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Tage*Proto

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  1. If i understand it correctly, it's not certain moves you follow it up with, but rather any time they hit the ground without emergency teching(for instance, otg blue beats, etc) you can potentially 22c and it will attempt to track them. Not sure if that answers your question.
  2. Thanks guys, as far as neutral outside of close range, I feel like az's 5c/6c is kind of dangerous to use against kagura with his 5c and 2c respectively. I could probably remedy that by trying to position myself a little better though. I didn't even think about using 5d to punish flash kick, so thanks for that. I was a complete idiot during some of the valiant combos lol, smp 3c, etc. I'll definitely try and implement the other points you guys brought up, thanks again, kudos.
  3. Kin, if you have some spare time think you could take a look and throw me some pointers if you see anything? Much obliged. http://www.youtube.com/watch?v=xZ7twnH5w6k
  4. A first to 5 with me and a local kagura. I was overall happy with how I played, but I dropped some simple confirms. https://www.youtube.com/watch?v=xZ7twnH5w6k&feature=youtube_gdata_player
  5. Okay cool, thanks. I don't remember the differences in damage right off top, but it seemed to be within the 100-200 range, so you're spot on.
  6. Just an observation, I was having difficulty recreating some of the longer combos in the video, but with altering the first few hits of the combo I was able to get it much more consistently. IE: (Video 1:18 ish, combo on Relius) 6b(fc), ad, j.b, land, 5b, 5c(2), 6c(2), 214a, j.b,land, 5b, 5c(2),6c(2), 236a, j.c(1), j.6c(2), j.2c(2), 236b, j.b, 236c. Method i've been using: 6b(fc), ad, j.b, land, 5b, 2c(1), 6c(2), 214a, j.b, land, 5b, 5c(2), 6c(2), 236a, j.c(1), j.6c(2), j.2c(2), 236b, j.b 236c. Not sure as to why exactly, but it was just much easier to keep them as far away from amane as possible using the 2c(1), 6c(2) in the beginning. As long as you try to keep them low throughout, with very minor delays between the 5b into 5c(2) in the middle of the combo it was pretty consistent for me. The same route can be used following ch 6a, instant j.2b, as well as raw aa 6c.
  7. Far from garbage, I thought this point was excellent, kudos.
  8. Couple notes from some recent matches i've played against Litchi. Her 6c without staff can be 5a'd in between the first and second hit with IB. 2c saved my life in this matchup. Seriously. I found safe jump set ups after mid screen TCL enders to be very handy. In my experiences, Litchi in neutral without staff is MUCH easier for Az to close distance/punish/generally deal with. Safe jumps will hopefully net you some baited/whiffed Tsubami's, which equals a good punish and litchi with no staff, possibly in corner. I generally don't use 5c in neutral when she has staff, unless it's a punishment/FC situation. She just has too many options from that range to risk it imo. Occasionally, Gustaf can be a great distance closer if she is staffless with it behind you and you are in a neutral situation. From this type of situation/distance, gustaf can be used to punish whiffed normals, or even raw staff recalls. Some general observations I guess, but I definitely take this match as slow as possible. You want to be really disciplined in neutral as far as not forward dashing recklessly, and altering your aerial approaches. Litchi's combos seem to all naturally corner carry, so don't be shocked if that's where you find yourself. I try to remember Azrael has a pretty large health pool, and focus on reading/reacting to mixups. It definitely takes less for you as Azrael to swing the momentum back in your favor, and the less you try to force things against Litchi the better time you'll have.
  9. Nobody really wins in this situation, it's unfortunate all around that the community has to consider this sort of thing. It doesn't surprise me if there are players who started with CP and only play Kokonoe, it's a blow to them especially. However, I would most definitely prefer for this all to take place now before we get into the true swing of major tournaments.
  10. In my experiences, raw afterburner is super subject to 236d(obviously not fullscreen, but a long distance nonetheless) on reaction with Terumi, or even 41236c overdrive. I'm not certain if Terumi's 5d has the same property as his j.d(having a major brain cramp right now, pretty sure it does though), but his j.d will eat/cancel out flint shooter. I'm not saying hands down Terumi wins the match up, but it's definitely manageable.
  11. This is the match up I have the most experience with currently. I think your first mistake is trying to approach Bullet. Honestly, your 5d is a great tool during neutral/footsies with her on the ground. If you force her into the air, 6A will beat every option she has clean. The only thing to worry about is her altering her aerial timing and momentum with Homing. Don't force the issue of getting in her face, her okizeme is very very strong, and you have no solid reversal without heat. Also, her reversal is VERY easy to fatal punish on whiff, something to keep your eye out for that can honestly win you the round with the right amount of heat. Terumi is very much a momentum character, as is Bullet, so stay patient, play the poking game and try not to be the first one to make a mistake.
  12. Agreed on most points, been putting a ton of time in on this character. 5d is far and away his best neutral/standing normal. Something I learned last night as far as pressure goes, is if you are using 5c a lot in blockstrings, if the opponent barrier blocks lets say 5b, 5c, the pushback pretty much forces you back to a neutral situation due to distance. 5c to 5d on block is not a true string, and if 5c is ib'd, the 5d can be backdashed. So, i've tried to avoid using 5c so much in pressure, which really opened my eyes up to how good his 2b,2c,5d string is. Far reach, safe, and from the correct distance, the 2b,2c can be confirmed into 3c, 22clvl3. The 2c is also jump cancellable, giving you a couple more options. I've had some success by simply mixing in 6b, 6b feint, throws, and 2d in pressure. 2d can give you a ton of information based on how they react to it, and helps you plan your offense based on their reactions to it.
  13. You may be thinking of Crush Trigger, which is done with A+B. Costs 25 heat, guard breaks the opponent if they do not barrier block it.
  14. Hey guys, did a quick combo video displaying what I believe to be some optimal/practical combos with Terumi, mostly a combination of things i've read/seen here, feedback welcome, hope it helps. http://www.youtube.com/watch?v=W0Dn711xenI&feature=youtu.be
  15. This is the match up I currently play the most, winning it with decent consistency. Her pressure takes a bit to get used to but once you can react to her standing overhead, and utilize your back dashes I feel like az has the better medium range neutral shenanigans. If you ib the second hit of her 3c I think it is you can 2a punish for free. Growler is always an option if she starts her oki with the tracking and u call it. If I had to id say their game plans are somewhat similar but az's superior normals tip the scale in his favor. Hit for hit he just hurts more imo.
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