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Posted

I find that hard to imagine, given that his wolf form is basically toned down furinkazan, and his beast cannon can move at four different angles, and he has rushing mixup specials. The guy in that video was just fighting flat footed, barely moving at all, approaching with nothing but air dash jC most of the time. Only the last guy seemed to be doing anything offensively, and still was doing tons of empty jumps.

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Posted

True that. He tried to use wolf form a few times, though, and Hakumen was slapping him out of it like it was nothing, that was pretty much what made me think what I did, since I already knew his human form was probably going to be weak in approaching. Guess we just gotta wait til people figure his wolf form out, and how to take advantage of his range on his normals.

Posted

Last guy was at least putting on some decent(?) pressure and actually went for wolf command grab a couple times (which seems like it has the potential to be pretty damn scary for mixup games). First guy just kept throwing out normal grabs, made me wonder how fast you can get out wolfgrab from human form.

2C (think that's it, the sweep-up grounded kick?) seems to be a pretty solid anti-air, which is nice.

5:27 Nice sample of surprise wolfgrab reset. Seems like it would've lost to mash 2A though.

9:56 The combo from 6C did a nice 4.4k, 3.3k without air super.

Edit: wrote wrong time for the first thing

Posted
In the Hakumen vs. Valk matches, it looks like Valk has one hell of a hard time getting in. Still too early to make any solid calls yet, but it seems like he might have to work hard for his hits.

When you have Haku-men's god priority sword, it's pretty easy to just swing randomly and keep people out. There aren't really many characters in the game that can truly compete against the sword, but they have other methods.

What's important to note, however, is that 5C and 6C are going to be important tools for Valkenhayn to break in or space properly against other mid-range, long-range and close ranged characters. He'll certainly have tools to deal with extra-long-range characters (like Lambda) with his wolf form, but it does seem important that Valk will need to rely on footsies a bit more often that others. Perhaps, finding ways to bait players to coming at him.

Posted

Honestly, we have no idea the properties of any of these moves - we don't know how good the pokes they're hitconfirming from are, or how good his rushdown is to get him those hitconfirms. I mean, yeah, if he has 7k combos that's great, but if he has to be in their face using a sweep (which would make said sweep unsafe on block) to hitconfirm into those combos, it's not really that scary. Also, Makoto gets that kind of damage in the corner, and yet she's not scary because she has a hard time getting in - I see Valk having similar problems due to the fact that even though his Wolf form has fast dashes, it can't block and you have to change direction manually. The combos that were hitconfirmed from more realistic pokes didn't really seem that terrible, and the combos he has off of his slow, punishable moves make me think he's a "punish" character - his normal combos are okay, but his real strength comes from choosing the right normal to beat your opponent's moves.

Posted
Honestly, we have no idea the properties of any of these moves - we don't know how good the pokes they're hitconfirming from are, or how good his rushdown is to get him those hitconfirms. I mean, yeah, if he has 7k combos that's great, but if he has to be in their face using a sweep (which would make said sweep unsafe on block) to hitconfirm into those combos, it's not really that scary. Also, Makoto gets that kind of damage in the corner, and yet she's not scary because she has a hard time getting in - I see Valk having similar problems due to the fact that even though his Wolf form has fast dashes, it can't block and you have to change direction manually. The combos that were hitconfirmed from more realistic pokes didn't really seem that terrible, and the combos he has off of his slow, punishable moves make me think he's a "punish" character - his normal combos are okay, but his real strength comes from choosing the right normal to beat your opponent's moves.

This. All of this. If that's wrong, then at best he's the world's most awkward rushdown character. He must be rushing down, as he has no defensive options and Ranga-tier health. Yet he has no (obvious) block-strings. You're going to be getting your damage off of mistakes and forced openings either way.

Posted

its just like poeple caomplained about makoto. both characters look absolutely fine to my. theres also nothing briken about them, especially now that makoto lost her loop.

he looks mad fun to play as though. his reach looks nice, but pressure sure does seem sub par. but i wont allow me a judgement on this yet. maybe his basic gatlings into wolf form? does he have lows and overheads in wolf form? the command grab is cool, but only that and his beast cannon mont do for good mixup or pressure

oh and also that valk vs haku vid was cool. the last one really put up a decent fight

Posted

6c midscreen bnb seems to be 6c>5d>j.a>236b>236a>5cd>j.b>j.214b>j.b>dj.b>j.c for about 3.2k, you can most certainly add the 236236c ender for some more damage. About his midscreen 2c combo, you can add the j.214b extend at the end for about 200 more damage.

Posted

:32 in the Reiko vs Zupu match confused me for a second. I was completely expecting that distortion to stop once the first hit completely whiffed. Had no clue that the attack actually CONTINUED if the first blow missed. If nothing else, you can scare the hell out of people like me who are expecting a Daifunka esque attack.

Posted
http://www.youtube.com/watch?v=IWb6PqKXT5k

No blocking in wolf form means burst baiting is going to have to be very very creative....

EDIT 1:34 :o

transform is low profile or invincible?

Looks more like a hitbox thing. Wolf form is low to the ground so it might be able to avoid some special highs like Gauntlet Hades.

The Butler match was pretty good, especially the final round there where the Astral is pulled out. Looks like invincibility and an anti-air property in his Astral - makes it a great tool for baiting at the end of the round.

It seems like Valkenhayn players are still searching for just the right way to approach and get their damage in. 6A seems like it could be good for breaking pressure and 2C is a solid anti-air. Meanwhile 6C has some great pressure and its a solid guard break.

Posted

Yeeeah, for those asking for the Nicovideos to be posted in the VIDEO POSTING THREAD, I'm trying to upload whatever Nico Valks I can to youtube with the best quality possible.

Posted

Hello resets!

(50% meter required) CH 2C > j.C > 5B > 5C > 236A > RC > 2C > 6B > 5B > 5C > 236A > reset (4.5k damage)

Also is anyone else having trouble hitting [w]j.AAA? It seems like at the corner sometimes I'll only manage to land one or two j.A's

Posted
Hello resets!

(50% meter required) CH 2C > j.C > 5B > 5C > 236A > RC > 2C > 6B > 5B > 5C > 236A > reset (4.5k damage)

Also is anyone else having trouble hitting [w]j.AAA? It seems like at the corner sometimes I'll only manage to land one or two j.A's

What do you mean "reset"? As far as i can tell Valk mixups are close to non existent. I think I'd rather go for the meterless 5k combo on any 2c, and save the meter so i can do some damage from a mid-long range 5b or 5c. Anyone got a decent combo after midscreen 3c by the way?

I dont experience much difficulty landing jaaa in the corner, tho i have a harder time delaying the 236 so i can do the C>D>B from the correct height afterward.

5B Counter Hit combo

5B CH>6B>5B>2C>2B>5C>j.B>dj.B>j.C for 3.3K

Wouldn't it be better to go 5b>5c>236c>wolf combo after 6b?

Posted

236A staggers the opponent, that's where you reset and go for mixup. :3

An example of it is at minute 2:58 of http://www.nicovideo.jp/watch/sm12194504

As for [w]j.AAA, I think I figured out what I was doing wrong, I was rushing the input while I just need Valk to be aligned at the same height as the opponent.

As for midscreen 3C right know I can only think of the standard BnB minus the 5B starter. I was trying to see if it was possible to 2B/2C and 236C juggle but the opponent needs to be pushed slightly farther for that and you can't really chain a lot of stuff unless you RC I guess (but I imagine you were asking for midscreen 3C meterless combos right?)

Posted

Throwing this out there, I see some sort of potential for a combo loop with 6B (most likely corner). Has anyone with JPN PS3 tried something like this out yet?

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