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Everything posted by NickExtreme1
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Discuss the Valkenhayn vs. Bang match-up here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
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Gonna lock and archive this thread, remaking this thread for [CS2] update.
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Fixing the OP a bit.
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Gonna lock and archive this thread, remaking this thread for [CS2] update.
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Updated your post a bit, I'll fix it up better in a bit.
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Starting from [w]236A: [w]CH 236A > (Walk Up) 5B > 236B > j.236B > j.236A > 5C > j.B x2 > 5B > j.AAA > dj.DC (3178 Damage, 37MG)
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NickExtreme1 replied to CakeWasBannedd's topic in Site Feedback and Suggestions
http://www.dustloop.com/forums/showthread.php?11786-Строительный&p=1032595#post1032595 Russian spambot stikes again. -
I made some more extensive Valkenahayn Mizuumi edits in the combos section if anyone wants to check that out.
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Valkenhayn is a highly offensive character because of his high mobility in wolf form and his high-low mix-up game with it. I would recommend first trying out Challenge Mode combos with Valkenhayn first (pretty good for getting used to some of his combo potential, heck good for any character to get used to) and practicing movement in wolf form in Training Mode. Also, this posted earlier, You'll find a bunch of useful combos here. Practice with a good defense as well because Valkenahyn has no decent reversals outside his Counter Assault. Anything more specific you want to ask, please don't hesitate to post here
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I found myself using 6A more as a punishing tool for stuff like Ragna's Dead Spike and Distorion Drives than an anti-air. Seems to fit that role better because of guard point.
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Nice one. I'm currently 80% complete a CMV I'm working on for some of these combos, finishing up smooth transitions and such. Should be done and uploaded by the weekend.
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Is possible to squeeze in 2C > j.B > dj.B > j.C > Konig Flug after the second land 5D instead of what's posted? EDIT: You can do this for half meter CH/Crouching 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > j.214B > 2D > 236B > j.236B > j.236A > C > j.B x2 > 3C > j.A > Land 5D > 5B > 2C > j.B > j.C > Konig Flug (4912 DMG, 50 MG)
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Valkenhayn is too low on the ground from the 5C dash after 236A~D for it to work anymore. It was possible in CS1, but not in CS2.
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http://www.youtube.com/watch?v=Enrh9B_efjs Video of said bug.
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Missing a j.B after the 5B, thanks for pointing that out.
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Try pressing D when you land from your [w]j.A for your combo. For the combo Jais suggested, try delaying your [w]5B until your opponent is about to land, then j.DB > dj.B > j.C.
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Big reason to NEVER be in the corner with Valkenhayn. 2C > 236B > RC > 2C > 6C > 2C (Delayed) > 6B > 2C > 5C > j.214B > 2D > 236B > j.236A > j.236B > j.B x2 > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > 2C > j.B > dj.B > j.C > Konig Flug (8271 DMG , 50 Meter Required, 54 MG)
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The Valkenahyan tutorial video was amazing. Holy Bible for all Valks right here
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The opponent techs out before the last hit of Sturm Wolf. Replacement? 2C > 6B > 5C > 236C > 9D > j.B > j.A > Land 5D > 2C > 6C > Delay 2C > j.214B > 2D > 236B > j.236B > j.236A > C > j.B x2 > 5B > j.DB > dj.B > j.C > Konig Flug (6611 DMG, 65 MG, Must be at least in the middle of the stage)
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I'll add you as a Friend later tonight, but I won't be able to play you right away since my Gold Membership just expired :/
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Changed. Thanks a lot.
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The correct notation you are looking for is [w] 5A > 5B > 236B > j.236A > j.236B > 5C > j.B x2 > 5B (9) > j.A > 3C > Land 5D > 5B > Sturm , but I understand clearly what you at. The points where I could possibly judge you messing up the combo are: 1) Mistiming your 236B > j.236A > j.236B. Wait until your opponent stop rising from each hit before land the next one. 2) Mistiming your C dash after j.236B. It is best to perform your C dash when your opponent is at your height and make sure your are performing the right dash (read: no directional input with your C dash, just press C) EDIT: Ninja'd by Jais and Sahgren
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Challenge #8 I've had trouble with the same combo before as well and it really is dependent on where you AND your opponent is on the screen. The way you start off has to be the way shown first off and the j.214B relaunch should occur around half way from the corner where it is shown. I'm certain the timing for a j.214B > 9D > D > j.B > j.B > j.C has not changed in CS2, if you played CS1 Valk as a reference, but the j.214B causes the opponent to be knocked back more hortizontally than in CS1, which would explain doing the ender in the corner. The best I can say is keep practicing and it should come naturally after some time.
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Something that might be useful here, [w]236/j.236/j.214AB busts through Platinum's Dream Sally (aka bubbles).
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Changes will be made accordingly soon, thanks a lot. Just note some of the stuff on there are still reflective of CS1 Valkenhayn, thats what I'm working on changing eventually. EDIT: Changes made, I plan on updating with Combos later on today.