"In Excelsis Deo" - The Angel Thread

Whoa whoa. Calm down. When has insulting a mod ever paid off? If you have something considerate to say, I have no problem with you posting here. Those were all day one strings for those just getting familiar with the character. I don’t do well with disrespect so I’m politely asking that you watch your tone.

She’s wildly fun but her game can be largely one-dimensional at times.

Will get those added ASAP.

Man angel is probably the worst mishima in the game. You have no reason to duck against her at all. Hell sweeps aren’t really a big factor facing her. Only two things good for her is the EWGF (of course being a mishima) and the TP.

One thing I complain about his how much they gave Angel a knock down Hell Sweep but removed it from DJ?

And I really liked Angel in Tag 1.

Why complain? it gives players a reason to duck against her doesn’t it?

Another reason would be Angel’s throw game, if you don’t duck to duck then you are really susceptible to throws. Angel has two command throws, Stonehead (FF+1+2) is tag buffer-able and gets a special animation with other Mishimas. Her laser throw (forgot the name but its FBDBDDFF+1+2 or F31+2) does good damage and is a special tag throw with Devil Jin.

Another example, but at more of a range is Angel’s laser (1+2). it can be easily sidestepped or ducked but it is very good at catching raw tags or running in from a distance. I also find that the animation makes it less easy to see coming than, say, Devil Jin’s or Devil Kazuya’s.

A more common example for players with good execution would be EWGF. It’s a safe 14f launcher that does decent damage and can be tag buffered. It’s only major downfall is the fact that it hits high. Ducking it makes it quite easy to punish from FC or WS.

Angel has some nice tricks but you have to avoid abusing them too much at risk of becoming predictable, like with any character. Angel mainly stands out for having tricks from most of the Mishimas along with a few more unique ones. I wouldn’t say that she’s the worst Mishima, but if you pick her then you have to be prepared to open your opponent by means other than simple high-low mixups.

Well if you are going to try to throw me. I will break your throws 90% of the time. I’ve been playing tekken ever since tag 1 and trust me I’ve sent a lot of time learning how to break throws. So if you are going to do a 1+2 throw I will break it on reaction. Good players know how to break throws on reaction. Like how good players in SF 4 can break throws on reaction too.

Now that leads to what I said tell me how she is not the worst mishima? If you go on TZ and ask everyone they will say its true why? Because the fact that she doesn’t have a really good range game and lows. Look at DJ his hell sweep does 40 dmg non counter. Counter you can get a full bound combo. Hei, has the legit db+2 now which makes you duck against him. Kaz has a hell sweep that can wall splat and bound. Jin, has a HS that can combo.

If you remember T6, people didn’t really duck against hei because his db+2 didn’t really give huge advantage on hit and now it does. Seems like Angel is this way. No real good low pressure.

Angel! Yes! I now have her in my grasp!
Some good ideas for her lows would have to be Hell Sweeps or Eternity Spin Kick (db+4,3). db+4,3 registers as a combo, but the last kick is high hitting. Rising Sun (uf+4,4) ends with a low but the string itself is predictable (because most newer Kaz players will resort to this move).
Hm… Angel really doesn’t seem to have many viable options for low hitting moves but she has very good overhead/mid hitting strikes and whiff punishing tools to compliment this. Angel also moves pretty fast too. As stated a little earlier in the thread, she plays like a mix between Devil Kaz and Devil Jin with more a few original moves on her own, as well as vastly different move animations. Another thing you will notice is that… Angel has rather long legs. That is actually beneficial if you are trying to kick the opponent from a moderate distance or finish a combo (Depending on the Tag Assist filler you end up using with the other character). Just don’t get trapped into one. But, those legs of hers will help her range game a lot (Hence, the use of Hell Sweeps). The fact that she has the Laser’s to smack people from a distance during a raw tag helps a lot too. Angel seems to have a lot of good long range options and multiple moves that will bound the opponent for a combo.

If find myself using Agel more so than any other Mishima (I do use Jin frequently, and Kaz for offline purposes).
So allow me to provide a little more insight on Angel’s capabilities:

PROS:

  • Awesome hell sweep series
  • Her frame traps are similar to Devil Jin, so you pretty put the hurt on somebody if you know how to use them
    appropriately
  • A very healthy amount of mid hitting moves
  • Has multiple tag bufferable launchers
  • Versatile
    CONS:
  • Not beginner friendly (she is a Mishima so… yeah)
  • Move set is a tad more situational than the other Mishima’s are
  • Lack of good low pokes
  • Okizeme is not as good as the other Mishimas

Summary:
Angel is a well balanced character, so you can play for sake of establishing offense,
defense, utility, keep out, etc. Angel style is mostly aimed towards punishment and whiff punishing (OF COURSE!).
Angel also has very good mids to keep the opponent from crouching and she a lot of tools like Devil Jin does. She
has a large number of bound moves and launchers in her move set. For tag partners… she is probably going to need
characters that can benefit well for dishing out a load of combo damage. Jun and Anna will EAT red life as if they were
skittles… Steve… maybe even another Mishima can help Angel do a ludicrous amount of damage too. Wall carrying
is a big issue too. Ganryu and Bruce have very good wall carry’s. I have not done much research the other characters
as of yet - I have been playing Angel with AK and Michelle whom also seem to be beneficial tag partners.
Another thing to keep in mind is that f,f+3,4b! helps Heaven’s Door earier to hit with in order to end your combo
and probably do more damage.

I’ll be updating this soon!!!

In that case I’ll post my two cents on Angel as a whole.

I find her to be rather straight forward but without too many good low options. Most of the time I try to open opponents up with prediction and interruption. df3 is really good for this as it starts up in 15 frames, launches on counter hit, hits mid is safe, a damn nice all-rounder. after most launches a good jab juggle can land 64+ damage and a wall splat if ended with f321 or hellsweep43, it’ll get 70+ instead if you land heaven’s door as an ender.

As with all Mishimas, EWGF is an important, fast, safe, tag-bufferable launcher. Standard Mishima tips apply there but according to Kane (from a post on Zaibatsu) Angel has the beast reach on her EWGF. Her other moves from her crouch dash include dragon upper (and subsequently heaven’s door, her best midscreen bound ender) and hellsweep like with all other mishimas, with her personal variation of this staple low being most similar to Kazuyas in that it can hit low or mid on the second hit depending on input. Her movefrom crouch dash with a 3 input is a fast, safe mid that does good damage and is good for approching from what I find, but if you’re sure that you’ll get a counter hit you should use ff2 instead. Wavedashing is do-able but I haven’t figured out the best way to do it yet.

With Angel I find myself at a distance a fair but, with is OK because Angel has tools for this range. Her laser starts up faster than Devil Jin or Devil Kazuya (I think, at any rate it’s animation makes it harder to spot) and is good for catching hard tags or people recklessly throwing moves out. Assuming the laser whiffs you can expect your opponent to run at you and you can often throw out ff34 and expect it to land. Your follow up after this db3 for guaranteed damage, either that or going for an okizeme option (the optimum of which I haven’t figured out yet). Assuming your opponent doesn’t run at you, or you recover in time, throw another laser, there’s very little risk unless your opponent is close enough to punish or is Lee or Violet (they have a very long range slide). f3+4 is probably Angel’s longest range physical attack but is unsafe and better suited to long range whiff punishment than anything else from my experience.

Angel’s b1+2 is a move I find interesting and fun to mess around with, it’s unsafe and generally not very good if used as is but you can charge it. When charged to some degree it becomes safe and has decent damage and advantage on hit. When fully charged it reaches very far, does about 64 damage by itself and launches the opponent very far for either a wall splat or a long range situation similar to what I described above. The fully charged version also gets very good advantage on block. The best thing about this move is that if you let go of b then you fake the move and you can do this at any point during the charging animation. Also it should be noted that you can cancel db1+2 into b1+2 (it’s not listed in her commands).

Poking is important of course so jabs (neutral 1 and 2) are good, df4, b3 also do well in this area. Neutral 3 hits high but on counter hit causes a crumple from which you can go into a combo so it’s good to throw one out every now and then, especially since it’s 14 frames on startup. Twin pistons isn’t too bad in the poking department but is better if used as an interrupt. On the topic of launchers, wr2 and sidestep 2 are very good launchers, both tag bufferable , high damage and launching high enough to land u1+2 (AA laser, a very damaging combo filler) afterwards, followed by ff34 and the ender of your choice, or maybe a tag assault if you feel like it.

So yeah, these are the tips I’ve gathered from my time with the game. I’ve not played her in tourneys yet as I haven’t been to any since the patch that made her legal. I’m going to one on the 15th so I’ll see how that goes.

As a footnote, for anyone just picking up Angel: She’s complex but the best of her tools are situational, so finding or perhaps creating those situations is her best overall gameplan IMO.

Hello. New as well. I’m digging Angel/Unknown so far and can do relatively decent combos, though the highest I usually end up going is the 80-100 damage mark without much of a combo ender.

I was wondering what moves of Angels would be best suited to finished a combo. I know d/b+4, 1 is pretty good but the opponent is always too far after my tag assist with b+4,2 with Unknown.

Any suggestions as far as that’s concerned, or suggestions on a different Tag Assist?

Her best ender is Heaven’s gate (crouch dash 1 then hold uf) because it does 10 damage on its second hit regardless of combo scaling. df3,2,2 is another good option but if neither of these two work I’d stick to db4,3 or hellsweep (crouch dash 4,3). In a tag assualt I tend to jab with Angel after the partners attack before finishing the combo. Hope this helps.