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Posted

All the moves that can be "wolf canceled" put him in command dash state without the need to press C. You also can do so on whiff, 236a>5d can be a pretty good way to close on the opponent.

Posted
You mean like Makoto?

Is she really that bad?

I know she has like 0 medium rang attacks but I thought her speed and 3c fake allows her to get in on opponents as a gimmick? I don't use her and main hakumen so I don't know.

Posted
Is she really that bad?

I know she has like 0 medium rang attacks but I thought her speed and 3c fake allows her to get in on opponents as a gimmick? I don't use her and main hakumen so I don't know.

3C allows her to get in on fireball spam, sure, but all most characters need to do is just low poke at that point. I'm not 100%, but I think Hakumen's 4C takes her out of it. She's got OK speed, but when she actually tries to get in, almost anything can beat a Makoto on the approach unless she uses 2D. None of her command dashes or followups have invincibility, making the one where she goes behind you useless since you just get jab spammed. And most character have a wide range move that takes out all 3 areas her dash goes at once, which eliminates the "mindgame" of her dash since you can just hit all 3 to be safe. I've heard her j.B is good, but i've been punished for trying to come in with it plenty of times too.

Her range is horrible, and the only way of getting around projectile spam is 3C spam, which they can just throw a projectile, then jump and throw another at an angle, and the best you can do is block it. And Hakumen can punish her projectile for free because she takes a while to launch it, so he just does the seal when she tries, free damage to Makoto for Hakumen. I think Hakumen, and the heavy zoning characters, just get Makoto for free.

Posted

yea, makoto is pretty piss poor at what she is supposed to be doing.

her block strings arent even that good since the removal of the parry loop.

sure she can bait a reversal or 5/2a spam and parry it, but she's just an empty shell of a rushdown character.

i wish we could get a video of a decent valk VS lambda or Mu, i want to see how he fairs in that match-up.

Posted

Mu's Zoning isn't that scary. Just be careful and you can get in on her. Mu needs a knockdown. Lambda on the other hand, I do not see how valk will ever have a good matchup with that hoe. He just seems like he'd have to commit to an approach that's extremely risky. Idk, though. It'd be interesting as shit.

Posted
Mu's Zoning isn't that scary. Just be careful and you can get in on her. Mu needs a knockdown. Lambda on the other hand, I do not see how valk will ever have a good matchup with that hoe. He just seems like he'd have to commit to an approach that's extremely risky. Idk, though. It'd be interesting as shit.

Wolf form would probably be his best approach, I think, but yeah, it's still going to be a bitch to get in.

Also, I just watched that video vs. Noel and noticed how fast he gains meter. :v:

Posted

i know it doesnt belong here, but i wanted to correct some things on makoto:

she really is bad at getting in, but shes got more ways to do so then 3C. which also isnt bad since it goes into low profile almost immediately(not sure if its frame 1, but pretty damn fast) and is kinda like a long range move with head invincibility. (also goes straight under hakus 4C)

her clone move is okay if done at the right distance, since the middle high one is good for her air to air jB(which is very good as long as your below your OP, you usually dont go in with it) and her air to ground jCC(which isnt all that good, but not terrible). the high clone move goes fine into j2C, which is comboable on an hit, safe on block and jump cancellable. this along with double and super jumps makes her aproach tricky, but not generally bad or all gimmicky.

her pressure is not good, her mixup isnt either, but shes got good options for resets anywhere in her puny blockstrings, which makes them quite a bit dangerous.

that beeing said she still got it hard against valk. hes got a good AA(dunno how it is against j2C though). valks pokes are super long and cant be countered with 3C, but arent hard to parry.

Posted

[h] 5B > 3C > 2B > 5C > j.B > j.214B > 9D > j.AAA > j.236A > j.236B > j.D > j.B > dj.B > j.C (3.5k Damage, 39% MG)

Yo can air DD to the end of this combo for 4.6K DMG.

And for the lol factor, the corner, you can Gold Burst>AH.

Posted

(corner) 2C, 236B (RC), 2C, 6B, 2C, 6C, 2C (JC), j.214B, 5D, dash [w]5B, [w]236B, delay [w]j.236A, [w]j.236B, [w]7C, [w]j.B (x2), [w]5D~5B, 632146D

Damage: 9082

No Counter Hit required or anything, although if for... some reason beyond my understand, someone's jumping at you while near the corner, an early CH 2C on an airborne opponent will let you land the 236B and continue the combo as normal. Spends 100% Heat, but earns 50% in the process.

Doesn't work against Arakune.

Edit: Edited based on Seyluun's response. Note that if you have Wolf Gauge to begin with, unless you only have a couple of pixels of it at the start of the combo, using 3D after j.214B won't result in it becoming fully depleted by the end of the combo. Not only that, but 632146D will also completely fill the Wolf Gauge if it hasn't already been fully depleted. Waiting to land after the j.214B and then pressing 5D makes the combo a little tighter, but eliminates the risk that would otherwise occur if the combo started with only said couple of pixels.

Posted

Here's the rest of them. Sorry for the delay, I felt like it was more worthwhile to get some matchup experience. I think these are all correct, probably. The combos that end in [w]7C > j.B > j.B > land 5D > 5B > DD were giving me all sorts of hell landing that 2nd j.B for some reason.

Corner.

[h] 3C > 236B > 5DC > j.A > 5B > 236B > j.236B > j.236A > j.214B (3029 damage, 41% gain)

[h] 6C > 5D > j.A > 236B > j.236A > 5CD > j.B > j.214B > 9DC > D > j.B > dj.B > j.C (3318 Damage, 31% gain)

[h] 6C > 2C > j.214B > 6B > 2C > j.DAAA > j.236B > j.236A > j.CD > j.B > dj.B > j.C (4545 Damage, 42% gain)

[h] 3C > 2C > 6B > 2C > 6C > 2C > j.214B > 5D > 5B > 236B > 236A > 236B > 5CD > j.B > dj.B > j.C (5536 Damage, 54%MG) Adding super puts it to 6656 damage...

[h] 2C > 6B > 3C > 2C > 6C > 2C > j.214B > 5D > 5B > j.236B > j.236A > j.236B > j.CD > j.B > [dj.B] > j.C > j.236236C (7231 [7317] Damage, [54%MG])

V. Combos from Anti-Airs

Midscreen.

Corner.

VI. Combos from Air-To-Ground.

Midscreen.

[h] j.C > 5B > 5C > 236A (2k Damage, 14%MG)

[h] j.C > 5B > 3C > 236B~236B (2.1K Damage, 21%MG)

[h] j.C > j.214B > 5DC > D > 5B > j.B > dj.B > j.C (2528 Damage, 19%MG)

[h] j.C > j.214B > 5DC > [j.A/j.B whiff] > 5B > 236B > j.236B > j.236B (2639 Damage, 28%MG)

[w] (5C) > j.B > 5B > 236B > j.236A > j.236B > j.C > j.B > j.214A (2738 Damage, 28%MG)

[w] (5C) > j.B > 5B > 236B > j.236B > j.236A > 5CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (3251 Damage, 37%MG)

Corner.

VII. Combos from Air-To-Air.

Midscreen.

[h] j.B > j.214B > 9DC > j.A > j.236A > j.236B > j.214A (2530 Damage, 25%MG)

Corner.

VIII. Throw Combos

Midscreen.

[w] 236D > Rapid > 5C > D > 2C > 6B > 2C > j.DAAA > j.236A > j.236B > j.CD > j.B > j.214B > 9DC > D > j.B > dj.B > j.C (4.7k Damage, 50 Meter Required (31% req. starting), 53%MG)

Corner.

Throw > Dash > 2C > 6B > 2C > j.B > j.B > j.C (2918 Damage, 22%MG)

[w] 236D > 2B > 2C > sj.B > dj.B > dj.C > j.236236C ([4]532 Damage, 50 Meter Required (18% req. starting), 32%MG)

Throw > Dash > 2C > 6C > 2C > j.214B > 6B > 2C > j.DAAA > j.236B > j.236A > j.CB > j.214B (4232 Damage, 48%MG)

Throw > Dash > 2C > 6B > 2C > 6C > 2C > j.214B > 5D > 5B > 236B > j.236B > 7C > j.B > j.B > D > 5B > 632146D (6190 Damage, 50 Meter Required, (48-49%MG))

IX. DEM FEITAL COUNTER COMBOS

Midscreen.

[h] CH 6C > 5DC > D > 2C > j.214B > 5DC > D > 2C > 6B > 5B > 2C > SJC > j.DAAA > j.236A > j.236B > 7C > j.B > j.B > D > 5B > 632146D (6.6K Damage, 50 Meter Required, 46%MG)

[h] CH 6B > 2C > 5C > 236A > (2A > 2C > 5C > 236A) x2 > 2A > 5B > 2B > 5C > 632146D (6.8K Damage, Build's 50 Meter)

Corner.

[h] CH 6B > 2C > 5C > 236B > Rapid > 2C > 6C > 2C > j.214B > D > 5B > 236B > j.236A > j.236B > 7C > j.B > j.B > D > 5B > 632146D (8.8k Damage, 100 Meter Required)

X. Asstral Combos and Misc. Data.

(5B) > 2C > 6B > 214214C (Midscreen)

Throw > Dash > 2C > 6C > 214214C (Corner)

XI. Character Specific Combos.

Midscreen.

Corner.

EDIT: oh yeah, this one too.

[h] 5B on Crouching Opponent > 5C > 236C > 9D > j.AA > j.236A > j.236B >7C > j.B > j.B > Land > 5D > 5B > 5C > j.B > j.214B > 9DD > j.B > dj.B > j.C (3992 damage, 48% gain)

Posted
Man, from that recent valk/valk and valk/hak vid, Valk has some amazing overhead mixup.

Also an innovative use of wolf form to get in, air dash and transform into human, while using it heavily for rush down and mix up he still also managed to not get into wolf form penalty (draining the bar). We can really see valk's potential in those vids, I was really impressed, he raped that hakumen in the last round, solid play and rush down on his part.

Posted

^ All I can say is I fully agree. We really get to see Valk's potential in this vid. He's going to be very fun to play with.

I thought he'd play like an offensive Haku, but it seems he's also the male version of Tao, though perhaps not with the same kind of mixup potential. We'll see. Interesting nonetheless.

Posted

Requesting a little help/advice from others who already have Valk: sometimes when I do his bnbs and the ender reches the corner, I find it hard to connect the last bit that goes C > D > j.B > j.BC. Like the opponent (or the training dummy) recovers before the first j.B lands. I tried to anticipate the C > D input but Valk is stuck in 236B's animation and it doesn't look like it's "C-cancelable" at all... I'm sure there's a way around this because I've seen other players executing the last bit without experiencing this issue. :\

[edit] nevermind I figured it out. It's better to to C > D before Valk gets pushed too away from the opponent, even though C makes him dash for a fraction of a second it would give the opponent enough time to recovery. It's a quick C > D button press.

Posted

That niconico vid with the Valk mirror has some really awesome stuff. First off it finally shows some really good use of wolf form outside combos:

j.D > C > D is freaking good to close distance on the opponent using the momentum given by the C command dash while turning into human form, being able to barrier block. Add a j.B at the end of it you gain some really cool approaching manouver.

[w]j.B crosses up the opponent, can be used on ground if you wolf cancel 236A (good reset) and it looks like you can keep the pressure with a second j.B or do stuff like (on block) 236A > "ground" j.B > j.3CB

human form j.C works really well as instant overhead, it's freaking good because on hitconfirm you can start his 5B > 5C combos that may leady up to 4k damage and more with meter without using any RC at all.

I'm loving this character because there's still a lot of hidden potential (unlike Makoto which seems to be kind of stale in terms of depth).

Posted

I don't really have full time to test this at the momment I might try and give it more testing when I have a sec, but I was messing with 236 C near the corner and it looks like you can do , [h] 236c, 236 d~b (for quick 236b) then immediate [w] j.c, j.b, b finish with combo of your choice, this is just a quick way to get a relaunch variation, you may even be able to transform once you land for more damage before relaunch haven't had too much time to mess with it, but he seems to have some good stuff for combo setups if you learn to time wolf transforms right.

Posted

lol CA combo

CH 6A+B>5B>5C (SJC)>j.B>j.214B>j.D>j.236A>j.236B>CD>j.B (JC)>j.B>j.C

Saw someone connect 5B after a counter hit CA in a replay, so I decided to test this out in Training, and much to my complete, utter shock, it worked. Only does 1.7k, but hey, damage off CA.

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