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Everything posted by Seventh-Prodigy
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Thanks for the help. Looks like I'm able to execute it consistently by inputting 82 > A+B as soon as 214D hits. The motion helps (me) time the cancel.
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Any tips for inputting 214D > jcCT? I can't get it consistently and it seems essential to combos.
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Imagine it's like Tsubaki's Mugen. I guess at least now you can Trans-Am when you're low on stock but still want to keep up pressure, or stay in GA for the mobility in certain match-ups. Could also see using it and then switching back to normal mode. Still a questionable use of 50 Heat. Why can't they just remove the stock requirement altogether?
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Has anyone tried using Izayoi's teleports during combos to bait and punish bursts? Feels like you could throw in a 214A or something at a certain point in a combo if you think they'll burst. I know the teleports have some inv frames, so I figured it was worth looking into. Unfortunately she doesn't have many good normals she can jump cancel.
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Slightly easier variation of the corner throw combo SKD posted, using CT instead of cancel: [1 Stock + 25%] Throw > CT > 2C(1) > 3C > 236C~6D > 2C > 236B~214A > 2C(1) > 3C > 236C~A [4378 DMG] [17% HG] EDIT: wanted to point out that instead of ending in 236C~A stance cancel, you can opt for 214B to mix it up. Not many people expect a corner cross-up.
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EDIT: 623C doesn't connect midscreen against Jin, Rachel, and Tsubaki.
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What a nightmare. 6A is definitely not a reversal (However, it's surprisingly useful for calling out some overheads!). If anything, you should just Counter Assault if you don't want to risk messing up Phorizer. You can buffer the 236236C motion while teching if you're trying to do it on wake-up.
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A couple of things I noticed in this match: -This Plat spent a lot of time in the air, I personally would've 623b'd a lot more in the match to try and punish. Looks like you took advantage of it at first, but stopped for some reason afterward. -You seem to up-back a lot when you're being pressured. Good occasionally, bad if you're doing it constantly -- you tend to eat a lot of hits that way. Take advantage of Counter Assault or Phorizer, which are both much safer alternatives when you have meter (most of the occasions you did). -Minor mention here from my experience -- If you notice people are jumping a lot after you 214D to get away, you can throw a 623C immediately after and you'll usually land it. Otherwise, the GA 3C you did at around 1:56 was pretty damn sweet. I think I'll pick up that bit of tech.
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I'm sure I forgot to post my information in the old thread, so I'd better do it now! Seventh-Prodigy PSN: Omtaga Florida, US I haven't played BBCP in a long while, but I think I'll be more active after the console patch.
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Haven't really been in touch with BBCP lately or with the patch notes. Since there's a reasonable amount of talk about using trans-am, I have to ask in interest -- does it still cost 4 stock and 50 Heat to activate? Is it really worth the damage if it still does?
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EDIT: Looks like SRK went ahead and translated the patch notes Changelog on upcoming patch. http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/ Izayoi: Gain Arts Air Dash – Can now be performed twice. Gain Arts Ground Dash, Air Dash – Can now be directionally influenced while midair, by inputting up or down. Gain Arts Air Backdash – Has the same animation as the ground version, but has no invincibility. 5B – Improved attack hitbox, reduced hurtbox. Gain Arts 5C – Decreased knockback distance. Normal Mode 3C – On hit it now floats higher. Increased P2 (Combo Proration). D Sonic Saber – Now consumes 2 orbs when used. The ground version can be canceled into D Mirage Thruster. D Mirage Thruster – Now only consumes 1 orbs when used. Still not sure how to feel about 236D using 2 stock, but I'm excited about the extra mobility in the air, and that 5B's hitbox has been tweaked. I hated getting CH when someone hit the tip of 5B.
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I've been very consistent with it so far. The only problems after testing is that the 623C seems to whiff on both Hakumen and Arakune, so it's best to stick with the regular loop path for them.
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I've been messing around with the j.bac relaunch for Izayoi and got a path that squeezes in 2 more stock than the 623C > sj.C variant with about the same damage. Don't know how useful it is but I've found it kinda fun to pull off: 2B > 5C > sj.BAC > 5A > 5C > 623B > 214B > 623C The only real problem with it is that you're sacrificing the knockdown + j.D oki since it's an air-tech.
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I don't see much of a problem. Sure there may be some audio cue, but I'd say it'd take a damn good reaction speed to punish the teleport just from the sound clip -- assuming you're not being obvious with it. More specifically, what teleport? 214B? 214C feels like it should be relatively safe and I'm not sure why anyone would use 214A during pressure.
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GGs! I think that was the first intense Izayoi mirror MU I've had; I really don't have any experience with it. I gotta stop chicken blocking and eating air throws.
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Ouch, I can only feel like this is going to hurt both my neutral game and pressure. Really can't afford to throw out random 236Ds now since it's so expensive, and since it's very easy to jump over or clash projectiles with, I can't see where I'd use it outside of blockstrings. Can't say 214D's stock usage being reduced to 1 helps because it was gimmicky and sparingly used to begin with. Hopefully the new GA movement will create some good mix-up/cross-up scenarios for oki?
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Just a couple of notes I've been able to take home: -I've managed to 6A out of Hazama's Stance overhead during his blockstring numerous times. If he goes for this a lot, it seems to be a good answer out of his pressure. Remember that 6A has a guard point. Likewise, if Hazama throws a chain at you and follows up with j.b, you can 6A him off of you. -623B is probably your best friend here. Hazama's almost always in the air. -214D (in GA) > stuff sometimes trips Hazama players up when they're chain happy in the air.
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Oh, the fix is good to know then, appreciate it. The 214B in your version inverts the input for 623C right? Guess it'll take some practicing.
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Noticed this corner throw combo in one of Shimotsuki's matches, and I absolutely love it. Deals decent damage, nets you all 8 stars, and looks fancy as hell. Normal Mode - Corner Throw > 236B > 214A > 623C > 214C > 623B > 214B > 623C [2777 damage, 19 Heat, 8 stock]
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Late reply, but something I've been having success in doing against a friend is Strike fall > land > 214B > Stuff. You're landing and then crossing them up, which messes them up quite a bit if they're instantly teching, and even more so if they're trying to input a DP. This also works in the corner!
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Feels like a real 9-1 matchup. Her staff will break your projectiles all day long, and she can pressure you and throw out mixups for free since your only reliable reversal is a DD. The neutral game is so awfully one-sided it hurts. Is there actually an upside to this matchup?
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You might want to take that to the proper Jin thread/board. Anyway, (As Jin) you can deal with her projectiles easily with your own. They'll clash and she won't get any weave stocks which she heavily relies on. If she's in the air, then force her out with your 623B(?) AA and with 2C. They're both great tools to keep her from approaching in. Generally though, just pressure the fuck out of her and work with the many mixup/reset possibilities you have. Izayoi can't answer rushdown characters until she has 50 meter to either DD or Dead Angle out.
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You have to be unpredictable and smart with it really. 214D can be useful in the neutral game to get in, especially against strong zoners (maybe this is your only option). If you spot a pattern in an opponent where they go into a long-recovery move when they're across the screen, you can use 214D to punish (some examples would be Tager charge, Bullet charge, or even Rachel doing j.236x). You can also make some fun cross-ups with 214D and projectiles. Try doing a 236A and then canceling immediately to 214D > 5B/2B when your opponent's grounded, and you'll usually get a free combo.