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OrionXElite

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Everything posted by OrionXElite

  1. I don't use [W]236A cause I use the j.B>j.B>5B>JC>j.B>3C>j.A>Land>[H]5B>etc relaunch as a combo ender and if you do the [W]236A in addition to everything else, you run out just before you can finish the [W]j.A.
  2. http://www.youtube.com/watch?v=zcC8cTrzIwo http://www.youtube.com/watch?v=VSaaZRrL1V0 http://www.youtube.com/watch?v=6iDsEmoTTfw http://www.youtube.com/watch?v=OgZpm5ZYUsA Some extra casuals from my friend Natearistata's Channel. WARNING: I do enjoy trolling so I may be dicking around. All the matches are my Valk and theres about a good half hour of matches here.
  3. Yes I do :) One of my friends has some of our casuals up. I forgot he had them until last night. I'll put them up in the vid thread once I find them all

  4. 1st: 5C CH>236C I can hit confirm on reaction about 80% of the time. I usually don't get the "OH SHIT" moments though. You'll get used to it as you learn him :3 2nd: No what happened was is hit bursted when the 1st hit connected and the 2nd hit whiffed entirely and its recovery is fast enough to block after. 6B is naturally burst safe. 3rd: Yeah I didn't notice that in match cause I too busy trying to figure out how the hell all that random shit was hitting me. And my Corner Throw combo is simple but awesome. Throw>Dash>2C>6B>2C>6C>2C>JC>j.214B>2D>[W]236B>j.236A>j.236B>CD>[H]j.B>dj.B>dj.C 4551 Damage/53 Heat Every Valk should know the bolded part. Its amazing filler to his corner combos and they him great Damage and Heat for it. 4328 Damage/49 Heat
  5. http://www.youtube.com/watch?v=E23lPrrclIM Uhh...Yeah heres my Winner's Finals match at the last NCI ranbat. I was having a few issues with the tourney nerves so its not my BEST performance annnnd I've learned about 1000 more things from that and am even better. Critiques are welcome and I will explain a few key things I trying out. @1:21- I went for a Psycho Crusher style crossup where you make the active frames of the [W]236A hit on the opposite side of them on their wakeup. What made me really mad was that I had actually timed it right and had he not mashed counter like a scrub, it would've work @2:16- I trying to use 6A to get out of the pressure but the clash came later than I thought and I messed up the followup so I just got hit for it...
  6. Ok good start. A lot of needed improvements were there. As for fancy wolf combos, I suppose I worded wrong hat I thought the issue was. Doing long combos that burn most the Wolf meter is fine. But I noticed you liked to use the ender [H]5B>2C>JC>j.214B>9D>D>[H]j.B>dj.B>dj.C Now in some cases, this is a viable ender but in terms of using like full blown corner combos for max damage, this would be an issue. You can always go by my rule of thumb, 2 Wolf Dashes per combo is almost ALWAYS doable. 3 Dashes if they're short and you have full meter. Cause as it is now, you aren't getting any heat for some of the 2k combos you were doing. If you can, I always try and optimize heat gain for later in case I need it. His combos are total give and take. More Wolf Meter=More damage/heat. I always try and go for Max Heat gain cause in some matchups, you don't have 50 heat, you lose. Arakune is a BIG example of this. He curses you before you have 50 Heat, you lose. But other than that, you're doing well. My matches from the last tourney I went to should be up soon. Me in top 3 albeit I lost both matches, they should at least give you a couple ideas.
  7. Hey Rin, random question :3 No rush but I was wondering how close you are to Top 3 on the NCI vids?? No need to kill yourself getting them up, I'm just being a curious kitteh :3

  8. I know hes still new to you but you're being way too passive. Valk thrives on relentless offense so when you just sit and block, he loses his intimidation. You also autopilot 5B>5C>236A like every Valk when they start out. Thats bad Its easy to IB and punish. You don't need to be pressuring them the whole time. Its perfectly ok to just end a blockstring on 5C and halt. unpunishable at max range and its super easy to hit confirm. Your combos are good but I would advise against using combos that burn your Wolf Meter down to a tiny sliver from full. You'll get used to them and try them when you don't have enough and run out be stuck in a really bad place. I tend to go for combos that leave me with about 25% left as a good backup. Another big thing, don't use your meter until it'll kill. Valk can't afford to be stuck on defence when his only real option is IB>6A. Save the meter for CAs as on CH, you get a small combo :3 Those are some good bases to start with. In short: Watch the autopiloting, be aggressive and save your meter. EDIT: One other thing I forgot to mention. I noticed you hit a couple random [H]j.Bs and only comboed it once. You can option select j.B and j.214B by inputting it just like you would in combo. If the j.B connects on either block or hit, the j.214B will come out just after. I strongly recommend doing this as j.214B is safe to use as it can Wolf Cancel after. Makes hit confirms a million times easier in the air.
  9. Don't do it, you'll end up on I-5 :3
  10. So I decided to look into this as I've been curious as to why they were doing that too. So this was a bit harder to recreate as I have to make Carl airdash, smack him with Valk, try and find the one spot where he starts [W]j.236A in this terrible quality video BUT I believe we have a case similar to Rozen. Now given the quality of the Video, I can't say this with 100% certainty so take it with a grain of salt but I believe Mondlitch has a slightly different trajectory than CS1. Its not a big difference but it appears he launches them in more of an upward arc instead of outward. So my theory is combine that with the decreased untechable time may mean that in some cases, going straight into [W]j.236A may not work. If I had to guess, it might depend on the length of the combo up to that point that determines the ability to do that. But then again, take it a with a grain of salt, this was much harder to recreate and compare right given how hectic the situation was. Oh and I used the 3rd round of the Valk vs Carl match in the Okazaki videos as a reference. Happens around 5:52.
  11. You could also try Kara Cancels off of 236B and 6C. Instead of making an obvious blockstring like 5B>5C>236A, you can go 5B>5C>236B(5D Kara)>etc. Throws off timing of things like IBs and mash outs. Also Wolf Cancels are safest off of a blocked 6C. If they IB, they have a small window to mash out but if they don't IB, they can't mash out if you just 5D cancel into [W]j.A. They may be able to DP in between the 2 hits but its hard. Also another trick you can use to approach in Wolf Form is a whiffed [H]j.214B. You can cancel it as soon at its active frames are over so you can make approaches a bit more funky. Double jump whiff j.214B>3D Cancel>[W]j.B>Land>5A>C>j.B etc Just keep it random and they won't try so hard to mash :3
  12. No problem :) Glad I helped

  13. Soooooooooooo I'm just gonna leave this here:toot: http://www.youtube.com/watch?v=cIYFNZRnKCs
  14. Starting at 11 might be a bit hectic for everyone as people sleep in and usually need food around noon time soooo something around the range of 1 or 2 would be best. Means people won't be entirely zombified the whole time :3
  15. Wooooooooooooooooooooooooow...You're contribution to the thread is TRULY appreciated I personally like having extra time afterwards for people to chat and play casuals but SJSU was quite cramped so DeVry is a great choice just for the walking room. Although I say we consider starting earlier as to avoid overextending our stay. NCI back when John ran it started at noon. We don't need to start at 5pm, we can shoot for something like 2 or 3.
  16. Its mainly a time constraint thing. Given that the average tournament has been running in excess of 3 hours, its vital to just get shit moving. Although I think we can be more lenient on casuals during tourney depending on the number of setups we have. Last NCI, we had 5 BB setups and once we got to around top 16, we were never using more than 3 cause we were focusing on Stream matches. So we can let casuals happen later in the tournament but there should be an approval of the use of a setup before they start.
  17. The only real reason this is a hard thing to do is because you can't quite tell when you hit the ground every time and various factors like height and midscreen vs corner can effect that as well. Heres my best advice, when you use the 7C>j.B>j.B combo, make sure you hit the second j.B right around where Valk's tail meets his abdomen then wait for like half a second, then hit D. Its quite tricky really but its all about getting used to the spacing and timing. However, I DO know of a way to do that kind of setup that is a lot easier to revert back into Human and end combos properly. Instead of using the 7C>j.B>j.B combo, try this: Starter>Combo filler>[W]5C>j.B>j.B>Land>5B>Jump Cancel>j.B>3C>j.A>Land>D>[H]5B>Ender Enders can be the following: [H]2C>Jump Cancel>j.B>dj.B>dj.C>Konig Flug(Optional) Or just [H]5B>Sturm Wolf if you wanna end the combo. The thing that makes this easier is the fact that you don't need to pay as much attention to your location relevant to the ground as you do the other combo. Only downside is it can be a bit tricky execution wise. But it also gives you quite a bit of extra meter if you go for the air ender into a reset. But one other thing about it is that it doesn't always work depending on the combo up to that point. It usually works but there are a few cases where it won't so its something to keep in mind. Also another air-to-ground relaunch you can do while it only lets you end in air super is [W]5C>j.B>j.B>Land5B>Jump Cancel>D>[H]j.B>dj.B>dj.C>Konig Flug(Optional) A lot more universal and if you go into air super, you only lose about 200 damage total.
  18. Yeah I was messing around with this too. I never tried non CH cause I assumed it either wasn't possible or ridiculously tight timing but given that works I went ahead and tried what you can maximize off a counter hit and you could go an extra step further and go [W]236A>5CD>[H]2C>6B(1)>5C>JC>j.B>j.214B>etc Only reason I cut out the 6B>2C part is because its a bitch to hit on most of the cast midscreen and to C Dash to the EXACT spot you need to be is quite difficult. This is the same result minus like 100 damage. Another quick bit, hitting the [W]236A as an AA non CH means you shouldn't be able to link [H]5C as its a pretty tight link already. CH is easy as shit though.
  19. Wanted to add a combo on here that starts with Wolf 236A and ISN'T just followed up by 236B :3 [W]236A>Land>D>[H]5C>JC>j.B>j.214B>6D>[W]j.236A>j.236B>5C>j.B>j.B>Land>5B>JC>j.AAA>JC>D>[H]j.C Midscreen Variant DMG:3474 Heat:39 [W]236A>Land>D>[H]5C>JC>j.B>j.214B>6D>[W]j.236A>j.236B>5C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>2C>JC>j.B>dj.B>dj.C Corner Variant DMG:3816 Heat:46 [W]236A CH>Land>D>[H]2C>6B>2C>JC>j.214B>2D>[W]236B>j.236B>5C>j.B>j.B>Land>5B>JC>j.B>3C>j.A>Land>D>[H]5B>2C>JC>j.B>j.C Corner Variant DMG:4493 Heat:54 Thing I love about this is that its easy to hit confirm and its better than the basic combo that just has you Beast Cannon all over the place. And while it burns a majority of your Wolf meter, it gets the opponent to the corner quite fast if you hit it. Another good thing about it is that its a good combo to hit off a basic reset if you have the Wolf meter. Meaty the [W]236A and if they get hit, go right into this. Given the proration on [W]236A, this is quite good for what you start with.
  20. No that combo does not work. Going into Wolf and back does not give you any jumps back. The technical although worse combo would end in j.B>dj.A>dj.B>j.214B>9DD>j.C So simply put, no that dj.A is incorrect. Also just noting while this is a great combo in terms of heat gain and damage, its quite impractical as its greatly dependent on height and spacing. Getting the guaranteed 5C>j.B>j.214B is much safer while still giving you 50 meter.
  21. I actually run this as a reset all the time. It works well as it deters the opponent from throwing out a DP on wake up or something. Example being Starter>[H]236C>9D>[W]j.AA>j.B>3C>j.A>Land>D>[H]5B>(2C)>JC>j.B>j.C This leaves you with your double jump and you can delay it if you want to bait a DP or likewise double jump immediately and transform and bait one with something like 7C and punish. If you think they'll try and roll out of it, then just don't jump and land and make it a ground reset.
  22. Oh god...My stream matches are god awful. I scrubbed out in Top 3 HARD. The rest of the tourney was great, Only lost one game the entire bracket until I hit winner's finals. Tourney nerves of being on stream got to me Buuuuut they aren't all bad. I did use a couple of my intricate resets in it like the [W]j.214A crossup setup and junk like that.
  23. I hope you have my casuals with Nate and Coopa, I was trolling so hard during casuals :3 So funny. I don't care if the audio is shit, The visuals are what convey hilarity.
  24. I'm about 95% sure Rin was recording all the casuals so I'm sure at least some of them will be up.
  25. If I recall correctly, they changed the way Wolf Cancels work in CS2 compared to CS1. In CS1, say you do [H]236A>4D on block. Now what happens is he back dashes and charges forward. You can't do anything until he starts charging forward. From what I've seen in CS2, Valk has the option to do [H]236A>4D>D and Cancel back into Human Form before he starts going forward. It makes Wolf Cancels to get out of unsafe situations more viable since you can go 4D and right before he dashes forward, hit D again and he'll cancel the dash and go right back to Human Form at neutral.
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