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Justice7541

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Everything posted by Justice7541

  1. Tried to add a bit of jazz to corner GA 3C routes and found out you can do (any normal starter) > 3C 236B~214A 5C 2C 236A 5A 5C sj.BC dj.BC j.236C~D. Not sure if it works on all characters though, tested on Noel and Carl since they tend to have weird hitboxes for Izayoi. Pretty decent damage for a 1-stock combo regardless, gets you like 3.6k off 5B.
  2. Well it's pretty much a straight guessing game, especially if your character doesn't have a DP. If he gets lucky 2-3 times in a row that's pretty much GGs.
  3. Maybe he got mugged for the TE. Even thugs know which sticks are worth robbing for.
  4. I'm not sure about BS. He is pretty solid compared to past games and bad players can certainly fraud with him better than with other characters because he can take big risks for big rewards, but just because he wins one game out of ten because his churning finally paid off the tenth time doesn't necessarily make him fraud tier.
  5. Keep in mind that the top-end Eightarc/Madcatz sticks are really big. It may be good for what you're using it for but it's not ideal for carrying around on the subway etc. I have a Madcatz Brawstick (the super ugly Hulk Hogan one, but I think the cases are all the same between Madcatz SE sticks) and a Hori FS3 (the small cheap-looking one) and they lack the build and quality of arcade parts but that is easily remedied and they're super portable. I can just put them into my satchel bag along with all my papers and docs for work with no problems. I'm also a stick hipster who mains pad and hates the Sanwa joystick (I have a Crown and Seimitsu in my sticks) so you're free to take that however you want. I don't think Sanwa is necessarily any better than any other brand that isn't clearly cheaper (i.e. garbage Mayflash or Madcatz stock parts), although it might be sturdier in the long run.
  6. Taunt with Dudley flourish except he throws a cabbage instead of a rose.
  7. Just occurred to me, but if A Agi has more untech time now does that mean that 5AAA 2369A 5AAA is a realistic combo route now? That seems like it would lead to some super obnoxious meter/burst build shenanigans.
  8. Hopefully it'll be on HK PSN too, that has a better exchange rate for their cards.
  9. There's not a lot that can be said about that other than "do it better". I always see posts on Gamefaqs and Reddit asking "how do hard combo easy" like there's some magic trick to it and I honestly don't know what they're expecting to hear.
  10. So I haven't really been following this release that much, if I want to get the game ASAP do I need to import a physical copy? Or is there a digital release?
  11. That is literally the topic of the discussion above you, scroll up a tiny bit. To repeat, you don't need to kill yourself mashing throughout the entire thing. The mash is "over" by the time he gets to the second stomp so that point you can just stop mashing entirely and you'll either have succeeded or not. Your best bet is just to use all your energy mashing it out right at the start of the move (before you even see the stomp) then just stop and take a break once you actually see the move happening.
  12. You have to read the Blood Scythe pretty early if you want to beat it with throw or j.A, although on the plus side he doesn't get anything off it even if it's an air FC. Your best bet is probably Flash Kick if anything, I think it wins even if Blood Scythe crosses up.
  13. That's pretty much exactly how it worked in Arcana except it worked from any ground hitstun. There were 2 frames after recovery from ground hitstun where you could only block, which is why you could do bullshit like this: http://m.youtube.com/?#/watch?v=bjQPxyoUn8Q Good to know Arcsys is implementing Arcana-level bullshit into P4AU I guess, the game's plenty bullshit as it is so I guess one more thing won't hurt.
  14. Is 5AAA 236D legit unavoidable or can it be DP'd? Is it like Arcana where the game prevents you from doing anything but blocking for 2 frames after you leave ground hitstun?
  15. The short version is that 5C is your mixup tool, once you can get in the air versus a grounded opponent it's entirely your game. Until then it's a lot of 5B poking into A Sabers (which you can cancel into D teleport to get into 5C jump cancel range while + on block) and generally trying not to be too predictable so the opponent can't just dial in preprogrammed responses to your pokes. Izayoi actually has quite a few + on block options in both modes which can help her set up guessing games while getting in/building stocks. Not needing as many stocks in 1.1 also helps since it's more than feasible to build up 4~ stocks with nothing but blocked Sabers then just switch into GA from there. You can then RC back into an NM combo to build to max stocks once you actually land a real hit and then go full YOLO with 8 stocks. That's what I do anyway, although I rarely win against anyone really good.
  16. 4D is body/projectile invul only and 2D is low/throw invul. 623D and 214D are full invul but not safe or totally invul, respectively. Noel's drives are safer than DPs but they're not as reliable either. If all else fails, dash j.B always wins against all her drive options.
  17. I'd say she has pretty decent mixup, nothing unreactable outside of Time oki setups but offhand I can't really think of anything from AH3 vanilla that I found outright unreactable. Been a while though. Her rekkas get the job done and they're not THAT easy to punish, she always has the walljump and Quick Air to make them safe even on whiff. On top of that she has very good air-to-air abare (Ichi Ni San to super alone was like 5k+ iirc) and her ground combos go into guaranteed fullscreen carry with corner oki so long as she has meter or EFC and set up a pretty strong mixup game depending on the Arcana. She's no hurrakane but I always thought she did well enough for herself. Then again I always manage to pick low tier in anime games so I may just be skewed.
  18. I thought it was 7 offhand but if you're making it work with 5, it's 5.
  19. So I checked out the changelist and it looks like Lilica got a lot of adjustments to her rekkas. Does my old 2A 2B 2C EFC 66 5B 236A 5C 236A 5C 236A 236C 236A 236C Infinite Light, 5C 6C 5C 6C 2C 5[E] > oki ]E[ 50/50 setup still work? I heard Infinite Light got nerfed so I'd probably have to drop one 5C 6C rep but I can live with that. I always felt like Lilica was a pretty solid character in general but I guess she's low tier now? It looks like they nerfed her damage a fair bit.
  20. Just out of curiosity, does Makoto actually lose any combos as a result of j.B untech reduction? I don't really play Makoto at all as of CP so I have no idea if she had some godly j.B loop that carried fullscreen like in CS2, or something.
  21. You don't have to mash it that much, it's just 7 presses before the second stomp. Just do 22CCCCCCC then put the pad down for a couple of seconds and take a break.
  22. Maybe he'll be like Sagat where he's ripped with an eyepatch and shoots Koromaru-shaped fireballs.
  23. Hm, how to get 2C 3C to combo OTG? I've been trying to do this for a while now and I'm not sure if I'm doing it right.
  24. I'm more surprised you can get 2C to connect after a 236B, even a high one, actually.
  25. She's got a lot of new stuff now, I listed a few potential mixups just a couple of posts up (or back a page depending on your board settings). In Normal Mode you're mostly going to be poking a lot and building stocks on block while punishing them for pressing bad buttons, the nice thing about 1.1 Iza is that she doesn't really need as many stocks as she did before so you only really need to build 3-4 stocks before you go into GA to start opening the opponent up for actual damage. It's also much easier for her to combo into 236B without stocks now too (2A 5C 3C 236B etc.) so it's even possible to just go into GA with 0 stocks and just poke into an RC 5D combo for stock build, if necessary. It's not as brainless as old Izayoi's build-8-stocks-then-spam-236D playstyle but overall it's a lot more effective. Once I manage to lose the 2A 5B muscle memory and replace it with 2A 5C I'll be able to go full fraud mode with unreactable netplay mixups.
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