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AMB Bakery

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Everything posted by AMB Bakery

  1. You should probably take that to the matchup thread. You should also try doing 6A to beat stuff that isn't a low and doing 214B if he gets too close during pressure.
  2. "until he reached the corner" That should be all the time, this is Azrael. After j.D knockdown, 2A or 2B should probably catch something. 2A if you're close enough leads into rekkas, which is basically what you'd be doing if you had meter (but then again you'd probably doing rekkas into valiant or some 6D/5D ground bounce into rekkas combo). 2D also works if you hit them really high during j.D Nice combo video, btw, though I think 5C xx CT is pretty distance specific, it's still pretty big damage. To spare me the effort, could you find some optimal routes after j.D rapid (after, say, 5B (AA) j.B j.C dj.D) and 5C/6C air FC? EDIT: You can also pick people up after rekkas with 2C 6D/3D if you think they're going to roll, it's decently safe on whiff during their wakeup.
  3. AA 5B just leads into aerial combo (j.B j.C dj.D), can follow-up with rekkas or another 5B into aerial on counter hit. 2C blows back too far midscreen to follow up with anything other than 6D/3D. You should basically be confirming any ground normal you hit with either rekkas or 5B 2C 6D/3D. 2B is your whiff-punisher and DP punisher for the most part. You can punish DP's with a lot of recovery with 3D (CH) > 2C 3D > rekkas > ender You can follow-up buster with RC 3C xx 22C > 5B xx rekkas > ender (or nothing) or you can follow-up with RC 236D if you have an upper weak point. Counter hit buster goes into 2B xx rekkas midscreen standing, 3C xx 22C > (5B) rekkas > ender on crouchers, 2C > 2B xx rekkas in the corner. Can do 2C 6D/3D if you have a weakpoint already applied. 6C doesn't go into anything on standing hit, might be able to connect 2A/5A on crouchers. You can mostly only follow it up on fatal counter, in which case you can do 3C xx 2C > (5B) rekkas > ender or 2C 6D/3D if you have a weakpoint. If you FC an aerial opponent, just go into rekkas, or 2C 6D/3D if you have a weakpoint. Also possible to go into rekkas (2 hits) > valiant on air FC, not sure if there's some kind of advanced combo route for valiant with FC, but the standard 5C * 4 3C 6A 2C 6D/3D is still good damage. Ender after rekkas on aerial opponent is: 5A/5B > aerial if in the corner, 2C 6D/3D if close to the corner but not close enough to 5A/5B, 3D if not close enough to follow up with 2C. On a ground opponent, rekkas can be followed up with 5A/5B, but only if you weren't in the corner before the last hit of rekkas, and even then it's pretty distance specific, but you should be able to tell cos 5A/5B will actually link. EDIT: Just a couple of extra notes: "where combos come into play (outside of rekkas)" Welcome to playing Azrael. Let it sink in that you don't have to do a hard/long combo to get damage. Rekkas are good damage in my opinion, you pretty much know you're going to get at least 2k even off an A normal. Plus the corner carry is braindead, and Azrael is pretty scary in the corner. "weird situations like anti-airing with 5B or 2C" Those aren't weird situations, those are your anti-airs (5A is also fine.) 6B is very situational, though it's nice if you want to move backward. You can also troll AA with Valiant/Hornet if you think your opponent is just going to airdash and mash air gatlings.
  4. Small correction, the gap is ~10 frames (16 frames blockstun, 25 frames startup of next move, -1 frame for the frame in which 3C's active and blockstun are incurred at the same time), which is enough for certain characters' 5B's to reach active frames, but of course if your opponent is trying to get out of pressure they're probably going to 2A or reversal. The string is probably still bad but it's kinda all we got.
  5. A few things I'm noticing in training mode: 1. Valiant and Hornet both have Tager 6A-like Guard Point so they can't absorb supers. 2. Growler Field is indeed invuln to throws, at least on the frames it has full invuln on. That one video where the guy got 'grabbed out', it's because the throw and the strike collided, and the throw won. 3. Disco combo is indeed possible off throw, it's generally best if you forward dash cancel the 5B's as fast as possible, and there's a pretty obvious tell before you actually cross under so you can adjust accordingly.
  6. Valiant charger combo shouldn't change regardless of screen positioning. Also how are you managing to get SMP during this? I'm legitimately curious, at what move does the Same Attack Combo message show up?
  7. やはり来たか。。。過去の気配を無視したばっかり、だが現象が本当にもう一度現れましたなぁ。。。しょうがないね、奴らが。良いか?これから教育だ。忍耐が持ってないならば今すぐ出て行け。 WELP. That time has come once again it seems.... a new game comes out, a new combo that everyone can't do and will ask questions about until I (or somebody) make a guide about it. Give me a week or two, I'll find out what problems people are having and what cues and timing hints I can point out to make it easier. Though honestly, I'd almost rather not waste space on another thread and instead see if I can integrate it into the combo thread somehow... Does anyone else think it's funny that they give a damage boost to 214D~B (level 1) if you do forward Jakatsu and at the same time give a damage penalty if you do it during backwards Jakatsu?
  8. Long combos and weird links won't be possible anymore due to no FC, but having a better p1 (though it has an untechable time penalty built in just like throws and A normals [besides 6A] have) means that you can actually get damage if you land raw Houtenjin. Also, as much as you think it's cute, try to avoid using SSK as notation for Houtenjin. 236236B should be fine or 'kick super' colloquially is also fine. In the future, if you post 'SSK,' people are probably not going to know what you're talking about on sight. Hell, even for the official names, I doubt people would be able to tell immediately if someone listed 'JH/SIR' in their notation.
  9. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  10. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  11. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  12. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  13. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  14. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  15. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  16. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  17. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  18. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  19. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  20. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  21. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  22. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  23. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  24. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  25. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
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