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zeth07

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Everything posted by zeth07

  1. Thanks, I'm still going through it myself since a lot of it is redundant since I was just putting all the info together at first. But every little bit helps.
  2. *Note* - When browsing the Azrael forums please follow the rules of the site, failure to do so will result in a Infraction. If you do not know the rules you can check them here -> Site Rules. Gameplay Discussion Only Please!:Remember to keep the discussion strictly gameplay related. Feel free to discuss Match Videos, Combos, Mixups, Strategies, etc. Please take all Story related discussion to the Chrono Phantasma Story Thread = Here! Please take any off-topic Azrael discussion to the Azrael Group found HERE! -> http://www.dustloop.com/forums/group.php?groupid=106 Things To Do List (as of 10/23/13):-Go over some aspects of the threads/Wiki again, and adjust as needed. -Make Critique Thread for console release. -Create "Basic" and "In-Depth Character Tutorial" Video/s, not just covering combos. Things Done List (as of 10/23/13): Collapsed: ] [list: [*]-Make changes to the combo thread. (10/23/13) [*]-Update video thread. (10/22/13) [*]-Make Match-up Threads. (10/22/13) [*]-FULL Update of Video Thread 1st post. (8/21/13) [*]-Update Video Thread 1st post. (7/1/13) [*]-Create Azrael General Discussion Group. [*]-Added FAQ section to the Character Overview thread. (5/23/13) [*]-Cleaned up some portions of the threads. (5/21/13) [*]-Possibly make separate "Character Guide" Thread, to cover gameplay strategies. (5/21/13) [*]-Revamped "Link" section in the Combo Thread. (05/19/13) [*]-Added a "Pressure" section in the Combo Thread/Wiki, re-titled to reflect this. [*]-Update Video/Player List (05/16/13). [*]-Change Wiki graphics as needed once data/game is released. [*]-Update 1st post of Video Thread (04/15/13). [*]-Update Frame Data with full translated info. [*]-Possibly restructure Video Thread. [*]-Add Full Frame Data from Mook, besides needed translations. [*]-Add Basic Frame Data from Mook. [*]-Update Video Thread in full as of most recent postings. (03/18/2013) [*]-Adjusted Video Thread and Combo Thread "formatting" for easier browsing. [*]-Do combo notation for Valiant Charger combo video, add any combos not already in thread. [*]-Removed some clutter from "Character Overview" Thread, added more Pros/Cons. [*]-Get base information of Azrael Wiki added. [*]-Revamped the Basic Combo section in the Combo Thread. [*]-Make changes to Combo Theory section in Combo Thread. [*]-Clean-up Combo Thread. [*]-Make new sticky/locked thread for Azrael "Guide" "Read Here First" (General Thread 1st Post now). [*]-Reorganize Combo Thread. [*]-Do combo notation for the 2 other recent combo videos and add to the Combo Thread. [*]-Make some organization changes to Video Thread player list again.
  3. I posted it on twitter, but I'll post it here as well: http://crosscounter.tv/how-to-learn-a-new-character-breaking-it-down-into-chunks/ This is a pretty good guide for learning a character, mind you it is for SF4 but the ideas are relevant to any fighting game. I would suggest going through it and seriously figuring out where you stand in those "steps". Outside of not knowing ALL the frame data, I feel like I'm more or less at "Step 9" at this point and I quite literally don't play enough to really go beyond that compared to others. I think reading and going by that guide might help you figure out where you stand with the game and what you need to work on to "get better". Don't just go by your wins and losses against certain players, especially on netplay.
  4. I went through and picked out what seemed relevant through Google Translate for BBCP Bang. If someone could properly translate any of this or translate important stuff I would greatly appreciate it. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1326553365/l50 ロケテ来たいみたいだけど相変わらずJC,J4Cはコマンド変更されたままなのかな? 触って来たので報告? 多いの許してね JCはJ2Cに変更。 JCがEXのJ4Cに B釘の飛ぶ角度が45°から30°ぐらいになって少し水平に飛ぶようになった D釘でバングが少し浮く5Dで相手が浮かなくさらに双がでないジャンプキャンセルもできず。 大噴火も出ない? 5Dは相手の受身不能が長いようなのでそこから攻め継続するのかも? ジャンプキャンセルが2Bでできなくなって5Bで出来るようになっていた地双、空双どちらも壁バンしなくなり追撃できず、RC使わなくては追撃できない? 6C>JDからは2B2Aどちらも繋がらず? なぜか着地最速C釘>5Dは出来るようだった6C>ムササビ>5Bで拾い直してコンボ出来る模様風林火山は時間制限でいつでも使えるように。 しかし体力が少なくないとすぐ終わる。 風林火山中の阿修羅がダメージが減っていた。 1980から1100ぐらいに新技の傘は4釘使って画面中央からやや自分側に傘を投げ相手がいる方向にゆっくり動きながら釘を降らせる傘を投げて釘が出る 前にバングが殴られると釘が降ってこないで4釘無駄にしたことに残り3釘でも投げれたが効果が伸びるかは不明新DDは5D2D6DJD全て当てると使用可 能になり相手の裏に回ってコマなげをする模様空中にいる相手には確定なのかも? 相手が地上にいると暗転見てから上いれっぱですかっていた 全体的にコンボが短くなった印象。 まあまだ初日だしわからんけどあとOD中のコンボは全キャラ相手がバースト出来ないかもしれないかも? 間違ってたら修正宜しくお願いしまっす! まだロケテだからアレだがなんかほんと別キャラだな風林火山が強いならまだしも風林火山弱くて通常の双掌すら弱体って… そうなってくると気になるのは新DDをコンボに組み込んだりムササビの汎用性とか前みたくコマ投げの補正がめっちゃ良いとかじゃないとどうやってダメとんの? みたいになりそう傘は攻撃食らったら出ないで本数減るとか封印安定ぽいし JD>5Aが繋がるっぽいあと5D壁張り付きである程度端まで距離有ったら、ダッシュ5Cで拾える 5B>6C>ムササビ>JC>2B>5D>5C>6D>双とかやってるのみた 新DDはコンボに組み込むと紫投げになる 新DDは前ロケテだと2700くらいだっけ。 でもなんかOD中? かなんかだと5000近くに跳ね上がるっぽい。 今回ダメとか変わったのかな? 基礎コンボに必要になるあたり、ムササビ使ってね、っていう制作者の意図が読みとれるな 俺は立ち回り用だと思ってたよ バランス悪くてもいいからバレーはめや挑発コンみたいな冷める要素は無ければいいなまあ調整繰り返してもヒレンキャクに同技付け忘れるぐらいだから期待してないけど まあ各種釘ある時点でそこまで弱くはならんと思うがな。 (でも不安 ツイッター関係の情報あげとく。 D釘の使い勝手が完全にCSと別物で立ち回りや強い行動に関しても未知数やはりというか通常技は5Bがキーらしい 5D〆が嫌らしくまあまあ使えるかもしれないとのこと端コンは今の奴よりダメージ伸びてる(ホントかよ??) ムサコン結構開発が進んでる。 コンボパーツにムササビ使えよって感じなのはほんとっぽい OD関連やシール回収に関してもまだまだ未知数。 全キャラの課題か・・? 一部ではオワコン言う人も多数 地域的にプレイできないので予測だけど端コン伸びてるってのはEXと比べてというより、今までのロケテより伸びてるって事かな 5Dはまだお後みたいな状態らしいからバングなら相当うざそう JDは着地硬直をジャンプキャンしてC釘が繋がるなら空双とかジャンプキャンセルキャンセルで大噴火とか双が繋がらないかなー双後はコンボ伸びないらしいから微妙っぽいけど JDって必キャン出来るようになったんじゃないの? なんか前のロケテの時はそんな情報あったようなだからC釘は繋がるたしか双も行けたはず ってことはJDはjc出来なくなっただけとかか? でもそれでもJDのあと2369CでC釘でないのおかしくね? jc出なくても普通に釘でるはずなのに着地までなんもできないよ? しゃがみ食らいでの5Dパーツが浮かなくなったけどこんな感じになんのかな? 5C>6A>5B(新ガト)>2B>低双or5D ロケテいけないから試せないけどこれ入るか誰か試してほしいなぁ。 これできればCS2よりは中央しゃがみマシなはず。 今やってるけどJDはC釘で必殺技キャンセルできないよ 6C<空ダJCのあとJCが当たらなかったり Mainly I would like to know if it does in fact say that you can't jump cancel 2B and j.D, and also that his air C moves have some input changes. Those are things I was interpreting through translation websites. Not being able to jump cancel those moves are pretty big changes for Bang if true.
  5. It isn't the netcode so stop complaining like it is.
  6. I'm sure it is supposed to be Litchi. Not only do the clothes colors match, even the hairpin matches Lao Jiu. Also considering Jin has a Tsubaki / Hakumen palette, Tsubaki has a Hakumen palette, and Hakumen has a Tsubaki palette, it would be no surprise if other characters get colors from other characters as well. I think it is cool and can't wait to see more of them.
  7. Why does it matter?
  8. Toronto doesn't equal all of Canada. Montreal definitely seems to be coming at least.
  9. I would play you but my connection would be shit during this weather, not to mention this early in the day someone could get on the net anyway.
  10. How to play the game from a more general standpoint. Litchi is more about setups and using a wide variety of tools/moves in specific situations. Not to mention needing to know proper combos that get you the knockdown into the setups, and of course she is more complicated to use than Bang in general anyway. It is just like when someone asks who would be a good character to start with if you're new to the game, people would say Ragna cause he's easy to use, well Litchi probably wouldn't be one of those characters. Bang has a very linear playstyle but is capable of going about it different ways I guess but is completely momentum based. Your only objective is to get in and hit them with a mixup. Real setups are borderline non-existent with Bang, so it is just simply knock them down, read their tech or defensive option, go for a mixup, repeat. You don't need to use Bumpers, FRKZ, or even his Drive outside of combos and you can still do what you need to do. And no matter what anyone else says, you can't "mash" with Bang, you can be random as hell (if you can do combos at least) but you aren't going to get away with mashing. j.A is the only thing he can remotely "mash" and 2A twice if you want to count that, but everything else will get you blown up if you're just pressing buttons. I guess you could mash out Ashura but that's hardly anything for the cost. His combos are also relatively short, and "beginner" BnBs are incredibly simple and still provide the needed knockdown, they just don't do as much damage. You could probably get away with only learning 3 to 4 combos with Bang at a basic level, and still possibly win if you manage to correctly mix them up enough times before dying yourself. Then once you understand "I'm doing this thing so that it leads into that thing", you will probably have an easier time with Litchi since you will know WHY you are doing those moves and what exactly you should be going for. But it still isn't going to save you from not knowing what the opponent can and can't do.
  11. The storm will have an impact on coastal areas ranging from Florida to the Canadian Maritime provinces, but the full force of its effects will be felt in New Jersey and New York City. It's expected to reach these areas on Sunday October 28, with the brunt of it hitting on Tuesday October 30. http://news.discovery.com/earth/frankenstorm-need-to-know-121026.html
  12. You're expecting way too much if you think it should be any better than that. The US' internet infrastructure is not good enough to expect amazing connections all around. And no matter how good your internet is, you can't make up being thousands of miles apart from someone and expect it to be good as well (which some people have still said it was so.....).
  13. Can someone check and see how many people have played so far on XBL by looking at the rankings? I'm interested in knowing how many people have picked it up so far on Day 1.
  14. Coincidentally, here is an example of using both the B-Nail after your knockdown and the bumper setup in the corner: http://www.youtube.com/watch?v=64akWfrLGEc#t=6m50s
  15. That would be literally Minute 1 Bang combo which would work on Standing/Crouching and technically give oki, but quite literally you would never do that combo once you've spent more than an hour with Bang lol. Or you could use it as the most basic combo to go into a Distortion to finish someone easily with low health. That's really the only reason they showed it besides it being part of Bang's typical pressure strings I guess. Bang doesn't really have "oki setups" since he doesn't really have anything to force the opponent to neutral tech+block after a knockdown. Maybe in the corner you could count some stuff as oki setups though, but mid-screen you are more or less forced to guess how they will tech or not tech before doing anything. I guess I'll go over enders first. Most combos will probably end with j.C to at least give you a knockdown. Or you can end air combos with Poison Nail but then anything remotely related to oki is lost. Seal combos tend to end with 5D, which gives no oki but you can try for an air tech trap but people know of it by now so don't expect it to work much. Other times combos will just "end" with 623B or j.623B which pushes them to the corner so no real oki there either. Sometimes your standing combos will be too far for 6C to connect, so you would probably want to end it with 3C and then try to punish a possible roll tech. Other times you might want to end combos with 6D or 2C to give fairly good oki or setup a bumper mixup after them. For "oki setups" there isn't really much of anything to really do for Bang. After mid-screen air combos if you do the 2nd part of the air combo with neutral jump, you can throw a B-Nail after you j.C as you are falling. Because of the spacing and the explosion this will HOPEFULLY stop people from trying to jump away on oki while also POSSIBLY making them block the explosion. This setup only works well if the person neutral techs after the knockdown, if they roll it isn't as effective. For people that respect this setup you actually get a pretty good mixup chance off this. If they DO get caught by the explosion you can follow up with a combo, if they are in the corner when this happens you can go into Explosion hits>5C>combo for pretty good damage. Ending combos with 6D and 2C give good oki cause you will be right near the opponent but it doesn't really force them to respect anything you go for. As I mentioned you could setup a Bumper after these moves and try to do mixup off the bumper or just use it for mindgames, but they don't have respect any of that either. In the corner you will mostly have j.C enders as well. One thing to do is another falling j.C which will stop them from rolling or not teching by just knocking them down again anyway. Or there is a whiff air command throw setup after a combo, where you then do Web Nail to catch them doing something stupid (like rolling again). While in the corner, doing a Poison Nail at the end of certain air combos will allow you to get a relatively good mixup off them due to it knocking them down as you are landing almost immediately on top of them. If they don't tech you can follow up with more of a combo while the Poison still ticks. If they do tech, your mixup will be relatively hard to react to so there's a chance they'll get hit or of course they could reversal you. Another thing to try is after 2C or 6D setting up a bumper in the corner about a character length away, this is part of the old Nezu setup, and if the opponent doesn't have a good reversal it can be really useful to mixup the opponent and almost constantly put pressure on them. Finally there are some gimmicky tricks with cross unders/overs. With the relaunch combo that you first were asking about, if you actually ignore the d.5A part you can do a dash under 2A and cross them up for a mixup if they tech after your j.C. Of course after that you can fake it so it adds to the mind games or you can just do that for a position advantage. You can also do something similar near the corner when you do j.623B to wall bounce them, then instead of continuing the combo you can cross under late as well for a mixup. Taking that even further if you do the j.623B wall bounce from slightly outside the corner, you can dash under them INTO the corner and then as they are still falling dash 2A under OUT of the corner then mixup. And to add to that, you could just cross over them with j.4B out of the corner. (the d.2A isn't actually supposed to hit, it is just for the momentum and to go under them) I guess another thing to do would be to just use late D-Nails after you knock them down with j.C (meaning don't do it as part of the combo). This could let you close the gap to get in for a mixup but just know you're using valuable resources. One last thing to consider against Tager is actually ending your air combos with a pink air command throw. He more or less can't do anything about it after teching, while you get to move away or hit him with a poison nail and this removes the threat from his "guessing game" on YOUR oki just for his lucky guess when you try to go for an actual mixup. I think covered almost everything.
  16. No. "Cali Burst" is when they burst when the opponent has ~90% and they only have ~1% in the 1st round. "Austin/Texas Burst" is when they burst as soon as they get touched. jiyuna made a burst guide for everyone who doesn't know, lol: https://twitter.com/jiyunaJP/status/252443001098481665/photo/1
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