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Everything posted by Ctrlaltwtf
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Ugh, this matchup is pretty brutal. Azrael has an incredible backstep. He can escape pretty easily when he wants to because of it. He's got a lot of moves you can't 360 him out of. Azrael can outmaneuver you and outdamage you all the while keeping his feet firmly on the ground. Start of the Round: Azrael almost always backs off here, sometimes attempts a 5C at the start. Neutral: Azrael likes to hang around just slightly closer than fullscreen. This distance puts him in a good spot for setting up his 236A. This move is annoying, it's basically Hell's Fang if Hell's Fang was actually useful in neutral seeing as it's +1 on block. Don't let the long distance deceive you, Azrael's capable of closing gaps quickly with his forward dash and this move. This distance also allows quick punishment with BHS, which covers nearly fullscreen almost instantly and can be used to punish any slow moves you use. BHS can intercept your backdashing if you get careless with it. Growler absorbs Spark Bolt, and he can use it over and over. He can even backdash Spark Bolt. Growler must remain active for about a second and a half, so make sure to gain some distance if he uses one at range, and punish him if he mistimes it during your pressure. Azrael's backstep is one of your biggest challenges in this matchup. A whopping 20 frames of invulnerability gives him a powerful tool to avoid all your neutral options. Azrael's forward dash almost as bad as his backstep. It makes it difficult to catch him during breaks in his pressure. He'll go behind you and punish you for trying. This is a tool he will use to bait your 360 mash. Defending His Pressure: Tager has a lot of difficulty with Azrael's pressure. It's a very unique combination of moves that are either difficult or impossible to 360 and usually put you in a bad situation on block. This means you need to be on the watch for his slow startups and punish them with 5A or 5B before they hit your block. His Drives: It's very difficult to tell 6D and 3D apart, you often just have to guess. However, all of Azrael's ground drives are 360able. This is really good for us because Drive mixup is an essential part of Azrael's playstyle. 5D has a tiny hop in it that can cause your 360A to whiff, but it still usually works. 5D can be punished with a IB 360B. 2D can be punished with IB 5A or 360B. 6D and 3D can only be punished with a IB 720. This is very difficult though because it's a lucky chance if you can buffer 720 and block his mixup properly here. For all his D moves, 5A is a good choice if you normal block them even if it won't punish, because you are at enough + to take control. Other Annoying Moves 6B. While Azrael won't be anti-airing you very much, he can use this during a string to reset his distance from you. If you block this, the only punishment available is a Spark Bolt or a magnetized 720. Sentinel Dump is a pressure resetter you must punish during it's startup. You cannot 360 it and if you block it he gets to restart his pressure with a whopping +12. 3C is not 360able and he can use this to bait a mash and lead to serious pain. You're usually too far away to punish his 3C on block, though at close ranges a 360B will snag him. 6C can't be 360'd (noticing a pattern here?) and is +2 on block, another reset tool that needs to be punished before the hit. This move Fatals if you react with your punish too slowly. His 2C can only be followed up by 6D, 3D, or 3C Misc Notes: BHS loses to 360A and 720, even if he uses it after you use 720. Scud Punishment does not lose to 360A or 720 if you mash it. You have to time it very precisely after the superfreeze ends (difficult during a real match). It's very unlikely he'll just throw this out randomly though. Gadget Finger vs Grand Punish GF oki isn't very strong in this matchup for a lot of reasons, but it should be noted that 360A will beat his backdash. However, this is an insanely risky gimmick and should not be relied on. 5C will not snag his backdash. 5D will but not only is it super risky it also sends him flying fullscreen which isn't helpful. He does have a legitimate DP that will send us flying fullscreen. To cap it all, we have to worry about his forward dash during GF oki. He can easily punish us with this. All in all, I don't recommend GF oki in this matchup and highly recommend GP routes instead.
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2D takes longer, goes a lot higher too. Don't know anything about the actual frame data though.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
Most likely. -
Ahhhhh I was so close. Think the problem I was having with my version was I used OD afterwards (I started with 2C 623D OD). Thanks for Challenge 30 ---- Also, just found something so far that's Hazama-specific (may work on other characters with long leg hitboxes) 5A 3C Asledge 5A 5B 5C > stuff Trying to find a use for it.
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5A Unmagnetized Midscreen: (have to be a bit close though, not on top of them or anything though) 5A 3C 236A 5A jA jB delay jC sjA jC jD GP [DM: 2991] HG +21 The super jump on the second jA is extremely important. Testing it now for any character specific inconsistencies. Seems stable so far.
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
Trying to finalize a plan for Wednesday with regards to pizza and such. So far my plan is: 1 Meat Lovers (Shar & Jojo) 1 half Pepperoni, Half Pepperoni+Ham+Jalapenos (Me and Nemesis) 1 more with whatever they want for whoever else is showing up. Speak now or forever hold your Family Size Pepperoni. Junk Food: Some Hostess stuff, donuts and such. Honestly not too much cuz ya'll are gonna be full after eating the pizzas they're fucking huge. Soda: Feel free to bring a 2 liter of your favorite soft drink. I'll probably bring one of Dr. Pepper and a Mountain Dew. I'll be bringing disposable cups, plates, and paper towels. I can bring a big trash bag too. I have a physical copy of CP and a PS3 I can bring as well. I don't have a monitor we can use, unfortunately. -
Thanks, Axis.
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Fought Nemesis a bunch of times. This MU has changed significantly. Except a lot more ground wars with her C normals. Lasers are still a threat but not nearly as much as they used to. The greatly increased speed of the lasers, combined with the fact that her Steins explosion only hits once means she cannot rely solely on them for victory. Sledge hammer is now a much more reliable way to get past lasers and explosions. What's more, 45 Spark Bolt and 360C are both huge threats to her aerial laser setups. She cannot safely use air lasers if she's been magnetized. Her C normals are still as nasty as ever though, expect a lot of footsies with those. Her new cross-up special thing can be dangerous too, but can be reacted to with a 360A. Her DP is still hella annoying. 5C doesn't snag her backstep after a GF, which makes GF oki less desirable. Thankfully we have Grand Punish now. In short: expect a bit less lasers, expect a lot more footsies on the ground. Respect her 5C, it's still dangerous as hell. It can be leapt over with a jA and followed up with a jD for a magnetism hit, but only on prediction/start of the round.
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She can use a fullscreen projectile too now (same thing as her j236D projectile, except on the ground and horizontal). It's fairly slow (which can be annoying) but not very threatening and easily Sledged. I fought badlime a bit with this MU last night and it doesn't seem altogether that different. 45 Spark Bolt is a threat to her ability to charge in midair, but she doesn't seem to need to do that much anymore anyway. The new command throw isn't much of a threat to Tager; your command throws are far scarier.
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Ignore the opponent's movement, just input 236D the moment you see Terumi touch the ground.
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Minor improvement to 4A+B at midscreen: 4A+B IAD jC 2C 5C 3C 6D 236D Orochi DM: 3532 HG: +53~ (-50)
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GGs to people who can actually play and lose and have fun. BGs to the opposite. (you know who you are) Most drama-llama netplay today I've seen in a long time.
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lol I was just wondering that.
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GGs to Takumi's 8-man room. Split lobbies are fucking amazing. <3
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CP Tager feels incredibly strong. That's for sure. 360C and 623 Spark Bolt are both very legit additions to his arsenal
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He is really easy, you're not imagining anything. 2D is for oki yes.
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BlazBlue Question Thread - Ask your questions here!
Ctrlaltwtf replied to KayEff's topic in BlazBlue Gameplay
Walk up to a machine and push A to "use" the cabinet. Wait for someone else to do the same. Push A again to ready up. Loser gets knocked off the cabinet for a moment. -
He has supers that need heat too.
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Really important tip for playing this character that you can easily miss if you grind in Training mode with 100 Heat set (the default): Terumi gains insane amount of heats from his D moves and D specials. You really don't want to use BnBs that end with 22C, use ones that end with 236D instead. Example: 5B>5C>3C>22C(max) does 2407 and gains 17 Heat 5B>5C>3C>5D>236D only does 1981 but gains 41 Heat 5B>5D>6D>236D only does 1954 but gains 59 Heat Heat is critical to Terumi's success, so don't skip on the D button when you're doing meterless BnBs, even if it results in less damage. When you have Heat, you bust out 6C for huge damage and corner carry and follow it up RC Also, Terumi's 6D does 1337 damage all by itself, which is very important.
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[CP] Hazama Gameplay Discussion [New members read first post]
Ctrlaltwtf replied to Lich's topic in Archive
Bit of a correction to previous stuff: We can still use j4D for pressure resets. Our new ability to gatling it off of j2C makes for some very interesting options, including a very fast cross-up. -
[CP] Hazama Gameplay Discussion [New members read first post]
Ctrlaltwtf replied to Lich's topic in Archive
5B and 5C are not JC'able on block anymore. 2C still is though. This makes cross-ups a bit more obvious. Gashou's hitbox is utter shit now. Be very careful with it. -
BG to OctoberSunrise, get your head out of your ass man.
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[CP] Hazama Gameplay Discussion [New members read first post]
Ctrlaltwtf replied to Lich's topic in Archive
Long story short: Hazama's movement is completely different in this game. You'll need to take some serious time to get used to it. Not only are a lot of angles different but the speed and physics of the game are completely revamped. Big diff: j6D.D no longer goes horizontal; it goes upward at a slight angle j4D.D now goes totally horizontal. This means you can no longer use it to setup ground pressure resets with gasaishou and such (not low to the ground anyway). Jasetsu has a lot of movement attributed it to it now, and I'm not talking about just Jakatsu. Zaneiga/Rassenga/Gashou all have subtle movements that you have to master in order to get used to his spacing. This is especially true for Jakatsu stuff. For instance Jakatsu Zaneiga he lunges forward with it beyond the simple Jakatsu animation. Huge Difference: We can gatling jD moves now!! -
Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
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Utah Thread, Backdashing Missionaries since 2013
Ctrlaltwtf replied to SaikoXeon's topic in West Coast
I sent Nemesis a text. Wednesday would obviously be amazing for me and I wouldn't be able to go Sunday (lol I get off at 9:30pm on Sundays I'd be ready to play the moment you all get done). I'm totally up for sexy 4 bar netplay sunday night though. And btw Pwnage, we usually start our sessions around 4pm anyway, and last time we went til 9pm. Missing an hour of that you still get plenty of time to hang out with us and play FGs. We don't stay super late anyway cuz Shar's living with his brother who has a family and stuff so kinda rude to stay over too late. (not to mention Nemesis and Jojo aren't really into that Nightwalker thing) Course, I have no idea where you live so a trip to Shar's house might take you like 2 hours for all I know. JUST SAIYAN.