!!! Mwahahahahahahahaha. Watch out random netplayers hehehehehe.

Posted

Better, if you opt for purple grab, it gives you a really easy link into double JP for up towards an extra 2700 unburstable damage. Let the inner scumbag flow free. If they learn, you could opt into j.A>air grab or a TRM or just do your standard combo into strike fall.

I'm a Relius main, being evil is my job.

Posted
i never really played a character that used it before, but if you do air sonic sabre, and wanna get the air dash after... why exactly do you HAVE to time it?

if i time it, i get the dash, if i mash forward like crazy, i did my feet on the floor instead.

just curious the mechanics on why this happens.

and for frilly nonsense, who out there is NOT using the saber color? i know im not. fuck fate there i said it. - color 16 and testayoi dabess

There's no hidden mechanic, it's more like you're overestimating how fast mashing is. On a D-Pad, you can probably only hit the button every ~8-10 frames at most, so when you've got a 4F window it's often not going to come out. Stick and hitbox are faster, but still. If you could move your thumb 60 times per second then you'd be able to mash anything out.

I'm mostly rocking the pink colors, plus a little bit of 4 and 15.

Posted
Better, if you opt for purple grab, it gives you a really easy link into double JP for up towards an extra 2700 unburstable damage. Let the inner scumbag flow free. If they learn, you could opt into j.A>air grab or a TRM or just do your standard combo into strike fall.

I'm a Relius main, being evil is my job.

I had a friend I play locally mention I should try that, some combos I think its possible when going for the third rep of it but I have a harder time getting the third rep cause the hit stun is so low at that point, yea its a pretty dirty set up cause they have to listen for the throw or see the combo counter go blue or something, though I dunno how well it would fair as a reset. I personally don't like doing it unless I need the damage to clean the round or need to get a life lead, takes to many stars up.

Posted

Well, unburstable damage is generally pointless unless its for the kill, so being able to take off 6-7k when the opponent might've thought it'd only do like 3-4k is a great way to seal the round. Yeah, its heavy on the stars, but that possible kill should be worth it.

Posted

I tested out the airgrab thing, and it still shows the purple !! onscreen (even though your characters are offscreen). It probably still works as a surprise, but I thought the "!!" would appear off the top of the screen too (so the opponent wouldn't even know they got grabbed). Damn you Arc for thinking of everything.

Posted

It'd still probably catch people by surprise frequently since they can't actively see their characters being grabbed. And like I said, you could just opt not to do it or to try a TRM. Won't always win, but its a nice shock to any who havnt seen it.

Posted

It reminds me of Rachel's off-screen grab gimmicks. Generally, it's more effective to cause someone to tech unexpectedly in the sky and then green throw them if you can. Not sure if that's feasible off of Izayoi's off-screen air combos, though. Never tested it.

Posted

Not sure if this was already touched on, but I'm having issues with Izayoi's Challenge 26. Game is trying to tell me I can 5C ~6D in the playbck/sample. Is there something I'm missing here?

Posted

Yes, it's a whiff cancel from 236c or b before it starts up, so just hit c~d quickly.

Posted
Not sure if this was already touched on, but I'm having issues with Izayoi's Challenge 26. Game is trying to tell me I can 5C ~6D in the playbck/sample. Is there something I'm missing here?

Cancel a 236x move into 6D without letting the 236x move actually come out. It sorta explains it in the parentheses in Japanese, but most of us can't actually read that.

edit: I am really slow today. I got ninja'd by 6 whole minutes. D:

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