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


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Posted

can anyone tell me the uses of 236b in combos like where can i use it and what the actual combos are? how often should i be using them or can i use them better in neutral

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Posted

 

can anyone tell me the uses of 236b in combos like where can i use it and what the actual combos are? how often should i be using them or can i use them better in neutral

 

In some match ups you'll definitely be better off using them in neutral, since projectiles exist in them in the first place to absorb. Sometimes people forget you have a phalanx stock, you can hit them unexpectedly with it or punish moves they throw out which were meant for zoning. People who do realize you have a phalanx stock tend to act more cautiously with their zoning/spacing(or just, jump a lot more, Tager players would understand) so you'll have a somewhat easier time going in, not to mention phalanx pretty much overrides other projectiles so what generally happens is people stop throwing projectiles, or at least do it way more warily. Also, potentially, dash through tk phalanx(662147B) is probably the fastest cross up you have, though it's kinda hard to combo off of(gustaf/tk gustaf rapid into TCL). That is also how you combo off of it normally, at least, that was how Dogura was doing it.

As for using them in combos, you can pretty much cancel some normals you use into them, so you can do something like corner [uW] 5B>236B>5C>TC>236D>... instead of using rapid or the 5B>2C route, for more damage too. In OD combos you can cancel any drives into it too. As for midscreen I'm not too sure, pretty sure I've seen some but I don't remember how'd they work. If you hit a phalanx midscreen you can always combo into blackhawk stinger as long as you aren't full screen in case you need to finish someone off. Else you probably would have to Dash TK Blackhawk?

 

Posted

In some match ups you'll definitely be better off using them in neutral, since projectiles exist in them in the first place to absorb. Sometimes people forget you have a phalanx stock, you can hit them unexpectedly with it or punish moves they throw out which were meant for zoning. People who do realize you have a phalanx stock tend to act more cautiously with their zoning/spacing(or just, jump a lot more, Tager players would understand) so you'll have a somewhat easier time going in, not to mention phalanx pretty much overrides other projectiles so what generally happens is people stop throwing projectiles, or at least do it way more warily. Also, potentially, dash through tk phalanx(662147B) is probably the fastest cross up you have, though it's kinda hard to combo off of(gustaf/tk gustaf rapid into TCL). That is also how you combo off of it normally, at least, that was how Dogura was doing it.

As for using them in combos, you can pretty much cancel some normals you use into them, so you can do something like corner [uW] 5B>236B>5C>TC>236D>... instead of using rapid or the 5B>2C route, for more damage too. In OD combos you can cancel any drives into it too. As for midscreen I'm not too sure, pretty sure I've seen some but I don't remember how'd they work. If you hit a phalanx midscreen you can always combo into blackhawk stinger as long as you aren't full screen in case you need to finish someone off. Else you probably would have to Dash TK Blackhawk?

 

 

i have seen 236B into the dump. but he was really high up in the air i think. it was in rath's video

Posted

I've used phalanx (236B) midscreen to replace IAD combos, just to be lazy. Something like 3C > 22C > 5B > TCL > 236B > 22C > 5B > j.B > j.C > dj.D should work.

 

In the corner you can use phalanx to pick the opponent up off the ground without needing to use 2C. Something like 5BB > 236B > 5B > TCL > 5B > 2C > 5B > aerial.

Posted

In projectile-heavy MUs (Kokonoe, Mu etc.) keeping Phalanx in stock is a legitimate scare tactic. At least with Mu where stocks are mostly free I feel that instead of using all your stocks to get in, you should use them to rack up damage when you ARE in, limiting your opponent's game in neutral in fear of Phalanxes.

It is a great move in itself, its' got high damage, you can cancel almost any ground normal into it, it prorates well, startup is fast (7f), it overrides other projectiles and it launches. I put a couple of Phalanx combos in my last combo video, but I think someone ought to dedicate a whole video to practical Phalanx combos.

Posted

K how do you tcl>RC> iad>j.c>(6a/hornet) I can't get this to connect they are either to high or tech before I can get to them

You might be doing j.C a bit too early.

There's a couple of things to remedy this.

  • You can delay the timing of your RC, don't RC immediately off of TCL, yet IAD immediately after you RC, this probably gives you the delay you need. Try fiddle around with the delay.
  • On the other hand you can also RC immediately off of TCL, yet IAD after a delay. I personally don't like to do this but if you prefer it, all the power to you.
  • In either case you might want to delay the j.C after IAD just by a little. I find it gives slightly more consistency.

This is slightly easier on other characters than other characters as usual. Tager is probably the easiest and sometimes you'll find distance to be an issue with characters like Taokaka. You can delay it quite a lot on Tager yet on Bang delaying too much can make it whiff, something I notice. In general you want to keep the amount of delay the same.

 

Also, if you're doing this off of a 5A/2A, the short starter makes it way more strict to pull off. In fact you should just go into IAD>j.C>land>Aerial as you can't finish the combo anyway should you go 6A/Hornet. I don't remember if going 5A>5B>TCL>RC>IAD>j.C>Hornet>5A>Aerial works instead of doing 5A>5BB>TCL...I tested it out before but I don't recall.

Interestingly in most longer combos if you forgo the 5BB you do slightly more damage in the end.

Posted

I put the most optimized dual weak point Valiant combo I could find in my latest combo video, you can find it in the video thread.

 

Edit: better one in the combo thread~

Posted

ive been training with mu-12 and caught on to something..

blacc hawk stinger 

6 4 6 2 6 2 with no fighting sticc skillz supreme -tk blacc hawk stinger

Posted

For CP2 they should make a deal with B'z that everytime Azrael has both weak points on his opponent Love Phantom piano starts playing

Posted

https://www.youtube.com/watch?v=gmiHrAh_8Ow

 

so at 17:00 dogura does this combo that ends with jd and 2d. i have never even seen this combo done b4 and have it hit. is it possible or is this just like a no tech thing?

2D tags them if they don't emergency tech, and recovers fast enough so that Az can continue pressure even if they emergency tech

Posted

https://www.youtube.com/watch?v=gmiHrAh_8Ow

 

so at 17:00 dogura does this combo that ends with jd and 2d. i have never even seen this combo done b4 and have it hit. is it possible or is this just like a no tech thing?

 

Yeah, it's a blue beat punish. It nets you both weak points if the opponent doesn't emergency tech right away.

Posted

You guys got any decent 6B CH combos with or without weak points? I only got 1 that's semi decent with UW.

 

Near corner:

6B > 6C > 5A > TCL > 5B > 2C > 5B > aerial

 

Fullscreen/midscreen:

[uW] 6B > 6C > 5A > TC > 236D > your valiant ender of choice

6B > 6C > 5A > TCL > 3D/airdash ender if possible

6B > 669 aerial > RC > j.C > TC > 236D > ...

[uW] > 669 aerial > (2B/5C) > TCL > 3D/airdash ender if possible

[uW] 6B > 6D > 5C/2B > TCL > 3D/airdash ender if possible

6B > 6D > RC > 5A > TC > 236D > ...

 

Those are some I could come up with in class.

 

Edit: 6B's not that great of a starter (P1=80) so if you ever get 6B CH you can either go for max damage/corner carry or if you have [uW] I suggest you take the chance to lay both weak points on your opponent.

 

Instead of going for Valiant Chaser:

[uW] 6B CH > 6D > 236D > 5A/5B > TCL > 3D or switch Leopard to Hornet if your opponent /= Rachel or if in corner end with aerial w/o 2C-juggling 'cause Valiant mid-combo cuts it short otherwise.

[uW] 6B CH > 66 (crossup if point-blank) 5B > 2C > 6D > 236D > 5A > TCL > 3D/Hornet/aerial ender.

 

If near corner switch Valiant to Hornet.

Posted

For the 2WPs combos, there's actually a lot we can do from this starter, a few I know of :

 

[uW] CH 6B > dash forward > 5A/B > TC > 236D > 6~5C > 6~6C > 6~jC > 6~6B > 6~214D > 5A aerial, this one can be also done back to corner, the dash forward will just swap sides, if you go for a classic valiant route, this work from anywhere.

 

[LW] CH 6B > (dash forward) 5B > TC > 214D > jC > air dash late jC > 236D > 5B > aerial, this one can be done from back to corner to midscreen, will work as long as you can swap sides with the air dash jC.

 

[uW] CH 6B > 6D > 236D > 5A/B > TCL > then :

- 3D if not in corner

- iad jA > jB > 5B > aerial.

- (optional 2C) > 5B > aerial

You can add a CT after 6D for a bit more damage, don't do the optional 2C in that case, this one does more damage than the valiant 2WP combo with one of the two last enders.

 

[uW] CH 6B > 6D > 6A > iad jC > 214D > 5A > aerial, does a bit more damage than the previous with 3D ender.

 

[LW] CH 6B > delay 3D > CT > 236D > 5A > TCL > 3D or 5B > aerial.

 

 

For both WP at start there's a lot of options, here's a few, you can cover any starting position with those :

 

[bOTH] CH 6B > dash forward 5B > 2C > 3D > 5D > 214D > 5A > aerial, I list this because it's the only one back to corner but it's not really worth it, you lose too much damage IMO.

 

[bOTH] CH 6B > delay 3D > 236D > 6~5C > 6~6C > 6~jC > 6~6B > 6~214D > 5A aerial, near corner.

 

[bOTH] CH 6B > delay 3D > 5D > 236D > 5B > TCL > 3D or 5B aerial, easy and good damage, midscreen.

 

[bOTH] CH 6B > delay 3D > 6A > iad jC > 2C > 6D > 236D > 5B > TCL > 2/3D, most damaging, need to be quite far away from the corner.

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