Lucalibur Posted February 11, 2014 Posted February 11, 2014 Can someone clarify which moves exactly can you follow-up with 22C? I see people jumping across the screen after Phalanxes but when I try it I never get it to work. Forward throw, 3C, 6D\3D(Weakpoint applied), 2D, air 5D, but strangely enough, not air J.D\J.2D Most stuff that tosses the enemy in the air and has them fall on the ground seems to turn on the ability to use 22C in that combo, other than 2C and 6A. Didn't really burn more than 5 minutes in this, though. Edit: If you actually mean GOING INTO IT, then it's height dependent, but you can usually go into it from most stuff with decent untechable like 6A(wallbounce), Phalanx(kind of tight) or high height 6D\3D.
Kinkuli Posted February 12, 2014 Posted February 12, 2014 On the topic of running away. I just usually do just dash in after they whiff their pokes. Dash dash, dash to IAD or dash tk gustaf are pretty decent options. Once i'm in range i might try to use 6C to tag their jump or whatever they try to do. Thats pretty much all you can do if they have HP lead. Now if YOU have the HP lead then you can just stay where you are and poke with 5C and AA with 2C. After they have to come to you, you can also start trying to get on the offence as they are coming towards you. But like zeth said, it's more in the design of Azrael than anything. Having no real forced oki is also pretty bad. From time to time i just wish ASW would scrap the current teching system and just copy pasted the one from GG. It just gets annoying sometimes to guess from all the options people have while they are down. But then again on correct read azrael brings the pain :3.
Koopa_Klawz Posted February 12, 2014 Posted February 12, 2014 But like zeth said, it's more in the design of Azrael than anything. Having no real forced oki is also pretty bad. From time to time i just wish ASW would scrap the current teching system and just copy pasted the one from GG. It just gets annoying sometimes to guess from all the options people have while they are down. But then again on correct read azrael brings the pain :3. I'm so glad I'm not the only one who thinks this.
Kinkuli Posted February 13, 2014 Posted February 13, 2014 (edited) Soo azrael changes. Im not 100% sure about translation so yeah... D moves have special cancel during OD Growler has more active frames. More hitstun and blows enemies farther(?). Basicly Growler is now safe on hit. Hornet bunker has less untechable. Sentinel dump is now 214C instead of 623C. There's something about Cobra strike and Leopard launcher but im not sure. Might be that it is easier to hit with Leopard launcher if you hit with Cobra strike!? EDIT: Dogura is hype as fuck about Azrael stuff! Hornet changes might mean few things, but too early to say? Edited February 13, 2014 by Kinkuli
TheArm05 Posted February 13, 2014 Posted February 13, 2014 Hornet change is to try to put a stop to 2x weakpoint combos. I can pretty much guarantee that. The sentinel change is nice. Dash > TK Dump will be usable now although idk how useful that will be. D moves being special cancelable must have been what they were talking about before with D cancels. Nice of them to make OD 5D/6D > 236D not height dependent. Sounds like all good stuff for Azrael.
Kinkuli Posted February 13, 2014 Posted February 13, 2014 Yeah they probably want to get rid of dual weakpoint combos. I guess i can agree with that. Sentinel change i'm pretty happy about. Easier to use it in valiant combos!
Noahthority Posted February 13, 2014 Posted February 13, 2014 Sentinel change i'm pretty happy about. Easier to use it in valiant combos! I'm so happy about this. My execution is kinda poor so I never use Sentinel during valiant because I'd get 236C.
Kriegdrache Posted February 13, 2014 Posted February 13, 2014 Soo azrael changes. Im not 100% sure about translation so yeah... D moves have special cancel during OD Growler has more active frames. More hitstun and blows enemies farther(?). Basicly Growler is now safe on hit. Hornet bunker has less untechable. Sentinel dump is now 214C instead of 623C. There's something about Cobra strike and Leopard launcher but im not sure. Might be that it is easier to hit with Leopard launcher if you hit with Cobra strike!? EDIT: Dogura is hype as fuck about Azrael stuff! Hornet changes might mean few things, but too early to say? I was secretly hoping for changed motions in Az's rekkas, they can be a pain to do sometimes ;_; The change to doomp is pretty good though. Makes actually using it in combos (5C > CT > Sentinel etc) super easy now.
zeth07 Posted February 13, 2014 Author Posted February 13, 2014 So glad they fixed Growler. It was one of the few things I have been asking for whenever they decided to do an update. Sentinel Dump input change is nice as well. I'm hoping the Cobra / Leopard change implies that it is more universal during combos so you don't need to delay or do it fast depending on characters. Can't wait til more info is given.
Effenhoog Posted February 13, 2014 Posted February 13, 2014 I doubt they would change his rekkas, he basically has a slightly simpler variation of ABA's rekka inputs and they never changed that input. Sentinel dump input change is kind of weird, the BBCP input system makes it a little weird to input DPs sometimes but it was still just a DP motion. I can't really complain though, as it will only make things easier in those rare occasions where it sometimes was sort of an issue.
Kinkuli Posted February 13, 2014 Posted February 13, 2014 (edited) Overdrive D Attacks – Can now be special canceled Hornet Bunker – Decreased recovery, when it activates a weak point, the knockback is smaller Cobra Spike – Adjusted the knockback to make it easier to combo into Leopard Launcher Sentinel Dump – Input is now 214C Growler Field – Increased untechable time, now blows the opponent much higher Translation from Xie and should be a lot more accurate than mine. I guess i was wrong on the untechable time for hornet. Seems like 2 weakpoint combos should still be in. EDIT: Also might be better to swap to these translations for the Azrael changes thread. EDIT2: Fast work there! Great job! Edited February 13, 2014 by Kinkuli
zeth07 Posted February 13, 2014 Author Posted February 13, 2014 Overdrive D Attacks – Can now be special canceled Hornet Bunker – Decreased recovery, when it activates a weak point, the knockback is smaller Cobra Spike – Adjusted the knockback to make it easier to combo into Leopard Launcher Sentinel Dump – Input is now 214C Growler Field – Increased untechable time, now blows the opponent much higher Translation from Xie and should be a lot more accurate than mine. I guess i was wrong on the untechable time. Seems like 2 weakpoint combos should still be in. EDIT: Also might be better to swap to these translations for the Azrael changes thread. Already did lol.
natearistata Posted February 13, 2014 Posted February 13, 2014 hmmmmmmmm I wonder if Growler change would let you RC and then 22C
Natsu Posted February 14, 2014 Posted February 14, 2014 any counter hit combos with 6C and 5C? a friend told me that a combo of Fatal Counter is deadly
LordSpectreX Posted February 14, 2014 Posted February 14, 2014 any counter hit combos with 6C and 5C? a friend told me that a combo of Fatal Counter is deadly They're not especially deadly or anything. Getting hit by something like Raw Counterhit 3D is much more deadly. From 5C FC, you can link 3D if you have lower weakpoint into the standard combo. That'll do around 5k I believe? And 6C FC just goes into 5B>3C>etc (I usually find that they're crouching when a 6CFC happens because of 2A mash). Apart from just being able to link 5C>3D and 6C>5B being easier, I don't think there's anything particularly special about Azrael's Fatals.
Effenhoog Posted February 14, 2014 Posted February 14, 2014 with upper weakpoint fatal counter 5C > 236D > {6>5C}*5 > TCL > 5A > 5B > 3C > 6A > 2C > 6D (or replace 2C with 5C > black hawk stinger) fatal counter 6C combos into all kinds of stuff, even 3C, and you can basically do whatever from there
LegendaryRath Posted February 14, 2014 Posted February 14, 2014 with an upper weakpoint you can easily break 5K meterless with FC 5C > 236D. The main reason I prefer 3D as a starter is that it adds the second weakpoint. This way if the combo is bursted early, you'll likely still have 2 weakpoints applied. I *try* to reserve 5C > 236D for when the opponent has no burst. The damage is almost identical if you are going near optimally with either starter. The reason I prefer 5C when I can is simply because it's faster and lazier. Some reversals can't be punished with 3D at all anyway, like Litchi's.
Kinkuli Posted February 14, 2014 Posted February 14, 2014 (edited) They're not especially deadly or anything. It really depends where you are in the screen, is OD possible? If so how much hp? Weak points? If you get corner 5C CH then the world of pain is imminent. It's atleast 6,1k with 25% meter. If you already have UW it can crack up to 6.5k+ with 25 meter or closer to 7.6kish if you spend 50% meter. with OD even more. Midscreen depends on a lot of situations again. If you have UW then its around 5k without meter and fullscreen corner carry. Considering most characters don't get this high numbers of their fatal counters i would say Azrael's 5C CH is pretty deadly :3. Anyways the combo thread should have a lot of FC combos listed. Should find good ones there. Edited February 14, 2014 by Kinkuli
LegendaryRath Posted February 14, 2014 Posted February 14, 2014 Considering most characters don't get this high numbers of their fatal counters i would say Azrael's 5C CH is pretty deadly :3. So long as there's a weakpoint, it's PRETTY DEADLY. Without one, you'll need meter to confirm into real damage. So if anyone's feeling lazy, use a drive starter as punishes without weakpoints currently active, and use 5C when you have them.
Kinkuli Posted February 14, 2014 Posted February 14, 2014 (edited) So long as there's a weakpoint, it's PRETTY DEADLY. Without one, you'll need meter to confirm into real damage. So if anyone's feeling lazy, use a drive starter as punishes without weakpoints currently active, and use 5C when you have them. Pretty much yeah. Crouch confirms also pump up the damage a bit. On standing however one needs a weak point or meter like you said. I think it's pretty good to remember the CT combos tbh. They add a weak point so you can pump out more damage. Need to be right next to the opponent however =(. I personally find myself using 5C most of the time because welp people like to wakeup DP so they usually have UW. And without you can just use 5D or 3D. I like 5D more personally, because i get opponent to the corner from everywhere and i don't think that it loses that much in damage compared to 3D anyways. Edited February 14, 2014 by Kinkuli
LordSpectreX Posted February 14, 2014 Posted February 14, 2014 It really depends where you are in the screen, is OD possible? If so how much hp? Weak points? If you get corner 5C CH then the world of pain is imminent. It's atleast 6,1k with 25% meter. If you already have UW it can crack up to 6.5k+ with 25 meter or closer to 7.6kish if you spend 50% meter. with OD even more. Midscreen depends on a lot of situations again. If you have UW then its around 5k without meter and fullscreen corner carry. Considering most characters don't get this high numbers of their fatal counters i would say Azrael's 5C CH is pretty deadly :3. Anyways the combo thread should have a lot of FC combos listed. Should find good ones there. What I meant is that you don't really have to do anything special to get high damage from a 5CFC or 6CFC. It's not like some other characters where you might have like, say, exclusive jump loops etc. You just do the FC, then do a combo based on your resources and situation.
Koopa_Klawz Posted February 18, 2014 Posted February 18, 2014 Sorry if this was already posted but Dogura made a personal MU chart for Azrael. https://twitter.com/jiyunaJP/status/435561903457181697 What really got my attention about this is he thinks Azrael vs Jin is in Azrael's favor. Anyone got any idea why?
TheArm05 Posted February 18, 2014 Posted February 18, 2014 I could see it. Dogura is monstrously good so he probably doesn't get opened up much by Jin. I want to know why we don't even SEE Nu listed. Does he really think it is in our favor that hard or did he just forget about her? I always felt like that was one of Azrael's worst matchups when I played it.
toanenadiz Posted February 18, 2014 Posted February 18, 2014 Why do you think it is so tough for Azrael?
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