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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)


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Posted (edited)

TBH both of them are more or less mixup tools. Both enchance your mixup by allowing you to combo after 5D or 2D but UW is arguably more useful as it gives you access to valiant combos for good damage and corner carry. Valiant is also easier to combo into than Hornet when you are midscreen(atleast in my opinion).

Ending with j2D can be beneficial if you already have UW. This way your mixup potential goes "through the roof" and you also get access to UB BHS.

PS. Gonna go to my first tournament here on the soil of japan on saturday. Gonna be random 3v3 teams i think. Wish me luck!

Edited by Kinkuli
Posted

Good luck friend, I hope you get many delicious OD setups throughout the day!

and yeah, like you said I like to use J2D even if they have UW as it makes the mixup that much crazier. On a similar note, I need to start using 2D a lot more tbh, move is pretty neat. I keep going in with dat 3D.

Posted

Good luck, are they going to stream the tournament? If so please share your matches in the critique thread (and for cool points!)

Posted
Is it possible to do Aeriel with j2D? like jB jC j2D

In the "Move Notes" section at the beginning of the combo thread the part that actually says "Aerial" has j.D or j.2D ender......

This is why most of the combos say "Aerial" instead of the exact notation since it depends on what is applied or you want to apply.

Posted

I wish it was a little easier to get phalanx stocks. That move is absurdly good. Having 2-3 phalanx stocks lets you do some of the dumbest stuff.

At long range you can do a dash in between each phalanx stock hit and still keep the combo going.

236B > 66 > 2369B > 66 > 2369B > 3D/(669 TCL)/(669 Valiant)/etc...

Just an example you can use less phalanx stocks if you are closer to them. The possibilities for this move are really crazy. Anytime you hit a 5B in a combo you can tack on a phalanx for additional damage.

It is too bad that we can only easily get multiple stocks in a couple matchups or against careless players.

Posted (edited)

Tbh, everytime I do Phalanx > BHS, it's the most satisfying feeling ever.

I've surprised so many people doing it, mainly cause people just didn't know it was a possibility. I'm going to have to try doing dashes between them though, that seems like it could be a lot of fun.

Edited by Kriegdrache
Posted

Just realized that you can get Counter Assault'd out of 5C > BHS unblockable by the whole cast, so it's only true unblockable when your opponent has less than 50 meter? Guess you can not do the BHS at all to punish their CA, but they can actually mash CA during the superflash so...

Posted
Just realized that you can get Counter Assault'd out of 5C > BHS unblockable by the whole cast, so it's only true unblockable when your opponent has less than 50 meter? Guess you can not do the BHS at all to punish their CA, but they can actually mash CA during the superflash so...

Well yeah, you can burst out of it too. Course that's still a trade in your favour. You could just about justify using 50 of your meter for 50 of theirs if their character is a lot more reliant on meter. Like Nu or something. It crushes Yukikaze though, which is cool D:

Posted
Tbh, everytime I do Phalanx > BHS, it's the most satisfying feeling ever.

Phalanx > BHS is a really simple and brutally effective way to combo it. For sure that is one of the strongest options. The dash phalanx stuff is really just training mode impractical junk for the most part but having the knowledge of it could possibly win you a match against someone like Mu or Koko who throw out projectiles nonstop.

Yeah CA is an automatic get out of the BHS unblockable. Although honestly 50 meter for some other characters is worth more than 50 meter on Azrael (see Jin) so it isn't so bad. They can also always burst out of the blockstun so it really isn't guaranteed unless they have <50 AND no burst. Has anyone tested if the armor on OD BHS would make it go through a counter assault?

I kind of wish we could hold BHS to delay it a little just to make counter assaulting not totally free.

Posted

CA doesn't knock you across the screen right? So even if they CA the unblockable BHS, if you have meter you can just dash in for 5C > BHS. Or better yet throw a Phalanx > BHS.

Posted

blocked Phalanx into Unblockable BHS from so far away is the most satisfying thing man. Landed that once and the other guy threw his stick from the salt overload xD

Posted (edited)

Air Taunt CH>RC>OD>2C>6D>3D>5D(Does exactly 666 damage)>5C>TC>VALIANT>5C>6>6C>6>J.C>6B>6>623C>6A>2D>BLACK HOLE GIGA(BHS)

7059 damage, requires both weakpoints and corner, done at max HP OD.

Posted this on somewhere else. Thought it was funny, personally. Don't take this combo seriously.

Edited by Lucalibur
Posted

oh yeah,

A friend told me that if I'll Tiger Knee TCL/Buster/Valiant, these moves will be faster.

Is it true? Is there any way to confirm that I'm doing it right? can I get a frame data with/without Tiger knee?

Thanks.

Posted
oh yeah,

A friend told me that if I'll Tiger Knee TCL/Buster/Valiant, these moves will be faster.

Is it true? Is there any way to confirm that I'm doing it right? can I get a frame data with/without Tiger knee?

Thanks.

It isn't a real difference between frame data and is more a function of his forward dash and nature of TKing specials. You have to do it when you need to forward dash cancel into it. Example ~grounded TCL>RC>f.dc>2369D. This is because his forward dash is jump cancelable and from that you can go into specials by TKing the motion. So you forward dash>*during the forward dash*>2369D.

This is NOT required if you are doing something like 5C>236A>RC>236D.

Posted (edited)

I've noticed the FAQ has a section for U Azrael, but it has the copy and pasted descriptions from the info we posted here. Since they're rather informal\casual, I felt like re-writing them so that you could update the post later, Zeth.

-Backdash can be jump cancelled. Unlike Slayer's jump cancelled backdash, it does not keep the invincibility frames of the backdash during the jump.

-Most links are now gatlings. An exception seem to be 2C>6D\3D\3C, which still requires some delay, but everything else is as simple as with any character's gatlings.

-5BB 'removed'. Its new input is 214C, and works much like AOA's in Persona 4 Arena, requiring the mashing of the A and B buttons to get the best possible damage and ending with either a launcher© or attack that blows the enemy away(D). Can be looped on air hit despite repeat proration.

-6C was changed. Has 2 hits now. The first one comes out fast and floats the enemy, while the second one downs them slowly. Very likely impossible to follow up on normal hit. FC causes a groundbounce so long both hits connect or the second one hits the enemy in the air, and can be followed up easily. Apparently works like Sol's Bandit Revolver/Bringer.

-All D moves work as if they had their respective marks applied, and each have repeat proration.

-Growler has much shorter recovery, to the point it's not punishable at all on hit, and a phalanx stock is gained each time it's used regardless of hit or whiff. Can still be charged.

-Scud and BHS work as if they were in normal OD. Scud's startup is MUCH faster than normal, easily reaching 1F or even 0F after superflash. During OD, BHS does 4625 damage if done raw and Scud has its damage increased as well. Both versions of Scud have positive P2, allowing for massive damage combos.

-Has Musou Tensei from HnK. New super's input is 214214A during OD. To have Azrael avoid an attack when it's active, move forward the moment the attack would hit him, much like as if you were IBing the attack.

-Has all of the benefits U.chars have, such as higher HP and always 1% HP OD duration. Also has Scud's aura around him at all times.

P.S: I removed the link mentions, so you should probably add them again if you decide to use this updated description. Also, I changed 6C mentioning Sol's Bandit Revolver\Stinger to Sol's Bandit Revolver\Bringer, because the Dustloop wiki mentions the name of the attacks as such(Bandit Revolver and Bandit Bringer respectively).

Things I'm still not sure about: If Backdash really loses INV if jump cancelled(Tested against Ragna doing ID and got hit out of the jump, but not out of the backdash), if Scud is 1F or 0F startup after superflash, and if normal 6C really cannot be followed up at all on normal hit without a RC.

If I'm wrong about anything, feel free to correct me there.

Unrelated to Unlimited Azrael, and this is probably known already, but apparently Valiant Charges are -time- dependent, and you can keep doing them until the 'timer' is up. I learned that from doing corner specific Valiant combos and sometimes the dash after 6B not coming out because I was a bit too slow, and from doing many more than 4 dashes by doing Valiant>5A>6XInfinity. Again, this is probably known already, but felt like pointing out anyway.

Edited by Lucalibur
Posted
Unrelated to Unlimited Azrael, and this is probably known already, but apparently Valiant Charges are -time- dependent, and you can keep doing them until the 'timer' is up. I learned that from doing corner specific Valiant combos and sometimes the dash after 6B not coming out because I was a bit too slow, and from doing many more than 4 dashes by doing Valiant>5A>6XInfinity. Again, this is probably known already, but felt like pointing out anyway.
This is easily tested with comparing hit count between doing {6 > 5C} x ... and {6 > 5B} x ... right?
Posted

Yeah. You can do 4 5Cs during valiant, or 5 6Bs, or 6 5Bs...That is because they're faster, so you can cancel into the dash earlier and thus get more dashes in before the 'timer' runs out.

Posted

You mean the last 5C\5B you can't cancel into the dash anymore, right? I didn't count that one because I didn't consider it part of the 'loop' anymore.

Posted
You mean the last 5C\5B you can't cancel into the dash anymore, right? I didn't count that one because I didn't consider it part of the 'loop' anymore.
I always do 5 x 5C and after the 5th you can gatling to 6A/3C, doesn't that make it part of the loop?
Posted (edited)
I always do 5 x 5C and after the 5th you can gatling to 6A/3C, doesn't that make it part of the loop?

No.

Example: w/ UW applied do 5A>5BB>TCL>RC>Valiant loop with 5 x 5C and tell me if it works.

Also 6A/3C doesn't gatling from 5C.

Edited by zeth07
Posted
You're doing the charger too slow. You can get 5 5Cs and 7 5Bs

Oh.

^Mistake, meant so say 4 x 5C ^^;

It depends on when you go into Valiant / which starter. There are some combos with x5 5Cs where you can still get a proper ender (like raw Valiant), which is why you can't just automatically call it part of the loop. 4 is the number that is appropriate in most cases. Even then you really only need as many as it takes to get to the corner, where you would then go into the more advanced Valiant parts. It is the fact that it is easier to just loop the 5Cs for why it is done all the time like that.

Posted (edited)

I started to play with it and found out that if you hit your [uW] opponent with Valiant, you can do {6 > 5C} x 5 and follow it up with TCL > 5A > j.A - Aerial, does 4375 damage which is actually higher than "the usual" {6 > 5C} x 4 > 6A > 3C > 2C > 6D. The only other special which connects after {6 > 5C} x 5 is Phalanx, even Gustaf whiffs but meaties neutral techs.

Edited by Verimeloni

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