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AMB Bakery

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Everything posted by AMB Bakery

  1. Well, his forward dash IS cancellable but has no invuln. And the Gustaf feint would only be helpful if he had a command throw to go along with it. Azrael biting people though... for some reason it just feels.... homoerotic?
  2. Yeah, if only he could BDC Mappa, I mean "Gustaf"
  3. Give Azrael AC Slayer's (not +R) 2H imoimoimo On a serious note, I just think some of Azrael's normals are just funky. His 5C and 2B come to mind because they're both kinda slow but have good reach. During the start-up of both of those moves it looks like he's coiling back for a little bit before letting out a long range strike. I think he also loses to people that have faster normals with similar range. Litchi and Amane both exhibit this in different ways. Watching videos, I keep seeing him get counter-hit on start-up in neutral. He's really lacking a fast poke. And, as Zeth has said, his oki game is really weak for a character whose success relies on him staying in the opponent's face. As for why he loses to Hazama, I think it's because he lacks good movement options moreso than ranged capabilites (i.e., Hazama wins vs other zoners but loses vs Tao and Valk). @psycofang & SoWL Amane just seems like a really effeminate Axl to me. Just the way he controls space and has a really downgraded Axl bomber gives me that feeling. Just noticed this: we chibi sprites now.
  4. But almost everything Azrael does (for "oki", outside of meaties) loses to mashing, unless you're just ballsy enough to hold valiant/hornet on their wake-up. Not that excited about it, just wanted to point out a highlight of something odd but beneficial. Idk, I had figured it was unintentional, but hey, it's an auto cross-under. Even if it's gimmicky, it's still a thing.
  5. I hope this isn't Litchi-specific, but this set-up is kinda cool: http://www.youtube.com/watch?feature=player_detailpage&v=ohdFeaK9ElU#t=285s
  6. Too bad he doesn't need it with all the push he's already got.
  7. That's like the 5th time I've seen that happen. They really need to work on patching that.
  8. Variety is the spice of Hazama. Don't underestimate Hazama's powers as a mix-up monster.
  9. Falling fang isn't bad because it's plus on block and an overhead. And if it does hit, you get even better oki afterwards. To me, by just hitting them, you're demoralizing them, and just fooling them into to being more susceptible to mashing or getting hit by mixups. And finally, 5B > 6B isn't bad either, necessarily. It's just that, as a habit in the west, it seems we're generally less vulnerable to lows and more vulnerable to overheads. So basically, it's less likely to work as a mix-up, but if they block it, it's also hella plus (even on IB). Just stuff to keep in mind. :3
  10. Am I wrong for calling him "Steve" this entire time?
  11. Pretty much any optimal Haz combo turns into this: HIRENTOTSU! x infinity
  12. Of course you would need a 100 p1 starter to do a combo that has 2 moves with repeat proration being used twice in the combo (4D and Jakou). You'd honestly just be better off doing 2 j.C x 5's if you're going to do non-TK loop corner combos. Something like starter > houtenjin xx (S)214D~C xx CU 5C > j.C x 5 > 2C > 623D xx dash 5C > j.C x 5 xx 66C xx 3C > mizuchi would probably work in this combo's place. Depending on starter, you may or may not want to 6D~A xx 4D~A or do another rep of j.C x 5 after the second one. A modified version of this would include the 6C at the beginning and then just end with the usual 5C > (2C) > 214D~B xx 3C > mizuchi.
  13. ^Agreed, but I still feel the need to engage in these discussions just to CORRECT people on how WRONG they are. It is my civil duty as a citizen of the internet.
  14. I'm sorry I just find this hilarious. I've never heard of someone who uses both English and Japanese names for moves. To be fair, though, I don't look down on anyone for using English voices/move names, I just think that 9/10 times it's easier (shorter, faster) just to call it by notation, Japanese name, or colloquial name (i.e., Zaneiga = scoop, Gasshou = flash kick, etc.)
  15. So basically you're saying it's distance-dependent? If you'd be so kind and tell us what you've found works on the characters that, so far as I know 214D~B xx 3C doesn't work on, it'd be helpful. Though honestly, if distance is the problem, and judging by EvilCommie's google doc, it's safe to say that if you're just really close to the opponent then 3C will connect (except on Tager).
  16. I really want to record myself singing this but instead of muppets, I'm surrounded by (and holding one) dakimakura.
  17. Idk, I haven't looked into the j.6D~D xx 66C link working on all characters or not, but it really doesn't matter all that much since you get most of your damage and meter from looping anyway. I'm not even sure if the loop would even work after j.6D~D xx 66C midscreen, as it could have knocked the opponent back too far for the 2C or j.214B to connect. As for CH 6B xx 3C link, I wouldn't worry about it too much unless your opponents are being hit by CH 6B in a notably frequent manner. Is the j.C x 5 really necessary? At that point in the combo you're probably just sacrificing damage and proration. Super combos with a starter like 5C or 6C or even 2C should be able to get 6 or 7 loop reps. Also flash-kick xx 3C doesn't work on a few characters (thanks for pointing that out, EvilCommie). Just you wait for CP, then.
  18. Decreased attack level of chains. They went from level 5 to level 4 going from CS2 to EX. Therefore, not enough hitstun to link a long start-up attack like 6C. As for what to do after 214D~C if 6C has already been used in the combo: 6A. It's a tighter link than 214D~C xx 6C but it works and allows you to pick up afterward.
  19. 6C in CS1: no use except for breaking primers. 6C in CS2: COMBOS SO MUCH DAMAGE WTF AAAAAA 6C in EX: repeat proration ;_; 6C has never really been it's own move, but considering how many fucking good normals Haz has already, I think it's okay that 6C is just combo fodder. But yeah, I can see why you're depressed about 6C suffering the fate that it has. I'll be glad when TK loops aren't optimal anymore (and instead optimal just basically becoming CS1-style j.C x 50 and CHAINS again). as for backthrow combo, it's in the list. 4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B# Damage: 2913, Heat Gain: 36 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 3204, Heat Gain: 47 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B* Damage: 3220, Heat Gain: 49
  20. It could probably be useful for neutral tech, you'd just have to delay it and it'd be distance-dependent. The really appealing thing is that it's like +11 on block, iirc. Any way to get that to hit meaty would be insane, especially if you can block afterwards. Side note: I just realized that Azrael might be able to make his taunt wall-stick via Valiant Charger.
  21. WELP. Okay, I give. I personally don't use the wiki all that much (despite being responsible for nearly half of the Hazama wiki page's content), I'm just used to browsing threads for info or learning from friends at this point. I have one request though: please for the love of God or whatever you believe in, try to apply brevity to whatever it is that you're working on. Though it sounds utterly hypocritical coming from me (considering the PM I sent you earlier), conciseness is the key to any good writing. Especially in the case of fighting games, no one wants to read lengthy explanations of moves and combos. Trust me, if you keep that in mind, it will make all of your work far more accessible.
  22. I think the "Character Overview" and combos are better suited to the wiki whereas the character guide and strategies would be better left on the forum for discussion. You know, leave the static, unchanging stuff to the wiki and leave the more dynamic, ambiguous or otherwise paragraph writing type things to the forum. So I assume the wiki is the next thing you're tackling on the to-do list? Makes sense. It's honestly the best decision out of the four things you could possibly be doing right now, even if it is just a formality. Cleaning up the combo thread would be the next big thing to do. If you decide to create the character guide now, it will likely be incomplete but still useful as a placeholder. The only thing I would hold off on is creating the match-up threads since, until the game actually releases on consoles or otherwise internationally released, having those threads there could lead to rampant shitposting and bad theory-fighting. Not saying that good things couldn't come from it nor that there wouldn't be healthy discussion, it's just me expecting the worst.
  23. The game doesn't lack depth, it's just that you never get to see any of it. The problem of long combos could be solved by changing the way floating/hitstun works, i.e., just increase the rate at which it decays. It doesn't help that you see almost every histop effect for half a second and on top of that you can link so many moves in a combo that you can build meter for a super. Almost everything else about the game is fine. Except for Yuzu who can end her combos that lead into safe, unseeable, 50-50 high-lows on wake-up.
  24. Yo damn, Zeth, nice avatar you got there. Nice work on making the combo theory section, by the way. I have a couple criticisms/ideas that I might PM you tomorrow, but overall it's pretty nice so far. Any thoughts on what you're going to tackle next? Oh for any of you who (may still) have doubts, AMB Bakery = MetalMaelstrom. I decided to make my account reflect my handle in real life.
  25. Wow, you play Reload? You should talk to taraction (Tim). I'm sure he'd love to have someone to play that game with. Also, I live in South Austin on Oltorf. Where do you live? Riverside? Ben White?
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