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Sakaku

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Everything posted by Sakaku

  1. Discuss the Amane matchup here. Some things I've noticed: Similar to Lambda's 236D oki, we can wind tech to escape Amane's drills, not sure if we can punish him. IAD with wind is great for whiffpunishing his C moves, but we need to be fast. Getting in his face ASAP seems to be better than trying to zone him out.
  2. I'm planning on timestamping every combo once I'm finished, recording a video for it.
  3. Welp, time to shed some light into the matter. First, I'm deeply sorry I never finished this project, especially sorry to all of you who contributed so many awesome looking combos. Some may have noticed that i was gone from DL for quite some time. Now that BBCP is out with everyone playing it already, I don't think finishing the CMV won't do any good. I have about half of the combos recorded (all combos up to Polka, see first post), so if you at least want to see these, please let me know. I know it's hard to make up for this, but I still want to in some way. Maybe if you have replays you want to put online but can't due to not having recording EQ, you could let me now. With the addition of the replay room in CP this will be an easy task to do. If you come up with anything else, pleaes let me know. Once again, I'm so damn sorry for disappointing all of you! ;w;
  4. Just filled the thread with lots of combos. What I'm generally missing right now are 214C starters, midscreen frog, the 5BD 6A stuff and combos using meter. I guess BBL is only used to end corner combos now ((6A > cOD) > 6A > BBL) or is there any more use of it? Also, how about her CT, is it still being used in combos or was that only month 1 stuff. I haven't watched too many vids after the first month or two. edit: oh yeah, I guess these j.2C lvl 2 > frog > 1D combos aren't really useful in this game, or am I wrong? I added these when the game first came out.
  5. Just dropping by to say I'm not dead. I will take care of zhe combo thread once week end kicks in. That being said, I'm slowly but surely starting to love the new Rachel. Since I can't check myself nor search the Forums (tapatalk) I'll probably be asking a question which has already been answered, but how good is B lotus for keepaway? And is A lotus worth using at all?
  6. Get 5000 health back with drive attacks. See here: http://www.dustloop.com/forums/showthread.php?17719-CP-Trophy-Guide-Discussion&p=1558352&viewfull=1#post1558352
  7. It's heavily punishable. Even 236B~214C can be risky vs most of the cast if you autopilot it when you see them blocking. Either end in 236A or do 236B stance cancel into whatever. Also, I don't see why we'd want to do combos with 5B 5C. The moment I see an Izayoi player doing j.C 5B 5C blockstrings I'm simply going to stop blocking low. It's a different thing if you can hitconfirm your j.C, so don't mind me if you all mean that.
  8. Yep, if you create a room you can select 4 different room types. -Standard mode -Everybody can play (ie playing is not restricted to 2 people at one given time) -P.mode with someone -Replay room
  9. Awesome find, gonna test if we can chunk out even more damage or end with 6B oki later, not sure if it's worth anything though. @D i X: It depends on the opponents height. Generally speaking, the higher, the better. If they are too low you won't be able to link 5A/cancel into super early enough. You can readjust your hight with j.236C~214D > j.C > j.236C~D. It costs you one more stock though, and if the combo is going on for too long you wont be able to connect the last strike fall after you've connected your 5A > 5C. Generally speaking, if your combo is long, you want to end in 5A > 5C > 623C~D instead of an air series into j.236C~D.
  10. I've played around with her corner GA oki for a bit. The only thing I couldn't do is finding something reliable against jump happy people. :/ 6B oki You can end combos in 2C(1) > 6B for less stock and less damage but with some good setups. Example: (1) j.C > 2B > 5B > 236C~6D > 2C > 5C > 2C(1) > 236B~214A > 5C > 2C(1) > 6B (deals 3394 damage) -If they emergency tech, you can go for a lot of things since you'll be right in front of them. j.C 2B empty dash 2B throw if they respect you a lot, backdash j.236D -If they don't tech, you can pick them up with 2A* > 5C > 623C~D. -If they try to roll, 2A* will pick them up and you can go for a short combo ending in strike fall. -If they like to delay their tech, backdash j.236D. If they try to roll out they still get hit by j.236D although they can block. Can be easily jumped out. Haven't found anything useful if they try to jump out, if anyone knows something that'd be great. *You can also pick up with 5C leading into a much stronger combo if they try to roll, but it's also harder to confirm and can be risky if they delay their tech and your 5C whiffs. Post strike fall While not as strong as 6B oki, she still has some good options. After strike fall, hold up so you'll jump as soon as you land. Fall down and press j.C. -If they try to roll out, you will pick them up with j.C, combo into 5C. Be prepared to switch sides with your opponent. -If you know a DP is coming, just land and block. Your j.C will whiff but you'll also block their DP. I've only tested it against ID, but it should work against everything if not even Ragna can hit us. -If they emergency tech, j.C will hit them, continue pressure afterwards. -If they delay the tech, there is a good chance you'll pick them up with j.C. Random stuff: you can link 5A after GA 2C.
  11. Playing her is fun. What I'm struggling with is opponents being in the air all the time, she doesn't seem to have a great air to air, as I'm getting beaten clean by most of the cast's air normals. Her 623B/623C AA game is very strong, but it's very risky to whiff these. There were several times when I thought I'd definitely hit them with 623B, but they just dashed right over it and whiff punished me hard. Seems like her 623C is much much stronger against characters approaching you at midrange, still needs testing though. Other than that, I really like her 5B, the range is gdlk, though whiffing it can also hurt. As for pressure in normal mode, I've been ending most of my strings either into 236A or into 236B stance cancel into IA backdash or 5B 236C~214C shenanigans. She doesn't really have reliable ways to open someone up, so might as well take one star before going back into the neutral game. The stance cancel is especially great once you conditioned them into expecting a 236A at the end of your blockstrings, but don't really expect to open them up with a nice 6 star combo with it. I haven't played too much with 6B/6, but it can work as a gimmick once in a while I guess. Her 2A might be +1 on block, but it's 8 frames slow, so there isn't really an advantage when you compare that to others 2As. Maybe you could use TK j.236C for an instant overhead lol, but I dunno if that's really worth it/safe. What I really don't like is her C range though. I keep whiffing it way too often, but that's just gonna take a while to adapt to. As for GA, I'm absolutely in love with it! Getting in isn't really the easiest if you don't want to spend stars, but she has a very strong AA bait potential due to her ability to cancel the hover into air dashes. Damage in GA seems fine, guess what keeps her "low tier" is the lack of reliable and safe AAs/air to air and a very inconsistent way of getting enough stars. And yeah toan, I also like escaping with her GA backdash, it works extremely well so far. I've been using OD at the start of a round quite often now, don't see why this wouldn't be good unless you like to burst after the first hit. Any thoughts on that?
  12. It's kinda tight at first, but nothing that's impossible to get down consistently. Just press it a little bit before her teleport recovery ends and it should come out.
  13. Keep in mind that hitting them with a second 623B after her normal mode BnB (something into 236B~214A > 2B > 5B > 623B~214B > 623B) isn't possible with starters like 2A. There's a way to still get our 6 stocks though, only that it's a bit harder inputwise. Also, I wouldn't really rely on 2A pick up after 236B~214A, sometimes you are too far away and your 2A will whiff, 2B is a much better option here. Here are the combos I use, sorry if some of them have already been posted. Normal mode You should always go for star combos in order to maximize Izayoi's damage and pressure potential in Gain Art. I tend to use the combos leading into j.C~D after I've got at least 5~6 stars. Using j.D at the end of her air combos allows us to immediately start with her relentless pressure and mix-up game. Midscreen Star combos 2A > 2B > 2C > 236B~214A > 2B > 623B~214A > 623B [1915 damage, 13 heat, 6 stars] (j.B/j.C) > 2B > 2C > 236B~214A > 2B > 5B > 623B~214B > 623B [2520 damage, 18 heat, 6 stars] throw > 214B > (5B >) 5C > 623B~214B > 623B (or 623C) [2516 damage, 18 heat, 4 stars] air throw > (dash) > 5C > 623B~214B > 623B [2416 damage, 17 heat, 4 stars] AA 623B~214B > 623B [1148 damage, 8 heat, 4 stars] AA CH 623C > 5B > 623B~214B > 623B [???? damage, ?? heat, 6 stars] Oki combos (2A) > 2B > 2C > 236B~214A > 2B > 5C > sj.BAB > jc.BC~D [2645 damage, 18 heat, 2 stars] throw > 214B > 5B > 5C > sj.BAB > jc.BC~D [2777 damage, 19 heat] airthrow > (dash) > 5C > j.BAB > jc.BC~D [2498 damage, 17 heat] Corner combos throw > 236B~214A > 2B > 5B > 623B~214A > 623C [2828 damage, 20 heat, 6 stars] throw > 623B~214A > 623C > sj.B > jc.BC(~D) [2762 damage, ?? heat, 4 stars] Most of the corner combos work the same as their midscreen counterparts so I won't be listing them again. Gain Art Combos Most GA combos end in j.236C~D. However, you can continue by doing [j.236C~214D > j.C ( > jc.C)]xN > j.236C~D instead of immediately ending with j.236C~D. I haven't tested how many reps you can do with certain combos since I generally don't think 200~300 damage are worth another star. Midscreen (3) j.C > 2B > 5B > 236C~6D~214B > 5B > 5C > sj.BC >jc.BC > j.236C~D > (land) > 5A > 5C > 623B~D [3215 damage, 23 heat] (3) 2B > 5B > 236C~6D~214B > 5B > 5C > sj.BC > jc.BC > j.236C~D > (land) > 5A > 5C > j.B > jc.BC > j.236C~D [3313 damage, 23 heat] (1) throw > 214B > 5B > 5C > j.BC > jc.BC > j.236C~D [2913 damage, 20 heat] (1) airthrow > 6C > j.C > jc.C > j.236C~D [2542 damage, 18 heat] Corner (3) j.C > 2B > 5B > 236C~6D > 2C > 5C > 2C(1) > 236B~214A > 5C > 2C(1) > 6C > j.C > jc.C > j.236C~D [3764 damage, 27 heat] (2) throw > 236C~6D > 2C > 5C > j.BC >jc.BC > j.236C~D [3640 damage, 25 heat]
  14. Nicely done. Time to fill the OP with combos.
  15. Someone said it's blockable though? Not that I care really, the setups were impractical anyways but it's good to know nevertheless.
  16. I've seen him play P4U at Winter Brawl, so it might be him.
  17. Time stamping the players like that sounds a good idea. The first two tracks seem to be fitting too, I think Secret Garden is a little bit slow for a CMV, but that might just be me. Also sorry, but this might take another week or two. First of all, some of these combos are ridiciously hard to land lol, samthegreat's first combo f.e. It took me ages to get that damn dash 5B down. Then there's school, I'm in my last year right now and we only have 3 weeks left, so I have to study a lot. Again, very sorry about that but I'll promise to be done in not later than 2 weeks
  18. As long as QoR2 isn't officially out there's a high risk of getting my YT account infracted.. I think? Can someone confirm this? @Tari: I was going to link to the thread/DL member profiles anyways, gonna wait for some more answers regarding that but thanks for the suggestion. :D
  19. Damn, nice combos there. All of these should make at least a 5 minute CMV, good stuff. Song suggestions anyone? If not I'm going to stick with a Yousei Teikoku song. Their songs suit Rachel perfectly imo. As for crediting the players, I either thought of displaying each player with their respective color at the beginning/end of the vid, or just display their name during the clips. First one holds the problem that some players use the same colors. Suggestions?
  20. Looks beautiful even though I'm not the biggest fan of nendroids. I wish the FREEing figurine of her had this pose instead of the animation where she does sword iris, oh well. Just added you on MFC, gamester~
  21. Nice, that should be a fullscreen corner carry right? I wonder if that combo works from 5B 5CD 3C8D. Also, do we have some good combos with j.A starter now? Lotus still seems underused from what I've read.
  22. Yup, sorry I'm extremely busy with school right now so I really don't have the time to be active. But I wanted to tell you guys a deadline anyways in the next few days, might as well drop the bomb now: 17th february will be the day when I'm recording the CMV.
  23. Woah, beautiful.
  24. Transcript of the combo video that was posted a week ago [0:00] 5B > 5CD > 3C8D > CT > (dash) > 5B > 6A > 236A > (dash) > 5B > sj.C > 2D > jc > j.2C [lvl2] > 236B > j.C > jc > j.C > j.214C > BBL (4789 damage) (midscreen) [0:12] 2B > 5B > 5CD > 3C8D > CT > (dash) > 5B > 6A > 236A > (dash) > 5B > sj.C > 2D > jc > j.2C [lvl2] > 236B > j.C > jc > j.C > j.214C > BBL > (frog) > 236A [they tech and have to block george] (4141 damage) (midscreen to corner) [0:26] CH 6B > IAD > j.C > (land) > (dash) > 6A > CT > (dash) > 5B > 6A > 236A > (dash) > 5B > 6A > 4B > sj.C > 2D > j.C > BBL > (backdash) > 214B > 5C*tech*C (4261 damage) (midscreen to corner) [0:39] CH 6B > (dash) > 5B > 6A > CT > (dash) > 5B > 6A > 236A > 6A > 4B > 5CC > 214A > (dash) > 3C(2) > 236B > (frog) > 6A > BBL [(backdash) > 214B] (5137 damage) (corner) [0:51] CH 6B > (dash) > 5B > 6A > CT > (dash) > 5B > 6A > 236A > 6A > 4B > 5CC > 214A > 3C(2) > 22A/B > (frog) > 6A > BBL [(backdash)] (4498 damage) (corner) [1:05] 5B > 6A > 5B > sj.B > j.C > j.236C > 8D > (fall) > j.C > (land) > 6A > CT > 5B > 6A > 236A > (dash) > 6A > 4B > dash) > 6A > BBL (4538 damage) (corner) (22A/B (?) activated) => not too sure if they jc the j.236C [1:19] 5B > 5CDC > CT > (dash) > 5B > j.C > j.236A2D > 5B > 6A > 236A > 6A > 4B > (dash) > 6A > OD > 6A > BBL (6569??? not sure) (corner) [1:33] FC 5C > 214A > (dash) > 2C > (frog) > (dash) > 5B > 6A > 236A > (dash) > 5B > j.C > 2D > jc > j.2C [lvl2] > 236B > j.C > jc > j.C > 214C (4172 damage) (midscreen) [1:47] FC 5C > 214A > (dash) > 5B > 6A > CT > (dash) > 5B > j.C > j.236A2D > 5B > 6A > 236A > (dash) > 6A > 4B > (dash) > 6A > OD > 6A > BBL > sj.8D > j.2CD [lvl3] [they immediately tech](6857 damage) (corner)
  25. 5A > 5C But I don't know how this would be a good frame trape since it pretty much ends your pressure unless you waste a wind to 3CD and hope they don't IB or have a pole around.
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