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LordSpectreX

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Everything posted by LordSpectreX

  1. Nemesis' combos were as well, so i did the vorpal ver as a direct comparison.
  2. Apologies for the double post, but it's 5AM and I wanna sleep and I feel this needs it's own thing as it's kinda important for Chaos. Corner Veil Off Combos Anything>2C>236A>236B>623B>236C>5A(whiff)>Veil Off>2C>41236D - Can even be done off 2A starter, make you sure get as far away from the corner as possible before doing 2C, e.g. 2A>5B>5C>2C works fine. You just can't do point blank 2A>2C. Does at least 4000 damage even from a 2A starter. Universal. 5CC>5BB>j.[8]C>j.2C>j.B>2C>236A>236B>623B>236C>CS>WalkBack>Veil Off>2C>41236D - 4769 DMG. Tried doing something with a standard combo into launcher into Veil Off, but didn't get very good results. Still, if you need that last bit of meter, then; Anything>5BB>j.[8]B>j.C>j.2C>2C>236B>236C>CS>Walkback>Veil Off>2C>41236D - At least about 3800 dmg. I'll work on developing these, see if you guys can come up with anything reliable.
  3. As I said in my edit, you can do it in your combo too. My combo is midscreen, but you can't do the Dash C ender midscreen, works in the corner. It's very stable. You can even do this combo from an A Starter if you do 5BB instead of 5CC. 2A>2B>5C>5BB>j.B>j.C>j.2C>DashC>2C>236A>236B>214C = 3240.
  4. Doing Veil Off > 6C > 214C > mixup is kinda nice. btw; 5B>2C>5CC>j.B>j.C>j.2C>DashC>2C>236A>236B>214C>DashC - 3600 DMG Edit: Add a Dash C at the End. 3672 dmg.
  5. I am supposed to delay the j.2C in the unblockable reset right? Edit: Hm, nvm, for some reason, it properly combos if the opponent isn't set to block, but won't work if the opponent blocks.
  6. Dude, it like goes further than Chaos' 5C.
  7. I bet the people who say Autocombos are cheap are the same people who say stuff like "C-Stick in Smash is cheap" or "Stopping Power in CoD is cheap".
  8. 5B>5C>236A>2C>6C>22A>DashC>22A Hits>DashC>236B>623B. 2.8k no boost. After 22A launch, can do j.B>j.C>j.2C instead of Dash C
  9. Aerial Azhi 236A the god. When doing midrange zoning, i'd recommend doing your actions in the air as it reduces the worst case scenario of getting hit by a good starter with an easy confirm on the ground.
  10. Strongly wouldn't recommend using the 236B when Azhi is behind them. Some characters like Eltnum can duck under at very close ranges. I like using 214B cause it covers the air infront of you, allows you to go in if they respect it, and can't destroy it easily cause it's coming from behind.
  11. You could just like...wait 12 hours and someone can give you a tried and tested answer.
  12. His main weaknesses are; Whiffed Azhi swipes, especially 236x, is extremely unsafe on whiff. Even day 1 I was getting punished by people for whiffing it, only going to get worse once people start doing 3k+ punishes. It's mainly why you won't see 236x used much in neutral. Lack of mixup. You can block the way the opponent is facing, so you can't do any crossup shenanigans with Azhi. He also has no special mixup tools, i.e. no standing overhead or command grab. You're going to have to rely on raw jump-in overheads, throws and such to open people up. Chaos' normals are really short. His anti airs and pokes are rather poor and he can't really stop people from just "going in on him" with buttons. Lack of defensive tools, no DP and I don't believe he has any EX moves with frame 1 invulnerability. Roll has a disappointing amount of invulnerability Damage is really low. To get decent damage off combos you pretty much have to give up knockdown. His main strength is that his frame traps are very strong. You can do a lot of tricky stuff to make people scared to press buttons. This is the crux of his gameplay, you keep them blocking hope you can eventually open them up. He does have fullscreen frame traps, but you don't want to rely on it too much cause you'll give them GRD.
  13. And guard thrust is safe?
  14. This character is ass. Go play Gordeau. ... You still here? Okay, well, as you may know, Chaos is a shadow/puppet character who's quite infamous for having some pretty major flaws. Most of them are warranted. Still, don't let the matchup chart put you off, he's not that bad. He does have some very interesting and useful strengths, he just requires to a have a good brain and technical skill in order to do well with him, he's certainly not someone you can just press a few buttons with and win, even against mediocre opponents. Most of this is opinionated information and is subject to change or errors, for a more objective detailed list of his moveset, visit; http://in-birth.wikia.com/wiki/Chaos_(Gameplay) Important Normals 2A : Really useful move and is going to be used a lot. Covers a good amount of space, and decent frame advantage. Your main move for stagger and Azhi pressure. 2B : Low reaching kick, mostly used to frame trap after 2A pressure. 5C : Main grounded poke. Moves Chaos forward, easy to hitconfirm with 5CC and acts as a decent anti air. 5BB : Main anti air. Does a kick at a sharp angle in the air. 6C : Send out his book as a shield. Very useful spacing normal, but has a significant gap between the shield itself and Chaos. If it catches a projectile, it sends out an additional blast which almost reaches fullscreen. j.B : Good air-to-air and has a hitbox behind it, acts a lot like Ragna's j.B. j.C : High hitting kick, works well at stopping jump-ins preemptively. j.2C : Main overhead tool, leads to OTG combo on air hit, standard combo on grounded hit, useful and accessible all-round move to throw out. Force Function Chaos rolls through the opponent. Cannot roll through a cornered opponent. Has some invincibility in the middle of it, but not as much as you may like. Useful for dodging jump ins when you're in the corner as you switch places. Use wisely. Also used to confuse the opponent during pressure. Special Moves 236A/B/EX (Air OK) "That's the Prey" - Azhi lunges with his claws. All versions are very very unsafe on whiff, especially vs fast characters like Linne and Seth, so be careful. A version claws infront of him, while B version does a lunge in the air, can also touch grounded opponents. EX version can be followed up for an OTG combo and has pretty incredible corner carry. 214A/B/EX (Air OK) "Breathe Out" - Sends out fireballs at a down-forwards angle. A version fires one flame, B version fires two. This move can be charged to increase the distance the fireballs go, fully charged reaches nearly fullscreen. 623A/B/EX (Air OK) "Repel Them" - Azhi leaps in the air and flicks out his tail. Effective poke. Version changes the height Azhi jumps too. Can be cancelled to Chaos or Azhi's moves, thus making it very effective in pressure also. 22A/B/EX "Hide" - Azhi shrouds himself in a shadow. A strange move that I'll have to test more, but it causes Azhi to become invulnerable. While in the shadow, you can give him commands such as "Slide Up" to make him go towards the opponent. After a brief period of time, Azhi will emerge from the shadow with a leaping bite, which has a long recovery time if blocked. Hold A/B/C (Air OK) "Sidle Up" - While Azhi typically returns to Chaos' side automatically if not doing an action (a la Relius), holding one of the action buttons causes him to walk towards the opponent while invulnerable. Very useful for setting up Chaos' neutral game. Infinite Worth (41236D) Very fast. Very easy to combo into anywhere on the screen. Main use is finishing up Veil Off combos or killing the opponent, as Azhi's EX enders usually give better bang for their buck. Played him for a bit at EVO. Really like this character's gameplay despite his weaknesses. Feel free to ask any questions and hopefully we can work together to bring Chaos up some tier placements!
  15. He does. Carmine has very extended pressure, his moveset is based around making you block for long durations. If you want someone who's a bit more standard and just happens to have good pressure and long blockstrings, then you can also consider Eltnum.
  16. I'm not even really sure why you'd really ever use it compared to Veil Off, from what I can tell, it's superior to non-Vorpal Guard Thrust in every aspect.
  17. There's quite a few other factors which pretty likely play a big role as well. If, for example a really good Chaos has to fight the best JP Vatista at his local arcade, then he's going to end up having a low win rate against Vatista, despite the fact that if he went elsewhere and fought Vatista's more on his level, the matchup ratio would shift dramatically. Especially for a rarely used character like Chaos where each match has more of a bearing on the results.
  18. You do have to remember that it's just based on his own experiences. I think the idea of Tager being even and Mu being in Azrael's favour is laughable, but when you remember that he has to fight the best Tagers in the world, with Mu being very heavily under-represented on a global level, it's not that strange.
  19. They're listed in each character's page here; http://in-birth.wikia.com/wiki/Category:Move_Sets Byakuya's is an Overhead.
  20. So I'm messing around with Relius and I got to say I don't really understand his neutral. It's kinda clunky. I have a hard time anti-airing people and fighting people air to air. What often happens is that I'm fullscreen and i'll do 214C, they'll then jump over and just get in. Ground Zoning/Rushdown makes some sense due to 5B and 214A. but when it comes to aerial play, I feel really lost. My air normals don't feel very suited to hitting horizontally or above me, my anti airs (mainly 2C/6B/4D) don't seem to do well vs anyone with any kind of mobility, as they usually end up getting baited/avoided. I try using standard D drives, but I feel like they always just get mashed out, and I struggle to whiff punish them. Sometimes them hitting me because hitting the doll seems to increase the hitstop and thus the active frames. I have a really hard time getting people to respect me midscreen, only 214A seems to do a standard job at it, and it still gets messed up by some stuff like Wolf Cannon. Any basic suggestions on how to play the neutral game?
  21. His normals are pretty ass and awkward to use too. For example, his j.C stops his air momentum and lurches himself forward before doing the axe kick. Very strange and weird to use.
  22. Could you perhaps explain? You can mash throw to escape in other games? My bad, didn't know that, I just usually do it on prediction.
  23. If you grab people while they're shielding, you break their GRD meter. And I'm pretty sure every game, at least those with two button throws, has TRM, since you could mash out of throws otherwise.
  24. There are certain ranges after gustaf where even on regular block there are no reliable options for you to take. 5A has pretty bad horizontal range compared to most 5As in the game. If you're at a range where your 5A doesn't connect then you have to take a more riskier option. In this situation, you mostly going to want to be a bit creative as you can't just throw out normals to continue your pressure. Some things you can do is Dash through them, jump or IAD, backdash and gustaf back in again, and even growler. You can't be predictable. There's a lot of other options you can do as well that will have varying degrees of success. Azrael pressure wise is actually very limited. You will get hit by people doing DP inbetween 5A>5A. What you need to do is be creative, not just after gustaf, but in all aspects of his pressure. While it is full of holes, it is also very very high reward if you land his fantastic mixup. Stuff like 5A>6D, 2C>wait>5D. Random normals into backdashes. I enjoy Azrael because his pressure is almost completely player specific. If you're creative, you make the player scared and confused over stuff, that, when looked at objectively, isn't that scary. You have to make them scared to do DP because "oh god, what if he does 5A>backdash THIS time as well?". "I IB'd Gustaf, but what if he does Grolwer again? I better block". Suddenly, you're able to pressure them after IB Gustaf. Remember, there's a fine line between creativity and yolo. Play safe early on and try to figure out how your opponent likes to play. Every time I do a blockstring on someone, I take a mental note on when they tried to "do" something. If they start Dping/backdashing/mashing out after 2-3 blocked hits, then that's a good point to try and make a read with something like frametrap 3C or what have you. Doing a Minus on block move and frametrapping them with Growler only works if you think they're going to play aggressively when they have chances to do something. If they use holes in pressure to just escape, then you're just going to get punished and look like an idiot. It goes without saying that in order to make Azrael's pressure work, you NEED to work on your confirms and combos. You need to be getting close to optimal damage off every confirm you do. They're only going to be scared of DPing if you actually know the 5.6k meterless weakpointless 3D punish.
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