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Everything posted by Kinkuli
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it could be that, or like xie theorized in twitter, recovery of some moves might be lower to make them not punishable by OD raid when used alone. But this is just speculation. Need to see framedata to be sure. EDIT: More stuff CA seems to have more recovery, easier to punish now. Sad day ;(. https://www.youtube.com/watch?v=Wqb0mzeYSDo#t=4114 New best combo ever. Apparently also burst safe. Kill em while being a ghost. It also looks like you can "easily" follow people after TCL midscreen. Just dash to chase them, the situation doesn't seem too bad. They can backroll but you can probably chase that on reaction with TK gustaf. https://www.youtube.com/watch?v=Fu3yIqOGpmY#t=9m52s TCL 5B 2C 5B works in corner. Yay. https://www.youtube.com/watch?v=37JDuxNKm-I&feature=youtu.be Yah azrael still going nuts. 5B 5BB 2D RC looks really SICK! :D Sentinel dump also seems to have more start up. Looks slower to me.
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2C 5B might work after TCL, 2C 5A definately works after TCL. The situation i was talking about was doing the combo without using TCL to wallstick opponent.
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Few things i gathered from a stream. TCL sliding state combo into 2C works near corner. 5B 2C 5A works in corner. Most likely not the most optimal route. Not sure if this worked in 1.1 already but throw IAD jC 6C works. Maybe the old DW combo also works. If not then jC 6C 5A is probably go to route? Or maybe throw - 6A - 22C into stuff. This blue azrael is also doing 2D 2C a lot. Maybe something changed there?
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Yeah probably right as you can go to 3C 22C 5B TC valiant from that and get fullscreen corner carry. Growler is probably my favorite change hands down. :3
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Well you still kinda get a KD from the dash TK gustaf so it's not that bad really. If you happen to be near corner you can go for TCL and corner combo. Which reminds me, the new TCL might not be that bad. The slide state seems to last quite long so dash 3D/6D after RC might be possible if you happen to have a weakpoint. Time will tell. EDIT: Meant TCL RC dash 3D/6D.
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You can combo Phalanx hit into dash TK Gustaf :3. With 50% meter you can do Phalanx - gustaf RC TCL into stuff depending on positioning. Dogura uses it ALL THE TIME. EDIT: You can also combo it to dash TK TCL so with correct read and positioning the new phalanx cancel will be a great asset in your arsenal.
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Aaw they kept the jD change it seems. I wonder if j2D is the same as it was in TGS revision. If so then i suppose we need to start using LWP more in midscreen. No biggie really, with these changes it's probably better in midscreen anyway. Gimme console version nao mori, you little fuck. EDIT: also wondering if they kept the change for gustaf where you end up closer after it on block. That would be nice. I do believe it also staggered during TGS revision.
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Yup. While i am kinda sad dump oki is gonna go away (99.9% sure unless with some magical 0.01% they find a way to do it again), azrael having a setplay option which setups 4way mixup is kinda stupid. Anyway eager to see azrael change log. He will probably have some undocumented changes though. Most likely everyone else will have them too. My only regret is that i won't be able to go to the arcade to try him out ;(. Life sucks. PS. still working on that LGP sadly. I just want to know if i am getting that goddamn funding i should get, but processing is taking forever (ノಠ益ಠ)ノ彡┻━┻ .
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Usually you would punish backrolls with 3D with a read. in some cases it might also tag forward rolls. For forward rolls 5A or 5B should be good enough. It really depends on which part of the screen you are really. TK dump setup should beat rolls but there might have been few cases where this was not the case. It might have been that with safe jump timing opponent can backroll and without safe jump timing they can't. There might have been in depth post earlier in this thread about it. Only real place where you have total control of rolling is corner. If you look at dogura's matches, he will whiff spaced 5B so that if opponent rolls, it will catch the roll. On whiff you still have the advantage. EDIT: DO note that in most cases with azrael, his combos end in situations where opponent can't roll straight away and you can get "late tech" punish. The strategy thread has in depth guide to late tech punishing so check it out.
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I will be living in jyväskylä. If you are around helsinki area then, like i said way back, there's weeklies at youthcenter happi every thursday. Also i might do match analysis stream of doguras arcrevo matches in near future. Or a learning stream dunno. Need to get life bavk in finland on track first!
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Welp time to pack it up and move back to finland. So no more early access info for you guys anymore sadly. I'll continue to stalk dogura and tochigin though so i'll try to get info from then as the need rises. Also going to buy a streaming setup so look forward to that!
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After spending sometime thinking about the new jD blowback, i think it might not be that bad. Basically you end up at range where if you dash forward after jD ender midscreen, you should end up in 5B range or very near to it. SO this would mean opponent has few options: forward roll, back roll, instant tech or delayd tech. Forward roll might not be a problem since if they roll forward, they end up right in your feet after the dash. Backroll can probably be dealed with tk gustaf on reaction. Quick rise and instant tech are more harder to deal with probably. What is a bit of a question mark atm is can you still meaty after the dash. I am willing to bet that no so you would probably need to tk cancel to gustaf to beat out mashing. Only thing this would mean that you have to guess more after jD which is ofc a nerf but not necessarily as bad it would seem at start. Eager to see how people deal with this change.
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TCL to BHS worked like always. If anything now you can just TCL 5B BHS in corner whenever. Earlier you could only do it from specific ranges. So yeah they are probably making it easier to connect in corner. Corner in general should be more intereting. I wanna lab crossup TCL stuff soooooo baaaaad. Not needing meter to followup in corner sounds sooooo gooood. For the jD RC combo route you need to delay the jD till you stop ascending from the jc after jump canceling jC like warhound said. You also need to do the jC after RC instantly. The timing is kinda annoying in the beginning but once you get it down you can do it from almost every confirm. Just keep at it! You can also try the jD RC jB route which should be easier. Though personally i found the jC RC jD easier once i got the timing down.
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I tried it out and could cancel into phalanx as soon as absorb happened. This might change though, but currently it's like this. In ragna's case, he would probably be fucked unless he can RC absorbed dead spike. As for start up. It felt really REALLY fast. It was definately faster than the current startup. Can't really say if he starts absorbing from frame one though.....
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I do believe they changed that air moves now wallstick during valiant combos. I only saw one guy try it out once and it looked different. He could have fucked up of course so can't really say for sure. Hard to remember to test everything with limited time haha ^^. And yeah i'm kinda glad too that azrael is changing. New stuff is always cool. The jD/j2D change might even not be bad since gustaf leaves you closer now. It's kinda free if they don't have reversal.
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Didn't test that on growler actually but i would assume that the absorb is still the same. Also didn't test the jD thing. It might actually work now. That would be really cool actually!
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Wall stick to valiant might work actually. You have enough time to combo like dump 5B TCL 6A rather easily. OD Scud might be a thing depending on how the OD version of it works.
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You can still do the 22C 5B TCL route so i don't really mind 2C 2B in that scenario. In neutral 2C it might be the case that you just can't throw it out anymore to hit people out of stuff since whiff is free punish or free pressure most likely. jD/j2D changes seem odd but like i said, they might have something in mind for oki for every char so i dunno.
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So EARLY IMPRESSIONS FROM 9 ROUNDS I PLAYED Leopard still bounces midscreen so it is the old one midscreen and new one in corner. RC dash Valiant works, RC IAD jC 6A etc. still probably works. Didn't manage to get it connect but i am rusty so i most likely just fucked up. Valiant combos seem the same. They did something to the charger state which makes 6C route look different and maybe not even work. 5C x N one works as usual. 2C got hit HAAAAAAAARD. Can't combo with 2C 2B anymore in corner. Still goes easily to 6D/3D. Might be a lot worse as an AA (can't just throw it out like you can now maybe?) Also can't 2C 2C 2C in corner ;(. Absorb to phalanx might be the coolest thing ever. You might really be able to punish some projectiles on reaction with it. It seemed to have a lot of potential for zoner matchups. jD and j2D blowback blows. Opponent ends at 6D/3D range but it's nothing to write home about. Might make corner oki better though? I hope they will change this one tbh. RC routes from jD would be gone and Az would not get oki from jD/j2D anymore which would be stupid imo. Though ragna didn't seem to get oki from DP followups either so maybe they wanna change this all around? Didn't test out 6B. Will probably suck or they have something else in mind for it. His routes seems kinda same. Midscreen could not get 3D connect in the usual places so you might need to end combos in those cases with TC valiant/hornet instead for oki. Other wise seems the same midscreen. Corner got more interesting! Non WP combos will probably be like 5BB TCL 5B 2C 5B Aerial. Seems to be and hard link though! With WP something like 5B 2C 6D/3D 5C TCL 6A 5B aerial might work. 5D will probably go to 5B 5BB TCL 5B aerial or TCL 5B 2C 5B aerial etc. Throw combos are the same i think. Crossup TCL is more scary in corner now too since it wall sticks there. Gustaf seemed cool. Still felt to be plus on block and left close. Not sure if it leaves close from greater distance since i didn't manage to test it but maybe? Might have missed something but i'll read out my notes again and edit stuff in if i missed something.
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Well i guess i am going to the loke after all. I'll see if i can find out azrael stuff. If universe suddenly comes to an end then i was very shocked with azrael. He's probably gonna be fiiiine though so not that worried.
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It was like that already at high level. Growler as a DP is not really that good =/. What i am more interested about is the talks being able to cancel absorb straight to phalanx. This could be really good in zoner matchups. Like absord v13 sword and throw the ball at her. On hit you get a combo, on block you get where you want, close to her. Heck it could maybe even be possible to just punish certain projectiles thrown at you.
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Just my 2yens . Basically, IF you have dogura or tochigin or "enter any japanese/western player with good defense here" level defense paired with good skills at reading your opponent, Azrael is S tier (well i guess you can just say he's S tier but you need some skills to make him truly shine). Good defensive skills and good ol yomi are the main points which i feel separate the men from gods in Azrael's case. Everything azrael has seem to, at least to me, respond to good reads and situational awareness. Sure there are times when you can just go uguguguagagagagaga 5A/5B and score a hit but i feel those situations are mostly due opponent making a mistake. All in all in the context of BB, Azrael has good tools, fast overhead (somewhat telegraphed), 3 reversal options (dump is dumb but hey it works), VERY good CLOSE RANGE normals, high damage etc. Only thing he kinda misses is good setplay and is somewhat slowish. His TK dump setplay is there but now that people have learned how to deal with it better, it's not that great compared to rachel or koko or whatever. Dump setplay is also kinda hard to maintain since you would need to cut combos short (in weakpoint combos for example) and since it kinda loses to late tech. Well he also kinda misses good oki since fuck BB roll system so you need to make reads on what your opponent wants to do. So i guess train defense, train yomi, be good at them and you can gorilla like an elder god. Back to merkava cawcawcawcaw. EDIT: One thing i forgot to mention was that one reason why Kansai players rank Azrael as S is because he can deal with the fuzzy jump BS. Crossups and all :3.
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Late to the party but w/e! The tier list looks pretty much what i had in my mind. MAYBE i would move ragna down to 5 and move noel up to "remove this char" category. Tager might seem weird but the MU is actually not really that good or bad for azrael. I can see dogura putting it in Tager favor ever so slightly. Or he's just mixing azrael with slayer and tager with potemkin -
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I just usually delay the jD after jC. On top of my mind i think you should do the jD after your jc stops increasing your height and you are just about to start falling down again. Then just RC jC and do whatever, e.g hj jC jc jD or TC valiant for corner carry (you can whiff riger and still hit with cobra valiant). It's really not THAT hard once you get the timing down. You can also use jA to control the height somewhat in some cases, or rather you have to use it, which makes it somewhat hard to do in random situations. Still worth learning as it increases kill and corner carry potential.
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Midscreen i would not personally go for resets since you benefit more from carrying your opponent to the corner. In corner sure, if you score 2A hit for example and maybe reset after 2B with 5D then it works out nicely. Bigger problem with this though is that IF your opponent blocks, you give up pressure as 5D etc. are minus on block. Also Verimeloni if you know Happi in helsinki then people play BB/GG/P4U/whatever there weekly on thursdays.