BladeOfJustice7 Posted June 5, 2013 Posted June 5, 2013 Wow I can't believe Sentinel Dump is considered a projectile. -__- http://www.youtube.com/watch?feature=player_detailpage&v=IRt-aexWOmg#t=497s
Yazumatto Posted June 5, 2013 Posted June 5, 2013 Azrael is pretty chill in that story mode portrait. And you should know that Azrael gives no fucks about Yukikaze. That is pretty interesting to see though.
BladeOfJustice7 Posted June 5, 2013 Posted June 5, 2013 Could Sentinel Dump be a counter bait btw? I'm not exactly sure of the recovery but if Azrael can escape the newly improved Yukikaze then he must recover fairly quickly at least. Also Azrael is always indifferent in terms of his mood unless someone strong is around. You could see it in how he interacts with the other cast members.
Yazumatto Posted June 5, 2013 Posted June 5, 2013 Well, that and he's in what looks like a freezer in that shot. I'm not entirely sure "dumping" on your opponent's wakeup is a good idea. If you whiff, I'm sure the opponent can punish. It's supposedly + on block though so there's that. Yukikaze has surprisingly long startup before the actual attack hits if you aren't caught in the counter-freeze.
BladeOfJustice7 Posted June 5, 2013 Posted June 5, 2013 The startup of Yukikaze has been significantly reduced in CP, to the point where you can punish nu's 5d pretty easily along with Mu's projectile ball thingy.
Yazumatto Posted June 5, 2013 Posted June 5, 2013 Huh... so it is. Awesome. So the dump recovered in time for Azrael to jump away. Why is this move so good? D:
zeth07 Posted June 5, 2013 Author Posted June 5, 2013 Could Sentinel Dump be a counter bait btw? I'm not exactly sure of the recovery but if Azrael can escape the newly improved Yukikaze then he must recover fairly quickly at least. I'm not entirely sure "dumping" on your opponent's wakeup is a good idea. If you whiff, I'm sure the opponent can punish. It's supposedly + on block though so there's that. Yukikaze has surprisingly long startup before the actual attack hits if you aren't caught in the counter-freeze. Most notably in the corner doing Sentinel on the opponents wakeup isn't a bad option at all, it is still timing dependent but for the most part it covers a lot of options. Most notably it stops them from trying to roll, since even if they roll forward it hits on both sides. If they don't tech, you more or less get a free combo, so in a sense they are almost forced to just neutral tech. Of course if they just tech+block, it is hugely plus so you can go into your pressure/mixup. I would also assume it would give you a CH under most circumstances if the opponent tries to do anything since it should be done as a meaty (as much of a meaty can be in BB's tech system). Unless they have enough time to tech+mash numerous buttons to get passed Sentinel's GP and hit him out of it. It's hard to give a definitive answer for obvious reasons, so all we can do is go by the random video examples we get from time to time and be able to say "oh look it beats this, or it loses to that".
zeth07 Posted June 6, 2013 Author Posted June 6, 2013 After checking out the combo video posted the other day I came across OEE's blog which seems to have a lot of information about Azrael at least from their personal experience. Unfortunately I don't know Japanese and because the information is relatively large in terms of text/content, Google Translate does not help out all from a broad perspective so a lot of it is just lost in translation using that method. However, there was one post in particular that seemed like it would be way more important than the others since it appeared to be information regarding the mook data and how Azrael's moves actually work. Going by the mook data alone makes it seem like Azrael doesn't require the use of "links" as much as previously stated when we were first getting information about him. However, the mook seems to lack actual "timing" information regarding the moves that isn't readily apparent just by looking at it. This means while he might not be as dependent upon "links" in the strict definition of the meaning, it seems he does have a bit of "delayed gatlings" or something of the sort that would give almost the same feeling of "links" as you would expect. Since this information is probably pretty damn important to learning the character I thought it would be good to actually get it properly translated by someone instead of trying to wing it and interpret it on my own through Google Translate. I asked hakimiru to translate the information and they were nice enough (as always) to help out and translate the entry as best as possible. HUGE THANKS to hakimiru for translating the info, I really can't say it enough as they have always helped with translations whenever I asked about Azrael stuff. [Collapse=] <The blogger was somewhat disappointed in the lack of revolver-action timing data and hitbox data in the mook, and decided to do his own research. There may be some inaccuracies, but he's done his best to draw his conclusions from verifiable data.> - 5A RA at 15F~ (The last 3 active frames are when he raises his fist) Compared to its startup, RA timing is on the slow side and just barely goes into 5B. Hitstun itself is rather long, allowing connections into Scud, etc on crouching hits. - 2A RA at 12F~ RA timing is on the fast side. Blockstun is the same as a Lv2 attack. 2A->5D is a pretty underhanded overhead, but it's somewhat counterable with A attacks. - 5B RA at 16F~ (Hitbox expands downwards for latter half of active frames, 2F~)(B followup usable even on whiff) Long active frames and large hitbox, which expands downwards in the latter half of the move. The expanded hitbox hits downed Rachels and Tagers, and allows for a 5B->6A connection. However, the RA timing is rather slow for all moves, not just the B followup. Due to this and its hitstun, it's somewhat easy to get poked out of your next move if IBed. On the other hand, if you make use of the long active frames you can prevent getting mashed out and combo into things that would normally not work (such as 3C on normal standing hit). It's a pretty safe move, and leads to a lot of options if you meaty it as an oki. - B followup Normal RA One of Azrael's few moves with a normal RA timing. Due to its rather long hitstun, it can go into 5D on crounching hit or 3D on crouching FC. It's attack level is 3 though, leaving you slightly vulnerable on block. - 2B RA at 22F~ (Hitbox expands downwards for last 3 frames) A move with rather slow RA timing, 2B RA combos into nothing on normal hit. It only goes into something like 2C on ch or crouching fc, and doing 2B RA on block leaves you fairly open. During the latter half of the move when he's drawing back his fist, the hitbox expands downwards and very slightly horizontally, hitting even downed opponents (Rachel and Tager get hit in the first half). - 6B RA at around 30F? (Hitbox expands upwards for last 3 frames) (followups & dc doable even on whiff) We'll just have to believe in the mook notes for the followup timing on this one. If those numbers are correct, on a late active frame 6B fc, the calculations show that you should be able to go into 6C or 6D. That knowledge isn't very practical, but dc/jc/etc makes it versatile <rest of the sentence is sort of convoluted, and I'm not sure what he's trying to say. Sorry >_<> - 5C RA at 23F~ (Hitbox expands horizontally for last 3 frames) (Normal RA timing for 6C only) RA timing is only normal for 6C, and is delayed for other moves like 6D and 3D. Combos into 3D on ch, and also into 6D on crouching ch. If you go into D moves when the situation allows it (applied weakpoints, etc), and into 6C otherwise, you should have a lot of followup options. Attack level and hitstun are the same as their base values, so if the numbers are correct, a late active frames 5B into 3D should not have any gaps, according to calculations. - 2C RA at around 26F~ (Active frames: First 3 = wall bend, middle 3 = wall stand, last 3 = wall shatter) Not particularly confident with these numbers, but RA is a little on the slow side. <Another convoluted sentence, why can't these guys write #=3=. I think he's trying to say that depending on how you meaty it, you might be able to make 2C>3D a legit blockstring, making it maybe pretty good for oki.> Visually, the active frames seem split between 3 stages. The first part includes a forward-reaching hurtbox, after which the hitbox <he's ambiguous, but I think he's refering to hitbox here, and not hurtbox> expands upwards and disappears, returning during the final stage when the shattering occurs (expansion unconfirmed). - 6C Active: 2F (Foot drop1) 2F (Foot drop2) 2F (Foot drop3) 2F (Foot drop4) Move where the animation varies slightly over the active frame duration. Can hit in a variety of ways and states: (1) is high up for large standing characters, (2) is regular standing characters, (3) is crouchers, (4) is on downed characters. Calculating backwards, it's +2 on block, making it +4 on normal, +6 on crouching, +6 on standing fc, +8 <doesn't specify on what, crouching fc maybe?>, making it just barely not enough to go into 5B. On crouching hit, landing with (3) allows you to just barely go into 5B even on normal hit, while crouching fc just barely goes into 2B on Litchi and Rachel. If you land with (4) on oki etc, it's +8 or +9...which is huge if you can do it. - 6D/3D First 3 frames of active and afterwards 6D and 3D have slight animation changes during the latter half of their active frames. While being -2 on block, you can make them + even on IB depending on how they're meatied. In addition, 6D hitbox expands horizontally during the latter half of its active frames, making it potentially + on normal block without needing to meaty it depending on how you space it. - Extras Magnum/Cobra->followup timing: 1F after active starts? I'm not confident on this, but the followups seem to work pretty much like a cancel on hit. Magnum also goes straight into Valiant on crouching ch, crouching fc. If you input it quickly, you might be able to go straight into Cobra in 23F. <Last bit is a disclaimer saying he's fond of meaty and active frame tricks, so he's tried to put down some numbers and characteristics here. He encourages people to give it a try and see if it's useful.> [/Collapse] As you can see, that is a lot of information to take in and definitely seems like good-to-know information when learning the character and possibly clears up some details about how his moves really work in terms of "gatlings" and what not. RA = Revolver Action btw if you didn't realize it. There seems to be a good bit of other information that could prove useful from OEE's blog that I am going to try and go through myself at some point (with Google Translate....) to try and make sense of it so that we can get as much useful information as possible from it. Also because that is just too much stuff to ask someone else to translate all the time.
Yazumatto Posted June 13, 2013 Posted June 13, 2013 RA = Revolver Action. The answer was 5 lines above your post with paragraph breaks in between lol.
BladeOfJustice7 Posted June 14, 2013 Posted June 14, 2013 I guess my skimming skills for texts needs some improvements lol. Thanks.
AMB Bakery Posted June 14, 2013 Posted June 14, 2013 Well, thank you, Senchou, for giving us a nice CH link to learn (cobra xx 3C). Also, from watching that video I also noticed that Hazure Metal got [http://www.youtube.com/watch?feature=player_detailpage&v=6U8KIBdbV8w#t=1228s]caught walking backwards in anticipation of an overhead (though, to be fair, he was probably blocking in the first place just because of fear of wake-up GURAURA). Maybe it's another advantage to upper weakpoint? That, on top of the conditioning and sheer combo reward... plus they're overheads.
AMB Bakery Posted June 14, 2013 Posted June 14, 2013 (edited) I can tell you how to get this game in 3 simple steps >Go to ASW offices in Japan >Sam Fisher your way to whatever computer has the latest console version of BBCP running >download the iso and bring it back to North America pretty please So yeah, no, there's no way to get this game as of right now (you can pre-order your import copy though). Japanese version comes out on October 23rd this year while the U.S. release is sometime in 2014. In other news, a 40-minute long Dogura vs N-O set just got uploaded go go go: http://www.youtube.com/watch?v=JQNlltXEj9k Edited June 14, 2013 by AMB Bakery
BladeOfJustice7 Posted June 16, 2013 Posted June 16, 2013 Dogura vs Jin (I think N-O's Jin): http://www.youtube.com/watch?v=vT7FTgCRVWc them FC combos lol. Dogura vs N-O's Rachel: http://www.youtube.com/watch?v=JQNlltXEj9k It seems like a bad matchup for Azrael. I also find tahichi gets more damage off Valiant Chaser and most combos compared to Dogura but Dogura has more effective use of Azrael compared to Tahichi.
Narroo Posted June 24, 2013 Posted June 24, 2013 Dogura vs Jin (I think N-O's Jin): http://www.youtube.com/watch?v=vT7FTgCRVWc them FC combos lol. Dogura vs N-O's Rachel: http://www.youtube.com/watch?v=JQNlltXEj9k It seems like a bad matchup for Azrael. I also find tahichi gets more damage off Valiant Chaser and most combos compared to Dogura but Dogura has more effective use of Azrael compared to Tahichi. Of course the little girl is the only one who can beat up Azreal. It's appropriate.
YukiBlue Posted June 27, 2013 Posted June 27, 2013 Something about BHS. No matter how many times I see it, I can't help but think that it's the most painful looking DD in the game.
Yazumatto Posted June 27, 2013 Posted June 27, 2013 I wouldn't say it's the most painful looking distortion. It's definitely top 5 though. Based shoulder tackle hits like a freight train. IMO, it belongs to Tager for obvious reasons.
BladeOfJustice7 Posted June 27, 2013 Posted June 27, 2013 OD Yukikaze looks violent as fuck imho. But I'd put OD BHS up there too.
Yazumatto Posted June 27, 2013 Posted June 27, 2013 As badass as Hakumen is, Omnislash variants bore me. I'd rather see him swing that dick during Yukikaze than the generic "pose like a badass while shit gets cut up" attack. Still top 10 though. I think Shippu is more violent. IMO, Sector 7 controls the most violent DDs 1) GETB 2) OD Hazama Curbstomp 3) OD Particle Flare 4) Blackhawk Stinger 5) Jayoku Houtenjin
Starlight777 Posted June 27, 2013 Posted June 27, 2013 Something about BHS. No matter how many times I see it, I can't help but think that it's the most painful looking DD in the game. I start laughing whenever I see Carl or Platinum get hit by that. There is something disgustingly hilarious about some behemoth hitting a loli/shota like that.
Yazumatto Posted June 27, 2013 Posted June 27, 2013 I start laughing when I see someone at 1/4 health get hit with BHS and just die. BHS does hilarious raw damage. I also love his BHS quote. I only wish I knew exactly what he says.
YukiBlue Posted June 27, 2013 Posted June 27, 2013 BARACKU HAWKU SUHTINGAH Sent from my iPhone using Tapatalk
Lucalibur Posted June 27, 2013 Posted June 27, 2013 BARACKU HAWKU SUHTINGAH There is another quote he also says when using it. I don't know if its random or if its character dependant, though. Regardless, OD BHS is probably my favorite super in the whole game. Like a good friend of mine likes to put; "Dat spine breaking slide."
YukiBlue Posted June 27, 2013 Posted June 27, 2013 I've heard it too, It sounds insane, like an echo of some sorts? Though I definitely know it's something about Azrael's opponent dying / dissapearing. I think the minimum damage of BHS is also a pretty big factor. When you can just NOPE half the orange segment of the health bar from half screen. Hilarious.
Lucalibur Posted June 27, 2013 Posted June 27, 2013 I've heard it too, It sounds insane, like an echo of some sorts? Though I definitely know it's something about Azrael's opponent dying / dissapearing. I think the minimum damage of BHS is also a pretty big factor. When you can just NOPE half the orange segment of the health bar from half screen. Hilarious. Ah, I see. I have always liked that quote more than he just shouting the attack's name, although it still sounds pretty amazing. I don't know shit about Japanese, but I think I remember the first part of the quote being used in other Anime\games when a character refered to someone's 'power' or 'true power', or some junk like that. I could definitely be wrong so don't hold me on to it, though. If I'm right though, then the quote could could be something along the lines of "I will show you my true power...I will make you disappear!" or some other variant, possibly a lot more badass sounding. If someone could translate it or at least get the Japanese quote I would appreciate. And yeah, 40% minimum damage is insane. Raw or combo ender, BHS just destroys the enemy's life gauge and its delicious to watch.
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