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Surf

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  1. We would like one more player Team Name: Sh*t Emote Player Names: Surf, DWB Characters: Izayoi, Noel Twitter: @_Serph @DWB9000
  2. Good writeup. Also very good you showed video examples. Need to be more like this for other characters. I'd like to input a couple things. Imo one of the first things Celica players understand is how insanely good 6B is. It was one of, if not the best, anti air normal in CP. In terms of vertical range I've seen it scoop characters almost at the top of the screen (the lifebars) and still proceed into the same confirm everytime. This coupled with just walking back/observing the opponent and being patient is usually key to her neutral game. Another thing that should be understood is just how her hitboxes extend on some of her better pokes (5B, j.C) and how dangerous that can be in certain situations. In some matchups j.C just isnt an option to use in neutral. Jin for example wins almost always if both j.Cs are done in conjunction of each other. Poking poorly with her in neutral can easily spell death. If done incorrectly whiff punishes or just getting stuffed will happen very often. Minerva still counts as a part of Celicas hurtbox is the best thing to try to remember when poking Also j.C has an absolutely absurd amount of hitstun when you get a CH with it. That's good to remember
  3. I thought Sol always knew Dizzy was possibly his daughter given Dizzy ending in XX when you beat I-No in story mode. Sent from my Z813 using Tapatalk
  4. I told myself it they gave her B/C normals pushback in CF that there would be no reason for me to play this character. But all these other buffs still seem enticing enough for me to at least try her out for a good amount of time. They seemed to have traded her explosive damage for consistency. D3 looks interesting. Might still be able to get a good spaced oki game off the ender in the corner. Not sure how I feel about it midscreen since you'll always be knocking your opponent away and resetting neutral j.C > j.D combong is a much needed change and rewards air to air confirms considerably (depending on what route she gets from j.D now). Only worked on FC or CH j.C before so j.D might be much faster. Jump canc. 5C will help with burst baiting and airborne confirm. Which will lead into the aforementioned j.C > j.D.
  5. Oh, well then. Forgot about this thread due to the DL migration making Tapatalk not load it on my phone for a good week. Wiki's format has been reworked but still doesn't have info added to it.Frame Data is mostly filled out in her moveset page but detailed descriptions of her moves are only about 50% done. Nothing in Strategy and nothing in Combos. Public editing shouldn't have been a thing so what or rather who edits in the information now.
  6. Oop. Well then never mind. I'll try to finish the stuff up over the weekend
  7. Thanks. It'll probably be a slow process of me getting everything down in a doc though. Probably need to go to a moderator for editing privileges as well. Strategy, combos, extended explanations on normals and such, and oki is what I have in mind to go over
  8. Sorry to double post. If iI edited the last one no one would've seen my impression from reading the google doc. - A majority of Celica's moves actually dont have large amount of recovery. Only ones that stick out to me are 236B/j.214A (Only can really be punished if they block it pointblank). The issue I see other people have when fighting her is she can't particulary be punished easily due to the spacing shes at/her low amount of recovery frames on her move. I mean punished in the sense that if something gets blocked, you cant block in return due to you still going through the last frames of recovery. Many of Celica's moves give her the option to block afterwards. Only time you'd be punished if you tried to extend pressure after said minus move. Many of her moves on whiff have low recovery frames at well (6B da gawd) Other than that the doc looks fine. Pros and Cons were pretty much established in the wiki and they're accurate. Maybe put more emphasis on her pushback negation since its the apex of her gameplay. More detailed explanations here and there could help too Last time I checked her wiki was about 30% done. And her frame/gatling page was pretty much untouched. Guess no ones willing to do it. I can compile the information but I don't have the time to go through the wiki and edit it all in. Nor do I even remember how to do it really. And before anyone asks if I can recommend any JP Celica's to watch. I don't have any. I watched Kaqn before the game came out and stopped once I had my hands on it. I wouldnt really recommend watching him. But tbh watch any one you feel most comfortable with
  9. You can 6C after 5C for a frametrap. But 5C isn't usually the spot where opponents tend to act up. It stops an upback attempt as well. Delay 3C always frametraps/stops upback so you can do either or really. Both have sizable amounts of untech (3C on CH) where you can react and confirm. Only gatling I really wish she had was 5C > 2C. And maybe 6C into D normals. Best thing to do when you fight an opponent for the first time and get them in the corner is to delay your strings as you pressure. Punish them for even attempting to get out with frametraps. Once you instill them with fear/respect, you get more leeway on what pressure options are available to you. Even strings that leave you minus afterwards can be used to frametrap simply due to the distance between you and the opponent.
  10. Hm. I didn't really talk to anyone I didn't know but Im good with faces. Who were you Usually I free form strings in the corner. Might do specific ones on certain characters or situations. The last thing you really want to do is go into her D's. Maybe once, if the opponent doesnt know how to deal with it. Once is enough to see if they do or not. If they do, never go into it. If they dont, then do it every now and again. Some example strings I can think of are 5B > 6B > 2C 5B > 2B > 2C > (3C) - end at 3C 5B > neutral jump j.C > 5B > 2B > etc Keep resetting the strings and see when the opponent tends to want to get out. From there, go for frametraps to stop button pressing and upback attempts. 5B is usually a staple because you can get 2B/6B off at ranges where if you did them naked they wouldn't connect. While Celica stays stationary Minerva actually retains her prior positioning as you gatling through her normals. So when doing strings keep that in mind Just one match. I was a fool and used Izayoi in losers semi's (at least i think it was semi's) against Eshi. Should've stuck to Celica. I feel like in the match I wasn't even going for my usual pressure often enough. Might have been the tourne nerves 04:29:00 As for that google doc I'll read through it eventually. Maybe tonight. Not making any promises that I'll edit and/or work on it though.
  11. Forcing your opponent to make mistake in an attempt to escape as well as grinding them into submission if they choose to do nothing are also key points. You always want them worse off than they were before. Celica doesn't have to worry about faultless/barrier so shes free to continue repeated katame strings until the opponent decides they want to try to get out. Only to be combo'd and put into the same situation but with less health and Celica with more meter which means for options (214B overhead > RC for example). Tested the CH 6B on everyone and it doesn't work on Tao and Arakune, If the CH 6B hits too low you wont get the special thrusters effect on 214[C] Acts too finicky on Mu, Relius, and with Bang you lose a rep of 214C. In the case of these characters substitute the 214 after 6C. You lose about 400 damage but 3.9k is still solid. In the corner the combo is CH 6B > 214[C] > 6C > 214[C] > 5C > 214C > (5C > 214C) > dash 6B > 5C > 5D~5D/6D~6D. Ranges from 3.6-3.9k depending on if you got the (5C > 214C) on. Which some characters like Tager allow you to do. If you get the extra rep go straight into drive and omit the 5C after dash 6B. Doesn't work on Tao/Arakune again. Just do CH 6B > 214 confirms for her. Or in general if you feel the 214[C] route is too finicky
  12. As I said. I haven't tested it on everyone. "Sounds" and is actually inconsistent are two different things. If anything it seems some people find microdashes hard. You also have to time the 5C so the opponent hits the thrusters hitbox and not the actual rocket for the fire effect. I don't drop the combo or find it particularity difficult. But might as well just test it now to clear the air anyway. Not doing the charged version would drop the damage considerably btw Ah sorry, probably should've explained it. It's actually something I learned from a Guilty Gear and on this site. Instead of writting it up myself this post should suffice. Its always the best feeling implementing something from a game/character to another game/character
  13. Aa much as it pains me for her CT to have such booty range, she would be even more absurd in the corner if it had the average range. 2C pull in is mostly for extending pressure midscreen I think. Doing it in the corner consistently can mess up your spacing most likely. 2C pull in WOULD help with getting a spaced CT in though. So we'll see Combo is: CH 6B > 214[C] > microdash 5C > 214C > (dash) 6C > 214[C] > 6B > 5C > 6D~5D~6D I haven't tried it on every member of the cast so it actually may not work on everyone. But the route is usually consistent so I felt like I didn't need to. If there's any char spec points it would be the initial 214[C] or the microdash 5C > 214C
  14. Neutral. - Very early head invul. Might be f 4-5. Think I read it somewhere but I forget now - Very vertical hitbox - Scoops the opponent downwards so 6B > 5C is a buttery smooth confirm literally every single time. Pretty much impossible to mess up the anti air attempt - Also makes some air CH confirms laughably easy - Leads to 4.3k on CH They can be at the top of 6B and still be slammed downwards and combo'd normally as if the opponent were low to the ground
  15. That's the short version of it, yes. I mean it isn't the number of tools that make the difference. It's the quality of said tools. Hers are pretty much meh all around. But the good tools she DOES have are pretty damn good. They just don't compensate for her other failing areas well enough
  16. I agree with most of this. Except that she's on the very low side of the tier list. IMO its hard to place her. She's not high. But she actually doesn't have alot of bad matchups with much of the cast. So she can't be a low tier character either. Kind of like Amane where he's not "strong" but he's still a thorn in about 70% of the casts ass. But she's better than Amane so hmm Anyways. The thing about Celica is once you put them in the corner usually the match will end. This is pretty much universal for the entire cast. For the most part anyway. Still don't think I've done every matchup with her. The special thing about Celica that not even many Celica players even realize about her is her negation to push back on her B and C normals. Even with barrier, Celica doesn't move any inch of where she is. Most likely because while Minerva and Celica share hurtboxes, Minerva is still considered independent from Celica. This is evidenced by the fact Celica can cancel herself even despite activating Jin and Hakus Yukikaze. If As are done though she's stuck and was the damage. Due to the Minerva not taking part in those normals. This IMO is her true drive and without it, THEN I would agree yea the characters shit. In short she can establish and maintain katame better than any other character in the game since she doesn't have to deal with one of the main villains to pressure. Which is barrier, or just plain push back. Whether this was an intentional mechanic or not, she's able to do it and shuts down most of the character in the corner because of it. Pray she still doesn't suffer pushback in CF If I had any problem with the character it would be mostly midscreen. She has little to no midscreen oki and she isn't relatively good at chasing or punishing techs. Most stray combos lead into average to below average damage. So your hitting them, not getting much damage and not getting the best oki situation to establish more damage or pressure. The best thing to do really is to push then into the corner, where the character truly shines. 5 f DP is bad but its better than nothing. It has many other useful applications like making other dps whiff as oki due to her invul on the charge version. Calling 6B da gawd would be an understatement. IMO it would be the best anti air in the game if she received a solid amount of damage from it each confirm instead of just CH (where she gets 4.3k meterless). 10k health is also the pits. But that'll be rectified come CF somewhat. Ds are also usless but they give her the perfect spacing in the corner to start her spaced pressure so I'll let that slide. In any case these are just my opinions. She's a very very solid character. If given a couple more tools (CF incoming) she could become a real nightmare. If anything, playing her is almost purely all fundamentals. I've played Izayoi since 1.0 and I do better with Celica than I do with lolSSSS tier 2.0 Izayoi. So go figure. Alot of people don't play her because its either 1. They don't know about her barrier negation or 2. Their fundamentals are not strong enough to actually carry the character. Instead of the character carrying them.
  17. Guard point on Ds to better frametrap with (albeit still risky to "pressure" with them) and maybe bait certain wakeup options with said guardpoint, 2C pull in for more effective midscreen pressure, an ACTUAL healing mechanic (survivability vs damage), guard point on his f 5 dp (lol). This is what happens when people actually think a character is bad. It's possible that she really did get a new D3 because once you think about all her D enders were pretty much her specials but as D normals. Ho boy they don't even know what they did with these changes
  18. Imo one of the things she needed were charged 5/2C. If when she charged those normals and an added wind effect buffed theyre hitboxes thatd be great. But they gave her j.2[C] for some reason... and gave the charged ground normal to Carmine in the form of 3[C]. When he already had some of the best hitboxes and didnt really need any help in that department afaik
  19. It hasn't happened in months so its hard to remember exactly when I pressed it but it was either 5A or 2B as Eltnum.
  20. There have been situations where I would CS through the active frame of 66C and tried to poke and my normal went through Hyde. In all the 600-700+ times Ive done the Hyde matchup its happened about 2-3 times and would only happen when I CS'd beforehand and made the active frame whiff. If there no invul then I have literally no clue on how the situation could have happen. I've never tested it in training mode but I just chalked it up as Hyde having some sort of upper body invul when he passes through the opponent in the several frames he does.
  21. Hydes 66C already had a small number of invul (not sure which kind but Ive seen normals go through his body) frames as he's passing through the opponent. Maybe they gave him more
  22. I just find it weird i havnt seen any news for it. Im sute i just havnt seen the famitsu scan with the info or something
  23. Ive been looking but i havnt seen any info about the digital version. And if i did it was a long tine ago and I dont remember. There IS going to be one right. And i remember the game being around 6000 yen right
  24. PSN ID: Surfeit88 Character: Eltnam State/Province: South FL Time Zone: EST
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