"In Excelsis Deo" - The Angel Thread

“In Excelsis Deo” - The Angel Thread

Glorious!

Spoiler

http://i48.tinypic.com/1qq48w.jpg

Welcome to the TTT2 Angel Thread! Here we’ll house up-to-date juggles, tips, and frame data on arguably the most interesting character to make a return to the Tekken series.

Please, share any knowledge you may have on the progression of Angel’s metagame as we learn more about her.

Frame Data
[LEFT]Reserved[/LEFT]

Juggles

(NOTE: An asterisk at the end of a string means the ender (after the B!) may be substituted for a tag assault.
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]EWGF (F, N, D, D/F+2)[/LEFT]
[LIST]
[]D/B 2, 1, 1, FF+3, 4 (B!), D/B+4, 3 (60 Damage)*
[
]D/B 2, 1, 1, D/F 1+2 (B!), D/B+4, 3 (72 Damage)*
[/LIST]
Twin Pistons (D/F 1, 2)
[LIST]
[]1, 1, 1, 1, D/F 1+2 (B!), D/B+4, 3 (63 Damage)*
[/LIST]
Cycle of Life (B+4, 1)
[LIST]
[
]D/F 1+2 (B!), D/B+4, 3 (49 Damage)*
[]D/F 1+2 (B!), F+2, 1, 3 (49 Damage)*
[/LIST]
Rising Sun (U/F+4, 4)
[LIST]
[
]B+4, 1, D/F 1+2 (B!), D/B+4, 3 (77 Damage)*
[/LIST]
Samsara (U+4) (HOLD UP TO ENTER FLIGHT STANCE)
[LIST]
[*]3 (B!), D/B+4, 3 (63 Damage)
[/LIST]

Notable Moves

[LIST]
[]EWGF (F, N, D, D/F, 2): For obvious reasons, this is going to be your staple (and most safe launcher), putting you at frame advantage and decent neutral positioning on block thanks to the push-back. New players, the notation may seem intimidating, but this move will be crucial to bettering your Angel play, so learn it ASAP.
[
]Aratama Strike (D/F 1+2): Your go to Bound (B!) move. While **Angel Shoot Down (F, F 3, 4) **is decent and actually does more damage, the timing has a definitively stricter feel, so it may be troublesome online. You can assuredly end jab juggles with this and go for additional damage with Tag Assault, or finish off with the next move on this list.
[]Eternity Spin Kick (D/B 4+3): Go-to finisher for the juggles posted above. Angel stomps the opponent and then kicks them squarely in the face. First hit is Low, so that’s a plus.
[
]Twin Pistons (D/F 1, 2): The launcher that I’m finding decent success with. The first hit seems to fake the opponent into thinking you’re going for a jab string, and Angel then launches with her other fist. Not EWGF-tier, but still worth learning strings for.
[*]Rising Sun (U/F+4, 4): A somewhat-predictable high-low mixup, but an important one nonetheless. In addition to actually *being *high-low, this also doubles as something as a combo-starter (see Combos for more on that). This essentially allows Angel to get solid damage off of a low.
[/LIST]

Added my first juggle :slight_smile: not too damaging, but it’s something!!

This is just awesome on so many different levels. I’m looking forward to playing her myself.
I got something that you and the other Angel players might want to see…! :sunglasses:

[details=Spoiler]
[media=youtube]5omtoSK9D2E[/media]

THANK YOU!!! Will add to the first post!

Post has been updated with a new combo as well as a few Notable moves! :slight_smile:

Goodnight all!

Added a new juggle as well as a new notable move, Twin Pistons.

Added quite a few new juggles as well as a notable move.

2 things 1 i cant get the ewgf on pad any tips!? and 2 how you do “reversals”!!!?

Terry,

Chances are, you’re a SF/KOF/Marvel player. In these games, you are trained to press the button (IE - Triangle, Circle, Square, X) **AFTER **the motion. To EWGF, you must press the **TRIANGLE **and D/F AT THE SAME TIME. Hopefully that helps.

Everyone has a universal low parry. It’s D/F.

I was going to play angel, then I heard that her twin pistons were punishable on block.

Any character you choose to play will have a punishable staple move on block. No one is 100% safe. That being said, I only use Twin Pistons when I’m not using EWGF, so I *never *use Twin Pistons.

PS - Twin Pistons is hit-confirmable. If you see that the first hit has been blocked, you’re safe and don’t have to continue. Thanks :wink:

What needs to be understood is that Angel is a force to be reckoned with! Thou must respect the Angel player!
On a serious note, I really want to play Angel so BADLY…! Twin Pistons is a nice practical combo starter… first hit being safe on block - I believe you could switch after the second hit > secondary character will follow up and cause a good amount of damage while draining red health unless you Tag Assist for extra damage. Sense, Angel herself also has a few moves driven from Devil Jin/Mishima’s her step in attacks (especially with Netsu activated) will seriously hurt the opponent.

I think i get it when i do the DF its the moment i press 2 right!? im going to try as soon as i can and i think this is the same with kazuya heihachi and the others

As a new player to the Tekken series, is Angel someone I should stay away from? Her and Zafina are the most visually interesting characters to me, but I’ve heard Mishimas tend to be really hard to play.

Hey! I recently got into an offline session against another Angel player at a coffee shop (well… Starbucks, really)! It was my Miharu and Feng Wei vs his Angel and Lee.
He had a very nice costume edit too… made Angel have some gold armor and helmet… very nice to look at. (Lee did have any changes except his default color was now red instead of blue and a pair of those aviator sunglasses).
The first thing I immediately notice is that Angel conducts her fighting style in a very elegant manner - her idle fighting stance has her casually placing her hand on her hip and patiently waiting for the opponent to attack. She does not seem to “talk” to her opponents but she will make intimidating noises and shrieks while attacking you. And, even if she is walking back and forth towards you during the fight she still remains casual! As if she was just trolling you rather than fighting you for real :smiley: - Angel is a BOSS!!
I saw Angel use her Laser twice (the player was attempting to hit me during a tag out) - unlike Devil Jin, she looks as if she has a much easier to actually performing the move as she kind of… stands their and shoots a laser. The laser move functions similarly to Kazuya’s in his own Devil Transformation.
The player said to me he used to play Kazuya back in DR and he played Devil Jin more than a few times during T6. A few of Angel’s other techniques work similarly to the other Mishima’s. His Lee was nothing to mess with either! It was mid hitting pokes and high/low strings all day with Lee!
To elaborate on Angel, I saw her use f+1+2 (which is a homing move that works like Devil Jin’s) to “zone” me and stop me from side stepping. Of course, the player made use of EGWF - he was pretty consistant but they did not occur as often when he was on the left side of me - but they still popped every now and then for whiff punishes. This Angel player only made use of rather common juggle combo however, most of which did about 60+70 damage. Most of full combos came from Angel’s counter hits however - I tried to avoid her launchers altogether (I’ve been struck by EGWF once during the match). I’m sure you guys recall the Spinning Demon series from the Mishima-Ryu style - Angel performs pretty good follow up from this - f(n),df 4,3 low to mid mix-up. Last, the Angel player seemed to be more of “passive aggressive” player - although his defense was not too consistent.
I lost of course (I kept using Rain Dance for Miharu at the wrong time and I actually DROPPED a few of her combos during the fight, two of which could have ended the round!) but this would be the first time I played against Angel! A very good experience for me. I can’t wait until she becomes available for DLC. (I knew I should have pre-ordered when I had the chance! >:(

Those are all pretty terrible combos. Sorry to be dickish about it but ya might want to change em up before people actually start learning muscle memory for them.

EWGF, EWGF, 1, (1), d/f 1+2(B!), f,n,d,d/f+1>hold u/f - 80 damage simple beginner staple combo.
(You can miss the just frame on either 1 of the EWGFs and just have a god fist in there and it still works)
EWGF, d/b 2, EWGF, 1, d/f 1+2(B!), f,n,d,d/f+1> hold u/f. This also works though the 2nd EWGF may need to be a perfect or dashing.
EWGF, u/f 1+2, (EWGF possible), ff 1, …
Any where after a 1 is used you can do ff 3,4 instead to bound but it seems to make the heavens gate(f,n,d,d/f+1, hold u/f) harder to connect and it is by far her best solo combo ender. Max damage and good oki after. The ff 3,4 seems to be better suited for tag assaults though the extra hit may make some combos not work. For example if you use the ff 3,4 instead of d/f 1+2 this combo won’t work anymore.

EWGF, EWGF, 1, d/f 1+2~5(TA!) <Heihachi f,n,d,d/f+4,4,1> Angels 1+2 laser. If the ff 3,4 is used to bound the laser will wiff instead you will have to dash in and use d/b 4,3

EWGF, EWGF, EWGF, EWGF, EWGF - 75 damage and after the 2nd they will need to be DEWGFs(f,f,n,d,d/f+2)

d/f+1,2, b+4,1, 1, d/f 1+2(B!)

After bound you can end combos with EWGF, DEWGF~5 for a quick tag out and decent damage.

other notable moves (I can think of this late)
Hell Sweep mix ups - f,n,d,d/f+4,4 low,low I’ve heard somewhere that you DO NOT want to just frame the d/f+4
f,n,d,d/f+4,3 low,mid These are angels only decent lows and you use f,n,d,d/f+3 if you anticipate a crouch.
Also note that f,n,d,d/f,f+4,4 is essentially an instant while rising 4,4 out of the crouch dash for a quick mid, mid.

b+1, 1+2 - simple easy fast good damage punisher. I think it’s 12 frames and works well for block punishing since your already holding b

should be noted that after twin pistons the best option is probably ~5 because it launches high enough for other characters staple combos to work from and it’s hit confirmable so you’ll have plenty of time to anticipate the 5 and your other characters combo. Also if you’re not going to be punishing with EWGFs then TP is the best solution, it’s only -13 on block so you can’t get launched for it. B+4,1 is far more punishable harder to get decent combos off of and comes out slower. It is best used in for wall carry/high TA! float.

So finally Shoryuken.com has let me get an account so I can pitch in here.

Here are a few combos I got from messing around while waiting for matches.

Fancy combos: -
UF+44, B+41, DF+1+2 B!, FnDDF+1UF
DF+21, B+41, DF+1+2 B!, FnDDF+1UF
Decent alternatives for those who can’t do EWGF consistently or just want to finish with style.

Flip Kick BnB: -
U+3U, 4 B!, DB+2, F+1, DF+322
Most damage I could land off it.

Jab Juggle: -
EWGF or DF+21, DB+2, B+1, F+1, F+1, DB+1+2 B!, FnDDF+1UF
Fairly simple, decent damage, good for wall or corner carry.

Sidestep laser: -
Dn or Un +2, UF+1+2, FF+43 B!, DF+322
Good damage off the high launch.

In any of the above, you can substitute FnDDF+1UF for F+321 for slightly less damage but an easier input.

Haven’t played in a while so I don’t know the exact damage values but they’re all at least 68 damage and fairly easy to pull off. One thing to note about Angel is that her standing 3 and standing 4 both cause a crumple on counter hit from which you can land a decent combo. Both are quite fast, about 13f, but they hit high. Throw them out occasionally, they’re actually fairly decent. Also if you land DB+4 as a normal or counter hit the frame advantage is deceptively long. I tend not to follow through with the 3 afterwards and instead go for a throw, you are left with a lot of time to buffer the laser.