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Owner

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Everything posted by Owner

  1. This looks bigger than I thought And May is a fair date I guess...
  2. You could try to add more frame traps to your gameplay if you know your opponent is a masher There should be some frame traps in the strategy guide After some time they will stop mashing (respecting your offensive options) and you can go for better mixups
  3. It is indeed a very frustrating matchup Almost every trick or gimmick will not really work on him (orb oki in corner, charge canceling along with pressure, etc.) But there is one thing you can do if he wants to punish you for charging in neutral: Try charging outside of his 3C/4C range (2D charge recommended because faster recovery), if he is dumb enough to do IAD j2C you can punish him with DP and combo if you have enough resources Unfortunately he now can play a mindame on his arial approach with his new air special "Akiko" (or whatever it's called) and afterwards he is able to do another air normal [4] 6D - 236D is also unsafe (any D move or yukikaze can beat it), however if he slashes the orb halfscreen with 4C/6C and the red void does not hit you instantly your 236D will still go through the void without problems and you get a free hit.
  4. I tried the 3CC trick over and over but it does not work properly in CP: Neutral recover: - 22B has not enough untechable time to crossup the opponent (you need an uncharged 22D to make it work) - after the 3C crossup, the followup C does not autocorrect anymore Backroll: - 22B has again not enough untechable time to catch a backrolling opponent - 22D however can catch them Forward Roll, Quick Getup: - works with 22B I'd say keep the link to the video but leave a note that it does not autocorrect the second hit of 3CC and 22D is needed to catch backrolls My apologies if I am wrong but I tried it the last few times in training mode and it did not work
  5. I don't think this has been posted yet: I have been experimenting with 623B/C starters in gain art mode (because almost everyone I play against keeps jumping when I am in gain art mode) 623B > 214D > jC > jC > j236C > j214D > jC > jC > j236C > jD > land > 5C > jBC > jBC > j236C > jD > 236236C (4151 DMG, builds 25 meter, costs 4 stars) also works with 623C starter it's a solid combo for an AA starter imo Edit: it kinda works on any other standard combo but the opponent can tech out after the last 5C this makes it perfect as a tech trap as you can just do 623B again after he techs (at this time he is in the perfect spot for a 623B) however if he techs in your direction he will be exactly above you, perfect for 623C
  6. BBCP Tsubaki Yayoi & Izayoi 「EXEC FLIP ARPHAGE/ 」 https://www.youtube.com/watch?v=VcZ6kzDbgjk Just beautiful
  7. 623B: if you hit the opponent in air and he is suprisingly blocking with barrier you could teleport if you feel that you gonna be at a disadvantage in general you should always cancel 623B in teleport (normal mode: 214B so you can follow-up with another 623B; gain art: 214D --> air combo) 623C: should only be used if the opponent does a jump in at a high angle or you can use it to punish crossups (IAD crossups for sure) afterwards you can just super-jump for a normal air combo or go for star meter and do 623B/C (depending on the angle) sidenote: after 236B/C you can go for a teleport but don't use the A/B versions too often as they can be punished (especially the B version, getting behind the opponent is a cool thing but not if he expects you there) This Long range game is only viable for Jin matchups and some other chars Against Bullet for example you should not do that because she will just charge her Heat-Levels and that's the worst thing for Izayoi to happen (no more teleports, no more gain-art dashes)
  8. DL: Owner PSN: Owner_of_Epic_ Location: Austria
  9. That's really strange, I think her hitbox when doing Sonic Saber is moving backwards but I dont't know for sure Besides, am I the only one who is asking why the heck Izayoi has no real reversal option? Blocking pressure is not my problem, getting out is hard. I almost always have to use 50% for CA to get out of pressure. 6A is only good for jump ins and 623C is even worse than Hazamas 214D-B (which is also considered a pseudo DP) 623C comes out fast but gets beaten by any jab, its ridiculous also a whiffed normal like 5B has cost me some matches because I couldn't block in time afterwards I really like playing her but those issues are giving me a really hard time
  10. Yesterday I had some pretty hard matches against a Jin-player This matchup is pretty much in Jins favour however there are ways to deal with some of his sh*t (seriously how often is that guy high tier?) - Jin will either try to stay away and fish with ice-swords or will start his pressure with one of his normals or jump-ins NORMAL MODE: - Long range: charge one of your specials (236C or 623B) and wait for him to make his move. If he is charging towards you, you can just release your move (if you feel it will hit, 236C for Jin running in, 623B for Jin jumping in) or stance cancel and use the appropiate special. The worst that can happen is that your move will whiff, so make sure your move is going to hit with just the tip of your sword, so you have at least time to block. Most of the times Jin will get hit or blocks the special (Well, doesn't matter, got stars) You can keep this up until you have a decent amount of stars or Jin has gotten in and is pressuring you now From time to time it is ok to throw out a Sonic Saber but keep in mind that his ice sword will crush it and you won't get any stars - Pressure time: There are a few rules that you should keep in mind when facing Jins pressure game: Do not try to jump out without a barrier (otherwise 2C and 6C will renovate your arse) Everytime he jump-cancels one of his moves, react with a proper AA (Jin will get hit, you get 2 stars and you can continue with the Long range game mentioned above) use 5A to beat his 6B (thanks to MetalSonic) Whenever you feel he will not jump-cancel or do a 6B you can go for Counter Assault (if you have the meter) GAIN ART MODE Now that you are in gain art mode you have got 2 strong tools: D teleport and D sonic saber with D sonic saber you can apply pressure on jin and go for a mixup with D teleport you can punish his ice swords and/or suprise him Long Range game and pressure game is however still the same with one advantage: You can now combo with 623B and 236C Gain art mode is when you should take the offensive whenever you have the chance, however look out for DPs and punish them If you can't seem to get any stars use your OD and continue with gain art mode I haven't yet tried 6C against jins normals but I will try to in the next few days
  11. Has anyone figured out a good use for 6A? It has a guard point so maybe we can use it for AA? (when 623B/C is not working)
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