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Celerity

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Everything posted by Celerity

  1. Make sure the e-mail isn't already associated with another account, and maybe try shortening the password? Those are the only two things I can think of.
  2. This character just keeps looking better and better. I'm really glad they're shifting her towards being more focused on traps and IKs, like she was originally intended to be. But, I have to say: FC recovery on backdash? Really?
  3. I'll probably be down. I haven't touched the series since SC2 though, but I have fond memories.
  4. Best thing I have ever seen.
  5. It works on Noel and Rachel, just has to be a fairly late j.C.
  6. From air throw: 66 j.C > 2C(1) > 236B > 214A/B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - 3195, 1 star, Phorizer OK 236C(w)~6D > 214B > 2C > 5B > 5C > sj.B > j.C > jc > j.C > j.236C~D - 3464, 2 stars, Phorizer OK (character-specific) 236C~6D > 214B > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - 3491, 2 stars (character-specific) 236C(w)~6D > (214B) > 2C > 236B >214A > 2C > j.C > j.236C~D - 3565, 2 stars, corner only
  7. It's in July. We have a long time to worry about it. I think BBCP will get the spot if its tournament numbers can rival P4A's, so let's blow it up when the NA release comes!
  8. It's not even a timing issue though, 2C at max height still leaves them low enough for 236B to hit. You can add me on PSN for online training mode if you want me to take a look.
  9. I've never seen 236B miss from 2C(1) ever, what character are you trying on?
  10. 5B > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - 4586/5246 with phorizer From longer confirms like j.C > 2B, whiff the 236C or omit the 2nd j.B.
  11. I would say probably either Rachel or Mu-12. Rachel is a setup character with decent zoning and devastating mixup/oki, but her midrange normals are among the worst in the game, so she's reliant on wind and summons to get her pressure started. She has very poor defensive options, though she is very good at running away. She's a very unforgiving and technical character who requires a ton of situational awareness, so you'll never get bored. Rachel is somewhat like a mix between Bulleta and Venom, actually, so I suspect she's who you're looking for. Mu uses her steins to apply pressure and cause headaches in neutral, but she's opposite of Rachel in the sense that her normals are very strong and her mixup is fairly weak. She has an amazing meterless reversal and very good comeback potential. I would say she's a pretty good beginner character, though you have to invest a lot of time to get 100% out of her in every matchup, as with most zoners.
  12. Unless I'm mistaken, normal mode j.9C doesn't hit any characters crouching, so it doesn't really have any use as an instant overhead outside of fuzzy guard setups. Also in GA mode, you can do 66 j.C >land j.9B > j.C > [j.236C or land 2B] mixup, no need for an RC, although the RC does make it airtight. This fuzzy doesn't work on shorter characters.
  13. Sounds good, shoot me your livejournal and we'll hook it up.
  14. Let's do it on Myspace.
  15. A Skype group is a great idea, actually. I already know some Izayoi mains on Skype, so I'll start it up. Anyone who wants to join, send me a friend request: cardgamr
  16. 2A > 5B > 5C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D midscreen 2A > 5B > 5C > 236C(w)~6D > 2C(2) > 236B > 214A > 5C > j.B > j.C > jc > j.C > j.236C~D corner
  17. Yeah I don't know anyone who uses analog, although I've heard some people say they do it for Street Fighter or games with easier execution. It does have some good points: super jump cancels in particular are easier than on D-Pad, and you'll get less ghosting. But if you really want to keep using analog, you need to get something like an AGE pad where it's in a more natural position, and it's more convex and springy to allow for much easier double-tapping.
  18. Thanks for the side swap combo, I forgot you can get them high enough to 236B > 214B and pick them up. There were a couple corner variations I tried that were really close to working: 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 6C > j.C > jc > j.B > j.C > j.236C~D 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D In both cases, they tech right before the second j.C, whether the 236C is whiffed or not. Maybe switching some stuff around would let it connect? Izayoi doesn't use RC very much for combo purposes, since she has natural cancels from her special moves, and relaunches for combo extension even in normal mode. The most common situation is what you described: random air confirms or non-CH 623B/C's when you're low on stars and want to turn it into a ground combo. In that case, you can Strike Fall > RC > 2C/5C and just proceed as normal. Some other situations where I think RC can be useful: -GA mode Strike Fall > RC > j.D, you'll land in normal mode and can grab 4 stars before switching back with j.C > j.D. This is my favorite, it's very confusing for the opponent. -6A > RC > 623B midscreen, 6A > RC > j.B in the corner -Normal mode TK j.236C RC > j.B -OD Phorizer when they're in the corner, RC > 236C~6D is the only way to follow up from max range. -Normal mode max range 5B when they're in the corner, 236C > RC > 6C > 623B > j.B
  19. Corner: 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > jc > j.C > j.236C~D - 5133 3C (FC) > 2C > 5C > 2C(1) > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D > 236236C - 5709 What are you using midscreen, assuming you can't push them all the way to the corner? I was thinking something like 3C (FC) > 2C > 5C > 2C(1) > 236B > 214A > 2C > 236C~6D > 5C > 623B would offer the most corner carry, but 214D puts you behind them, so you either have to end the combo there or spend a lot of stars. Usually in these spots I just blow Phorizer after 236C~6D and follow up from there.
  20. I think the confuson comes from the wiki stating that Strike Fall is super cancelable, which isn't the case. It's just a regular link after Strike Fall's recovery. I'll go ahead and edit that out.
  21. Serious advice, stop using the analog stick. It's definitely the slowest and least accurate directional input device for fighting games. I can see how Izayoi would be difficult on one, because her combos require a lot of rapid directional inputs. If you do pick her up, remember that you have to get used to entering the DP as 623B exactly, because 6236B won't work after a teleport.
  22. It's 5C > sj > instant j.B > (delay) j.A > (slightly shorter delay) j.C. The most important thing is that the super jump and j.B must be instantaneous, otherwise the rest of the combo has no chance of working. As far as practicing it, I recommend Noel, since she's the most difficult and her timing works for the entire cast I think, Carl and Rachel might be little different. After practicing on Noel I can hit it on other characters no problem.
  23. There's no hidden mechanic, it's more like you're overestimating how fast mashing is. On a D-Pad, you can probably only hit the button every ~8-10 frames at most, so when you've got a 4F window it's often not going to come out. Stick and hitbox are faster, but still. If you could move your thumb 60 times per second then you'd be able to mash anything out. I'm mostly rocking the pink colors, plus a little bit of 4 and 15.
  24. No, 22A affects horizontal wind as well. It's especially notable against opponents who are airdashing, or Tao's drive attacks, but it's obvious if you just go into training mode and watch how much your wind pushes them around. It affects only the strength of the wind on the opponent, not on Rachel. 22B has no effect on horizontal wind per se, it only makes the wind move more strongly in the direction of the opponent, and only on 5D.
  25. Basically, after the bats scatter and attach themselves, 22B (the version most commonly seen) will cause 5D wind to be diverted in the direction of the opponent, while 22A increases the effect of all wind on the opponent but does not change its direction.
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