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About Kiba

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@ArmorKiba
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He's still pretty good, but generally harder to use, especially when it comes to wolf meter management. A lot of things consume more meter than useful so human has to be a lot more, for oki in particular. Apart from that, he's basically the same.
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I know I've been bad taking care of this forum. Been busy. I have compiled a collection of Valk stuff on Twitter so be sure to check it out: https://twitter.com/ArmorKiba/timelines/775661674674130944
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Kiba reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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Axiomatic reacted to a post in a topic:
[CPEX] Tsubaki Yayoi Strategy Guide [WIP]
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Please now direct your links here:
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Loser's Finals Not much for me to say here good job man. Lots of good callouts, offence / pressure was cool. Defence looked a little shaky but you won that anyway. Also if Hakumen hasn't committed to a drive wolf cannon as a means to hit him isn't ideal since it's not hard for him to react to with D. Grand Finals Same as above with defence. The only other thing here is that don''t feel you have to intentionally bait Azrael's wakeup options with 4D/7D. You can use w5A/brjA. -If he backdashes you can catch the recovery with w5C -If he goes for Scud punishment there's time for you to jump and avoid it. Apart from that, really nothing to say except I know I'm mad late in this response and keep it up. Definitely stealing the w6D > j.D > human mixup on wakeup from you.
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He probably means that there's a shorter frame window to delay gatlings.
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Example brjA combo: https://twitter.com/morishi1992/status/661858672679759872
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More stuff for those who haven't seen already (rough translation by Errol). Apologies if I wasn't accurate anywhere. Neutral / Unknown 6B: the overhead. gatlings to 5d,4d, long recovery if not canceled. nice return, but won't reach if they even barrier 2a>6B. Fast combo. on CH, even 2a won't combo, so autopilot 5d is probably the way to go At the moment, JB>j214B seems good. on F starter this also isn't doable. in exchange, damage is up. J214b, moves up/forward when used, untech time increased, rather different. throw: in the middle of the screen, don't know what to do with it. in the corner, wall sticks so followup is easy. himmel: without a cancel, can't follow up. on cancel, no wolf regen. if they don't tech, you can do the usual combo. air wolf throw though, can be followed up without canceling (wall bounces). the way wolf works greatly changed Buffs 6a float increased. easy to follow up. 5c > air combo or 3c> rozen is rather stable 6C: old 6b, only combos to 5a on stand, 2a on crouch. (vacuum effect buffed compared to last loketest - similar to CP. +5.) 6C (old 6B) gatlings into 6B (The new overhead) (Before it was only 2A / 5A) 6B (New Overhead) goes into 5K (Didn't see a combo specified / not really a 'buff' per se but w/e it's nice lol) 3C: floats a lot, rather nice. 3c> rozen is rather stable. 3C> 236b(sweep one) can't remember what move this is or in the corner 3c>236A>2B possible 236A: on ch, 5b and wolf ja connects. ch confirm 2b or wja is stable. untech and advantage frames decreased Throw>236C>5c is possible? sturm: min damage increased, does a lot. situation after is better. air dd: damage increased. as usual still will sometimes only hit with a few hits instead of all. CT system change seems to be rather nice for valk. Can use 2 CTs to aim for wolf gauge recovery. neutral, walk forward uses no meter wolf air DD: min dmg increased. Returns to CP in terms of spacing afterwards. Nerfs combo rate in wolf is lower Human jC is an F starter now on whiff, unable to do JA again? JA>barrier not possible. 236c: float is rather up/forward. in the center of the screen, 2c/5c not possible air throw: midscreen where you are, they wall bounce back to you - in the corner, also wall sticks Wolf meter is very important in this version so we should look into CT combos. 5D head invuln gone? w5C: knockback increase. 5C>br ja > Human 2C, 5C>brake 5C will not connect if you are a bit back, OR on guard. -cannons: untech significantly decreased, float is lower (except for B version). Uses a lot of meter. Air cannons also have untech time decreased, unable to pick them back up from the ground in the corner. Compared to prev loketest, A cannon's float is even lower. attack level is 3, apparently. aizen: on hit, they briefly enter spin down state. Able to pick them back up from the ground (i.e. aizen> w5B), but uses so much meter that it's hard to know what to use it for. as a combo ender, +F is increased. Using multiple aizens requires delay, so just by that it uses a lot of meter. the way wolf works greatly changed wolf gauge increased in length -> penalty time when you run out accordingly increased jump, air dash, backstep, walking back uses meter gesh and rasen unchanged cannon and aizen use meter, same amount as the according distance by gesh. Others: Hima: Says new Valk has a lot of potential and that Valk is not dead. Also he's coming back to CF with Valk. Souji: Says he doesn't think Valk is as weak as people are saying.
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You can get in touch with them through FB here: https://www.facebook.com/groups/guiltygearuk/?fref=ts They go HOG (North Acton) every Sunday too so I think that's your best chance of some offline meets.
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Thanks mate. For me when I started learning him in CS1 I think it took me like around a month(?) to get a good grasp on him. Valk's learning curve is pretty high so it's not a problem if it takes you a while to get him down (not too long to become discouraging I hope haha). One of the main problems new players have when trying out Valk is that they spend too much time in human mode. If you're having trouble with movement and stuff, considering simply using the wolf's dash speed and poking with w5A (maybe w5C too). That'll help you get used to it. JUst moving back and forth provides a threat for opponents. I also made a tutorial on wolf movement so that might help you out some (mainly the beginning). With the combos, I assume you're talking about human ender DDs. With the ground DD you can do most relatively simple combos into it but some of the corner ones may require some trickier stuff, namely requiring you to use tk.214B. With the Air DD, anything into j.C can be followed up into it. I don't know how basic you want, but some examples are: Midscreen - 5B > 3C / 5C > 632146D - Throw > 236C > 5B > 2C > j.B > dj.B > j.C > j.236236C Corner: - Throw > 2C > 6B > 5B > 2C > j.B > dj.B > j.C > j.236236C - 5B > 3C > 236A > 5B > 2C > j.B > dj.B > j.C > j.236236C - 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 3C > 632146D
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I should really put a notice to direct new Valk players to that thread. Mostly what you need to know is in the first and second posts (maybe the third depending on where you stand in your progress). If you have any further questions please feel free to ask!
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Magaki reacted to a post in a topic:
[CPEX] Valkenhayn Video Thread (Updated 5/11/15)
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[CPEX] Tsubaki Video Thread (Updated 7/3/15)
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Notice broken links? Help me fix them in here
Kiba replied to shtkn's topic in Site Feedback and Suggestions
Thanks a lot. -
More footage Valkenhayn vs Nu: https://www.youtube.com/watch?v=LM6eqw7Kxyw&t=6m13s Valkenhayn v Carl: https://www.youtube.com/watch?v=-Zb9spd6bog&t=7m20s
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Notice broken links? Help me fix them in here
Kiba replied to shtkn's topic in Site Feedback and Suggestions
Tsubaki video thread: http://www.dustloop.com/forums/index.php?/forums/topic/9578-cpex-tsubaki-video-thread-updated-7315/&page=1 Just the 2nd and 3rd posts of the first page please. Valkenhayn video thread: http://www.dustloop.com/forums/index.php?/forums/topic/9584-cpex-valkenhayn-video-thread-updated-51115/&page=1 The 1st and 2nd page please, but ignore my 1st and 2nd post as I took care of that way back. -
Kiba reacted to a post in a topic:
[CPEX] Lambda-11 Strategy Guide