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Sahgren

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Everything posted by Sahgren

  1. Yep, might not be the safest option since you can't guarantee that they'll block the Mondlicht (whiffed Mondlicht doesn't do much to cover wolf cancel, so it's more up to how much you can get them to respect the possible juke to keep it safe), but it's there. I just feel like that should probably be mentioned too in the video since j.C instant overhead seems to be a big part of Valk's human/non-wolf cancel mix up in CS2. RC > j.C is good for continuing pressure, but we can't leave out the meter-less options.
  2. Worth noting that the j.C itself cannot be jump cancelled even on hit, so j.C instant overhead can actually be unsafe as they exit hit/blockstun before you can land. Going wolf is needed to make it safeĀ® if you don't want to spend meter.
  3. We're gonna have to break that mold ourselves then! The Valk in the vs Plat matches you just linked was interesting; resets everywhere~. I just wish he'd had used a fricken super ender when it would've guaranteed a kill rather than going for another reset. Edit: Ok, just watched the Haz matchwa, and it seems like it was the same Valk for both. It looks like he didn't know how to [w]5B > IAD > j.B > j.A or j.B > 3C > j.A, those drops didn't look intentional I appreciate being able to see new ideas for resets, but I don't think I'll be trying [w]j.B > 2C > D > 6B all that often. j.C > falling D > c-grab on the other hand, doesn't seem like a horrendous idea to try when going for a c-grab reset.
  4. For haida you want to catch them on the tip of their hitbox with 6C. There's more/less leniency per characters (you can catch Tager pretty much anywhere you feel like), but ideally you want to catch them as far away as possible, and preferably low to the ground. Just wanted to expand on Chiizu's comment, since "Spacing" isn't exactly specific on what you're supposed to do
  5. I'm trying to get used to 2A > 2C mash oki, especially in the corner to keep people from rolling out or doing quick get up reversals. Thing is, I very rarely see people do it in the CS2 videos, despite hearing that it's a solid way of preventing roll outs if spaced correctly. Is there some downside to 2A oki, such as leaving you open to reversals?
  6. Nicely done, Guardian, there's a lot I can learn from watching that. I'm just kinda sad that Tokido's head blocked out the match whenever it got to the left side corner. Is it just me, or did it look like Tokido didn't know the Litchi-Valk matchup?
  7. Getting hit by Mami Circular should only be happening if they read the Valk's 4D/7D, wolf cancelling straight forward into them for a quick j.A or j.B should beat that. Then they'd have to play the fun guessing game with the Valk over whether you're going to cancel forward or backwards, and have to react accordingly. Isn't 6B still +8 on block? With the IB nerf, that should still be +5/6 on IB. I got really confused when the Valk got hit out of his 3C after that in the videos against Plat.
  8. Here's the CS2 combo thread. Valk combos get labeled under "Technical Discussion" rather than "Valk Combos" (probably cause it sounds cooler), and you just have to check whether [CS] or [CS2] is in front of the thread name. Valk combos are for the most part the same in CS2, the only new thing found is 236C > 9D > j.B, and the only thing taken away is 3C > 2C/2B midscreen, so learning the CS1 combos basically means you know practically everything there is to know for CS2.
  9. Meh, at least the discussion is a bit more practical this time, at least for players like me who are still learning Valk. It's not a bad thing having people put up situations where the opponent can escape from your setup, and see if you can provide a practical example of how to beat it.
  10. People also mash 720/DP when getting hit. Noone said that people always do the optimal thing.
  11. Just keep in mind that, like everyone else, the Valk can read the jump away and chase you down mid air. And it doesn't have to be j.B, j.A is faster, has more hitstop for confirming what the opponent is doing, and allows for more comboability for confirming hits on airborne opponents.
  12. If I'm reading the Valk frame data for CS2 correctly, wolf cancel allows for action after 19 frames, but there isn't any difference in animation for what direction the Valk is going to move until frame 11 (When 4D/7D start moving backwards). You'd have to play yomi mindgames with the Valk to insure that he isn't going [W]j.A to stop you midjump, then follow up with air-unblockable 5B or tick c-grab.
  13. Well at least there's only so many setups, right? Right? ...guys?
  14. There's that, I was just saying that under the assumption that the one and only thing you're looking out for is the j.A instant overhead. Kinda stupid and impractical, but I like stupid and impractical theoretical voids, they keep me from getting too depressed over how much I'll get hit by it.
  15. I'm saying that 12 frames is technically reactable to, in the sense that human reaction time can reach 100 miliseconds (6 frames; stupid human eyesight brings it up to ~10-12 frames), so there are technically people with a fast enough reaction times to get there. For 99% of us humans? Unreactable.
  16. 12 frames is pretty damn fast. It's reactable to, but considering the fact that 20+ frame overheads get past people's guards, I doubt everyone will consistently be able to block it on reaction. I, personally, am going to get hit by it a lot. Like, every time it's thrown out
  17. I suggest mountain training. Preferably in a group where we find out the meaning of teamwork during a montage.
  18. I understand that, letting the Valk get rolling is playing right into the Valk's hands. I'm just being ragy, illogical, and not reading what other people are writing. Sorry for snapping earlier *bows*
  19. At least his Bang isn't EXPOSED.
  20. I understand why people would much rather jump or mash out as soon as possible rather than sit back and try to play the guessing game with Valk's mix up. What I'm losing my temper over is that all the Valks are saying that Valk has a strong mix up, and all the people who don't play Valk are trying to convince us that he doesn't.
  21. Because at this point I'm taking everything as a joke. It's keeping me from biting people's heads off for being idiots.
  22. Tired joke is tired. Can we please shut up on this now?
  23. Just something more to keep in mind. Everything in wolf except 5A should beat 2D out if they don't time it perfect anyways. Dealing with it in human could get annoying though. For j.C > j.B, no thanks, I like my j.C having good P1.
  24. If you're capable of consistently reacting to a 7 frame animation, all the more power to you. I'm certain you'll go far making certain that every single Valk you run into from now until the end of time never gets to wolf cancel on you. Ever. I'm done with this argument, it was funny at first, but now it's just tiresome and annoying. I'm not going to waste any more time trying to argue sense into someone who goes back on his own arguments in the space of a couple hours and starts listing subject matter off topic to the original argument, just to keep a pointless argument running. Take it as your win, I really don't give a damn at this point. Come back when you've learned more about this character, or want to learn more.
  25. Actually, I wouldn't quite mind a tutorial-esque video along those lines. It'd be good to learn about more mix ups with Valk, the ones I'm doing are too reliant on me having full wolf meter to get any damage off of them.
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