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Everything posted by zeth07
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It is already apparent to me at least, that Azrael will have a hard time with characters that are naturally better than him in general. It is not to say they will be "bad" match-ups, just match-ups that will be tough to deal with. Namely Hakumen, Jin, and Litchi. Then there are characters who are good at moving around the screen and avoiding situations entirely, like Hazama, Taokaka, Valkenhayn. Other characters like Carl, Relius, and Bang can utilize moves that let them get in and put on pressure without necessarily putting themselves in the line of fire (Litchi is like this too), Azrael on the other hand is VERY direct and has to throw out moves himself or get in with his "limited" movement. Then we have Tager who because of his backdash and invulnerability of his moves can blow up Azrael if he makes a mistake, particularly because he has to use links instead of gatlings. Not to mention the fact that Azrael has to get in and that is precisely what Tager wants as well, and unlike other characters Azrael has nothing to cover his approach. I haven't mentioned all the characters but you can more or less get my point. As I've said before, I think Azrael is a good character, but match-ups are probably what stops him from being "top tier" simply because other characters have more tools than he does. Big damage alone isn't always enough. That's my two cents.
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Here's an example of what I mean: http://youtu.be/d41-WaYm108?t=10m5s After TCL, Azrael dashes forward and ends up being right next to the opponent after knockdown. But then the Valkenhayn just rolls right through him and Azrael doesn't get any "mix-up" off that oki. He still got pressure simply because he pressed buttons anyway that moved him forward and Valkenhayn didn't do anything. So he still has to read how the opponent techs. Here's another example: http://youtu.be/d41-WaYm108?t=10m54s He gets the knockdown, dashes towards the opponent in the corner, puts himself in the corner as they are neutral teching and then dashes out of the corner. Then he tries to dash forward to get close to him and Valkenhayn just mashes 2A and beats Azrael's forward dash since it doesn't have good invincibility throughout it. Then immediately after that he bursts and as Valkenhayn lays there Azrael tries to do 2B to pick him up, and then Valkenhayn techs and presses a button as Azrael does 5B and Valkenhayn gets CH.
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He can go for things like 3D if they try to not tech immediately which will apply the lower weakpoint and thus give him both almost instantly after any combo that ends in an aerial. And with both weakpoints, Azrael gets big damage. Besides that he can still do things like dash through them which could mess up how they tech. He just doesn't have the benefit of getting proper oki, but you still can't outright disrespect him all the time.
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By BB standards, yes he still gets a "knockdown" from getting his weakpoints. Of course he has nothing to force people to actually block on wakeup so he doesn't get "real" oki.
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Apparently even Dora doesn't know how to do it since he doesn't use it, lol.
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No idea. I saw it the cpu do it during one of those streams when they just had the game idling a while back, and mentioned it on twitter. I looked on the JP wiki and they didn't seem to mention anything about it either in the move descriptions. I'm sure it was mentioned in the jbbs at some point since CP came out but I'm not about to search for it since there's so many posts, lol.
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It's been mentioned a few times. Maybe not in this thread though.
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Please read the first post.
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There are some combos that seem to have Hornet as "filler" moves, without a lower weakpoint, which seems to be followed up by 5A>Aerial, or 5B>2C>6D, or 5A>Tiger>Cobra>xxx, or just straight into an Aerial combo. This could be due to where the opponent is on the stage or how high/low they are in the air after being hit by it, but combos do seem to exist with follow-ups to Hornet without a weakpoint applied. Or this is a case of all the information wasn't provided or there was an error, so I don't know. I imagine at least on counter hit it would be possible to follow-up with at least something after Hornet. Maybe there's enough hitstun after a counter hit Valiant with no weakpoint to go into a basic BnB but I don't know. This is questionable however because if you hit with those moves with no weakpoint, it applies one. But if you can continue a combo from it, it means you would be able to extend that very same combo with THAT weakpoint which makes me think it isn't actually possible. Guess we'll find out eventually. EDIT: I went ahead and tried to ask about it. Apparently it is impossible to follow-up after Valiant with no weakpoint. Hornet might be possible if you counter hit them higher up I guess. But it seems like there is no conclusive evidence since no one has really tried. "ヴァリアントは不可だったはず。ホーネットは高めchなら出来たはず。確証はないから試してくるね。"
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I will make the threads. There is no telling who will be "long term dedicated" to the character. Having someone else do it and letting them "update it at their leisure" means they could barely ever do it if at all themselves as well. Since that can apply to anyone, it makes sense for me to do it regardless so that it isn't an issue and updating the threads should be something that a mod is responsible for anyway. I'm not worried about any pressure for updating the threads because it should be a community effort between all of us. Meaning even if I happen to have zero Carl experience or something like that, if someone else does they should post the info they know and I can proceed to add it to the OP. Besides that, I do feel it is a responsibility as a mod to keep things updated as I said, and it shouldn't be because you HAVE to but because you WANT to. Which I do for this character (and Bang), so I wouldn't worry too much about it.
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Videos that breakdown the match-up information and show the actual examples would definitely be welcomed. Hopefully we can do this kind of content asap after it comes out to help new players get into the game. I'd also recommend / welcome players who want to make video commentaries or even stream actual match-up analysis of recorded matches. Preferably high level Japanese matches and not your own, and hopefully you as a player are experienced in the game as well. This is one instance where I wouldn't want "just anyone" putting out that kind of information. There's a difference between someone experienced like Jiyuna streaming and talking about matches, and some random who barely knows what they are doing themselves trying to teach people about a match-up. Hopefully people know what I mean. That's not to discourage players from doing it but for what that content is, it is best that it is done by "experienced" players however subjective that may be. Anything else as long as it is effective strategies and accurate I don't care who it comes from since we're all playing Azrael to some degree (or even the players fighting against him).
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I agree, a good display of the match-up should be included as an example at least. I want the match-up threads to be as in-depth as possible with information because that is what they are there for.
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Well in terms of formatting it would be organized in some way, but the way things seem to be going lately I don't know if they plan to keep all the threads as universal as possible in terms of the OPs. The first post of the match-up threads WILL be kept up to date and organized with whatever information is helpful to the match. I am going to try my best to keep everything as up to date as possible, with as much information as possible, so anyone picking up Azrael knows exactly what they need to know. In terms of the match-up thread discussion itself, it can be an on-going conversation or if any one person decides to give a uniformed breakdown post of their experience that is fine too. No matter how we look at it, a match-up thread IS going to cover "theory fighting" because that more or less is how you would try to break the match down. Just as long it isn't some back and forth theory fighting about what each character will do after each move to each other. When I say actual information I mean things like legit punishes or how to avoid something entirely or character specific combo information that should be known. I want to avoid any misinformation or things that are unreliable or not entirely useful. I'd like everyone who posts to do some "fact checking" before they post their information to make sure it is legit. If someone is unsure about something, that's when they can ask and it can be discussed. I don't want the match-up threads to have 0 or 1 or 2 posts in the entire thread like some do.
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I just want everyone to know, once this game comes out on consoles (maybe even before), I want to focus HEAVILY on the Match-up Threads for Azrael. Regretfully one of the things lacking in the Bang forums and presumably some other character forums are the match-up threads. These in my opinion are THE MOST IMPORTANT threads for a character, or at least a character that can't just do whatever the hell they want most of the time. Azrael seems like a good character but I have a feeling certain match-ups will be rough not to mention him being a new character. So with that said, I want "us" to have as much information as possible on figuring out the match-ups instead of just saying "this is a bad match-up" and dealing with it. I don't get to play the game nearly as much as I would like, and I know some people out there play A LOT more than me so it is harder for me to figure out a match-up from just pure experience. If there is a lot of information on a match-up I can instead read it and understand it quickly compared to having to play hundreds/thousands of matches to figure out the small details of a match. Here is a quote that was posted in the "Frame Data" Article a while back that I feel is applicable for match-ups as well: "Any of you ever heard of Buktooth? Let me paraphrase him:" "Match experience can replace knowledge, but knowledge can often let you come to conclusions that would otherwise require match experience." Here's that Frame Data article if you haven't already read it. > HERE So instead of just myself posting any relevant information I know for a match-up, I am strongly encouraging EVERYONE to post any useful information on a match-up or your opinions about what you should and shouldn't do in a match-up. I don't care how good or bad you are, as long as the information is accurate and useful. Also, if you ever have any questions about a match-up feel free to ask so that it encourages discussion about the match-up itself. I'm not sure when the match-up threads will be made since I'm sure the other mods don't think they'll be needed until 99% of us can actually play the game. I will say that if you have any interest at all in the match-up threads that you should use Notepad or whatever word processor and make some useful notes about any match-ups that you can so that whenever those threads get made you can just post whatever information you have. I plan to go through a bunch of videos for each character and try and do this myself whenever I get the chance. Any help would be appreciated. Not to discourage that kind of discussion now, but I would rather that information NOT get lost in this thread. TL:DR = Match-up Threads are IMPORTANT.
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FRKZ is Bang's Overdrive.....
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The proration data should've been easy enough to interpret what was what, but here's some google translate and my own "translations" anyway.... Proration Stuff: Character Combo Rate 80% Damage / P1/P2 5A:300 100/77 2A:300 90/75 6A:540 90/89 5B:640 100/89 2B:620 100/89 6B:780 80/92 5C:760 80/92 2C:750 90/79 6C:820 100/84 3C:880 95/94 5D:560 80/84 2D:710 80/87 6D:710 80/87 JA:300 90/77 JB:560 90/85 J4B:840 80/94 JC:600 90/92 J2C:650 90/89 JD:630 80/84 Throw:0,1400 100/100,60 Air Throw:0,1400 100/100,60 623B:1300 80/72 j.623B:1300 80/92 ANail:300 70/90 BNail(1):300 70/90 BNail(2):300 [* Multiplication about the first-stage 63%] CNail:300 70/75 (I think the individual values is the same as one of three ... I can not throw a closer look) -Google Translate DNail: [3hit587] Steel Rain: Hard to examine in CPU 623C:0*2,600,653,842 -/-*2,-,50,-(3 approx. 81%,4 approx.40.4%)(2 I forgot) j.623C:0,700,785,1000 100/100,85,85,-(2 approx.85%,4 approx.72.3%) Daifunka:0,910*4,3733 75/80,92*4,65(raw 2836, Minimum-%--) Ashura:0,2475 100/40(raw 1980, Minimum 40%990) Hayate:?(raw 2754) [0 Seals OD…Daifunka 1867, Ashura 1188。4 Seals OD…Daifunka 3719, Ashura 1980, Hayate 4905] (not sure why the numbers are low for no seals in OD compared to raw, but that's what was typed. -zeth07) CT:1000 80/100(Ignore the character combo rate) CA:0 -/-
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A few pages back. http://www.dustloop.com/forums/showthread.php?14980-CP-Bang-Changes-and-Discussion/page34&p=1437735&viewfull=1#post1437735
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12/15/12 Urban Square 3on3 Azrael Excerpts feat. Himajin (AZ), current #2 ranked Azrael player. Source Videos: http://ja.twitch.tv/team_exe/b/348139748 http://ja.twitch.tv/team_exe2/b/348125794 There are also a ton of Azrael matches in the last few hours of both videos that are after the 3on3, I may upload them eventually. Masurao (AZ) vs. HZ/NU/HZ http://youtu.be/hkj79Sd5cy0 Rachel vs. Shigunito? (AZ) http://youtu.be/Xs-EnV-sX7U Masurao (AZ) vs. Mu http://youtu.be/ywA2ezNejtw RG/HZ/JI vs. Himajin (AZ) http://youtu.be/-moxmFMjRdc BA/MU/RG vs. Hazetto (AZ) http://youtu.be/QO1Wmonxjxg Pink Azrael / Hazetto (AZ) vs. RC/MA/BU http://youtu.be/uPX9pKepb8c Himajin (AZ) vs. MA/RC/BU http://youtu.be/uCOUIZmTAKk Himajin (AZ) vs. Ragna http://youtu.be/jsAuGN8vM2Q
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Then wouldn't you be doing Valiant combos instead anyway? As for why you don't see them typically go for lower weakpoints and instead almost always use upper weakpoints, the answer is probably the same. Valiant combos. You get almost a fullscreen corner carry and tons of damage off it. If you had to choose you should probably pick Valiant over Hornet, which is why you see them always do j.D enders instead of j.2D. You could always purposely try and get BOTH weakpoints so you can do massive damage and go for the unblockable so it isn't like anyone should completely ignore the lower weakpoints entirely. So if you end your air combo with j.D, you get the upper weakpoint. Then in your next combo if you can't go into a Valiant combo for whatever reason, you would probably go into j.D, which means you use up the upper weakpoint and extend that combo then probably end with another j.D to get that upper weakpoint again. Otherwise if you end your first combo with j.D for upper weakpoint, if for whatever reason you can't do a Valiant combo for the 2nd, you could probably choose to end with j.2D to apply both. After that your 3rd combo should do tons of meterless damage with both weakpoints applied, but you'd have to be quick because the upper one would be wearing off. The other thing I see them do is end with j.D, then try and do 3D or 2D to "punish" the opponent for not neutral teching immediately, then you now have both weakpoints applied already for the next combo.
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It isn't related to FRKZ at all btw. And it isn't air throw only. If you are grounded and haven't done anything you should be able to jump AFTER he does it. If you are in the air you are fucked unless you have a complete air reversal. You may also hit him out of it if you have a move that hits behind you and is already active if I'm not mistaken. I guess once actual frame data comes out we'll be able to figure out more.
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Not to say you shouldn't do that, but why would you do that if 5D ender gives you an almost guaranteed mixup while a bumper mixup is more or less a crapshoot on whether or not you'll even get the mixup off it.
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I don't think these were the combos I posted from the jbbs last time: このスレで書かれたマーク回収コンをまとめました 漏れがあったりこっちの方がいいよー的なものがあれば申し訳ございませぬ 問題が無ければ現状のまとめも兼ねてwikiに載せようと思います ○中央3~4枚コン 5A>5B>6C>JD>C釘>ディレイ6D>C釘>5Dor2D 【林火+風or山】 タオカカ ハザマ レリウス アズラエルのみ対応 空コマ投げ>バング着地後rc>2D>JD>C釘>5C>6D 【 林火山】 とりあえずコマ投げから3枚 投げ>キレC釘>微ダ2D>JD>C釘>5C>6D 【 林火山】 ヴァルケンハインのみ非対応 投げ>ムササビ>C釘>2D>JD>C釘>5C>6D 【 林火山】 ヴァルケンハイン用 投げ>キレC釘>(微ダ)2D>JD>ディレイC釘>6D>C釘>5D 【風林火山】 タオカカ ハザマ レリウスのみ対応(アズラエルも?) 5Cfc>6A>5A>5B>2B>5D>5A>5B>2B>6C>JD>C釘>2Dエリアルor5C>6D 約2600 【風林火 】 5Cfc時は6A>5A、5D>5A 6A>6B 2B>6Bが繋がる ○端寄り~端4枚コン 中央からやや端(全キャラ対応) 2A>5B>2B>6C>JD>C釘>5D>6D>C釘>2D ダメージ不明 5A>5B>2B>6C>JD>C釘>5D>6D>C釘>2D ダメージ不明 5B>2B>6C>JD>C釘>5D>6D>C釘>2D>JC>J2C 3460 5B>2B>6C>低ダJC>J2C>微ダ5A>2B>5D>6D>C釘>2D>JD 未確認 >2D>JD>C釘>5C>6D 端(全キャラ対応) 5B>2B>2C>双>2B>5D>5B>6C>jcJD>ディレイC釘>6D>C釘>2D>JC>J2C 3200 5C>(6Aor2C)>双>2B>5D>5B>6C>jcJD>ディレイC釘>6D>C釘>2D>JC>J2C 5C>2Cで2950 6Brc>5B>2B>2C>双>2B>5D>5B>6C>jcJD>ディレイC釘>6D>C釘>2D>JC>J2C 3200 (2C)>双>2B>5D>5B>6C>jcJD>ディレイC釘>6D>C釘>2D>JC>J2C 不明 6D>双>2B>5D>5B>6C>jcJD>ディレイC釘>2D>(JC>J2C?) 画面端付近投げ 投げ>C釘>2D>JD>ディレイC釘>6D>C釘>5D 2400? 投げ>ムササビ>JD>C釘>5D>6D>C釘>2D>JC>J2C 約2500 端不可端寄りで可 壁まで近すぎるなら5D>2Dで カウンター始動 5D地上ch>(微ダ)2D>JD>C釘>5C>6D>(双>2B>6C>JC>J2C) 全キャラ可 端寄り 5D空中ch>ダッシュ6D>C釘>2D>JD 中央不可(位置調整が難) 全キャラ可 2Dch>(ディレイ)JD>ディレイC釘>5D>6D>双>2B>6C>JC>J2C 中央不可 端限定 全キャラ可 JDch>2B>5D>ダッシュ6D>C釘>2D>JC>J2C 中央不可 端限定 全キャラ可 6Dch>2B>5D>5B>6C>jcJD>ディレイC釘>2D>(JC>J2C?) ○cODを絡めた回収コン 中央立ち喰らい 5A>5B>2B>6C>JD>C釘>2D>cOD1>JC>空双(OD終了)>5C>6D>双or大噴火 3000or3800 【 林火山】 5A>5B>2B>6C>JD>C釘>2D>cOD2>JC>空双>5C>6D>5D>(大噴火) 2800or4000 【風林火山】 ---- 低ダJC>J2C>A釘>5A拾いのパーツって6C>最速低ダJCじゃないと J2CA釘後の微ダ5Aが当たらないと思うんだが ちなみにノエルとかは微ダなくても5A当たると思う ---- 6BRC>JB>J2C>5B>(2C)>双>2B>5D>5B>6C>jcJD>ディレイC釘>6D>C釘>2D>JC>J2C 最初のJBJ2C入れても多分できると思 ---- A釘挟んだ3~4枚コン、割とどのキャラにも出来るかも 5B>2B>6C>22A>JC>5B>hJC>低ダJC>J2C>A釘>微ダ5A>6C>JcJD>C釘>6D、もしくは5D~ とりあえず~2D>JC>J2C〆でどっちも3750くらいだった ---- 5B2C双って入っても最後のJCJ2Cまで確認したので 6B始動もそこそこコンボ時間結構長く設定されてるぽい ちなみに3200~3300くらい 5B>2B>6C>ムサJC>微ダ5B>JC>jc空ダJC>J2C>5A>5B>JA>JB>JC>jc>JB>J2C これJ2C後の5A>5B拾いが中々安定しないんだけどキャラ限かな…? 安定してる人コツ教えてほしい。とりあえず全部最速でやればok? 最初のJC当てるのが遅くて高度が高すぎて拾えないのか jc空ダJC>J2Cのパーツにディレイが必要なのかいまいちわかんね。 見た目かっこいいし3700くらい出るので是非習得したい ---- 普通に2Cですね ところで空投げからのコンボ↓よりもっとダメ出るコンボある? なんかもっと伸びそうなんだがいまいち確認してない 空投げ>(5C)>2C>双>2B>5B>エリアル 空投げ>6D>双>2B>5B>エリアル 空投げ>ダッシュ3C>微ダ2A>5B>エリアル ---- Proration Stuff: キャラコンボレート80% ダメージ 初段/乗算 _A:300 100/77 2A:300 90/75 6A:540 90/89 _B:640 100/89 2B:620 100/89 6B:780 80/92 _C:760 80/92 2C:750 90/79 6C:820 100/84 3C:880 95/94 _D:560 80/84 2D:710 80/87 6D:710 80/87 JA:300 90/77 JB:560 90/85 J4B:840 80/94 JC:600 90/92 J2C:650 90/89 JD:630 80/84 投げ:0,1400 100/100,60 空投げ:0,1400 100/100,60 双:1300 80/72 空双:1300 80/92 A釘:300 70/90 B釘(1):300 70/90 B釘(2):300 [初段*乗算約63%] C釘:300 70/75 (3本投げ…詳しく調べてないけど個々の値は1本と同じだと思う) D釘: [3hit587] 傘:CPUで調べるの辛い コマ投げ:0*2,600,653,842 -/-*2,-,50,-(3段目追撃約81%,4段目追撃約40.4%)(2段目巴投げ部分忘れた) 空コマ投げ:0,700,785,1000 100/100,85,85,-(2段目追撃約85%,4段目追撃約72.3%) 大噴火:0,910*4,3733 75/80,92*4,65(生当て2836,最低保障-%--) 阿修羅:0,2475 100/40(生当て1980,最低保障40%990) 疾風撃:?(生当て2754) [0枚OD…大噴火1867,阿修羅1188。4枚OD…大噴火3719,阿修羅1980,疾風撃4905] CT:1000 80/100(キャラコンボレートを無視する) CA:0 -/- ---- 画面端 5B>2B>2C>双>微ダ2B>5B>jcJB>JC>ムササビJC>ディレイ空双>5A>5B>JA>JB>JC>jcJC>J2C 3700程度 端に近いと、5B>2B>6C>ムササビJC>微ダ5B>jcJB>JC>ムササビJC>ディレイ空双>5A>5B>jcJA>JB>jcJC>J2C とかも確認しました。 ディレイ空双は空中判定の下?か足らへんギリギリじゃないと、5Aが繋がりませんでした。 です。やってる事が、EXと似てて既出だと思いますがどうでしょうか? ---- 簡単な実戦でも十分狙える難易度のODコン 中央 ODゲージがかなり短い時用(火のみ点灯時 ~>OD>2C>JD>OD大噴火 大体3000~4200程度 OD1(体力半分 火のみ点灯時) 5C>OD>2C>6C>JD>2B>双>5B>6C>8dJC>空双>5C>6D>OD大噴火 4800 5B>2B>OD>5B>2B>2C>6C>JD>2B>双>5B>6C>8dJC>空双>5C>6D>OD大噴火 5600 双のバウンド後ひきつけて5Bやらないと空双スカる ---- ODゲージがかなり短い時用(火のみ点灯時 ~>OD>2C>6C>JD>OD大噴火 大体3000~4200程度 訂正 ---- JD>C釘が安定しないようなレベルじゃ誰使ったってコンボ安定しないでしょうよ。 画面端5B始動 5B>2B>6C>ムサ>JC>空双>5B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双or大噴火 4200or5100 毒ダメ有るから実際はもっとダメ高い。 まじで高火力になってきたなw ---- Cjc低ダJCJ2Cで3回拾いなおす奴が今作最高の鬼畜難易度。 俺はディレイが全く安定しないから諦めて毒釘の運びコン使ってる 5B>2B>6C>低ダJC>J2C>A釘>(スライド)5A>2B>5D>5B>(2B)>JA>JB>JC>JC>J2C 3500+毒 (風 ) 5B>2B>6C>低ダJC>J2C>A釘>(スライド)5A>2B>5D>6D>C釘>2D>JC>J2C 3200くらい+毒 (風林 山) ---- A釘コン 5B始動(J4Bとか補正緩くて立ち喰らいなら大体可) 5B>2B>6C>微dl低ダ(高度調整)>JC>J2C>A釘>5A>5B>JA>JB>JC>JC>J2C 5B>2B>6C>微dl低ダ(高度調整)>JC>J2C>A釘>5A>5B>JA>JB>JC>JB>JC>空双(中央スラ5Aしなかったときなど) 5B>2B>6C>微dl低ダ(高度調整)>JC>J2C>A釘>(スライド)5A>2B>5D>5B>(2B)>エリアル 5B>2B>6C>微dl低ダ(高度調整)>JC>J2C>A釘>5A>2B>JC>jc低ダJC>J2C 5B>2B>6C>微dl低ダ(高度調整)>JC>J2C>A釘>5A>2B>5D>5B>(2B)>エリアル 5B>2B>6C>微dl低ダ(高度調整)>JC>J2C>A釘>5A>6C>(jc)JD>C釘>5C>6D>双or大噴火 6C後に最速ではなくやや高度調整でディレイかけるのが重要 以下JCJ2CA釘5Aを全て最速で入れると安定する。 特にA釘後の5Aは最速じゃないと厳しい スライド5Aのみ対応キャラがわからんので調べてくる ---- 始動別にダメージ重視のコンボまとめてみた。つってもまだ足りてないと思うけど……。 火力はマーク無し時。 中央 5B>2B>6C>空ダJC>J2C>A釘>5A>2B>JC>空ダJC>J2C>5A>6C>JD>C釘>5C>6D>双 3600 5B>2B>3Crc>2B>5B>JC>空ダJC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 3700 JB>5A>5B>2B>6C>空ダJC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 2600 JB>5B>6C>空ダJC>J2C>A釘>5A>2B>JC>空ダJC>J2C>5A>6C>JD>C釘>5C>6D>双 3100 A釘>5B>2B>6C>JD>C釘>5C>6D>双 約2000 6Brc>空ダJB>JC>2B>5B>6A>2C>双 2700 投げ>ムサ>A釘>5A>6C>JD>C釘>5C>6D>双 2600 投げ>JB>JC>5C>6A>6C>JC>空双 3100 ---- 端 5B>2B>3Crc>5C>6A>6C>JC>J2C>A釘>5A>6C>JD>C釘>(5C>)6D>双 4100 5B>2B>6C>ムサJC>空双>5B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 4200 J2C>5B>6C>ムサ>JC>空双>5B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 3900 J2C>5B>2B>6C>ムサ>JC>空双>5B>双>6A>6C>JD>C釘>5C>6D>双 4100 J2C>5B>2B>(2C>)双>2B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 3400 5C>2Cor6A>双>2B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>空双 3000 6A>2C>双>2B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 3000 6Brc>5B>2C>双>2B>6C>JC>J2C>A釘>5A>6C>JD>C釘>5C>6D>双 3200 投げ>A釘>5A>6C>JD>C釘>5C>6D>双 2600 投げ>A釘>5A>2B>5D>5C>6D>双 2400 投げ>JB>JC>双>6A>6C>JC>空双 3100 以下補足。 6A以外のA系統は、恐らく基礎コンが一番ダメージ高い。 CTは当てても繋ぎに良いのがない。 中央だと裏当てになったりするし、現状はA釘コン安定かな。 使うとすればODコンか。 J攻撃のコンボ時間はJA以外は同じみたい。 ダメージ表記は毒抜きのダメージ。 ---- 3Cfc>【2B>6B】*4>2B>5B>JA>JB>JC>JC>J2C 3Cfc>【2B>6B】*3>2B>5B>JC>低ダJC>J2C>5A>5B>JA>JB>JC>JC>J2C 両方4600くらいだったと思うから好きな方使って。ゲージ回収みてない ---- 火をつけた状態でODいけるので使えるかと思ったんですが、早い段階で空双使うせいかあまりコンボ伸びませんでした スパーリングの体力半分位で 5A>5B>2B>6C>JD>OD>6C>空双>5C>6D>2D>5D で4枚とって復帰される、5B始動だと5Dの後に大噴火が繋がって5000くらい 5B>2B>6C>JD>OD>6C>空双>5C>6D>大噴火でも同じく5000くらいなんでダメージとるならこっちでいいかも 端の位置によって空双>5Cが繋がらないので結構微妙かもしれません jccODにすると5Aくらいしか間に合わずB始動時なら5B>2B>6C>JD>jccOD>5A>6C>~ が出来たけど調べれてません もっと良い繋ぎがあれば伸びそうなんですが、 今のとこ5B始動ならほとんどの場合OD使わずループコンにしてますね ---- Pastebin of everything I've posted from the jbbs so far in this thread so it doesn't get lost in all these pages: http://pastebin.com/uQFGg9PG
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I hope that is just an additional change to where we can just block after a successful guardpoint instead of teleporting or letting it go. Meaning we aren't committed to the move completely now.
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By all means you can do whatever you want. Just realize there are already 2 BnB combo videos for Azrael. http://youtu.be/mx_0exXH3nY http://youtu.be/SfBBCIps2dA So videos of BnB combos might not be needed. Instead I'd personally rather see more of a "character breakdown/strategies" kind of video. I have recording equipment myself to do it but anyone can feel free to make videos if it adds to the character information. I half expect the Japanese players to make a video like that before we even get the game though.
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Pretty sick FRKZ combo by Zanzan: http://youtu.be/KB63Tz5rOcA?t=12m14s