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Justice7541

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Everything posted by Justice7541

  1. It might be possible with OD meter build but you're looking at a really long combo time here.
  2. Oh, I didn't see the corner ones, good shit. Lol @ Terumi's 6C trade setup btw.
  3. It was beating w7D since he was diving back into the Astral's active frames, unless Valk can change back into human form fast enough to block before he comes back into contact with Izayoi.
  4. So I've working on the new GA mixup routes now that she's not just 236D > press buttons randomly. So far I've got: 5C jump cancel: - IAD j.C, land, 2A or dash j.B (or whatever other dash mixup, i.e. dash land 2A) - IAD 9, j.B (overhead) - IAD land 2A (low) - TK A Saber > D teleport (punishes mashing in reaction to jump) - 2C/6C (punishes mashing/up-back) - Superjump airdash j.C > IAD j.C (crosses up, can be pretty ambiguous if spaced properly) - High super jump airdash > airdash again j.C (fake crossup, can also be made to not crossup, mostly for trolls but sorta legit if they don't mash) I'm not sure if a properly spaced 5B > 236A > D teleport or superjump j.236A > D teleport can be made to crossup mid-blockstring, I'm sure there are things that could be done with that. Izayoi no longer has to burn 3+ stocks on a combo so it definitely feels worth it to just let loose with teleports whenever it's safe to do so. In general I feel a lot safer entering GA with fewer stocks now, I'm going into it with 3-4 stocks now where before I'd never do it short of 6 stocks.
  5. Does Izayoi have a good way to punish blocked superball in corner? Just pushing her back with Astraea seems to work out for midscreen but there's nowhere to go in corner and side-switching with D teleport doesn't seem fast enough unless someone can think of a way to sideswitch without going through the Astraea motions.
  6. So uh, does Valk have any way to avoid Astral if you do it point blank on him while he's in wolf form? I was dialing in Astral on Wolfenhayn hard last weekend. I got like 4 random Astrals on three different Valk players.
  7. Anyone figured out any CT stuff worth doing in Drive? Being able to fit CT into midscreen combos for extra damage would be a big deal.
  8. Nerf his movement then give him sweep 5D to compensate. Game is fixed and we can move on to the next fad of the month anime game.
  9. Sure, you could do falling j.C IAD j.C for a crossup that way too. Looks funny as well.
  10. After a few netplay matches against Koko-fuckthischaracter-noe I can confidently say that I need to stop pressing 5B so much when in GA. Neutral 5B at max range, good, 5B during pressure, all pressure lost. It looks like her new pressure game in absence of D Sonic Saber is going to rely heavily on 5C jump cancel and 2C frametrap. Also a spaced A Sonic Saber teleport may also be worth using from time to time, I don't think it's airtight but it does feel + on block if done from like max 5B range.
  11. Also, I dunno if anyone's noticed this yet but Izayoi can do NM 5B 3C 236B~214A 3C 236B~214A, 3C 236C now for a 6-stock combo with better positioning than double 623B gave.
  12. Maybe Strike Fall cancels into Phorizer? I've been messing around with Trans-Am stuff and this is what I've found so far: - Blocked 5C > Trans-Am looks to be +6 or +7 on block. The frame data suggests it should be +9 but I don't think this is the case for some reason as I can DP out of 5C > TA > 2A. It beats out any non-DP move though. - 2A 2D in TA appears to be about -4 or -5 on block. Carl's 6f 5A will beat any button Izayoi presses but loses to 6A's guardpoint and he can't actually punish it without iB. This is nice because it means that so long as they aren't actively mashing they're not likely to be able to beat out the mode change with anything other than a DP, since it does happen pretty fast and is relatively hard to see. Also 3C 236B~214A 5C is pretty legit now but I'm sure we all already figured that one out.
  13. Okay well, I got to try the new Trans-Am and it's pretty hype. Safejump j.C Trans-Am 2A 2D 2A 2B 3C j.A (whiff) j.B 2B seems to work just fine. They can DP the 2D if they're on point with reacting to it but it's definitely + in conjunction with the bit. Once you get them in block with Trans-Am active you can basically do 2B 5C 2C 3C j.A etc. over and over until you open them up. Also if you ever get a j.B overhead hit in NM with Trans-Am active, you can go into 5B 5C 6C 236A 2A 5B 5C 6C 236A, 5B 6C 236B~214A 2B 623B for an 8-stock refill. Looks very hype.
  14. Does j.D trigger bit attack? I've been wondering if j.D > NM mixup would work with Transam but I'm too lazy to turn on my PS3 to check.
  15. Time to practice my Trans-Am tech for real now. What do people have for Trans-Am pressure? I'm thinking something along the lines of using the bits to cover a switch back to NM then doing 3C JC whiff j.A (bit activates) > j.B or empty jump low but I dunno if there's a good way to convert into a hype combo off that. It does work in GA and you can go straight into 5A 2C loop from there but I think doing it in NM would be more hype.
  16. I was under the impression that her non-GA stuff was mostly the same except that 3C comboing into 236B makes it easier to do certain links, including maybe crossover 214B cancel. Not sure about that though, will have to wait on SKD to test for us.
  17. Carl can do that too, never tried it with Izayoi though. I dunno if Hakumen or Valk can, I never tried with them either. Izayoi doesn't really have 6 moves worth microdashing anyway, unless microdash 2A (3A) works.
  18. Hazama's only been top in one game, it's just that his design makes it hard for him to be strictly bad. Zoning/rushdown combination character with high damage can't really go wrong even if you try to balance it with other downsides.
  19. Wait are you saying Izayoi can do IAD j.B/2A mixup now? That's really troll. Dash barrier hopping also sounds funny.
  20. I like the shoddy editing though, the random anime pictures of Noel are a nice touch.
  21. Eh? 236B~214A 2B 623B is like the only hard thing for starters. Most of her other BnBs are easy enough unless you're trying for the swagstyle stuff like 236D 5D microdash 5A, and for the most part you can USUALLY get by without them, at least until you're more used to the character. You do pick up the 236B 2B link eventually, although admittedly I still drop it sometimes myself if I'm not paying enough attention.
  22. You can do something like 464A, I believe that works. If not, 46A4 always works. It's not as hard as you think it is. Basically do the fireball input as fast as possible and go back to charging. If they're falling out of 2DC A Orb, you're either: 1) Too far away for 5B to hit. 2) Doing it too late. You need to time it a ltitle, don't just mash it. It's nto a super hard link but it'll fail if you just rely on mashing.
  23. I'm interested in hearing how Omni managed to do a dashing back charger though. Are you sure you saw it right? He didn't buffer it or stop then do it or anything?
  24. Rock as in rock&roll or rock as in rocks?
  25. Igor's VA is dead so not too likely.
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