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Everything posted by Verimeloni
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BlazBlue Calamity Trigger - How has it aged?
Verimeloni replied to SkagMaster's topic in BlazBlue Gameplay
If there's any reason CT anymore, 2 words: Hakumen's Story -
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
Yay made it to Mu-12 in Unlimited Mars course B... -
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
If D moves truly can be canceled, just imagine if they can be Valiant/Hornet -canceled. Adding another weakpoint mid-combo and landing big damage would be a piece of cake. Example: [uW] 5BB > cOD > 2C > 6D > 5D (cancel 5D just after hit)> 214D > 5A > TC > Valiant > ... > 2D/j.2D > BHS I find myself rarely using 623-Sentinel in real matches, maybe they could 1) give it more GP frames/reduce it's startup (like buff a good move even more duh) 2) make it chargeable like Valiant/Hornet? The other move which I seldom use is 6B, maybe they could make 6B jump-cancelable on hit? -
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
For 3D to hit you have to time the Valiant really carefully so the opponent is 1 inch from the ground. The reason to this I think is that 3D's hitbox is slightly bigger in the rock part (http://www.dustloop.com/wiki/index.php?title=File:BBCP_Azrael_3D.png), but because after Valiant you're in the corner (=too close to the opponent), the rock part will go offscreen and thus whiff. I think with a basic OD combo you could actually end with Hornet for the LW, at least if you go straight to Valiant after 6D. Or 2D, if your opponent is low enough (again). I find myself using OD in combos seldom partly because people actually know you can massacre them if they're not careful, so (if I have OD available) they start using CAs and DPs + RCs a lot in the last round. OD canceling Gustaf would be great, Valiant/Hornet even better. -
This one's the best, like they fix it but it's still meh xD
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[CP] Hakumen VS Terumi: The Black Susanooh
Verimeloni replied to mAc Chaos's topic in Hakumen Matchups
It's only activated by mids and overheads, no throw invul whatsoever. If it whiffs it's either bye-bye to Burst or life. -
Arcade opening: http://www.youtube.com/watch?v=gQ9Cd4MKqHs
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This matchup is like Az vs. Kagura, shitty for both characters. From matches that I watch from Nico and YT I see a lot of Tagers just charging when they're at fullscreen distance from Az. His Voltec Charge has GP against all but unblockables/lows/throws, but after GP ends it's got 23 recovery. If you see Tager charging a lot (if you have meter) you could pretty easily OD BHS > 22C > combo punish them. Better yet if they have at least one weakpoint and they're close to corner, then you can just go haywire. (That is, if VC actually puts him into CH state.) I rarely get to fight against Tagers so I can't say for sure... Edit: it does put him in CH state++
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[BBCP] FT10s - Season 3.1 - Sat. 1/11/2014
Verimeloni replied to LegendaryRath's topic in BlazBlue Online Play
@Rath: you can drop Tsubaki from my name since I've decided to drop her in CP. Extend Tsubaki, you will be missed~ -
DAAAAAAAAAAAAAAMN You should post that to Koko's Kokonoe vs. Azrael thread (if you haven't already), just to make a point about changing the gameplan as well
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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
You can try max distance 5C (blocked) > 6C (blocked) and then either 3C or crossup dash > Tiger. 5C > 6C should put you in a distance where it's easier for you to start you pressure. -
. Back in CSII and Extend - and even a bit in CP as well - people have refused to play me, or have gotten extremely angry with me because I use Noel. I've gotten used to it though, I've learned that pretty much almost everyone hates Noel in one way or another. Only scrubs hate Noel 'cause they get constantly FC'd with her 4D.
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Please do, those moments are golden <3
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Okay, 90% of all the matches I play online are VS Terumi so I think I can share some tips. Again I haven't studied his frame data (because there isn't any yet!) and I don't play Terumi that much (all challenges cleared but however) so all this info I'm sharing is from experience of fighting against him. - Terumi and Azrael are both close-combat characters and as such this match-up is in Azrael's favor (60-40?). Terumi is faster for sure (5f 5A) and he's got a good DP (it requires 50% but his heat gain is crazy too) but his damage is low, his health is low, his mixup is mediocre at best without meter and he's pretty much corner-dependant to land much damage at all. - Terumi has no standing overhead, so the best solution for him is TK'd j.2D which isn't SO hard to react to, plus he can only jump cancel few of his normals on block. If you end up blocking just block low and react to his j.2D & command grab Gasenshou (214D), the second you hear him say it just Growler/5A/backdash and punish with 3D etc. for a CH combo. It's got 25 startup and 43 recovery so he won't do it often. - If you get hit in the corner mash A and B to tech, Terumi has a lot of multi-hitting attacks which prorate in a weird way (his 22C for example, if he mashes C the additional stomps prorate "on their own", meaning he can purposely end a combo early to try a reset). Actually our very own Fogelstrom made a video about it. - Don't try to backdash when he does his 6C, you'll get hit and you'll have to deal with his pressure. - For some reason a lot of Terumi-players like to grab a lot, so get used to those. He lacks mixup tools, be ready to break throws. - Growler is pretty good in this match-up (it pushes Terumi to distance where doesn't want to be + he doesn't have any fullscreen punishes, Messenga doesn't reach and Renshouga isn't fast enough). - His Jagaku (236D, typical pressure ender) is -4 on block but it pushes Azrael's out of 5A distance, so immediately after Jagaku: *Terumi does 5A: catches 2C, 6A/2B beats, Valiant/Hornet ok *Terumi does 5B: catches 2C/2B, 6A beats, Valiant/Hornet ok *Terumi does 2C/3C: catches 6A, 2C/2B beats, Valiant/Hornet ok *Terumi does Gasenshou: catches Valiant/Hornet (GP), everything beats Bottom line, either 2B/6A/backdash/GP/keep blocking. - Terumi has 2 reversals but both require 50 heat, if he has 50 heat after knockdown think twice before meatying. If you think a reversal is coming -> Hornet a tad before they tech (GP catches Soutenjin + hits low so CHs Zanrouga) - If you actually see him do Zanrouga (laughs/spins chain), just 3D for a free 5k punish (it only activates with mids and overheads). That's all I can come up now.
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Is it just me or is Hakumen's 3C CH-safe? You can get a crouching combo for sure but 3D/6D don't bounce, which sucks.
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Don't take any of these by heart but keep them in mind the next time you're fighting against Bang. Also watch your replays and analyze what was good and what was bad. If someone has more info on this MU please comment/correct.
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Took me 5 minutes to complete the challenge with your advice, now I've got 100% on Az (main), Terumi (super-easy) and Kagura (possible sub). I'm guessing there's nothing more to it than doing challenges for fun (you don't unlock anything) but it's useful when learning let's say Relius's puppet combos and Azrael's links. Thanks for your super-fast response, folks!
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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
That's pretty neat but extremely gimmicky, though Sentinel is ++ on block but whiffing it may result in you in the corner. I wouldn't worry about the dash time but if the opponent can tech earlier during Sentinel/does the reset itself work, Charger has a set amount of time for you to go 5C (from watching the video I think you get full Charger after reset, cool!) -
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
It really depends on the move and the situation, some moves have wider hitboxes (compare 5A/5B/2B) than others but for a really helpful answer post an example combo which you're having trouble with. Other than his C moves and Buster/Phalanx Azrael's range is mediocre at best. -
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
Like this? = 236D > RC > OD > 2C > 6D > 5D > (5B) aerial > TCL if enough heat > OD BHS if not > 236A/3D or TC > 236D > {6 > 5C} x 4 > 5D or normal BHS (not sure if it works because of Valiant's SMP). Or if you actually use Valiant to take your opponent to the corner, unless it's a match-win-guarantee you should just end with 2C > 6D / 5D / aerial and meaty your opponent's tech/roll and start a new combo with a weakpoint that you can use OD with. OD after Charger just feels like a waste to me (again if it's not a win-guarantee) because of the wall stick etc. Edit: scratch that, damage sucks and SMP ruins the loop if you go the double-Valiant route. 236D > RC > 5B > cOD > (5B) aerial > 2C > 6D > 5D > TCL > BHS / 3D is better by comparison. -
I guess/wish they'll do Chrono Phantasma as the second season, there's more than enough material in that game's story to work with + Bang was only in one damn episode! (Though I really liked the serious tone he was portrayed in)
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Found a good one: [HP 60 > 1%][67%] 623C > 5B > jc. > j.C > cOD > j.C > jc. > j.D > RC > j.C > 2C > 6D > 5D > 236D > {6 > 5C} x 4 > 3C > 6A > 1. 5D = 5914 + [uW] 2. SCP = 6103 + [bOTH] 3. BHS = 7007 No weakpoints required, works fullscreen and in corner, works on the entire cast, build 33% heat. Only tricky part is that it can only be done with the DP-motion Sentinel, with 3C > 22C version damage won't be much over 5k. If people are having trouble connecting j.D before or j.C after rapid delay the 5B a little so the opponent won't be too high in the air. Depends on the opponent a little but in corner it's easy as pancakes. Can be done with [LW] 3D, which with BHS = 7421, but requires high jump cancel. Looks hype enough too.
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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
New U. Azrael info, Scud now guard crushes on normal block. -
[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
Verimeloni replied to zeth07's topic in Archive
Did a little testing, some stuff you guys perhaps already know: Overhead/low thing doesn't apply. I believe that in contradicting cases the charge has just ran out. Ragna: Carnage Scissors and DbD can BOTH be punished with Valiant & Hornet. Carnage Scissors can be GP'd on reaction (meaning you see the emblem and Ragna shouts "Carnage") from a distance, let's say starting position + 1 back dash distance. DbD can be GP'd on reaction and punished even with max charge time (yay). For specials Hornet is a nice ID bait if done while opponent techs after knockdown. Blood Scythe and Dead Spike can be both GP'd on reaction but BS is risky because of that move's crossup-ability. I'm guessing (yeah) Hell's Fang can be GP'd on reaction but I'm sure good Ragna players know that it's minus (-) on block so. Hazama: Houtenjin can't be GP'd on reaction (surprise) but if people use it as a reversal the scenario's the same as with ID, but this time you can do Valiant as well. Rekkazan can be GP'd on reaction but isn't really effective because of the distance, you're better just using Growler (on reaction) to gain a stock. Hakumen: Yukikaze is a no-no. If you hit Yukikaze with either Phalanx or 2C stone block just jump or back dash (extreme timing). Shippu can't be GP'd on reaction but from a distance the wave can be. With this one just stick to Growler, if someone's feeling risky enough to whip Shippu (on the sword hit distance), Growler on reaction will protect you/grant you a stock/push Hakumen back with CH.