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[CP] Izayoi Gameplay Discussion - Tobe! Gandamu!


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Posted

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.

Oh dang, no clue how I missed that.

Thanks. :)

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Posted

Hey, at 1:54:35 of that video listed Watagashi vs Tsujimuu, what the hell did Noel do that beat the reversal super?  We're Invul from 1-15, and it goes active on 7, but she CH Izayoi right out of it.  This is a very appropriate time to remember the video that FightingGameFan posted by mistake.

 

*edit*  It happens again at 1:57:17.  What is this crap?

Posted

Hey, at 1:54:35 of that video listed Watagashi vs Tsujimuu, what the hell did Noel do that beat the reversal super?  We're Invul from 1-15, and it goes active on 7, but she CH Izayoi right out of it.  This is a very appropriate time to remember the video that FightingGameFan posted by mistake.

 

*edit*  It happens again at 1:57:17.  What is this crap?

noel 4d is body invin????

Posted

Yeah, just looked it up.  So she has drive moves that are 1-26 invul, but chain into each other to not be as unsafe as DPs, all without being committed to buffering a directional input like 623... as a non-BB player before CP I find this pretty dumb.  Also seems like it would be easy enough to beat... IB and push buttons to punish the startup of whatever isn't invul.  Just like this game having slower mixup that's still hard to react to because of the telegraph timing and keyframes, I find it dumb because at lower levels it encourages mashing to escape without really learning why it might work (thinking from Noel's opponent's perspective - she starts dancing around so mash out and maybe sometimes it works and sometimes it doesn't because of her invul), and also seems like it'd be easy to "get lucky" with that Drive and beat moves that you'd normally have to bait.  Oh well.  *Fart noise*

 

I suppose I'm at the point already where I need to start learning what every character actually does.  Who are the strong/popular characters?  I figure I should learn all the common matchups first.  Azrael, Tager, and Valk are strong in this version right?  Anyone else I should learn about before the rest?

Posted (edited)

kind of weird to say, the strong chars (as of 1.1) are unanimously considered to be like, azrael, kokonoe, litchi, rachel to start off. it gets a little muddled after that. Azrael is fairly popular, so it would probably do you well to learn how to fight him.

Edited by not_lunaris
Posted

Yeah, just looked it up. So she has drive moves that are 1-26 invul, but chain into each other to not be as unsafe as DPs, all without being committed to buffering a directional input like 623... as a non-BB player before CP I find this pretty dumb. Also seems like it would be easy enough to beat... IB and push buttons to punish the startup of whatever isn't invul. Just like this game having slower mixup that's still hard to react to because of the telegraph timing and keyframes, I find it dumb because at lower levels it encourages mashing to escape without really learning why it might work (thinking from Noel's opponent's perspective - she starts dancing around so mash out and maybe sometimes it works and sometimes it doesn't because of her invul), and also seems like it'd be easy to "get lucky" with that Drive and beat moves that you'd normally have to bait. Oh well. *Fart noise*

I suppose I'm at the point already where I need to start learning what every character actually does. Who are the strong/popular characters? I figure I should learn all the common matchups first. Azrael, Tager, and Valk are strong in this version right? Anyone else I should learn about before the rest?

4D is body/projectile invul only and 2D is low/throw invul. 623D and 214D are full invul but not safe or totally invul, respectively.

Noel's drives are safer than DPs but they're not as reliable either. If all else fails, dash j.B always wins against all her drive options.

Posted

To be fair, none of Noel's drives are fully invuln and she has no way of ending drives safely without RC. I know everyone pretends Bloom Trigger is safe, but it's not. 4D isn't air or foot invuln, so just IAD at her with any air normal or dash up 2B. She has to commit to a Fenrir for actual invulnerability and that's even more unsafe. Izayoi's super into teleport, though. That's annoying.

Posted

Hey guys I'm looking for some help to improve my Izayoi. I just picked her up last week and having trouble getting in with her GA mode.. I also need tips on how to connect 5A in 263B 214A 2A 5C j.B j.A x3 5A any help is appreciated!

Posted

Hey guys I'm looking for some help to improve my Izayoi. I just picked her up last week and having trouble getting in with her GA mode.. I also need tips on how to connect 5A in 263B 214A 2A 5C j.B j.A x3 5A any help is appreciated!

We really need to get an faq for some of this stuff

 

So with the patch now, her air dash can really do some tricky stuff and she can air dash twice now so take advantage of that. Her hover dash can be jump canceled and air dash canceled mid fight you can also use the acceleration of the hover dash to approach with a barrier block. With the change to D teleport, you can use that to set up cross ups with either version of sonic saber, and don't forget you can use this to bait anti air attempts during air dashes or hoverdashes. A little unconventional to do but you can use 3C but sparingly cause you can get punished for this. Probably one of the more looked over things is to walk. I found it helpful rather then trying to approach with her during GA to try and set up an oki where you don't haven to approach from far and play a mix up game with them. 

Now for the 5A part, try holding it down cause the game will buffer your button for 3 frames. 

Posted

The short version is that 5C is your mixup tool, once you can get in the air versus a grounded opponent it's entirely your game. Until then it's a lot of 5B poking into A Sabers (which you can cancel into D teleport to get into 5C jump cancel range while + on block) and generally trying not to be too predictable so the opponent can't just dial in preprogrammed responses to your pokes. Izayoi actually has quite a few + on block options in both modes which can help her set up guessing games while getting in/building stocks. Not needing as many stocks in 1.1 also helps since it's more than feasible to build up 4~ stocks with nothing but blocked Sabers then just switch into GA from there. You can then RC back into an NM combo to build to max stocks once you actually land a real hit and then go full YOLO with 8 stocks.

That's what I do anyway, although I rarely win against anyone really good.

Posted

Right now, I only have normal mode confirms up, but ill have GA confirms up in a sec. Ill also pretty up the thread a bit, hah. Sorry for the skeleton, but i'd rather get something up. Mostly done with GA stuff, but i figured it would be better to have normal mode up first.

 

http://www.dustloop.com/forums/index.php?/topic/8725-11-izayoi-combo-theory-and-optimal-confirms-wip/

 

Also. someone pm'd me about wanting to make a FAQ thread, but I sort of wanted to make the general thread the FAQ thread as well. I'd like to have some substance for an FAQ section of the OP ( I also have to update that, hahaha ). Any suggestions on things to throw in there? Ill scout the past few pages looking for questions people are asking and try to compile the common ones.

Posted

Also. someone pm'd me about wanting to make a FAQ thread, but I sort of wanted to make the general thread the FAQ thread as well. I'd like to have some substance for an FAQ section of the OP ( I also have to update that, hahaha ). Any suggestions on things to throw in there? Ill scout the past few pages looking for questions people are asking and try to compile the common ones.

The timing for CS Gamma - 214A - 2B throws people off a lot, so probably it would be nice to have some tips on that along with the combos for it.  :)

Posted

There's not a lot that can be said about that other than "do it better".

I always see posts on Gamefaqs and Reddit asking "how do hard combo easy" like there's some magic trick to it and I honestly don't know what they're expecting to hear.

Posted

There's not a lot that can be said about that other than "do it better".

I always see posts on Gamefaqs and Reddit asking "how do hard combo easy" like there's some magic trick to it and I honestly don't know what they're expecting to hear.

It still wouldn't hurt to give some general advise on what to do. Some people have a harder time figuring out new combos especially if they are new to the character.

Posted

Probably put something for how to time 623C 66 j.C because I know I had a lot of issue with that

Posted

After CP 1.1 came out on PS3, I decided to give her a 2nd chance (Im not quitting this time, check my sig.)

I gotta say, I can dig her this update. Starting combos with 5B dont feel like absolute hell, and is it just me, or is it easier to combo after Strike Fall?

Regardless, I love her now. Even if I am a little late to the party.

 

Only issue is I have even less free time than before, so I cant play her as much as I'd like.

Posted

Tried to add a bit of jazz to corner GA 3C routes and found out you can do (any normal starter) > 3C 236B~214A 5C 2C 236A 5A 5C sj.BC dj.BC j.236C~D.  Not sure if it works on all characters though, tested on Noel and Carl since they tend to have weird hitboxes for Izayoi.  Pretty decent damage for a 1-stock combo regardless, gets you like 3.6k off 5B.

Posted

on FC, you can actually link 623b or 5c off air hit 236A. This works in normal mode too, but given how hard it is to convert into a high hitting 236A (3C combos into it, but doesnt produce the height) you usually have to forgo a confirm into 236B for it, netting you pretty much the same stock return for less damage.

Posted

Tried to add a bit of jazz to corner GA 3C routes and found out you can do (any normal starter) > 3C 236B~214A 5C 2C 236A 5A 5C sj.BC dj.BC j.236C~D.  Not sure if it works on all characters though, tested on Noel and Carl since they tend to have weird hitboxes for Izayoi.  Pretty decent damage for a 1-stock combo regardless, gets you like 3.6k off 5B.

Correct me if I'm wrong but wouldn't you still need to have 5C in the starting part of the combo if you want 3C to connect? Last time I messed with 5B -> 3C those didn't combo into each other. (At the moment I don't have a way to pull up training mode or anything so someone else may have to check this for me) Also question about the combo, for the 2C part are you hitting it with 2 hits or just 1?

Posted

Correct me if I'm wrong but wouldn't you still need to have 5C in the starting part of the combo if you want 3C to connect? Last time I messed with 5B -> 3C those didn't combo into each other. (At the moment I don't have a way to pull up training mode or anything so someone else may have to check this for me) Also question about the combo, for the 2C part are you hitting it with 2 hits or just 1?

 

its 1 hit, off of OTG 5C you cant actually get 2 hits on 2C.

 

Well, 5B/2B 3C are possible as a crouch confirm haha. Doesnt negate the bad wording but it's probably worth bringing up.

Posted

Actually I didn't know 5/2B can combo to 3C on crouching opponents till it was mentioned, plus I wanted to get some clarification on the combo so I know what to do when I try it out later.

Posted

Okay, well, you can read the combo as [Any normal starter} > anything that combos into 3C > 236B~214A 5C 2C 236A 5A 5C sj.BC dj.BC j.236C~D. So you can do 5B 5C 3C, j.B 2A 5C 3C, crouch confirm 5B 3C, etc.

Posted

So I found out this weekend that if Izayoi does air Sonic Saber from high enough to block on the way down, you can barrier while in the air but then they can hit you with a low or something once you touch the ground. As in, you still have landing recovery from touching the ground even if you recovered in the air and could barrier block.

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