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Everything posted by OrionXElite
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Valk has some Bullshit mixup with his j.B>j.A gatlings. You can abuse the living hell out of this against him as if he gets hit and you combo, he takes a chunk of health but if he Blocks, he has to keep blocking and if you connect a blocked [H]j.A high enough, you can cancel into Wolf Form(non dashing, he just flips like normal) and land Command Grab. Or jump cancel any of his [H] air normals and repeat the same crap. Plus if you wanna be a real dickhead, you can do something like Blocked [H]j.A as you're falling and throw out a j.C and it'll never come out cause you hit the ground too fast which means you can tick throw them after it. Works on everyone but it gets a bit tricky. Definitely makes his mixup and pressure even more powerful
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There is no 6C Dash. If you're hitting 6C, you're getting 5C Dash. But for midscreen, 5C Dash is indeed best. But again, I prefer the Air Super enders. 1000X easier, minimal Damage loss, and it gets you more meter in the end. Only REAL downside is the Air Super gives you no oki but I won't be using it for resets. Only use Valk's Supers when going for the kill. He has to have meter on defence to stay alive.
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The [w]j.B>j.B>Land>D>[H]5B>Sturm Wolf always works BUT what you need to pay attention to is how long the combo lasts when you do it. There are a few situations(Mainly during FC Combos) where they can tech immediately after the last hit of the super which is REALLY bad. Assuming it happens to Ragna, he can literally run up and 2C you into a FC Combo for free. So if you're gonna go for a big Fatal combo, I recommend ending on Air Super. But for non Fatals, its near impossible to make that situation happen so you should be good.
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The way it works in the most simple terms is you have to make the 2nd [w]j.B hit right around where Valk's tail meets his ass in j.B animation. Its a bit tricky BUT there is an easier variant that nets you more heat and you only lose about 300-400 damage. Who the hell is gonna miss that with Valk:keke: Go [w] j.B>j.B>5B>JC>D>[H]j.B>dj.BC>Konig Flug. Konig Flug is ~1200 minimum compared to Sturm Wolf's 1800. But with the extra air hits getting you about 500 Damage and around 10 extra Meter. Much easier in terms of adjusting to spacing and crap like that.
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Nick: Theres a better variant to that combo that nets you more damage and a bit more heat. Schwarz>RC>2C>6B>2C>5C>JC>j.B>dj.b>214B>5D>[w]j.236A>j.236B>5C>j.B>j.B>5B>JC>D>[H]j.B>dj.B>j.C>Konig Flug 7513 Damage and 44 Meter. When doing his combos, tehre is no reason to NOT go for max heat gain. He gets way more than enough damage. So if you're planning to do the Wolf 5C>j.B>j.B>5B relaunches, theres no reason to not go j.B>dj.B>j.214B in Human Form. You get the second jump back when you relaunch and you don't need for your Wolf fillers and it gives you an additional 4 Meter with the 5 you get from j.214B. In the end the damage evens outs or you lose like 200 at the most. It won't be missed:keke: And I found an interesting link the other day. Turns out on a few characters, you can link a crouching CH 5C into 5B at close range. So its pretty much CH5C>5B>5C>Rozen>etc. Gives you a good chunk of Meter and about an extra 500 Damage. Just a random thing to note about Valk's Awesomeness EDIT: Tested the Crouching CH5C>5B link on the whole cast. Works only on Tager, Bang and Hakumen.
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Just throwing this on here to get some info up. Tao/Valk is an interesting matchup. Both sides have big damage output and high mobility AND low health. Only difference is that Valk's damage output is consistently higher. By a lot. Tao's lack of a DP outside of Hexa-Edge means you can keep pressure on her a lot more than most of the cast. Only BIG problem is Tao's low profile. This will go under a lot of Valk's normals. For the sake of knowledge, I will put up a list of all the Normals and Specials Tao and crawl under: Normals: 5A, 2A, 5C, 6B, 6C ALL whiff. Specials: Rozen (236C) and Weiss Jadg(236B~B) So for pressuring, abuse 5B against her as she can't do anything about it except block. There is only one thing she can actually mess up off of Valk's 5B and thats a blocked 5B into j.C>RC>j.C overhead. If she can IB the 5B, she can duck the j.C and punish the whiff. But on normal block she can't so its something to keep in mind. Her pressure is just as good as yours so this match comes down to who can get who blocking first. Use 2C to punish an obvious jump attack and take 2/3s of her health. Don't try to IB and mash out as her pressure is very strong on the ground. Obviously given her natural mobility, she will be on a lot so you better be able to block or you will die. If she gets into the habit of baiting 2C, go ahead and jump out of her pressure and it will get you back to neutral which is a lot better than being on defence. EDIT: I'd say the matchup is 6/4 Tao's favor. Not hard at all. Just gotta be careful :3
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I was playing against Dacidbro tonight who has a fundamentally strong Hakumen and I learned a few good things. Aside from all the other stuff I said, you pretty much need to just keep him guessing. If you throw out blockstrings. Go ahead and reset to neutral and throw a 3C. If it hits, follow up. If he blocks, you're back at neutral. This honestly is not a scary matchup as its just a matter of who can get right read. Don't go with something like jump in j.C>Land>5B as he can counter the 5B easily. And yes, an idle Hakumenis indeed very dangerous. So don't let him idle. I will note though that you need to watch for Hop>Tsubaki as thats a killer and on Valk's low health, a good combo is half your life. Thing is Valk's damage output is more consistent with the right confirms so he has a lot more to worry about. Still stand by that its a even but in Haku's favor 55/45 at absolute worst. Oh and one last thing, run Kara Cancels against Haku as that can always make him second guess throwing out a counter which will make approaches a little more safe if you get him thinking like that.
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Just throwing out a simple 6C Fatal combo for shits: FC6C>5DC>5D>Land>2C>6B>2C>5C>HJC>D>[w]j.AAA>j.236A>j.236B>5C>j.B>j.B>Land>5B>JC>D>[H]j.B>j.214B>9DC>5D>[H]j.B>dj.B>dj.C>Konig Flug 6152 DMG 54 Meter Not the most damaging but in terms of difficulty, this is easy shit. Works on everyone except Carl. Its quite hard on Ragna and kinda weird on Hazama. Theres also a universal variant for all characters that goes as such: FC6C>5DC>D>Land>6B>2C>5C>HJC>D>[w]j.AAA>j.236A>j.236B>5C>j.B>j.B>5B>JC>D>[H]j.B>j.214B>9DC>D>[H]j.B>dj.B>dj.C>Konig Flug 5931 DMG 50 Meter A bit tricky but certainly flashy and simple after you get past the 6B>2C
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Gatling / Revolver Action Project
OrionXElite replied to dragontamer's topic in Site Feedback and Suggestions
Hey yeah just pointing out one little tiny error NickExtreme forgot to fix. You still have 6B into 6C as a gatling. This is incorrect. 6B gatlings into to 5C and 3C only. Also just for completions sake: I took the liberty of going through which normals can be Jump Canceled on Hit or Block for Valk. 5B, 2C, j.A, j.B, j.C, [w]5A, [w]5B, [w]j.A, [w]j.B can ALL be Jump Canceled on Block. 5C is his only normal that can only be Jump canceled on Hit. -
Actually an interesting thing most people don't know is that Wolf Cancels aren't that scary. Unless he calls it out, backdash will get you out of the Cancel mixup for free. This is true for everyone except maybe Hakumen. Just be careful what you do after as he can quickly chase you and put you back into blockstun. So its just a good option to keep in mind. If you're blocking say Jager(236A) and he does the 4D Cancel(Where he dashes back) Throw a 5C and you'll knock him of it. The only Cancel he can use to get away from a poke off of Jager is the 8D Cancel where he goes straight up. In which case, you need to watch where he goes cause he can then 1C and potentially cross you up or tick you with the command grab. But if you can react to the 8D Cancel, Noel's 2D will knock him out and go into Spring Raid>6C link and go from there. The problem isn't his Cancels off of Jager though, thats just Wolf Cancel 101:keke: If he gets you blocking, he has quite a few Wolf Cancel spots that will be MUCH harder to deal with. He has 6B after the SECOND hit only. 6C and Schwarz/Weiss Jadg(236B and 236B~B respectively) Schwarz/Weiss: You can usually get out of his 5D Cancels on normal block with a 5A. Problem is that the reward for it is VERY small and the window is kinda small so its Dealer's Choice. One thing about Schwarz, he can Kara Cancel it right as he brings his foot back into any of his Directional Cancels which can be confusing. This setups a little fuzzy guard between Schwarz's low vs. [w]j.B vs. 1D Cancel>Command Grab. Its pretty brutal but if you can react to the Kara Cancel, poke him out of it. 6B: This move is +8 on normal block which is HUGE. On normal block and assuming the player is really good at timing his attacks, 6B>5DCancel>[w]j.A is frame tight against Noel's 5 Frame 5A. On IB, you can 5A/6A out of it but thats it. But you can always be ready for the Cancel as he can only Cancel into Wolf on the 2nd hit so be sure to watch for it. 6C: This move is +6 on normal which is also HUGE. Now what makes cancelling of 6C annoying is a couple of things. First, tons of blockstun. On normal block, its airtight so don't even try to mash out. On IB, best bet is a 6A BUT heres another issue, due to the height of the cancel, 4D/7D Cancels are more useful as they're much harder to adjust for properly and he'll have more space to maneuver around you to avoid any hits. Makes pressing buttons really hard to do. PLUS he can Kara Cancel it after he leaves the ground which sets ups another fuzzy guard! 6C overhead vs. [w]j.A/j.B overheads vs. [w]5A low vs. Command Grab. Again, Risk/Reward factor is insanely off balance. You hit 5A, you get 1.5k, you hit 6A, you get like...3k?? He hits you with 6C, thats 3-4k, 6B is 5k, [w]j.B is 4k, [w]5A is 3k~ish, Command Grab with meter is 5k so its a pretty hard choice. But that does include Air Super at the end of every combo so you can take off 1.2k for each assuming no meter. This is the main reason I put this at 65/35. Risk/Reward is insanely unbalanced and Noel's lack of good and reliable defensive options makes this match insanely rough. EDIT: Also just for references sake, Valk's 5B and Noel's 5B have the same startup of 9 Frames. And if spaced right, stuffing a max range 5C from Valk with her 5B won't get you anything.
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Everyone plays Makoto now. Shes the new Ragna. HERP DERP 2C combos all day erryday! Also Fuck Arakune for getting 100% curse off of a fucking 6A. Thats absolute garbage. Buuuuut I do love Forward throw AC Whiff oki. Actually makes it ok to use every now and then. Also I LOVE how hype these bastards are. The Freeze frame on 720 through Nail Super was GDLK!
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
What about that big free guy...The fuck was his name...FreeAristata or something...THAT guy would give deadly bear hugs :3 -
If you're blocking low and Noel goes for a 2D crossup, 2C beats it clean or trades in your favor. Don't throw Jager>Wolf Cancels too much. She has fast normals that can stuff you on reaction. Be careful though cause she can IB 5/4D some of your moves since they are so slow and you will eat crap for it. Just keep pressure on her and get her locked down. Not to mention your damage output is insane compared to hers so she has very little reason to take risks. I'd personally put this at 65/35 Valk's favor
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Thats so dumb yet so impractical at the same time. I was testing it out and its only got about 3-4 frames of Throw Invul so to guess right on moves with 2-3 actives grab frames is insane but so funny. God I love Valk, his bullshit is hilarious. Also might as well throw out the use of 6A for Valk. You can IB 6A a lot of blockstrings since the guard point starts at about frame 3 or 4. Gives a pretty good defensive option outside of CA or Reversal Super. You can even Guard Point a burst and it'll actually put you at advantage! So if you see a wakeup Gold Burst, 6A it and you'll be about even and if you wanna be flashy and RC>6A a green burst, you'll be at a slight advantage. Not too worth it but in some cases like against Bang, 6A a burst at close to max range of the burst and if he tries to 5A to hit you, it'll whiff and you can 5B him for free. Its also a GREAT mindfuck tool:keke:
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This matchup isn't bad at all for Valk. Hardest part is dealing with the Counters but thats just a matter of not getting predictable. If he jumps in with j.2C, DO NOT use 2C to counter it. You will trade and you won't get anything for it as Haku's j.2C has crazy hit stun. He'll be at advantage. Instead, use a 6A. The guard point will eat the slash and you knee him to get him out of your face. Hakumen has a hard time with mobile characters so use Wolf form to your advantage. Wolf Air Dash into Human jump ins are an option or ghetto Magneto triangle Dashes to get around him. You just need to keep moving. If hes counter happy, fucking command grab him and make him eat shit for it. This is 55/45 Haku's favor at WORST
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Dude if Ragna gets predictable in blockstrings, fucking IB>6A his ass and get him out of your face. Neutral game is in Valk's favor due to his mobility. Keep Ragna from getting close and you'll be fine. And don't dodge his DP unless he has meter. Block it and kill him with a CH 2C. Its 6K and builds its own meter. This is most likely an even matchup due to Ragna having strong pressure but his damage can't keep up. Biggest problem is not leaving any obvious holes for Ragna to mash out DP. So keep the pressure solid on him and you'll be fine. Also Geno, how do you combo a CH 236B without meter???
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There is most definitely repeat proration on 6B. Its a FC and it vacuums so if it didn't repeat prorate with its 92 P2, Valk would be able to go 2C>6B for god knows how long and it would do insane damage.
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You have one major mistake and 2 minor mistakes. The first minor one is that 2B DOES NOT gatling into 6C. 2nd is that j.B also gatlings into j.A in Human Form Major Problem: Your 6B gatlings are waaay off. You put down what links after 6B, not what gatlings after it. There are only 2 gatlings off of 6B and you can gatling them off of either hit of 6B and those are 5C and 3C. Nothing else gatlings off of 6B. Also this is just nitpicking but techncially, C cancels in Wolf Form of say j.B isn't a gatling since theres no attack attribute to it, its better described as a Command Dash Cancel. But again, just nitpicking. Everything ele is right though.
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Its actually not that Tager is bad again, hes waaay better than before. Biggest problem is that he has a few matchups that are god awful for him. The rest of his matchups are greatly improved. And come to Sunnyvale Wednesday! Theres already gonna be a ton of people so might as well come when its gonna be packed :3
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Clocktower Tournament @ Fairfield, CA Jan 22: BBCS/TVC/SSFIV
OrionXElite replied to Tone's topic in Archive
Hey SS Tier, quit losing to shit tiers ok? THEN you can smack talk me. Also I got AB2 enders about 90% down...GET AT ME SCRUB -
NORCAL INSTALL! [Main Information and Ranbat Update Thread]
OrionXElite replied to Chun's topic in Archive
I say we add a new venue fee that all proceeds go directly to Chun to show our support and gratitude: Hugs:) -
Clocktower Tournament @ Fairfield, CA Jan 22: BBCS/TVC/SSFIV
OrionXElite replied to Tone's topic in Archive
Woah nigga calm down, don't get your tampons all used up yet:keke: In my defence, I was driving and being a RESPONSIBLE driver by not reading and driving at the same time :3 Plus I remember the way to Clocktower so we'll be alllll good in the hood.