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Malaysia
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RentalBlackout
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Ikemen vs Noze http://www.nicovideo.jp/watch/1448202082 http://www.nicovideo.jp/watch/so27646696 http://www.nicovideo.jp/watch/so27646698 http://www.nicovideo.jp/watch/so27646701 Since we don't have a CF thread yet, I'm gonna leave this here. The amount of space dash TK Panzer Strike covers though. Zekuso wasn't lying.
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The trajectory of Panzer Strike(the dp) looks really odd. It's almost looks more like a mix between a Tiger Knee and Adon's dp. The second hit looks really easy to punish, if you block the first hit as soon as possible. However, it being plus on block on the second hit, maybe it can be useful in neutral.
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From this we do indeed see that 5D staggers on normal hit. The guy tried to combo DP in a VC combo, but it blue beat'd, although he still could follow up a little afterwords. It seems that as a starter, his DP is a very short starter or something, he couldn't RC 2B TCL afterwards, as the Rekka dropped. Oh and his voice, like everyone else has been reworked. Now he says BUSTER like the english voice.
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Looking at Ragna's 22A~C OS, I wondered if Azrael could do something like that. As it turns out, it gives out a pretty meh result, but still interesting somewhat. So, 5D close knockdown midscreen, if you 22D~C immediately after, if they emergency tech, you get a meaty 2D. If they neutral tech/both rolls, you'd get a meaty 22C instead. On the forward roll, it'd vacuum them back in, but on the backward roll, it pushes them away a bit, which is sad, but you are still positive. The only problem is on delayed wakeup or quick tech, they can just mash and CH you on wakeup. Delayed neutral tech, they CH you while you're in recovery, quick tech they CH you while you're in the air. On other knockdowns(tested in the corner), like j. 2D or 2C>6D, you have to delay it somewhat to get the effect above. Else you'd get a 'pseudo-safe jump'. Pseudo, because in the case they neutral tech DP(also catches 7f supers), you can block it in time, but they could just neutral tech/quick tech mash and CH you. The 22C doesn't actually force them to block in this case. If they emergency tech, you can still get a 5A meaty after 2A whiffs iirc(22A~C, not 22D~C in this case) However, you can't block 7f supers if they neutral tech as fast as they can. The sad part in all this is that you don't actually punish them late teching because you get 22C instead, and you don't get a meaty if you 22C either, in the case of the pseudo-safe jump. I guess it might be useful in feeling out your opponents(especially the midscreen one) and tricking very skittish opponents(DP on wakeup), but overall, it's very limited in application, especially when they catch on. I haven't tested it thoroughly, what happens if I delay it so that I 2A a roll or something, though I don't really foresee much/not sure if possible. Could be wrong though. You want a safe jump, Kinkuli's setup is way more reliable and less gimmicky.
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Yeah, but I personally find it hard to confirm, and well, if it doesn't CH, they can tech and punish you for it. Also somewhat height and weight dependent. If you are confident in getting a CH then by all means go for it. =D
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Your level is play is pretty reasonable for someone who has only been playing as much as you have. If there's one thing I could say to sum things up, is that you play a little bit too wild haha Anyway, you can start with these things :- Like you've mentioned, try not to throw out growler too much, unless you want to absorb a projectile. It also can be used as a pseudo DP, due to it's speed, but remember it has absolutely no invulnerability and it's highly punishable. Use 236D/214D a lot less, especially in neutral, their use are quite limited outside of combos(very very situational). The reason being that they're pretty slow and telegraphed. They may have guardpoints but it takes quite a while for them to activate. 214D can be used as a preemptive anti-air sometimes, but I really doubt it's all that useful, especially since Azrael has overall, safer and faster anti-air options. Blackhawk stinger does not have invulnerability on it(very little), it's not really like Spencer's Bionic Arm(UMVC3), so don't use it to snipe unless you know they're going to do something slow, or you want to punish their recovery on something and they're too far away. There is a certain range they cannot jump in time after the superflash, but they could just stick out a normal and beat it most of the time(unless you are pretty close). 2C used to be really good, but not so much anymore after it's nerf. Outside of pressure(and 2C pressure is very risky anyway) only use it as an anti-air when you're sure they're going to jump in at you at a relatively low height, and you need the head invulnerability, else use 5A/5B/6B, or air to air instead. Gustaf is great and all, but don't rely on it too much, as people can just avoid it totally. If you want more range on it, learn how to do 662369A, it's much faster than doing 66236A. Else, you should go for shorter/safer movement, which brings me to my next point... Movement in general is something you have to get used to with Azrael. He can't run, and this is a big deal. Forward dash thankfully can be jump canceled, and it can be barrier'd a lot faster than instant air dashing/air dashing, so this is sometime you'd wanna get used to doing. The later you cancel your forward dash, the greater the momentum you retain. Learn how to do the high jump cancel variant too, and always remember, that you have two jumps(unless you've airdashed) You can even IAD(Instant Air Dash) after a jump canceled dash if you really want to move forward quick. Don't get too predictable with your movement however. Work on your pressure strings/mixups. I think this is just you not being familiar with the character, but yeah, just explore his gatling options more. Also, remember you can jump cancel 5A/5B. Look for IceCube's old oki post in the strategy guide thread, it's still mostly relevant, except that we don't have sentinel oki anymore. This is also something you'll naturally learn, but do combos according to the situation. You don't have to end in Rekkas if you're not near the corner, as it'll just reset the situation to neutral, and you don't get to tag them with a weakpoint, you can end in Gustaf instead, or you could end in 2C>3D/6D. Use up weakpoints when you get a confirm. In general it's better to not end your combos in super as you don't really get oki off of it. Learning combos are one thing, but confirming them in the respective situation is important too. You used the right super for reversals just don't do it everytime you have meter. Remember that we have a good backdash to get ourselves out of trouble too(again, don't use it all the time, unless your opponent doesn't know how to punish it), and also remember that waking up blocking is still an option. There are a couple of other small things but if you patch these things up first then you'll already be a better than average player. Also, watch vids on Azrael being played by other people and you can learn a couple of things by putting yourself in their shoes in each situation. You can even watch older videos of Azrael, just keep in mind what you can and can't do anymore in BBCPEX. Glad that you have found somebody that suits you, I can see that you definitely had fun playing him, with the Astrals and what not hahaha.
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If they're low enough that still is the most damaging route, but if they're high up go for the jump cancel, something like 6P jc j.S>j.P>j.K jc>j.S>j.6H>j. 236H, the normals may differ according to weight class. You may get the odd situation that they're far away when you hit with 6P, in that case just beak driver for a knockdown. And then there's Faust. For that you may need to leap. Someone posted a combo for Faust in one of them threads. I think it was something like 6P>leap>j.S>j.6H c.S>5H>etc..., I don't really remember.
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5B>66>2A>5AA>weave c>sonic B>duck C>weave C>sonic A>hook SB>duck C>hook B> duck C>DP>5B>killrush B>weave C>hook A>weave C>cork A - 5255 damage (6920 damage with super) This was a corner combo posted a while back, I was wondering if it could be changed to a 150 meter combo(however practical that may be). I got something like this, but is it fully optimized? 5B>66>2A>5AA>weave C>sonic B>duck C>weave C>sonic A>hook SB>sonic SB>weave D>hook B> duck C>DP>2B>j.B>5B(1)>killrush B>hook A>weave C>cork A>Uppercut B x2 - 8345 dmg
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6P buff mentioned is that it can be jump canceled now. Quoted from the general thread. He had slight nerfs here and there, where his damage on H normals got redistributed here and there and 6P having more recovery(like 3 frames or something) Overall the buffs outweighed the nerfs though. Some other small things worth mentioning, 5H second hit floats higher. 2D>236K works on Pot and Chipp now(due to that Elk Hunt change I guess).
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Just to add a few things to the thread. 2S does contest a lot of Axl's normals, except Axl's f. S(and you can't low profile it either), however, f. S is pretty bad on whiff(compared to Sin's 2S), and has pretty limited gatlings, so there's that. There's a certain sweet spot where you'd wanna be if you're outside of 2S range, and that's right at the edge of beak driver range. Provided you get beak driver out first, it usually would beat almost anything Axl does to poke you with, giving you a CH you can confirm into. Too late and well, you'd probably get hit out of startup. This is the move you'd wanna be playing footsies with. Be aware that he could just counter you or do something else other than trying to poke you, so(as always), be sure to mix it up. Maybe you could just not do anything and wait, or even risk a jump in/slide. I play with, who I would think to be a pretty solid Axl who knows what's he doing, and although I used to be free in this match(starting to lose a little less though!) it's mostly due to him being more experienced/a better player and me needing to improve, so I think it's safe to say it's mostly even(he thinks so too).
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HRAP4 Kai weird inverted input occurrence
RentalBlackout replied to RentalBlackout's topic in Hardware
I play on a ps3. Hmm, I usually put it on the respective mode for the console I'm on. The friend I mentioned earlier plays on a ps4 however. -
I've got the HRAP4 Kai for a while now, and I quite like it. My first stick was the wireless tekken 6 hori stick, and compared to what I have now, I'm really happy. However, sometimes something weird happens when I'm playing. It happens very rarely, only once in a while. There had been times when I wanted to IAD forwards, but instead, it made me IAD backwards, even though I did 956. There was even a time I did 214214 but it became 236236, giving me the wrong super. I am not sure when does it happen, but if I were to guess, it happens after I hold back(when blocking for example) for a long time. I think it has happened before when I held the stick in one direction to run and wanted to IAD backwards, though it made me IAD forward. Apparently, I'm not alone in this as well, as my friend who has the same stick did mention it happened to him before a couple of times, where he wanted to crouch but jumped instead. I was wondering if this has happened to anyone who has a stick with a Hayabusa lever?
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All these loctest changes seem really interesting so far. The removal of SMP in normals would open a lot of new routes. Being able to use 6A, 2C, 3C and 5BB(as mentioned above) more than once in a combo. I wonder if Drive moves like 6D and 5D are considered normals. SMP not affecting hitstun something to look into as well I guess. No obvious applications that I can think of. Maybe useful for double weakpoint combos? 5D not knocking down is probably my favourite change thus far.
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Word is that Azrael's Panzer Strike does have invulnerability on start up, but no mention of whether or not it's full or head only. Apparently, it's positive on block if you block the second hit, but we can assume there is a gap between the two hits, else it would sound a bit silly lol
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RentalBlackout reacted to a post in a topic:
[CPEX] Azrael - Combo Thread
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RentalBlackout reacted to a post in a topic:
[CPEX] Azrael - Combo Thread
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You have to IB either the low or the straight chain and then 5K. Alternatively for the low one, you could block and then 2P. I'm not exactly sure if you need to IB for both either. Also noteworthy thing to note, the low chain is not actually a low.