skd Posted March 29, 2013 Author Posted March 29, 2013 (edited) I think on full charge they just deplete alot of the barrier guage. At least thats what was said a good while ago. Maybe Izayoi's an exception, maybe shes not yeah, April arcadia has a crush trigger data section with a notes column about usage of crush triggers, like litchi/tao being unable to guard break during overdrive, haku unable to use his period during mugen etc etc. izayoi's footnote is that hers breaks barrier on full charge. I trust my translator(s), even though it seems almost too good to be true. I'll post some more when I get back home, there was some good izayoi info in there! (though this wouldn't be the first time arcadia had something wrong.) as far as pros and cons go, the worst you can really say is awkward normals and being relatively difficult. tbh I think her normals are pretty good despite being "awkward". she needs to generate stocks, then switch modes to use them to run her mixup. her damage is pretty good all around. Sent from my SCH-I535 using Tapatalk 2 Edited March 29, 2013 by not_lunaris
Tecta1Eastside Posted March 29, 2013 Posted March 29, 2013 (from arcadia) izayoi full charge crush trigger guard breaks, even on barrier. maybe OD D saber RC/D teleport whiff cancel > CT on oki? lmao Its +2 on block, crumple state on ground hit, hard knockdown on air hit. Here's an example of what her CT would like on hardknock down if you havent seen it. CH Aegis blade>CT works http://www.youtube.com/watch?v=VJO9JGjsNL0#t=4m17 http://www.youtube.com/watch?v=H3PSDdRRr1s#t=13m20 Her Aegis Blade on CH also gives you 8 stars
Celerity Posted March 29, 2013 Posted March 29, 2013 What is the + and - of this character ? +: It's Tsubaki! -: It's Tsubaki...
Ctrlaltwtf Posted March 29, 2013 Posted March 29, 2013 Have we seen any legitimate setups/gimmicks with her teleports, or is it just combo filler?
Surf Posted March 29, 2013 Posted March 29, 2013 Have we seen any legitimate setups/gimmicks with her teleports, or is it just combo filler? Imo its much more than combo filling. Some gimmicks: - Her teleport right completely bait bursts if timed right, since her hitbox is literally gone during its active frames. - In some cases it looks like she can teleport for free from the corner if your opponent doesnt space well enough to punish - Whiffing moves purposely and teleporting afterwards to be at an advantage when they tech. Example is whiffing Justice Phorizer after a Strike Fall (downward slash ender in gain art) then cancelling into a teleport. They emergency tech from the strike fall and your at an advantage afterwards Setupd Ill keep to myself
AMB Bakery Posted March 29, 2013 Posted March 29, 2013 Why would you want to whiff a super to cancel into some mix-up on wake-up?
skd Posted March 29, 2013 Author Posted March 29, 2013 (edited) More arcadia stuff thanks to my great illuminati translators i love you -Normal 6C Body invin on 4-10(exact end might be 1/2f off). -6C immediate stance cancel is +. 18f startup. -in GA, 6c +1, 20f startup. 2c is + but exact numbers unknown atm. -6A has guard point frames 6-11 but gets hit by lows. 12f startup. -Gain Art 3C is -10 close range, -5 at max range. 18f startup. -Aegis Blade is head invin starting on frame 4(!!!)-12. loses invin on frame 9 when charged, but when released there is additional invin (2 to 6 frames). 10f startup. -I think 623B is + as well. -236A at closest is neutral (!!), good frame adv at midrange. 20f startup. -Phorizer is -20 on block. It says 7f startup?! -Full charge crush triggers go up to 59f apparently. Why would you want to whiff a super to cancel into some mix-up on wake-up? you wouldnt. one of the better uses of her teleport is projectile > whiff cancel teleport for crossup or pressure. whiff cancel is really strong, you can even whiff cancel super if they dodge it when trying to reversal. other uses are crossups during trans-am or leftright in the corner (teleport forces her into the corner). meaty D sonic sabre > teleport should set up for a crossup but there hasnt been much exploration of izayoi afaik haha Izayoi overdrive generally adds 30f for every instance of 10% life you have lost, starting at 180f, until it gets to <50% life, where it goes up 90, then continues increasing by 30f until <10% where it increases by 120f. Instead of making a chart like a good moderator (ill do it after this stuff gets checked out or w/e) 180f-100%-90% life remaining 210f 240f 270f 300f 390f-<50%-40% life remaining 420f 450f 480f 600f-<10% life remaining Edited March 29, 2013 by not_lunaris
AMB Bakery Posted March 29, 2013 Posted March 29, 2013 I only asked the question because I wanted to make Surfeit reflect on what he said because it is silly. It's good to see that her aegis blade some sort of invuln.
Surf Posted March 29, 2013 Posted March 29, 2013 Reflect on what I said. Wtf. I said its a gimmick. It was just something I say one of the Izayoi players do and i found it interesting. Her normals sound good
Ctrlaltwtf Posted April 1, 2013 Posted April 1, 2013 -Normal 6C Body invin on 4-10(exact end might be 1/2f off). That sounds like a recipe for all kinds of frame traps.
skd Posted April 1, 2013 Author Posted April 1, 2013 have no fear! i will deliver beautiful frame data eventually. some things of note for now Teleports are 42f ish total D teleport is 31f total duration 2A is +1 on block, 8f startup (godlike) 5A is 6f, neutral though. GA 2C is +5 on block haha. Shes got a fair amount of uncancelable moves without meter, but they arent terrible. some other things i dont remember. she looks really good on paper!
Surf Posted April 1, 2013 Posted April 1, 2013 She has an absurd number of safe normals and specials. Even her reversal super is "safe". +5 is sex. Wondering about 2B now
Ichipoo Posted April 2, 2013 Posted April 2, 2013 Okay so I took the liberty of creating "placeholder boxes" for Izayoi's moves in her wiki. Feel free to change things if you think it'll make the information much easier to access, etc.
skd Posted April 2, 2013 Author Posted April 2, 2013 Okay so I took the liberty of creating "placeholder boxes" for Izayoi's moves in her wiki. Feel free to change things if you think it'll make the information much easier to access, etc. uwaaa the reason why i didnt want to do this yet was because we have different data to put in like combo starter ratings and SMP levels. so instead of filling in the table we use now (which doesnt cover the bbcp system) i was just going to wait until a new table for bbcp was put together, then just c/p that instead of putting in info now and editing everything to accommodate the new properties. Sorry ;A; @Tectal's deleted post yes, 5b is 10 frames also OD Phorizer wallsticks in the corner.
skd Posted April 2, 2013 Author Posted April 2, 2013 Whats the recovery on 5B, if you know 6 Active, 18 Recovery. -10 on block. Pretty much ragna 5B -1? 2f slower on startup and recovery (and 2 less active frames) and lower attack level.
Surf Posted April 2, 2013 Posted April 2, 2013 And its possibly the longest reaching 5B in the game right, because Im pretty sure no character can reach the other with 5B on match start. But she can
WolfCrimson Posted April 2, 2013 Posted April 2, 2013 6 Active, 18 Recovery. -10 on block. Pretty much ragna 5B -1? 2f slower on startup and recovery (and 2 less active frames) and lower attack level. Come on SKD, come back to Ragna forums pls. Our 5B is better than Izayoi's.
Ichipoo Posted April 2, 2013 Posted April 2, 2013 uwaaa the reason why i didnt want to do this yet was because we have different data to put in like combo starter ratings and SMP levels. so instead of filling in the table we use now (which doesnt cover the bbcp system) i was just going to wait until a new table for bbcp was put together, then just c/p that instead of putting in info now and editing everything to accommodate the new properties. Sorry ;A; @Tectal's deleted post yes, 5b is 10 frames also OD Phorizer wallsticks in the corner.Welp. Anyway you're the mod, do you what you feel is best.
skd Posted April 2, 2013 Author Posted April 2, 2013 And its possibly the longest reaching 5B in the game right, because Im pretty sure no character can reach the other with 5B on match start. But she can Probably. Hopefully if arc isnt ridiculous her hitbox wont extend into the sword for unknown reasons. If you want to get a feel for the total duration, its only 2f longer than 5B, with what looks like a better hitbox. jesus kick called Come on SKD, come back to Ragna forums pls. Our 5B is better than Izayoi's. Jesus spear > Jesus kick its not a bad easter joke i swear
Ichipoo Posted April 2, 2013 Posted April 2, 2013 Jesus spear > Jesus kick its not a bad easter joke i swearHaha, made me chuckle. And I'm Catholic.
floatwater Posted April 2, 2013 Posted April 2, 2013 Jesus spear > Jesus kick its not a bad easter joke i swear looks like i found a new sig for a while
skd Posted April 4, 2013 Author Posted April 4, 2013 (edited) hi. https://docs.google.com/spreadsheet/ccc?key=0AsFktHuut9MQdEs2T2ZMZkhITEsxNllxR3FQUGlreEE#gid=0 mook doesnt mention things like izayoi's special cancelable specials, or whiff canceling. -236B, 623B, 236C, and 236C are all cancelable into A, B, C, and D teleport on hit or block. -236X cancelable into valkyrie astraea -valkyrie astraea cancelable into ABCD teleport. -623X, j236C cancelable into strike fall. -Strike fall cancelable into trans-am and phorizer. -All specials+phorizer except for strike fall(i need confirmation on strike fall) are whiff cancelable into D teleport for 2 stocks. -Astral cancels unsure atm. those are the main points, really. As for using the new data...SMP is divided into 3 levels of severity, and starter rate dictates combo length. letter ranking goes S>N>F>M (izayoi has no S moves, so you only need to worry about N and F with the exception of counter assault which is M). p1/p2 are unrelated to combo time. I think everything else should be self explanatory. disclaimer: im only human and the mook is dumb sometimes and never fear, im doing wiki things too ok Edited April 4, 2013 by not_lunaris
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