Jump to content
Dustloop Forums

OrionXElite

Members
  • Posts

    1,473
  • Joined

  • Last visited

Everything posted by OrionXElite

  1. I can talk to my mom about bringing the Magnum. Thats an easy 4 seater and 5 if we have a skinny person in the middle of the back. and TONS of space for setups, sticks, random crap, luggage etc...Not sure yet. I could probably bargain it since the 10th IS my birthday :3 I DEMAND PEOPLE BUY ME BIRTHDAY DRINKS!!!!!!!!!!!!!!!!!
  2. Dibs on shotgun :3 Rin gets the backseat and Dacid gets the trunk. Extra backseat spot is for sandwiches :3
  3. Once I heard you were flying under them, it was an easy fix:keke: Glad to help
  4. Huh...I thought it was less damage with the j.AAA in there. Oh well:keke: As for whiffing the j.B, it means you're doing the CD part too soon. You have quite a bit of time to delay the CD to get the j.B accurate. Try timing it so Valk will appear in human form parallel to the opponent.
  5. Well I go for the absolute max damage/heat gain enders which is [W]5C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>2C>JC>j.B>dj.B>j.C This nets you huge heat gain with a little bit extra damage on top of it and if you use the 3C, 2B link, you can't do this ender which is crucial to making this RC combo worthwhile given you get back 92% of the heat you spent:keke:
  6. Omit the bolded part and just go straight into j.236A by going [H]j.214B>5D>[W]j.236A etc. Thats the optimal way to go about it. Biggest reason is that the Wolf j.AAA prorates the damage quite a bit. So holding off on it or not even using it at all would be best.
  7. Ehhh...Its an alright burst punish. Problem is without the 1st hit, you only get about 2k. In most cases, you can use that meter for a much stronger punish. Block it, 5B>5C>236A>RC>etc combos can do around 5k and give you back almost all of the meter spent.
  8. So for the 4/7C cancels to avoid DPs, while it is effective, my only real issue with it is the fact that it only deals with ONE of their options. Block will deal with mash outs and DPs with one action. Now yes, 4/7C dashes to bait DPs is good since they can't RC it but you have to make sure you time it right cause if they know about the risk, they can just delay it a little bit to deal with it and it becomes a problem again. So its like, use it if you have a 100% certain read.
  9. I'm assuming that too. Biggest issue is that the proration will limit the rest of your combo by a lot. If you can hit the 2C relaunch into full combo, you get back 46 of the 50 meter you spent.
  10. You can just go [W]5B>236B>j.236A>j.236B>CD>j.B if you want. Thats how I was grinding it out at first. Make sure you delay the D just a bit since you have to let the dash start before you switch back.
  11. This mixup is VERY VERY strong. It can cover literally every option that can be done against it. Go to [W]j.A to prevent mash outs and it prevents jump outs, slightly delayed [W]j.B to beat backdashes, you can go back to Human Form and block before a DP can come out and hit you. The mixup is also invisible as hell. Its either low, high or you can even go Command Grab. I must've set that up 100 times tonight and out of that 100, I hit the right mixup about 95 times :3 Its his most natural frame trap possible! I'll try and get some better videos of it sometime soon and show how it really fucks shit up.
  12. Well the best way to work on this is to learn the fastest timing possible of the [W]j.236A/B for this combo. the CD>[H]j.B>dj.B>dj.C part of this particular combo is quite annoying as its height specific to the character and you have strict timing for everything to work right. Some characters you'd want to omit the second j.B and just go j.B>dj.C Now for MY suggestion, tweak the combo a little bit to make it much easier in general. So instead of going 9D off of j.214B, do this ender: j.214B>5D>[W]j.236A>j.236B>CD>[H]j.B>dj.B>dj.C There is practically no difference between this or the other aside from the difficulty. This one is MUCH easier. The j.236A>j.236B is a lot easier to work with and doing the CD>j.B is a lot less strict so long as you time the first j.B hits right on the low part of the hitbox.
  13. http://www.youtube.com/watch?v=4y2x_xZgo8I Me using Valk against my good friend and one of the smartest Tager's in NorCal, Natearistata. He is commentating as we're playing online. I utilize a fuzzy guard I came up with off of Wolf Canceled 236A and as you can tell from the commentary, its apparently effective :3 This is one of my better Valk matches despite it being online. Enjoy:keke: EDIT: If there are any Tager players in the Valk forums, the 1st, 3rd and 4th matches are my Tager trolling HARD. Its hard to play seriously online AND eating lunch at the same time :3
  14. Yup, knee surgery if I remember the facebook post right. Hes just been bedridden with his best pal, AH3:keke:
  15. Geo-Hakumen Anim0k-Ragna Those are the only 2 I'm sure of. Roy either played Makoto or Litchi.
  16. Oh I'm extra hype for doing this :3 This shit is gonna be legendary! And be nice to Chun, hes been stuck on one leg for almost 2 weeks now :/ Let him get back to a good pace and then I'm sure he'll be glad to help you:keke:
  17. One extra thing to note about the 236A RC combos, how you start the combo determines your ability to do the 2C>6B gatling after the RC. Way I've noticed it, if you start the combo with a jump in like [H]j.B or j.C, theres a big chance the push back from that plus the normals leading to the 236A will make the 6B whiff. SO, what I suggest is either using the meter and just cutting out the 6B by going 2C>Rozen into the usual combo. Rozen works from 2C on standing so that means its always gonna work. But if you want an easy mode universal variant on the 236A RC combo that maximizes heat output I suggest this: [H]5B>5C>236A>RC>3C>2C>5C>JC>j.B>j.214B>D>[W]j.236A>j.236B>C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>5B>JC>j.AAA>j.B Damage: ~4300 Meter gain: 46 So assuming you didn't start with 100 heat, this will give you back nearly all the heat spent on the RC which is fantastic. Not to mention it works on standing which get getting combos on standing opponents for Valk is quite annoying half the time so this is a great way to use your meter.
  18. Just confirming that Nate did play Tager.
  19. That method only works if you hit the 236A early so you still have some of the forward momentum. If you hit it late, you won't slide far enough to make it work as effectively. For characters with bad hitboxes, best thing you could probably in terms of combo completion for max heat gain would be to RC and go straight into 3C. You get enough momentum almost no matter that to link into 2C and a get a full Air/Wolf combo with much better prorartion since you can omit the 2B>5C and I believe you should be able to get the [W]5C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>2C relaunch which that in itself gives you back about 20 meter. I take 236A RC combos as a chance to get moderate damage but I mostly look for it as a chance to get back as much of the 50 heat as I can. Since you have to start from something like a 5B, damage output isn't going to be good maximize compared to half of his other normals so always shoot for heat gain.
  20. Yeah on charcters with smaller hitboxes I tend to just hit a really low single [W]j.A and go into j.236A from there. It might get a bit funky looking but it'll work 90% of the time.
  21. Ahhhhh ok I see it now. Well midscreen it looked like you could maybe do j.214B>5D>[W]j.236A but it looked like the timing is tight and dependent on being near the beginning of the combo. When I saw the Valk player do it against the Arakune, he Wolf Dashed almost till he completely under him and then did j.236A. You can pretty much just cancel and go forward like an inch and then do it. But I'm guessing if you dashed a bit less and then did the j.236A, it could connect. It goes very far and has a good hitbox so I bet the timing is just tight.
  22. I have to admit, you were looking so Japanese I could've sworn you were Mexican :3
  23. What exactly are you pointing out?? I'm tired so I'm probably not noticing:v:
  24. One extra note to your writeup ATG, a good way to deal with less of the Ball oki pressure/mixup, tech late if you can. Late Neutral Tech will only have you block one inescapable mixup instead of 2. Also if they don't time they're attack right, you should only have to block one hit of the ball and then its active frames are up. IB if you can and backdash, she'll whiff her attack and you can punish her.
×
×
  • Create New...