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Dark Ranger88

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Everything posted by Dark Ranger88

  1. For this one you also have to make sure you're not accidentally doing 236B instead of 236C. 236B doesn't launch them as high and it makes the timing much more difficult. Also it you're doing this combo and you reach the end of the screen you will sometimes cross under your opponent with 214B and be in the corner. This will cause 5B to whiff vs most characters. To remedy this, omit 5B and just do 5C if you find yourself in the corner after the 214B teleport. You'll know you're doing the 5C right if it looks fucking awesome. (Izayoi will hit them while facing in the opposite direction, then you can normal jump cancel to finish the rest of the combo)
  2. You can do a three star version of that that does slightly less damage. I was going to post it as a variant on TK j.236C starter, but it should (does) work on yours too. 623B > 214D > j.C > j.BC > j.236C > j.D > 5A > 5C > j.BC > j.BC > j.236C > j.D > 236236C (DMG: 3637, Heatgain: 21, Stars: 3) Doing j.C > j.BC after the first teleport makes the 5A much easier to land without reducing the damage much. You might be able to get 5C to link after landing, but it's tough. On a counter hit it's easier though. Edit: Also here are some GA throw combos I came up with Midscreen: Throw > 214B > 2C > 5C > 2C(1 hit) > j.BC > j.BC > j.236C > j.D > 236236C (DMG: 4116, Heatgain: 24, Stars: 1) Corner: Throw > 236C > 6D > 2C > 5B > 5C > j.BC > j.BC > j.236C > j.D > 236236C (DMG: 4386, Heatgain: 26, Stars 2)
  3. Oh yeah. Air Sonic Sabre can be useful in neutral, you just have to be wary of who you're facing. People with asshole j.Cs (Jin, Mu, Ragna, Hakumen, etc.) can hit you out of it pretty easily. Mu can even do full combos off of that T.T Also fast characters like Makoto can easily run under it. On a side note you can use Aerial Sabre to get free hits off of people who like to anti-air. Jump or IAD at Tsubaki usually prompts their 2C reaction, which is then hit by a Sabre. I just wish there was a way to combo off of this on counter hit like Extend Jin could (I don't know if he can do this in CP or not). Airk don't even get me started on that topic ;.;
  4. My thoughts exactly. Why couldn't they just make 5B jump cancellable on hit? We'd be able to transition into Gain Arte pressure more easily, and it would make confirming combos on jumpy opponents easier too. It wouldn't even make her OP or anything, just more fair.
  5. I'll try to give some advice here, but better members should chime in if you see anything misleading. In normal mode you want to try and zone these guys out first with 236A (Sonic Sabre). From a distance, do sonic sabre on the ground and they'll either have to block it (meaning stocks for you) or jump over it. When they get close enough to where they can airdash in to hit you, you should have 623B ready in anticipation to knock them out of the sky. (I think) that's the most basic Izayoi neutral. Opening gambits are important here, because if you try to create distance the same way (back air dash) at the start of every match, your opponent will chase you and either get a free combo or pressure. Also if your opponent thinks he's smart you can cook 236C. He'll think it's 623B (they have the same startup animation) and he'll try to run at you unsuccessfully. I'm really not that strong in Gain Arte neutral, but you can still do the same 236A/623B zoning to get in. If they block a Sabre you can 214D behind them to start pressure, and if you catch them with a 623B (People jump a lot when you're in GA mode) you can Strike Fall into oki.
  6. GGs to badlime and JackieChandler
  7. Ah Thanks guys. I guess I'll try to come up with something legal then. Luckily "Dark" and "Ranger" are both words you can use Also this looks like it would be the title of a Yugioh card.
  8. It is a tough link that's for sure. A few pages back when CP dropped a lot of people were complaining about how hard it was, so don't feel alone or noobish. You can do it though once you get more comfortable with the character it should be much easier. Anyways you need to hit the A in Mirage Thruster's 214A input exactly when (or just slightly before) 236B hits the opponent. For the timing on the 2B, you have to do it right when you see Izayoi start to reappear. Then you can go into 5C/5B/623B from there. Edit: During the first few days I would actually just do 236B into oki against real opponents. Once I got more comfortable with the motions and built other parts of my game somewhat I started trying to implement the 2B link.
  9. Umm Trans-am lets you combo off of 3C (GA) and 6B when you normally wouldn't be able to (except for RC). I don't know if there are any specific combo pathways for trans-am that are that much different from the standard stuff. I think it's more like a tool that adds unprorated damage to whatever combo you are already doing (in addition to making your pressure better). Although there is some stuff that won't work in trans-am mode though. For example I do 236C > 6D > 2C > 5B > 5C for my corner combo, but the 5B misses in trans-am.
  10. Here to sign up. Location: Tennessee Main Character:...umm...Makoto/Izayoi
  11. (GA) 66 > j.C > j.236C > j.214D > j.C > JC > j.B > j.C > j.236C > j.214D > j.C > JC > j.B > j.C > j.236C > j.214D > j.C > JC > j.B > j.C > j.236C > D > 632146C For Massive Swag
  12. Does anyone know the restrictions on applying titles to your D-Card? It won't let me add some words even after I buy them for 20 P$. I wanted to put "I Come within Izayoi" but it gave me some gibberish message when I tried to add Izayoi.
  13. GGs to P4uPlayer...who was playing BB for some reason??? I still have yet to fight Mecha Obama though.
  14. In OD you can combo two Phorizers while in the corner by crossing up your opponent using D Mirage Thruster after Noir Edge. So you could do (Stuff) JC > j.B > j.C > JC > j.B > j.C > j.236C > 214D > j.C > JC > j.B > j.C > j.236C > D > 236236C > 214D > 236236C The first Phorizer should hit them away from the corner so that they don't do that stupid wall splat. It was messing me up and I didn't know if there was some trick to landing 2 Phorizers in OD. Also: CT guard crush into mode change combo sounds useful. Especially if you condition people to block after 6C.
  15. Do we have any info on what Trans-am does to Izayoi's frame advantage on her normals? I've been messing around with stuff and it makes 3C (GA) > 2A airtight (even though 3C (GA) would normally be -10 on block).
  16. GGs to you and everyone else I played. My Izayoi is still as awkward as a 13-year-old.
  17. Oh crap, yeah. My bad. I don't know what I was thinking lol. Edit: Also in 236B > 214A > 2B > 5C the 5C whiffs on Taokaka, meaning that I can't go into j.C > j.D oki. Is there any other way to get a knockdown on Tao to go into GA stuff for when I can't hit her with 3C? (This is the worst possible character for this to happen on BTW).
  18. 2A > 2C xN on people without DPs. Goes into itself infinitely. Negates barrier pushback. Can't be mashed out of. They either have to IB jump or backdash. Easy to confirm 2C into 236C for GA combos. If they respect this and sit, you can go in with dash mixup or tick throws after 2A or 2C. You can go for a crossup j.C by simply jumping forward after a blocked 66 j.C. Although it's hard to confirm because 5C will whiff.
  19. Do you guys think we should have some sort of Gain Art Pressure/Mixup thread? I've come up with a few things (even though I spend so much time in normal mode GA pressure feels funky whenever I get a knockdown).
  20. I just have to wonder why they included a shit-green color in the DLC palettes. You literally pay for that "shit."
  21. Did they make teching throws harder in this game? I swear even when I predict a throw and hit the throw macro I still get grabbed. There's not even a throw reject miss. It may be that it takes longer to hit R1 on the PS3 Controller than it does to hit RB on the XBox. RB instantly clicks while R1 has to be depressed slightly before activating.
  22. Don't wanna get infracted for speculating in here, so I'll only do one post on this. At the 1:25 mark in this video they flash all of the playable characters on the screen...and Jubei... And now Koko has a Jubei reference palette. C'mon guys.
  23. The only lyrics I don't like is when the singer says, "When she was little girl," and "When he was little boy." That just doesn't make sense grammatically.
  24. It could be similar to the previous Extend trophy for getting your PSR up to 200. Like, "Achieve 5th Dan" or "Win X amount of ranked matches".
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