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


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Posted
Ok, not sure if this has been brought up yet (there's nothing about it on the matchup forum) but this is some serious issue.

How is Azrael supposed to punish Taokaka after a serial of successful blocking strings? I'm having serious problems punishing her gatling move. I feel like our pokes are too slow and for the most time i wind up getting counter, Counter, COUNTER!!

If i manage to to squeeze a 2a or 5a its usually out of reach since her combo strings pulls her away unless she leaps in again to keep up the pressure, resulting on getting hit again and... COUNTER!!

If i manage to to punish her Pink Slashing overhead and she decides to mix up and throw in a 6C then my 5C get punished instead and... COUNTER!!!

If i try to back dash to get away from that its very risky and usually wind up on her strings. Forward is worse.

Basically, I want to know how would you react to a situation like this without the use of the Burst move.

http://www.youtube.com/watch?v=jqSodBoAEyM#t=1015

I havent tried 6A but i know it has a slow start and it could be easily blocked or countered with a low poke.

Why is it that Az's pokes are too slow and Tao's mostly out speed him. What moves are safe for me to punish her back?

Is there another way to approach this type of situation?

m133.gif

As I've said for the last few times, stuff like this belongs in the match-up forums. They are there for a reason. Post will be moved.

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Posted

You all should invest in a sub woofer. Black Hawk Stinger sounds awesome when that bass hits you.

Posted
You all should invest in a sub woofer. Black Hawk Stinger sounds awesome when that bass hits you.

BLEEHACKEEEEHAWKEEE----SHHTEENGEEAAAA!

I'm loving D.C. Douglas' voice though. Maining english Azrael.

Posted

Which overhead of Azrael do you guys recommend me to use most of the time? I thought 5D is the best, but I've wanted to know if there's better one

Posted

6D usually leads into more damage and it has better range. It has longer start-up though, so it's a bit easier to block.

You could also go for a Valiant in the middle of TCL, should your opponent block it. That's a bit risky, but if you can RC it, it's definitely worth trying.

Posted

I want an overhead that is fast and used in most common situation since the things you mentioned above is complicated because I'm a begginer

Sent from my Galaxy Note II using Tapatalk

Posted
BLEEHACKEEEEHAWKEEE----SHHTEENGEEAAAA!

I'm loving D.C. Douglas' voice though. Maining english Azrael.

YOUR FLESH AND BONES AND WILL KNOW THE TRUE MEANING OF POWERRRRRRRRR.

I love D.C Douglas Azrael. He has so many great lines.

I want an overhead that is fast and used in most common situation since the things you mentioned above is complicated because I'm a begginer

Sent from my Galaxy Note II using Tapatalk

Well, 5D is the quickest and you can only usually combo it into the standard bnb, so just do that.

Posted
Which overhead of Azrael do you guys recommend me to use most of the time? I thought 5D is the best, but I've wanted to know if there's better one

5D is about 21F so its really fast for a standing overhead, also hits really far. (probably about as far as 6D)

Posted
Which overhead of Azrael do you guys recommend me to use most of the time? I thought 5D is the best, but I've wanted to know if there's better one

I like to use 6D because some people try to chicken block it and get caught during the start up of their jump.

Posted (edited)

Quick question: will the invul frames on 6A eat bursts? A lot of people locally tend to burst after valiant during the 5C's, but trying to bait via blocking loses me my combo if they don't burst. I was hoping that I could 6A early in the chase moves if I predict a burst and be able to continue the combo anyways if they don't.

EDIT: Thanks Rath

Edited by RifleAvenger
Posted
Quick question: will the invul frames on 6A eat bursts? A lot of people locally tend to burst after valiant during the 5C's, but trying to bait via blocking loses me my combo if they don't burst. I was hoping that I could 6A early in the chase moves if I predict a burst and be able to continue the combo anyways if they don't.

623C works well to bait bursts in valiant charger combos. Throw > 236D > 6*623C will beat immediate bursts and also allow you to continue the combo.

Posted (edited)

You guys have been immensely helpful on my journey to become a better Azrael. At Toronto's first CP tourny my teammate and I got 2nd in 2v2 and I got 4th in singles, behind only the experienced BB CT players. The feedback I received on my match-up / combo questions were indispensable and you have my sincerest gratitude for pointing me down the right path, I really appreciate it. Up till now I've been getting by on being able to execute my game plan first and restrict breathing room, but it doesn't work against unfamiliar characters (which is the majority of them as I haven't played since CT) but I'll get there eventually.

I was lucky enough to have a bunch of my matches streamed, so any kind of criticism would be awesome. Thanks again you fiends!

http://www.twitch.tv/torontotoptiers/b/480688392

01:19 - Winners semis; myself vs. tournament champion

04:16 - 2v2 finals matches, I lead both times with DLC colour Azrael

edit: and Zeth, all my MU related posts will be relegated to their proper subforums, my apologies

Edited by Raynex
Posted (edited)
So I tried but haven't been able to find the data on this. How long do the weak points stay out for before just expiring due to time?

Seems to be about 17 in-game seconds. Added a note in the proper sections.

Edited by zeth07
Posted (edited)

(MOD EDIT: Context, DP punish combos)

Personally I like 3D CH punish combos the most, but that is just me.

Edited by zeth07
Posted
Personally I like 3D CH punish combos the most, but that is just me.

CH 3D is a great starter. It's just that there often isn't enough recovery on some moves to punish with it. Depending on the situation, I'll punish with everything from 6D, 3D, 5D, to 5C or 3C.

Posted

Outside of range issues, wouldn't a 5B CH starter be better than a 3C one? You can go into 3C anyway, but with a 100 P1 starter while abusing 3C's good P2.

I have a hard time punishing stuff with 5C. It just feels inconsistent. If I try to go for Gustaf I often find myself out of range for 5A. Same if I go for 6C.

Overall though, when I CAN, I always go for 3D since it is a great starter. You can do stuff like 6A>IAD J.A, or just the usual aerial into J.2D, or whatever. Just plain great, specially with it having better P1 than most D starters.

Posted (edited)

5B is always better than 3C if you can CH with it, but like you said, it has range issues. The majority of reversals will push you too far away on block. With a weakpoint, you should probably default to 5C > 236D, or 5D > 3D. 5C > 3D

Edited by LegendaryRath
Posted
You guys have been immensely helpful on my journey to become a better Azrael. At Toronto's first CP tourny my teammate and I got 2nd in 2v2 and I got 4th in singles, behind only the experienced BB CT players. The feedback I received on my match-up / combo questions were indispensable and you have my sincerest gratitude for pointing me down the right path, I really appreciate it. Up till now I've been getting by on being able to execute my game plan first and restrict breathing room, but it doesn't work against unfamiliar characters (which is the majority of them as I haven't played since CT) but I'll get there eventually.

I was lucky enough to have a bunch of my matches streamed, so any kind of criticism would be awesome. Thanks again you fiends!

http://www.twitch.tv/torontotoptiers/b/480688392

01:19 - Winners semis; myself vs. tournament champion

04:16 - 2v2 finals matches, I lead both times with DLC colour Azrael

edit: and Zeth, all my MU related posts will be relegated to their proper subforums, my apologies

Not as much of a criticism as a suggestion. But you should do more full/midscreen dashes. Especially vs a character like Tager who relies on reads, constantly dashing back and forth makes you harder to follow and react to.

Posted

j.2C immediately after an airdash has some carried momentum. Normally, when you press j.2C, Azrael hops a few pixels forward before coming down. If done right immediately after forward airdash, Azrael hops one character width forward before coming down. With backward airdash, he will hop one character width backward. I believe the best input is 9563C or 7541C. The forward version, of course, is more useful.

This can possibly create some interesting mix-up. For example, from starting position, against Ragna, walk slightly back > 9563C would cross-up, delay j.2C slightly (or do j.C) and you won't cross up.

Timed correctly, 9563C can beat wake-up DPs. For example, after midscreen 5B > 5BB > TCL, do 66 (slight delay) 9563C would hit Ragnas trying to wake-up DP C after emergency tech. That input is wicked hard though... (alternatively, you can do super jump forward > air dash j.2C, but this setup looks more obvious). Of course, against characters with auto-correct DPs like Kagura, Rachel or Hakumen you will lose out.

Posted

Hey guys introducing myself as I just recently switched to maining Azrael (from Rachel). I've been having quite a bit of fun with Az and I am getting the hang of how he works with some intermediate combos down.

I have a couple questions I'll ask as well.

1. What do you follow up CH 2C anti air with when they have no weakpoints on them? Can you do anything aside from 6D?

2. Is grounded TCL (into corner) > 5A > j.A character specific or just really strict timing?

3. Is growler completely free when it absorbs a projectile or is there still a punish window?

4. When doing midscreen air hit TCL > Rapid > IAD j.C > 214D is there a specific delay for the rapid or just as fast as possible? This is giving me the most problems with Az combos atm.

Posted
Hey guys introducing myself as I just recently switched to maining Azrael (from Rachel). I've been having quite a bit of fun with Az and I am getting the hang of how he works with some intermediate combos down.

I have a couple questions I'll ask as well.

1. What do you follow up CH 2C anti air with when they have no weakpoints on them? Can you do anything aside from 6D?

In the corner you can do something like 2C > 2B > TCL > stuff...

midscreen however, I would just recommend going into 6D. I'll explore a little bit and see if there's more.

2. Is grounded TCL (into corner) > 5A > j.A character specific or just really strict timing?

it's actually dependent on your spacing to the corner. TCL wallbounces in the corner but wont let you recover soon enough to combo. If you are just outside of the corner however, you will recover at the same time as before, but the opponent will wallbounce later, letting you pick it up with 5A, 5B , or 2C depending on the distance.

3. Is growler completely free when it absorbs a projectile or is there still a punish window?

No punish window, so long as you absorbed a projectile fairly early after startup. I've found that if you hold it for like 4 seconds waiting for something, then you can get CH from the recovery. Once you know this, it shouldn't happen much though.

4. When doing midscreen air hit TCL > Rapid > IAD j.C > 214D is there a specific delay for the rapid or just as fast as possible? This is giving me the most problems with Az combos atm.

I'm not sure what combo you are trying to do exactly. sorry.

...

Posted
1. What do you follow up CH 2C anti air with when they have no weakpoints on them? Can you do anything aside from 6D?

It's dependent on height (like a ton of Azrael stuff) and distance. If you hit them at just the tip of the 2C vertical hitbox, you can dash forward and follow it up with something like 5B and the associated combos off that. If you manage to hit with it when they're directly next to you, they might be close enough for a 2B > TCL follow-up (unlikely, they have to be -right- next to you). Then there's aforementioned corner pick-ups. The majority of the time, though, 6D or 3D are going to be the only options.

2. Is grounded TCL (into corner) > 5A > j.A character specific or just really strict timing?

Answered above.

3. Is growler completely free when it absorbs a projectile or is there still a punish window?

Technically, yes, but people can still run a mix-up on you as a meaty set-up once they learn the recovery timing off whatever projectile you absorb, so it's not completely free.

4. When doing midscreen air hit TCL > Rapid > IAD j.C > 214D is there a specific delay for the rapid or just as fast as possible? This is giving me the most problems with Az combos atm.

Similarly to 1, it's height dependent again. It's not really the rapid timing that matters, but rather when you hit the j.C. There's a variety of things you can do to test, depending on where the problem is. If they're too high for 214D to hit before they tech, you can either delay the last hit of TCL to let them fall a little further, delay the IAD a moment, or delay the rapid cancel. If they're hitting the ground and teching before the 214D hits, then do the opposite. This is one of the challenge mode combos, no? Useless combo anyway, imo.

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