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Everything posted by AMB Bakery
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I only asked the question because I wanted to make Surfeit reflect on what he said because it is silly. It's good to see that her aegis blade some sort of invuln.
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Why would you want to whiff a super to cancel into some mix-up on wake-up?
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[CP] Hazama Gameplay Discussion [New members read first post]
AMB Bakery replied to Lich's topic in Archive
For those of you without reference, you can spot Guymam's sexy face in the latest issue of Arcadia. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
AMB Bakery replied to Yuushiro's topic in Archive
You guys should meet members of the Himawan dynasty sometime. It is quite the experience. Also, Marcell, how can you say Fenrichi is only your 4th favorite when he is literally just a younger, japanese clone of you? -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
But does it have homing? -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Why is 6C bandit revolver? Also Bullet's unlimited form is pretty funny because she can whiff-punish at almost any distance. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
Never, because Austin is the city of AE. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
GANDAMU -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
I was re-reading the general overview thread to recall what we know about OD BHS. It mentions follow-ups after CH but what about Non-CH? Can it be RC'd into a combo? I ask this because the bbs knowledge you used in the overview thread described even a weak hit-confirm after the OD BHS yielded 9k damage. If perhaps there was a situation where you were sitting on really low health but full meter and had one weakpoint already applied, then there might be a way to use OD to create an unburstable unblockable set-up. I hope we see clever ways of doing this in the future. If it can be pulled off successfully, the comeback potential could be ludicrous. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Well there you go. I think it's safe to say that more often than not if you land a counter-hit D move, you're going to get heavily rewarded if you can properly follow-up. -
[CSE-CP] Jin General Thread "Jin it to win it... again"
AMB Bakery replied to Yuushiro's topic in Archive
I helped the Jin mod move into his apartment today... am I really just a slave to the ice prince?... -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
I think he's the most hilarious character BB has to offer. It'll take a lot to stop me from laughing obnoxiously during matches and just yelling "DISCO COMBO" whenever I land the disco combo. I really hope you can disco combo from throw with an upper weakpoint. -
[CP] Hazama Gameplay Discussion [New members read first post]
AMB Bakery replied to Lich's topic in Archive
Almost as good as 'A Horse named Keanu.' -
[CP] Hazama Gameplay Discussion [New members read first post]
AMB Bakery replied to Lich's topic in Archive
Having met you at NEC, this post is like 99999999x funnier. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Yeah, but without the dump for extra damage... which means he had to use 2A to get that perfect instead of just getting it cleanly with that combo. Also, dashing to cross-up your opponent with rekkas is hella fast and really unexpected if you have your back to the corner. You won't have to do much "conditioning" at all to get something like that to hit. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Yeah, lol, that's what the move is supposed to do, it's an anti-air (albeit inferior to 5B and 6A). The only other time you'll see that move used is for combo fodder in boost dash sequences. Hell, it was supposed to CH anyway because the other Az was throwing out j.B -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Well, to be fair, I pointed it out at first but I didn't really look at the other drive moves' effects on counter hit. I just saw CH 6D, 3D, and 5D all retain their special effects on counter-hit and assumed that was enough evidence to assume that it was a universal condition, but I've since seen evidence proving otherwise. The only ones that really matter are 6D and 3D, in the chance that your opponent is trying to mash out of a blockstring and they get ground-bounced instead. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
For all of the ground drive moves, they tend to have their weakpoint-applied properties on CH on ground or air hit. CH j.D or j.2D however do not gain their special effects and of course, neither do Hornet or Valiant. For Hornet and Valiant, I think it's just longer untechable time. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
If you're going to say "talk about Azrael" at least have the decency to respond to my queries as opposed to my opinions on an argument... -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Look, sometimes you just have to compromise. If you really want to get into fighting games, then you have to be prepared to read all different types of formats and ways of presentation or else you'll just be lost. True, zeth's tone might have been a bit harsh from a newcomer's perspective, but sometimes you gotta force people to pull themselves up by their own bootstraps. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Carry on I will. By the way do we know just how many drive moves that don't have repeat proration between the regular and weakpoint versions of the attack? I was looking back at this video and I don't think it was ever addressed much outside of "wow, that was funny." I know it wouldn't be useful in particular, but it would make for some easy combo-ability or adding a small bit of extra damage at the end of a combo. Or if you ever manage to hit 236D CH you can follow-up with it again for good corner carry and a free-style wall-stick combo. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
I'm interested in seeing the proration values on Scud Punishment. The OD version seems to allow a follow-up no matter how I look at it (just look at the 3-second crumple). Also, Azrael is dangerous with meter and over-drive. The less health he has and the more meter he gets, it could lead to a 5-7k unburstable combo depending on which weakpoints you have applied (just having one of either easily nets 5.5-6k with 50% meter). EDIT: Just thought of a new way to troll: if you hit an opponent with low health with valiant crash (provided there's an upper weakpoint), do > 66C > [6 > j.A] x 5] in remembrance of this: http://www.nicovideo.jp/watch/sm19476106 It would be a great match ender if you combo'd during OD or if the opponent had no burst. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Okay, I guess I should explain the reasoning for my opinions for Amane and Carl: Vs. Carl Advantage that Carl has: his vortex is even more guaranteed on Azrael just because of how fat he is. Azrael's only real hope is to backdash or growler, but both options have their own risks. Plus, because Azrael is so slow, Carl has the ability to play around and be annoying in neutral moreso than usual. Azrael can lose the chasing game hard in this respect, especially if he runs into nee-san unprepared. One last thing I noticed was that Carl's hitbox can mess up some of Azrael's combos, meaning he has to be closer in order to confirm or go an alternate, less optimal route. Advantage that Azrael has: Azrael's offense and mix-up is very hard for Carl to deal with. Be wary of using 6D in pressure though, at least predictably. Vivace goes right through it. Another advantage is that Azrael never has to jump to get in, which means he doesn't have to worry about air-to-air vs. Carl or risking being impaled by nee-san fingers. I also feel like Azrael is equipped to deal with both Carl and nee-san, often at the same time. Particularly 5C, 6A, 3C, and Gustaf have the potential to hit both characters at the same time and reward you for it. Overall, I think the match-up is very momentum-based, but Carl has the strength on wake-up and pressure whereas Azrael has the strength in (a patient) neutral and a little bit in terms of pressure. Azrael can deal with both Carl and nee-san when he's not in between them, but suffers greatly when he gets caught. Vs. Amane: Advantage that Amane has: spacing. The recent FT10 with Tahichi should show you again and again that Amane's C-normals and full-screen pressure is a bitch to deal with. What little movement Azrael has becomes even more restricted when dealing with Amane. Even if his 6D/hariken oki becomes irrelevant, he can still change his pressure to fill up his drill gauge. Even with growler, drill chip damage isn't always avoidable, and Amane is perfectly capable of doing damage via combos instead. Advantage that Azrael has: close-range. It's the same problem that Carl has, but worse. Amane isn't as quick to get away as Carl, and has a little bit more distance he has to travel in order to be at optimal range. This sucks for Amane because Azrael shines in his mix-up and rushdown capability. There also is, of course, the issue of growler being able to nullify a number of Amane's attacks. Any one drill that happens to connect with growler will immediately give Azrael 3 projectiles which will aid him in the long-range game. Overall, I think it's probably in Azrael's favor, but it's very polarizing for both characters. Azrael can be hard to escape while Amane's space and pressure can seem nigh impregnable. Azrael's mix-up is the first of his kind in BB. His forward dash is great for cross-ups. Also, Azrael has the most standing overheads I've seen on a character (one of which has guard-point) and they are rewarding if you hit it raw on a weakpoint or on CH. IAD j.B is similar to Hazama IAD j.2C but you can use it as an air-to-air as well.