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toanenadiz

[CP] Nu vs Izayoi

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The Neutral Game

Long Range: Your Tools vs Her Tools

Medium Range: Your Tools vs Her Tools

Close Quarters: Your Tools vs Her Tools

Offense

Your Offense:

Her Offense:

Defense

Your Defense:

Her Defense:

Frame Data: Advantageous, Disadvantageous, and Punishable Moves

Neutral/Advantageous Moves:

Disadvantageous Moves:

Punishable Moves:

Gimmicks and Resets

Match Summary

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Before I begin, let me say that the information presented in this may not be completely reliable and is based solely on mere observation alone. Now, without further adieu:

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Overview:

Izayoi is a high momentum, Rush-down/Zoning(?)/Mode changing character with quite a few Teleports (Mirage Thruster), movement options (Gain Art-Mode, and DPs (The Crusade Seraphim Series and Aegis Blade).

Her Drive, "Scarlet Justice," allows her to shift from her normal form into Gain Art-Mode, which gives her access to faster and farther reaching teleports, better zoning, and makes her an overall stronger opponent to fight.

Our disadvantage:

Gain Art-Mode in general: Izayoi really only has one thing against us, and that's Gain Art Mode, which is a buffed up version of her normal mode with better Zoning, Rush-down, and movement. These buffs turn an (honestly) easy match up into a complete headache. Justice Phorizer in both forms can prove to be quite annoying, since it's actually a considerably good DP that has a TON of horizontal range and could (In Gain Art-Mode) reach us from 3/4s of the screen away.

Her Movement options and Teleports: This is the true danger of Izayoi, what she lacks in any threatening long-ranged options, she more than makes up for with her ability to close in on us VERY quickly and completely ignore our Drive by simply flying over it or Teleporting behind us while we're recovering. Even worse is that she can Teleport directly after using Sonic Saber, meaning that she not only can get in on us, but potentially do it safely without us even having to make a move.

Slaver Trans Am: With this Distortion Drive, Izayoi gains two small bots that attack freely of her after she initiates an attack. This gives her a variety of new tools in even stronger Mix-Up, Tighter and longer Block-Strings, and might even be able to frame-Trap when using this move. Basically, she gains Relius levels of Lock-Down potential without the worry of Ignis being overused.

Our Advantages:

Her lack of any reliable projectile: Izayoi's projectile, Sonic Saber, is FAR out classed by our 5D, 6D, and 2D Drive attacks. It's quite slow, if it comes into contact with our any of our Drive attacks it's either canceled out or pierced through and leaves Izayoi completely vulnerable to a Drive follow up and combo.

Her complete dependency on Gain Art-Mode: Without Gain Art Mode, Izayoi isn't much of a challenge. Her normal Air-dash is nothing too impressive, her overall speed is average at best, and as stated above, she poses a very small threat to us at full screen. Also, her gaining Stocks is completely dependent on whether or not she can get a hit in, so with that in mind, outside of Gain Arts Mode, this battle is in our favor.

My personal thoughts and advice:

This match up is like fighting a mixture of Jin and Aigis in that she has a similar projectile to Jin's along with many DPs, and on the other hand she also changes into a buffed up version of her normal mode that gives her access to new/stronger versions of her Specials and Distortions Drives like Aigis. The best thing to do against her is to keep her out of Gain Art-Mode as much as possible and zone her from as far away as you can. If she does somehow enter Gain Art-Mode then just be wary of her Teleports and Air-Dash.

Recommended Form and other advice:

I'd recommend using Dia Forma for most of this fight, since Gravity Seed can be used more often to Slow her approach while you zone her from a safe distance, and it also has access to Act Parser which can be used to get out of undesirable situations and cross her up when an opportunity presents itself. Though, if you manage it catch her in the corner then you could change to Luna Forma for stronger corner combos and Okizemes, just watch out for her DPs when attacking her at close range and you should be fine.

__________________

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Normal mode Izayoi

At start of the round Nu's backdash beats most of her options (5b>beta(236c), beta(236c), alpha(623b), gamma(236b)) - all except sonic sabre (which will hit Nu in backdash recovery and give Izayoi 2 charges). Jump back attempts are unsafe without air barrier (you can get hit by 623b). Safest way probably is jump back barrier, in worst case you give her only 1 charge.

At long range 214d~c id not safe, sonic sabre may be faster than it. Simpe 214d is fine, though, 2 projectiles elminate each other. Not sure if you can just 5D her sonics... 236d goes under them and may hit (like against Jin's ice arrows) except that sonic's recovery is much faster! Need to test that. If you block sonic, you give her 1 charge. Once she gets 4-6 of them, she may go into GA and that may be the end of the round for you. Probably neutral jump to avoid sonic is better than air dash forward j2DD (you may land on her alpha (623b)).

Her forward teleport in normal mode is scary too. She can get very close, but even then in normal mode she's not very scary (no overheads). Just break throws and don't silly jump back (you can get hit by alpha, she can bait your jump out attempts, especially in corner). Also she has many frame gaps that catch jump out attempts in strings like 5b>6c>sonic, 5b>beta, 5b>gamma, so don't just hold 7 in block. Backdash may work better there...

As I think, it's hard for Izayoi to get charges for GA mode in this matchup, but we can not completely prevent her from it. She most probably *will* get her charges and go ito GA every round. so...

About GA mode... 5c can (fatally) hit her silly hover dash~jC towards you from far distance, that's what I've noticed. But in general, once she's in GA (with many charges) - we suck. It's very hard to bait her D-teleports, even if you know the setups for them (example, ground/air sonic > Dteleport). It's hard to hit her by drives and by wheel. You cannot do 214d, especially 214d~c, because she'll teleport behind you.

Her mobility in GA (except teleports) is limited to hover dash/air dashes, this may be the key to zone her (again, except teleports!) maybe we should use 6D/2D more?

You may not be afraid of getting hit by random sonic any more, since it doesn't give ger more charges in GA

That's what I think personally, I still don't know effective strategy to fight against Izayoi :( so any advices (especially about GA mode) will be helpful!

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Small addition about Izayoi being in GA mode: her mobility in that mode is limited to hover dashes, or hover dash+air dash combined, or teleports.

If she is in GA mode and standing on the ground at mid/far range, 6D beats all of her movement except teleports. Keep an eye at her charges, if she has at least 2 of them - she can teleport behind you. But then it will be her last teleport. :) If you jump a lot, her D-teleport will be useless. In general, she will want to make her D-teleport safe with sonic saber (projectile). So you can't mash normals to hit Izayoi after teleport (you'll get sonic hit). If you block sonic, then she can safely teleport behind and start mixup. So, if you see incoming sonic, you jump, and sonic whiffs, and teleport is useless.

Also about her mixups in GA close range, it is usually 66C - land 2B - 66C - land 2B (overhead-low). OR, 66C - 66C (2 overheads). Also she can bait you jump out attempts in GA by doing hover 66 > air throw. Be aware of it :)

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