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Flubsy

[CP] Izayoi Combo Thread 1.0

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Alright there was some talk about making this thread on the general discussion, and I figured I had some time to put down the BNBs I've figured out so far.

Regular Mode Confirms:

The combo you're going to want to look for mid-screen is a normal string into:

String -> 236B~214A 2A 5B 623B~214B 623B (+6 stocks)

The damage here varies based off of what you confirmed obviously, but whats important about this bnb is that it builds 6 Zero Weave Stocks. If you confirm off a 2A -> 5B -> 5C, you're going to get damage in the range of 1.7k. Comparatively, jC -> 5B -> 5C as your string nets about 2.8k damage.

In the corner the string confirm is much the same except make this substitution:

String -> 236B~214A 2A 5B 623B~214A 623B (+6 stocks)

If you use the B teleport in the corner to follow up Crusade Seraphim, you'll cross under the opponent. In this situation you're still able to reverse input the 623C Crusade Seraphim to finish the combo, but it seems unreliable(perhaps character specific? I've noted you don't need always need to reverse input, while other times you most certainly do).

The Relaunch Combos:

These combos all follow the basic route: (N Starter) > C move > 236B > 214A > launcher > air route > ender.

Launchers:

2B > 5C - Works on almost the entire cast at most ranges. Requires close range against Taokaka and Rachel. Does not work on Makoto.

2A > 5C - Works on all characters at most ranges. Requires close range against Taokaka and Makoto.

Air Route: (these are generally done from super jumping after a launcher)

j.BAC - Universally applicable. Works midscreen on everyone. Hardest timing. Works at further range than any other route. Only path that has been tested to work on Noel, and is obnoxiously hard on her.

j.BAAC - Slightly easier than j.BAC. Does not work on Makoto, Taokaka. Is prohibitively hard against Rachel (see j.ABAC for her). Hakumen, Valk, Bang, and a few others require no timing.

j.ABAC - Variation of j.BAAC for certain characters. Suggested against Carl and Rachel. Requires minimal timing effort. Also arguably useful for Litchi or other characters if BAAC is dropping, I guess. Not sure why I have Litchi listed as a "maybe" here, but whatever.

j.BABC - Easiest combo path. Only works on Relius, Bullet, Jin, Tsubaki, Platinum, Nu*, and Kokonoe. Requires literally no timing, just do all the hits as fast as possible.

*(Nu requires a 2A > 5C starter to use the j.BABC path)

Enders:

5A into blah into 623C > sj.C > j.D oki

5A -> 5C -> Another jump loop works off fatal counters such as 2C as the starter.

Gain Art Mode:

Combos in Gain Art mode vary a lot depending on how many resources you want to spend or have, so remember that if you run out of stocks half way, you may need to alter your confirm. A good example of this is the optional use of Phorizer after Strike Fall in combos. At maximum scaling phorizer still hits for 660 damage so any combo that ends and strike fall can have a phorizer at the end if you have the meter to spare.

Midscreen:

5B 5C 236C~6D~214B 5B 5C jC jC 236C~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C (4013 without ender, 4673 with, uses 4 stocks)

623B~214D jC jC 236C~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C (3091 without ender, 3751 with)

Corner:

5B 5C 236C~6D 2C 236B~214A 2A 5B 623B~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C(4106 without ender, 4673 with, uses 4 stocks)

FC 3C 2C 623C~6D 2C 236B~214A 5C 623B~214D jC jC 236C~214D jC jC 236C~D optional Phorizer ender: 236236C(4849 without ender, 5509 with, Probably not optimal, but the best FC confirm I've come up with so far, potentially longer air combo could be done but the strike fall already needs to be canceled into immediately so that's questionable if you want that ender)

Comboing into Astral

CH 623C -> 632146C (works midscreen and corner)

5B 5C 236C~6D 632146C (Works midscreen and corner, easier in corner however. Overdrive also makes this easier due to reduced push back on Valkyrie Astraea)

5C -> Astral

Throw -> Astral

Air Throw -> Astral

EDIT: Combos from the thread thrown into the first post, I'm not sure what here is optimal, but these do at least all work, and for the most part they serve slightly different purposes.

Throw combos:

GA: Throw > CT > 5C > 236C~6D > 5C > j.B > j.C > j.B > j.C > 236C~D > 236236C - 4681 damage

Airthrow > 6C > j.C > jc.C > j.236C~D [2542 damage, 18 heat]

Regular: Throw > 236B~214A > 2B > 5B > 623B~214A > 623C [2828 damage, 20 heat, 6 stars]

Throw > 623B~214A > 623C > sj.B > jc.BC(~D) [2762 damage, ?? heat, 4 stars]

Throw > 214B > 5B > 5C > sj.BAB > jc.BC~D [2777 damage, 19 heat]

Regular mode combos:

5B > 5C > 236B~214A > 2A > 5C > SJC > j.B > j.A > j.A > j.C > 5A > 5C > 623B~214B > 623C (3000 Damage / +6 Stocks)

FC 2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > 623C > sj.B > j.A > j.C > j.236C

6 stars, 27 meter, 3834 dmg

FC 2C > 6C > 236B-214A > 2B > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > 5A > 5C > sj.B > j.A > j.C > j.236C

4 stars, 27 meter, 3866 dmg

AA CH 623C > 5B > 623B~214B > 623B [???? damage, ?? heat, 6 stars]

Gain Art combos:

(Corner) 5B > 236C~6D > 2C > 5C > 2C(1) > 623C > sj.C > dj.C > j.236C~D > 5A > 5C > 623B~D - 4449, 3 stars

CT > 2C > 236C~6D > 2C > OD > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > dj.B > j.C > j.236C~D > 236236C - 5652 damage

j.C > 2B > 5B > 236C~6D > 2C > 5C > 2C(1) > 236B~214A > 5C > 2C(1) > 6C > j.C > jc.C > j.236C~D [3764 damage, 27 heat]

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Might as well dump what I have. Probably not optimal, though.

NORMAL MODE

Midscreen

5B > 5C > 236B > 214A > 2B > 5C > j.B > jc j.B > j.C [2901 damage, 20 heat, 2 stars]

Throw > 214B > 5B > 5C > 623C > sj j.B > jc j.B > j.C [2920 damage, 21 heat, 2 stars]

Corner

5B > 5C > 236B > 214A > 2B > 5C > 623C > sj j.B > jc j.B > j.C [3156 damage, 22 heat, 4 stars]

Throw > 236B > 214A > 2B > 5C > 623C > sj j.B > jc j.B > j.C [3064 damage, 22 heat, 4 stars]

GAIN ARTE MODE

Midscreen

5B > 5C > 236C~6D > 214B . 5C > j.B > j.C > jc j.C > j.236C~D [3278 damage, 23 heat, uses 2 stars]

5B > 5C > 236C~6D > 214B > 5C > 2C (1) > 6C > j.C > jc j.C > j.236C~D [3605 damage, 25 heat, uses 2 stars]

Throw > 236C~6D > 214B > 5C > j.B > j.C > jc j.C > j.236C~D [3209 damage, 23 heat, uses 2 stars]

Throw > 236C~6D > 214B > 5C > 2C (1) > 6C > j.C > j.236C~D [3384 damage, 24 heat, uses 2 stars]

The 236C~6D > 214B > 5C > 2C stuff is very iffy, btw. Not sure what allows it to work when, although it does work if the combo goes to the corner. If it doesn't, it's best to omit the 2C > 6C.

Corner

5B > 5C > 236B > 214A > 5C > 2C (1) > 6C > j.C > jc j.C > j.236C~D [3316, 23 heat, uses 1 star]

5B > 5C > 236C~6D > 2C > 5C > 2C (1) > 6C > j.C > jc j.C > j.236C~D [4014 damage, 28 heat, uses 2 stars]

Throw > 236B > 214A > 5C > 2C (1) > 6C > j.C > j.236C~D [3146, 22 heat, uses 1 star]

Throw > 236C~6D > 2C > 6C > j.CC > j.236C~D [3507 damage, 25 heat, uses 2 stars]

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5B > 5C > 236B > 214A > 2B > 5C > j.B > jc j.B > j.C [2901 damage, 20 heat, 2 stars]

5B > 2C > 236B > 214A > 2B > 5C > hjc j.B > j.A > j.B > jc j.B > j.C [~3K damage, ?? heat, 2 stars]

^^fixed:)

most optimal, in normal mode, probably

5B > 2C > 236B ~ 214A > 2B > 5C > 623B > 214B > 623B (gives 6 stars but 2 DP-inputs hard for me)

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You can combo into Astral from throw as well. : 3

throw > astral

back throw > astral

air throw > astral

... anything ... > 5C > astral

very easy :)

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We have to use 6C on characters for 2B > 5C after 236B to actually work on crouching opponents

5B > 2C > 5C > 6C > 236B ~ 214A > 2B > 5C >

After that I've been doing.. Loop > 5A > 5C > DP > sj.B > j.C > 236C 3941k or Loop > 5A > 5C > j.B > j.C 3814k

the second one lets you recovery in the air for a mix up

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Couple of chombos since no one's posted them yet:

Normal, midscreen or corner:

Anything into a C move > 236B~214A 2B 5C sj.B(very slight delay)AAC 5A 5C > ender (doesn't seem to work on everyone, some characters don't get hit by j.C)

GA, midscreen:

Any decent starter (j.C, 5B, etc.) > 236C~6D~214B 5C j.BC JC j.BC 236C~D 5A 5C sj.BC JC j.BC 236C~D (about 3.4k to 3.8k depending on starter, consumes 3 stocks)

GA corner:

Same as above except omit 214B after 236C~6D and do 2C 236B 2B 5C instead.

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Yeah, the whole hjB > jA > jA > jC > 5A really isn't super hard once you get the hang of it. For certain starters, you can just gun it out and expect it to work. For others, you either have to delay the jB or jC slightly. The end goal is to get the jC to hit the opponent behind Izayoi. That's when you'll be able to follow up with 5A.

Granted, normal mode Izayoi is obviously just a means to get meter for Gain Arte Mode, but it's good to be able to do.

I just started really going into Izayoi in training mode, so I haven't worked on Gain Arte stuff yet, but I was experimenting with that specific sequence a lot and this is what I found.

Normal Mode: hjCAAB Loop

Starters

EDIT: Forgot jB+C

EDIT 2: Added midstage option because for some reason I just assumed it wouldn't connect, lol

(5B/jC) > 5C > 236B > 214A > 2A > 5C

(4/6)B+C > 214B > 5C*

jB+C > 5C (need a short dash)

A+B > 236B > 214A > 2A > 5C**

[Corner] (jC/5B/2A) > 5C > 236B > 214A > 2A > 5C

[Corner] B+C > 214A > 2C > 5C

[Crouch/CornerOK] Gatling > 6C > 236B > 214A > 2A > 5C

ch236B > 2C > 5C

ch623B > 214B > 5C (may need to short dash)

ch623C > 5C

ch5C > 6C > 236B > 214A > 2A > 5C

[CornerOK] fc2C > 5C > 6C > 236B > 214A > 2A > 5C***

[Corner] ch6B > 2A > 5C > 236B > 214A > 2A > 5C

*The trick for throw teleport followups in general is to teleport when the move that knocks the opponent away connects.

** Apparently you can use 2B > 5C instead of 2A > 5C for this string, but 2A has been more reliable for me.

***I'm sure there's a lot else you could lead into from fc2C, but I'll just leave it with this one.

Then you go into the loop. Though I haven't tested every single ender from every single starter, they seem to be (for the most part) universal. I'm sure there are some differences depending on characters and what not that I simply haven't run into.

Enders

[LOOP] = hjB > hjA > hjA > hjC

[LOOP] > hjD

[LOOP] > 236236B

[LOOP] > 5A > 5C > 236236B

[LOOP] > 5A > 5C > jB > djB > djC > djD

[LOOP] > 5A > 5C > [LOOP] > hjD

[LOOP] > 5A > 5C > [LOOP] > 236236C

Unfortunately, I forgot to keep track of damage.

These combos were primarily tested on Jin.

At the very least, these will give you some solid and versatile damage options for normal mode when you need it.

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This video is probably worth linking in here. A good amount of the stuff here is just stylish and far from practical, others require specific spacing, but there is tech in here that's useful. Also its stylish.

Izayoi Combo Movie "Spiral"

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Keep in mind that hitting them with a second 623B after her normal mode BnB (something into 236B~214A > 2B > 5B > 623B~214B > 623B) isn't possible with starters like 2A. There's a way to still get our 6 stocks though, only that it's a bit harder inputwise. Also, I wouldn't really rely on 2A pick up after 236B~214A, sometimes you are too far away and your 2A will whiff, 2B is a much better option here. Here are the combos I use, sorry if some of them have already been posted.

Normal mode

You should always go for star combos in order to maximize Izayoi's damage and pressure potential in Gain Art. I tend to use the combos leading into j.C~D after I've got at least 5~6 stars. Using j.D at the end of her air combos allows us to immediately start with her relentless pressure and mix-up game.

Midscreen

Star combos

2A > 2B > 2C > 236B~214A > 2B > 623B~214A > 623B [1915 damage, 13 heat, 6 stars]

(j.B/j.C) > 2B > 2C > 236B~214A > 2B > 5B > 623B~214B > 623B [2520 damage, 18 heat, 6 stars]

throw > 214B > (5B >) 5C > 623B~214B > 623B (or 623C) [2516 damage, 18 heat, 4 stars]

air throw > (dash) > 5C > 623B~214B > 623B [2416 damage, 17 heat, 4 stars]

AA 623B~214B > 623B [1148 damage, 8 heat, 4 stars]

AA CH 623C > 5B > 623B~214B > 623B [???? damage, ?? heat, 6 stars]

Oki combos

(2A) > 2B > 2C > 236B~214A > 2B > 5C > sj.BAB > jc.BC~D [2645 damage, 18 heat, 2 stars]

throw > 214B > 5B > 5C > sj.BAB > jc.BC~D [2777 damage, 19 heat]

airthrow > (dash) > 5C > j.BAB > jc.BC~D [2498 damage, 17 heat]

Corner combos

throw > 236B~214A > 2B > 5B > 623B~214A > 623C [2828 damage, 20 heat, 6 stars]

throw > 623B~214A > 623C > sj.B > jc.BC(~D) [2762 damage, ?? heat, 4 stars]

Most of the corner combos work the same as their midscreen counterparts so I won't be listing them again.

Gain Art Combos

Most GA combos end in j.236C~D. However, you can continue by doing [j.236C~214D > j.C ( > jc.C)]xN > j.236C~D instead of immediately ending with j.236C~D. I haven't tested how many reps you can do with certain combos since I generally don't think 200~300 damage are worth another star.

Midscreen

(3) j.C > 2B > 5B > 236C~6D~214B > 5B > 5C > sj.BC >jc.BC > j.236C~D > (land) > 5A > 5C > 623B~D [3215 damage, 23 heat]

(3) 2B > 5B > 236C~6D~214B > 5B > 5C > sj.BC > jc.BC > j.236C~D > (land) > 5A > 5C > j.B > jc.BC > j.236C~D [3313 damage, 23 heat]

(1) throw > 214B > 5B > 5C > j.BC > jc.BC > j.236C~D [2913 damage, 20 heat]

(1) airthrow > 6C > j.C > jc.C > j.236C~D [2542 damage, 18 heat]

Corner

(3) j.C > 2B > 5B > 236C~6D > 2C > 5C > 2C(1) > 236B~214A > 5C > 2C(1) > 6C > j.C > jc.C > j.236C~D [3764 damage, 27 heat]

(2) throw > 236C~6D > 2C > 5C > j.BC >jc.BC > j.236C~D [3640 damage, 25 heat]

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It's kinda tight at first, but nothing that's impossible to get down consistently. Just press it a little bit before her teleport recovery ends and it should come out.

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What do you guys do when a max range 5B connects (or is blocked)? I've been doing 236C > 214B in normal mode and 236C > 6D > Stuff in gain art.

This doesn't leave me in a good position if they blocked the 5B in normal mode though. Most of the other stuff I tried whiffed.

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5B poke seems to be just that, a quick poke. Keeps your opponent honest but not much else. Not a lot of combo applications from that distance outside of GA (and even then, you're just going into standard GA procedure).

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Oh it may be a bit tougher, but I came up with a way to get 6 stars from a throw midscreen.

Throw > 214B > 236B > 214A > 2B > 623B > 214B > 623B

DMG: 2646, Heat:19, Stars: 6

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5B 6C is a pretty good way to poke people who are just blocking. Gives you lots of nice options:

1) Autopilot into 236A, + on block and gets you stocks on hit. If you get a crouching FC you can 5B 6C 236B etc. for a full combo.

2) Autopilot into 236B~A. + on block and if you get a fatal with 6C you can do 5B 5C 236B for a full combo.

3) Confirm into 236B for a combo. Kind of hard to hit consistently but you can always teleport to make it sorta safe if you screw it up.

5B 6C is also a frametrap for mashing and jump-outs and you can teleport to bait out reversals as well. Because of the body invul midway through it'll even beat out of some reversals just by chaining it.

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I've played around with her corner GA oki for a bit. The only thing I couldn't do is finding something reliable against jump happy people. :/

6B oki

You can end combos in 2C(1) > 6B for less stock and less damage but with some good setups.

Example:

(1) j.C > 2B > 5B > 236C~6D > 2C > 5C > 2C(1) > 236B~214A > 5C > 2C(1) > 6B (deals 3394 damage)

-If they emergency tech, you can go for a lot of things since you'll be right in front of them.

  • j.C
  • 2B
  • empty dash 2B
  • throw
  • if they respect you a lot, backdash j.236D

-If they don't tech, you can pick them up with 2A* > 5C > 623C~D.

-If they try to roll, 2A* will pick them up and you can go for a short combo ending in strike fall.

-If they like to delay their tech, backdash j.236D. If they try to roll out they still get hit by j.236D although they can block. Can be easily jumped out.

Haven't found anything useful if they try to jump out, if anyone knows something that'd be great.

*You can also pick up with 5C leading into a much stronger combo if they try to roll, but it's also harder to confirm and can be risky if they delay their tech and your 5C whiffs.

Post strike fall

While not as strong as 6B oki, she still has some good options.

After strike fall, hold up so you'll jump as soon as you land. Fall down and press j.C.

-If they try to roll out, you will pick them up with j.C, combo into 5C. Be prepared to switch sides with your opponent.

-If you know a DP is coming, just land and block. Your j.C will whiff but you'll also block their DP. I've only tested it against ID, but it should work against everything if not even Ragna can hit us.

-If they emergency tech, j.C will hit them, continue pressure afterwards.

-If they delay the tech, there is a good chance you'll pick them up with j.C.

Random stuff: you can link 5A after GA 2C.

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Sakaku you can stick GA 2C in after a midscreen throw.

I don't know if landing 2C lets us do anything special but here's what I came up with.

(1) throw > 214B > 2C > 5B > 5C > sj.BC > jc.BC > j.236C~D [3368 damage, 24 heat] (It's your combo with 2C lol)

I also haven't tested landing 2C out against the whole crew either. Might be harder against fatties.

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Nice, an Izayoi Combo thread! Time to read and gain some combo knowledge! :yaaay:

I have played Izayoi with my friends for 2 days, and I plan to main her.

Any tips on how to do(Gain Art):

-236236c ender, after j.236C~D?

-5A 5C relaunch, after j.236C~D?

I am very incosistent in connecting those combos.

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Awesome find, gonna test if we can chunk out even more damage or end with 6B oki later, not sure if it's worth anything though.

@D i X: It depends on the opponents height. Generally speaking, the higher, the better. If they are too low you won't be able to link 5A/cancel into super early enough. You can readjust your hight with j.236C~214D > j.C > j.236C~D. It costs you one more stock though, and if the combo is going on for too long you wont be able to connect the last strike fall after you've connected your 5A > 5C. Generally speaking, if your combo is long, you want to end in 5A > 5C > 623C~D instead of an air series into j.236C~D.

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Ohhh. Thanks for the info. Gonna try it out later when I go to my friends' place.

(counterhit) 623B 214B dash 5B 623B is very fun to do.

I also love comboing her astral. It's so easy and sexy. :cool:

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Corner to corner throw combo in GA:

Throw > 214B > 236C~6D > 214B > 5C > JC > j.B > j.C > dj.B >dj.C > dj.236C~D (3260 Damage / -2 Stocks)

Midscreen Stock Gaining Combo (works on most characters):

5B > 5C > 236B~214A > 2A > 5C > SJC > j.B > j.A > j.A > j.C > 5A > 5C > 623B~214B > 623C (3000 Damage / +6 Stocks)

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