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Justice7541

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Everything posted by Justice7541

  1. In lag? That shit is unreactable, it's pretty much like if ID hit overhead.
  2. Do 12362361C, same motion as IB Jayoku. It'll give you an IB too so if you botch the super input or they do an airtight string you'll just default back into crouch block.
  3. So I found out Hazama can still do j.CCCC~C 5C etc. stuff. Gimmick or legit? Seems like fun if nothing else.
  4. 5C 5D is her safest drive blockstring starter and thus also the most predictable. Most people who know the matchup are probably going to be mashing buttons with properties specifically suited for beating it out, i.e. Izayoi 6A with mid-high guardpoint. I imagine stuff like Azrael 6A works too but I dunno, never tried.
  5. You can't mash A to poke out, that was my point. You might be able to on IB but it's pretty tight especially if you don't have a 5f jab. Not to mention if your jab doesn't hit crouching she can 6D to go under it if she expects mashing.
  6. Actually, I just did some testing of my own and I don't think that's entirely correct. 5C 5D is a pretty small gap on regular block. I can't seem to beat it with Izayou's 6f 5A even in IB, I just get counterhit. It may work if you do it on the very first frame but I wasn't able to hit it. The following is airtight: - Anything > 5A or 5B - 6A > 6B - 6D > 6A The following frametraps jump startup: - 5D > 6A - 6B > 6A - 6D > 6B - 5A delay > 6A The following can be jumped and barriered but will break non-airblock: - 5D > 6B - 5A > 6B I wouldn't try to mash any of those though, not with Izayoi 8f 2A or 5A that whiffs on crouch. Still good to know what can be safely up-backed though.
  7. Here's a question for anyone who feels like helping me get better at beating them lol. I've been getting blown up by netplay Noel tactics (i.e. poking into 5D 6B/D mixup) a lot and it's super annoying. I know you can reversal/mash/jump out of some drive combinations but not all, does anyone want to try to break down her pressure options for me? I.e. what strings frametrap jump startup, what can be mashed or reversaled or backdashed, etc.? I play Izayoi if that helps at all.
  8. You're most likely hitting them out of jump or dash startup, it's pretty easy to forget Relius can hit you from fullscreen.
  9. Uh, delay tech is a legit thing that works against more people than just Tager, unless you really enjoy eating safejumps and the like. It's not like every other situation in the game you just hold to tech and you're out 100% free back to neutral etc. and Tager is the only character who can punish it. Hell if you're going to complain about characters who punish emergency tech, complain about Terumi's 1.0 stomp reset into 11k combo.
  10. Can Tager still do shit > 5D 623C to catch people emergency teching out of the 5D? I remember my friend doing that constantly the very first day BBCT came out and bodying everyone with it cause no one know how to counter it. BBCT was good times. Bad game, but good times.
  11. 1) Pick move that you think looks cool. 2) Find ways to combo into it. 3) Find ways to loop it. 4) Get hype at tourneys.
  12. Jin can do 6c DP for a mash trap but it's not safe without meter. Either way if he's just doing 6c 2d over and over it'll force him to actually think about his pressure game a bit.
  13. Kokonoe down to S? Dem nerfs.
  14. It's a balance thing. You're not supposed to be able to use the second and third hits outside of combos, otherwise Akihiko would just be the most annoying character on the planet.
  15. You can hit 6k off a 2C starter with: 2C ODC 5C 2C Transam 5C 2C [2A/5A 2C]x3 236C~6D Phorizer. If you're at low enough health that you're still in OD for the Phorizer, you get about 6.3k. Otherwise it's 6k. You can switch the Transam and ODC if you're not worried about them bursting and need to stretch the OD duration a bit. It works off anything that isn't a short starter and goes into 2C (typically dash overhead > 5C 2C) by dropping one 2A 2C rep at the end, but proration will significantly reduce overall damage. I think j.C starter into Transam combo is only a bit over 4k with Phorizer ender. You're better off going for a reset in those cases.
  16. Fun Trans-am thing I found: On crouching opponent, off a close dash j.B/C, 5C 2C(2) > Trans-Am > 5B 2C(2), 2A 2C(2) 2A 2C(2), 5A 2C(2) (3.5k) to: 1) TK Noir Edge reset, j.214D j.C j.C j.236C~j.214D j.C j.C j.236C~D 5C 2C(1) sj.BC dj.BC j.236C~D > Phorizer (4.5k) 2) 3C reset 5C sj.BC dj.BC j.236C~D 5A 2C(1) sj.BC dj.BC j.236C~D Phorizer (4.8k) 3) 6B reset 2C(2) [2A 2C(2)]x3 5A 2C(2) (4.5k) > another reset OR 236C~6D Phorizer (an extra 500~ damage) If you have the meter but not enough stocks you can ODC the first 2C, do 5C 2C, 2A 5C 2C > Trans-am, 5C 2C > above. The TK Noir Edge is a super fast overhead but requires 4 stocks to follow up meaning you have to start with 8 stocks, but you can reduce the stock burn by doing a simpler combo like j.C dj.C j.236C~D 5A 2C 236B~214A 2B Phorizer. Either way it's good fun.
  17. Yeah, I've noticed that the j.D link is a lot harder now, although it does open up a couple of new options like 2C 214B j.B j.D which I don't think really worked before because of hitboxes. I've been doing that when combo timing gets a bit tight, i.e. if I had to do 2B 5B as the combo starter. Either way though hitting j.D seems pretty important if you want oki since as far as I can tell the only enders that go cleanly into orb oki are j.D, 5D, and 236D, and the latter two tend to get used up early or are hard to combo into late. Also, what's the point of Cosmic Arrow? It looks cool but I haven't found much use for it.
  18. With regard to the questions, I find it's best to go into GA as soon as possible. If you happen to get 3-4 stocks you can GA and try to hit the more meter-conservative combos (i.e. 5C 3C 236B~214A etc.) whereas if you manage to get a 6-8 stock combo you can afford to be a bit more liberal with stock-to-damage conversion (i.e. with 236C~6D~214B combos). The nice about Izayoi in 1.1 is that her new airdash and reduced cost on D teleport makes it much easier to pressure without burning stocks constantly, so you can very easily do a stockless mixup into a 1-stock combo and still get good oki. Before you were basically required to do 236D for mixup then burn two stocks for the followup combo so you were looking at 3 stocks minimum for every hit.
  19. Well Izayoi's 623B is more of a preemptive thing, you're most likely going to lose if you try to hit it against an opponent who's close to you since the hitbox is really narrow (albeit long). 623C is what you're thinking of with the upward hitbox but again that can be spaced out because the horizontal hitbox is so narrow. I don't think either character has very good AA but at least Relius's 2C is only one button so it can be used on reaction to jump-ins. Much harder to react to a wolf dash with 623C etc.
  20. Or you could be Izayoi and not really have any AA at all.
  21. So I'm trying to get into this character (bad time I guess lol) and I'm trying to figure out the good orb oki setups. So far I've been doing 5B 5C 6C 214A~C~236D(3) 6A 2D(3) 2C 214A~A 5C j.B j.D(3) 5D dash orb but the j.D is pretty tight and I'm not getting a huge amount of damage out of it. Obviously that's the tradeoff for getting good oki but I'm curious if anyone's found anything better. Also, I've been trying to set the orb so it doesn't actually hit them when they stand up but is close enough to get them if they press a button. Is that generally considered better if they don't have a strong DP to worry about?
  22. Use Relius 6D/214A/214C to block Sabers. It seems pointless but Izayoi is throwing those Sabers either to make you block them, so she can build stocks, or to make you jump so she can play a more advantageous air neutral game. Saber is really + on block but if you can beat it out (like Relius can, easily) it's a free in on her. j.2/6D will beat her DP on the ground if spaced properly. That means if you have doll out you can feel free to jump around a bunch since Izayoi isn't likely to try to keep DPing you once you've counterhit her out of DP a few times. Her AA sucks otherwise so just space her properly and air approaches are also free. If she does get stocks and go into GA, 2C blows up a lot of her approach options and can stuff dash mixups even during rushdown. Jump her sabers whenever she throws them, Saber > teleport can cross you up depending on spacing and in my experience it's really annoying to block. I'm not 100% sure whether Relius can safely punish a whiffed Saber teleport by jumping into j.C or if she can DP coming out of the teleport, but give it a shot. Once you're in pressure, go full yolo even if you don't have doll. Izayoi buttons are pretty slow so she's not likely to mash that much, it's not super difficult to sneak in Gad Leis (or whichever is the pull-in scissors) or a jump cancel so long as you're not super predictable about it. If she doesn't hard read you on a Leis or a jump your worse case scenario is getting CH'd by 6A or something which she can't combo off of. That's my experience on the Izayoi end anyway, but I'm bad at fighting Relius in general.
  23. P4A seems to be making a comeback lately. I don't really get it but i guess it's good timing with P4AU around the corner.
  24. Doesn't Chie's sweep 5D lose to 5f jabs? It's not quite as good as Yu's in that respect.
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