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Justice7541

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Everything posted by Justice7541

  1. Does anyone know Izayoi's airdash frames? Just wondering how GA j.A airdash j.B/C breaks down as a high/low mixup. Edit: Wiki says 5f for airdash so I guess airdash j.B would be 14 frames and land 2B would probably be 12-13 frames, that's a pretty legit mixup.
  2. Tsubaki is bad design, Izayoi's just got bad frames and shit which are fixable. Tsubaki is pretty much hopeless by comparison, she's never not been bottom tier I don't think.
  3. They're all japs so I think it'd go more like WE CHANGU GEIMU NAO, HAIL GRORIOUS NIPPON EMPELOR or something along those lines.
  4. Well Jin is objectively better than Ragna so it's not surprising that if you had to choose between hating one or the other, people would generally pick Jin. They're pretty similar characters in terms of overall playstyle except Jin just has more options whereas Ragna is just hurr rush rush rush.
  5. Well it could be worse, Kagura isn't much better than Izayoi and he's pretty much getting straight nerfs. Izayoi is probably getting the most buffs out of any character in the cast with all the movement and normal buffs. If you were expecting a total overhaul of the character, then too bad. If you were just expecting them to nerf Kokonoe and tweak a few other things then this is actually more than they needed to do.
  6. Should be fun to see if Garengeki cancel be used to get some troll resets going. SMP 22C Messenger might be able to punish forward roll which is the standard for getting out of his resets. Messenger launching towards Terumi after the crossup should make life a fair bit easier although it's not really essential I guess. Useful against Carl though. All in all I don't think Terumi needed MORE damage but lol.
  7. Well, I don't think anyone's complaining, she's getting some really good buffs. People were just expecting a lot though I guess.
  8. His doll is ridiculously annoying against people who can't poke it though. I find the Hazama/Carl matchup to be one of his worst since Hazama has to burn so much chain movement to get past the doll and he doesn't get any easy way to rebuild stocks. Not to mention Hazama doesn't really have any big safe long-range attacks capable of hurting the doll significantly without getting blown up by Carl himself in the process. The doll is also annoying for neutralizing Izayoi's projectiles so I might just be biased. I definitely agree that characters like Mu and probably Ragna/Jin/Haku would wreck Carl for free though. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  9. I was able to make it do a high-speed fall crossup earlier today too, need to figure out exactly I managed to do it. I basically went for airthrow reset, missed it, and we dropped super fast and I somehow landed behind him right as we hit the ground. Would have been super swag if intentional.
  10. Also, Best Reset Ever : Any GA air combo > Noir/Teleport reps to top of screen > j.B 9JC j.A, delay airthrow = all the hype.
  11. It's not the framerate, it's the hitstop. I don't think anything moves actually got any faster (except for the ones that did) but CT has ridiculously long hitstops on everything. If you just had two guys jump around and stuff without attacking it'd probably feel about the same speed.
  12. CT moves at like half the speed of Extend. They sped the game up slightly with each revision I think. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  13. I was playing bbct for trolls the other day, Jesus that shit moves slow. That game was ass looking back at it for reasons totally unrelated to individual character balance, I can see why the ggac nerds hated on it so much.
  14. I think Arcsys just wants to try to keep things fresh, unlike Capcom which is pretty much fine with just making really minor tweaks purely for balance. That's why Jin is a totally different character in CP but Ken and Ryu have had the same moveset since like 2000. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  15. Just make it so it counts as a special hit in NM so Izayoi can knockdown, Trans Am, mode swap, rush down and rebuild. Seems fair as an oki setup for 4 stars and 50 meter. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  16. I assume he means more like running away and counter poking every time he tries to get close after you avoid the doll. I don't think Makoto is particularly great for that though. On topic, Bullet. 5a 5b 5c 2c 5dd. Anyone can do it. Don't even need a special motion. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  17. Arakune is never justified. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  18. Ah, I was under the impression that it was like Melty moons where most/all of the moves were different. Is that limited to specific moves like Yu's j.D? I remember people saying it was super fast in loketests and not usable as an oki tool anymore, etc. Sent from my SAMSUNG-SGH-I747 using Tapatalk
  19. Throwing out random Sabers against Hazama chains is a really bad idea, he will punish you hard with B pull if you get predictable about it. That's why Hazama is such a strong character, his chain movement makes it nearly impossible to just dial in a canned response to his zoning. As both a Hazama/Izayoi player, there's a couple of things I'd note, though: 1) Hazama's chains look like they go everywhere but in practice you only need to watch for a couple of them. The thing is that while he can cover your approach at a FAR distance he can't do much when you're at about midscreen. His (j.)5/6D anti-approach becomes VERY unsafe if he guesses wrong AND if he reacts too slowly, even if he hits you with a chain, if you can get inside his minimum range, it's a free punish since his chain's level becomes crap. Once you are at around 5B distance he CANNOT use chains unless he wants to get blown up really hard on bad spacing (and it's really hard to space a 5D properly at that distance) and he's not close enough for his godlike close-range normals to kick in. When I am playing Hazama in a situation like that, I usually end up defaulting to block and waiting for a chance to airdash/chain pull out. Ragna's spacing capabilities really wreck him at this distance, I don't play the Hazama end of the Izayoi matchup nearly as much but proper spacing works wonders when I am playing as Izayoi. 2) If the Hazama is predictable about his stance pressure (i.e. you can guess when he's going to Ressenga) mashing 5B will wreck his pressure. It will stuff both Ressenga and Zaneiga (high and low) and he cannot stance-dash back to avoid the 5B without just eating 236C instead, so punish him a few times and he will probably give up on stance mixups or start trying unsafe shit like dash Gashoukyaku (flash kick). Bait that out and receive free huge punish. 3) Jayoku will wreck your shit, don't give him gaps to work with. 4) His 6A/6B mixup is really hard to distinguish since the startup animation is very similar. I usually just attempt to read the mixup by gauging his distance, 6A has very short range so if he's going for a mixup off something like 5B it will only hit you if it's a 6B. In other words, if it looks like he's too far out to hit with 6A, default to low block. Alternately, just mash Phorizer, trying to guess on a 50/50 mixup that leads to 5k is not worth it unless you think you can do it consistently.
  20. But will it be tourney legal?
  21. Well you don't really need to punish him, you can just meaty him as he's coming out of Growler since you're right in his face anyway. The best he can do is another Growler and if you bait that then he's pretty much done.
  22. Any info on Shadow Yukiko? She doesn't seem very different from regular version just looking at the vids.
  23. Well it depends on where you're doing it from. Relius isn't likely to just throw out a slow doll move on your approach and Azrael's Growler is super long recovery so if he just throws it out randomly you can punish him hard. Also I found out that if you do Noir > D teleport > j.B JC j.A, you're in perfect position for an airthrow if they neutral tech. Makes for some funny resets if you do two Noir loops to take them off the top of the screen so they can't actually see the throw. Only works off a neutral tech though and you can't see which tech they're doing either. Trying to figure out if there is a catchall punish for forward and back techs.
  24. Yeah, one of the nice things about NM is that you are constantly putting the opponent at risk of giving you stocks if they respect your pressure so it's actually quite easy to bait out mashing and the like. I hit 6C counterhit off 5C so much that sometimes I have to stop and be like "dude, that's hit you like the last ten times I did it, why are you mashing" and people will just be like "dude I don't want to let you just build stocks so I'm trying to get out". Also GA can be awkward but it's really not that bad, not compared to Aigis movement in P4A. Aigis had some dumb shit but it was really hard to footsies with. Izayoi's is much easier to manage because: 1) Dashing doesn't burn your vital resource. Aigis's Orgia dash was really annoying to manage because it took off a big chunk at the start of each dash, so if you tried to stagger dash on reaction to projectiles and pokes you'd just burn through all your Orgia immediately. 2) Izayoi can still walk. 3) Izayoi has better pokes so she doesn't have to get quite as close as Aigis did. Aigis had pretty terrible range on her normals so you pretty much had to dash in to start a combo if you weren't point-blank. One thing I've found that helps for GA rushdown is not actually switch to it until you're about half a screen away. Being in NM scares people because you have the potential to keep building more stocks if they poke carelessly so as long as you're not being super predictable about it you can mode switch at mid-range pretty easily and not get punished/pressured for it.
  25. So now I'm trying to get back into this character since I'm all hype for rebalances. I need some legit ambiguous mixups for GA; so far the best one I've got is 236D > long dash j.A > j.B (overhead) or j.C (whiff) to 2A (low) which is kinda hard to react to and has average prorate. There's a timing differential of about 5 frames though so I'm trying to figure out of there's anything legit unreactable. Also, why am I still seeing people doing Noir > D teleport loops when Strike Fall relaunch does more damage and doesn't screw up corner push?
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