MattyD315 Report post Posted December 4, 2015 sorry I meant cpex not cf. Thanks for the info tho. Just got done watching all skd I could find, so good bro, so good. I found it especially comical teaching biscuits how to use Jin lolol. Share this post Link to post Share on other sites
Sayuri Report post Posted December 14, 2015 Hey guys! New player here, having some troubles. I can't seem to get any attacks to go off consistently after a dash, for example 214B->2A or any type of combo like that. It always seems to work 50% of the time, is it just my execution which is slow or is there a trick to this that I'm not getting? Share this post Link to post Share on other sites
Trace_L Report post Posted December 15, 2015 I assume you are referring to the teleport (214B) not a dash (66). Most likely you just need to keep practicing to get the timing down. When you use a teleport like 214B, you have only so many buffer frames in which you can input the move to get it to come out. I don't recall the exact number, I think it changed in CPEx. One thing you may want to keep in mind is your starter. If you are trying to do 214B -> 2C off of a short starter like 5A or 2A it won't work and I think if you go for 2B after a short starter you need to cancel on the earliest frames, both the teleport and the attack. Share this post Link to post Share on other sites
Sayuri Report post Posted December 15, 2015 Alright, will keep working at it, thanks! Share this post Link to post Share on other sites
JYaham95 Report post Posted December 28, 2015 Hi! I'm new to Blazblue and I want to pick up Izayoi but I've been told and seen in almost every tier list that she is always always bottom tier and that she has "Poor linear movement" I'm by no means playing a character for thier tier, but I'm rather scared to play a character that is going to get beaten out by almost every other member of the cast. Now, I'm not sure if she's changed in Extend compared to the original version but that's my main concern. Share this post Link to post Share on other sites
RurouniLoneWolf Report post Posted December 28, 2015 Well, you can go ahead and stop worrying because in CP Extend she's a very strong character and is already looking to be the same in CF. That's not to say that she was weak in 1.1. She actually got a lot of nice improvements from CP 1.0 -> 1.1. Share this post Link to post Share on other sites
Citadel19 Report post Posted December 30, 2015 I just caught up with this forum, I'm interested in learning more about this character and all that comes with that. I couldn't find anyone responding to analyzing a video that SKD referenced. Where was that video and if there was a breakdown/analysis of it, where would that discussion be? On 7/31/2015 at 11:47 PM, skd said: I do agree, bickering over where to place stuff is kind of silly and is definitely not the look i want to give off! We can pull match videos from where we always did. Youtube (Jourdal) nico, or (my prayers have been answered) this pretty intuitive database, despite being in japanese. http://horibuna.web.fc2.com/BBCP/index.html Izayoi in particular has videos here, and theyre all very much up to date, i will be linking this in the OP of that thread. http://horibuna.web.fc2.com/BBCP/BBCP_IZ.html on that note, would anyone like to take a crack at breaking down the match listed in this post? http://www.dustloop.com/forums/index.php/topic/11074-cpex-izayoi-video-posting-analysis-discussion-thread/?p=928867 this whole thing is useless if im the only one doing all the analysis, i dont really need the help ;_; Share this post Link to post Share on other sites
Citadel19 Report post Posted December 30, 2015 Nevermind, I found it! Share this post Link to post Share on other sites
RoanYagyu Report post Posted April 19, 2016 So a few cf things I have found that I don't really see posted GA 2c and 6c have become fatal counters (so four fatal counters in GA and 2 in NM woooo) 2b p2 is now the same as 2a (did 5b 2b 5c and 5b RC 2a 5c took the dmg from the combo before 5c and after did some subtraction number is the same for both I think that's an OK way to check maybe?) 6a >5b/5c/2c gatlings added for both normal and GA 2b in combos is really sad times Sent from my Nexus 5X using Tapatalk Share this post Link to post Share on other sites
RoanYagyu Report post Posted April 19, 2016 So a few cf things I have found that I don't really see posted GA 2c and 6c have become fatal counters (so four fatal counters in GA and 2 in NM woooo) 2b p2 is now the same as 2a (did 5b 2b 5c and 5b RC 2a 5c took the dmg from the combo before 5c and after did some subtraction number is the same for both I think that's an OK way to check maybe?) 6a >5b/5c/2c gatlings added for both normal and GA 2b in combos is really sad times Share this post Link to post Share on other sites
RoanYagyu Report post Posted April 19, 2016 Double post sorry Share this post Link to post Share on other sites
SixWingedAngel Report post Posted April 19, 2016 That 2b nerf is gonna hurt. Is there any reason for using 6a in this one? The 2c/6c FC properties sound sweet though, thanks for the info! Share this post Link to post Share on other sites
C0R Report post Posted April 19, 2016 7 hours ago, SixWingedAngel said: That 2b nerf is gonna hurt The shorter resulting combo does about the same damage as CPEX due to the twiddling of the damage #'s As for 6a, it's big, and is also jump cancelable, so in hit confirming situations it's going to give you more options then 5b (not jump cancelable/less chains), and more range in spacings where things like 2a tip > 5c would whiff. Losing the reverse prorate/combo segment, but gaining a 'real' utility normal, I find the new version more practical. Share this post Link to post Share on other sites
Cirno Report post Posted May 20, 2016 so good bro, so good Share this post Link to post Share on other sites
RurouniLoneWolf Report post Posted May 20, 2016 I've taken the liberty of adding this data to her frame data page on the wiki. Thanks for the info ^,^ Share this post Link to post Share on other sites
skd Report post Posted May 21, 2016 (edited) turns out i took that data from midrange spacing, but all of the crossup teleports can actually happen slightly faster given certain spacings, with variance of three frames (this because she doesn't literally teleport, she just travels quickly while invisible + invuln lol) I edited them with the ranges of the crossup frames, A teleport is actually 18-20, B is 21-23, D is 17-19(!) Because the left/right autoguard window is 3f, looking the reappearances, you can actually have literally invisible crossups on frame 20 of D teleport, or frame 21 of A teleport. The reappearance on A teleport likely also has variance depending on range, but in the opposite direction, making the gap tighter. I haven't explicitly tested THAT, but i'd make a very educated guess that the second reorient for A teleport on the earliest crossup is 27f, 26f for a turn on frame 19, and frame 25 for frame 20 crossup, changing the crossup span to 10f, 8f, and 6f. Considering left/right autoguard, you have a 3 frame window to actually make a projectile connect crossup at a minimum, and overshooting it ends up putting them back in autoguard. Either way, none of this seriously matters until CF so :< Edited May 21, 2016 by skd Share this post Link to post Share on other sites
Godsh0t Report post Posted July 31, 2016 On 5/21/2016 at 11:46 AM, skd said: turns out i took that data from midrange spacing, but all of the crossup teleports can actually happen slightly faster given certain spacings, with variance of three frames (this because she doesn't literally teleport, she just travels quickly while invisible + invuln lol) I edited them with the ranges of the crossup frames, A teleport is actually 18-20, B is 21-23, D is 17-19(!) Because the left/right autoguard window is 3f, looking the reappearances, you can actually have literally invisible crossups on frame 20 of D teleport, or frame 21 of A teleport. The reappearance on A teleport likely also has variance depending on range, but in the opposite direction, making the gap tighter. I haven't explicitly tested THAT, but i'd make a very educated guess that the second reorient for A teleport on the earliest crossup is 27f, 26f for a turn on frame 19, and frame 25 for frame 20 crossup, changing the crossup span to 10f, 8f, and 6f. Considering left/right autoguard, you have a 3 frame window to actually make a projectile connect crossup at a minimum, and overshooting it ends up putting them back in autoguard. Either way, none of this seriously matters until CF so :< thank u for this Share this post Link to post Share on other sites
hentaiboys Report post Posted November 8, 2016 So what exactly are Izayoi's changes in CF? Are there any good write-ups for her yet? Share this post Link to post Share on other sites
Damanye Report post Posted November 9, 2016 I'm surprised we don't have a discord server yet Share this post Link to post Share on other sites
hentaiboys Report post Posted November 10, 2016 I just found it. The link to it is in a pinned post on the Blazblue Reddit, and Izayoi's there, even though the description says otherwise. Share this post Link to post Share on other sites