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Velvien

[CP] Izayoi vs Kokonoe

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Against the blackhole setup, if the Kokonoe doesn't use the 22B (lightning rod) setup, Izayoi can roll and run out in normal mode. In GA mode, you're screwed, because her dash doesn't get out of the blackhole after a roll.

If the Kokonoe uses the 22B setup, there's nothing you can do. The best thing to do in this case is to tech on frame 8 of the emergency tech window and then immediately backdash. This will reduce the amount of lightning you get hit by (the lowest I got to was 2 hits, which reduces it by 1045 damage) while still applying the lightning's proration to the rest of the black hole combo, which should reduce the damage by a further 1k or so. So instead of 7.5k, you'll only take 5.5-6k in damage. Not really great, but it at least reduces the amount of pain there is.

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This is coming from a Kokonoe players perspective

Pros

5B outranges everything except for 3C and you get a nice confirm off of it even from max range.

Cons

Kokonoe doesn't have to really be afraid of your pressure even in GA mode due to her godlike 6A and correctly done Teleports

Your only reversal is DP sword, which pushes her away on block and is confirm-able on hit, though. Giving Kokonoe more distance isn't that great for you since 6D > Fireball happens.

She has her UB setup and you have no way to get out of it if it's done right. Do what Tari said in the post above and reduce the damage you'd take. It's your best option.

Details

Your main issue here is that you can't properly disrupt Kokonoe's neutral. You'll notice that a lot of Koko's bad MU's come from a character that doesn't give a fuck about her neutral game. You on the other hand have to give fucks about it. She can also just runaway from you. She doesn't have much to be afraid of her.

Neutral/Fullscreen

Your Neutral options are normally Sonic Saber x N to build stocks, or just trying to get that hit in to build stocks.

Kokonoe's plan here should be to get a 6D behind you. That way even if she is in GA, she'll be slowed down as she'll be pulled back. won't even have to deal with those pesky 66C overheads. She can also drop down a 22B. When this happens, you have to think about how you approach her. If there's a 6D behind you, depending on what you do, she can just teleport behind you and have you run into the 22B on the other side of the screen.

To give a decent example, You're both fullscreen, 6D on you and 22B in front of Kokonoe.

You try to I-no dash forward to get in, Kokonoe reacts and teleports to the 6D, you get hit/block the 22B.

Seeing you get hit/block, Kokonoe does 6D > Fireball > Liar/22B and you're put in the same situation again where you either have to deal with mix-up or think about approach all over again.

Run into 22B head on and you're eating 4k+

Your teleports can be mashed on without any coverage to make it safe, so be careful about that.

Midrange- A.k.a 5B Range

Poke this bitch in the face. The only thing she has that's longer than your 5B is 3C.

Confirm this into a combo, push her in the corner and try your best to keep her there and bait bad teleports.

You can technically outspace her at this range as long as you're solid with your spacing and put that 5B in her mouth and confirm into the moneyshot.

Close Range

If you're not combo'ing her or she's not combo'ing you, you're probably blocking.

You don't want to be blocking. Blocking Kokonoe is bad. Even more so if your let her get your blocking a fireball with Graviton, because then it becomes guessing time and that's not what you want.

Even if you get her to block, you're going to push yourself out with your strings. Which is kinda okay as long as you keep her within range of your 5B.

If you're in GA, your pressure gets better. But if you like to do double overheads (66C x N) know that if she IB's the first 66C, she can get a free CH 6A for you trying it again. That's 4K with a proper confirm.

Another example is if you like doing something like Non-GA 6C cancelled into 236A in strings.

IB'd into Liar you'll get punished by 5A/5B into her Oki

An IB'd 236C can also be punished by 5B.

But these are just examples, it's all about mixing up your options.

Ratio

Throwing this 6-4 Kokonoe's favor.

She can fucked with neutral whereas you can't mess with hers that well.

You don't have a legit escape for the UB

Once you get locked down, it's not your turn.

Fullscreen it ain't your turn, outside of 5B range, it ain't your turn.

She can run away from you and she can get in and kill you.

You can take this with a grain of salt since it's coming from personal experience as I've been fighting an Izayoi since release.

If there's anything wrong or you have comments on feel free to correct me.

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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.

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The link that Tari has a couple of posts up shows some things Izayoi can do to avoid it Midscreen and corner.

Oh, I didn't see the corner ones, good shit.

Lol @ Terumi's 6C trade setup btw.

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