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Tigre

[UNIEL] Chaos

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More setups and stuff:

Safejump + Fuzzy Assault vs Gordeau

https://www.youtube.com/watch?v=Nx9AYuF86Hs

Explanations in descriptions.

Expanding on this safe jump (2b>2c>5cc>j.b>j.c>j.2c>6d>j.b) if you go from 2b>5bb>air stuff instead of 2b>2c>5cc> air stuff you end up saving exactly 1 frame at the end and can beat 4f reversals (which is only vat's DPs I think, but still, vat safe jump) it still loses to 3f reversals (which is only elt ex DP I think? Those don't seem like they can ever be safe jumped via this set-up. Wald 360a also is 3f but it'll get hit on account of no invun)

Also with the 5b in mind, you can do 2a>5bb>air stuff to get a safe jump vs 5f or worse off an a starter.

Both these variations have the same properties as Rikir's original safe jump as far as I know. I didn't mess with them until now so maybe there's something I didn't test/didn't know that these don't do.

Also if you missed these the first time around they're notable because they're meterless and midscreen. Chaos's other safejumps all either require the corner or 100 meter (not counting safe meaties or safe rolls obviously)

I'll make a video on all the differences between chaos's safe jump routes soon to better explain the pros/cons of each route

Now to work on converting 6C...

Also I missed this post until now, if anyone has trouble confirming 6C remember that 6C is only roll cancelable on hit, so if you always input 6C>BC you'll always have the time it takes to roll in order to confirm and hit them with 5C (the timing on that is pretty easy, you can pretty much just mash it). If they get hit anti-air they usually wall bounce too high to combo off, so if you're using 6C to anti-air probably don't roll unless you're doing it for positioning reasons or something.

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Now to work on converting 6C...

 

I always thought the best way to confirm 6C was with 236A > 5C > 2C > etc. That way, you can maximize your damage on hit, & on block, it gives you more than enough time to react to it.

If you happen to get an anti-air hit, 6C > 236A > 5C will still connect!

 

Rolling after 6C is certainly not a bad idea, but rolling with my opponents usually doesn't work twice (lol) & mashers will get you! And you keep one GRD square~ (Yipee! Hooray!Big deal)

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Here's that video about safejump/oki stuff

also

I always thought the best way to confirm 6C was with 236A > 5C > 2C > etc. That way, you can maximize your damage on hit, & on block, it gives you more than enough time to react to it.

If you happen to get an anti-air hit, 6C > 236A > 5C will still connect!

 

Rolling after 6C is certainly not a bad idea, but rolling with my opponents usually doesn't work twice (lol) & mashers will get you! And you keep one GRD square~ (Yipee! Hooray!Big deal)

Pretty sure you're thinking of 66C. 6C>236A is dependent on Azhi's spacing and 6C>236A>5C is corner only I think. So like, I guess you could do that in the corner but the more common situation for a 6C hit in my experience is in neutral midscreen and often when Azhi is de-summoned. Also 6C>Roll>5C should never lose to mashing because it's a combo.

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Pretty sure you're thinking of 66C.

 

Oh boo! Forgive me! I did mistake it for 66C. I almost forgot 6C existed!

 

Then yes, I agree; everybody should probably roll n' mash after 6C. Hehe, you don't really have a choice anyway.

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I now got Chaos to do a couple of Waldstein damage combos. Here you go!

These combos do considerably more damage than the previous ones I posted, so they may be worth checking; the only problem is landing 66C/22B itself. As usual, these are consistent, counterhit-less, & work on beansprout-height people.

 

 

Highest Anywhere screen Combo          (The first hit of "5BB" will/must miss)

 

22B > 66C > 22B hit,wait > 2C > Slight delay > 5C > 5BB > j.B > j.C > j.2C > 2C > 6C > 236A > 236B > 623B > 623A          3343 dmg   [3672 vpl]   (meterless)

                                                                                                                                                        ..... > 623B > 214C         3806 dmg    [4180 vpl]   (100 meter)

                                                                                                                                                        ..... > 623B > 214C > 236C          4332 / 4415 dmg   [4757 / 4848 vpl]   (200 meter)(The latter damage depends on how high "236B" went before "623B")

 

 

Using the same 66C/22B concept in the corner, you can also do this:

 

Highest Corner Combo          ("5B" must hit before the wall-bounce of "623A")

 

22B > 66C > 22B hit,wait > 2C > Slight delay > 5C > 623A > 5B > j.B > j.C > j.2C > 2C > 236A > 236B > 623B > 214B          3384 dmg   [3716 vpl]   (meterless)

                                                                                                                                                         ..... > 623B > 214C         3800 dmg    [4173 vpl]   (100 meter)

                                                                                                                                                         ..... > 623B > 214C > 236C          4503 dmg   [4943 vpl]   (200 meter)

                                                                                                                                          Veil Off > ..... > 623B > 214C > Chain Shift > 236C > EXIW          6523 vpl  (For bragging rights only lol)

 

 

Technically, if you have 100 meter outside of the corner, 22C is now our most damaging special! Although, I have no idea if it's nearly as effective as 236C if used as a reversal (Eh, probably not... Guess I'll stick with 236C. I-I did say "technically"!).

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New Shimazaki footage! Thanks to Mota for finding.

 

Leisureland Akihabara 2vs2 2015/5/3

https://www.youtube.com/watch?v=wDAWOPzCT1k

Vs Seth (4:00)

-Plays pretty aggressive
-Shimazaki attempts to use 22A/B sets to beat Seth orbs at times but Azhi will get hit if hes in front of Chaos. Instead, Shimazaki should set 22A and then walk in front of Azhi so that Chaos will block the orb hits for Azhi and Seth will get hit if he attempts to high/low.

-Uses 236C to swat Seth out of the air just before he lands.

 

https://www.youtube.com/watch?v=LOxQQqc35YY

Vs Gordeau (12:50)

 

-13:19

Demo of Shimazaki's new setup:

 

2A > 5BB > 236B > 5CC > 236A > 22A > BC Roll (cross up)

 

Notes:

-You are using 5CC to pull your opponent back in a bit so that Azhi gets behind them.

-If Azhi is too close after 236B and you attempt to cross up, then 22A will hit early and become a non-cross up.

-Delaying 5BB or 5CC may be necessary so that Azhi travels close enough to actually hit.

-If Azhi is not on screen, then just raw 5BB should be sufficient to go into the setup.

-Holding A so that Azhi is always closest proximity when on screen is also extremely helpful.

-This is easiest done when opponent is crouching, if they standing you have to use 623A/B > 236B in order for Azhi to jump over.

-Doesn't seem to work too well on Akatsuki and Waldstein for whatever reason

-Shielding certain spots can mess up the setup.

 

Other options off this setup:

 

Jump over: https://youtu.be/LOxQQqc35YY?t=863

Generally beats mashing, loses to DPs

 

Back Dash: https://youtu.be/LOxQQqc35YY?t=849

Generally beats DP and mashing

 

Throw or Backdash: Beats Shielding or Baits Throws

https://youtu.be/V0Jc53YN1as?t=163

 

Shimazaki's Confirm off of 22A cross up:

22A > Dash under side swap if necessary > j.B > j.C > j.2C> land 2C > 5CC > 623A > j.A > j.C > j.2C [2712 Damage]

 

13:30 Chaos assault j.A confirm vs Gordeau

 

Assault j.A > CS > j.C > j.236A > 5CC > j.B > j.C > j.2C > 5BB > 236B

 

 

Vs Eltnum (15:13)

 

 

https://www.youtube.com/watch?v=scClz-zWRCs

Vs ROW Gordeau (2:22)

-More cross up goodness

 

Vs Yuzuriha (16:00)

18:00 Useful combo: 2A > 2C > 5CC > j.B > j.C > j.2C > 2C > 236B > 623B > 236C > BC > dash > j.2C

 

Vs Merkava (19:50)

 

 

2015/5/10 FT5 Shimazaki Set with Ohittou Seth

 

https://www.youtube.com/watch?v=V0Jc53YN1as

 

Shimazaki uses 6C a lot to cover 22A/22B whiffing:
https://youtu.be/V0Jc53YN1as?t=517

https://youtu.be/V0Jc53YN1as?t=1400

 

Throw > 2A (whiff) > Throw: https://youtu.be/V0Jc53YN1as?t=556

 

Cool 236B anti air: https://youtu.be/V0Jc53YN1as?t=599

 

Setting cross ups during neutral: https://youtu.be/V0Jc53YN1as?t=1188

Throw option: https://youtu.be/V0Jc53YN1as?t=1335

 

Ohittou uses VO to force time out win: https://youtu.be/V0Jc53YN1as?t=1248

 

6C > CS > 5CC: Air Unblockable

https://youtu.be/V0Jc53YN1as?t=1364

 

General Note: Shimazaki is very good about CSing before killing his opponent to convert extra meter.

 

2015/5/10 Red vs White

https://www.youtube.com/watch?v=lLwNYS1Q1Mo

 

>Not sure who this Chaos is.

Vs Carmine (3:30)

Vs Gordeau (6:50)

Vs Hyde (9:50)

-Really gross cross up situation: https://youtu.be/lLwNYS1Q1Mo?t=695

Vs Yuzuriha (12:44)

 

https://www.youtube.com/watch?v=K2vpNfvQITE

 

>This Chaos is definitely Shimazaki 

Vs Akatsuki (11:48)

I dont think Shima knows the matchup... tries to mash when Akatsuki is clearly plus.

Okay Shima does know whats going on. He mashes out of 214A pressure when its poorly spaced and respects Aka c.C pressure if he uses it.

Its just this one weird part stood out to much: https://youtu.be/K2vpNfvQITE?t=877
Where trying to commit to a 66B was way too much of a risk.

2015/5/4 Leisureland Satomaru Hyde vs Shimazaki Chaos FT5

https://www.youtube.com/watch?v=k-NCv_adAhA

 

236C Cross up Example:

https://youtu.be/k-NCv_adAhA?t=394

 

Using Roll to get out of Dark Lotus setup:

https://youtu.be/k-NCv_adAhA?t=512

 

-Also leads into a nice series of block strings to roll cross up.

 

Strange Chaos combo, ends in 623C instead of... anything better:
https://youtu.be/k-NCv_adAhA?t=502

-Maybe input error? Or hes doing it intentionally so he can dash under and put his opponent between Chaos and Azhi.

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And uh... some of my tournament matches:

COMBO BREAKER TOP 8:

Vs Waldstein (Argenrost)
https://www.youtube.com/watch?v=6GTjWvuGL_g

General:

-Jumping back against Waldstein not too effective. His reach lets him swat you easily.

-Trying to challenge Waldstein at round start does not work well.
-I try to end in 214[A] after 2C > 236A starter too much even though I know that doesn't work.
 

0:31 - Too close to reversal 236A during the clap pressure safely. Better option would have been to just 5B after shield or just block until out of range.
 

https://youtu.be/6GTjWvuGL_g?t=66:

I think superflash ate my assault input. I ended up just getting 5[D].

https://youtu.be/6GTjWvuGL_g?t=82
Bad Azhi spacing + 236A use. 623A/B or 236B would have been the better choice for most of these.

 

https://youtu.be/6GTjWvuGL_g?t=105
22A/B really good for catching Waldstein things.

https://youtu.be/6GTjWvuGL_g?t=126
So even though Wald 66B is 10 frame startup and Chaos 236C is 9 frames. It seems since Azhi has to travel a bit before hitting, 236C can lose.

https://youtu.be/6GTjWvuGL_g?t=152
Beware of Waldstein hurtboxes ._.

https://youtu.be/6GTjWvuGL_g?t=168
Reminder that Azhi strings have gaps in them that your opponent can reversal through.

https://youtu.be/6GTjWvuGL_g?t=384
I attempt to do TK > 236C > j.A whiff > Assault mixup but 236C just barely whiffed ._.

https://youtu.be/6GTjWvuGL_g?t=436
POST MORTEM AZHI GLITCH.

https://youtu.be/6GTjWvuGL_g?t=466
Another bad attempt to escape clap pressure.

https://youtu.be/6GTjWvuGL_g?t=554
Assault j.A > CS the best

 

Vs Hilda (Arturo)
https://www.youtube.com/watch?v=1Ew_TWxl_Rw

 

General:
-Missed a few good opportunities.
-Could have tried to take a few risks with rolls and jump outs.
-Couple of drops
-Good blocking overall but a few bad shields kill me.


 

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Just thought I'd pop in and ask if the Skype group is still active and if I can get an invite. I've just recently started picking up Chaos (I played Seth prior) and I could use some pointers in the right direction.

 

Edit: Including my Skype name would help. It's just RagnellBlue, same as here.

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Are you guys ready for UNIST Chaos footage?!

Vs Akatsuki
https://www.youtube.com/watch?v=unmjLvulX7M

 

Vs Merkava: 7/23/15 Battle Arena Shinjuku
-https://youtu.be/Vaq-z71GgUc?t=1537

Azhi 214X > whiff cancel example
-https://www.youtube.com/watch?v=Vaq-z71GgUc&feature=youtu.be&t=1492
-Azhi whiff cancels may have interesting combo applications

 

Vs Waldstein:

-2A hitting low:

https://youtu.be/CdwwLEHM-fU?t=891

 

Shimazaki Chaos:

 

Vs Akatsuki (https://youtu.be/yCOP_nSSi9g?t=11160):
-Cool Vorpal Trait combo: https://youtu.be/yCOP_nSSi9g?t=11422

 

Vs Eltnum (https://youtu.be/yCOP_nSSi9g?t=14434):

-j.2C > j.22B oki ender https://youtu.be/yCOP_nSSi9g?t=14509

-XVO Combo (https://youtu.be/yCOP_nSSi9g?t=14598)

 

Vs Linne: (https://youtu.be/yCOP_nSSi9g?t=7164)

-Ex. of 214A > 214B > 236A whiff cancels in neutral (https://youtu.be/yCOP_nSSi9g?t=7209)

Vs Phonon: https://youtu.be/yCOP_nSSi9g?t=5544
-This matchup looks bad.
-Phonon has no trouble punishing lizard from across the screen.
 

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During loctests someone mentioned that CH 66b had longer untech time, since 66b is untechable until you hit the ground I assumed it was a typo and normal hit 66b would be comboable as anti-air. That video confirms normal hit 66b is unchanged. I guess on CH 66b you now get even longer? Or maybe they reversed the change. Also the chaos player never even tried to attack through fireballs, so either azhi projectile invun is worse than it sounded or this player forgot about it.

Also roll looks faster to me (less startup?) but IDK. Did anyone notice anything else?

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Hi so uh, I was watching this match vs Wald and I couldn't help but wonder...is it me or does this matchup look really Vorpal based here? It seemed to me that they were both trying pretty hard to get it, and when one of them did, they had the advantage. I'm just really wondering how much Chaos' Vorpal buff is gonna help him in the long run. It looks like it could be really good, but it could also just be wishful thinking...>_<

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Hi so uh, I was watching this match vs Wald and I couldn't help but wonder...is it me or does this matchup look really Vorpal based here? It seemed to me that they were both trying pretty hard to get it, and when one of them did, they had the advantage. I'm just really wondering how much Chaos' Vorpal buff is gonna help him in the long run. It looks like it could be really good, but it could also just be wishful thinking...>_<

Well winning vorpal is always important and you should be trying for it whenever you can anyway. But it looks like Chaos vorpal trait does a really good job of keeping Wald out (https://youtu.be/CdwwLEHM-fU?t=978)

214A > 214B for zoning looks great.

Its still kinda hard to tell how much better the matchup becomes when Chaos has vorpal since the Chaos player didnt gain vorpal very often against the Wald. When he did, he would just do the standard things like 6C > CS which we know is already good. It should be a little more clear when we get to see more matches. But my opinion right now is that it will be really good in the long run.

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It looks like in vorpal azhi is smart enough to turn around so now azhi anti airs should be more consistent since you can do 236b > 623a and catch them if the 236b whiffed (236b may have also gotten a better hitbox so maybe that's not necessary, I don't remember), or maybe 236a>236b and 236a>623a will auto correct and catch anyone who jumps past 236a. Also that'll be pushing them towards chaos so you probably get to convert into something good easily.

edit: in round 2 he anti-aired merkava fly with 623a>236b!

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Managed to dig up some Chaos matches in this 8 hour archive from last night: http://www.twitch.tv/llakb/v/9389639

vs Merkava 03:09:28 (Question: At around 03:10:56 I noticed Merkava's fireball went straight through 236B. Wasn't Azhi supposed to have projectile invuln or did they take that away? Am I missing something here?)

vs Vatista 04:09:40 & 04:13:15 (They switch to 3 rounds before the second game. Yay more time to see Chaos! I noticed in the first game around 04:11:28 he canceled 214C into 236C in VO for some nice damage. I wanna say he could have done even more off that combo, though. Maybe 2C > IW or something?)

vs Phonon 04:17:30 (This does not look like a fun matchup...)

Kinda sad I haven't been able to see any crazy XVO combos yet, but oh well.

 

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From the Loketest news topic:

 236B has p.invincibility until Azhi rises into air.

 It ran out so he got hit.

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Managed to dig up some Chaos matches in this 8 hour archive from last night: http://www.twitch.tv/llakb/v/9389639

vs Merkava 03:09:28 (Question: At around 03:10:56 I noticed Merkava's fireball went straight through 236B. Wasn't Azhi supposed to have projectile invuln or did they take that away? Am I missing something here?)

vs Vatista 04:09:40 & 04:13:15 (They switch to 3 rounds before the second game. Yay more time to see Chaos! I noticed in the first game around 04:11:28 he canceled 214C into 236C in VO for some nice damage. I wanna say he could have done even more off that combo, though. Maybe 2C > IW or something?)

vs Phonon 04:17:30 (This does not look like a fun matchup...)

Kinda sad I haven't been able to see any crazy XVO combos yet, but oh well.

 

You are supposed to be able to 2C > IW at the end but if you time the 236C wrong Az doesn't recover fast enough so you can't end with IW.

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