YukiBlue Posted March 21, 2013 Posted March 21, 2013 BB links ain't shit. And in Europe the connection feels like I'm playing offline at times Sent from my iPhone using Tapatalk
zeth07 Posted March 22, 2013 Author Posted March 22, 2013 Was watching some videos to update the thread and thought I'd post some funny moments I saw for once: http://youtu.be/YnwirYa4SMA?t=4m31s http://youtu.be/YnwirYa4SMA?t=7m28s also this godlike bait: http://youtu.be/YnwirYa4SMA?t=11m7s Not going to post an actual video update since there's only a handful of Azrael videos since the last update.
Dreize Posted March 24, 2013 Posted March 24, 2013 I may quite possibly be the only one thinking this, but Azrael's maniacal laugh is absolutely astounding. I've noticed that he only ever does it during his aerial back-dash (or at least, that's what I've witnessed from watching Azrael vs Valkenhayn footage). Such an interesting character.
AMB Bakery Posted March 24, 2013 Posted March 24, 2013 I think he's the most hilarious character BB has to offer. It'll take a lot to stop me from laughing obnoxiously during matches and just yelling "DISCO COMBO" whenever I land the disco combo. I really hope you can disco combo from throw with an upper weakpoint.
LionHeartx Posted March 24, 2013 Posted March 24, 2013 Yeah Azrael definitely does the manaical laugh justice. Him and Hazama. I find myself laughing for no reason when hes mopping the floor with the other person.
Starlight777 Posted March 24, 2013 Posted March 24, 2013 I usually start laughing when I see Blackhawk Stinger land. That move just looks so hilariously painful.
YukiBlue Posted March 24, 2013 Posted March 24, 2013 BHS sounds like it just snaps every single vertebrae in the victims spine. Awesome.
Lucalibur Posted March 24, 2013 Posted March 24, 2013 (edited) The OD version does the move EVEN MORE justice. Blow back is one thing, but that slide effect just adds a whole new level of massacre. Edit: http://youtu.be/WxC_3pd-qU8?t=1m43s So lower weakpoint J.2D on ground hit staggers. Huh. Edited March 24, 2013 by Lucalibur
AMB Bakery Posted March 24, 2013 Posted March 24, 2013 Well there you go. I think it's safe to say that more often than not if you land a counter-hit D move, you're going to get heavily rewarded if you can properly follow-up.
AMB Bakery Posted March 26, 2013 Posted March 26, 2013 I was re-reading the general overview thread to recall what we know about OD BHS. It mentions follow-ups after CH but what about Non-CH? Can it be RC'd into a combo? I ask this because the bbs knowledge you used in the overview thread described even a weak hit-confirm after the OD BHS yielded 9k damage. If perhaps there was a situation where you were sitting on really low health but full meter and had one weakpoint already applied, then there might be a way to use OD to create an unburstable unblockable set-up. I hope we see clever ways of doing this in the future. If it can be pulled off successfully, the comeback potential could be ludicrous.
YukiBlue Posted March 26, 2013 Posted March 26, 2013 I'm excited to see where Azrael will end up in a years time. Once everyone in the global community has had a chance to sit down and play, I wonder where Azrael will end up. Ryuusei said that Azrael was strong, Tier lists have been looking damn good. Are we're seeing amazing things from Japan. Expect SHITLOADS of Technology when Dustloop gets this game. I'm getting beyond aroused just thinking about it :lordknight:
Nokita Posted March 27, 2013 Posted March 27, 2013 I was re-reading the general overview thread to recall what we know about OD BHS. It mentions follow-ups after CH but what about Non-CH? Can it be RC'd into a combo? Seems like RC'ing it isn't even needed. 5B or 5BB or 5C>OD cancel>BHS>Step>6A>5B>2C>5C>TLC>5B>aerial Does about 6.4K for 50 meter with maximum OD gauge. 5C starter and a sentinel dump(623 C version) added before the 6A increases the damage to about 7.5K. A 5BB starter may not be able to finish the OD version of the aerial ender properly. Could be character specific. And before the mook arrives,here is the latest revision of azrael's frame data from the JP community. Start up Attack LV SD 5A 6 2 2A 9 3 +2 6A 20 4 -4 body attribute invincibility starts at frame 7 or 8. plus or even on block if spaced right 5B 9 3 5BB 13 4 +5 2B 12 3 -7 6B 12 ? -24 (without a dash cancel), head attribute invincibility starts at frame 4 5C 15 4 -3 5C 18 4 0 (max range) 2C 13 3 -3 head attribute invincibility starts at frame 9 6C 28 4 +2 (on standing) 6C 32 4 +6 (on crouch) 3C 15 4 -9 (point blank) 5D 21 4 -4 2D 15 4 -4 6D 26 5? -2 3D 25 5? -2 CT 31 Gustaf 13 +1 has at least 5 active frames Tiger 13 -4 Cobra 10 -6 Leo 10 -14 Sentinel 39 +12 1~9 GP Hornet 27 -19 Valiant 26 -26 Scud 18 BHS 6+4 or 3+3 Growler 11-37,frame 1-10 invincible
zeth07 Posted March 27, 2013 Author Posted March 27, 2013 Azrael info Thanks again for posting up info Nokita.
zeth07 Posted March 28, 2013 Author Posted March 28, 2013 Video of some of the things Unlimited Azrael has: http://youtu.be/A9Ro1haqaU0 -Much faster. (Faster attacks seem to make Valiant combos capable of doing more attacks in-between Valiant Charger dashes) -Has a new multi-hitting attack (looks like 5BB, goes into rushdown multi-hits). Hits overhead. -Has a new Distortion. The number "7" appears near the meters. Can't really tell what it actually does, can only speculate which seems kinda pointless to do lol. -Scud Punishment is permanently in effect, meaning all drive moves have their weakpoint properties by default. Possibly means 5C>BHS is automatically unblockable. SCP has enough hitstun to follow-up after. -OD BHS is used as the "default" version. Assuming SCP is also the OD version by default. -Growler possibly gains Phalanx Cannon just from landing it? Maybe even just DOING it.... -6C functions slightly different. -OD lasts a ridiculously long time no matter what health he's at. (Probably universal to all Unlimiteds anyway) That's what I've noticed at least.
Skye Posted March 28, 2013 Posted March 28, 2013 He has an all out attack. Azrael is just a bucket of GG and P4A referenced.
Yazumatto Posted March 28, 2013 Posted March 28, 2013 That aura around Azrael is giving me a headache, damn. That all-out-attack thing is hilarious though. I wonder if the other unlimited characters got anything new.
SoWL Posted March 28, 2013 Posted March 28, 2013 At the very least, Bullet got a new DD and a normal / follow-up.
AMB Bakery Posted March 28, 2013 Posted March 28, 2013 Why is 6C bandit revolver? Also Bullet's unlimited form is pretty funny because she can whiff-punish at almost any distance.
Yazumatto Posted March 28, 2013 Posted March 28, 2013 At the very least, Bullet got a new DD and a normal / follow-up. Yeah, I saw that lol. I like the explosiveness of her new powered-up moves. I was talking about the other not-new characters though. I'm assuming that a few characters need changes since some ODs replicate the old Unlimited modes. Unlim. Makoto could also whiff-punish from extreme distances with Machine Gun Blow. :3
zeth07 Posted April 1, 2013 Author Posted April 1, 2013 We now have Azrael frame data from the mook. I will be updating/posting info later tonight when I get a chance to go through it.
DragonLordZ Posted April 2, 2013 Posted April 2, 2013 http://www.youtube.com/watch?feature=player_detailpage&v=uUicsf_81BI#t=311s Sexual I REPEAT, SEXUAL, damage, and the combo left the corner whilst only using 25 meter, slap BHS on there and you break 7K easily. Azrael too stronk when played right!
zeth07 Posted April 2, 2013 Author Posted April 2, 2013 (edited) Basic Frame Data for Azrael has been added to the Wiki page: http://www.dustloop.com/wiki/index.php?title=Azrael_(BBCP) The Japanese players were pretty much accurate for a lot that was already given. Going to go back through and add some other stuff that I can figure out, but for the most part I have to wait until some of it is translated and for the staff to come up with what format they want to use. If anyone has questions about frame data stuff that isn't already answered by what's given feel free to ask me on here. Just keep in mind I do NOT know Japanese so I can't interpret everything properly. Notable stuff that's been discussed before and that people might ask: -Scud Punishment has invul. from frames 1-21, has 19 frames of startup (5+14), 3 active. OD stays the same. -Black Hawk Stinger apparently only has invul. on the 7th frame if I'm understanding it correctly. Startup is 7+4, 3 active. OD has invul from frames 7-13. -Growler has invul. from frames 1-11. Then 11-(53-117) has projectile guard point (absorb). 11 startup frames and 7 active. (For these 3 they have the same "symbol" for the invul. section, which is different to some other moves. I don't know if it means a specific invul. or full invul., so take that info with a grain of salt for now at least.) EDIT: -j.D and j.2D DO appear to be overheads if I'm reading it right. The Guard data listed for j.D and j.2D are the exact same as Valiant, which we've seen hit as an overhead. Hornet appears to in fact hit low, which is expected. Edited April 2, 2013 by zeth07
VonFox Posted April 2, 2013 Posted April 2, 2013 6A has the "repeat proration" comment twice. Valiant Crash says it's an overhead twice as well. BHS says it has no invul, and then goes on to say it has one frame of invul. Just a few weird bits I happened to see while reading through. So nice to have numbers now :D
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