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About AMB Bakery

- Birthday 04/01/1993
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Location
Austin, TX
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PSN
I_Palindrome_I
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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
AMB Bakery replied to zeth07's topic in Archive
I re-tested it on Jin's ice wave super and it got blocked. Before it would break the guard point. Been testing it on the portion of the cast to the right of Azrael (Jin, Platinum, Valkenhayn, Bang, Nu, Kokonoe, etc) as well as Ragna and Hakumen, and I've yet to have one of their supers break the guard point. Not sure if this has to do with the patch that came out a few days ago, but maybe it auto-guards everything (besides throws and unblockables) now instead of just 'everything with the exception of distortion drives.' -
Does 40-48 oatmeal-chocolate-walnut cookies and 48 caramel-filled brownies (one 13x9 inch pan, but the brownies are hella meaty) sound like enough? I'm looking forward to meeting all of you that I haven't already met otherwise. I'm also looking forward to meeting up with the people I met last time~ Will be good times all around.
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[CP] Azrael - Gameplay Discussion v.2 (Discuss Videos/Combos/Questions/etc.)
AMB Bakery replied to zeth07's topic in Archive
He's been doing IAD j.D > 2D at the end of valiant combos since after arc revo iirc. I'm not sure how useful it will be depending on who you play, though. My opponents have emergency tech'd after valiant combos 100% of the time, but it's nice if that supposedly sets up meaty. I found you can get j.D > 2D to work on both forward and neutral jump. -
5C FC double weakpoint dickery: 1. 5C 3D > 5C xx TC~236D [6 > 5C] x 4 > 6 > 623C > 3C > 6A > 2C > 5B xx BHS (7106, preceding combo builds 42 meter) 2. 5C xx 236D [6 > 5C] x 4 > 6 > 623C > 3C > 6A > 3D > 2C > 5C xx TCL > BHS (7029, preceding combo builds 41 meter) Alternatively, you can end the combos prematurely with SCP if you have enough meter. Combo 1 SCP version ends at 6A having built 40 meter (5961). Combo 2 SCP ends at 2C having built 37 meter (5559). SCP option seems a little overkill, but it makes you pretty dangerous for like 12 seconds~ Plus the stagger wake-up is nice, and if you have enough meter you can do 5C > BHS unblockable. EDIT: minor discovery about the 5C x 4 > 623C route... it won't work if the first hit of valiant hits a grounded opponent wallsticks (i.e. whatever xx 236A RC 236D in the corner will stop the 5C x 4 > 623C sequence from working). The reason I say this is minor because you can easily alternatively do 3C > 6A > 623C or just do the corner-specific sequence in place of that combo, not to mention this is only the case for grounded opponents, so stuff like OD combos, 2C > 2B TC236D, and TCL rapid 236D will still work because they all launch the opponent before valiant hits. Basically the only place where this is a problem is if your valiant combo started with 236A RC or 5C FC.
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Both 1st and 2nd hit of rekkas cancel into hornet or valiant, so it's not completely out of the question as mix-up, but it's definitely a no-more-than-once-per-ten-matches type of gimmick. Doing TCL if you have no weakpoints isn't so bad, especially if you're carrying them to the corner where they have less options. Some things in neutral that you should avoid: 236A, especially after forward dash after you or your opponent have bursted. In the Jin matches this was pretty much every time whenever you were fullscreen. 236A can work as a functional long-range whiff punish because it is pretty fast, but if your opponent catches on, they'll just see you rushing towards them and hit you in the face for it. Jin can do a lot of stuff to you for free, 2D, 5C, hizansen, etc. Valk can just wolfdash sky high and not give a hoot. Airdashing at mid-range. This just leaves you insanely vulnerable and asking to be anti-aired by literally anything. It's okay to do it fullscreen just to get into the mid-range, but using it to close the distance from mid-range to in their face will result in disaster versus anyone worth their salt. Though airdash j.2C is a gimmick that may be occasionally worth it just because of how funky the movement is and how much priority j.2C has. Being backdash happy. It's a cool move, it's invincible, it can make a lot of stuff whiff. It's too bad it's 26 frames and leaves you with very little time to capitalize on them if they whiff anything and leaves you even more open to getting run up on than you were before if they didn't whiff something. Backdash > forward dash > backdash is just you accomplishing a whole lot of nothing and won't phase your opponent in the slightest.
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[CP] Hazama Gameplay Discussion [New members read first post]
AMB Bakery replied to Lich's topic in Archive
As long as the shitposting/spamming is kept to a minimum and doesn't pile on and start cluttering the thread, it's fine. If it gets really out of hand, I'll bring down the hammer cos that's my job, but otherwise I'll just leave friendly reminders. For example: A friendly reminder that there are matchup subforums for each characters. I'll give you a brief answer/opinion, but in the future please take matchup discussion to their respective matchup threads. Though, if you want to talk about specific gameplay aspects of Hazama that may include techniques geared towards dealing with certain matchups, I suppose that's fine to post here as long as the focus is on gameplay/strategy/mechanics first as opposed to evaluation focused on fighting one character. Dealing with reversals is more of a player skill issue than anything. You're just going to have to work your pressure game around educated guesses of when they'll do a reversal. Backwards Jakatsu is a pretty nice addition to Hazama's toolset to aid in dealing with reversals during both pressure and wake-up. As for the neutral game vs. Jin, Hazama wins pretty convincingly. Jin's normals are great versus characters that only have traditional movement options or characters that lack zoning tools, but Hazama has both of those. At max range, Jin has nothing to threaten you with, and Hazama has chains that cover many angles and movement follow-ups to those chains that allow him to cover even more space. A good ~B follow-up should bait/avoid his anti-airs cleanly. He does beat you at mid-range pretty easily, so you should do whatever you can to either get close enough to AA or begin an offensive or move out of his effective range in whatever way you can. Hazama also takes the cake on reversals. You get 4k or more off reversal super, and if he gets cocky with some kind of gap in his pressure like 6B or doing 2D after barrier push-out, you can easily react and punish because of how fast 236236B is. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
No reason to post when people are actually playing games and not getting fired for being incompetent. Happy Thanksgiving. -
What's the worst fighting game you've played?
AMB Bakery replied to Verimeloni's topic in Misc Fighter Central
I actually had the displeasure of playing Kabuki Warriors on the original Xbox. I had only rented it though, so it's not as big a remorse as people who actually bought the game. -
Jumping is something you shouldn't do unless you're trying to avoid fireball or if you know your opponent likes to whiff c normals in neutral, and when you are in the air, j.B is your best air-to-air by far. Likewise, 236A is something you should avoid in neutral versus all characters unless you know you've got your opponent scared/you think you can abuse him. If you're getting hit by her j.B during pressure, you need to seriously rework your pressure then to deal with that. 5B and 2A and j.B are your friends. Speaking from personal experience, her 5C and j.C are the things I have the most trouble with, simply because they have silly long range for normals and are projectiles, so I can't 6A/5C/3C where I normally could. That and of course her zoning capability and ability to force me out on a whim with 236D is particularly frustrating, but that just means I have to play more patient. My final advice to you is something that applies to all matchups in terms of getting pressured, but relies on psychology: if you backdash or growler like no tomorrow and eventually your opponent will be looking for it. Once you've created that gap, you can 5A out, and that's one of your best pressure starters. Something so simple can result in a massive change in momentum. I hope some of this helped and I'm not just rattling off garbage.
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Lol Azrael's 5A and 5B are better for anti-airing imo, and are far more braindead. Same goes for Azrael j.B with air-to-air. My friend who plays Kagura said this regarding the Hakumen match-up, but I think it can be applied somewhat to playing vs. Kagura in general: "When you see me not crouching, that is your cue to air dash on me." I respect this cos flash kick is one of the best anti-airs in the game, and is also a relatively safe reversal. Why would Kagura stand during my blockstrings ever? To block overheads? He could just flash kick me and get oki. Granted, he won't flash kick on reaction to overhead every time, but there's only so many things Azrael can reliably gatling into overheads off of (2A/5A and 5B/5BB being the main ones, 2B > 5D if you want to kill yourself I guess), so I imagine a good player will catch onto this and punish accordingly. I'm not too worried about neutral. 6A will beat or go through most of whatever he can do, and the hitbox is good enough to beat stuff like 2D~B/2D~A. 5C is good enough at certain distances to stuff stance rushes entirely, though Kagura gets forced back a little too far for the 5C > 6C fatal counter combo to work. If I really want to troll, there's distances where I can hornet bunker on reaction, and the damage from CH'ing that is at least 4k. This doesn't come without hitches, though. There will be lots of instances where stuff will just trade. This matchup is kinda hell for both Azrael and Kagura: Azrael can't do some of his better mix-ups as freely as usual, Kagura's sonic boom oki/neutral gets ignored by Growler, etc.
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Yeah, I was going to mention 2A as well, since it beats/trades/goes under their A mash depending on what point in the flash kick you clash with. I'm almost starting to like the hornet option a little more even if it is far more ballsy/troll, just cos I don't have to deal with the uncertainty of clash.
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Found a couple of silly things as far as beating flash kick goes, one is definitely more practical though. This particular option is definitely a harder 'read' than the other, and is only really applicable during pressure: do some normal that is special cancellable into hornet bunker, then special cancel into hornet bunker and hold as long as you need, though once the first hit of the flash kick is auto-guarded, you can release D, you'll go under the rest of it for free and get a counter hit. This is better to do if you don't have a lower weak point in my opinion, just cos it's easier to confirm. Off counter-hit hornet bunker launch (w/o weakpoint), you can follow up with 2C 3D into stuff or go straight into rekkas if you want to. If you do have the lower weakpoint applied, you have to wait until they land until you release D, otherwise they'll float too high for you to combo off the chase. The other option works in both pressure and as a meaty option and it involves 6A. You can either cancel into 6A from something like 5B or 2A or you can do it after blocked 236A during pressure, or you can do it after D knockdowns. So usually if you clash the DP with 6A, most of your other options, including doing nothing, lose to the rest of the flash kick. However, you can special-cancel the clash into DUMP and the auto-guard will guard the rest of the flash kick for you, and the move is slow enough to where you'll land at around the same time they do and score a CH. The follow-ups to this are actually better so long as you have a weakpoint, which you usually will. Off 22C dump, you can usually only follow up with 5B or 2B, but off raw dump, especially CH, you can go into 5C, and from there into rekkas/TC>valiant. Plus DUMP is a 100p1 starter, so no matter what you do, it's going to hurt. EDIT: a couple of small caveats to this: One is that sometimes depending on how they time the flash kick, the 6A itself will be the thing that counter-hits, in which case you can probably special-cancel dash into rekkas or something. Two is that sometimes the dump will cross-up, which won't really change the combo/follow-up too much depending on what weakpoint you have applied, just be wary of this. EDIT 2: the second option is definitely beatable if the Kagura knows to mash A after the clash. But then again, even if you auto-pilot 6A into dump, it's still very little risk, especially compared to the huge reward you get for successfully landing the DUMP counter hit.
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Valiant Charger and Hornet Bunker have super armor guard point from frame 10 up until sometime after you've released the charge, just a little bit before active. This means that those moves can absorb any attacks that aren't throws, unblockables, or distortion drives, though funnily enough it will absorb crush triggers and astral heats. It also completely ignores chip damage from specials and things like Amane's drive.