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Posts posted by Justice7541
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5C and 214X also go over sweep if the Marge thinks she's being clever by mashing sweep at fullscreen. Just get Koro off the ground and IAD or roll the sweep and punish.
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Do we really need one?
Also did SKD ever say anything about whether air finer cancel is a thing or if it's viable?
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I'm not sure what being the best NA Izayoi player (maybe even JP since he beat Dogura and Dora) has to do with forum moderation and organization? It's not even an issue of teaching or not.
It's not like I personally ever go to video threads (or watch videos, period) but I'm also not sure trying to break videos down by matchup is going to be any better. Not all videos are cleanly edited one-shot "Izayoi vs. X" stuff.
Worst case scenario you leave the video dump thread up and go in and organize it from time to time. I don't think it'll make a huge difference either way and it'll probably be less work overall. -
There isn't. There's a LINE group I think but I don't see how starting a Skype group could hurt.
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Air Finer Cancel? We Johnny now?
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You can actually auto-stance cancel any stance move by holding A. You'll get RC if you use the A+B+C macro if you try to do in the middle of a string but 236[A+C] works just fine. You can also do 623[A+B] for a stance cancel if you're super lazy like me, although I think it's slightly slower than 236C cancel?
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That usually doesn't work. Do 5B 5C sj.BC j.C j.236C~D instead, then it should link universally. Note that this won't work if you have more than 3 normals before the 236C so omit the 2B or 6A if you plan to end with Phorizer.I'm trying on j.C > 2B > 5B > (6A) > 236C > 6D > 2C(2) > 5C > 2C(1) > 6C > 623C > 5C > j.BC > dj.C > skyfall > DD
I've landed it once or twice, but couldn't do it again ever. On Jin, training mode.
If it's pixel/character/timing specific (as i believe), it's really gay.
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What combo are you referring to? You may be hitting Strike Fall a bit too late so the opponent isn't at max height after being hit.what did they do to skyfall > phorizer? Sometimes it will link, sometimes it will whiff, on the same combo, with the same timing.
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Basically imagine playing Xrd online but with twice as much delay and even smaller buffers and FRCs and shit and you've got a pretty good idea of the +R experience.
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I would also love to know this. Before it only showed people's connection to host but now it doesn't even show that it seems.
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Here-a comes Daredevil?I just hope Arcsys finally adds an "A" to HERE COMES DAREDEVIL! It's a little thing, but it bugs me every time. The Marvel character is not going to show up, now matter how much you call for him.
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You have to Strike Fall from high enough to get the frame advantage you need to link Phorizer cancel. IIRC it always works off whatever > j.BC dj.BC, if that doesn't combo due to proration you can do 5B 5C sj.BC dj.C instead if the combo allows for it. So if you're just trying to do 5C normal jump j.BC dj.C Noir > Strike Fall > Phorizer, that doesn't work.Hello! New izayoi player here, and I have 2 questions:
I can't get justice pholizer at the end of the combos, is there an specific timing to do it?
how do you do valkyrie astrea without doing crusade seraphim? like in the first variant of j.C roll punishes
Instant Astraea is just doing 6D during 236C startup. You can just do 236C+D actually I think although a plink is probably safer so you don't accidentally do 236D.
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From quick testing, I'm getting Izayoi's 2B to punish Ragna's 6B on IB, but not her 5B. Same result from regularly blocking Noel's d.6B in overdrive.
That puts her 2B at 9 frames and her 5B at 10 frames, unless the frame data on both of the other moves I tested changed. And either way, 2B is definitely faster than 5B.
Yeah, I just tested it myself. 2B also links on standing FC 2C whereas 5B doesn't, so it's faster than 5B, It's slower than 2A (doesn't link off non-FC crouching whereas 2A does) so 9f sounds correct.
Someone on IRC also did this so it mostly checks out.
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Yeah I dunno, it certainly feels a lot faster than before though.This might just be a height difference, though.
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Does anyone know exactly how fast 2B and teleports are now? I'm guessing 12f for 2B according to wiki is just a copy-paste from 1.1 since it definitely feels a lot faster than that now. Combos off Astraea teleport when 5B doesn't etc.
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Not like I actually played the JP versions so I can't say for sure, but I heard those were issues unique to the localization.That looks like an issue with the programmers not the localization. Is probably GUST fault.
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K-T released a version of Atelier Shallie where you literally couldn't level up past 30 because the game crashed if you tried to open the Growth menu. Pretty sure it was a localization issue because it didn't happen on the JP version. In fact IIRC some guys on CFW actually fixed the bug by putting some JP files back into the US release. And Ar Nosurge managed to botch the localization so badly they actually gave NPC dialogue to the wrong NPCs like 95% of the time. You'd talk to some kid standing next to his mom and he'd start talking about his son, then you'd talk to the mom and she'd start talking like she was the guard on the other side of the zone.
Hopefully in K-T takes over Xrd for Europe they'll just be handling publishing and not localization.
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For some reason I am incredibly tired today so this might make even less sense than my usual posts do, but IIRC Izayoi lost a bunch of her gimmickier mixup tools like TK Noir (14f overhead in NM), NM 3C jump cancel, 0f dash 5C, and Phorizer/Trans-Am are both nerfed in terms of mixup ability (slower Trans-Am hits, no teleport on whiff/block for Phorizer). Stuff like that. She seems to get along just fine without most of this stuff for the most part in 2.0 but nerfs to specific things are still nerfs even if they're compensated by buffs to other things.i think people missed the point. she's more complex this time around at a skin deep level, but the dynamic parts of her play are pretty much removed. She's easier in a meta way, but not necessarily easier in terms of character depth. There is more knowledge to utilize, less impact of that knowledge, yeah?
essentially, there are like a TON more character specific combos. In terms of optimization, your resource gain is more inconsistent. Corner carry and sideswap routes are similarly inconsistent, but exist. You need to know like, metaphorically, 100 combos for a situation where previously you'd need to know half of that. This comes up in neutral too, where there are more tools, and as such more conclusions to come to as to how to best use those tools, but in actuality the ways you use the tools are very one dimensional.
The emphasis on the player interaction was not "the choice of what you want to do is clear, but do you know that combo/this situation well enough?" and rather "what do you want to do?" where the decision making was definitely a much deeper, more involved process and produced tangible results.
you cannot tell me that isnt a regression in design. Nobody wants to be tested by simply regurgitating 50 thousand things vs dynamic implementation. To be fair, if it was like that without the removal of that type of play, things would be perfectly fine. But you shouldnt ever sacrifice that for "this kind" of complexity.
do you think, i, as a competitive player am not ok with this version of the character? shes really strong, i'd prefer this version in terms of performance. if you made me pick which one to stick with, i'd pick EX in a heartbeat. do i care about being special? come the fuck onnnn. but i am voicing a very valid complaint about how enjoyment of the character is diminished. as my friend concisely put it "im not going to have as much fun fucking you up, and here's why". dont misconstrue this as me being petty or immature.
on topic, i have a ton of tech so far but i really need the time to post it up. ill be done with finals after this week, so next weekend should be ballerrrr. Can finally get around to the combo thread and stuff, sorry about the wait, but i've seriously got some good shit on the way!
tbh, i think she is 100% better in all regards, lmao.
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I think he means just doing j.4H instead of trying to j.6S+H and accidentally getting 956 for an IAD. Less damage if they don't burst but less misinput prone I guess?
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It's not like she's 100% better in all regards, she has better fundamental tools but lost a lot of random gimmicks that may or may not have been useful in any given matchup.
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Has anyone confirmed whether 236B is still any slower than 236C? I'm just asking because it would be good to know which version to cook for stance cancel. I've been cooking B by default because that way I still get a random surprise low if I sometimes mess up the input, because I'm bad at games etc., but if 236C is faster obviously that should be the default still.
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I can't say for BBCPE specifically but usually the HK and JP versions are the same, with maybe a CN language option on the HK version.
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Are there so few people playing online atm or am I looking in the wrong places? All the lobbies seem to be predominantly JP players.
[CPEX] Izayoi General / Q&A - "DO IT FOR HER"
in Izayoi
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So from what I can see, the major changes are:
- 6B now special-cancelable (I assume it can go into A Saber as well)
- 6A doesn't force crouch anymore and can't be gatlinged into
- Noir Edge is gone, replaced with air Crusades
- Astraea floats much higher on hit
- NM 3C has a slide forward like NM 5C
- D Saber is now 3x small sabers (5 in OD) instead of one big one
- j.B is now a big horizontal kick instead of whatever the current j.B is supposed to be
- Can't go straight into Astraea without Crusade (?)
- The usual frame and proration changes
Did I miss anything major? Cause it sounds like her neutral game and options got a ton of buffs if true, even if her combo damage might have gone down a bit. I'm interested to see how this goes down lol.
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