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


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Posted

Through the magic of recording equipment and MS-Paint, I can show you the difference I'm talking about. Notice two major things,

1. The damage difference I mentioned earlier

2. The spacing difference (really important). In 1.0, Relius is further away. You can tell be looking at how far apart Azrael and Relius' feet are. using this as a refernece, I can tell that relius is also higher up in the 1.1 side of the picture, presumably making the timing more lenient.

 

I'm excited!

 

https://twitter.com/LegendaryRath/status/460298214684377089

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Posted

I talked about sentinel oki earlier but have been testing it and it really feels and looks like it's gonna be fucking devastating. You can see dogura going for it every time he can in the set against the relius player. I also asked him about it and he said it's pretty damn good. Sadly the one he did after jD (jD dash tk dump) wasn't that good according to him. Still it seems that we now have a setplay setup for azrael :3.

 

EDIT: If i remember correctly they changed all the jumping attacks in the patch. It also reads in wiki (90% P1 to 80% P1) sooo.

Posted

Hi everyone I'm new to the whole forum thing also the computer notations used to describe inputs and directions. But I've been playing fighting games forever and I'm trynna get a hang of it lol anyway I'm really having a hard time with azrael's challenge #26 its the forward throw >6A > IAD > J.c > 214D etc... for some reason no matter how fast I IAD the 214D wiffs and I mean I IAD so fast and perfectly but it still wiffs please any help would be appreciated.

Posted

It's usually the J.C, you might have to delay it a little so you don't do it immediately off the IAD. Might be the 6A as well but I doubt it, so yeah, try delaying the J.C little by little and see how that works. You want the J.C to hit just right before you land, yet still managing to actually get it off.

Posted

Hi everyone I'm new to the whole forum thing also the computer notations used to describe inputs and directions. But I've been playing fighting games forever and I'm trynna get a hang of it lol anyway I'm really having a hard time with azrael's challenge #26 its the forward throw >6A > IAD > J.c > 214D etc... for some reason no matter how fast I IAD the 214D wiffs and I mean I IAD so fast and perfectly but it still wiffs please any help would be appreciated.

It's good that you are instant air dashing as soon as possible, but you don't actually want to use j.c right away. 214d is a very slow move, and needs to be used as quickly after j.c as possible. To make this happen, you want to reduce the time between when you use j.c and when you touch the ground (because you can't use 214d until then). Basically, all you have to do is IAD asap and use j.c as late as possible, right before you land. If you do that and use 214d asap, then you should be good.
Posted

I'll be taking over for Zeth as Azrael mod. I've said it a few times already, but he did an outstanding job, so I have some big shoes to fill.

Posted

:( Thank you Zeth for your hard work!

 

As the patch is getting closer and closer, should you Rath as our new Az mod update the Overview/FAQ thread? It still has the old Sentinel motion plus (as it was pointed by RentalBlackout out in the Tager MU thread) 5D has aerial frames which I think is worth writing down.

 

I don't mean right away, just a heads up.

Posted

:( Thank you Zeth for your hard work!

As the patch is getting closer and closer, should you Rath as our new Az mod update the Overview/FAQ thread? It still has the old Sentinel motion plus (as it was pointed by RentalBlackout out in the Tager MU thread) 5D has aerial frames which I think is worth writing down.

I don't mean right away, just a heads up.

I'll be doing my best to keep everything up to date. If you guys ever have anything you want covered, just let me know and I'll make it happen.

Although, I will be a little bit busy for the next week because of finals, but that definitely isn't typical.

Posted

I hate to ask something so basic here, but I've been practicing a lot in training mode (and getting used to now using a stick), so I guess my first post will be me asking a simple question.  When I try to 5A>5B or really anything from 5A, it feels like they are able to exit hitstun half of the time before I can successfuly gatling/combo.  I am fine with all the other things I have learned so far, just the only problem seems to be 5A is a bit finnicky for some reason.

Posted

You are just mistiming stuff after the 5A. Most of the stuff after 5A are more akin to links than normal gatlings. It takes sometime to get used to but if you just keep at it you should be ok!

Posted

http://www.youtube.com/watch?v=sKms8y7kGw8&t=50s

Those Hornet combos look really cool and they actually seem pretty worth doing(double weakpoint and pretty good damage), but I do wonder whether the Hornet change in 1.1 affects it in anyway. Would it be easier/harder or would it pretty much not get affected at all?

I think it's reasonable to assume that this sort of thing will still be possible in 1.1. If it changed at all, it would likely either become more consistent, or (less likely) it would just not work.

 

Those combos are super practical by the way. If they end up working consistently in 1.1, then I'll probably be using them for many of my punishes.

Posted

Waaait... so you can get both weakpoints with a Valiant combo in the corner with 6C>j.C>6B>Hornet>Aerial? Why haven't I been doing this all this time fuuuuu

Posted

Yeah, I had same thought process. I've been messing around with those combos and a fair amount of the time I'd miss the Sentinel Dump after 6B (sometimes because they're too high, others because lol this game's DP motions). Hornet would completely fix that problem, and give me two weak points. I feel dumb.

Posted

I guess it's possible only either very early in a combo or with CH, otherwise opponent can tech after 5A/j.A. Or then I'm doing something wrong.

Posted

The double weakpoint valiant combo is only doable relatively early in a Normal starter combo.  The 5A > j.A part likes to drop for me on longer combos.

 

Something like corner 5B > 2C > 2B > TC > Valiant >6 5C > 6C >6 j.C > 6B >6 Hornet > 5A > j.ABC > j.D should work.

 

I don't see why it would be character specific it worked fine on everyone I tried it on.  The trick is to get them as high up on the wall as you can while still having hornet connect.

Posted

Using hornet to get two weakpoints in a valiant combo is only possible off good starters, where TC>valiant is started asap.

An example would be 6a > 5b TC > valiant

Edit: although it should work on the entire cast in the corner, the timing for 214d varies between characters, usually with a slight delay so that the other player lands on it as it's already active, effectively reducing your own recovery. Tager for example though, does not require this delay.

Posted

Wait, is it possible to do j.ABC > j.D without super jumping?  I've been trying to do it and even when I super jump I often fall too soon to do it.  Is there a trick to it?

Posted

Wait, is it possible to do j.ABC > j.D without super jumping? I've been trying to do it and even when I super jump I often fall too soon to do it. Is there a trick to it?

Which confirm/combo are you trying to do?

Posted

Which confirm/combo are you trying to do?

well I'm trying to do some which end in 3C > 22C > 5B > j.A > j.B > j.C > jc > j.D in the corner, and sometimes I manage to get it, but usually I drop down before the j.D comes out. 

 

Also I'm trying to do 6B > dc >j.A > j.B > j.C > jc > j.D.  it's written in the combo thread without a super jump but points to a video where I think a sj is used.  I've never managed it with a normal jump, but with a super jump I can get it sometimes, but again usually I drop down before j.D.  Also dash cancel to super jump in the correct amount of time is pretty hard for me, but I play on pad, so maybe that doesn't help.

 

Thanks for the help :)

Posted

It just sounds like you aren't inputting it all fast enough. Although Azrael uses delayed gatlings and some links, his air normals can be gatlinged from one move to the next. Be sure to jump cancel j.c as quick as possible and don't wait before using j.d.

There's usually no reason to use j.a j.b j.c to be honest. 5b j.b j.c dj.d is simple.

Posted

J.A adds more damage(roughly between 20\30 at the end of long combos), so it's there for damage optimization.

Posted

J.A adds more damage(roughly between 20\30 at the end of long combos), so it's there for damage optimization.

The damage is negligible and, in some cases, the extra hit can create too much space between you and the opponent for j.D to hit. I'm not saying it's bad to j.A, but I don't want anyone to feel like it's necessary.

Then again, more damage is more damage.

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