1010111101 Posted October 30, 2013 Posted October 30, 2013 It's pretty easy. After hitting the opponent with VC with the UW applied, just tap forward then let it go, hit 5C, then tap forward again. Rinse and repeat. okay thanks, i wasnt sure how to do it, so its pretty much 236D > 6 > 5c > 6 x4 right?
TAI-X Posted October 31, 2013 Posted October 31, 2013 How do I do Azrael's corner kick loop from a weak point hit + follow-up dash? I've gotten the Same Move Combo message to come up, but I can only get off 2 kicks before a reset.
AMB Bakery Posted October 31, 2013 Posted October 31, 2013 Valiant charger combo shouldn't change regardless of screen positioning. Also how are you managing to get SMP during this? I'm legitimately curious, at what move does the Same Attack Combo message show up?
Solless Posted October 31, 2013 Posted October 31, 2013 (edited) I can only assume he's trying to do Valiant Charger into Valiant charger, which you shouldn't ever do. Edit: Or 3C. Edited October 31, 2013 by Solless
TAI-X Posted October 31, 2013 Posted October 31, 2013 (edited) Oh, okay. You see that I don't have much idea of what I'm talking about; I've only seen it in videos. Is there a challenge for it? Edited October 31, 2013 by TAI-X
LegendaryRath Posted October 31, 2013 Posted October 31, 2013 I'm positive the input you're using is 236D (valiant charger) > 6 (forward) 236D. That's doing valiant charger into valiant charger. Only the first hit should be 236D, the rest are all 5C. so... Valiant charger > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 6A > 3C > 2C > 6D and that's as easy as it'll get
AMB Bakery Posted October 31, 2013 Posted October 31, 2013 A few things I'm noticing in training mode: 1. Valiant and Hornet both have Tager 6A-like Guard Point so they can't absorb supers. 2. Growler Field is indeed invuln to throws, at least on the frames it has full invuln on. That one video where the guy got 'grabbed out', it's because the throw and the strike collided, and the throw won. 3. Disco combo is indeed possible off throw, it's generally best if you forward dash cancel the 5B's as fast as possible, and there's a pretty obvious tell before you actually cross under so you can adjust accordingly.
zeth07 Posted October 31, 2013 Author Posted October 31, 2013 Oh, okay. You see that I don't have much idea of what I'm talking about; I've only seen it in videos. Is there a challenge for it? Please read the threads.
Natsu Posted October 31, 2013 Posted October 31, 2013 So I just started out today and chose Azrael because... some of his combos feels dam good any tips for day 1 Azrael?
zeth07 Posted October 31, 2013 Author Posted October 31, 2013 So I just started out today and chose Azrael because... some of his combos feels dam good any tips for day 1 Azrael? Please read the threads..... particularly the "Strategy Guide" thread.
ThatHiroGuy Posted October 31, 2013 Posted October 31, 2013 (edited) So I've been playing some Azrael, and I really enjoy everything about him. Just wondering about some combo routes though. In a normal match, I'm not really finding situations where combos come into play (outside of rekkas). Is there any way to follow up Buster, or his 6C, into an actual combo? Any particular combos I can get on weird situations like Anti-Airing with 5B, or 2C? I just want to maximize damage to end matches quicker. Sorry if this is the wrong place to post, but it does say "Discuss combo's", so. Edited October 31, 2013 by ThatHiroGuy
AMB Bakery Posted October 31, 2013 Posted October 31, 2013 (edited) AA 5B just leads into aerial combo (j.B j.C dj.D), can follow-up with rekkas or another 5B into aerial on counter hit. 2C blows back too far midscreen to follow up with anything other than 6D/3D. You should basically be confirming any ground normal you hit with either rekkas or 5B 2C 6D/3D. 2B is your whiff-punisher and DP punisher for the most part. You can punish DP's with a lot of recovery with 3D (CH) > 2C 3D > rekkas > ender You can follow-up buster with RC 3C xx 22C > 5B xx rekkas > ender (or nothing) or you can follow-up with RC 236D if you have an upper weak point. Counter hit buster goes into 2B xx rekkas midscreen standing, 3C xx 22C > (5B) rekkas > ender on crouchers, 2C > 2B xx rekkas in the corner. Can do 2C 6D/3D if you have a weakpoint already applied. 6C doesn't go into anything on standing hit, might be able to connect 2A/5A on crouchers. You can mostly only follow it up on fatal counter, in which case you can do 3C xx 2C > (5B) rekkas > ender or 2C 6D/3D if you have a weakpoint. If you FC an aerial opponent, just go into rekkas, or 2C 6D/3D if you have a weakpoint. Also possible to go into rekkas (2 hits) > valiant on air FC, not sure if there's some kind of advanced combo route for valiant with FC, but the standard 5C * 4 3C 6A 2C 6D/3D is still good damage. Ender after rekkas on aerial opponent is: 5A/5B > aerial if in the corner, 2C 6D/3D if close to the corner but not close enough to 5A/5B, 3D if not close enough to follow up with 2C. On a ground opponent, rekkas can be followed up with 5A/5B, but only if you weren't in the corner before the last hit of rekkas, and even then it's pretty distance specific, but you should be able to tell cos 5A/5B will actually link. EDIT: Just a couple of extra notes: "where combos come into play (outside of rekkas)" Welcome to playing Azrael. Let it sink in that you don't have to do a hard/long combo to get damage. Rekkas are good damage in my opinion, you pretty much know you're going to get at least 2k even off an A normal. Plus the corner carry is braindead, and Azrael is pretty scary in the corner. "weird situations like anti-airing with 5B or 2C" Those aren't weird situations, those are your anti-airs (5A is also fine.) 6B is very situational, though it's nice if you want to move backward. You can also troll AA with Valiant/Hornet if you think your opponent is just going to airdash and mash air gatlings. Edited October 31, 2013 by AMB Bakery
ThatHiroGuy Posted November 1, 2013 Posted November 1, 2013 AA 5B just leads into aerial combo (j.B j.C dj.D), can follow-up with rekkas or another 5B into aerial on counter hit. 2C blows back too far midscreen to follow up with anything other than 6D/3D. You should basically be confirming any ground normal you hit with either rekkas or 5B 2C 6D/3D. 2B is your whiff-punisher and DP punisher for the most part. You can punish DP's with a lot of recovery with 3D (CH) > 2C 3D > rekkas > ender You can follow-up buster with RC 3C xx 22C > 5B xx rekkas > ender (or nothing) or you can follow-up with RC 236D if you have an upper weak point. Counter hit buster goes into 2B xx rekkas midscreen standing, 3C xx 22C > (5B) rekkas > ender on crouchers, 2C > 2B xx rekkas in the corner. Can do 2C 6D/3D if you have a weakpoint already applied. 6C doesn't go into anything on standing hit, might be able to connect 2A/5A on crouchers. You can mostly only follow it up on fatal counter, in which case you can do 3C xx 2C > (5B) rekkas > ender or 2C 6D/3D if you have a weakpoint. If you FC an aerial opponent, just go into rekkas, or 2C 6D/3D if you have a weakpoint. Also possible to go into rekkas (2 hits) > valiant on air FC, not sure if there's some kind of advanced combo route for valiant with FC, but the standard 5C * 4 3C 6A 2C 6D/3D is still good damage. Ender after rekkas on aerial opponent is: 5A/5B > aerial if in the corner, 2C 6D/3D if close to the corner but not close enough to 5A/5B, 3D if not close enough to follow up with 2C. On a ground opponent, rekkas can be followed up with 5A/5B, but only if you weren't in the corner before the last hit of rekkas, and even then it's pretty distance specific, but you should be able to tell cos 5A/5B will actually link. EDIT: Just a couple of extra notes: "where combos come into play (outside of rekkas)" Welcome to playing Azrael. Let it sink in that you don't have to do a hard/long combo to get damage. Rekkas are good damage in my opinion, you pretty much know you're going to get at least 2k even off an A normal. Plus the corner carry is braindead, and Azrael is pretty scary in the corner. "weird situations like anti-airing with 5B or 2C" Those aren't weird situations, those are your anti-airs (5A is also fine.) 6B is very situational, though it's nice if you want to move backward. You can also troll AA with Valiant/Hornet if you think your opponent is just going to airdash and mash air gatlings. Yeah, I just wanted the verification that I wasn't a scrub for just using rekkas whenever I confirmed hits. Of course some hits ended up giving me the chance of applying weak points, which I did.
LegendaryRath Posted November 1, 2013 Posted November 1, 2013 What do you guys think are some good options to deal with midscreen backroll on wakeup? I couldn't find a good answer to someone doing it 100% of the time until he reached the corner.
AMB Bakery Posted November 1, 2013 Posted November 1, 2013 (edited) "until he reached the corner" That should be all the time, this is Azrael. After j.D knockdown, 2A or 2B should probably catch something. 2A if you're close enough leads into rekkas, which is basically what you'd be doing if you had meter (but then again you'd probably doing rekkas into valiant or some 6D/5D ground bounce into rekkas combo). 2D also works if you hit them really high during j.D Nice combo video, btw, though I think 5C xx CT is pretty distance specific, it's still pretty big damage. To spare me the effort, could you find some optimal routes after j.D rapid (after, say, 5B (AA) j.B j.C dj.D) and 5C/6C air FC? EDIT: You can also pick people up after rekkas with 2C 6D/3D if you think they're going to roll, it's decently safe on whiff during their wakeup. Edited November 1, 2013 by AMB Bakery
LegendaryRath Posted November 1, 2013 Posted November 1, 2013 Nice combo video, btw, though I think 5C xx CT is pretty distance specific, it's still pretty big damage. To spare me the effort, could you find some optimal routes after j.D rapid (after, say, 5B (AA) j.B j.C dj.D) and 5C/6C air FC? sure thing. Give me a few hours though, since I'm in the middle of writing up a paper. edit: and ya, 5C CT is pretty distance specific. There are a lot of times though where that's not an issue. Like how Inferno divider and Terumi's DP super move them forward so you don't even have to walk before 5C.
LegendaryRath Posted November 1, 2013 Posted November 1, 2013 To spare me the effort, could you find some optimal routes after j.D rapid (after, say, 5B (AA) j.B j.C dj.D) and 5C/6C air FC? HERE YOU GO works off ch j.B, fatal 6C, anything that groundbounces that isn't heavily prorated, and you get theidea. notation- j.B > j.C > (jump cancel) delay j.D > Rapid j.C > (land) j.C > j.D > TCL > stuff I recommend 3D after TCL outside of the corner, since IAD j.A j.B doesn't work on at least half the cast.
Lucalibur Posted November 1, 2013 Posted November 1, 2013 Great stuff. I know I was not the one that asked but nevertheless I appreciate visual input of the things that can be done off a J.D rapid. Do they work off a J.2D as well? Doubt it since J.2D has has a significantly lower hitbox, but just making sure.
LegendaryRath Posted November 1, 2013 Posted November 1, 2013 Great stuff. I know I was not the one that asked but nevertheless I appreciate visual input of the things that can be done off a J.D rapid. Do they work off a J.2D as well? Doubt it since J.2D has has a significantly lower hitbox, but just making sure. If I recall correctly it works, although I'm not positive why you would prefer one of the other, other than j.D possibly working in more height situations. edit: just checked. j.2D works, but is much harder and is impractical outside the corner. Just do j.D and save yourself from screwing up.
Lucalibur Posted November 1, 2013 Posted November 1, 2013 Alright then, thanks for checking. I was not really planning on using J.2D over J.D, just curiosity on my part. Only situation I can find myself going for J.2D instead is if I want to keep both weak points for a BHS unblockable and I already got an upper one applied. Just go for usual route but replace all J.Ds for J.2Ds and end with the usual rekkas into 3D mid-screen or J.2D in corner is what I had in mind.
Yazumatto Posted November 1, 2013 Posted November 1, 2013 How long is it taking people to get his gatlings down? I spent about an hour or two practicing his combos and I'm still not 100% confident in them. I'm not too worried during blockstrings since his normals are mostly plus on block but whiffing during combos is bad obviously. Also, what kind of rhythm do the Valiant Charger combos have? I noticed that my 5Cs are hella laggy compared to the actual speed of the hits. Holding 6 gives 6C and that doesn't work so I'm assuming it's my rhythm. Is there a challenge mode combo that uses the Jacket Kick loop? If these questions are answered in the guides, I apologize ahead of time. I did read them over first and didn't find anything though.
Tong Posted November 1, 2013 Posted November 1, 2013 How long is it taking people to get his gatlings down? I spent about an hour or two practicing his combos and I'm still not 100% confident in them. I'm not too worried during blockstrings since his normals are mostly plus on block but whiffing during combos is bad obviously. Also, what kind of rhythm do the Valiant Charger combos have? I noticed that my 5Cs are hella laggy compared to the actual speed of the hits. Holding 6 gives 6C and that doesn't work so I'm assuming it's my rhythm. Is there a challenge mode combo that uses the Jacket Kick loop? Took me 2~3 days to get his combos, links and gattlings down. It's not easy at first, but as soon as you get used to them you're set. For Valiant Charger, you can buffer "6", press 5C and then input the "6" again. I used to pay attention to visual cues, like inputting the "6" right after I see the purple dash cancel, but these are no longer needed for me haha This is how I do and never accidently gets a 6C. Practice is important
zeth07 Posted November 1, 2013 Author Posted November 1, 2013 Moved the posts asking about Ragna to the match-up threads. Added the question about how to do Valiant combos to the FAQ section since it has now been asked 3 times within as many pages......Although I figured it was obvious between the move descriptions and combo notation (and linked video examples....), but it's there now for future reference.
Yazumatto Posted November 1, 2013 Posted November 1, 2013 Knowing the notation for the combo isn't the problem, actually doing them is. In any case, thanks for the guides.
zeth07 Posted November 1, 2013 Author Posted November 1, 2013 Knowing the notation for the combo isn't the problem, actually doing them is. In any case, thanks for the guides. Post #49 = im new to azrael, i was wondering what the notations are for the valiant charger into 5c x4. how do you cancel 5c so quickly? Combo notation posted in the combo thread within the basic combos at the beginning or any of the related combos. Post #50 = It's pretty easy. After hitting the opponent with VC with the UW applied, just tap forward then let it go, hit 5C, then tap forward again. Rinse and repeat. Post #51 = okay thanks, i wasnt sure how to do it, so its pretty much 236D > 6 > 5c > 6 x4 right? = Which is what the combo notation is. Post #52 = How do I do Azrael's corner kick loop from a weak point hit + follow-up dash? I've gotten the Same Move Combo message to come up, but I can only get off 2 kicks before a reset. = Was literally just answered............ Post #55 = Oh, okay. You see that I don't have much idea of what I'm talking about; I've only seen it in videos. Is there a challenge for it? Each combo has the video example linked and the basic combo section has a video linked before it. Post #56 = I'm positive the input you're using is 236D (valiant charger) > 6 (forward) 236D. That's doing valiant charger into valiant charger. Only the first hit should be 236D, the rest are all 5C. so... Valiant charger > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 5C > 6 > 6A > 3C > 2C > 6D and that's as easy as it'll get = Which is what the combo notation is. Post #71 = Also, what kind of rhythm do the Valiant Charger combos have? I noticed that my 5Cs are hella laggy compared to the actual speed of the hits. Holding 6 gives 6C and that doesn't work so I'm assuming it's my rhythm. Is there a challenge mode combo that uses the Jacket Kick loop? Same as above. Post #72 = Took me 2~3 days to get his combos, links and gattlings down. It's not easy at first, but as soon as you get used to them you're set. For Valiant Charger, you can buffer "6", press 5C and then input the "6" again. I used to pay attention to visual cues, like inputting the "6" right after I see the purple dash cancel, but these are no longer needed for me haha This is how I do and never accidently gets a 6C. Practice is important Which is what the combo notation is and what Valiant Charger says in the move description for how to do the move itself. --- Under other circumstances that could be true, but in the case of the 5C loop the combo notation is quite literally exactly what needs to be done and is very simple. Which is why everyone's response on how to do it is just what the notation says because it can't be explained any easier lol. Your own post kinda gave the answer, holding 6 gives 6C, but you aren't supposed to be holding 6 because 5C is when the stick is neutral. So press 6 > press 5C, repeat. As you can see it is pretty annoying getting the same question and having to answer it multiple times, particularly when they are asked within a few posts of each other, more so when the answer is what the combo says to do anyway. Since it was asked multiple times it somehow became a "frequently asked question", so now it is in the thread as needed. Hopefully everyone understands now, lol.
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