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skd

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  1. I mean, I also fight a lot of azrael, and izayoi jA definitely cleanly beats a lot of his air normals? Koko's is really godlike, but most of the time I upback jA/B to call out an airdash or guess on something ill end up trading/clashing with kokonoe 9j[A]. You arent using jA to hit them, but rather their extended hitboxes on normals while maintaining a safe distance with very little recovery, with a pretty solid hitbox. Its goooooooodddd auUGUUGHUH. I think the only air jab that gives izayoi's that much trouble is kokonoe's, really. Otherwise it generally beats things pretty clean. Training mode with it? Its soo goood
  2. jC is good for jump in, but being able to hit standing hitboxes (aka a lot of anti air hitboxes) before the invin kicks in with a really early jC is where it shines, and can single handedly force respect in a lot of situations (and you can still move before you hit the ground!) There is literally no reason to press jC air to air, and spacing yourself around your normals is something you have to do with every character. jA has a great hitbox, I dont really know what to say. It outranges a ton of things for its speed and the only characters with faster air jabs (not necessarily better hitboxes) are amane, noel, koko, tao (all 6f) and carl (5f) so i would be more than hard pressed to say anything about its startup, lol
  3. Good luck! These combos arent very easy, so make sure you practice hah
  4. As far as A saber > movement, Its pretty much something youre just going to have to get down and feel the timing out yourself. There are a few differences between the two modes, namely forward/backwards airdash in normal mode has a lower minimum height than in GA. Pretty much if you want to cover space as effectively and quickly as possible, its important! Double jump height is the same between both modes, and is usually the preferred option. And izayoi's air normals are good lol? Normal mode jC is great, jA is pretty damn good all around (seriously this move is fucking hot like fire). jB has the least neutral use, but is good for covering certian spaces with a very little amount of recovery. GA jC is just a really strong normal.
  5. its been like that since 1.0, which is why the increased emphasis on movement options was so welcome. You can even block attacks while in the air, and still be punished as soon as you hit the floor in the middle of a blockstring. While D saber does cost 2 stars, its a lot nicer to use in situations where you might get tagged but are unsure if you can cover yourself properly because it doesn't have that additional landing recovery. Further, GA has D teleport after A saber, so it's a...little bit safer to go for, but still very risky and definitely not a thing to do without the meta to back it up. @justice: I was watching those spring fighter matches, you might want to move yourself into better positions before actually committing to A saber, or not using your air options as liberally before going into it. It isn't that free to use, and you generally use it at heights, angles, and spacings where anyone aware of the character could really make it hurt. Your general usage should be at a height/situation where you can still double jump, airdash, or generally dissuade a committed kind of movement under the saber, where an attack would whiff or you could attack before something would connect that would tag the landing recovery (be it through a blockstring or just raw hit). Even if my critique is unwelcome, im pretty sure talking about this kind of thing (arguably one of the bigger aspects of neutral with her) would help at least one other person. Pretty much, if they go underneath a saber, you are in a really shitty situation without the means to back it up, and even with the means to back it up its still a pretty tough situation to be in. its a lot nicer in GA thanks to extra movement/teleport and access to D saber, but the same rules apply. So, now you could do something like jump, saber, dj7, jD, and airdash forward or back to move into a better position. Maybe even shoot another saber, come down with a normal, teleport, delay your landing with another modechange (lol), airdash etc. Just, keeping your options open and actually showing your opponent that you know how to take advantage of those things will let you get away with a lot more unsafe stuff, which is pretty much a necessity for winning with her against anyone who actually knows how to fight the character.
  6. 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.
  7. 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.
  8. hmmm, if its not connecting on CH i think you might be doing it too slowly? 3C 236B~214B 2A has the 2A connect by one frame mid combo iirc. If you didnt know the thing about 3C 236B being required for ~214B 2A, read the combo concepts section at the start!! Its under teleport spacing (though I suppose that isn't entirely too accurate, I can revise it if you already read it). And ill sticky after im done throwing up the GA section orz
  9. 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.
  10. Hi, im writing a little bit to try to explain how izayoi's combos work and what kind of things I would consider while doing them. I'd also like this to be easy to approach for people who don't really know much about the character, so please let me know if anything is fuzzy. If you have any questions on the terminology/wording I use, dont hesitate to ask so I can revise this so its easy for everyone! I wanted to take a more practical approach than an ol' combo list, so theres going to be a lot of writing ABOUT combos rather than combos themselves. Some of these combos are hard! I have some easy variants listed, but you might lose a lot of damage and resource gain unless you go for the harder stuff. (Im working on video companion to this thread, since theres a lot of visual spacing to consider, but bear with me as I try to put it into words) Normal Mode IntroductionBasically, youre most often going to want to maximize your stock gain for the situation, and then opt for oki if you land a confirm that would give you more stocks than you need. Izayoi gains 2 stocks per special move she connects with in a combo, so this is why you might see her go for an SMP ender. Ideally, you want to structure your conversions so that you can easily pick between going for an additional 2 stocks or oki, but that isn't always possible. Due to strong Gain Art conversions, damage/corner carry is usually your last priority. Staple Combo Concepts and Adjustments Firstly, there are a few main concepts you want to keep in mind while doing these combos, as understanding them will help you adjust your combos accordingly in regards to various character hitboxes and spacings. These are very important, so please familiarize yourself with them. Collapsed: Jump Loop: The jump loop is Izayoi's main way of getting close mid combo while maximizing damage. You usually go into this by OTG'ing after 236B~214A/B. Despite being called the jump "loop", most instances involve only one rep before a relaunch. You can go into 2 reps before relaunching in certain combos, but only off of certain jump strings. Even with the same string, the timing is different on most characters, so practice! There are 4 main variants to know. ...5C sjBAC - The staple variant, most stable on a large majority of the cast. Timing varies per character, but is usually similar to rising jB, then heavily delayed jA and jC. Works on everyone in the corner, but not midscreen. ...5C sjABC - The midscreen alternative for characters that sjBAC doesn't work on (Noel!). Actually more stable on some characters, but the timing is also a lot more awkward. After 5C, you want to super jump immediately and delay the jA as much as possible, then slightly delay B and C. Does not work late into combos, meaning double jump loop is impossible with this string. ...5C sjBABC - Does more damage than any other variant, but is also very character and height specific. Very slightly increase damage off of certain confirms, but does add extra combo time (Which could cause your ender to drop!). Works on Kokonoe, Relius, Nu, Platinum, Bullet, Jin, and Tsubaki. Connects later into untechable decay than sjBAC and sjABC, so it may be required in certain situations. ...5C sjBAAC - A string that only really comes into play for confirms where sjBAC or sjABC won't work due to the untechable decay and sjBABC isn't possible. Works on a fair amount of the cast. Takes up more combo time than sjBAC/sjABC and lowers damage, so avoid when possible. Depending on the confirm, going for sjBABC/sjBAAC can ruin your combo, so make sure you have enough combo time to get the desired ender. Collapsed: Teleport Spacing: Sometimes, you might notice you teleport too far, even crossing yourself up in situations where you dont want to, or you may want to retain spacing instead of sideswapping. Fortunately, theres a little bit you can do to address these things. As a rule of thumb, B teleport will put you farther into the corner than your opponent, causing your inputs to become reversed. We also run into this problem midscreen, where Izayoi can face the wrong direction after 623B~214B, ruining your combos! This is only off of extremely close hitting 623B's, and can be corrected with a delayed teleport. On a similar note, picking what direction you face is possible during most grounded confirms. Depending on your spacing, you can determine what side you end up on after 236B. Pretty much all of this revolves around 3C into 236B, which gives you the option of following up 236B with B teleport instead of just A teleport. This is new to 1.1, and greatly increases combo potential. With 3C 236B into B teleport, you end up closer to your opponent than A teleport would place you. This fixes the problem of pesky hitboxes making 5C whiff when attempting to OTG after an A teleport. Great right? Sadly, most of the time you end up sideswapping. Obviously you might not always want this, so you can reap the benefits of that forward teleport without sideswapping, but its a little bit specific. Basically, you want to push yourself to a certain distance, and hit your opponent's hitbox with the very tip of 3C before doing 236B. You can do this by managing your distance with certain gatling strings (most notably, doing 2C 5C vs 5C 2C will leave you at a different spacing before the 3C). Unfortunately, this is extremely specific and because not all hits are in a vaccum. Spacing will vary, and with limited normals to confirm with, I would much rather sideswap than drop a combo entirely (or have to opt for a weaker ender because of it). Gain Art combos practically carry corner to corner anyway, so it isnt a big deal. On the other hand, instead of being too far, there are cases where you can be too close. Lets look at an example combo for reference: 2A 3C 236B~214B (Crosses Up) 2A 5C 623C 66 jC (j236C) [+4 Stock(Oki)/+6 Stock] Pretty straightforward right? Unfortunately that combo would only work with the initial 2A connecting at specific spacings. Point blank, you would teleport too far, and 5C could push them out of range of 623C! So you have to make sure you space yourself out with some additional normals to confirm with, allowing you to teleport a little bit closer. This can also come up with 2A 623B~214B putting them out of range of 623C. Collapsed: Combo Enders: Your general normal mode ender is going to be dash jC, which gives you the option of going for a modechange knockdown, or ending with Noir Edge for stocks. During midscreen combos, jC usually doesn't hit on the same frame as it would in the corner. This is affected by dashing before doing your 5A's during the jump loop, as well as the string you do after it. Going from the most to least amount of distance to make up, 66 5A 623B~214B 623C, 66 5A 5C 623C, 5A 623C, or 66 5A 623C, where 66 5A 623C allows dash jC to connect immediately. Further, certain characters get hit later than others, so going for this ender requires you to cut your initial confirms a little bit shorter against characters with awkward hitboxes. Landing hits in the corner normalizes the ender, making it connect as high as possible, regardless of who you are comboing, allowing you to maximize combo time. This is most commonly seen with a reverse jC knockdown, hitting very quickly. With proper spacing, you can usually opt for a different kind of ender so that you wont end your combos facing out of the corner (for example, 623B 66 623C as opposed to 623B~214B (Crossed up) 623C and still get the fastest jC hit. Most importantly, there is an alternative stock gain ender that works under the same combo decay, but is unaffected by character hitboxes. Ending your jump loop with 5A 623C 66 623C works regardless of midscreen or corner positioning, allowing you to maximize damage and resource gain. If there is a combo that is possible only in the corner due to jC positioning, it should be possible midscreen with dash 623C if you would like to go for the stock gain. Sadly, there is no other way to get knockdown except for jC. Because of how flexible this is, im not going to list every instance where its possible, only if it allows a new route for increased stock gain. Anyways, onto the combos. The routes are more important than the starters, and theyre usually very flexible. Ill make notes on the constraints/situations around each one. Naturally, i wont write every possible gatling combination unless its important part of the combo, so ill notate loose filler normal territory with elipses, and only list necessary normals. Short Starters: 5A, 2A jA, 5BC, 4BC, jBC, 623B, 623C*Because Short Starters are so limited and very specific in terms of followup combos, this section takes more of a combo listing style. (2A/5A/jA ... 2B/5B) > 236C [+2 Stock] Obligatory far range confirm when you can't get anything else. 2A 3C 236B~214B 2A 623B~214B 623C 66 623C [+8 stock] 2A 3C 236B~214B 2A 623B~214B 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] 8 stock off of 5A or 2A for midscreen and corner respectively. Midscreen, works only off of maxrange 5A and 2A. The corner version works with either you or your opponent in the corner. (2A/5A/jA ... 5C/2C/6C) > 236B~214A 2B 623B~214B 623B/623C [+6 Stock] 2A/5A 5C/2C > 236B~214A 2B 623B(~214B) (66) 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] Basic stock confirm. First combo is midscreen or approaching the corner, and can be stuffed with every filler normal you can think of. The second combo is a more dedicated confirm for a better ender, and is only possible in the corner. (2A/5A/jA ... 3C) > 236B~214B 2A 5C 623C 66 jC (j236C) [+4 Stock(Oki)/+6 Stock] Standard oki confirm, can opt for 6 stock here, does a little more damage than the previous combo. At most, you can use 5 normals to confirm before the 236B, (ex. 2A 2B 5B 5C 3C) but with 5 normals, you would have to omit the 5C and go straight into 623C after 2A. Works anywhere (2A/5A/jA ... 5C/2C/6C) > 236B~214A 2B 5C jB djC [+2 Stock(Oki)] Oki conversion when too far for 3C. Works off of 4 Normals before the 236B. Pretty much used when you don't need stocks and land a hit. 2A 2C/5C 236B 2B 5C sjBABC/sjBAAC 5A 623B~214B 623C [+6 Stock] Jump loop, combo decay is too high for sjBAC/sjABC, so you need to do a character specific strings. You wont be able to get this on everyone. Does marginally more damage and ends in better positioning, but more spacing specific and difficult. Can end with phorizer after 5A for metergain into super. Midscreen and corner. (4/5) BC 214B/236C~A (66) 3C 236B 214A 2C/5C 623C 66 jC j236C [+4 stock(Oki)/+6 Stock] (4/5) BC 214B 236B~214A 2C 623B~214B 623C 66 jC (j236C) [+6 stock(Oki)/+8 Stock] (4/5) BC 236C~A (66) 2A/3C 236B~214A 3C 623B~214B 623C 66 jC (j236C) [+6 stock(Oki)/+8 Stock] (4/5) BC 214B/236C~A 2366B~214B 2A 623B~214B 623C 6623C [+8 Stocks] First combo is midscreen, second is midscreen to corner. Closer to the corner, opt for the third combo where the movement on the B teleport will overshoot your opponent. In addition to proper spacing, stance cancel into dash allows a little bit more combo time than teleport, allowing you to sneak that 3C in at the start. The fourth combo is a midscreen 8 stock combo, but lacks an option for Oki. jBC 66 3C 236B 214A 2C/5C 623C jC (j236C) [+4 Stock(Oki)/+6 Stock] About all you can really get off of airthrow in normal mode. Works anywhere, but you can get both 2C and 5C in before the 623C in the corner. This actually gives you slightly more frame advantage on knockdown as well. 623B~214B 623B [+4 Stock] 623B (~214B) (66) 623C jC (j236C) [+4 Stock(Oki/+6 Stock] 623B (CH)~214B 2366B~214B 2A 5C 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] 623B (CH)(~214B) (66) 3C 236B~214A 2C 5C 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] First combo is pretty much all you get off of far range 623B Midscreen, counterhit or not. Off of a close range 623B midscreen, you can get a little bit more with the second combo. This is also possible off a non CH 623B nearing the corner. Hitting a close range 623B CH Midscreen gives you the third combo for much higher reward, and hitting a CH 623B at any range near the corner results in the fourth combo for a similar combo off of a much easier confirm. 623C (s)jB[...]C (j236C) [+2 Stock(Oki)/+4 Stock] 623C (CH)~214C 66 5B 623B(~214B) 623B [+6 Stock] 623C (CH)~214C 2366B~214B 2A 5C jB djC [+4 Stock(Oki)] 623C (CH)~214C 2366B~214A 2B 623B(~214B)/(66) 623B [+8 Stock] 623C (CH)~214C 2366B~214B 2A 5C 623B(~214B) (66) 623B/C [+8 Stock] 623C (CH) 3C 236B~214A 3C 236B~214A [+6 Stock(Oki)] 623C (CH) 3C 236B~214A 3C 623B(~214B) 623B [+8 Stock] All of these combos work anywhere, though all of your enders will SMP. If youre going for stocks, its probably best to SMP with 623B and modechange at a distance. For the non CH combo, you may not get a combo at all if the opponent is too high, but if they get CH'd at any height, you can go into the following combos. The ~214C cancel variants are important because of how unsafe on block aegis blade is. 2366B~214B confirms work best off of higher hitting aegis blades. NORMAL STARTERS - 5B, 2B, 6B, 5C, 2C, 3C, 6C, jB, jC''*Unlike the Short Starters, the flexibility in normals means more of a focus on decision making. These combos have less of an emphasis on specific starters, with a short explanation of the routes and considering them in combo selection. (...5C/2C/6C) 236B~214A 2B 5C sjBAC/sjABC 66 5A 623B(~214B) (66) 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] (...3C) 236B~214B 2A 5C sjBAC/sjABC 66 5A 623B(~214B) (66) 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] Jump loop into stocks. High damage, huge corner carry, and the stock return is as good as it gets. Going for Oki works off of a maximum of ~3 B and C normals before the 236B, ignoring pushback. In the corner, the final jC hits a little bit faster so you can stick an extra normal at the start of the confirm (for example, midscreen you would do jC 5B 5C 236B and in the corner you could do jC 5B 5C 6C 236B). This also means you can confirm with ~4 normals midscreen and still get a dash 623C ender. On some characters, it becomes very difficult to land 2B 5C midscreen because of their horizontal hitboxes, so you may want to opt for the 3C 236B~214B route into the jump loop. However, this does less damage, and usually sideswaps (especially given limited normals to confirm with). Just make sure you dont push yourself out of 3C range! Because of the limited amount of normals you can use in this confirm, its likely that you won't always be able to do it. As such, there are alternatives to pick for similar resource gain or damage. (...5C/2C/6C) 236B~214A 2B 5C sjBAC/sjABC 5A 5C sjBAC/sjBAAC/sjBABC 66 5A 623C 66 jC [+4 Stock(Oki)] (...3C) 236B~214B 2A 5C sjBAC/sjABC 5A 5C sjBAC/sjBAAC/sjBABC 66 5A 623C 66 jC [+4 Stock(Oki)] The double jump loop, which works off of similar conditions as the normal jump loop into stocks route. However, there is no difference between confirming midscreen vs corner, except in the case of pushback from moves. This means you can do something like jC 5B 5C 6C 236B Midscreen, hitbox allowing. Against certain characters where the initial 5C will whiff, you want to confirm with 3C so that you end up closer before the OTG. Doesn't work on characters where you are required to sjABC at the second rep because of untech decay. Provides an ever so slight increase in corner carry and damage over the stock variant. This combo is only optimal to carry to the corner when you have 4+ stocks or want to kill with Phorizer. The reward this combo yields over the previous one is pretty negligible, especially for how finnicky and character specific it is. (... 3C) 236B~214B 2A 623B~214B 623C jC (j236C) [+6 Stock(Oki)/+8 Stock] Staple 3C BnB. This route works off a multitude of starters, and you have a TON of freedom in how many normals you stick in before the 3C. Pretty much a correction route if you dont confirm fast enough, and want to prioritize resource gain. Just make sure you dont push yourself too far, or else you'll whiff 3C. Universal, works midscreen and corner. Does less damage than jump loop, but is way more flexible, netting you the same resource gain while being much easier and stable. (...5C/2C/6C) 236B~214A 2B 5C sjBAC/sjABC/jBABC 5A 5C 623C 66 jC (j236C) [+4 Stock(Oki)/+6 Stock] (...3C) 236B~214B 2A 5C sjBAC/sjABC/sjBABC 5A 5C 623C 66 jC (j236C) [+4 Stock(Oki)/+6 Stock] Another important confirm that works with almost any amount of normals you throw at it. A single rep of the jump loop, usually used in situations where you don't need as many stocks, but still want to maximize damage and get a knockdown. If you wanted 6 Stocks, it would probably be a better idea to go for a 6 Stock + Oki confirm off of 3C. This combo, as well as the double jump loop are the best routes if you want to kill while in normal mode, and need the meter for the super at the end (You can super after 5A or 5C). One rep is universal and works midscreen and corner, doing only ~100 less damage than the double jump loop version, so you aren't missing out on much against characters that you can't get 2 reps on.Similarly to other combos involving jump loops, you might need to opt for a 3C 236B~214B route for certain characters. (...5C/2C/6C) 236B~214A 2B 623B~214B 623B [+6 Stocks] (...5C/2C/6C) 236B~214A 2B 623B(~214B) (66) 623C jC (j236C) [+6 Stocks(Oki)/+8 Stocks] Obligatory correction combos, when you push too far for 3C, and cant hit the 5C for the jump loop. The first one is midscreen, and the second is into the corner. Works off of pretty much any amount of normals you can throw at it. (...5C/2C/6C) 236B~214A 2B 623B 66 jB djBAC 5A 5C 623C jC (j236C) [+6 Stocks(Oki)/+8 Stocks] Corner only variant. Highest damage period, and can pick up at spacings where 5C wont connect after 236B~214A 2B. Works off of ~6(!!) normals before 236B. Off of 6 normals, you need to omit the 5C before the 623C (5 and below you can throw it in there). Kind of a pain in the ass on some characters, you can go for the babby correction combo for the same resource gain. Fatal Starters: FC 2C, FC 6C *These are also fairly specific, so ill have more of a listing style here. 2C/6C CT 66 2C 5C 6C 623B~214B 236B~214A 2C 5C sjBAC 66 5A 5C 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] 2C/6C CT (Walk forward, or dash 5B) 2C/5C 5C/2C 6C 236A 623B~214B 236B~214A 2C 5C sjBAC 5A 623C jC (j236C) [+8 Stocks(Oki)] High damage crush trigger confirms. Go-to punish combos when you have 25 meter. First one is midscreen, second one assumes opponent is point blank in the corner. You can create the proper spacing to keep them in the corner by either walking forward a smidge, or doing dash 5B (Slightly less damage). Midscreen, works even on the dreaded noel hitbox. In the corner, you may have to adjust your spacing differently depending on the character with different amounts of walking, or different gatling strings. 2C 5C 6C is the most damage. Similarly, doing 2C 5C to OTG is also the most damage, but different gatlings may make some hitboxes more friendly. Approaching the corner, you may have to adjust your spacing in a very specific way by omitting some of the normals before the 623B to ensure that you dont cross yourself up. Vs some characters, you don't have to care and can 236B out of the corner and hit behind you, retaining positioning. 2C CH (Trade/Max Range) (IAD jC) 66 2C/5C 5C/2C 6C 623B~214B 236B~214A 2C 5C sjBAC 66 5A 5C 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] 2C CH (Trade/Max Range) 66 5B 2C/5C 5C/2C 6C 236A 623B~214B 236B~214A 2C 5C sjBAC 5A 623C 66 jC (j236C) [+8 Stock(Oki)] 2C has a huge amount of untechable time on CH, making trade combos pretty realistic. The first combo assumes you are at max range for the IAD jC, otherwise you might want to just omit it and dash 2C. This also serves as your basic FC punish. The second combo is corner only. Your opponent has to almost have their back to the wall, or if you can push them there before they recover. Remember, different gatling strings affect spacing for the teleport! 5C 2C and 2C 5C do not leave you in the same place upon canceling, so mess around with it! 6C CH (Standing) 236C~A 66 2C 5C 6C 623B~214B 236B~214A 2C 5C sjBAC 66 5A 5C 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] 6C CH (Standing) 236C~A 2C/5C 5C/2C 6C 236A 623B~214B 236B~214A 2C 5C sjBAC 5A 623C 66 jC (j236C) [+8 Stock(Oki)] 6C CH (Crouching) 236C~A 66 2C 5C 6C 236A 66 5B 6C 236B~214A 2B 5C jBAC 5A 5C 623C 66 jC (j236C) [+6 Stock(Oki)/+8 Stock] 6C CH (Crouching) 236C~A 2C 5C 6C 236A 66 5B 6C 236A 66 5B 6C 236B~214A 2B 5C 623C 66 jC (j236C) [+8 Stock(Oki)] All of these combos are rather finnicky because of the starter. Its a tough confirm, and you dont have a lot of time to adjust. Spacing and gatling adjustments have to be done very quickly, and with awkward distances from the corner... 6C FC's are really more trouble than theyre worth, for only about 100 more damage than their 2C counterparts (along with having standing and crouching variants!). Both sets of standing and crouching combos are listed in midscreen, then corner variants respectively. Though, if you're going for a hard punish while in normal mode, there isn't anything better than 6C CT! Im not done yet! GA section coming up soon. Hopefully I can get around to adding meter usage haha. Ill also try to make the thread a little prettier, but please throw me suggestions on anything! What you want me to flesh out more, terminology, etc.
  11. 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.
  12. noel 4d is body invin????
  13. Throw 236C~A 2C 3C 236C~6D 2C 236B 214A 2C(1) 3C 236C~A does 3.9k Throw 236C~A 2C(1) 3C 236C~6D 2C 236B 2C 6C 623C~D is like 4.1? I got 4.3k another way but that combo is hella char specific and even then its pretty hard hahaha
  14. well, anytime i would say okay but ill be kind of busy today so ~_~ 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.
  15. 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??!!!?!?!?
  16. Izayoi: -Dash acceleration added to forward dash, allows dash momentum to be buffered into normals -Strike Fall change, seems like less recovery. Pretty much means min height for pickups is lower. -Ground Sonic Sabre (A version) cancels into air teleport rather than ground teleport. Universally, i think astral damage was "buffed' lmao
  17. yes, dash momentum gets applied on the same frame the normal comes out. technically there is no additional startup, hence 0f dash. You cant dash from neutral in 0f and go to 5C since it would take at least 1f to go to that input. If you are late, you get a GA dash.
  18. 2b 5c 632146d 665c 2c 8/7jC 96jC(crossup) 665c 2c 8/7jC 96jC(crossup) 665c 2c(2) OR 2c(1) 3c 5c 623b~214b 623c~d 4.7k, +23meter i posted this earlier, dashing normals are possible in this version thanks to acceleration being introduced into izayoi dash (she carries momentum after the dash too) but her GA dash is uncancelable on the first frame, so you have to buffer it as a 0 frame dash. technically, you can perform moves that also use a 6 input while in neutral, so dashing 6A, 6B, and 6C are possible.
  19. https://www.youtube.com/watch?v=N33gj8dxmFQ an example of a GA dashing normals combo!! woo.
  20. it does not. only moves with active frames, and then some moves have specific delayed attacks (6A, 6B, GA 6C and GA 3C)
  21. you should keep in mind that hitstop and distance come into play, so most of the time trans-am bit attacks end up leaving you significantly plus if you use lower attack level moves without stance canceling. 2A/5A are about +10/11 or so on block when uncanceled because less hitstop gets applied to izayoi (the bits ignore hitstop for attack timing, so whiffing moves into bit attacks = super frame adv). Anyways, theres no real rule of thumb for determining frame advantage iirc, the numbers are really a pain in the ass to pull. determining exactly what frame the bits attack really sucks, esp because distance is involved. i will say that it **usually** ends up being a total of ~18-22f blockstun to act with depending on the move and distance, ofc. Crouching/standing hitboxes change what frame the bits connect so you also have to take that into consideration as well. 6A point blank is about +4, 6B about +12 and 6C about +13. All of these push the opponent back, so you end up getting a bit more frame adv in most situations. another thing to note about trans-am is that in this game, if a projectile comes into contact with a character while pushback is being applied, it will be negated for /some reason/. the big thing this came up with was kokonoe fireball setups, but this also applies to trans-am. technically, you can trigger guard bonus with 5C 2C (bits) 5C 2C (bits) 5C 2C(bits) xN. There is no pushback unless they barrier, and if they barrier you get a little more frame advantage, so its all about recognizing the distance and approximate frame advantage it will give you.
  22. there are a fair amount of people who stream, the dustloop twitch team page is here: http://www.twitch.tv/team/dustloop though not everyone is very active or always streams blazblue (guilty as charged) knowing what kind of things you wanted to talk about would probably help on who to point you at. If its stream setup hardware/software blah blah related there are a few people you could ask, notably kurushii i guess (@kurushii on twitter if thats a thing you do). But yeah, a little too vague! the streams fenrir is talking about are netplay lobby streams, that run practically 24/7 if thats what youre looking for.
  23. i did mention that before, 3C 236B~214B 2A does work. otherwise, the only big normal mode changes were defensive (gp, backdash buff)
  24. no, i dont even play that char. its just jokes
  25. its not quite the same as carl, izayoi's has to be frame perfect i think. and if thats true, 3 moves shouldnt work because only 6 moves can initiate a dash and the input is probably on the exact same frame. you can get around this with the buffer, but i think you have to actually press the button on a specific frame, lol. the window might be 2f, honestly. testing on vita is fucking garboooooo
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