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Everything posted by RentalBlackout
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Friend of mine found out that after rekka series RRC, you can IAD j.D>66>5K>c.S>j.K>dj.K>j.H>j.236H Rekka3>RRC>IAD j.D>66>5K>c.S>j.K>dj.K>j.H>j.236H does 165 while without IAD j.D, you get 154 However, Tomo's extension does the most, 169. Btw, on crouching, 5K>c.S>f.S>5H combos.
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That's interesting. By right a raw 236H would be 24 frame start up, which is probably what happened during 5H>236H. Since 5H is a lvl 4 attack and would give 19 hitstun(probably lower due to hitstun scaling), it is true, it isn't possible. However, there is another version of 236H listed in frame data that only has an 11 frame start up. I assumed before, that this version only comes out when done out of 236S, but maybe it works differently than what we thought of prior to this. Maybe it depends on how far away from the opponent you are, or how fast he crosses over the opponent? In the first combo, Leo is pretty far away from the opponent, while in the second one, he is pretty close.
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[Xrd] Leo Whitefang General Discussion
RentalBlackout replied to CCVengeance's topic in Leo Whitefang
I think I'm pretty much done editing Leo's frame data on the wiki, not too sure about some of the translations/info. If you see any errors, please correct them. -
Just when we thought IAD routes are gone, 2C RC comes to the rescue. It looks harder to drop than before actually, since it seems like you do it instantly(like 1.0 214D RC) Edit: Actually requires somewhat strict timing. You gotta pretty much RC instantly, IAD instantly, but delay j.C just enough. In the end it's kinda similar.
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What is our go-to oki, in general? What do we do for safe jumps and such? Just dash j.B?
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Ahh that's too bad then. Ah well, thanks for tips. Also 5AA>Sweep>236A route works in the corner it seems.
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Yeah I guess consistency is way safer, don't wanna do them Domi Rockets haha Also, about 2B anti airs, is there a fancy option select people do to go down the appropriate combo route in case it's a counter hit/normal hit? Unless we kinda have to just react to it/watch what your opponent is doing, any tips for this situation? Really like your videos btw, helped me a ton.
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Sometimes during the OMB route, they fly over my head too quickly for me to get a 'clean hit' super(especially during throw>OMB where the timing gets really tight). Any tips on making it more consistent or do I just have to get my super out early without getting the clean hit in these situations? Apart from delaying Corkscrew B as much as possible after Hook A, I've tried delaying the duck C>Sonic A and it gives me mixed results(dependent on screen position?).
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http://www.youtube.com/watch?v=EUKOWk71D8s&t=43m13s Welp. We could always do this, looking at frame data. Anyway, Esuke seems to be the Azrael with the most footage. Also, it seems like we still can combo from j. D weakpoint, just that we gotta do Dash TK TCL to combo into it, it seems. You can see it at 1hr24min18secs, sometime there.
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I agree that he is still definitely relevant. Early tier lists are always finicky, I remember it saying Rachel is C tier but I'm not really certain that is true. If anything, some of Azrael's match ups probably went down from 5.5-4.5 in his favor to 5-5 and he might have gained new bad match ups. Some characters simply got better in this version as well, so there isn't as much of a gap in some match ups as compared with before.
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I don't think Azrael is that bad now, however he probably isn't dominant anymore. The lost of sentinel oki kinda sucks and overall Azrael received a lot of nerfs midscreen. Not only does the TCL change hurts, so does the j.D knockback change(even with weakpoint I believe) Top it off with the fact that Growler reversal is gone and Scud Punishment is easy to bait due to a low vertical hitbox, he's definitely not as strong as he was before. Doubt he's C tier, but if you're a competitive player, I suppose it's somewhat understandable to keep playing top tier characters as Nu seems very strong in this version. Hazama still seems to have relatively the same strength as before too.
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All these videos so far haven't really been that informative, apart from a few changes. I suppose we'll just have to wait and see until new footage have been released, preferably ones from proper Azrael players and the sure-to-come combo videos. I really do hope Scud Punishment retained its changes, else it'll remain as the super no one really uses. TCL>RC>22C does SEEM like a valid option as the others have suggested, and even TCL>RC>Dash 6D/3D. Even if those don't work we still have 5BB>Gustaf>RC>3C... midscreen or 5BB>Gustaf>RC>IAD>j.C>5B>TCL>... for corner as we've contemplated before.
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Probably worth mentioning that in most combos if you do 5AA>2B instead of 5B you'll get more damage, though I believe it might not work off of max range 5A, not too sure. 5AA> 5B> 5C> j.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A, [3033/30%] Doing 5AA>2B here makes the damage go up to 3137.
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I missed all of Arc Revo so I'm really itching to see Dogura running it back all the way too lol There's a video of the Grand Finals on nicovideos but seemingly no vids of the rest of the tourney. Hard to search anyway with no ability to moonspeak. Anyway, found a weird thing with Valiant, you guys probably have seen this happen the odd occasional times. Typically we would do [uW] 5B>2C>2B>TC>236D... but if you do [uW] 5B>2C>2B>TCL(fastest)>RC>236D(slight charge/delay required maybe)... it would send your opponent flying out of the corner. You can still chase them though your inputs are reversed somewhat(press 6 to chase even though they're going left) The funny thing is if you chase immediately you go under them and because you travel faster, you pass through them, unless it's Tager since he's too big I guess. If you hit them they go flying back into the corner you came from. Basically it's just a different entry to Love Phantom as you can go right into that too. Works with Hornet as well though you have to charge it longer and the different heights you hit them make the flight path vary a little. However it's more lenient than the Valiant version as I can only really replicate it with 2B>TCL>RC>236D with Valiant but I can do 5B>ODC>2C>3D>TCL(fastest)(no delay in between 3D and TCL)>RC>214D>... for Hornet. Doubt it's practical for the damage it does and the resources you use but if you wanna finish them in style; [70% hp maybe?] [uW] 5BB>ODC>2C>2B>TCL>RC>236D>6*(fly out)>6C(hit them back the other way)>6*j.C>jc j.D>BHW(direction might change) 6C seems to whiff on characters like Jin though. There's also a gimmick you can do where you hit them back and just chase them, you end up right next to them though you're the one that's in the corner. You can also delay chase so you don't cross under them(though this would end up somewhere midscreen) and you can probably manipulate where you end by inputting 5A/2A in both cases. Results in a very gimmicky cross up reset. However this all goes down the drain if they air tech in a direction, only neutral air tech ends up with them right next to you. Still, it might work since it probably would surprise whoever you are playing with the first time they see it but I wouldn't really recommend it.
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Pretty much the same things as 1A+B+C, just that like I've said, it probably gets beaten by dash cross up jump. Upside I suppose is you get a throw if he does anything else, which probably does more than a 2A starter if you manage to hit confirm off of it. I'm not too sure when you should be inputting it but it should be pretty much as he dashes, since he can't dash cancel out of anything except 6B(though delayed and no one uses 6B anyway, at least not in pressure). I think 4A+B+C/1A+B+C gets beaten by Dash Cross Up TK Sentinel, but you can just 5A/block in time anyway in the case of the latter.
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Dash cross ups can always be beaten by mashing. A lot of people do 4A+B+C/1A+B+C when you think he's going to do it(requires some timing), gets beaten by Dash cross up jump however. If I'm not mistaken 1A+B+C is better imo since it'll come out as 2A instead of throw, which will also stuff the jump. What happens is that if he doesn't cross up you'll break throws/barrier, if he does cross up it would throw/2A him out. If you really intend on calling it out you can also input dp the other way.
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Generally what Azrael wants to do is get in as close as possible, but his approach methods are kinda finicky. So what you need to do is frustrate Azraels a lot, the catch is you have to play a really solid footsie game if you want to do that. Get an idea of how far Dash TK Gustaf reaches, how far his airdash is, how far his normals reach for the speed they have and so on. What you want to do is then dance around in those ranges and bait them(jump the Gustaf etc) or react to Airdash/6C. 5C does have range, but it is fairly slow, compared to say, Ragna 5B. You need to be on point with anti-airs as well. Eventually you'll be backed into a corner or you'll mess up along the way since mistakes will happen but in the end it's all about who makes more mistakes. Think of it as playing footsies with a Tager that has predictable bursts of mobility. If he does get in on you, realize that his pressure, while scary, has a lot of holes in them and is really short. There's no way Azrael can safely go into a mixup and if you do block an overhead/low then his pressure ends(unless he's in OD, but people tend to save for Bursts anyway). If you don't want to risk a blocked DP then you can just mash anytime you think he's going for a mixup, however you might fall for Gustaf/Rekka frame traps that way. In the end it's kinda like Rock Paper Scissors. Don't just stick to IB, barrier(and even better, instant barrier) pushes him out of your face and makes typical blockstrings of his whiff. What you need to know as well is that other than 2A>5A and X>Gustaf/Rekka, you can DP through them even without IB. Don't wake up the same way all the time if you're knocked down, his oki forces him to guess to get anything unless you're in the corner, other than TCL knockdowns with Dash TK Sentinel oki. He has pretty much almost no setplay either. Other than that, find out how to punish his backdash and option select his dp/backdash in situations. In the end, you have to outplay Azrael in neutral, since that is his weakest point.
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You might be doing j.C a bit too early. There's a couple of things to remedy this. You can delay the timing of your RC, don't RC immediately off of TCL, yet IAD immediately after you RC, this probably gives you the delay you need. Try fiddle around with the delay. On the other hand you can also RC immediately off of TCL, yet IAD after a delay. I personally don't like to do this but if you prefer it, all the power to you. In either case you might want to delay the j.C after IAD just by a little. I find it gives slightly more consistency. This is slightly easier on other characters than other characters as usual. Tager is probably the easiest and sometimes you'll find distance to be an issue with characters like Taokaka. You can delay it quite a lot on Tager yet on Bang delaying too much can make it whiff, something I notice. In general you want to keep the amount of delay the same. Also, if you're doing this off of a 5A/2A, the short starter makes it way more strict to pull off. In fact you should just go into IAD>j.C>land>Aerial as you can't finish the combo anyway should you go 6A/Hornet. I don't remember if going 5A>5B>TCL>RC>IAD>j.C>Hornet>5A>Aerial works instead of doing 5A>5BB>TCL...I tested it out before but I don't recall. Interestingly in most longer combos if you forgo the 5BB you do slightly more damage in the end.