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Kinkuli

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  1. Kinkuli

    [BBCF] Azrael Combo Thread

    Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only Please note that these combos are guidelines on how Azraels combo theory works. In a real match you most likely will have to adapt the combos depending on the situation. Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel CHCounter Hit FCFatal Counter RCRapid Cancel ODOverdrive cODOverdrive Cancel UWUpper Weakpoint LWLower Weakpoint DWDual Weakpoint [???] xNRepeat ??? N amount of times.[/table] This section is a placeholder. In Extend Azrael combos heavily relied on screen positioning for optimal conversions and so far CF seems like it will be that same? As such i will leave this here until azrael combo theory is fleshed out more. Midscreen: These combos may vary, and not all of them will end in the corner. Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus side swapping if plausible or fullscreen corner carry if possible. Usually this means that you need to have weakpoint or meter or both available. Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Near Corner: These combos are usually the ones that don't quite reach the corner for TCL to wallstick or are ones where TCL wallstick is very close to the ground with you being not close enough to continue with 5A/5B.
  2. Kinkuli

    [BBCF] Azrael Video Thread

    Information If you'd like to contribute, please feel free to do so! Just link the video along with the time that Azrael appears in the video (using the '&t=xxx' format if necessary), and I'll update this post with that video. Discussions are welcome Dates are in written in MM/DD/YYYY format, by Tournament date. If no tournament date is present, upload date will be used. Notable Players - - - JP database for matches http://horibuna.web.fc2.com/BBCF/BBCF_AZ.html Misc Videos Strategy/Tutorial Videos: Combo Videos:
  3. Kinkuli

    [CPEX] Azrael - Combo Thread

    Information If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only Please note that these combos are guidelines on how Azraels combo theory works. In a real match you most likely will have to adapt the combos depending on the situation. Thanks to Aisight for Screen positioning picture. Thanks to Ice Cube, Nereus, RentalBlackout for contributing to the combo thread. Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel CHCounter Hit FCFatal Counter RCRapid Cancel ODOverdrive cODOverdrive Cancel UWUpper Weakpoint LWLower Weakpoint DWDual Weakpoint [???] xNRepeat ??? N amount of times.[/table] Screen positioning Explanation Compared to his previous incarnations, in Extend Azrael has more combos that heavily rely on screen positioning. The main reason for this is that while TCL lost it's wallbounce midscreen, it still puts opponent into an slide state which we can use to our advantage by using aerial hit TCL into linked 22C. This however only works if TCL portion of the combo leaves opponent sliding into the corner or at least near the corner. There are some char specifics where you can use TCL 22C even midscreen (Valkenhayn being a prime example of this) which still need to be explored more. As such I think it is better that we start to specify azraels combos by screen positioning so people can choose the most optimal routes and achieve corner carry whenever possible (Thanks for aisight for pointing this out!!). In most cases Azrael has the option to fullscreen corner carry with meter so learning the screen positions will be very important for Extend. Midscreen: These combos may vary, and not all of them will end in the corner. Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus side swapping if plausible or fullscreen corner carry if possible. Usually this means that you need to have weakpoint or meter or both available. Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Near Corner: These combos are usually the ones that don't quite reach the corner for TCL to wallstick or are ones where TCL wallstick is very close to the ground with you being not close enough to continue with 5A/5B. Valiant Charger (236D) Notes[collapse] Valiant charger combos completely depend on where you are at the screen. General rule of thumb is that if you can use 6B, then use that. Otherwise 5C is your go to normal to use. If you hit corner while performing valiant charger combo using 5C you can swap to 6B. Using Growler during Valiant combos makes them unburstable. If your opponent chooses to burst, Growler will absorb the burst and you can perform a punish of your choice. [/collapse] Midscreen/Midscreen to Corner[collapse] Normal Starters Midscreen 5A 5B 5BB TCL [2225 DMG][18% Heat Gain] 5A 2A 2B TCL [2055 DMG][16% Heat Gain] 5A 2A 2B 236A [1368 DMG][9% Heat Gain] 5A 5B 5BB 236A [1506 DMG][10% Heat Gain] 5A 5B 2C 6D or 3D [1831 DMG][13% Heat Gain] 2A 2B TCL [1826 DMG][15& Heat Gain] 2A 2B 236A [1139 DMG][8% Heat Gain] 2A 5A 5B 2C 6D 3D [1600 DMG][11% Heat Gain] 5B 2C 6D or 3D [1852 DMG][13% Heat Gain] [CH] 6A IAD jAC sjC j2D [2291 DMG][16% Heat Gain] [Crouching] 5A 5B 3C 22C 5B jABC j2D [2695 DMG][19% Heat Gain] [uW]5D (5B) 2C 6D/3D [2387 DMG][17% Heat Gain] [LW]2D 2C 6D/3D [2049 DMG][14% Heat Gain] Normal Starters Midscreen to Corner [CH] 6A 66 tk.TCL 2C 6D/3D [3117 DMG][25% Heat Gain] [Crouching] 5B 3C 22C 5B TCL 6A 5B jABC jD [3880 DMG][29% Heat Gain] [Crouching[5A 5B 3C 22C 5B TCL 2C 6D [3242 DMG][24% Heat Gain] [uW]5A 5B 2C 6D 66 5B TCL 6D [3546 DMG][27% Heat Gain] [uW]5A 5B 2C 6D walk forward 2B TCL 5D [3699 DMG][28% Heat Gain] [uW]5B 2C 6D walk forward 2B TCL 6A 5B jABC[4799 DMG][36%] [uW]5B 2C 6D 2B TCL 22C 5B jABC jD [4611][35% Heat Gain] [LW]5A 5B 2C 3D 6A 66 2B TCL 2D [3992 DMG][32% Heat Gain] [LW]5A 5B 2C 3D 6A 66 2B TCL 5D [4028 DMG][30% Heat Gain] [LW]5B 2C 3D 6A 66 2B TCL 5B jABC jD [4902 DMG][37% Heat Gain] [LW]2D 2B TCL 22C 5B 2C 5B jBAC jD [3629 DMG][28% Heat Gain] [LW]5B 2C 3D 6B IAD jC 214D 5A jABC jD [4504 DMG][32% Heat Gain] [50% Heat]5A 5B 5BB 236A RC 3C 22C 5B TCL 2C 6D or 3D [3532 DMG][15% Heat Gain] [50% Heat]2A 2B 236A RC 3C 22C 5B TCL 2C 6D or 3D [3074 DMG][12% Heat Gain] [50% Heat]5B 5BB 236A RC 3C 22C 5B TCL 6A 5B jABC jD [4144 DMG][19& Heat Gain] [50% Heat][uW] 5D 2B 236A RC IAD jA jC 3C 22C 5B TCL 5B jBC [4289 DMG][21% Heat Gain] Special Starters [CH] 236A (5B) 2C 6D/3D Throw Starters B+C 6A 66 2B TCL 2C 6D [3490 DMG][26 Heat Gain] B+C 6A 22C 5B TCL 2C 6D [3408 DMG][25% Heat Gain] B+C 6A IAD jC 6C 5A TCL 2C 6D [3800 DMG][28% Heat Gain] [uW] B+C 236D 5C x 2 6B x 2 214C 3C 6A 5D [4192 DMG][30% Heat Gain] Distortion Drive Starters [100% Heat] 214214D 236236D [2499 DMG] [/collapse] Near-Corner[collapse] Normal Starters 5A 5B 5BB TCL 2C 6D/3D [2889 DMG][22% Heat Gain] 2A 2B TCL 2C 6D/3D [2459 DMG][19% Heat Gain] 5B 5BB TCL 2C 6D/3D [3097 DMG][24% Heat Gain] [uW]5D 2B TCL 2C 6D/3D [3536 DMG][27% Heat Gain] [LW]2D 2B TCL 6A 5B 2C 5B jABC [3864DMG][29% Heat Gain] Special Starters CH 236A 5B 5BB TCL 2C 6D/3D [2966 DMG][23% Heat Gain] Throw Starters - Distortion Drive Starters - [/collapse] Corner[collapse] Normal Starters 5A 5B 5BB TCL 5A jABC jD [2955 DMG][23% Heat Gain] 5A 2A 2B TCL 5A jABC jD [2751 DMG][25% Heat Gain] 2A 2B TCL 5A jABC jD [2522 DMG][20% Heat Gain] 5B 5BB TCL 5B 2C 5B jABC jD [3656 DMG][28% Heat Gain] [uW] 5D 2B TCL 5B 2C 5B jABC jD [4025 DMG][31% Heat Gain] [LW] 2D 2B TCL 6A 5B 2C 5B jBAC jD [3879 DMG][30% Heat Gain] [uW/LW]5B 2C 6D/3D 5C TCL 6A 5B jABC [4943 DMG][37% Heat Gain] [uW/LW]5A 5B 2C 6D/3D 5C TCL 2D [3782 DMG][28% Heat Gain] [50% Heat]5B 5BB 214B RC IAD jC 214D 5B TCL 6A 5B jABC jD [4031 DMG][DW][11% Heat Gain] [50% Heat]5B 5BB TCL 5B 214B RC IAD jC 214D 5B jABC jD [3891 DMG][DW][24% Heat Gain] [50% Heat][uW]5D 214B RC IAD jC 214D 5B TCL 6A 5B jABC [4291 DMG][DW][20% Heat Gain] (Char specific, on some chars you need to add 2B before 214B, List coming soon!) Special Starters CH 236A 2B TCL 5B 2C 5B jABC jD [3370 DMG][26% Heat Gain] [uW/LW] CH 236A 2C 6D/3D 5C TCL 6A 5B jABC jD [4352 DMG][32% Heat Gain] Throw Starters B+C TCL 6A 5B jBC jD [3439 DMG][26% Heat Gain] Distortion Drive Starters - [/collapse] Near Fullscreen[collapse] Normal Starters [uW/LW] 5B 2C 6D/3D 6A 66 2B TCL 22C 5B jABC jD [4953 DMG][37% Heat Gain] (Using UW with this route is spacing dependent, LW route is a bit more staple) [DW] 5D 2C 3D 6A 66 2B TCL 22C 5B jBC jD [5103 DMG][38% Heat Gain] [50% Heat] 5B 5BB 236A RC 3C 22C 5B TCL 22C 5B jBC jD [4006 DMG][18% Heat Gain] [50% Heat][uW] 5D 2B 236A RC IAD jAC 3C 22C 5B TCL 22C 2C 6D/3D [4258 DMG][21% Heat Gain] (On Nu, Lambda and Mu(?) omit 2B, otherwise the ender won't work for whatever reason) Special Starters [LW]CH 236A 2C 3D 6A 66 tk.TCL 22C 5B jBC jD [4259 DMG][32% Heat Gain] Throw Starters B+C 6A 22C 5B jABC j2D [2975 DMG][21% Heat Gain] B+C 6A IAD jC 6C 5A TC 236D [3326 DMG][23% Heat Gain] Distortion Drive Starters - [/collapse] Back to Corner[collapse] Normal Starters [uW/LW] 5B 2C 6D/3D 66 under 5A TCL 6A 5B jABC jD [4515 DMG][34% Heat Gain] [DW] 5D 2C 3D 66 dash under 5B TCL 6A 5B jABC jD [4929 DMG][37% Heat Gain] Special Starters [LW] CH 236A 2C 3D 66 dash under 5B TCL 6D [3656 DMG][27% Heat Gain] Throw Starters 4B+C TCL 6A 5B jBC jD [3439 DMG][26% Heat Gain] Distortion Drive Starters - [/collapse] Punish combos[collapse] CH 5D 2B TC 236D 6B x 5 214C 3C 6A 2C 6D [4902 DMG][35% Heat Gain] (Your go to punish Midscreen for anything that is -21 frames and recovery is in CH state) [uW] CH 5C 236D 6B x 5 214C 3C 6A 5C TCL 2C 6D [6366] DMG][46% Heat Gain] [25% Heat] CH 5C CT jump delay jD 3C 22C 5B TC 236D 6B x 5 214C 6A 2C 6D [6095 DMG][29% Heat Gain] (Only works if you are close for CT to hit after 5C) [25% Heat][uW] CH 5C CT 236D 6B x 5 214C 3C 6A 5C TCL 2C 6D [7256 DMG][30% Heat Gain] [/collapse] Character specifics[collapse] Izayoi, Jin Against Jin and Izayoi, Azrael can link 5A after 2D in specific situations in corner. The basic idea is that you want to use the wallstick from Leopard launcher to give you enough time to use 2D as they are falling down and time it so that due to 2Ds improved recovery, you recover while opponent is still in the air which enables you to link 5A after giving you meterless and "effortless" dual weakpoint combos that you can keep on doing granted you manage to open your opponent up. Few examples can be found below! Please note that this link is hard on izayoi and easier to do on Jin. [DW] 5D 2C 3D 6B 5B TCL 2D 5A jABC jD [5082 DMG][38% Heat Gain] [LW] 2D 2B TCL 2D 5A 5B 2C 5B jABC jD [3726 DMG][28% Heat Gain] Valkenhayn Against Valkenhayn you can link 22C after TCL EVERYWHERE on the screen. This means you can do 2C delay 3D against him everywhere on the screen. Example! [LW] 2D 2B TCL 22C 2C delay 3D [3256 DMG][25% Heat Gain] [/collapse]
  4. Kinkuli

    [BBCF] Azrael Combo Thread

    Pretty sure it was nerfed to 1000 in BBCF.
  5. Kinkuli

    [BBCF] Azrael Combo Thread

    Panzer RC can go, depending on available WPs and resources, into a lot of stuff. like with UW Panzer (2) RC 5B TC Valiant works and goes into usual corner carry. Or you can just use 2C 6D if you want but yeah. With both weakpoints + 100% meter he can do up to 4,7-5k from panzer starter IIRC. Also stuff like 5B 5BB Panzer (1) RC falling jC hornet 5A/5B should work according to tochigins combo memo. heck that apparently should work from 5A 5B 5BB also so....yeaaaaah. Also quite sure that if the first hit of panzer hits, then the second one will hit also so i don't think we will be seeing combos involving the first hit but the second hit seems to have interesting property where sometimes it launches people? I've seen it happen one time in the az vs bang videos that popped up so that COULD have some usages but remains to be seen. Seems bit gimmicky and could potentially take meter to setup so unless there's some really good routes from that (if it works) then meter is probably better spend on getting DW or just by going into 3C 22C 6B valiant instead. Eager to see to see if people find out other routes than 5BB ODc 2C 6D 5D into charged valiant. Would be cool but hard? Also note, according to tochigin Hornet has the same property of FCing when fully charged.
  6. Kinkuli

    [BBCF] Azrael Combo Thread

    Combo evernote from tochigin https://www.evernote.com/shard/s256/sh/ada176cd-e694-4654-b0f5-a8a380269630/68ccc64c1e8f2bb8e28a335f9d091c1a Some notes 6B untech is longer now so stuff like [UW] 5B 3C 22C 6B valiant -> should work Also Valiant/hornet fatals with full charge, currently only known route is stuff into ODc 2C 6D 5D max charge valiant 22C launches higher -> 5C can be used to continue combo after. 5D staggers so 5D RC 2C/3C works.
  7. Kinkuli

    [BBCF] Azrael Combo Thread

    Saving this one for possible future needs.
  8. Kinkuli

    [CPEX] Azrael - Combo Thread

    If it kills sure go for it. Personally i'd probably go for DW combo instead if i wanted to use the meter. something like 5B 5BB TCL 5B 2C 214B IAD jC 214D 5A jABC jD should do around 4k and nets you both weakpoints.
  9. Kinkuli

    [CPEX] Azrael - Video Thread

    If you'd like to contribute, please feel free to do so! Just link the video along with the time that CHARACTER appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it. Listings are going new to old, and with the CHARACTER players name on the left side always. Please refrain from going off topic in this thread. This thread is for posting of videos only. DISCLAIMER: THIS IS STILL A WORK IN PROGRESS! Notable Players Zekuso Twitter: @zeoxo517 Tochigin Twitter: @_tochigin Eesuke Twitter: @??? Akashi Twitter: @??? Mato Twitter: @??? Ikemen Twitter: @??? JP database for matches http://horibuna.web.fc2.com/BBCP/BBCP_AZ.html Misc Videos Collapsed: Tutorial Videos: - Collapsed: Combo Videos: - Match Videos Vs. Collapsed: Vs. Amane Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Arakune Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Azrael Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Bang Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Bullet Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Carl Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Hakumen Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Hazama Videos: [12/21/2014] Noze(Hazama) Vs. Ikemen (Azrael) [Long set] [05/15/2015] ???(Hazama) Vs. Zekuso (Azrael) [Long set] [05/21/2015] Mitsurugi(Hazama) Vs. Zekuso (Azrael) [Long set] Vs. Collapsed: Vs. Izayoi Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Jin Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Kagura Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Kokonoe Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Litchi Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Mokoto Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Mu Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Noel Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Nu Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Platinum Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Rachel Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Ragna Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Relius Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Tager Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Taokaka Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Terumi Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. Collapsed: Vs. Tsubaki Videos: [05/15/2015] Kuno (Tsubaki) Vs. Zekuso (Azrael) [Notes] [05/15/2015] Wara(Tsubaki) Vs. Zekuso (Azrael) [Notes] Vs. Collapsed: Vs. Valkenhayn Videos: [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes]
  10. Kinkuli

    [CPEX] Azrael - Combo Thread

    You can't really do BHS after TCL everytime you get the wallstick. The opponent has to be higher up when the wallstick happens as they will fall down a bit when you use BHS. As for the TCL itself. Just plain good ol' training. There's not really much to it. Just cancel 5BB into 236C etc.
  11. Kinkuli

    [CPEX] Azrael - Combo Thread

    Ok guys PLEASE keep the combo thread (or any other thread for that matter) ON TOPIC. Only combo discussion here. IE if you found a new route that is better OR if you need actual help with combos like Monokeros above. I already answered him on twitter so i didn't post things here which i probably should have done.
  12. Kinkuli

    [CPEX] Azrael - Combo Thread

    It is possible to get combos from jD RC midscreen but setting it up is...kinda hard. You basically would have to confirm into super jump jC and gatling from that into jD. Example: 5B AA sj jC jD RC falling jC 6C 5A TC Valiant 6B x 5 214C 3C 6A 5D. You could also do jBC jc delay j2D RC route too. You have few options from that route but one example could be 5B AA jBC jc delay j2D RC jC TC (whiff first rekka) hornet jC jC jc j2C 6A 5B jBC jD. Or you could just go with something like j2D RC jC land jC jc j2D TCL etc. You can also usually add 214C after 6B x 5 during valiant combos. This varies ofc depending on starter and how high opponent is. Height might not be an issue but using 214C get harder the lower opponent is during the wallstick.
  13. Kinkuli

    [CPEX] Azrael - Combo Thread

    Updated the first post to include a note about 2D 5A link AND a neat trick against valkenhayn! IceCubes oki guide can still be found on the old strategy guide. Not sure if it should be kept there since the strat guide itself is bit old. It's mostly relevant still but...yeah.... EDIT: Added new routes from throw Midscreen to corner, Midscreen and Near fullscreen. The route is along the lines of Throw - 6A IAD jC 6C 5A TCL (or just TC valiant if nothing else works) into ender depending where you are at screen. Also pumps up the damage with UW by a bit since you can just do the route as earlier and go into valiant loop with TC Valiant.
  14. Kinkuli

    [CPEX] Azrael - Combo Thread

    Basic ones would be 5B into air combo of choice. For example without weakpoint basic one is 5B jABC jD/j2D. j2D ender is preferred to jD since j2D leaves opponent next to you when you land. With LW you can just use j2D and continue into TCL into stuff. I'm pretty sure with correct screen position you could do stuff like 5B jBC jc j2D TCL 22C 2C 3D/6D. Or if you can't get to corner then you could always just end with 5B into jABC jD or something. Burning UW midscreen is not really that good since it's really hard to convert after so just going for LW with j2D would be adviced. In corner or near corner you can just probably do (can't remember on top of my head) 5B jBC jD/j2D TCL 6A 5B 2C 5B jBC jD
  15. Kinkuli

    [CPEX] Azrael - Combo Thread

    Yeah TCL into 2D 5A route was discussed in the general thread around the release date of JP version if my memory serves me correctly. Should have added it in the Combo post. Will do it ASAP. EDIT: Ah lol no wonder it was easy to miss that 2D 5A was already known since the info was hidden in the old General thread... Oh well, like said, i'll add a note about it (and probably some combos) to the opening post ASAP.
  16. Kinkuli

    [CPEX] Azrael - Combo Thread

    Just omit the jB before jC and it should work out.
  17. Kinkuli

    [CPEX] Azrael - Combo Thread

    I have included one that uses 5C CT jump delay jD route that does 6095 dmg already. It should work everywhere on the screen too i'm fairly sure.
  18. Kinkuli

    [CPEX] Azrael - Combo Thread

    Thanks guys! I'll add these to the list asap. Please do however try to include specific damage and heat gain if possible. This way i can just add them straight to the list without having to check them in training mode. Also if you think something is char specific, please test it out and add the necessary info. So far i've tried to add universal routes so people can get the idea how things work out. There is 1 char specific combo in there right now but i will make necessary updates ASAP.
  19. Not sure if this is the correct place to ask but w/e. I would be coming to this years EVO from japan and i'm looking for people to share a room with. I will mostly be at EVO for BB, but i will probably enter the GG side tourney as well. Soo if someone happens to have a spot for one or wants to talk about getting a room then please do pm me!
  20. Backstep duration from 26f to 28f Negative penalty resistance from 6 to 5 Added special cancel to D moves during Overdrive Possible to cancel to sentinel from 3C after 26th Frame instead of 30th frame (i think?) Hornet bunker hitstun 30f to 24f, Frame advantage from -19 to -13, float after hitting is lower. Hornet chaser trajectory changed, i think they mean that if you hit with bunker while opponent is high then the chaser part also chases higher, making it easier to continue comboing. Adjusted the blowback on cobra strike Sentinel dump input is now 214C Growler field hitstun changed from 17f to 27f, adjusted the blowback on hit. Might have made few errors here or there buti think that's pretty accurate.
  21. Ok so i went to central hachioji to test few things out regarding 22C etc. So what i found out was that wallstick or wallbounce have nothing to do with being able to do 22C, so my belief was completely wrong. Yuhoke is correct in that 22C can be used on downed AND airborne opponents IF they have downed state. Basicly like AMB Bakery said 3D also inflicts downed state so you can use 22C after it like in the video. The state probably carries over till the end of the combo so you can do hits before doing 22C and so on. I only tested it out shortly but some moves(other than 3C) that also enable the usage of 22C were forward throw, 6D and 3D which are probably the most important ones. The info itself probably is already known by japanese players as the combos i was able to do were inferior to BnBs that you can see in most Azrael matches. Azrael's BnBs seem pretty optimized already so there probably isn't that much usage for 22C in combos damage-wise. BUT what i did notice was that you can actually use 22C to swap positions! So lets say you stand in a corner, have lw on opponent and confirm 5B - 2C - 3D starter. From here doing the normal combo carries the opponent away from corner but if you do 6A - 22C and time it correctly you can continue the combo towards the corner you just stood in. You can also see this in the video which started the discussion. With UW it seemed like you cannot do 5B - 2C - 6D - 6A - 22C because opponent won't bounce high enough from 6D for 6A - 22C to be comboable. I might be wrong on this one and i'll probably test it out again after i get the console version. You can also do the position swap from forward throw by doing throw - 6A - 22C and so on. Like said damage-wise these seemed to be inferior to current BnBs but i think it is good to know these options as you can pretty easily get opponent to the corner with this. I hope all this made sense! EDIT: Forgot to mention that during valiant combos you can use 22C only after 3C. It basicly inflicts the downed state on opponent even though he's also in wallstick state. So if you wanna do dump loop then you need to use 623C!
  22. Hello! First time poster, long time lurker here! I have to agree with AMB Bakery on this one and say it's 22C. From what i have tried in arcade, you can use 22C in some situations even though the opponent is not in downed state, like in valiant combos after 6A - 3C - dump or 3C - 6A - dump. This would lead me to believe that 22C can also be used on downed opponents, wallsticked opponents and wallbounced opponents. To be sure, I can probably go test it out on Friday when im near Central Hachioji arcade anyways. PS. Yuhoke pm me! I need to hook you up with other finns who are gonna get the game!
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