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Everything posted by Celerity
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I'm not sure that nobody's using it, I've seen it a lot online. 66C seems decent, but when I played her, I could never figure out whether 66B was worth it over just doing 66 > 2B since it retains more options afterward. You lose the ambiguous startup animation, but the timing is so different between the two moves, you can block low > high and avoid the "mixup" every time anyway.
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A stick grip is meant to be flexible, not rigid. You want your fingers to do most of the work, as they are your body's most effective tools for doing fine movements quickly. It seems to me that you're trying too hard to keep your hand tight while using your arm or wrist to make the motions; don't do that. With the grip you pictured, you should be able to use your thumb and index+middle finger to accomplish any motion in a fighting game, while your arm and other two fingers are merely there for support. For 236 specifically, the index/middle finger can push down while the back of your hand pushes forward, and for 214 your index finger can do everything by itself. 44 is the same way; your thumb or index finger can do that alone without any help. You'll end up adding the power of your arm naturally for extra speed and comfort, but that should not be the focus. Try practicing by spending as little energy as possible to do your motions, and then adapt that into whatever feels comfortable and natural for you. All that said, everyone has their own style. I've seen some people hold the stick like a club and wave their arm wildly like a 3-year old with his first coloring book, so you can certainly go that route if it suits you.
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We can discuss 1.1 stuff in here for now, until we have some groundwork for a decent 1.1 OP. This is a super busy week for me, so it might be a few days before I can really dig into the game.
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Very nice, thanks a lot for helping out with the thread!
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It's possible that you're doing the 623C too early, which will leave them too high for 66 j.C to connect. Try delaying the 5A and 623C as much as you can to keep them low.
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It might be related to you seeing deleted posts in the thread, maybe the forum isn't displaying page numbers correctly.
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Thank you very much for the kind words! OD combos are largely impractical for Izayoi, as her combo routes tend to be limited by time and she doesn't gain any big damage in OD. You can, of course, pop OD mid-combo just to squeeze an extra 2C in and obtain the bonus damage on Justice Phorizer, but it's usually only worth doing if the combo will kill. If you're just using the OD for stocks, you'll get more mileage out of it by using it in neutral or while being pressured. Midscreen, you can do Stuff > OD > 5B > 236C~D and get access to the Relius route on all characters because of the shorter knockback on Astraea. In the corner and from FC, you can use OD to combo into 236D, which ends up dealing slightly more damage than the regular corner route when looped a couple of times, or you can use Trans-Am during the combo to keep them standing and get a free crossup/mixup attempt after the final 236D. These are the only ways I know for OD to be really useful to Izayoi in combos, but I felt they were all too cute and costly to be worth listing in the thread. In CP 1.1, OD combos might be a little more useful due to the potential of Trans-Am 3C > 236D loops.
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Playspot Big One Tournament [04/03/14] KK vs IZ [04/03/14] AM vs IZ [04/03/14] AR (Monorisu) vs IZ [04/03/14] KK (Saki) vs IZ If anyone knows the name of this Izayoi player, it would be very appreciated!
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Okay, that's...a lot of questions! I'll do my best to answer what I can, although some of this is a bit outside the scope of Izayoi. The guard point doesn't come out right away, otherwise the move would actually be good. It's active on 6-11F of the startup I believe, so it's more like instant blocking 6F into the future. And chances are, if you can 6A something on reaction, there's probably something even better you could do, since the reward on 6A is extremely minimal. Not unless you play Carl or Arakune. You can hold a button to tech as soon as possible, yes. Air tech and neutral ground tech are fully invincible, but rolls can be punished. I would direct you to the wiki page where you can view the specific frame data for all the different forms of teching. I'm not sure about the proration question, but comboing into a throw will make it a purple throw which is easy to break, yes, even for command throws. Proper reset attempts are going to be made when you're already 6F out of hitstun, though, which means the throw behaves normally. Every backdash is different, see here: http://www.dustloop.com/wiki/index.php?title=System_Data_(BBCP). I can't really think of a reason why you'd go to air throw as a means to punish backdashes, but 5B and 66 > IAD j.C are both good options. That sounds like pretty much everything. You do start automatically gaining a little bit of meter over time when you're in Astral range, though. Throws are a high damage option for Izayoi specifically because of the glitch (if you can call it one) that lets you RC before the last hit to receive better hitstun and damage scaling. No other character gets as much reward, which is nice for us. Although yeah, if you're comparing throws in GG to throws in BB, they have totally different purposes. No problem! It's always good to see a fellow I-No player in these boards.
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(Deep 66 j.C) vs (66 Air Throw(w) > 2B) is a very ambiguous timing, but it's slow (~25F), so you'll need knockdown or swords before you attempt it.
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The guard point only lasts for about 5F, and it's not on any of the active frames. Invincible moves can go right through it if it's not timed inhumanly perfect. TK Noir is certainly your fastest overhead option, but you're committing to the RC every time you use it since it's so unsafe. It's also difficult to find the right situation, as normal mode pressure is pretty much nonexistent. Once you're in GA, you have access to better overheads via the hoverdash. RC > 66 j.B is more flexible and keeps you closer to them, even though TK Noir is slightly faster. You can whiff an air throw to land faster, but it's a very small difference. 236D is definitely worth a stock for all the lockdown it provides. In 1.1 it will cost 2 stocks, and we'll have to find something better. Assuming you mean 214A, it's a 1F link, but with the BB early input buffer, it works out to be 4F.
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Yes, it's totally viable, it's what pretty much every Izayoi does.
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That video is olddddd, April 2013. What you're referring to is a safe jump j.C, which is pretty standard after Strike Fall for oki. After that you can do a lot of things, 66 j.B, empty jump 2B, empty jump throw, etc. Hoverdash has 4 prejump frames, and 5 jump frames where you can't perform any action, so the total on 66 j.C is 21F. 66 j.B is a fairly quick overhead at 17F. The mixup from j.C still works better though because of the threat of an empty jump.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Celerity replied to HiagoX's topic in Makoto Nanaya
You can get it to work if you add a microdash before the 5B. It's kind of hard, so if you don't feel like learning it, you can always end with something simple like 5B > 5C > j.B > j.D, or 5B > 5C > j.BC > j.CC > j.623C~D -
Attack level affects the projectile's hitstun/blockstun, and the proration change means damage will scale less when you use it in the middle of a combo. It's not really clear yet whether this will enable 22A combos to be more viable, but there will be more time to combo from it, as you said. AFAIK there's no change to the way they affect wind, so they still work the same in neutral, they just take a little longer to reach the opponent.
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The lotuses affect her wind in different ways. Beelze Lotus basically just increases the strength of all of her wind, while Barrel Lotus only affects 5D, making it stronger and giving it homing. The homing property is the big reason why it gets used at all; it's very useful for zoning with Lobelias, whereas Beelze Lotus has very few applications outside of a few specific combos. I believe Rachel is considered top tier again after the patch, mostly due to the nerfs to other characters and the fact that she was left relatively untouched.
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She can airdash after a double jump, but I'm fairly sure she can't double jump and double airdash. It's possible now to IAD with down trajectory after a blocked hoverdash jump attack and do another one, although I don't know how much you can convert after that.
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From a max range 5B, you go straight into 236C. It's similar to close range 5B > 5C since you don't have 5C's pushback.
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Read the Timing Tips section, there's a whole few paragraphs on it.
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This isn't working for me, they're a little too far for the 623B to connect after 214C, but it may be a timing thing. If you're a little closer to the corner, you can do Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623C > j.C > j.236C which is 500 damage more than what I had listed, and it works on everyone. I'm adding it to the OP now.
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Shinjuku Sportsland Singles [03/19/14] NO (Mion) vs IZ (Abusoru)
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Celerity replied to Setsuna's topic in Misc Fighter Central
I'm not surprised about KYH, but what's so great about Kirino? I don't think I've ever seen someone use her to her full potential on stream. -
You're right, it looks like the reason that combo fails on those characters is because 236B hits them at a weird late timing when they're too close to you. I never tested on the whole cast, since it works on Carl/Makoto, but that's interesting. I'll test it on everyone and add the exceptions. Thanks. It doesn't really matter whether you do delay 623B or 623, the same move will come out eventually. Use whichever method you find more comfortable. I prefer just doing the input normally, but I guess 623 would be more precise if you can get used to it. Edit: Ugh, new forums are changing to lowercase automatically because they think it's BBCode. >_>
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Which 236B into 623C stuff are you talking about? The 3C FC combos work by delaying the first 623B as you pull them in with the vacuum of the 2C. If you do it too early, they'll be too high to follow up.
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You can't buy it with an English account, or am I missing something?