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About Kinkuli

- Birthday 10/22/1988
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Jyväskylä, Finland
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KinkuliJP
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Probably best not to get too excited about Panzer tbh. Hazama pointblank 3C goes under it, it whiffs against valk 2B and brjA (why god why) and i'm sure there will be a lot of tools to beat it on wakeup. Looks ok as an antiair or against certain blockstrings i'd say. But yea just throwing it out there so people don't get TOO excited about it haha. Better than nothing but from what i've seen, i'm more interested in it's potential in combos tbh hah.
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ONLY time you want to do this is when you have meter and even then just don't that meter is useful somewhere else most of the time. Anyone worth their salt will block it and punish you. Same with Valiant. They are not there for mixups, they are combo tools. Azrael neutral is not that good honestly. 5C and Gustaf are your main tools for sure, but gustaf in itself is a HUGE risk which can lead into punish and into a KD most likely and we don't want that now do we. So use it sparingly. His neutral mostly is about you doing dashes forward into jump cancel into air BD, dash jc into neutral jump barrier/button, just a regural forward dash, dash/no dash into IAD button/barrier (if you whiff a button, you can use 6A to fish out pokes), gustaf with or without dash, dash into Tiger Magnum. You can use 5B or 5C, they are both wonderful tools which both cover different options. You can use 2C if you want but i'd use it sparingly due increased recovery. 6C can be used in neutral but it's kinda slow but if you think opponent is jumping etc. you can throw it out but again sparingly. Azraels antiairs are 5A, 5B, 6B and 2C. Which you wanna use depends mostly on the situation. As for drive moves and neutral. You can use 6D/3D in neutral BUT it's highly MU specific and opponent specific. 3D for example can be used against litchi IF you think they are going to use her stance which has armor. Other than that yeah they are good for catching rolls. Using them in oki is iffy depending on MU. If you are playing a char who has a DP, i'd rather not use them as mixup tools on oki. j2D is ok but honestly you could just use jB instead which is faster and also crosses up. j2D is good if you are doing 2D/hornet KD into IAD safe jump. With correct timing you should tag some rolls (forward roll at least) and still get safe jump timing. To get out of pressure you can barrier to push people farther, 5A works at times, BD is good, jump barrier is ok, counter assault, scud etc. No real easy way out tbh. How you use or which weakpoints you want is honestly up to your preference. Most of the time in corner you will end in jD but if you want to go for crossup growler RC OD 3D mixup then you can end in j2D. You ofc need to remember to mix things up :). Midscreen always end in j2D, jD pushes too far. Only use jD IF you know they will end up in corner, positional awareness is key here. If opponent is too high for j2D to hit, then ofc you should use jD to get at least some kind of KD. Honestly don't sweat too much about burning the WPs. Instead just focus on getting a hit in and then just use the best conversion available. If you can use 2 WPs then great, do so. Like personally even if i get AA and they have UW on them, i mostly end in j2D unless i am 100% sure i can convert into something after using jD instead. Growler is best left to absorb projectiles or as a crossup mixup tool. Ok so for 6A, it has body invuls so some ways you can use it are using it as counterpoke, bait out reversals, very situational as AA(as in you might score a AA hit at times mostly due opponent decided to IAD at you and pushes air button late). Like say you are fighting another azrael, you think he is gonna gustaf at you, then you can use 6A to go through gustaf and score a 6A CH into a combo for example. Against bang you can do 6A AFTER ashura superflash to punish it and so on. 6C like i said can be used as a poke IF you think opponent is gonna jump. You can also use it after 5C but it will totally depend on opponent you are playing. Against some you can get away with it, some will just AA you and fuck you up. j2C can be used as anti-AA move or as a combo tool. Currently the rewards for using it as a anti-AA move are kinda meh but in next version you get a combo afterwards. On block you can cancel recovery into special so most of the time you probably want to do that.
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If they didn't IB gustaf and you are pointblank just push 5A or if you think they will respect then 5D/crossup/etc. UNLESS you think they might reversal then you technically could 6A but just blocking or BDing is more safer. Wiki lists 6A body invuls starting from 7th frame so if you do it after 2D (+2) you should be ok even if opponent has 5f 5A.
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You can also 6A if they just keep mashing. Works like wonders
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GEN D reacted to a reply to a status update:
Hello Kinkuli i main azrael and was looking for help on how to do the jump cancel for
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Not entirely sure if it is correct. CA for example is definitely not -5 anymore, should be more, Other than that it looks correct? There hasn't been an official mook iirc so hard to say for sure ofc.
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Thanks Rental! In other news. I converted the old speculation thread into general thread. I'll get combo and video thread up and running shortly also. This time around i'll actually try to keep video threat up to date haha.
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Just grind it out i suppose? I do it 662369C for example like you said and i personally don't have problems. Maybe you are inputting C too slow?
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If you use 5A as an antiair you more or less just need to hitconfirm faster and commit to it a bit. You could potentially go for 5A jA jB and by now you should already be aware if opponent is blocking and potentially go for jA jB jA jA or similar string (jB gatlings into jA!). If you see you scored a hit, then just go into jC jc j2D/jD depending on where you are in the screen. In corner jD is preferred and midscreen go for j2D. You might be overthinking this part haha. It just means that you jump cancel out of his dash into IAD. You can definately check out mixups in training mode but their effectiveness can only be gauged in a real match. Azrael's basic pressure is pretty straight forward. You can cancel most normals into 5D for a quick overhead which should open people up most of the time unless you go for it always. 2D is really good low option which is now +2 on block so using it is also an good idea, just be careful with spacing it. Then there are the myriad of crossup shenanigans you can do by utilizing TK specials after forward dash. on opponents wakeup you can crossup 5A/5B or forward dash and do gustaf/Tiger magnum (input would be 66 2147A/C if you start from the left side). 5A and 5B are also jump cancellable so you could crossup from those or just IAD to continue pressure if opponent respects you. From blocked jB from jump in or IAD you can go for 2A/5D/crossup and even throw but be careful with throws as it doesn't really have that good range. Crossup can also be dangerous if opponent knows how to OS it but i'm pretty sure just letting the jump cancel rock will beat out those. But yeah there's so many things to talk about his pressure and this part is already all over the place haha. I could do a writeup on his pressure at somepoint for more content on this subforum. Hopefully you can get started with this though. I'd say just get basic hitconfirms down and work on your spacial awareness. Azrael's combos in 1.1 where pretty free form in a sense that you could just do stuff into TCL into stuff and it most likely was pretty optimal. This time around you have to know where you are on the screen and use combos depending on the situation and where you are at the screen. Basic ones i think you might want to get used to is valiant combos and more specifically using growler during them so opponent can't burst. Other than that i think his corner carry combos with 50% are worth looking into. The combo thread IMO is pretty good so def check that out and go from there. It's more important to get muscle memory and his combo theory down so you can react to hitconfirms and confirm into correct thing when needed. Hopefully this helps!
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So "new" tech time. Remember how we discussed hornet KD midscreen giving safe jump if you do hornet KD into IAD jB? Well i have good news everyone! If you end your combos in corner into hornet, you can also get a safe jump! Example: UW 2A 2B TCL 5A jABC jD hornet -> hold 8 -> early jB. This setup should beat out most of the reversals par from counters like yukikaze and Tager's Magna Tech Wheel. As an added bonus it also tags forward rolls . Might be a good time to start thinking of routes ending into hornet! You don't really sacrifice too much damage and instead you gain a safe jump against those pesky reversals! EDIT: More good news! You can use aerial hit 2D as a substitue for hornet! This is helpful in cases where getting Hornet KD is hard like from LW 2A Starter! EDIT2: I might as well talk about the framedata too... It is true that the current data is hardly correct in all the parts but the problem is that we do not have (to my knowledge) a good source for it like a mook or a book released by someone in JP. This means we, as a community, would have to put in effort and use equipment (which not everyone has) to test moves frame by frame. You could potentially test it like Povard tested it but it would be a massive effort TBH. As such you probably just have to hit the training mode and get the feel of the game and frames that way. I do remember dogura saying that to be a top player, you don't necessarily need to know framedata. Training mode goes a looooooooong way. EDIT3: 2D KD is actually better than i thought. Vid coming this weekend covering stuff regarding it and corner hornet/2D KD. EDIT4: OK so the setup earlier doesn't actually work. Thanks for LSX pointing it out. The "problem" was that i actually fucked up doing the fastest possible ID which led me to the results i got. HOWEVER instead one should be able to do the IAD jB safejump in the corner also. Basically just do hornet/2D into IAD early jB which should safejump plus tag forward rolls. This time around there should be no mistakes but please do double check the setup and give a heads up if it doesn't work. Zekuso did similar setup at ArcRevo but used jA instead. Also regarding the last update. I will make the video about it later this month once i get back to finland from Dublin. Basically the gist of it is using IAD j2D for the safejump which has interesting implications. Not entirely sure yet since i couldn't get it consistent but you might be able to 1. safejump using j2D (this i'm pretty sure about) 2. tag backwards rolls with it and 3. tag forward rolls (this is still ???).
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Hard to know at this time but i would assume it would be Fully invul. And first hit and second hit will most definately have a gap between them. IIRC i read on twitter that Panzer strike would launch you "far" if opponent blocks it. So I guess it should be IAD punishable or something along those lines. Second hit being plus on block is interesting though. It could maybe be used to force oki in certain situations. Something like 5B 5BB TCL (opponent ends up in corner at the end of the slide) into Panzer strike. With correct spacing maybe it would tag rolls into KD (I'm assuming second hit of Panzer strike KDs), on block you get frame advantage and pressure etc. As an tool it sounds really interesting and should complement azraels gameplan really well. Also expecting tears about azrael possibly getting reversal (even BETTER one if you get KD and it carries) back. Maybe dogura will come back to his true roots now . and away! EDIT: Also forgot to mention that i did hear that 5D would stagger even on normal hit. If this is true, it should make oki from 5D normal hit WAYYYYY better, depending on the duration of the stagger of course. At least we don't have to deal with people laying on the floor if this is true. 6D bounce on weakpoint hit also might be nerfed. So probably no more 6D 6A route. Sadness but shouldn't be too big of an deal. EDIT2: Edited the first post to be a bit more on point.
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http://www.blazblue.jp/cf/images/playguide.pdfso this came out. Exceed Accel is called Full Spartan I am assuming that the new knee move is the one added to 623B. Name seems to be Panzer Strike. Maybe it's invul...who knows :^).
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You can discuss all things related to new Azrael in BBCF here. Command list can be found here Exceed Accel: Full Spartan New move (623B): Panzer Strike Loketest News Generally azrael seems to be the same as he is in BBCP (Source) Panzer Strike has invuls. Claimed to have full invuls (Source)(Source) Panzer Strike consists of 2 part, the knee part and falling part. Falling part seems to be plus on block (Source)(Source) Might be able to followup with stuff after CH panzer strike or if only second hit connects? (Source) 5C, 6B and Growler can still be used during valiant charger combos (Source) 5D staggers on normal hit also. Can possibly followup with better pressure afterwards (Source)(Source) 6D Bounces lower when it consumes weakpoint? (Source) Due system mechanic changes, can do 5B 5BB multiple times near corner at least. (Source) jD is the same as in BBCPE. (Source) I will update this post as i find out more of his possible changes. Also if you see mistakes, please point them out!
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RentalBlackout reacted to a post in a topic:
[CPEX] Azrael - Combo Thread
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It's not really that hard. You just do it. The problem with Valiant starter is that the timing gets harder depending on where from the screen you start. From any other more realistic starter you can just do it. EDIT: It might also be char specific from valiant starter, i'm fairly sure i did manage to get it to work on jin in corner. But like said just adjust the distance to the corner to get the hang of it at first if you want to do it from valiant. 5C route is more staple and nets you marginally less dmg in this specific case.
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You can still do the valiant command dash after using 6B 5 times. You just cancel that command dash to 214C at earliest possible moment and continue the combo normally. It's a bit hard to do and using 6B x 4 5C 214C route instead is an ok, more easy variant.
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You can improve that by doing 6B x 5 and using 5C TCL instead of 5B 5BB TCL. There might still be room for more optimization but yeah. You won't most likely land valiant (or hornet for that matter) as a starter in a real match so it's not really a big deal. So i was testing out stuff and azrael can do few cool safe jump setups. From 2D you can do IAD jB and it should be an safe jump. Doesn't catch rolls but you can react to them and maybe chase with gustaf. Another safe jump setup can be done from hornet KD (example: 3C 2B TC hornet or similar routes). The setup is basically as with 2D, you IAD asap after hornets recovery and do jB as meaty. Also, using gustaf to end combos midscreen, more specifically everything that confirms into 2B (like 2A 2B), into gustaf is an ok option. After that you can mix people up using 5D/2D/step forward throw/2A/5A/5B/2B. 5D loses to mashing afterwards, 2D loses to mashing in some cases (still looking into this), 5A/5B should beat out mashing. 2B might beat mashing and most likely catches backdashes. You can also go for crossup shenanigans but those also lose to mash. As for reversals, you have to bait them sadly. Using 6A could work, haven't tested that out yet. Still using gustaf midscreen is probably your best bet instead of going for TCL. You sacrifice corner carry and damage (with meter you get both) but you get to keep momentum which is more important i think.