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Posted

I'm pretty sure 3C 5B is character specific, but yes, it's better. Does more damage as a single move and prorates less so your combo damage will go up by a good amount.

Posted

really? it might be a character specific? who does it not work on then?

I have a feeling your going to say , mu-12 and/or noel

Posted

I've only gotten it to land on Tager and Rachel. I may just have been doing it wrong all this time, but it seems like it only works on those two.

Posted (edited)

yes you most likey are because I am trying it right now as we speak and so far, I have done it on arukune, jin, rachel, mu, carl, hakumen.

I am going to try with the other right now

updating,

it also works on makoto, taokaka, noel, litchi, lamda, hazama, tsubaki and etc. so lazy to name them all

but it also does more damage then 2B by about 200 more

Edited by Coinage
Posted
For a beginner I think

mid-screen

3C > B > C > J.B > J.214B > 7or9D (Depending on the direction of your opponent, you want to follow them)> J.AA > 236A > 236B > 5CD > J.B > DJ.B > J.C.

I believe this might be a basic combo to learn if you want to transition from human to wolf form and back

Isn't 3C > 2C the standard starter?

Given you using 3C after 6B or 236A -> RC -> 3C or just by itself at a close range 2C picks up on all characters for max combo/damage potential I believe.

2B follow up is standard if you land 3C from midrange and sometimes you even have to walk a little forward before you do 2B to connect.

if you land 3C from lets say, max range then all that will connect is 236B at that point I think.

So if you're close enough for that 5B to connect after 3C, I don't see why you wouldn't just use 2C instead.

Posted

That is very true what you said lol. I was not thinking about 2C at all. I started out with 3C > 5B before I done 3C > 2C. That is why I said it might be a beginner combo to learn to transition into wolf form and back.

Posted

What are good situation combos?

I think its good to practice combos but i feel like you will not always get them out depending on the situation you are in. Is there any good combos as well after IBing?

Posted
What are good situation combos?

I think its good to practice combos but i feel like you will not always get them out depending on the situation you are in. Is there any good combos as well after IBing?

IBing into combos is very dependent on what move you IB and given that Valk doesn't really have a DP to work with. You can usually IB -> Strum Wolf DD but it's not recommended unless it's a kill-hit.

A situational combo is something you want to work on as far as random hits/counter/corner combos go. You can shoulder tackle an enemy that's IADing towards you, get a counter hit and follow up with a full air combo starting with jB, j214B. It's not something you generally plan for but knowing what you can combo into after a counter hit in whichever situation is a good way to get damage out of any given hit.

Corner combos/pressure are also self-explanatory and you can look for ones that you can execute well in the combo thread.

Posted

I'd say practice midscreen wolf bite RC combo, ch j.b>dj.b>j.214b>etc combo, hitconfirming ch 5b or 5c into 236c, and random W j.b hits into combos for situational shit.

Posted

That's old news, but really the awkward thing is (w) j.A Leading into 2C.

Too bad 2C is getting slowed down and these shenanigans will not be possible anymore :(

Posted

So I worked on the different version of the jump b extension where you do [w]j.b, 3c, j.a land and its really really hard to get the timing right to get a 5b afterwards unless your perfect, basically the same amount of hard as the dash loop I figured out. But if you just do a 5b, 2c before hand it becomes much easier soooo yay! I'll get a full combo up soon ish.

Posted

I posted it awhile back, loop may have been to strong, but basically its, combo to 236c, 9d, [w]j.a, j.b, land, 5a,5b jc, iad, j.b, j.a, 5d, 2c blah blah blah. I think its the best follow up to long combos into 236c that land you near/ in the corner.

Posted

Playing around with some stuff using the quad wolf charge idea. All start from 0 tension. Some I think are better than the current front page combos but others are just close.

corner:

H 6c>2c>tk j.214b>2d>land 236a>land 236b>j.236a>j.236b>5c>j.b>j.b>land 5d>5b>2c>j.b>dj.bc

4850 (52 meter) 5950 if you add the super

H FC 6c>delay 2c>6b>2c>5c>tk j.214b>2d>land 236a>land 236b>j.236a>j.236b>5c>j.b>j.b>land

5d>5b>2c>>j.b>dj.bc

5640 (63 meter) You have enough to super after the 5b. It does 7k.

H FC 6b>2c>6c>2c>tk j.214b>2d>land 236a>land 236b>j.236a>j.236b>delay 7c>j.b>j.b>land

5d>5b>2c>j.b>dj.bc

6560 (60 meter) You have exactly enough meter to super at 5b. Does 7.9k.

H CH 2c>dash 2c>6b>3c>2c>6c>2c>9 j.214b>2d>236a>land 236b>j.236a>j.236b>7c>j.b>j.b>land

5d>5b>2c>j.b>dj.bc

6650 (70 meter) Can super at 5b for 8260. Can do this off of non-ch 2c as well just omit the dash 2c; may have to only super at dj.bc though.

  • 4 weeks later...
Posted

I'm having a hard time understanding how the wolf 5a>5b>236b>j236a>j236b>9C>jB>jB>land>5d>5b>etc combos work. Is the timing really that strict, or is there some special way to land these more consistently? I've also been trying to do the variation as well with the wolf 5b relaunch into human jb. I've yet to even land either of them once, so I could really use some tips on what to look for in order to land these combos.

Posted

NO tricks, just have to make sure your timing on the first wolf C to setup the j.b and the j.bs themselves are timed right. Just takes some practice.

Posted

I see a lot of pro Valk combos end in [w] j.B > j.B > land > 5D > 5B > Super

But I can't seem to get the get the 5B to connect after transforming.

Posted

You're either doing it on a combo that prorates too quickly for that to work, or you're not doing it fast enough.

Posted

There is definitely something with landing animation recovery. If you don't time the j.b right it seems like you have more recovery when you land so it takes longer to transform. But Im not sure what it is.

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