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Posted

What does 9DD and CD mean in the combo thread?

edit: grammar

Also how do I influence the Geschwind Wolf's direction? I've seen people move in curve like patterns with it? I still can't figure out if i can even curve the path of it. May someone clarify for me?

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Posted
What does 9DD and CD mean in the combo thread?

edit: grammar

Also how do I influence the Geschwind Wolf's direction? I've seen people move in curve like patterns with it? I still can't figure out if i can even curve the path of it. May someone clarify for me?

9DD = 9D > 5D

CD = 5C > 5D

Just tap them quickly to get the dash and morph right away.

Just hold a direction and tap D while you're performing a wolf-cancellable move. If you dash into a backwards direction using this, you will autodash forward after that. I think. I've only really used 7DD and I just turned off my PS3.

Posted

I'm having some difficulty with Valk. approaching with hardcore zoning characters like Rachel and Lambda. I tried to C dash in wolf drive, but I got punished back into the corner. Is there anyway of going around this?

I wanted to put this in matchups, but the threads are locked

Posted
I'm having some difficulty with Valk. approaching with hardcore zoning characters like Rachel and Lambda. I tried to C dash in wolf drive, but I got punished back into the corner. Is there anyway of going around this?

As of right now, I believe zoners kill Valk. You just have to be patient and use the gaps to wolf in.

Posted (edited)

Any tips on how to beat Valkenhayn? I can't seem to ever land a hit on him, like his priority is >9000 or some crap. Not trying to troll or anything, I'm just getting really frustrated with his lame antics.

Edited by Jais
Posted (edited)
Any tips on how to beat Valkenhayn? I can't seem to ever land a hit on him, like his priority is >9000 or some crap. Not trying to troll or anything, I'm just getting really frustrated with his lame antics.

The post above yours is right, Valkenhayn is best at mid-range, so zone Valkenhayn and prevent jump-ins and Instant Air Dash wolf form charges with anti-airs (if you play a character with a DP, use that also). He has no decent reversals, so constant block string pressure and generally RTSD.

Edited by Jais
Posted (edited)
Any tips on how to beat Valkenhayn? I can't seem to ever land a hit on him, like his priority is >9000 or some crap. Not trying to troll or anything, I'm just getting really frustrated with his lame antics.

You have to be very conscious of what's going on - most of his close range stuff can be beaten just by paying attention and 5Aing or using your reversal in the right spot. Make him approach you - his defense his much better than his offense, and while some of his jump ins and such are good, they're beaten by basically any anti-air. On the flipside, Valk has a pretty scary anti-air in 2C, and it'll get you into the corner (and give him 30~ meter), so definitely avoid being too jumpy with him.

Edited by Jais
Posted
The post above yours is right, Valkenhayn is best at mid-range, so zone Valkenhayn and prevent jump-ins and Instant Air Dash wolf form charges with anti-airs (if you play a character with a DP, use that also). He has no decent reversals, so constant block string pressure and generally RTSD.

Actually an odd thing, I haven't gone back to my friend's house to test it more but I believe Wolf form's Dash has invul frames. Particularly doing 4C or 7C as my friend was playing Ragna and he whiffed a 6A as I was in dash start up...Needs to be confirmed though as I never got the chance to look into it further.

If it is true then zoners will actually have an insanely hard time keeping him out.

Posted

Is there a limit to the number of times you can switch back and forth between human/wolf during a single combo? Seems like sometimes I can do a jb j214b 9DD jb jb jc followup at the end of a combo and other times it leaves me stuck in wolf form.

Posted (edited)
Is there a limit to the number of times you can switch back and forth between human/wolf during a single combo? Seems like sometimes I can do a jb j214b 9DD jb jb jc followup at the end of a combo and other times it leaves me stuck in wolf form.

^ No. So long as you have wolf meter, you can switch any number of times.

I did notice what you mention, but that should just be an execution problem. Don't mash it out, properly pressing each button should prevent getting stuck like that.

Edited by Jais
Posted (edited)
Is there a limit to the number of times you can switch back and forth between human/wolf during a single combo? Seems like sometimes I can do a jb j214b 9DD jb jb jc followup at the end of a combo and other times it leaves me stuck in wolf form.

Also the wolf cancel itself costs a fair bit of meter.

Edited by Jais
Posted (edited)

Q: What exactly is the timing on his wolf charges? I can't seem to finish 6 because I can never figure the timing on the 236B - 236A - 236B. I know to wait a bit for the first B-A, and I can do that one semi-regularly, but I can't seem to get it right on the A-B at the end, as Valk just barrels off to the left. If I change up the combo a bit I can do a more or less flawless 236B - 236B - 236A, but that doesn't seem to have enough hitstun to land the ending 214A. Additionally, whenever I do manage to luck out on the 236B - 236A - 236B setup, I still can't land Wolf j.C - j.B - 214A. Is it just a matter of pure speed on that last one, or am I missing some special timing?

Edited by Jais
Posted

Any point to 6A? I mean seriously, no head invincibility (well, I don't notice any on startup) and there aren't any combos for it in challenges or technical discussion.

Posted
Any point to 6A? I mean seriously, no head invincibility (well, I don't notice any on startup) and there aren't any combos for it in challenges or technical discussion.

It has a guard point, so I guess it can be used against jump-ins and high moves. I've not tested it, though.

Posted

For Valkenhayn ground distortion, how comes when he does it when I do an attack, I can't block, and yet, it doesn't come up with "Counter"?

Posted
Any point to 6A? I mean seriously, no head invincibility (well, I don't notice any on startup) and there aren't any combos for it in challenges or technical discussion.

A decent antiair even though you can't combo of it, but it's absolutely brilliant against Hazama j.d~d.

Posted
Not sure where to ask this, but a Q&A thread sounds like the place.

Q: What exactly is the timing on his wolf charges? I can't seem to finish 6 because I can never figure the timing on the 236B - 236A - 236B. I know to wait a bit for the first B-A, and I can do that one semi-regularly, but I can't seem to get it right on the A-B at the end, as Valk just barrels off to the left. If I change up the combo a bit I can do a more or less flawless 236B - 236B - 236A, but that doesn't seem to have enough hitstun to land the ending 214A. Additionally, whenever I do manage to luck out on the 236B - 236A - 236B setup, I still can't land Wolf j.C - j.B - 214A. Is it just a matter of pure speed on that last one, or am I missing some special timing?

Aside from the pause in between 236B and 236A all the other moves should be inputted as quickly as possible. Also keep in mind that the controls get reversed when Valk dashes through Bang contrary to what the challenge commands are.

So

[w]C-jB-B-236B-[slight pause]-236A-236B-jC-jB-214A

is actually

[w]C-jB-B-236B-[slight pause]-214A-236B-jC-jB-236A

Posted

I'm trying to learn Valk combos. Im stuck on (h)5B-3C-2B-5C-j.B-j.214B-9D-5A(x3)-j.236A-j.236B-j.D-j.B-j.B-j.C. I can do everything up until the j.D, for some reason I can't get out of the wolf form after the two wolf charges. Anyone know what the timing is on that?

Posted (edited)
I'm trying to learn Valk combos. Im stuck on (h)5B-3C-2B-5C-j.B-j.214B-9D-5A(x3)-j.236A-j.236B-j.D-j.B-j.B-j.C. I can do everything up until the j.D, for some reason I can't get out of the wolf form after the two wolf charges. Anyone know what the timing is on that?

So for the relaunch combo ender (beast cannons > C (w) > j.B (w) > j.B (w) > D > 5B > super), how do i unmorph after the two j.Bs? It just never seems to come out when I press D.

Edited by Jais
Posted
I'm trying to learn Valk combos. Im stuck on (h)5B-3C-2B-5C-j.B-j.214B-9D-5A(x3)-j.236A-j.236B-j.D-j.B-j.B-j.C. I can do everything up until the j.D, for some reason I can't get out of the wolf form after the two wolf charges. Anyone know what the timing is on that?

Are you inputting C after the last wolf charge?

Posted
I'm trying to learn Valk combos. Im stuck on (h)5B-3C-2B-5C-j.B-j.214B-9D-5A(x3)-j.236A-j.236B-j.D-j.B-j.B-j.C. I can do everything up until the j.D, for some reason I can't get out of the wolf form after the two wolf charges. Anyone know what the timing is on that?

This combo is slightly incorrect, after the j236B you need to input 5C~D, u can morph out after wolf rushes only after C wolf dashes.

So for the relaunch combo ender (beast cannons > C (w) > j.B (w) > j.B (w) > D > 5B > super), how do i unmorph after the two j.Bs? It just never seems to come out when I press D.

Press D as soon as you're on the ground, it's not the hard part of combo :)

Posted
For Valkenhayn ground distortion, how comes when he does it when I do an attack, I can't block, and yet, it doesn't come up with "Counter"?

A move's entire recovery portion will not always act as counter hit state when hit upon. If you look at any character's frame data for reference (except for Valk, since we don't simply have all his frame data yet) you can see each move has a set amount of recovery frames, and a set amount of counter hit frames. While some frames of a move may overlap into both categories, usually some of a move's "tail" frames will often only be recovery frames and will not give a counter hit.

Posted

Press D as soon as you're on the ground, it's not the hard part of combo :)

It works very well when I do it almost like a sliding motion, D~B. That part's gotten a bit more consistent.

Now it's just getting the combo down more consistently :psyduck:. Anyone have any other tips on getting the relaunch combo down?

Posted

Valkenhayn's "Over the Rainbow kick", the one where he jumps and kicks with both legs, is that and overhead or a low? Can you even block it?

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