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MetalMaelstrom

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  1. CS Haz is more or less CP Haz, but with meter gain from doing one midscreen BnB off of any hit.
  2. Made for all of you who don't care to visit the wiki. All of this information was copy-pasted from the wiki page. However, there is a benefit to be had in this thread. For those of you who post in here with new or updated combos, I will update this post and then the wiki accordingly. This thread is also for the discussion of combo spacing and hit-confirming, e.g., what to do off certain anti-airs, what makes for an easy kill combo, what to follow up with if you wallbounce jabaki from a certain distance, how much Makoto's hitbox sucks, etc. Hopefully this will all go well. Will update later to make it look fancier. NOTATIONS: > = cancel into next move jc = jump cancel hjc = high jump cancel tk = doing a jumping special move as close to the ground as possible. Usually performed by a 2147 or 8/9214 motion with the joystick or pad. CU = cross-under (mainly for 6C after Zaneiga) (text) = whatever's listed in the parentheses is optional [text > text > text > ...] x N = repeat the string of normals and/or specials 'N' amount of times. Usually reserved for Hirentotsu loops or Gashoukyaku twice at the end of a combo. CH = counter hit starter [AA] = anti-air combo; opponent is in the air at the start of the combo Blue text = opponent must be crouching for combo to work Red text = requires 50 heat in order to use the combo Magenta text = requires 100 heat Green text = combo is character specific; check the notes to see who it works on Turquoise text = requires crouching and is character specific Yellow text = Fatal Counter combo Orange text = requires Fatal Counter and 50 heat j.214B* = j.C x 5 > j.214B j.214B# = j.B > j.C x 2 > jc > j.C x 5 > j.214B The last two notations are there because they are the standard, optimal air combos that Hazama has. i.e., you'll be seeing it a lot. Note: in all combos, assume that 5C hits twice unless stated otherwise. Also, [5C > 2C > 214D~B] x 2 requires a dash between the two reps. MIDSCREEN (236C) > (dash) > 2A > 5B > (2B) > (5C) > (2C) > 3C > 214D~A Damage: 1119, Heat Gain: 10 + 5C and 2C = Damage: 1482, Heat Gain: 15 + 2B = Damage: 1228, Heat Gain: 12 + 236C and 5C = Damage: 869, Heat Gain: 18 + 236C, dash, 2B, 5C, and 2C = Damage: 1054, Heat Gain: 22 2A > 5B > (5C) > (2C) > 3C > 236D Damage: 1022, Heat Gain: 8 + 5C and 2C = Damage: 1407, Heat Gain: 13 + 2B = Damage: 1145, Heat Gain: 10 5D~D > j.B > 2A > 5B > 3C > 214D~A Damage: 1327, Heat Gain: 14 5D~D > j.2C > dash 5B > 2B > 5C > 2C > 3C > 214D~A Damage: 1781, Heat Gain: 21 5D~C > j.A x 2 > 2A > 5B > 2B > 3C > 214D~A Damage: 1310, Heat Gain: 17 j.6D~D > dash 2A > 5B > 5C > 2C > 3C > 214D~A Damage: 1515, Heat Gain: 18 j.5D~D > j.B > 2A > 5B > 5C > 3C > 214D~A Damage: 1439, Heat Gain: 17 j.B+C > 214D~C > dash 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B* Damage: 3612, Heat Gain: 61 j.B+C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 3699, Heat Gain: 61 4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B# Damage: 2913, Heat Gain: 36 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 3204, Heat Gain: 47 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B* Damage: 3220, Heat Gain: 49 *Note: guaranteed corner carry from any where on the stage (even the exact middle) 6B+C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 2C > j.C x 5 > (dash) 2C > 4D~D > j.214B# Damage: 4185, Heat Gain: -50+49 Net = -1 [AA] 5A > 2C > tk j.214B > dash 5C > 2C > 6D~A > 4D~D > j.214B#* Damage: 2281, Heat Gain: 44 *Note: opponent should be descending or not at maximum normal single jump height in order to connect tk j.214B [AA] 6A > 5C > 2C > tk j.214B > dash 5C > 2C > tk j.214B > dash 5C > 2C > 6D~A > 4D~A > 623D > dash 3C > 236D or (632146C)* Damage: 2845, Heat Gain: 47 + 632146C instead of 236D = Damage: 3870, Heat Gain: +45-50 Net = -5 *Note: 5C link is somewhat strict. Requires 5 or more heat to end with Mizuchi. [AA} 6A > 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~D > j.214B* Damage: 2738, Heat Gain: 56 [AA] CH 2C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 5379, Heat Gain: -50+53 Net = +3 [AA] CH 214D~B > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B# Damage: 4438, Heat Gain: -50+59 Net = +9 CH 6B > 3C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~A > 623D > dash 3C > (632146C) Damage: 4330, Heat Gain: 70 + 632146C = Damage: 5410, Heat Gain: +70-50 Net = +20 CH 214D~B > dash 6D~A > dash 4D~D > j.214B#* Damage: 2089, Heat Gain: 31 *Note: only works if very close to opponent and on ground. CH 214D~B > dash 6D~A > j.7/8/9D~A > 623D > dash 3C > 214D~A* Damage: 2315, Heat Gain: 26 *Note: jump forward backward or neutral depending on how far your opponent is away from you. Works on all opponents at any distance and regardless if on ground or airborne. 214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B# Damage: 3739, Heat Gain: 60 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B# Damage: 3869, Heat Gain: 60 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C* Damage: 4000, Heat Gain: 69 *Note: guaranteed corner carry from any where on the stage (even the exact middle) (CH 3C) > (S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 2 > dash 5C > 2C > 6D~A > 4D~A > 623D > dash 3C > (632146C) Damage: 4682 Heat Gain: 60 + 632146C = Damage: 5778, Heat Gain: +60-50 Net = +10 + CH 3C = Damage: 4329, Heat Gain: 62 + CH 3C and 632146C = Damage: 5414, Heat Gain: +62-50 Net = +12 (S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 4 * Damage: 4487, Heat Gain: 60 *Note: does not work on Carl, Taokaka, Rachel, Arakune, Bang, Noel, or Makoto. In most cases, you'll want to land the 214D~C in a way that lets you to connect with a dashing 6C and make it easier. 6A > 236236B > dash (S)214D~C > 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C Damage: 4597, Heat Gain: -50+37 Net = -13 5C > 236236B > dash (S)214D~C> 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > (dash) 5C > 2C > 214D~B > (dash) 3C* Damage: 6202, Heat Gain: -50+50 Net = 0 *Note: "dash (S)214D~C > 6C > dash 5C > 2C" will cause the first tk j.214B to whiff on Taokaka, Arakune, Carl, and Rachel. Instead use "walk forward (S)214D~C > dash 6C > dash > 5C > 2C." the dash 2C after j.C x 5 is necessary on Rachel. This combo will not work on Makoto. 6A > [dash 5A > 5B] x 4 > 5C > 2C > 3C > 236D > 5D~D > j.214B** Damage: 1889, Heat Gain: 34 **Note(s): works on Tager and Hakumen. 236D must cause wallbounce in order for combo to work. CORNER (236C) > 2A > 5B > 3C > 236D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C Damage: 2216, Heat Gain: 40 + 236C starter = Damage: 1559, Heat Gain: 45 (236C) > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > [dash 5C > 2C > 214D~B] x 2 Damage: 3663, Heat Gain: 71 + 236C starter = Damage: 2132, Heat Gain: 76 5B > 3C > 236D > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 3505, Heat Gain: 74 + 632146C = Damage: 4585, Heat Gain: +74-50 Net = +24 CH 6A > (dash) 2C > 3C > 236D > dash 6C > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > (632146C) Damage: 2900, Heat Gain: 66 + 632146C = Damage: 3980, Heat Gain: +66-50 Net = +16 6B+C > (S)214D~C > dash 6C > dash 5C > j.C x 5 > 2C > 4D~D > j.214B* Damage: 3409, Heat Gain: 54 6B+C > (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C Damage: 3873, Heat Gain: 78 6B+C > (S)214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 3914, Heat Gain: 80 + 632146C = Damage: 4994, Heat Gain: +80-50 Net = +30 4B+C > 214D~D > j.6D~D > dash 6C > dash 5C > 2C > tk j.214B > dash > [5C > 2C > tk j.214B] x 3 > dash > [5C > 2C > 214D~B] x 2 (near the corner, not directly in the corner) Damage: 3919, Heat Gain: 84 2A > 5B > 3C > 236D > backwards jump j.6D~D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C (near the corner, not directly in the corner) Damage: 2182, Heat Gain: 42 2A > 5B > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > dash 3C Damage: 2519, Heat Gain: 56 2A > 5B > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > dash 3C Damage: 2651, Heat Gain: 64 CH 6B > [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > [5C > 2C > 214D~B] x 2 Damage: 3793, Heat Gain: 90 (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 2 > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C Damage: 5077, Heat Gain: 94 Gold Burst > 3C > 214D~C > CU 5C > 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > dash 5C > 2C > 214D~B Damage: 3907, Heat Gain: 100 (S)214D~B > (dash) > (S)214D~C > (dash) 6C > dash [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B Damage: 5016, Heat Gain: 100 6A > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > 214D~B Damage: 5307, Heat Gain: -50+63 Net = +13 6B > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 623D > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 6456, Heat Gain: -50+59 Net = +9 + 632146C = Damage: 7536, Heat Gain: -50+59-50 Net = -41 5B > 3C > 236236B > dash (S)214D~C > dash 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 2 > 5C > j.C x 5 > 2C > 214D~B > 3C (with Hazama's back to the corner) Damage: 6089, Heat Gain: -50+59 Net = +9 5C > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 6801, Heat Gain: -50+67 Net = +17 + 632146C = Damage: 7881, Heat Gain: -50+67-50 Net = -33
  3. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    I don't think you mean "complex" so much as "overwhelming" but I do agree with your preference. I think listing combos based off the normal you start with is just tedious. Especially when it's pretty much the exact same combo just with a different starter or an extra normal, I feel like it just becomes a waste of space. In order to streamline things, I usually just say where on the screen the combo starts, list the conditions (such as crouching, AA, CH, proximity, etc.), and group by the type of starter (normal, special, throw) and how much meter it uses. I guess in Azrael's case, I would also group by which weak point it uses (I wouldn't do by which one it applies, because unless you're ending with BHS, it's safe to assume you're applying weak-points somewhere in the combo). To further streamline things, only include optimal stuff and one or two sub-optimal options for easier execution. Listing hit-confirm routes is also sometimes necessary, but I don't think Azrael really needs it because of lol 2C and rekkas. Of course, right now all we have to go on is match videos and a sparse amount of combo/tutorial vids. I doubt the combo thread of any character won't be perfected until the game releases on consoles where this kind of stuff is more easily tested.
  4. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    I already have it uploaded to my YT channel: http://www.youtube.com/watch?v=bUDJUzDTr_w
  5. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    You probably wouldn't need to even do the IAD's. Do you realize how far just the 3C > 22C and Rekkas will carry? If you were starting with your back to the corner then maybe the second IAD would be necessary, but that would be really situational.
  6. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    For 6C, I would imagine so, since it moves him forward anyway and it doesn't have that much landing recovery. With 5C, it could be distance/character dependent. If you FC 5C from max range, it might not connect.
  7. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Probably because he's going to be the typical character that 13-year-old chuunis go after like Ragna and Hazama. "Kakkoi" characters tend to be like that. Oh yeah, and those same people will probably use the netplay black color.
  8. MetalMaelstrom

    [CSE] TK Hirentotsu/TK Loop FAQ and Guide

    In this short guide, I will discuss three main things: how to improve execution on the TK loop, what you can use it for, and how many times you can do it based off of different starters. Before I begin though, I should congratulate you for checking out this guide. The TK loop is the biggest key to making CSE Hazama have truly optimal combos, and you'd be fool for being apprehensive and refusing to learn it. Part 1: Execution So if you're clueless on how to do it or if you're attempting to do it but have little success, here are a few things you should read/watch: A visual representation of aforementioned 'traces' on Hazama's 5C: For an abridged version of the explanation above, c0r was kind enough to point out the most crucial parts people tend to mess up on: And finally a video from nicovideo. If you don't already have a nicovideo account, now would be a great time to start. Just click the yellow button if you don't have an account and the rest of the instructions are in English. http://www.nicovideo.jp/watch/sm16877566?via=thumb_watch If you want to get better at the TK loop fast, I'd suggest grinding the following combos ad infinitum until your hands become stumps. These combos include all of the things you need to learn to execute such as connecting dashing 5C after TK j.214B, and connecting TK j.214B after 2C-ing an airborne opponent. 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C Part 2: Uses (and Adjustments) The TK loop is a great way to tack on damage and meter gain to an otherwise low-damage combo or hit-confirm. Whenever I say 'TK loop' sometimes I don't actually mean the loop itself but just the TK Hirentotsu (that's what j.214B is called, in case you didn't know ). The basic principle is, any time you can do an otg 5C > 2C string or if you can 2C an airborne opponent that's close to you, then you can use TK Hirentotsu to extend your combo. The 5C > 2C otg usually works after 214D~C/236D > 6C, air-throw, CH 3C, and of course CH TK j.214B. In the case that you're close to the corner when doing Jabaki but you're not sure that 6C will connect, then a dash-up delayed 5C > 2C string will allow you to loop your opponent. 2C on an airborne opponent usually occurs after a j.C x 5 string or j.6D~C otg. Midscreen TK loop is your friend when it comes to corner carry and getting more meter. My advice to you is to be careful when doing it on the following characters: Carl, Rachel, Taokaka, and Makoto. Especially Makoto. In fact, midscreen 5C > 2C > TK j.214B will always whiff on Makoto no matter what you do. On the others, here's a way to increase your success: you have a long time before the opponent can tech after 6C (regardless if it came after level 1 or 2 214D~C). Take advantage of that by waiting to press 5C after you dash. That way, you'll be closer to them so the Hirentotsu is more likely to connect. Also, you'll notice that many of the combos in the combo thread have an optional dash before landing 2C. This dash may or may not be necessary to use on these characters (you'll have to do it for Makoto no matter what). Use your judgment and figure out if they're close enough to where you don't need to dash. You can think about it while j.C x 5 air-training them to the corner. Part 3: Repetitions The general rule of thumb is that you can do at least three loops and get a proper ender no matter what starter you get. As long as you're not too far into your combo, this should hold true even for low P1 starters like 5A, 2A, 2B, 3C, 6A, or even CH 214D~A. Sometimes you can only do two reps if you get a chain hit as a starter. It all depends on what normals you follow up with after your chain in. Midscreen, you can do dashing loop three times if you hit raw level 1 Zaneiga, and four if you hit raw level 2. Off of forward or backwards throw in the corner, you can get four reps and a proper ender. Air-throw has only three because you have to connect with only level 1 Zaneiga (though you could perhaps extend this by doing land > forward dash > gold burst > 214D~C > the rest). 6A > Houtenjin is four reps along with most other starters. If you don't do the optimal cross-under 6C after 5C > Houtenjin in the corner, then you can get five reps if you go straight into TK looping. Two normals (not A normals) > Houtenjin is usually four as well. The highest amount of reps currently known in any practical combo is six. That combo requires a fatal counter, level 2 214D~B starter. It does gain you 100 meter, though, so that's pretty sweet. Again, as long as there's a way to incorporate a gold burst into these combos, then there's likely a way to use that to extend the amount of reps you can do. Well, that's it for now, but feel free to post your thoughts, opinions, or experiences in this thread. I will update this post if I find it useful.
  9. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Okay, so for Valiant and Hornet, do you have to hold forward/up or do you just input it once and then the effect just carries on until you stop it? EDIT: are you guys ready to be LOVE PHANTOMS?: http://www.nicovideo.jp/watch/sm19916599
  10. Hazama combo movie not using Bayonetta or Devil May Cry or even Viewtiful Joe or God Hand music Do you even Hazama?
  11. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Guard Point is hilarious in neutral too. If you time it right and hold it long enough, there's so much shit you can counter. For example, you can absorb Haz j.6D~D > j.B with Valiant/Hornet and then release D afterwards to get CH.
  12. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Full body guard point for BHS, 3 hour long crumple for OD SP.
  13. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    HD videos of Tahichi: Thank you based pocket asian!
  14. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Cobra is safe on block or at least neutral, iirc
  15. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    So wait.... is Scud essentially a mini-install that you have to hit with in order to get the effect? There's probably a whole assload of tech needing to be discovered with that move...
  16. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    You know, reflecting on my shitposting spree earlier, I realize I need to apologize to LegendaryRath. I get what he's saying. There's a lot of unexplored hitconfirms with Azrael, especially the seemingly obvious ones off fatal counters. Or even if they are explored, it's definitely not showing up in a majority of match videos. Being able to react to his big potential damage and capitalizing from it will be pivotal in being a successful Azrael player, in my honest opinion.
  17. MetalMaelstrom

    [CS1-CSE] Hazama QnA and Tidbits Thread

    First of all, you should almost always forward dash after Houtenjin. Second, the timing for pressing C (visually) is when the opponent is level with the combo counter. Really, though, it's just something you've got to get comfortable with yourself.
  18. From the looks of it, they're rather civilized ergo BORING, but I suppose that's better than the shitpost circlejerk madness of the Az forums.
  19. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Pardon me, I had the disquieting urge to shitpost today. Anyway, I've seen it for myself, astral is unsurprisingly substantially minus on block.
  20. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    It's perfectly normal, just know that you are wrong and you should feel wrong.
  21. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Let's just agree to disagree Azrael is pretty gay, though.
  22. Guymam, how are the Bullet forums? Azrael forums are 5gay.
  23. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    The silliness... it never stops... To be fair, the entire cast of BB is chuuni as fuck outside of like, Taokaka. Azrael's pretty goddamn chuuni though just because of his: - wearing jacket on his shoulders - has 'limiters' - moves named in engrish - "特別に見せてやろ。。。これが「力」だ!!" Though all of these things could easily be swapped for why he's so gay.
  24. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    lol, the combos are still like 3.2-4.0k midscreen (starter dependent) and end with stein oki. Also, I should probably clear this up right now before anyone asks me: I don't play characters based on win-ability, tier, playstyle, or anything that's actually game-related. I only play characters that are very stereo-typical chuunibyou type designs.
  25. MetalMaelstrom

    [CP] Azrael - Gameplay Discussion (Pre-Console Release)

    Don't worry, Mu looks like she has lower damage in CP but also looks far more autopilot, or at least has the capability of doing so without sacrificing much.
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