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Warhound

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Everything posted by Warhound

  1. I'd say the delay on the second [w] j.B is probably what's missing. I'll try that, see if it works. Thanks for the informative post, Lunaris.
  2. Well, that aspect of the combo seems pretty crucial for dealing the big damage. I was looking at some matches. If memory serves, it seems that there were only two wolf, dash, attack, things in the combo in which he used [w] j.B > j.B > 5D > 5B > Distortion. Maybe that also has something to do with it.
  3. I see a lot of pro Valk combos end in [w] j.B > j.B > land > 5D > 5B > Super But I can't seem to get the get the 5B to connect after transforming.
  4. Any time Makes sense that he can combo his Astral into anything, it's like a 1 frame activation.
  5. I'm not an expert, but I can tell you some things. Make more use of his human 5B and 5C. They are both excellent pokes, and a CH 5C can lead into Nacht Rozen (236C) into a good combo, and put them in the corner as well. His 2C is also a decent AA, that leads into some meaty combos as well. Enjoy it while you can, as it's probably going to be used as merely a combo tool in CSII. Biggest problem I see here, is that you're not utilizing his crazy ass damage to it's full potential. Don't finish off your combos with 236B~236B. Again, not a Valk expert, if someone else can expand on this (or correct me if need be) that would be schweet.
  6. Right, I say learn everything you can about the character, and become an expert in how he moves and round and combos. That way, you'll adjust to his changes easier than if you had never played him at all.
  7. Pfft...I-I knew that. I was just asking it for the benefit of any newcomers!
  8. Hey guys, I'm a little confused as to how his movement works. It seems during his special moves, like MoonLicht, they can be canceled into wolf dashes. Like j.214B > 9D allows him to chase his target. But if you jump and press D, he just transforms in the air. Anyone feel like clarifying?
  9. I came from maining Haku in CT as well, his shit it still tough to grasp sometimes. Like his Challenge #10, after the third 2C you have to jc > D > j.B > j.A > land > 5B > etc. The j.B > J.A never connect anymroe. I don't even know why. I'll learn him eventually but damn it's going to take time.
  10. Xbox Updates usually happen around 2 AM, right? Best chance would be to check a little bit after 2, if he does indeed come out.
  11. When exactly is the console going to see CSII? Or is that still just rumors at this point?
  12. 6D overheads all day every day
  13. Most characters can just combo into it though. Hakumen's obviously doesn't and there is the worry of wake-up Astral, and they might back off because of that. Psychologically, that would be in the Hakumen's favor, considering he doesn't waste his time trying to do nothing but Astral.
  14. I gotta wonder something. When Haku is Astral-able and has the flashing icon at the top and whatnot. Does that put you at a psychological advantage, if you play it right? Because I'm sure the opponent will think you're fixing to Astral them, and they'll be much more cautious with their approach.
  15. Using Jayoku effectively essentially comes from IB'ing moves and counter attacking with it. If you watch vids on Zakiyama, dude IBs EVERYTHING. There's no easy way of learning to IB, go into practice mode, control the dummy, record him doing blockstrings, and practice IB'ing those. That's one way to do it anyways. Although IB'ing online is a different story.
  16. You can try me. Although it really depends on the lag though. And the condition of my hands/wrists...
  17. So today, Noel's Muzzle Filter just beat Haz's Jayoku. If it shows up on the internet, let it be known that IT WAS I WHO WAS VICTIMIZED BY IT!!!! Goodbye....
  18. I guess you could if you had the mindset to do that before hand.
  19. Oooooooh good quality. Good match, never seen Valk combo in to his Astral before.
  20. I'm still going to learn the guy. It's better to jump into his changes having knowledge of how is combos and moves work rather than jumping in knowing nothing at all.
  21. Oh, kinda like how you can do 2A > slight delay > grab and get a green grab with Haku. This whole thing about Tager being one big guessing game isn't really news. We all know you get three options off Gadget Finger and each can be beaten by something but not all. jab < Sit and block < command grab command grab < jump < atomic collider c. grab (unless magnetized) < backdash < jab
  22. Ain't as bad as Hakumen's slash. That thing was weird. Side note: I've yet to see Hakumen actually fight in an anime cutscene. Anyways, does Valk have no legit anti-airs now? 2C head invuln got taken away so, he's free as far as air approach goes, it seems.
  23. I have a quick question. I'm not sure anymore, as I haven't fought a Tager in awhile, but after Gadget Finger do his command grabs get turned into purple throws?
  24. I should have said "sometimes" but I don't use it for pressure often. I mainly use it to stuff attacks from close-mid range. 2B is pretty boss though, people get hit by it a surprising amount.
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