Justice7541 Posted May 14, 2014 Posted May 14, 2014 Maybe Strike Fall cancels into Phorizer? I've been messing around with Trans-Am stuff and this is what I've found so far: - Blocked 5C > Trans-Am looks to be +6 or +7 on block. The frame data suggests it should be +9 but I don't think this is the case for some reason as I can DP out of 5C > TA > 2A. It beats out any non-DP move though. - 2A 2D in TA appears to be about -4 or -5 on block. Carl's 6f 5A will beat any button Izayoi presses but loses to 6A's guardpoint and he can't actually punish it without iB. This is nice because it means that so long as they aren't actively mashing they're not likely to be able to beat out the mode change with anything other than a DP, since it does happen pretty fast and is relatively hard to see. Also 3C 236B~214A 5C is pretty legit now but I'm sure we all already figured that one out.
crimsonstardust Posted May 14, 2014 Posted May 14, 2014 I noticed in some videos of jpn players that they use GA even they dont have any stars at all. Mainly for movement around the screen to get favourable positioning. But they sometimes go in as well. What dmg can Izayoi get from 0 star GA mode? In what situations would you decide to just go in with 0 stars? This is a tough question to answer for the parts about going in anyway. With the 3C change she has during GA you can net a decent amount of damage, you would pretty much do combos that wouldn't involve using Asteria or Strike Fall, some you might do something like this, hover dash jC 5B 5C 3C 236B 214A 2B 5C JC jB jC JC jB jC 236C. I dunno how much damage that will net you nor do I know if that's her best stock-less combo. I can't really answer the part about when you would go in without stock but I would imagine it might be when you see a chance and happen to be in GA when you where positioning yourself.
Justice7541 Posted May 14, 2014 Posted May 14, 2014 Also, I dunno if anyone's noticed this yet but Izayoi can do NM 5B 3C 236B~214A 3C 236B~214A, 3C 236C now for a 6-stock combo with better positioning than double 623B gave.
SoldnerKei Posted May 14, 2014 Posted May 14, 2014 Also, I dunno if anyone's noticed this yet but Izayoi can do NM 5B 3C 236B~214A 3C 236B~214A, 3C 236C now for a 6-stock combo with better positioning than double 623B gave. neat, always caused awkward situations when first 623B was too close to the corner, how much damage is that thou?
someonewhodied Posted May 14, 2014 Posted May 14, 2014 IAD COMBOS! 3CFC>2C>j.C>iadj.C>j.236D>66j.C>land>j.C>iadj.C>j.236D>66j.C>5C>j.B>j>C>dj.B>j.C>j.236C~D
onemic Posted May 14, 2014 Posted May 14, 2014 neat, always caused awkward situations when first 623B was too close to the corner, how much damage is that thou? 2595dmg.You can do the 236B ender as well
skd Posted May 14, 2014 Author Posted May 14, 2014 huh. if you land a 3c theres no reason to let them air tech unless its S starter, you can do ...3C 236B~214B 2A 623B~214B 623C 66jC jD for 6 stock + knockdown. 8 stock if you wanna do noir edge ender. i have a portfolio due tomorrow, so im going to have to hold off on my combo theory thread hahah. its mostly done, so ill probably have it up by friday, ok??!!!?!?!?
crimsonstardust Posted May 14, 2014 Posted May 14, 2014 Also, I dunno if anyone's noticed this yet but Izayoi can do NM 5B 3C 236B~214A 3C 236B~214A, 3C 236C now for a 6-stock combo with better positioning than double 623B gave. Oh ho ho, this is a nice find wish I saw this before I went online. Edit; I messed with this a little more so you can get 8 stocks if you do this instead. Stuff, 3C 236B 214A 3C 236B 214A 3C 623B 214B 623B The last 623B is a little tight but I guess depending on what you want you can go for meter or positioning.
Ichipoo Posted May 14, 2014 Posted May 14, 2014 huh. if you land a 3c theres no reason to let them air tech unless its S starter, you can do ...3C 236B~214B 2A 623B~214B 623C 66jC jD for 6 stock + knockdown. 8 stock if you wanna do noir edge ender. i have a portfolio due tomorrow, so im going to have to hold off on my combo theory thread hahah. its mostly done, so ill probably have it up by friday, ok??!!!?!?!? Good luck! Mind if I hit you up on LINE later maybe for some specific questions though?
Justice7541 Posted May 15, 2014 Posted May 15, 2014 After a few netplay matches against Koko-fuckthischaracter-noe I can confidently say that I need to stop pressing 5B so much when in GA. Neutral 5B at max range, good, 5B during pressure, all pressure lost. It looks like her new pressure game in absence of D Sonic Saber is going to rely heavily on 5C jump cancel and 2C frametrap. Also a spaced A Sonic Saber teleport may also be worth using from time to time, I don't think it's airtight but it does feel + on block if done from like max 5B range.
skd Posted May 15, 2014 Author Posted May 15, 2014 Good luck! Mind if I hit you up on LINE later maybe for some specific questions though? well, anytime i would say okay but ill be kind of busy today so ~_~ After a few netplay matches against Koko-fuckthischaracter-noe I can confidently say that I need to stop pressing 5B so much when in GA. Neutral 5B at max range, good, 5B during pressure, all pressure lost. It looks like her new pressure game in absence of D Sonic Saber is going to rely heavily on 5C jump cancel and 2C frametrap. Also a spaced A Sonic Saber teleport may also be worth using from time to time, I don't think it's airtight but it does feel + on block if done from like max 5B range. yes, its about +3 from max range 5b, but some chars have wider crouching hitboxes letting you get the +3. They can jump in between however! so yeah. 6C is also a really good option, if they block it in the air you are quite plus, you can 5B them again and they cant jump out of it (might be some kind of landing/no jump state) so thats a very nice bonus. If they block on the ground though, its just the normal +1. which isnt bad at all, but the distance is a thing hahaha.
Adam0812 Posted May 15, 2014 Posted May 15, 2014 with the new airdash can we get jc > jd > 66jb/c for a cross up on their wake up?
Justice7541 Posted May 15, 2014 Posted May 15, 2014 Sure, you could do falling j.C IAD j.C for a crossup that way too. Looks funny as well.
Justice7541 Posted May 16, 2014 Posted May 16, 2014 So I've working on the new GA mixup routes now that she's not just 236D > press buttons randomly. So far I've got: 5C jump cancel: - IAD j.C, land, 2A or dash j.B (or whatever other dash mixup, i.e. dash land 2A) - IAD 9, j.B (overhead) - IAD land 2A (low) - TK A Saber > D teleport (punishes mashing in reaction to jump) - 2C/6C (punishes mashing/up-back) - Superjump airdash j.C > IAD j.C (crosses up, can be pretty ambiguous if spaced properly) - High super jump airdash > airdash again j.C (fake crossup, can also be made to not crossup, mostly for trolls but sorta legit if they don't mash) I'm not sure if a properly spaced 5B > 236A > D teleport or superjump j.236A > D teleport can be made to crossup mid-blockstring, I'm sure there are things that could be done with that. Izayoi no longer has to burn 3+ stocks on a combo so it definitely feels worth it to just let loose with teleports whenever it's safe to do so. In general I feel a lot safer entering GA with fewer stocks now, I'm going into it with 3-4 stocks now where before I'd never do it short of 6 stocks.
Mugen Tux Posted May 18, 2014 Posted May 18, 2014 Noticing that Noir Edge doesn't seem to have SMP and that D teleport restores your jump gave me the urge to mess around with overly long j.C > j.C > j.236C > 214D x N loops, but I'm going to guess that this is in no way optimal or a good idea? Ending in Strike Fall still gave techable knockdown from ceiling height if I saw it correctly, but in terms of bang for your stock, I'm sure there's better ways to spend it. Also to ask, is there an overall changelist from 1.0 to 1.1 floating around anywhere that I can take a look at? It's not like I had any experience with Izayoi from pre-patch due to not really playing at all, but I'd like to know where I need to adjust things when looking at old stuff. Thanks.
crimsonstardust Posted May 18, 2014 Posted May 18, 2014 Noticing that Noir Edge doesn't seem to have SMP and that D teleport restores your jump gave me the urge to mess around with overly long j.C > j.C > j.236C > 214D x N loops, but I'm going to guess that this is in no way optimal or a good idea? Ending in Strike Fall still gave techable knockdown from ceiling height if I saw it correctly, but in terms of bang for your stock, I'm sure there's better ways to spend it. Also to ask, is there an overall changelist from 1.0 to 1.1 floating around anywhere that I can take a look at? It's not like I had any experience with Izayoi from pre-patch due to not really playing at all, but I'd like to know where I need to adjust things when looking at old stuff. Thanks. Noir Edgr loop does have some practical uses, you can use it to combo to astral or in over drive try to finish them off before over drive ends if you need that extra bit of damage. The change list is on the first page of this topic.
BadAtMeltan Posted May 18, 2014 Posted May 18, 2014 Hey guys. So i recently dropped terumi in 1.1 for izayoi because flying. I was wondering what were my options for pressure game? I use 2c and j5c a lot but i feel like a one trick pony. Are there other pressure options I have? Also, if anyone is willing to hold my hand online and help baby play his first real character, it would be much appreciated.
crimsonstardust Posted May 19, 2014 Posted May 19, 2014 She has stuff like instant air dash jA/jB/jC or empty instant air dash go low. There's also stance canceling for pressure and creating mix ups like that. There's also using sonic saber and using D teleport to force a cross up or fake cross up situation.
RoanYagyu Posted May 19, 2014 Posted May 19, 2014 Not sure if was said already but a thing with special cancel on GA 3C. 3C>stance cancel>66 jC works as a safe jump. Not sure if useful but its something :X
Adam0812 Posted May 19, 2014 Posted May 19, 2014 Not sure if was said already but a thing with special cancel on GA 3C. 3C>stance cancel>66 jC works as a safe jump. Not sure if useful but its something :X seems quite cool, finish a corner combo with 3c > SC > 66Jc. I'll try that out.
Justice7541 Posted May 19, 2014 Posted May 19, 2014 Hey guys. So i recently dropped terumi in 1.1 for izayoi because flying. I was wondering what were my options for pressure game? I use 2c and j5c a lot but i feel like a one trick pony. Are there other pressure options I have? Also, if anyone is willing to hold my hand online and help baby play his first real character, it would be much appreciated. She's got a lot of new stuff now, I listed a few potential mixups just a couple of posts up (or back a page depending on your board settings). In Normal Mode you're mostly going to be poking a lot and building stocks on block while punishing them for pressing bad buttons, the nice thing about 1.1 Iza is that she doesn't really need as many stocks as she did before so you only really need to build 3-4 stocks before you go into GA to start opening the opponent up for actual damage. It's also much easier for her to combo into 236B without stocks now too (2A 5C 3C 236B etc.) so it's even possible to just go into GA with 0 stocks and just poke into an RC 5D combo for stock build, if necessary. It's not as brainless as old Izayoi's build-8-stocks-then-spam-236D playstyle but overall it's a lot more effective. Once I manage to lose the 2A 5B muscle memory and replace it with 2A 5C I'll be able to go full fraud mode with unreactable netplay mixups.
crimsonstardust Posted May 19, 2014 Posted May 19, 2014 Not sure if was said already but a thing with special cancel on GA 3C. 3C>stance cancel>66 jC works as a safe jump. Not sure if useful but its something :X This wouldn't really work cause GA 3C can only be special cancelable on hit.
Adam0812 Posted May 19, 2014 Posted May 19, 2014 This wouldn't really work cause GA 3C can only be special cancelable on hit. Isn't that what he means though? End a corner combo with 5c > 2c > 3c > SC > 66jC
crimsonstardust Posted May 19, 2014 Posted May 19, 2014 Isn't that what he means though? End a corner combo with 5c > 2c > 3c > SC > 66jC *face plam* Ok if we are talking about using it as an ender then that should work. I was under the impression we where talking about keeping pressure cause that was what was being asked earlier.
Adam0812 Posted May 19, 2014 Posted May 19, 2014 *face plam* Ok if we are talking about using it as an ender then that should work. I was under the impression we where talking about keeping pressure cause that was what was being asked earlier. I only presume that's what he meant cause he said 66jC as a safe jump
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now