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Everything posted by skd
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1)AoA~D with 50% meter Non awakening > AoA~D 5B 5C IAD jBB j214A 2B 5C SJ jBB jBD Ziodyne Awakening > AoA ~D 5B 2B 5C j214B 5B 2C 214B j214A Cross Slash 2) the timing is char specific, yes you can use jB instead, the Oki is the important part. 3)Air tech isnt possible when you hit with DP while they are grounded, but if you hit them in the air they get to tech in front of you (i wouldnt go for fireball in this situation, probably dash up 2B or something) 4)AoA~D 5B 5C IAD/Jump jBB j214A 5B/2B jC j214B 5D 5)iirc for ziodyne throw OMB 5D dash 2AB 5B 5DD 214B 5B/2B 5C jBB djC jBD Ziodyne(this does more damage than CS ender midscreen) Corner ziodyne throw OMB 5D dash 2AB 214B 214A 5DD 5B 2B (or 2B 5B, which is much easier) 5C jBB jB(1)B jBD Ziodyne (this actually does more damage than cross slash ender too lol)
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there might be a tournament around then! I'll keep you posted when we have a date, if you want i can play bb haha Sent from my SCH-I535 using Tapatalk 2
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>ragna combos >cp you should do stand up, guy :zidane: to that guy who asks how long it should take to get "cse" out of their system, ragna combos right now are pretty....terribad. Its week 3 or something, so eh:\
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"i dont want to get hit with hells fang" everyone complaining about 6A on block, jesus christ. whyyyy
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^ that being said, we arent really sure how much leeway we have. Who knows? it might be confirmable and everyone in japan is just ass
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Montreal: Le Thread Generale Pour Weeaboo Fighters
skd replied to BladeOfJustice7's topic in International
wow, you just did that -
the only feasible solution is that she canceled into 2D, really. i dont see any other way that could happen unless something else changed we dont know about.
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im 95% sure i saw grounded confirm off CH BE, she probably 2d’d
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good shit skye i am also under the assumption that its a yomi confirm type thing. inb4skyesaysicantechthrowsonreaction
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losersssssss
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6d p2 is ass now iirc, air bs is wishy washy, but 2D does let you save your HF for midcombo if that helps at all
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yeah, i remember seeing that somewhere, pretty cool. i wonder if it ends up in more damage than 2D RC due to hf p2 buff and all that jazz (i doubt it a lot lol, but the corner carry seems cool)
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LOL yo ulllllll bodied shoutouts to big EEEE man, you really are too good
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Hokuto no Jersey thread: Fist-pump of the North Shore
skd replied to bbq sauce's topic in East Coast
youre so gay also tell me how to make my twitter avatar move PM IT FAGGOT -
Hokuto no Jersey thread: Fist-pump of the North Shore
skd replied to bbq sauce's topic in East Coast
yo the relationship and dating thread is so real hahahaha those faces thoughhhh this thread is immortal -
Hokuto no Jersey thread: Fist-pump of the North Shore
skd replied to bbq sauce's topic in East Coast
i heard this was the offtopic where all the cool cats are? -
hells fang CAN serve as a frame trap for 6A on block but remember theres a lot less hitstop to react with :v
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Character Profile Height: 160cm Weight: 47kg Birthday: 14th March Blood Type: A Drive: Scarlett Justice Health: 11,000 Character Combo Rate: 90% (Gain Art: 80%) Japanese Voice Actor: Asami Imai Gameplay Information Mode change character, has a special meter. Mode change move shifts her into Gain Art mode. Use 5D/2D/jD to alternate between normal and Gain Art mode. Plays mid-range with projectiles and specials to build stocks for the Zero Weave gauge, and then switches to Gain Art mode for the offensive. Zero Weave Gauge holds 8 stocks Zero Weave stocks accumulated by having specials hit or be blocked. (1 stock generated on block, 2 on hit) Overdrive automatically gives stocks, similar to Tsubaki Yayoi's overdrive. With Izayoi's special attack drive, Scarlet Justice, she is able to change between normal and Gain Art modes. During Gain Art mode, Izayoi's D specials become available at the cost of stocks, and her dashes and C normals change. Her gameplan revolves around using normal mode to generate stocks, and then switching into Gain Art to mount an offense and increase her overall damage. Making use of each mode correctly is the key to victory. Move Descriptions: Normal Moves 5A-Short, quick jab with lance hilt. 2A-Quick, Good distance kick. 6A-Izayoi steps and thrusts her armor pieces forwards. Guard point. 5B-Far range lance poke. 2B-Low kick, Similar to 2A. 6B-Flip kick, overhead. Uncancelable. Feintable by holding the button. 5C-Izayoi reels backwards and delivers a short range slash in an arc in front of her. Jump cancelable on hit and block. 2C-Izayoi drops her blade and lifts it up behind her. Fatal counter. 6C-A quick forward dash followed by an upwards slash from her armor pieces. Fatal counter. 3C-Izayoi spins and delivers a low slash. Jump cancelable. 5D-Mode Change. 2D-Crouching Mode Change. BC-Average range grab, Special Cancelable. Wallbounces. 5C*(Gain Art Only) - Izayoi does a downwards slash in front of her, short range. Jump cancelable on hit and block. 2C*(Gain Art Only) - Izayoi delivers 2 quick slashes, one vertical and one horizontal. 6C*(Gain Art Only) - Izayoi dashes and does an upwards kick. Similar to Johnny's 6K. Also serves as the animation for her counter assault. 3C*(Gain Art Only) - Izayoi does a short, low slide, knocking the opponent down. Fatal counter, jA-Short jab with hilt, similar to Jin's jA. jB-Whipping attack with clothes, similar to Jin's jB. jC-A diagonal slash, largely vertical. Slams the opponents downwards. jD-Air Mode Change. jBC-Izayoi dives at the opponent with her lance. Ground bounce, comboable. jC*(Gain Art Only) - Izayoi's armor pieces glow and attack the opponent. Relatively short range. Overdrive Freedom Justice - During overdrive, the zero-weave gauge will automatically increase. Level 1 OD Gradually recovers 4 stocks Level 2 OD Gradually recovers 6 stocks Level 3 OD Gradually recovers 8 stocks Special Moves Sonic Sabre- 236A/D (Air OK! D version takes 1 stock) - Small projectile, air version shoots diagonally downwards. On hit/block, D version summons 4 swords around the opponent. Very fast, can airdash/doublejump afterwards. Crusade Seraphim α*1- 623B (chargeable) - Up-forward slash, long reach. Able to air combo afterwards, Head invin. Good anti air. Crusade Seraphim ß*2- 236C (chargeable) - Horizontal version of Crusade Seraphim α, links into Valkyrie astraea as part of her midscreen Gain Art combos. Crusade Seraphim γ*2- 236B (chargeable) - Low Slash, similar to Crusade Seraphim ß. Knockdown, OTGable. -> Valkyrie Astraea- 6D during *2 (costs 1 stock) - Fast dashing slash, launches far and has quick recovery. Able to follow up with teleports. -> Stance Cancel- A while charging Crusade Seraphim Aegis Blade*1- 623C (chargeable) - Psuedo DP, launches on hit, quick recovery. Comboable. More untech time on CH. -> Stance Cancel- A while charging Aegis Blade Noir Edge*1- j.236C - Air attack, knocks opponent upwards. ->Strike Fall- D during *1 (costs 1 stock) - Izayoi slashes downwards. Izayoi lands quickly, allowing followups afterwards when done at a certain height. Mirage Thruster - 214A/B/C/D (D version costs 2 stocks, 1 stock when following up attacks. Can follow up all Special Attacks) - A version teleports in place, B forwards, C backwards, and D tracks and teleports behind the opponent. D version doable in the air, and crosses up even when the opponents back is in the corner. Supers Justice Phorizer - 236236C - A long, quick thrust. If your opponent whiffs, don't miss the chance to use it! (660 Min Damage) Jusitce Phorizer (Enchanced) - 236236C - During Overdrive, Justice Phorizer is enhanced, providing more damage and longer reach. (900 Min Damage) 'Slaver Trans-am' - 632146D - Izayoi summons two bits that float behind her and attack with her. When the gauge runs out, the bits disappear (the gauge remains even when she's being hit). Astral Heat Palettes Important Links Changes in 1.10 Thanks to Errol, PK, Tokkan, Hakimiru, and SoWL for the information and translations. Thanks Kurushii for being da gawd. Much, much thanks to isuna for providing move information and footage! [*]Hitstun - Izayoi now turns around properly when hit from behind. [*]Backdash - Duration increased from 20F to 22F. Invuln increased from 1-5F to 1-7F. [*]GA Backdash - Minimum duration increased from 18F to 22F. Invuln increased from 1-5F to 1-7F. Travel distance increased. [*]GA Air Backdash - Changed the same way as the ground version (without the invulnerability). [*]GA Airdash - Can now be performed up to two times. [*]GA Dash - Can now glide after the airdash. Now accelerates with both ground and midair versions. The trajectory can be changed by pressing Up or Down. [*]5B - Hurtbox at the tip of the move is reduced. Hitbox increased to catch rolls. [*]GA 5C - Knockback decreased. [*]6A - Guard point now activates on the 4th frame (previously 6th). [*]6B - Invincibility now activates on the 4th frame (previously 8th). The feint now no longer activates if you release the button at any time. [*]3C - Now floats higher. P2 reduced to 79% (rather than 89%). [*]GA 3C - Now cancelable on hit. [*]GA j.C - Now active for 5F (previously 3F). [*]Crush Trigger - No longer unblockable at max charge. [*]D Sonic Saber - Now costs 2 stocks of Zero Weave gauge. Damage of the smaller swords reduced to 150 (rather than 200). [*]Ground D Sonic Saber - Startup reduced from 26F to 20F. Total duration increased from 43F to 51F. Now +19 on block (rather than +28). Can now be followed up with an aerial D Mirage Thruster(?). [*]Midair D Sonic Saber - Startup reduced from 23F to 22F. Total duration reduced from 42F to 41F. [*]Crusade Seraphim Gamma (236B) - P2 reduced to 79% (rather than 89%). [*]D Mirage Thruster - Now only costs 1 stock of Zero Weave gauge. [*]Slaver Trans-Am - Now lasts twice as long. [*]Izayoi Dan Rankings: http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=iz&pref=0&guild=0 [*]Izayoi JP Movelist: http://sp.bbcp.ac/chara23.php [*]Izayoi Movelist Video http://www.youtube.com/watch?v=5ycU-FQ2LSg [*]Colors 1-16 [*]Astral Heat - 632146C
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Montreal: Le Thread Generale Pour Weeaboo Fighters
skd replied to BladeOfJustice7's topic in International
oh if im black, will i not be allowed into canada? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
skd replied to BladeOfJustice7's topic in International
whats b-b-beaver tail edit: what should i know before invading canada -
http://www.nicovideo.jp/watch/1354808575 low damage bnbs for a low damage character :>
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Montreal: Le Thread Generale Pour Weeaboo Fighters
skd replied to BladeOfJustice7's topic in International
i will definitely play blazblue before i go to MAD!