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Justice7541

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Everything posted by Justice7541

  1. I once saw Kedako do a corner combo that was like four 6Ps for 25 meter, anyone know how that was done? So far I can only do the scrub version with two.
  2. Izayoi has too many obnoxious character-specific combos for basic stuff, especially for a beginner character. It's like if Ragna Hell's Fang randomly dropped on Carl or something, imagine the rage from the casuals if that happened in the next iteration,
  3. The JLF is the standard and you want the one with the plate unless you happen to have one lying around. It's the same price anyway so it doesn't hurt you to take the extra plate even if you do. The JLW is a .187 fastener connector which means you will need to get the extra 5-pin converter harness if you get that. You'd really only be using it if you wanted the bat top anyway, I don't think the performance is necessarily any better or any worse.
  4. That's not what a fuzzy guard is. A fuzzy guard is when you make the opponent block something standing then do an overhead that normally whiffs on crouchers, usually a rising jump normal. If the opponent switches to crouch block he'll still have the standing hitbox so the overhead will still be able to hit him even though he's crouching. I dunno why it works that way in every game, it's basically a glitch made official I guess. What you're referring to is just knowing the timing on the high/low options and using timing to block, i.e. if you know the opponent's low is 10 frames and the overhead is 20 frames, you block low for 10 frames then stand up after and basically block both automatically. You can always frametrap or fake this to punish but it does work for certain mixups which is why differences in timing for high/lows is important even if both are otherwise unreactable.
  5. 22C reset doesn't do that much anymore thanks to them getting rid of the bonus proration, but yeah. It was pretty funny to be able to do random 2k combo > 22C reset > win round though.
  6. I'm probably late to the party on this but I just found out that the rejump loop is, like, ridiculously easy off 3C. Normal starter > 3C 236B~214A 5C j.BAAC 5A etc. requires no specific delay timing whatsoever (you can just mash it out) and the old j.delayB, delayAC combo now works on characters whom it didn't work on before. So yeah, 3C is funny.
  7. On the other hand Terumi can almost kill Carl in one combo with enough meter to start. His damage got nerfed a lot in 1.1 in exchange for having better neutral but I think he can still take a combo reset into 100% against Carl.
  8. Pretty sure Gadget > non-hold 6A doesn't work even if magnetized, or you have to do it immediately. Either that or this guy was just doing it late every time. Only one way to be sure.
  9. I guess he may need to hold it or something. I'll test when I have the time.
  10. Looks like 6A doesn't work anymore against Izayoi's new, farther backdash? Didn't test extensively but it was working for me (as Izayoi) pretty consistently against the Tager I was playing against a few days ago. Corridor or air 360 might still work but I dunno, the guy I played against clearly had no idea what Izayoi does.
  11. Just in case no one knew, if Kagura tries to end a corner combo with 2DB (the sword surf) > B Orb oki, you can wakeup 720 him before he actually recovers from throwing it.
  12. Scan most likely lowers defense/meter/damage etc. or builds some kind of meter like Izayoi or Arakune. Exactly what remains to be seen.
  13. j.BAC should work on any character it works on (it's not universal) with the same timing, it may be tighter on some than others though. It's not terribly helpful to describe it this way but you're basically doing OTG 2B 5C sj.delayB, delayAC. You should see the opponent just barely get hit by the part of the spear that goes behind and above Izayoi during j.C if you did it right. It should ideally look like it shouldn't even combo at all depending on the opponent's actual "being hit in air" sprite. As for Phorizer midscreen without OD or CH, it's just really tight. I recommend just doing 2A after the teleport so the link is as lenient as possible, but even then it's annoying.
  14. I'm pretty sure I've killed Ignis in Duo Bios before. I'd have to check.
  15. Koro seems to only be usable during certain frames as well, sort of like a Marvel assist? I kept seeing the Ken doing the poke-and-pull special which appears to have a ton of stun and recovery, but no Koromaru followup. That seems like it would have been the most obvious place to do a Koromaru assist, if it was doable I think someone would have tried it at least once. The recovery on Koro followups seems pretty long too so it remains to be seen whether he can really do Relius-esque blockstrings if the opponent doesn't respect them.
  16. I've played against Relius at tourneys a bunch now (I think a Relius player has knocked me out every single time actually) and my basic conclusion is that it's not a fun matchup. - Ignis blocks Saber really easily. Of course it costs him some gauge to put her out front but he can take it straight into a rushdown if he's anywhere closer than fullscreen. - He can space j.2D to beat 623B really easily so it's basically not even worth trying to hit it against him at neutral, unless he's just being really sloppy with spacing. - Relius mixup can be nasty but it's not per se unblockable like Valk or 1.0 Kokonoe bullshit. You don't really have any real escape route out of it though so your only real option to is to try to block until he turns Ignis off then try to mash him during the deactivate or whenever he tries to do Gad Leis. If he just opts for 3C > jump in a lot your best bet is probably just Phorizer unless you're feeling confident about hitting 623C early. - Relius can 2C your dash j.B overheads if you try them off anything that isn't like +15. I believe it's safe to go for a dash overhead off a falling j.C but not much else. If he is mashing 2C a lot you can Sonic Saber but that's pretty much a pure read, albeit a relatively safe one. - His Duo Bios is a LOT easier to deal with than Carl's Rhapsody of Memories but it's still annoying. If his Ignis gauge is low when he does it though you can Phorizer to just kill Ignis outright and it's relatively safe even if he dodges, although you may want to cancel into D teleport.
  17. I found out last weekend that Izayoi GA backdash beats Kagura 2C really easy, so don't press that too much. Although you can keep charging down during 2C and beat out any punish attempts with DP. Wouldn't try it too much as it's going to get you punished really hard if she doesn't immediately dash in for an attempted punish, and if you don't DP she can do a fairly ambiguous mixup from her airdash (dash j.B/empty dash 2A). If she is backdashing your 2C mid-blockstring a lot you can try to call it out with 6C but watch for Phorizer, there's really no reason for her not to do it on a gap since she can get 4k+ off a CH and Kagura can't really avoid or punish it (it's not a projectile so 6DC doesn't work). Also don't try to DP her after a Strike Fall, it just won't work. She can safejump j.B off any Strike Fall either by dashing or neutral jumping (in corner) and double overhead or overhead > low. If you want to try to reversal out your best bet is probably actually to charge back and do the wave super instead once there's a gap. Also @ above posters I'd be careful of trying to fireball wars with Sonic Saber if Izayoi is already in GA, she only needs one stock to teleport cancel Saber startup which leads to an easy punish if you fireball and a potential crossup mixup if you don't. Better to just jump and avoid the Saber entirely because Sonic Saber > D teleport crossup is really hard to react to.
  18. You just listed the mains of like everyone at NYU so maybe I'm biased. Azrael j.A seems to beat Izayoi j.A every time too, it's probably a hitbox thing although I dunno the startup, it's probably the same. Also Kokonoe doesn't need to space normals lol, you can just hold j.A all the way up and back down and win everything.
  19. It seems to run out pretty fast after the super so it looks more like a "don't do this super if you're not going to hit with it" thing.
  20. j.C in both modes is mostly a jump-in thing (although I find myself pressing NM j.C to try to do airdash-under crossunders a lot), you're just going to die a lot if you try to press j.C air-to-air. j.A is a decent air-to-air normal but it's not super fast for what it does and lots of characters have stuff that just beats it clean. Also according to SRK i'm the best (and only) Izayoi player in the world lol, you should probably start coming to tourneys.
  21. Yeah I choked pretty hard on stream, I kept getting counterhit by Kagura 6DC too cause I'm bad at games. Not to mention all the times I dropped dumb stuff like 2A 5C and Strike Fall enders. On the other hand, 3 Astrals in 3 matches. Also Lich coaching Hard Bread during our matches THANKS FOR THE BACKUP DUDE I COULD HAVE WON THAT OTHERWISE And yeah I tend to TK Sonic Saber a lot since most of the peoiple I play don't seem to know how to deal with it (even though they definitely should since they play me all the time). There definitely is a tradeoff between doing a high Sonic Saber (easier to avoid, but you get movement after) and a low one though (harder to avoid, easier to punish if you do). That said Izayoi has pretty bad air normals so I usually try to just block if I don't get a Saber to connect. Also yolo D teleport worked way more times than it should have this weekend so that's a general indication of how little people knew about the matchup in general. Playing people with more matchup familiarity would probably help iron out a lot of the dumb shit I do.
  22. So I found out this weekend that if Izayoi does air Sonic Saber from high enough to block on the way down, you can barrier while in the air but then they can hit you with a low or something once you touch the ground. As in, you still have landing recovery from touching the ground even if you recovered in the air and could barrier block.
  23. What does Extend Blast do? Is it like OMB in P4A?
  24. Okay, well, you can read the combo as [Any normal starter} > anything that combos into 3C > 236B~214A 5C 2C 236A 5A 5C sj.BC dj.BC j.236C~D. So you can do 5B 5C 3C, j.B 2A 5C 3C, crouch confirm 5B 3C, etc.
  25. You guys know what I mean.
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