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[CP] Izayoi Gameplay Discussion - Tobe! Gandamu!

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Character Profile

  • Height: 160cm
  • Weight: 47kg
  • Birthday: 14th March
  • Blood Type: A
  • Drive: Scarlett Justice
  • Health: 11,000
  • Character Combo Rate: 90% (Gain Art: 80%)
  • Japanese Voice Actor: Asami Imai



Gameplay Information

  • Mode change character, has a special meter.
  • Mode change move shifts her into Gain Art mode. Use 5D/2D/jD to alternate between normal and Gain Art mode.
  • Plays mid-range with projectiles and specials to build stocks for the Zero Weave gauge, and then switches to Gain Art mode for the offensive.


  • Zero Weave Gauge holds 8 stocks
  • Zero Weave stocks accumulated by having specials hit or be blocked. (1 stock generated on block, 2 on hit)
  • Overdrive automatically gives stocks, similar to Tsubaki Yayoi's overdrive.


  • With Izayoi's special attack drive, Scarlet Justice, she is able to change between normal and Gain Art modes. During Gain Art mode, Izayoi's D specials become available at the cost of stocks, and her dashes and C normals change. Her gameplan revolves around using normal mode to generate stocks, and then switching into Gain Art to mount an offense and increase her overall damage. Making use of each mode correctly is the key to victory.


Move Descriptions:

Normal Moves

  • 5A-Short, quick jab with lance hilt.
  • 2A-Quick, Good distance kick.
  • 6A-Izayoi steps and thrusts her armor pieces forwards. Guard point.
  • 5B-Far range lance poke.
  • 2B-Low kick, Similar to 2A.
  • 6B-Flip kick, overhead. Uncancelable. Feintable by holding the button.
  • 5C-Izayoi reels backwards and delivers a short range slash in an arc in front of her. Jump cancelable on hit and block.
  • 2C-Izayoi drops her blade and lifts it up behind her. Fatal counter.
  • 6C-A quick forward dash followed by an upwards slash from her armor pieces. Fatal counter.
  • 3C-Izayoi spins and delivers a low slash. Jump cancelable.
  • 5D-Mode Change.
  • 2D-Crouching Mode Change.
  • BC-Average range grab, Special Cancelable. Wallbounces.
  • 5C*(Gain Art Only) - Izayoi does a downwards slash in front of her, short range. Jump cancelable on hit and block.
  • 2C*(Gain Art Only) - Izayoi delivers 2 quick slashes, one vertical and one horizontal.
  • 6C*(Gain Art Only) - Izayoi dashes and does an upwards kick. Similar to Johnny's 6K. Also serves as the animation for her counter assault.
  • 3C*(Gain Art Only) - Izayoi does a short, low slide, knocking the opponent down. Fatal counter,

  • jA-Short jab with hilt, similar to Jin's jA.
  • jB-Whipping attack with clothes, similar to Jin's jB.
  • jC-A diagonal slash, largely vertical. Slams the opponents downwards.
  • jD-Air Mode Change.
  • jBC-Izayoi dives at the opponent with her lance. Ground bounce, comboable.
  • jC*(Gain Art Only) - Izayoi's armor pieces glow and attack the opponent. Relatively short range.


Overdrive

  • Freedom Justice - During overdrive, the zero-weave gauge will automatically increase.
    Level 1 OD Gradually recovers 4 stocks
    Level 2 OD Gradually recovers 6 stocks
    Level 3 OD Gradually recovers 8 stocks


Special Moves

  • Sonic Sabre- 236A/D (Air OK! D version takes 1 stock) - Small projectile, air version shoots diagonally downwards. On hit/block, D version summons 4 swords around the opponent. Very fast, can airdash/doublejump afterwards.
  • Crusade Seraphim α*1- 623B (chargeable) - Up-forward slash, long reach. Able to air combo afterwards, Head invin. Good anti air.
  • Crusade Seraphim ß*2- 236C (chargeable) - Horizontal version of Crusade Seraphim α, links into Valkyrie astraea as part of her midscreen Gain Art combos.
  • Crusade Seraphim γ*2- 236B (chargeable) - Low Slash, similar to Crusade Seraphim ß. Knockdown, OTGable.
    -> Valkyrie Astraea- 6D during *2 (costs 1 stock) - Fast dashing slash, launches far and has quick recovery. Able to follow up with teleports.
    -> Stance Cancel- A while charging Crusade Seraphim
  • Aegis Blade*1- 623C (chargeable) - Psuedo DP, launches on hit, quick recovery. Comboable. More untech time on CH.
    -> Stance Cancel- A while charging Aegis Blade
  • Noir Edge*1- j.236C - Air attack, knocks opponent upwards.
    ->Strike Fall- D during *1 (costs 1 stock) - Izayoi slashes downwards. Izayoi lands quickly, allowing followups afterwards when done at a certain height.
  • Mirage Thruster - 214A/B/C/D (D version costs 2 stocks, 1 stock when following up attacks. Can follow up all Special Attacks) - A version teleports in place, B forwards, C backwards, and D tracks and teleports behind the opponent. D version doable in the air, and crosses up even when the opponents back is in the corner.


Supers

  • Justice Phorizer - 236236C - A long, quick thrust. If your opponent whiffs, don't miss the chance to use it! (660 Min Damage)
  • Jusitce Phorizer (Enchanced) - 236236C - During Overdrive, Justice Phorizer is enhanced, providing more damage and longer reach. (900 Min Damage)
  • 'Slaver Trans-am' - 632146D - Izayoi summons two bits that float behind her and attack with her. When the gauge runs out, the bits disappear (the gauge remains even when she's being hit).
  • Astral Heat

      Palettes

        Important Links

          Changes in 1.10

            Thanks to Errol, PK, Tokkan, Hakimiru, and SoWL for the information and translations. Thanks Kurushii for being da gawd. Much, much thanks to isuna for providing move information and footage!

          [*]Hitstun - Izayoi now turns around properly when hit from behind.

          [*]Backdash - Duration increased from 20F to 22F. Invuln increased from 1-5F to 1-7F.

          [*]GA Backdash - Minimum duration increased from 18F to 22F. Invuln increased from 1-5F to 1-7F. Travel distance increased.

          [*]GA Air Backdash - Changed the same way as the ground version (without the invulnerability).

          [*]GA Airdash - Can now be performed up to two times.

          [*]GA Dash - Can now glide after the airdash. Now accelerates with both ground and midair versions. The trajectory can be changed by pressing Up or Down.

          [*]5B - Hurtbox at the tip of the move is reduced. Hitbox increased to catch rolls.

          [*]GA 5C - Knockback decreased.

          [*]6A - Guard point now activates on the 4th frame (previously 6th).

          [*]6B - Invincibility now activates on the 4th frame (previously 8th). The feint now no longer activates if you release the button at any time.

          [*]3C - Now floats higher. P2 reduced to 79% (rather than 89%).

          [*]GA 3C - Now cancelable on hit.

          [*]GA j.C - Now active for 5F (previously 3F).

          [*]Crush Trigger - No longer unblockable at max charge.

          [*]D Sonic Saber - Now costs 2 stocks of Zero Weave gauge. Damage of the smaller swords reduced to 150 (rather than 200).

          [*]Ground D Sonic Saber - Startup reduced from 26F to 20F. Total duration increased from 43F to 51F. Now +19 on block (rather than +28). Can now be followed up with an aerial D Mirage Thruster(?).

          [*]Midair D Sonic Saber - Startup reduced from 23F to 22F. Total duration reduced from 42F to 41F.

          [*]Crusade Seraphim Gamma (236B) - P2 reduced to 79% (rather than 89%).

          [*]D Mirage Thruster - Now only costs 1 stock of Zero Weave gauge.

          [*]Slaver Trans-Am - Now lasts twice as long.

        [*]Izayoi Dan Rankings: http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=iz&pref=0&guild=0

        [*]Izayoi JP Movelist: http://sp.bbcp.ac/chara23.php

        [*]Izayoi Movelist Video http://www.youtube.com/watch?v=5ycU-FQ2LSg

      [*]Colors 1-16

    [*]Astral Heat - 632146C

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Some info:

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352862922/901

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352862922/916

901 :名無しさん:2012/12/12(水) 09:29:37 ID:48tfg7yw0

jc回数

1

投げ間合い

普通

通常技

通常時

5A コパン 判定普通

2A 判定普通

5B 剣で突き、ヒット時もjc不可

6B 中段、ラピキャン以外キャンセル不可

2B 下段、短めの足

5C 短め、牽制には向いてないかも

6C ジンの6Cのような感じ

2C

3C ベガスラ

5D モードチェンジ

JA ジンのJA

JB 衣で攻撃、中段?

JC 下に叩き落す慣性付いてる

JD JC>JDでチェンジしつつ起き攻めっぽい

ゲイン時

2C 発生鈍化、fc対応?コンボで繋がらないレベル

JC ツバキのJCのような感じに

挑発に攻撃判定あり

必殺技

Aソニックセイバー

Aヒショウケンとほぼ同じ、空中版は斜め下

Dソニックセイバー

A版とあまり変わらないがガード、ヒット時4hit分の追加?割りとダメ高かったかも

aクルセイド

吹雪と同じ、無敵は無いかも

コンボポーツと対空になりそう

βクルセイド

横に薙ぐ、横に吹っ飛ぶ

コンポパーツ限定?構えキャンセルから何か出来そう

γクルセイド

下に薙ぐ、UNIユズリハの咲に似てる

ワルキューレアストレア

追加技、ゼロシキ1消費

受け身不能時間クソ長い、画面端だとノーキャン5Bで拾えるくらい

ノワールエッジ

主力エリアルパーツになりそう

相手斜め上に吹っ飛ぶ、低空で振ってないから中段かは確認してない

ストライクフォール

追加技、ダメ高め、ゼロシキ1消費

先にイザヨイが落ちてくるからラピとかで伸ばせるかもしれん

ミラージュスラスター

Aがその場、Bが前、Cが後ろ、Dは相手の後ろをサーチって感じ

コンボ中にBミラやってもゼロシキ減ってないかも?

DD

236236C

632146D ビット召喚、三回攻撃したら消える

AH

632146C

OD

lv1 徐々に4回復

lv2 徐々に6回復

lv3 徐々に8回復

ヒートゲージ自動増加はナシ

CPUコンボ

ゲイン時

~5B5C>βクルセイド6D>Bミラ>5B5C>aクルセイド>Dミラ>JCノワール>Dミラ>JCノワール追加D 3000後半

 4消費

5B5C>βクルセイド追加6D>Bミラ>5B5C>aクルセイド>追加D 3100くらい 2消費

通常時

4投げ>Bミラ>5B5C>JBJA>JBJCJD

2000くらい

崩し

JDソニ>Dミラ

メモそのまま貼り付け、見辛いとおも。

間違ってたらゴメンナサイ

916 :名無しさん:2012/12/12(水) 10:10:31 ID:LJx8w.UI0

ごめん>>901に追加で

イージスブレイド

昇竜、地上ノーマルヒットからエリアル行けた。

レッヒョウより範囲は短い?

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Quick and dirty translation. Sorry for the quality, need to go so I'm in a bit of hurry >_<

901 :名無しさん:2012/12/12(水) 09:29:37 ID:48tfg7yw0

Jump cancels:

1

Throw range:

Average

Normals:

Regular Mode

5A Jab, average hitbox

2A Average hitbox

5B Poke with sword, not jump cancelable even on hit

6B Overhead, only cancel is RC.

2B Low, short-ish kick

5C Short-ish, might not be a good poke.

6C Similar to Jin's 6C

2C

3C Vega slide (called Bison here I think? The SF char)

5D Mode change

JA Jin's JA

JB Attack with clothes, high?

JC Slams opponent downwards, keeps air momentum.

JD For JC>JD mode-changing oki maybe

Gain Mode

2C Slower startup, fc? Slow enough to not connect in combos.

JC Similar to Tsubaki's JC

Taunt has attack hitbox

Specials

A Sonic Saber

Almost identical to A Hishouken, air version shoots diagonally downwards.

D Sonic Saber

Not much different from the A version, but triggers an extra 4 hits on block/hit? Damage was surprisingly high I think.

a Crusade

Same as Fubuki, might have no invincibility.

Seems like it might mainly be a combo part or AA.

β Crusade

Horizontal slash, knocks away sideways.

Combo part-use only? Might be able to do something from a stance cancel.

γ Crusade

Low slash, similar to UNI Yuzuriha's "Shou" (Don't know this reference, sorry if I messed up the reading)

Valkyrie Astraea

Followup move, uses 1 zero weave

Untechable time is super long, long enough to follow up in the corner with 5B without canceling.

Aegis Blade

DP, can go into aerial combo from ground normal hit.

Range is shorter than Rehhyou? (Not sure what this refers to either)

Noir Edge

Seems like it'll be an important aerial combo part.

Launches opponent diagonally upwards, didn't use it low air so don't know if it counts as an overhead.

Strike Fall

Followup move, high-ish damage, uses 1 zero weave

Izayoi falls first, so might be able to extend combo with RC, etc.

Mirage Thruster

Search types: A is in place, B is in front, C is behind, and D is behind the opponent

In mid-combo, using B mirage didn't seem to consume zero weave?

DD

236236C

632146D Summons bits, which disappear after attacking 3 times.

AH

632146C

OD

lv1 Gradually recovers 4

lv2 Gradually recovers 6

lv3 Gradually recovers 8

No heat auto-gain.

CPU Combos

In Gain mode:

~5B5C>β Crusade>6D>B Mirage>5B>5C>a Crusade>D Mirage>JC Noir>D Mirage>JC Noir>D followup high 3000's, uses 4 zeroweave

5B5C>β Crusade>6D followup>B Mirage>5B>5C>a Crusade>D followup ~3100 dmg, uses 2 zeroweave

Normal mode:

Back throw>B Mirage>5B>5C>JBJA>JBJCJD

~2000

Mixup

JD Sonic>D Mirage

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uwa, a little barebones and assumptive, but ill clear it up/add to it as more info comes in. that said, shes out!

thanks for the translation haki, hopefully some more stuff surfaces soon haha

try to keep the color wars down ;_;

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Maybe, it would probably do abysmal damage though.

Maybe it reverse prorates?

Maybe we can do taunt overdrive

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Char Combo Rate is said to be 90 btw.

Health 11000.

Throws RCs are a thing. RC after 2nd hit.

75% heat, 2 charge leads into 5k throw combo.

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5B>5C>236C>6D>2C>5C>623B>hjc>JB>jc>JB>JC>236C>236D>(RC?)>JC>jc>JB>JC>236C>D

3 stocks, 50 meter? Apparently 5k, im not sure if that RC is in the right place but shoutouts to 90% combo rate

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5B>5C>236C>6D>2C>5C>623B>hjc>JB>jc>JB>JC>236C>236D>(RC?)>JC>jc>JB>JC>236C>D

3 stocks, 50 meter? Apparently 5k, im not sure if that RC is in the right place but shoutouts to 90% combo rate

think I know what you're looking at.

No RC I believe.

rather the ender is (D followup> Land> Super)

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okay, so noir edge > strike fall > super is a thing, good to know.

im so hype im crying

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One ticket to the Izayoi train please! (`・ω・´)

Quick and dirty translation. Sorry for the quality, need to go so I'm in a bit of hurry >_<

Yuzuriha's 咲 is "saki" not "shou".

Rehhyou is Jin's 623C. Izayoi's is super-fast!

5A > 5B > 5C > 236B is 1,5k. If near corner you can do 623B instead and go for aerial.

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Any notable setbacks anyone can see so far, like does she have bad defensive options? She's seeming reeeeally godlike so far.

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Stream Thoughts/Review!

Okay, on block her specials in normal mode gain 1 stock, on hit they gain 2. Her basic combo route on standing looks like Basic gatling chain > 236C.

I have seen stuff into sweep > teleport in place > OTG though, dunno how far that goes or if she can gain stocks off of air combos.

sonic saber seems like a really good projectile, the recovery is pretty decent (you can airdash/doublejump afterwards, looks a little faster than jin ice sword but not too sure!)

The really fast lean in slash in gain art (valkyrie astrea, 236B/C extension) requires a teleport to combo midscreen, but in the corner you have a ridiculous amount of time to combo w/o teleport (which will probably factor into corner only combos). The recovery is really fast, so you can use a normal teleport to followup midscreen as opposed to burning multiple stocks.

Her super pushes back a lot, and recovers really fast too. hard to punish from what ive seen? :v to punish it you probably have to jump to negate the pushback

Her DP is really fast! it looks similar to rehyou, but recovers much faster. I wonder if its a real DP, that hasnt been confirmed yet. On CH leads into combo (grounded normals connected)

D teleport is Air OK! its really fast.

for her taunt she just slashes forward lightly, it has pretty decent range actually haha

her airgrab is a lance dive + ground bounce, looks comboable?

tl;dr she looks broken

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I have some sparring mode Izayoi comming up. (this time with proper quality)

I think I was attacked out of 623C once, but it could just be I messed up the command. Opponent can tech 623C before landing.

Max charged specials doesn't add untech time.

236236C invincibility is awesome! It beats Ryuuisou.

(J)236A is indeed as super good projectile. I mean we gain momentum just be having opponent block it.

I was so suprised that Jins J236A goes forward, but Izayois properly goes diagonally.

I like it very much.

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Isuna, 236B 214A 2A 5B 623B apparently works, if true thats a lot of stocks.

i really appreciate the info, im too hype haha

her CA is her 6C~

Air throw definitely comboable too!

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Sorry, I did not play around to much with the teleports.

236B is comboable on counterhit at least, similar to Hakumens 3C.

On close range 2B hits, so maybe you can go 5C to aerial (I'm pretty sure 2B chains to 5C).

You know, I'm trying to learn the stick, so combos are a little out of my league right now.

It's not like I was any good when I played on a pad either so.

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