skd Posted April 24, 2013 Author Posted April 24, 2013 Thannnnnnnnnnnnnnks One more question. Do you know how to get the Trans-Am bits/funnels to attack? Is it releasing buttons, like Arakune? I believe it's automatic, but the actual attack connects at varying times depending on the move you initiate it with Sent from my SCH-I535 using Tapatalk 2
Isuna Posted May 3, 2013 Posted May 3, 2013 (edited) I'm back to the forums. I had some secret arcade stick training back home in Europe so I play better on stick than I do on a d-pad now, but I can't seem to connect GA 623B > 6D > 214B > 5A. Am I just bad or is there a trick involved? (´・ω・`) Regarding Trans-Am, I think they attack when you press an attack button. I could check the next time I play though. Edited May 3, 2013 by Isuna
skd Posted May 3, 2013 Author Posted May 3, 2013 I'm back to the forums. I had some secret arcade stick training back home in Europe so I play better on stick than I do on a d-pad now, but I can't seem to connect GA 623B > 6D > 214B > 5A. Am I just bad or is there a trick involved? (´・ω・`) Regarding Trans-Am, I think they attack when you press an attack button. I could check the next time I play though. 623b is...alpha right? i dont know if that links into 6D (doesnt it go into strike fall?), but as far as astraea > b mira > 5A, im pretty sure it works but i dont know what the problem could be :> seems like a basic cancel > 5A ASAP but idk.
Isuna Posted May 4, 2013 Posted May 4, 2013 I'm sorry, obviously I meant 236B. >_< I wonder if it is important to hit with Astraea a soon as possible after Beta? Or is it just me being slow doing Mirage after Astraea? Probably the latter. ._.
skd Posted May 4, 2013 Author Posted May 4, 2013 I'm sorry, obviously I meant 236B. >_< I wonder if it is important to hit with Astraea a soon as possible after Beta? Or is it just me being slow doing Mirage after Astraea? Probably the latter. ._. probably the latter! keep in mind astraea cancel off of beta/gamma is possible even on whiff/startup (charge) and still leads into a combo without having launched an opponent beforehand so the only thing that really matters is what comes afterwards. Sent from my SCH-I535 using Tapatalk 2
ZXNature Posted May 4, 2013 Posted May 4, 2013 So B Mirage is forward and C is backward? The special moves section on page 1 has this backward.
skd Posted May 4, 2013 Author Posted May 4, 2013 (edited) So B Mirage is forward and C is backward? The special moves section on page 1 has this backward. yup! and oops, ill switch that around. I'm sorry, obviously I meant 236B. >_< I wonder if it is important to hit with Astraea a soon as possible after Beta? Or is it just me being slow doing Mirage after Astraea? Probably the latter. ._. oh yeah, 236B is gamma haha, 236C is beta. on grounded opponents, 236B combos only from C normals, while 236C combos from B and C normals. Its preferable to use 236C in gain art confirms (which is beta, which is what i assume youve been using, just notated incorrectly up there) because gamma gets used later in some combos (both moves have smp). Edited May 4, 2013 by not_lunaris
ZXNature Posted May 4, 2013 Posted May 4, 2013 I'm glad I'm memorizing all this now, otherwise Beta being the C move would mess with me. It still kinda is lol
Surf Posted May 6, 2013 Posted May 6, 2013 (edited) Well this proves 5B doesnt extend her hurtbox. On the Z Saber anyway, not sure about her arm Nvm. Guess its just 2C's guard point at work. 5B isnt jumpcancel so maybe 5B > 214A would be a decent way to avoid 2C Edited May 6, 2013 by Surf
skd Posted May 6, 2013 Author Posted May 6, 2013 Well this proves 5B doesnt extend her hurtbox. On the Z Saber anyway, not sure about her arm Nvm. Guess its just 2C's guard point at work. 5B isnt jumpcancel so maybe 5B > 214A would be a decent way to avoid 2C im fairly sure that 2c wasnt even active at that point so it might be a stretch to talk about the hitbox. 5b 214a would definitely not work if it was within 2c range, its ~10f startup until invin + hitstop. waaaay too late for that. you would need to blow meter on a super or rc. if anything, 5B stance cancel. at far range where 2c wouldnt hit.
Isuna Posted May 6, 2013 Posted May 6, 2013 Its preferable to use 236C in gain art confirms because gamma gets used later in some combos (both moves have smp). I think I'll worry about that later, when I actually can make a combo. ._. Because the only combo I can do right now is 5A 5B 5C 236B, I tend of keep 236B instead of 236C even i GA.
Justice7541 Posted May 29, 2013 Posted May 29, 2013 Izayoi needs more kawaii sugoi nihongo move names so we weeaboos can remember them. Desu.
SoWL Posted May 29, 2013 Posted May 29, 2013 Izayoi needs more kawaii sugoi nihongo move names so we weeaboos can remember them. Desu. You're not a proper weeaboo if you don't know your Gundams. Incidentally, I don't.
Surf Posted June 13, 2013 Posted June 13, 2013 S+: Tao, Valk, Litchi S: Hazama, Jin, Hakumen A+: Rachel, Relius, Mu A: Azrael, Carl B: Everyone else (That's Arakune, Bang, Bullet, Makoto, Noel, Nu, Ragna, Tager and Tsubaki) B-: Platinum, Amane C: Izayoi C: Izayoi C: Izayoi C IZAYOI
TD Posted June 13, 2013 Posted June 13, 2013 so, l must ask this. why does izayoi look so one-dimensional on offense? meaning it looks very simple to figure out what she'll do next. like, after sonic saber if shes close, the only real option is to do that fubuki sword swipe attack, or if she does [GA]236d the only real option is to dash it which seems too limited to overheads (because having to land and then a low). and then crossups look really slow too. l mean, l thought she was good, but after taking another look... please someone help me figure out what this character's pressure/mixup game is (before and/or after she has enough of those star things)
Surf Posted June 13, 2013 Posted June 13, 2013 I would try to answer by using a lot of the info I have in my notes. But id rather keep the theory fighting to myself for the time being. Since I haven't played the game at all
lxMetalSonicxl Posted June 14, 2013 Posted June 14, 2013 I tried her out at E3 so here is a short gameplay clip. I hate her 5C, can't be braindead with it and go 5B > 5C
skd Posted June 14, 2013 Author Posted June 14, 2013 (edited) I tried her out at E3 so here is a short gameplay clip. I hate her 5C, can't be braindead with it and go 5B > 5C yeah, you dont use like normal magic series. it goes like A > C > C close up for frame traps and whatever (stance cancel, 3C/6C, ss) ...2B 5B (something, but definitely not 5C) is a good midrange gatling, but most of her pressure involves guessing sonic saber/6C/stance cancel from what ive gathered. the main point is that for close range confirms you combo into 236C, which only combos off of C normals. If you do 3 gatlings unless you are incredibly deep you wont be able to OTG into a full confirm. in any case, B > C isnt a common gatling (there isnt much point, there are better frame traps you can do with other gatlings, and most of the time you are out of range) unless its 5B 6C. Edited June 14, 2013 by not_lunaris
Kakimori Posted June 14, 2013 Posted June 14, 2013 Is she supposed to be hard to play? Or just not that good?
GEKKA Posted June 14, 2013 Posted June 14, 2013 both ☆ミ(o*・ω・)ノ This makes me kinda sad. Is it just her awkward normals or is there more to it?
Kakimori Posted June 14, 2013 Posted June 14, 2013 Sounds awesome! Anyway she can teleport...'n stuff...
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