Good games guys. Thanks for playing early.
Madridista you mixed up the combos I gave you.
Few things.
Mid launcher means it hits opponent middle so he can't crouch under it.
I noticed you hit 1,2,4 too early so the kick misses.
I tested the easiest and most reliable Bruce combos for you.
Launch witch df+2 or uf+4 btw generally it'll be "luckier" for to launch witch uf+4 - it crushes lows meaning if opponent tries something like a sweep or crouching punch you'll "win" with uf+4 and launch them.(generally)
so df+2 or uf+4
then 2,4, f+1 bound - (it's the shorter version of 1,2,4, f+1)
(d+3,4, f+1 bound should work too)
after bound hit b+4,3,4(triple knees)
or
db+2,1,4
You don't have to dash in or do any other movement. Everything will hit with you just standing there.
It's the easiest I could find that hit 100% of the time.
Use the combo SquirrelSoup told you too. Unless you find it to miss too much.
Speedwagon, you lunched with Angel so many times for win it was ridiculous, but you didn't combo right.
Don't mash df+1,2 after launch, it does nothing.
With Angel after launch:
b+4,1 df+1+2
or
db+2, 2, df+1+2
or easy mode when confused or lag 1,2, df+1+2
For harder combos you can do things like:
windgodfist launch=
b+4,1, f+1, ff+3,4
or
series of jabs then ff+3,4 fast
ewgf, 1, df+1+2
after electric launch you can use uf+1+2(up laser) instead of another electric for same results.
Depending on how many hits you did before bound you can go for different enders. Less hit's before bound = more hits for ender after bound possible.
after bound
f,d,df+1,UF - hard
ff+3,4 - spikes but needs to be fast
dash in db+4,3 - my choice
df+3,2,2
f+2,1,4
f+3(angel stance) 2,1
f,d,df+4,3 - low damage
f+3+4
When opponent stays on the ground don't go for hellsweep it doesn't do damage and only pushes them back.
Dash in and db+4,3 if they twitch both kicks will hit.
or if they aren't patient, fire up fast ff+3,4 - bounds them again if they twitch.
4~3
or d+1+2 laser is not bad too.
some basic notes.
3 is a 14 frame safe high kick with good range that crumple stuns on counter hit. Use ff+3,4 for fast bound after ch.
You can annoy people to death with db+4,3 unless they block low a lot.
You can mixup crouch dash 4,3 with crouch dash 3(mid kick with good pushback) so they don't know how to block.
You can do db+1,2 B+1+2 to go smoothly into charging and scare the shit out of some people.
db+2 pops up in combos
WS 1,4 is an easy hit confirm and one of my favorite moves.
f+2,1,4 does solid damage but it may mean death for angel if blocked. Great after bound at the wall.
b+1,1+2 damaging 12 frame punisher but -15.
f+3, 1+2 super easy laser throw with solid damage. Abuse it.
ff+3,4 may have bad frame data but it'a deceiving, I won my most fights thanks to this move alone. It low crushes. It has great range, bizzare animation so people don't react on it in time. On normal hit it spikes them down right under angel's feet for great oki. It's super fast bound in juggles. It kills jumpers. It bounds rollers. It is -15 but it forces crouch and most ws launchers are at 16, besides that on some distances quick ws launches can also whiff Angel. If someone is super good punisher, Angel will die but I still love this move.
Moves with frame advantage on block.
uf+3
f+4
full charge b+1+2
f+3, 4
Electric f,d,df+2
Running 3
Use them to score counter hits.