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Everything posted by Axiomatic
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I haven't had hands on with her, so take my impressions with a grain of salt. What -Seo (who does have hands on experience) brought up definitely rings true from the matches I've seen. I've seen Izanami's struggle against Tager of all people because of those recovery gaps in her moves during combos that leave her open to a command grab. I think part of it stems from the fact she is a more "Jack-of-trades" type that has zoning and normal options but she lacks dedicated pressure right now. I definitely feel she has great spacing and footsie potential because of these options though, but I need frame data to see what is useful for poking, whats worthwhile for combo filler, etc since footage only carries you so far. Our notions of intermediate level and expert level characters may differ MaximusMurkimus, but I would quantify her as a intermediate level character. The only characters in Arc Sys games I consider expert level are competitive Slayer with his FDCs/BDCs and bite loops, Accent Core era I-No, and Carl cause of coordination execution (Tao too if you're playing her like she is supposed to play). If you struggle with links or resets then you can increase such a list. In terms of execution, she doesn't appear to be any worse than the majority of the cast (she ain't Carl or Tao), but she certainly isn't braindead like Terumi or Ragna. I have to agree with Juraya in that she definitely seems like someone you could just pick up and not have to dedicate yourself to ( good luck trying to sub this guy). Just how crucial her meter management is for setups and pressure ("Susanoo" eats A LOT of barrier for what you get) will definitely evolve with time. But the sheer fact she has meter to manage for systems steps her up from others like Ragna,Terumi, Noel, etc. Izanami definitely strikes me as Team Blue's attempt to recycle the idea of CP 1.0 and 1.1 Nu and P4Us Aigis with her mode change between a offensive groove (Izanami has a mode where she can't block!) and a "defensive" (seems more like a conservative mode than defensive mode imo) groove that allows for blocking but only some follow ups to certain normals. Where Izanami shines is all the options she has to use like "Susanoo" to sacrifice future barrier that you would normally want for defense for temporary offensive pressure or playing at a distance with her ranged specials or in addition to her two modes. What we have yet to see is just what options are actually viable competitively; I'll tell you for free the 100 meter time stop is way too gimmicky for conventional use (I do have some thoughts of its viability on fatal hits leading into float to buy enough time for the start up but alas It'll be months before I can put time in the lab). It may very well turn out that the best way to play her is to use Izanami like any other character and just capitalize on float mechanics. Her neutral seems to lose out to the Murakumos and Litchi while her up close pressure fails to match up to the likes of Azrael or Ragna. Izanami doesn't have mobility like Valk or Tao either. I guess what I'm trying to say is she doesn't appear to excel in any one particular area. Like, if I pick up Kagura in CPEX, I know I have some problems but I hit like a truck with a spiked bumper though. Thats partly why I think of her as an intermediate level character; she doesn't have a predefined niche like others do. By extension, thats why I think I see her struggle against people with a niche, like Tager who may not have as big of a toolbox but the tools he does have he uses very well. This is in contrast with a character like Nine who has gdlk range who we all saw had a very clear and definitive playstyle. I'd hate to see her turnout like Naoto who had promise but is missing the special sauce that would let him be competitive in this game. In summation, Izanami appears very versatile like a Swiss Army Knife, but just like one of those knives, you may never use the dedicated fish scaler (read: Za Warudo). Sometimes you just need something sharp or straight to the point like your normals, but the minisaw or other features can definitely help you out in certain circumstances. Finding whats useful and whats not is all part of the game though! Just give it a few months for people to find tech for neutral, etc. I definitely would like to hear other peoples impressions in case I'm mistaken or failed to account for something. (This was way longer than I intended)
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I'm pretty sure I've seen at least one move that has a jump into float cancel. Can't verify until I get home though. I'm thinking any jump cancellable move is also float cancellable to keep up the pressure.
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Not every move. Her projectiles act normal, its just some of their trajectories (2D) change based on floating or not. Her normals and specials are harder to tell since most people only float to extend a confirm or to troll a Tager (you're asking for an anti-air if you try to approach in striking distance at neutral). Ground-to-Float For me, the float seems to keep the properties of her normals, it just lets you use them at other heights other than the floor itself. I need hands on to actually tinker with things to see if any subtle properties change in float vs their ground version. The teleport low attack (I call it Death Dipper since its like Ky's Stun Dipper) actually removes her from float and tracks to opponents on the ground so that one definitely doesn't become an overehead. Sorry I dont know about all her other moves though. Maybe someone else will know for sure how her other normals change in float.
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Organized By starter in the link: http://www.dustloop.com/forums/index.php?/forums/topic/12514-bbcf-izanami-combo-thread/&do=findComment&comment=955646 Combo Depository (Unorganized): Notation: f.[#X] indicates use the #X move during float mode (# is an arbitrary direction; X is an arbitrary button). Notation inspired by w.[5A->....] Valk wolf mode eg.) 2C Use 2C on the ground j.2C Use 2C on the f.[2C] Use 2C during float mode. (do everything in brackets during float mode) float end: f.[...->7/8/9] float cancel: j.7/8/9 Famitsu Combo Videos (Practical Combos) https://www.youtube.com/watch?v=Ht-bMbw2dlk&feature=youtu.be (midscreen) 2A-> 2B-> 5C-> 2C-> 3C-> 236A (1748 damage) 6A->Jump Cancel->j.214B->j8 (enter float mode on ground bounce)->f.[ 5C-> 2CC->5C-> 3C->214A] (2622 damage) BC(throw)->41236D-> 5C->(41236D hits),41236C->Jump cancel->j.C(?)->j.8 ->f.[5B->5C-> 6A->8](leave float mode or Jump cancel the float 6A)->j.214B (3049 damage) (Start in Projectile Mode) 214C(command throw)->63214D(when throw does damage; make it keep opponent airborne)->9->j.C?->j.8->f.[ 5B->5C-> 3C-> 236236B] (2976 damage) (100% meter) 214214C-> 2C-> 5C-> 6B->OD cancel-> 2C-> 5C-> 6B-> 236236B (4288 damage) Sugi Combos (midscreen) 2A-> 2B-> 5C-> 2C-> 3C-> 236A (1748 damage) (midscreen) 214B-> 5B-> 5C->9 (jump cancel)->j.B->j.8 (float cancel)->f.[5B-> 5C-> 236A] (2546 damage) (midscreen) 6BC ( throw)-> 5B-> 5C->9 (jump cancel)->j.B->j.C->j.8 (float cancel)->f.[5B-> 5C->236A] (2549 damage) (midscreen) 4BC (back throw)-> 5B-> 5C->9 (Jump cancel)->j.B->j.C->j.8 (float cancel)->f.[5B-> 5C-> 236A] (2549 damage) (corner) 6BC ( throw)-> 214A-> 5C-> 2C-> 236A-> 5C-> 6C-> 214A (2918 damage) (corner) 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 236236B (4005 damage) (corner) 5B-> 5C-> 6C-> 214A-> 5C-> 2C-> 6C-> 214A (3116 damage) (corner) 6BC ( throw)->41236D-> 5C-> 41236C-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C] (3015 damage) (midscreen) 4BC (back throw)-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[5C->2C->3C-> 214A-> 5C->3C->OD cancel-> 236236B] (4210 damage) (jumping midscreen) JBC (air throw)-> 5C->9(jump cancel)->j.C->j.8->f.[ 5C-> 2C-> 3C-> 214A->5C-> 3C] (2925 damage) (jumping corner) j.BC (air throw)-> 5C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 6C-> 214A (~3300 damage) (midscreen) 5B-> 5C-> 6A->j.8 (float cancel)->f.[5C->2C-> 3C->9 (end float)]-> 5C-> 6A->j.63214B-> j.8 (float cancel)-> f.[ 3C] (2845 damage) (midscreen) 2A-> 5B-> 5C-> 6A->j.8 (float cancel)->f.[ 5B->5C->3C-> 9 (end float)]-> 5C-> 6A->j.63214B-> j.8 (float cancel)-> f. [3C] (2380 damage) (midscreen) 5B-> 5C-> 6A->j.8 (float cancel)->f.[ 5C-> 2C-> 3C-> 9 (end float)]-> 5C-> 3C->OD cancel->ABCD EA (3246 damage) (corner) 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C-> 2C->6C-> 9 (end float)]-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C ](~3600 damage) (corner) 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[5C->2C-> 6C-> 9 (end float)]-> 5C-> 2C-> 41236C-> 6C-> 214A-> 3C->OD cancel-> 236236B (5183 damage) (corner) 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C->9 (end float)]-> 5C-> 2C-> 41236C-> 6C-> 214A-> 3C->OD cancel->ABCD (EA) (4074 damage) (corner) 2A-> 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C] (~2800 damage) (corner) 2A-> 5B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 6C-> 214A->OD cancel-> 236236B (4316 damage) (midscreen Active Mode) 4D-> 5B-> 5C-> 2C-> 3C-> 236A-> 4D (1985 damage) (Falling in Active Mode) j.1D->j.C-> 5B-> 5C-> 2C-> 3C-> 6D-> 236A, 6D->66,9(microdash jump cancel)->j.B->j.C->j.8->f.[ 5C->6A (ends float mode)]->j.63214B (2529 damage) (midscreen Active mode) 63214C, 63214D->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5B-> 5C->3C->214A] (2469 damage) (corner) 6B-> 236A-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C-> 9 (end float)]-> 5C-> 2C-> 41236C (~3500 damage) (midscreen) 623B (ribcage activated)-> 6B-> 623B (ribcage gone)-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5B-> 5C->3C->214A->5C->3C-> 236236B] (4309 damage) (midscreen) 5B-> 5CC-> 214A->ABC (rapid cancel)->6-> 5B-> 5C->9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C-> 2C->6C-> 9 (end float)]-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[3C]-> (~3500 damage) (corner, float mode) f.[ 2A->2B->5C] (882 damage) (corner) 2B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 9 (jump cancel)->j.C->j.8 (float cancel)->f.[ 5C->2C-> 6C-> 8(end float)]-> 5C-> 2C-> 41236C -> 6C-> 214A-> 3C (~3400 damage) (corner air) j.B->j.C-> 2B-> 5C-> 2C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 6A->j.63214B->j.8 (float cancel)->f.[ 3C ](~2700 damage) (SUCkS, corner) 63214C, 4D->9 (cancel)->j.B->j.C->j.8 (float cancel)->f.[5C-> 2C-> 6C-> 8 (float end)]-> 5C-> 2C-> 41236C -> 6C-> 214A (2100 damage) (corner) 5B-> 5C->8 (jump cancel)->j.8 (float cancel)->f.[ 5C->2C-> 3C-> 8 (end float mode)]->j.C-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C (~3500 damage) Kiryu Combos 2A-> 2B-> 5C->2C->3C->236A (1748 damage) Kou 30C (Heavy Damaging Combos) Source: https://twitter.com/kou30c Japanese Raw Text: イザナミ 2Cfc始動 8002 2Cfc>溜めCT>6B>A矛>5B>5C>浮 遊>5C>dl2C>hjc>5C>dl2C>dl撃>5C>dl2C>6C> 火>OD>CT(>雫)>5C>DD (Hazen no Kui) イザナミ 展開2Cfc始動 8312 2Cfc>溜めCT>6B(>雫)>A矛>浮遊>5C>2C>hjc>5C>浮 遊>5C>dl2C>撃>5C>dl2C>6C>hjc>6CC>cOD>3C(> 雫)>CT>DD イザナミ 展開2Cfc始動(AF) 2Cfc>溜めCT>6B(>雫)>矛>5C>2C>6CC>撃>5B>5C>2C>火>6CC>cOD>3C(>雫)>CT>DD 展開始動っていうズルしたのにいまいちだった… イザナミ 端5B始動 緑OD 5B>5C>2C>cOD>5C(>雫)>2C>ダッシュ6B>矛>5C>2C>6C>矛>5C>2C>火>6CC>DD イザナミ 中央5B始動のODコン叩き台 5B>5C>cOD>5B>6A(雫)>浮遊>5B>5C>6B>2C>6C>火>6C>盾 適当なんでもっと減ると思います。 イザナミ 端6投げ 6投げ>雫>5C>浮遊>6B>5C>2C>6C>矛>5C>2C>火>矛>6C>盾 (ends in Susanoo to keep pressure) イザナミ 中央6投げ 6投げ>雫>5C>浮遊>6B>2C>6C>火>6C>盾 イザナミ 端5B始動 5B>5C>6A>浮遊>5B>5C>6B>5C>2C>6C>矛>微ダ5C>2C>火>矛>6C>盾 浮遊6Bはなんかでキャンセルすると着地硬直消えるのでそれで。俺はCボタン連打してます。 イザナミ OD虚無始動 AF100% 6926 OD虚無>6B(>雫)>A矛>(2C>5C>浮遊>5C>6B)x2>2C>5C>虚無>2C>5C>浮遊>5C>6B(>雫)>2C>5C>EA 難しいだけで全然伸びてないからいらない。 イザナミ 虚無始動 50% 3929 虚無>6B>A矛>2C>5C>浮遊>5C>6B>5B>5C>J2C 時間ギリギリなんで5B抜いたほうがいいかも。5B無しで3879。 イザナミ 端5B始動 緑OD 5B>5C>2C>cOD>5C(>雫)>2C>ダッシュ6B>矛>5C>2C>6C>矛>5C>2C>火>6CC>DD Kou 30C English Play-by-play Includes Videos (Heavy Damaging Combos) (corner) 2C (fatal counter)-> CT-> 6B-> 214A-> 5B-> 5C->jump cancel(short float)->j.8->f.[ 5C->2C-> 8 (float cancel)]-> 5C-> 2C-> 236A-> 5C-> 2C-> 6C-> 41236C-> OD cancel -> CT (fireball effects should still be on screen), 41236D(do during startup of CT)-> 5C(bits should still be spinning)->(on 41236D hit) 236236B (8002 damage) (corner) (May need ~75% meter at least for the two CTs and DD) normal 2C(fatal counter)->normal CT->normal 6B,41236D (on 6B startup)->normal 214A->jump cancel (41236D should now have hit the opponent)-> j.8->f.[ 5C-> 2C]-> 5C->jump cancel-> j.8->f.[ 5C-> 2C->236A-> 5C-> 2C-> 6C->8(float cancel)]->6CC->OD cancel-> 3C-> CT, 41236D (activate during CTs startup)-> 236236B (8312 damage) (corner) (must be in Active Flow) Be in "projectile mode" 2C (fatal counter)-> CT-> 6B,41236D-> 214A-> 5C-> 2C-> 6CC-> 236A-> 5B-> 5C-> 2C->41236C-> 6CC->OD cancel-> 3C,41236D->CT->(during 41236D hit) 236236B (7983 damage) (corner) 5B-> 5C-> 2C->OD cancel->41236D, 5C-> 2C->6B-> 214A-> 5C-> 2C-> 6CC-> 214A-> 5C-> 2C-> 41236C-> 6CC-> 236236B (5980 damage) (corner) throw 6BC-> 41236D-> 5C->jump cancel->j.8(float)->f.[ 6B->8]-> 5C-> 2C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 214A-> 6C-> 623B (3833 damage) [ends in ribcage/susanoo] (midscreen) 5B-> 5C->OD cancel -> 5B-> 6A->Jump cancel,41236D->j.8 (float)->f.[5B?->5C(41236D should hit as it connects or slightly before)-> 6B->8]-> 2C-> 6C-> 41236C-> 6C-> 623B (3640 damage) [ends in ribcage/susanoo] (midscreen) throw BC-> 41236D-> 5C->jump cancel->j.8->(41236D hits),f.[ 6B->8]-> 2C-> 6C-> 41236C-> 6C-> 623B (3462 damage) [ends in ribcage/susanoo] (corner) 5B-> 5C-> 6A->jump cancel->j.8->f.[ 5B-> 5C-> 6B->8]-> 5C-> 2C-> 6C-> 214A-> 5C-> 2C-> 41236C-> 214A-> 6C-> 623B (4002 damage) [ends in ribcage/susanoo] (Heavy Execution) (midscreen 50 % meter) 214214C-> 6B-> 214A-> 2C-> 5C->Jump Cancel->j.8(float) to be only a little over the ground->f.[ 5C-> 6B-> 5B-> 5C->8]->j.2C [Can leave out 5B if you want for ease of use since slightly strict timing] (3879 damage) -Seo 5B>5CC>214A>5C>6CC>236A>5B>6A>j.63214B>jc>5C>2C>jc>j.63214B (3460 damage) gun_grave213 おれてきイザナミコンボ投下 端5B>5C > 6A > 浮遊 > 5B > 5C > 6B > 5C > 3C >骸峰の撃 > 5B > 5C > 6C > 灯雷の矛 > 5C > 2C > 天蓋の火 >6C>夢重の normal 5B->normal 5C->normal 6A->8->J8 (floating) ->floating 5B->floating 5C->floating 6B->floating 5C->floating 3C> Mukuro peak of attack > 5B> 5C> 6C> Akarikaminari of pike > 5C> 2C> canopy of fire > 6C> of Yumekasane Misc: (corner) 5B-> 5C-> 3C-> 236A-> 5B-> 5C-> 6C-> 214A-> 5C-> 2C->41236C-> 6C-> 623B (~3379 damage) [ends in ribcage/susanoo] (midscreen) 2B-> 5C-> 2C-> 3C-> 236A (1909 damage) (midscreen) BC throw, 63214D-> 5B (bits still circling)-> 63214D hits,63214C-> 3C->OD cancel->Exceed Accel ABCD (midscreen) f[2B-> 5C-> 2C-> 3C-> 236A] (air-to-ground, ribcage active) j.C->j.2C->j.8 (float cancel)->f[ 5B-> 5C-> 8] (float uninstall)->JB->JC-> 5B-> 3C->623B (ribcage attack)-> 5B->8 (jump cancel)->j.B->j.CC (float-to-ground) f.[6CC->8 ]-> 5B-> 6A->8 (jump cancel)->j.214B->j.8 (float)->f.[ 5C-> 3C->214A] (midscreen) 5B-> 5C-> 2CC-> 214B (2088 damage) (midscreen 50% heat) 5B-> 5C-> 2C-> 3C->CT(causes wall bounce)-> 5B-> 5CC-> 214A-> 5C-> 2C-> 41236C (2900 damage) (float, midscreen) f.[5B->5C-> 3C->8(float uninstall)]-> 5B-> 5CC-> 214A-> 5C-> 6CC-> 214A-> 5C-> 2C-> 63214C (3501 damage) (midscreen) 2B-> 5C-> 8(jump cancel)->j.B->j.C->j.8 (float cancel)->f.[3C-> 214A->(wall stick) 3C-> 8 (float uninstall)]->j.C-> 5B-> 6A->8 (jump cancel)->j.214B->j.8 (float cancel)->f.[ 3C ] (2807 damage) (midscreen) 2B-> 5B-> 5C-> 6A->8 (jump cancel)->j.8 (float cancel)->f.[ 6B-> 5C-> 3C-> 8 (float uninstall)]-> 5B-> 5CC-> 214A-> 5C-> 2C-> 63214C (2813 damage) (midscreen) 2A-> 2C-> 5C-> 2C-> 3C (1522 damage) (midscreen) 2B-> 5C-> 2CC-> 214B-> 5B-> 5CC-> 214A-> 214A-> 2C-> 63214C (~3383 damage) (midscreen) 2B-> 5B-> 5C-> 3C-> CT->66->5B->5C->8 (jump cancel)-> j.B->j.C->j.8 (float cancel)->f.[ 3C->214A->3C] (2415 damage) () rin1032 2A>2B>5B>5CC>A矛>5C>6C>5D>4D>5C>6A>戎>浮遊>微dl5C>3C>9解除>JC+6D>着地火>6C盾 これで2700強取りつつ展開盾〆。JC+6Dは9解除から9入れっぱCDで出る 2A-> 2B->5B-> 5CC-> 214A -> 5C-> 6C-> 5D-> 4D-> 5C->6A-> Ebisu -> J8/9-> fine dl5C-> 3C-> 9 (float cancel)-> JC, J 6D> 63214C > 6C->623B while taking this in 2700 Strong deployment shield deadline . JC + 6D comes with 9 input Reppa CD from 9 released
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General Info: Outdated as of 2/27/2016-Updated version at http://www.dustloop.com/forums/index.php?/forums/topic/12554-bbcf-izanami-overview/&do=findComment&comment=950353
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Izanami vs. Hakumen/Terumi/Hakumen https://www.youtube.com/watch?v=vxVlIepS6Hg
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Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
I'm sure Terumi will take all the baggage of being in the Susanoo unit rather than ceasing to exist though; gotta live to troll and stomp people out another day. He'd just have to put up with more timeloops til he could find a better vessel. Makes me wonder how he ever got out of the thing in the first play so Jin could get shoved in if the reason is solely because of some special property of the unit being one of the Sankishin? Smart money is on complications with the Power of Order is the reason Haku is locked-in but I don't get how he could leave his old wrecked Jin body for the Haku body but now he is stuck in the Susanoo unit? Like, why would the Power of Order discriminate between the bodies? Power of Order needs a new library entry with multiple tabs each with a scroll bar to explain all these special circumstances. It already makes you immune to Izayoi, nullifies certain kinds of phenomoen intervetion, gives you seigi-sense toward whose evil or needs to be merced in the name of justice or balance. -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
Yo, thanks again for the pics Calamitus and for the summaries Zedar90 you're both doing True Noel's? work on our behalf! -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
There is something rather endearing about Tao's pictures (even with as little plot relevance they may have ) since the majority of the other characters (well intended or not) have used him or are using him for their plans. It's really sweet. Too bad we don't know if he can get all his memories back or not; we know that he started remembering Rachel and the fact he needed to see Saya at least. -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
Well if we're talking about how Terumi hands out mental trauma like lolipops, he probably did something with his Ouroboros since it can devour memories or some shit. Like, what if he just let it eat EVERY happy memory she had? Since her life was very sheltered living almost exclusively at the Church, then the only things that could have been left are the bad memories. Again, that is making a conjecture when we do not know all the rules to using Ouroboros (like does it have a "memories devoured stock" like in battle and Terumi has to wait for it to replenish?). Thanks for pointing that out though. Thanks for reminding me about the instability of Saya and Izanami's fusion, MaximusMurkimus. I admittedly forgot about it. -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
Wall of Text incoming: Sorry to throw a wrench in the discussion, but where was it stated that Saya wanted to be "saved"? From what I know about vessels in Blazblue, the body has to willingly accept the surrogate soul ala Terumi/Kazuma relationship in Phase Shift 1 for whatever reason. I know Terumi and Relius kidnapped her to be a vessel at least in Wheel of Fortune, but what if they pulled something like they did on Noel in CS where they made her hate the world or showed her "the truth [Terumi] calls DESPAIR" or some shit? I might just being a stickler, but whatever this "Truth" is or Central Fiction, it certainly made Nine go Team Amatarasu Must Die (though I imagine being made a zombie slave didn't help matters). Izanami is certainly using Saya for her own agenda, but I would personally like more details about how much Saya is really in the body. I believe one of the novelizations, either Calamity Trigger or Continuum Shift describe how it works for Terumi and Hazama where they sort of do a mental Lord of the Flies conch-shell thing where they "tag-out" for which consciousness is in control of the body. I'd appreciate a reference to any piece of lore that shows Saya really is a hostage in her own body rather than some kind of Stockholm-syndrome accomplice to Izanami. The only thing I can think of is how Izanami mentions how her vessel hates Hazama/Terumi in CP for taking her way from her family/"breaking" her. I'd have to play CP again to refresh my memory about the exact quote. I agree with JustaMaskedFreak idea about Muchroin being the easily justifiable way to fix everything with body swaps and etc. I mean, Trinity could use Muchoirn (Isn't it technically her since she put her soul in it?) to make herself playable if she wanted or a handy-dandy 100% power Hakumen body for herself. [what don't really have any hard rules about its limits] -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
Your theory brings up a good question of what time period of Saya was used for the murakumo gank squad. We know for certain that Saya was god-tier at using seither no matter what. There might be other reasons why Terumi decided to kidnap Saya for a "vessel", but someone more familiar with The Wheel of Fortune audio cd would have to clarify the details since it was never fully translated. What we need to know is whether making a copy of Saya after she had Izanami shoved in her improved her base stats/ passed on passive abilities of Izanami. I doubt we have a Jesus/God situation where Saya and the murakumos contain the power of Izanami at the same time. Like mentioned earlier, Izanami did "teach" Relius a technique to just be better in his CP fight with Jin though. So "she" knows way to enhance the capabilities of people. We can't rule out that Saya had some natural affinity that allowed her to be a vessel for the goddess of death, which may have been present in the copies as well. Like, there has to be a reason that they used Saya instead of some other little girl. There something about divinity in Blazblue lore that we don't really know much about. On that topic though, CF introduced several different "gods": 1. Izanami (goddess of death) 2. God of the Embryo [In a CF arcade, I think Terumi's] 3. Seat of God (a whole pantheon Izanami belongs to?)[see Azrael's CF arcade when Nine tells him about Izanami] You can potentially count Amatarasu as a god, but since its a Sankishin unit, I'm not sure that it could really be classfied as a god (it still has god-level powers though) What we need to know is how divinity works in Mori's head. Like the only "god" we are familiar with is Izanami and she didn't have her own body. So are we to assume all god's are incorporeal, body-less entities? Hoping Central Fiction sheds more light on godhood. -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
Had to look that up since I'm not too familiar with Physics, but I definitely see parallels with the two concepts. I'm interpreting this as the "particle states" in this case apply only to the souls, but NOT the bodies? Like if Ragna got shanked, then Nu doesn't feel it since the entanglement is only on the souls? Am I interpreting that right? So its not quite like Dragonheart where the bodies have to die together, but each soul has to recognize the other is dead? I'm a little confused by this now....Is this like the Guilty Gear conundrum where Sol killed Order Sol but didn't get Back tot he Future fading away/ erased from existence because of not accepting that death as reality? Cause that shit blew my mind the first time I saw it. My only reservation is that I think you might be giving Mori too much credit (the guy that wrote a character [read:Azrael] that tears the fabric of reality with his bare hands). I'd love to see what others have to say about it since I'm not an authority on Blazblue Physics/lore or anything. Since you happened to have a great physics explanation for life-links, would you happen to have one for Kotowari Stryker? Like, people couldn't nuke the Black Beast because it was outside logic. I always interpreted it as basically this thing is bullshit so we cant hurt hit. Kind of like the whole werewolf and silver thing. I bring it up because it might be important in whatever the fuck the Central Fiction is in the next game. -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
If I'm not mistaken, Raquel and Naoto had a life-link in Bloodedge Experience. Now, you might be asking: why is that relevant? Well we know that Rachel calls herself a Chronophantasma (Phantom of Time) not a Chronophantasma (One Who Should Not Exist [Celica Type]). Now Phantoms of Time are by definition people who possess a different fate than what they should have. What I propose is that Rachel is a Phantom of Time for Raquel. Recall that Rachel was born on October 31 and Bloodedge Experience takes place in October; I'm thinking that whatever happens to Raquel that results in the "birth" of Rachel happens on the 31st of Bloodedge Experience's story. The date could also just be a coincidence though and I'm just talking out my ass. I still hold that Raquel->Rachel is true though (probably has something to do with how Clavis began to "decay" and went from a suave, handsome, unstoppable character in the story to old-man wheel-chair tier in a few years). Bloodedge Experience Part 3 when? In CF? I'm thinking that Raquel's soul/life-link "transferred" to Rachel by the proposed Phantom of Time relationship. Basically your fate changed not your soul/life. I really have no idea if becoming a Chronophantasma while a life-link is active is even possible though; does having your fate changed violate rules of a life-link? Like Luminos said though, we don't really know how the fuck Life-Links work since Mori has used it only for plot contrivances (making it so Ragna could never beat Nu in CT, making it so Hazama could never lose in CS as long as Mu lived, and making it so Naoto could get bodied by anything so long as he shared Raquel's life in Bloodedge Experience). We need a life-link FAQ or something from Mori; sorry I don't know any concrete answers Volt, but I hope my speculation gives you new leads. Perhaps IM one of the resident lite-novel readers? -
Central Fiction Arcade Plot Discussion (spoilers)
Axiomatic replied to Chaoschao222's topic in Zepp Museum
Shit loads of text below. Honestly, I'm of the opinion that it is just a gameplay thing. But lets consider it isn't. First of all, it can't be present because Lamb-chops is a murakumo since neither nu or mu have it when their murakumo is activated. If I didn't know better, I would attribute it to her IDEA engine. However, if that was the case, why isn't Tager shown in his own sparkling glory? Not to mention Ragna when he absorbed it from her in CS. So that leaves it up to "something" that only Mori knows at the moment. One conjecture I have is that is has to do with something regarding how she is reforming herself like how Nu did during CS, hence why in CP she had it. Canonically though, Lambda has been in the Embryo since CP through to CF but she still has the aura. We know in CF that she somehow now has some amount of the azure. Mu already contained the azure in her in CS though, so why didn't she have it then? Perhaps it is resonance between the azure and her IDEA engine? I think I have a better conjecture for why the murakumo gank squad can't stay dead. Recall that the three girls are copies from the same template, i.e. Saya who had unprecedented aptitude for harnessing seither. Now you need to keep in mind what seither actually is: seither is programs in particle form (from one of Arakune's quotes). Now, Arakune is not the most reliable narrator, but I feel there is circumstantial evidence to believe him. Notice how Relius sees people only for their souls and how he constructs people from smelting with cauldrons or ass loads of seither (his main goal as stated in CS is to build the perfect human). My hypothesis is that when the girls "die" then when their souls return to the boundary (I'm pretty sure souls go to the Azure in the boundary when you die) they can reform themselves from just their souls using the abundance of seither. How? Fuck if I know. I know that Nu did this on her own. Whats to stop Lambda? Nu did have an azure grimoire, but does that somehow affect her soul? If not, then of course Lambda could. If an azure grimoire was needed then, perhaps Lambda's IDEA engine was a suitable replacement for the process. Remember that an azure grimoire can act like a cauldron and an IDEA engine is just a mechanical replication of an azure grimoire (need a citation for this). As Amaterasu recreates people and the world constantly and Mu is the successor to the azure, I think its easy to see how she could resurrect herself or others through observation or whatever the process is called.