TransientFaith Posted October 25, 2013 Posted October 25, 2013 Do you think someone should start a general discussion and a combo discussion board? After playing around with the mode change mechanics, I feel like this character can be pretty fun. Edit: Heh looks like I'm not the only one who feels this way
Flubsy Posted October 25, 2013 Posted October 25, 2013 I was thinking about making a combo thread yesterday after I figured out some BNBs(most of which are ripped from Shimotsuki). I hesitated though when I thought about all the information I'd need to throw into the first post to make it any kind of half decent thread.
Durkslag Posted October 25, 2013 Posted October 25, 2013 Would be awesome if you can start a thread with some basic stuff for people that are interested, can always edit it later =)
toanenadiz Posted October 26, 2013 Posted October 26, 2013 You could just post it here if you don't want to make a new thread. It would be helpful for people who haven't been watching match vids and have no idea what Izayoi combos should look like.
NaRD Posted October 26, 2013 Posted October 26, 2013 Anyone here well versed in Izayoi yet? I'm having a small issue with her j236C > D follow up in Gain Art form. Sometimes it comes out, sometimes it doesn't. Sometimes it links if I mash, or sometimes I have to specifically time it right. I've tried different directions with D, but nothing's consistent, and I can't read Japanese because I'm sure the Challenge mode versions have some sort of hint. Any help?
Ciddypoo Posted October 26, 2013 Posted October 26, 2013 Well, we should probably at least get something down in writing so folks don't have to keep rewinding combo videos. Snagged/tested a few combos out from various places; these should at least help with getting used to the character and how the enders differ between modes. Sorry, dunno any of the actual terminology/names, so don't yell at my transcriptions plz. Midscreen: 2B, 2C, 236B ~ 214A, 2b, 623B ~ 214B, 623B (2317) Midscreen: 2A, 2A, 2B, 2C, 236B ~ 214A, 2B, 623B ~ 214A, 623B (1717) Anywhere: 2B, 2C, 236B ~ 214A, 2B, 5B, 623B (2276) Anywhere: 2B, 2C, 236B ~ 214A, 2B, 5C, sj.BAB, dj. ABC (2659) Anywhere: Throw (B+C), 214B, 5B, 5C, sj.BAB, dj.ABC (2789) [Omit 214B if throwing into corner] Anywhere: Throw (B+C), 214B, 5B, 5C, 623B ~214B, 623B [second 214B may get wonky if you start close to corner] Anywhere (with D mode thingy active): 2B, 5B, 236C ~ 6D ~ 214B, 5B, 5C, sj.BC, dj.BC236C ~ D, land, 5A, 5C, sj.BC236C ~ D (3281, uses 3 meter ticks) [Omit 214B if in corner] Anywhere (with D mode thingy active): 2B, 5B, 236C ~ 6D ~ 214B, 5B, 5C, sj.BC, dj.BC236C ~ D, land, 5A, 5C, 623C (3075, uses 2 meter ticks) [Omit 214B if in corner] Corner (with D mode thingy active): Throw, 236B (slight hold, then release), 2B, 5C, sj.BC, dj.BC, 236C ~ D (3039, uses 1 meter tick) Corner (with D mode thingy active): 2B, 5B, 236C ~ (Slight delay) 6D, 2C, 236B, 2B, 5C, sj.BC, dj.BC, 236C ~ D (3367, uses 2 meter ticks) Corner: Throw, 236B (slight hold, then release), 2B, 5C, sj.BAB, sj.ABC (2947)
M19Kamikaze Posted October 26, 2013 Posted October 26, 2013 Anyone here well versed in Izayoi yet? I'm having a small issue with her j236C > D follow up in Gain Art form. Sometimes it comes out, sometimes it doesn't. Sometimes it links if I mash, or sometimes I have to specifically time it right. I've tried different directions with D, but nothing's consistent, and I can't read Japanese because I'm sure the Challenge mode versions have some sort of hint. Any help? I would just double tap D. That's what seems to work for me.
lxMetalSonicxl Posted October 26, 2013 Posted October 26, 2013 (edited) Can someone get rid of the Jin match-up? Also it seems like you have to be godlike at doing her DPs to be good with her. If you can't dp on the spot to a jump cancel give up now. Or ghetto 5A air combo hit-confirm. Edited October 26, 2013 by lxMetalSonicxl
Flubsy Posted October 26, 2013 Posted October 26, 2013 (edited) @Nard The timing is a bit loose, but its later than you'd expect. The cancel into Strike Fall feels a lot later than the cancel into a teleport. You're going to want to delay longer as a result, however in high hit stun combos too much delay can make the Strike Fall come out after they tech, so you can't wait for days. I've found that if I'm just mashing out the combo, I hit D too soon and it doesn't come out, but if I actually focus on the timing, remember to delay, its a lot easier. Edited October 26, 2013 by Flubsy hit reply instead of quote, who knows who I'm even talking to at this point
lxMetalSonicxl Posted October 26, 2013 Posted October 26, 2013 I didn't even know there was a timing for it. Double tap and it works every time.
Isuna Posted October 26, 2013 Posted October 26, 2013 Is there some trick to doing the 236B 214A 2B chain? I can't even get a 2A to hit. According to the frame data it shouldn't even be possible to do this, if I've not mistaken something.
minlexx Posted October 26, 2013 Posted October 26, 2013 According to the frame data it shouldn't even be possible to do this, if I've not mistaken something. Frame data lies somewhere about it. I've seen it, too One thought, maybe frame data for A-teleport as followup is different, ant it's not ~40F, maybe ~25-30F ?? Trickto do 236B > 214A > 2B is to input 2B immediately after teleport as fast as possible. input everything as fast a possible, but you cannot masg 2B it's a link
Isuna Posted October 26, 2013 Posted October 26, 2013 So it really just is speed. The teleport certainly seems faster when you cancel something into it. [rant] I'd like to take the time to paraphrase Mori about Izayoi: "I think she is a good character for beginners" :3 [/rant] How should I think about approaching opponents in GA? Should one walk alot? Tap dash?
minlexx Posted October 26, 2013 Posted October 26, 2013 (edited) [rant] "I think she is a good character for beginners" :3 [/rant] totally not easy char, maybe not for beginners ether How should I think about approaching opponents in GA? Should one walk alot? Tap dash? not sure, I've seen in some videos jp's use "astraea's car" beta~astraea, maybe even early cancel (before actives) as way to approach. instead of hover dash P.S. update, i see Shimotsuki uses high jump / airdash a lot (sometimes with barrier block on landing), also D-Mira. sometimes, 44-66 (hover backdash - air dash) when close to Edited October 26, 2013 by minlexx
Justice7541 Posted October 26, 2013 Posted October 26, 2013 So it really just is speed. The teleport certainly seems faster when you cancel something into it. [rant] I'd like to take the time to paraphrase Mori about Izayoi: "I think she is a good character for beginners" :3 [/rant] How should I think about approaching opponents in GA? Should one walk alot? Tap dash? I just airdash around a lot then teleport to bait out AAs. Her GA dash is a regular dash with no startup too so it's not like they can just punish you for doing it, and it's not like Aigis where starting a dash burns gauge. So just dash and stop a lot I guess. Speaking of Aigis, anyone else keep trying to do 5B 6-cancel j.C? I keep auto-piloting that input and getting myself killed. I find myself doing 236C 22B for mode change a lot too cause 236C looks like Aigis's 5C.
NaRD Posted October 26, 2013 Posted October 26, 2013 I would just double tap D. That's what seems to work for me. @Nard The timing is a bit loose, but its later than you'd expect. The cancel into Strike Fall feels a lot later than the cancel into a teleport. You're going to want to delay longer as a result, however in high hit stun combos too much delay can make the Strike Fall come out after they tech, so you can't wait for days. I've found that if I'm just mashing out the combo, I hit D too soon and it doesn't come out, but if I actually focus on the timing, remember to delay, its a lot easier. Thanks to you both. I'm finding it to be much more consistent now. It reminds me of how Azrael's normals link now.
Durkslag Posted October 26, 2013 Posted October 26, 2013 So can you actually do anything from a non CH 6B?
redsilversnake Posted October 26, 2013 Posted October 26, 2013 So can you actually do anything from a non CH 6B? Rapid Cancel.
Celerity Posted October 26, 2013 Posted October 26, 2013 Just got the game today. A couple of things I've noticed so far: -In GA mode, Sonic Sabre can be done with 2366A instead of regular TK, gives it a better forward trajectory. Noir Edge can be done this way too. -Am I crazy, or is there some weird cooldown period after teleporting where you can't use a super? 214D doesn't have it, but after 214A/B/C, it seems like you can't super immediately, you'll just get another move instead. Also I'm seeing plenty of good GA/non-GA combos, but is there any known way to combo into mode change besides a raw CT?
Flubsy Posted October 26, 2013 Posted October 26, 2013 (edited) Rapid Cancel.Rapid Cancel into an Air dash seems to be the best way to combo off it from what I've seen. @Celerity I've been reping this video and here's why: It answers so many questions. Edited October 26, 2013 by Flubsy Added @Celerity
kazukifafner Posted October 26, 2013 Posted October 26, 2013 Just got the game today. A couple of things I've noticed so far: -In GA mode, Sonic Sabre can be done with 2366A instead of regular TK, gives it a better forward trajectory. Noir Edge can be done this way too. -Am I crazy, or is there some weird cooldown period after teleporting where you can't use a super? 214D doesn't have it, but after 214A/B/C, it seems like you can't super immediately, you'll just get another move instead. Also I'm seeing plenty of good GA/non-GA combos, but is there any known way to combo into mode change besides a raw CT? I don't think it's got a cooldown such much as it's just finicky about linking the super. It's possible that it doesn't let you buffer that many motions during recovery. 214D has the shortest recovery time, so that's probably why your aren't noticing anything off with that one. As for comboing into mode change, you're probably going to use rapid cancel somewhere to leave enough time to stance change and then follow up with an attack. Otherwise, there are probably a some counter/fatal situations where you can, but it might just be better to finish the normal mode combo and end it with a mode change for a quick mixup afterwords.
breedcancer Posted October 26, 2013 Posted October 26, 2013 How is everyone liking izayoi since actually getting to play her? Think she has as many problems as she has been made out to have or is it possible japan is sleeping on her a bit? She is so fun to watch and seems fun to play as well
Dark Ranger88 Posted October 27, 2013 Posted October 27, 2013 Fun as hell to play. Instant transmission teleports are flashy as hell. My friends were ooing and ahhhing while I was in challenge mode. Still trying to figure out what to do in my pressure though (especially normal mode). Also her defense is kind of bad. No DP or regular anti air. You also lose your backdash if you get caught in gain art mode.
toanenadiz Posted October 27, 2013 Posted October 27, 2013 Izayoi's backdash in gain arts still has invincibility right? Or have I just gotten incredibly lucky when I used it to escape?
Velvien Posted October 27, 2013 Posted October 27, 2013 Absolutely love her so far. Most fun character in the game, far as I'm concerned XD. Plus she's Tsubaki, she's instantly awesome in my book
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