crimsonstardust
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Everything posted by crimsonstardust
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A lot of people seem to not realize/forget or whatever the case maybe that you can do things like air dash or double jump out of hover dash, you can do other stuff like whiff air throw or use jB/jC to fall faster during the neutral. Usually when I do get a hit in its cause I've managed to condition my opponent to think twice before trying to anti air Izayoi with random buttons, though that's pretty hard to do when some players just don't give a crap and still hit buttons. Don't forget you still can use sonic sabers and D teleport when your hovering around. Though I think it'll be easier when the patch drops cause she can double air dash and she can move diagonally during an air dash so that can set up some interesting pressure off of GA 5C jump cancel.
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Eh I dunno about being hard, I have more trouble doing more damaging stuff with her that usually involves linking 2C after 236B~214A in the corner for non fatal counter combos during GA. I can't remember how long it took me to be able to do combos consistently with her I always feel like for BB it takes awhile before being able to hit a combo consistently when your trying to play a new character.
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Izayoi vs Nu13 match up Pros - D teleport can call out zoning - Needs meter and burst to get out of pressure Cons - really strong zoning - makes it hard to build stars - Nu's movement makes it hard to get in on her This match is pretty difficult to to play, a lot of it is going to be trying to take the initiative cause once the zoning momentum is established its gonna be really hard to get in on her. Once your in its really easy to maintain pressure on her as she doesn't have reliable ways to escape pressure, if she does its either gonna be with trying to use calamity sword as a reversal or burst. Using our burst in this match I feel is going to be a lot more situational then it is in a lot of other matches, a lot of times her zoning/combos put you just out of range for a burst to work reliably, I actually recommend using overdrive at the start of a match to try and establish momentum in the match cause there is a pretty good chance you are not gonna be able to build stars easily and most likely during the time your chasing and trying to get in on Nu a good portion of that burst is gonna be back. If you get hit by the gravity field, you can try your luck with teleports cause those won't get affected but really pick your moments if you do, you may have to ride the tide till the gravity field is over. Neutral. Their isn't really much of a neutral that Izayoi can really establish for this match, Nu's space control and zoning makes it very difficult to stick a 5B in or use some of her tools to set the pace. Sonic Saber can squeeze through some of the zoning and you might be lucky and score a hit. Unless in GA mode the teleport uses are somewhat situational, can work to avoid some stuff but you have to do it preemptively, in GA similar case but you are much closer with a D teleport, you gotta pick the right moments when that happens. GA movement gets heavily shut down cause of the angles the swords fly so you are really gonna have to pick the right time to fly with her. Defense As usual, Justice Phozon is a pretty good tool for reversal options and can shut down some zoning if spaced right. The majority of the time when you are being pressured by swords, be blocking high or chicken blocking cause one of the swords that clocks you from behind is an overhead, only one that is low is the one that looks like a spinning axe in the ground that moves differently depending on the mode Nu is in. If she is going in with the command movement be blocking low and be prepared to possibly throw tech as a common thing to do is use the movement that doesn't attack Nu players like to go for a throw. She does have two overheads to use, one being a normal and the other being a TK move with her flipping down with a crescent shapes blade, the TK move your gonna have to guess when it happens (knowing the gattling she can jump cancel to it helps). This TK move comes out really fast so its gonna be hard to react to. Bursting is questionable in this match to me, in some ranges the burst will miss but she is close to you a burst will hit but the trade off for resetting the situation is if you are in the corner, your back to trying to get in on Nu and she can start the zoning game again, so I recommend if you are gonna burst do it if Nu's back is to the corner. Offense This is tough to do, as I mentioned earlier, it helps to get the initiative with an overdrive so you at least have some stars to work with. Once you establish pressure, there isn't a whole lot Nu can do to get her off you, most reliable ones are burst and a reversal with meter. This match is 4/6 in Nu's favor, the match will feel one sided but if you can get in you got a chance to win. Feel free to chime in guys, I probably missed something about the match.
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Online isn't a optimal way to gauge skill level, you can to some degree but there's always something that online will do that will mess something up. For me I feel like my defense is cut by 30-40% cause things that I can react to on defense I have to make a raw guess oppose to react, or I drop an input for a reversal for something on reaction cause the game read it as something else. It wasn't until I actually got to play locally that I realized I was much better at the game I gave myself credit for, I generally try and stick to 3 bars and up in terms of playing online but even that has problems as the game sometimes won't accurately gauge that and you get matches that are more laggy then it shows. Some other advise I suggest is to watch your replays, thankfully this game automatically stores replays of your matches online so you can watch your matches objectively and see what may have gone wrong or ask in your character's board for discussing what happened.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
Since we are on the topic of melee, I got a question about that, I know in some cases I see my opponent coming at me with a melee cocked and ready to go, my first instinct is go try and create distance by dashing back but that never works and I usually get caught in a flurry of attacks afterwards, so in situations like this or when my opponent is going ham with rainbow dashes what should I be doing to get them away from me? I know some stuff is tool dependent on the suit too but if I have some general idea I think I can figure it out with my specific suits I play. -
Alright well I can see you read some of my pointers for the match up. d: Anyway let's talk about what's going on here, it was good you where keeping Tager on his toes by laming him out but you also where to afraid to go in and often did not finish your combos cause of that. The flip side to laming him out is you let him spark ball you to much and you let him walk you to the corner, which is something you don't want him to do. You had a lot of stars to use a fair number of times, I don't suggest using D swords as a zoning tool in this match cause spark ball rips through sonic saber. Unless your going for a mode change combo, I don't suggest using D swords for corner combos cause you using more meter then you need to to get about the same ammount of damage for 2 stars. Aside from a few stuff like working on execution and picking better times to burst, you handled the match alright, though I don't think your opponent was aware of the things he can do against Izayoi in this match. Honestly don't be afraid to rush down Tager, he's more threatening if he has a spark ball ready, cause that prevents you from mode changing if he sees you trying to do it and punish you for it.
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Well the bulk of what you seem to be having trouble with is something I addressed in the second post, but to answer the specifics, here we go. Their are holes in Tager's strings, you just gotta know them, like his 5C to 5D is not a true string, a lot of Tager's strings are actually not as safe as they seem but Tager usually has to take the risks to do so. 1. Not quite sure what you mean by this, gadget finger okis are basically mix ups that Tager sets up, I covered this in the "when you get gadget fingered" section, just give that a quick read and ask some other questions you may have about it. 2. Well when you get magnitized it sucks, ideally if you do get maginitized, hopefully its cause you blocked a full screen spark ball, cause you can keep yourself safe by walking back or hoverdashing + mash jA cause if Tager tries to suck you in at least you can tap him out of it. Honestly the best advise I can give is try not to get magintized cause that's what Tager wants, if you do your gonna have to be aware his range basically increases. 3. Well 5B is your main tool for this match in normal mode, if you can't open Tager up probably would be best to force him to play footsies with you can Izayoi can out poke and anti air him pretty well. Gain arts mode is where your gonna try to open him up really, normal mode has ways to open people up but not safely, and against Tager you want to minimize your risks cause its not fun to deal with.
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Yeah I'm aware that CPU fights and actual matches are very different, though that answered my question, cause I tried again earlier today and Exia's tool set didn't work out the way it worked last time I played online with it. Anyways, the way it plays makes sense, it sounds like a lot like the way I like to play Deathscythe, I'll probably check some replays out now that I understand the general game plan for Exia, thanks.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
I got another couple of questions I just remembered. First question is if I'm trying to triple BR, does it not work if I boost backwards? I've tired it a few times but I wasn't sure if it was me or if backing backwards penalizes that too. Another question I wanted to ask, when your doing triple BR, do to have to make that hard read cause everytime I try to hit confirm with it before shooting 2 more, never seems to work. By that I mean I see the first one hit or about to hit and try to confirm the rest but usually they get out of it. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
Alright some general game play questions, after I saw Brett's post on 3000 suit playing styles, I realized I wasn't completely sure what it meant to play "aggressive" in this game. A lot of what I seem to do is more or less fly around looking for things to punish with BR or Gerobi (is that the right term for it, the long range beam attacks that sit there) or look for opportunities like that. So what does mean to play aggressive in this game? I can't imagine that means flying around recklessly wasting ammo and going yolo with melee all the time. Is it more of staying the right distance to keep pressure with presence or really going ham on people at the right time? -
I gave Exia a try last time I played, I had a general idea how to play neutral with it but I'm really confused how I should even play Exia. Should I play the suit like its a melee based suit? Cause I don't know how strong of a priority the melee has in general cause it seems like it would considering that's what Setsuna focused on more in 00.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
crimsonstardust replied to brett_'s topic in Gundam Extreme Versus
Alright so quick question, every so often when I play random shuffle, I get kicked from the room after I see this red message tag pop up. Is that the host kicking me from the room or is it something else? -
blazblue BlazBlue: Central Fiction [RIP PROGRESS]
crimsonstardust replied to SirRouzel's topic in Zepp Museum
Try Re Download The Gallery Again From Kurushii Link. Probably At The Moment OF The Download... Got A Little Messed Up The Rar File. P.S: IF Still Dosen't Work... Let Me Know & I Will Do The Pack Again & Upload it to MEGA & MediaFire. I tried downloading it again, I guess I got a bad roll the first time and just happened to get a corrupted file in the process, its fine now. -
blazblue BlazBlue: Central Fiction [RIP PROGRESS]
crimsonstardust replied to SirRouzel's topic in Zepp Museum
Hey I dunno if its been mentioned already, but the the Kurishi link for the gallery, arcade mode image 60 looks like something came out weird, like part of the image has distorted colors. Here's the link that shows what I mean, I used gyazo so I dunno how long the link is gonna stick around for. http://gyazo.com/e2c9e88701c23e987525845470232c92 -
Well normally you use 2B cause of its start up time and range, you also have to watch your spacing cause their are ranges where you can hit 236B but will whiff 2B cause you are just a tad to far. If your having trouble linking 2B you can try holding the down 2B cause it gives you a 3 frame buffer. Make sure your doing 214A right away so it gives you some more time to link 2B.
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[CP1.1] Izayoi Video Thread - Trans-Amu! (Updated 04/05/14)
crimsonstardust replied to Celerity's topic in Archive
Is there a reason why some of these Izayoi players are using 5A instead of 5B after 236C~6D 214B? Correct me if I'm wrong but wasn't 5B buffed basically so the hurtbox was reduced and not the hitbox? -
Well as some people mentioned 5B 236C is a solid way to poke people and is safe to use the tip or near the tip of 5B and some other members already mentioned some stuff I would of mentioned too. The neutral is honestly the hardest part about Izayoi, its easier in normal mode cause you have normal movement, in GA mode it gets harder cause its really easy for her to get disrespected when she tries to go in with hover dashes.The way I started to approach neutral with her is to take advantage of the fact she can air dash and jump out of hover dash, this lets you bait out some stuff and do stuff like counter hit jC or if your lucky, fatal 3C. One very overlooked part of GA mode is you can simply just walk with her and you don't have to be flying all over the place with her. If you see people mashing 5A or something to stop your approach, its gonna be up to you to be able to stop yourself from running into those things with jumping or air dashing and try to sit in ranges where you can start mixing people up, of course there are cases where your opponent can't people conditioned to stop mashing so your gonna have to take advantage of that with frame traps and other ways to bait out that sort of play. Part of her neutral involves you really being familiar with her hover dash movement and what she can do out of it, you can do things like pseudo tri-dashes by whiffing air throw, jB or jC to land a tad faster don't forget you can do stuff like air sonic saber to D teleport, just make sure the sonic saber is going to hit as you teleport cause you can get mashed out if the D teleport is done to early. If your opponent is starting to respect the hover dash jC/jB, you can whiff throw (or catch someone chicken blocking) and go low. In both modes sonic saber, 236C (you can stance cancel this move also to keep yourself safe also), 623B/C, 5B and possibly D teleport (during GA mode) are gonna be the main neutral tools for her. Izayoi forces you to play on point so your reads have to be pretty solid or your gonna be sitting in block stun for awhile.
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Well for games like Blazblue, it helps to know the character's gattling so you know what stings are to come, this can be applied to other games as well by knowing what your opponent's character can do, there are some cases where you may have to condition yourself to be able to react to specific things as well. Good defensive play isn't limited to just reversals and blocking, its also knowing where the holes in a string might be and knowing when to interrupt the string.
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So I have a question using 5C as a starter for block strings and what not. I have a tendency to gattling into 5D after 5C on hit or block, and I feel like that can't be all Tagar can do to end a block string with (and on hit I know I'm kinda robbing myself some positioning and damage if I use 5D on hit, working to fix that), so what do you guys suggest for keeping Tager safe or being able to put pressure on my opponent of off 5C?
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Just how far is her hurtbox extended with 5B? Cause I'm really glad that's getting changed...
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You can add me, I don't play regularly online cause I have a few people I play with locally.
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[CP] Hakumen Q & A: New players check here first
crimsonstardust replied to Spark's topic in Hakumen
You might want to be clear on which BnB you mean, if your referring to the falling combos off of 623AA, that's addressed on the first page of this thread. -
No 6A will catch the GA backdash cause 6A can pull you in when your magnitized. Basically I would suggest not to get gadget fingered in general, it just sets up all sorts of nasty mix ups and you will play the guessing game. You can try to mash 5A against some of the stuff but not recommended either, if you do it without though you can get caught by a backdash A buster, though if you do see it you can respond with something like 236B/C and try and score a counter hit if he attempts to pull you in with a buster. If he reads you trying to jump or backdash away while you are in GA mode, 6A, atomic colider and Air buster will beat those out, but if you mash jA while you jump, you can beat an air buster and colider, but you will not beat 6A cause that has armor against high and mid attacks. A lot of it is gonna be conditioning you not to press buttons, this can be a weird spot to be in at times cause some options beat mashing, and some lose to mashing against gadget finger oki. All I can say is if you do get in those situations you gonna have to make some hard guesses. The safest tool to use might be Justice Phorizor, but this has some flaws too, if Tagar instant blocks it its a free punish, normally its safe to use but instant blocking it doesn't push him back and he can punish it with either 6A or Spark ball, spark ball can punish it without an instant block, its also possible to him to backdash it and A buster you. So like I said, try not to be in that situation. EDIT: I'm gonna add this segment into the post I made earlier for easy reference.