Jump to content
Dustloop Forums

crimsonstardust

Members
  • Posts

    443
  • Joined

  • Last visited

Everything posted by crimsonstardust

  1. I never like doing 2C after stuff like 236B~214A cause its such a tight link, but more power to you if you can do it.
  2. Ok the biggest thing I'm seeing is your being way to stationary, you had a few moments for example where you had some breathing room to get out of the corner but choose to stay put. This game in general encourages you to be keep moving and that's essential to this match up as well cause Valk has some really good pressure and you don't want to be in those spots. Around 1:23 when you air dashed back you at least had one more jump or air dash so you could of been in a better spot to avoid having to take the pressure. You really have to take advantage of Izayoi's mobility in GA I would say that it's pretty crucial to be able to move around with her considering how she doesn't move like other characters, and this ends up being being one of her strengths as a character if you can get over that hurtle. Also don't be afraid to zone with sonic saber some more, I could be wrong about this but it looked like you where playing a little scared, like you let him come at you to much and didn't press your advantages a lot of times.
  3. Well the thing about hitting combos online is that this can vary the timing from practicing in training room, personally for me I have a harder time hitting combos online cause I play with people offline, basically your gonna have to figure out how to adjust the timing but easier said then done really. Now for the block and combos part you mentioned, that's gonna be you having visually see that you are hitting them and change your button inputs to match that, some times if your muscle memory is a little too good it can work against you so it helps to be aware as you hit them to make mental checks if you are hitting them. Sometimes your not gonna be hitting that optimal 4.5k combo like you do in training mode and you have to be aware that you may have to work with what you got at the moment and have those big combos ready when you go for the punishes or made that right read. I don't know why people think its such a bad think to record matches with a phone camera or something, if that's all you have then use that, not everyone is gonna have a capture card to use, and your main focus isn't to pump out content but to get feedback for your game play.
  4. Well if your gonna be using the CPU to practice some stuff, beside what was mentioned I like to use the CPU to see if I can use new combos I'm learning in an actual match or see if I can convert of stray hits without thinking to hard about it. But I also find the CPU not a good way to practice fighting people cause as you mention they do some ridiculous stuff, and I would like to also add that they don't do optimal stuff and I've had a lot of times where they try to pink throw me... Don't be afraid to post your matches to get some critique, the idea does seem scary at first but it helps to have your match looked at by another person cause it can be hard to watch yourself objectively and it helps to see what others have to say.
  5. Well depends when you try to use it, I find the motion for it kinda hard to use as just a raw reversal, I generally try to use it when I know I can score a counter hit when some one throws like an overhead or a long range move or something. It's more of a execution thing while under pressure, I generally find at least for me when I'm sort of panicking and try to stick it out is usually when I can't get it to reversal.
  6. Oh is Aigis generally the same character in the next iteration? I didn't look at the change list cause I wouldn't know what it means cause I only dabbled with the character just a tiny bit.
  7. From what I understand shadow characters are another version of the characters that sacrifice things like burst and awakening in favor for more aggressive play with access to things like awakening supers right off the bat, meter carrying over to the next round and having a unique shadow burst which allows for unlimited meter use for a limited time. They are tournament legal, unlike unlimited characters, they aren't like this broken arcade mode boss that have unique attacks that do weird stuff, I may have missed something about shadow mode but that's what I've generally seen when it comes to replay footage.
  8. I'm looking to possibly to pick up Aigis when this version of the game comes out, what are some stuff with Orgia mode should I spend some time getting used to or learning to manage with the original P4A in like training mode and such?
  9. So more or less in this case the best offence makes for a good defense? I guess that's kind of the opposite of what I do cause I tend to play more defensively, I'll have to stop playing so afraid probably then.
  10. So I got some questions about spacing and coverting the hits. So I have a tendency when I'm playing the neutral and get a hit to do 5B 5C HF RC 6C and do the rest of the combo off a jump cancel, I do know this probably isn't optimal but if I'm hitting at or near the tip of 5B gattling into 5C, is Ragna close enough to use 2D instead? There's been a lot of times where I feel like I could of gotten more damage of my RC but missed out on it cause I used HF instead just cause I wasn't sure if 2D can it from the 5B->5C at max range.
  11. So questions about this combo, so when you do GH do you just want to just do the follow up with no delays or with a slight delay? Usually when I do 5D DS DC I can't get DS to hit meaty consistently and I'm not sure if that's cause of the height I hit 5D at or if its related to the follow up. Also what can you do after HF or is it with the follow up on this move also? I've managed to get 5B after HF but wasn't able to gattling into anything without it dropping.
  12. So I noticed recently at a local session I was at, I had a really bad tendency to sort of not take advantage of the oki/knock down I would get in the corner, I found myself respecting my opponents wake up fairly too often and often found myself loosing my positioning. I realized part of it was that I keep respecting wake up reversals and more often than not I wouldn't see it happen. So when you get people down and you don't have a safe jump ready just what should you be doing to make people respect your pressure? I'm looking for more general advise rather than character or game specifcs cause this tends to be a problem I have in a lot of fighting games.
  13. Oh ok, I didn't play Hakumen in extended so I didn't know that, huh I could of sworn I remember dicking around with shipuu in training mode with Mugen.
  14. Was there a hidden nerf to Mugen? Whenever I do shipuu it seems to finish Mugen right away, I didn't see it in the listed changes for Hakumen for 1.1 so I just wanted to make sure about it.
  15. So generally her game plan is to make people afraid to hit buttons and force people to eat mix ups and use her mobility to weave in and out of ranges. Generally her main neutral normal in both modes up is 5B, it's got good range and can start pressure with mixes of sonic saber, stance canceling, and in GA mode you can use stance canceling to go for overheads or fake them and go low or even start a throw game also. However this can get mashed out of so you want to mix it with keeping pressure with 5B stance cancel, 5B stance cancel and such. Other things in neutral is using sonic saber, 623B/C 6A. As far as stocks go, generally 6 is a good number to try to aim around, any more is really cherry on the top, as you mentioned there are going to be times where you may have to go in with less than you want, that's where your gonna have to experiment and find how that works with you, one thing to remember you can overdrive for stocks but again that is a call you have to make as an Izayoi player. Now as far as getting people to respect her, it's hard, you have to do a lot of baiting with her movement in GA sometimes and other times people will be afraid to hit buttons if you can get them too, just don't yolo hover dash jC causes that's like air dashing at someone in neutral just to get anti aired, jA can trade or beat a lot of moves and works great as an anti air. Pressure is where it can get tricky with her, that's gonna consist of the 5B stance cancel I mentioned earlier and using stuff like hover dash air sonic saber or mixing up your approaches and what not, teleport mix ups should never ever be done raw, you will get punished for it. Using D sonic saber can force a mix up if you have the extra stocks to spare, especially with how it takes more it's usage is a little limited. 3C in GA mode gets over looked a little, you can use this as an escape tool (example is if some is air dashing at you, you can use 3C to go under them), RC it to go for mix ups, score fatals, and sometimes can get you around in place of walking, hover dashing air dashing etc, just don't use it too much cause it can be punished. Well hopefully that helps, I'm not a pro with the character but I really love playing Izayoi~
  16. Wait Ragna has a Kara throw? I didn't even know you can do Karas I'm this game. To answer an earlier thing about not getting mashed out, a few locals I've been playing against generally try not to mash out my Ragna pressures cause they know I'm fishing for a frame trap every so often, they usually exploit the fact that Ragna has a slow overhead and my throw game is kinda weak in BB so my throw game usually got read pretty well.
  17. Forgot about cross up ID, I'll have to practice that some more. I've seen some people do the 2A 5A whiff set up, how does this turn onto a Throw reject miss? Is the idea basically make it look like you are gonna throw but mess with the timing?
  18. I was afraid of that being a possibility that it could be Ragna that lacks some stuff I wanna do. I guess I will have to hit the lab and try to find some gimmicks or something.
  19. Alright I'm starting to hit a plateau with my ability to play Ragna. My biggest issue with Ragna is I can't open anyone up with him anymore, I've really have varied my block/pressure strings as much as I can and try to sneak in throws and overheads to shake things up but they get blocked or teched respectively. At this point all I can do is try to go for whiff punishes or ID stuff like overheads and try to open people up but I can't get my opponent(s) to get scared to hit a button nor can I throw them cause they are teching all my throws. At this point I'm kind of lost where to go from here, I know that Ragna now has a much harder time opening people up but with the lack of a strong mix up game I'm not even sure how I can open people up anymore. I can use some advise or suggestions, my general pressure usually involves various delayed timings on 5 and 2 B and using 2C and 2D to act as another layer of frame trapping, I've also have done things like 6D jD or whiff jD go for 2B, tried staggering my 2A pressure with mixes of 2B/C and throws and 6B. I wasn't sure if this was more for a Q&A post or this should of gone in gameplay discussion.
  20. So one quick question, just how safe of a pressure is 2B > kishuu then? I always thought some people just mash out of it but that might be just cause I didn't tighten my links up to well.
  21. Alright some meter management question. Usually when I'm playing Hakumen I always seem to have a lot of meter just laying around till I do something like Yukikaze an overhead and kishuu to add more damage or 4C guren zantetsu (1) kishuu more damage from here. The majority of the time I seem to be spending a lot of time poking with various normals and fishing for CH 3C, or pressuring a lot with 2A and spending zero meter unless I can derp someone with zantetsu. I guess the question to ask is besides scoring big damage is this all Hakumen does with meter?
  22. Izayoi doesn't do well under pressure she needs meter to get out of trouble other than that Izayoi players have to make the right read with 6A cause that armors against high and mid attacks but doesn't have armor right away. Teleports are not safe at all if done raw, if you see a sonic saber being used to cover a teleport be ready to block it. It's really easy to disrespect hover dashes in gain art mode if they are trying to go yolo with hover dash jC and such. Izayoi does better if the opponent is scared to hit buttons in GA mode, she has ways to do from things like 5B stance cancel into hover dash jC, or pressure with 5B again. In general 5B is her main poking tool and is generally safe and be kept safer with sonic saber 236C and stance canceling. So in the case where your under pressure, be ready to block standing a lot, she has lots of tricky ways to overhead people and if done right she can fake them and go low. She's got a pretty good air throw so if you do chicken block against her be ready to tech that cause she can mask a fake overhead hover dash by whiffing air throw and go low like that. Now I'm no Relius expert but I think if you see her try to zone you out you can counter zone with that new move he got where he calls a gear from the ground, this should force her to come at you, I know I had to when that forced me to stop zoning. A lot of sticking normals to stop her is mostly going to be when she tries to hover dash overhead you really. Well hopefully that helps.
  23. I probably didn't time the safe jump right when I had Izayoi on record for it not to work on Terumi, I think I read the frame data wrong for Terumi didn't realize it was 4+3 on start up. Well back to the lab to find more goodies for Izayoi.
  24. I might be wrong about this but I think CSA charges slower for Luna, cause when I use Shin Impulse it seems to charge faster (though I dunno how essential this is to either versions)
  25. I tested this out, so I think 5C did get fixed for Izayoi cause I was able to hit Amane with it now, but using jBAAC doesn't work on everyone but makes it easier for some I guess, found it easier to do jBAAC on Azrael with this. On the note on tech I did find a safe jump set up that doesn't use strike fall in the corner. Normal starter (jC 5B 5C) 3C(optional) 236C~D 2C(2) 5C 2C(1) 236B 214A 3C 236B 214C 66jB. This is a little weird, cause if you do jB late it will safe jump, at the height where you can hit jB off off 66 it will safe jump against any invincible reversal slower than 6 frames, I couldn't safe jump against Terumi cause his triple kick super starts in 4 not to sure if you can safe jump it with a delayed jB, forgot to test that, and it will beat mashing, I haven't tested this against armored moves that people like to wake up with but I would imagine you can safe jump them. Either this works or I'm full of crap.
×
×
  • Create New...