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Kiba

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Everything posted by Kiba

  1. 7/20 Game Fantasy Ookazi Tsubaki vs Hazama Kazu (TS) vs Valkenhayn Kazu (TS) vs Litchi Relius vs Kazu (TS) Maven (PT) vs Kazu (TS)
  2. Shtkn (JI) vs Kiba (TS)
  3. Easier method to wolf brake on pad (by @vcJonakim) https://www.youtube.com/watch?v=RLrirJmjgBM - Included this in first post of video thread and strategy guide. 6/10 Mizonokuchi Taito Takenoko (VK) vs Shidonagi (BU) Takenoko (VK) vs Nata Kishi (HK) Takenoko (VK) vs Nao Chan (HZ)
  4. The wB/C normal > w5C > w236A > 5D > 3C > 236C > 2C > 6B etc corner combo does not work against: Ragna, Tager, Mu-12, Nu-13 and Kagura. Only way it'll work against these characters is if you can CH w5C > w236A > 3C > 236C, but there's a better route from CH w5C. Tips: -3C needs to be done as early as possible, and if not, 236C will whiff. -The followup 2C needs to be delayed so that 6B doesn't whiff. Information in first post.
  5. Play dry = lame, there is no hurry to rush him down. In human mode you can play footsies with 5C. If he's backing you into the corner you can super jump D > wj.236B > wolf brake > wj.66D out. You'll have to play even more passive when he has spark bolt, since you know, you don't know when he'll use it and he can shoot it diagonally up, catching you in the air. If he super jumps, it's better to challenge him with wj.A. Using w5B has the risk of losing to j.2C, which fatals now and goes into 5k+. When you have him locked down, spaced w5A is good since he can't 360 you in that range, and if he backdashes you can catch the recovery with a mash or w5B (w5C may be hard). It only becomes difficult when he has meter.
  6. Using safe jump setups are fine on Mu also, now that her DP isn't 1f guard point. You don't want to rely on w5C oki. Match start, I normally don't like retreating because it gives her the chance to setup (not ruling it out). I prefer to wait, or advance. (options obviously vary depending on what the Mu does) Once she gets a lot of steins down, the neutral will be even more difficult.
  7. Something else I forgot to mention. If she uses any combo into 3C > 22B midscreen, most if the time they will do use 2A as you neutral tech after 3C and then cross up with teleport. You'll get hit by the pole unless you changed your block. The way out of this is to neutral tech and then backdash, but she can call this out by using other means. If you don't tech immediately she can extend her combo a little more: she'll use 2A > 5A > pole activates > 6B > 236B
  8. Suya (VK) vs DAISUL (NO)
  9. Konan (TS) vs Yumura (KO) RYO (RE) vs Konan (TS) Hakumen vs Konan (TS)
  10. Against Platinum's counter you can use a spaced w5A > Backdash > then punish with wolf cannon. If you're too close when using w5A you'll get hit by the projectile. I tend to play quite patient in neutral because 3C and Mami are quite strong against Valk, so spacing is important if youre looking to make mami whiff. Her items: Bat - Haven't found anything reliable to beat this. Just think of her as a character with a DP while you're pressuring her. It's pretty easy to use in neutral too. Example, she whiffs a 5B, and you make your way to punish but she uses the bat. Another reason why I'm patient punishing her while she has this. Cat hammer - Pretty annoying to deal with, especially when upgraded. I try to avoid staying grounded while she has this, playing patient may not work against this. If she's in the air and you're not directly underneath her, there's a very high chance they'll use this. Look to try and meet her in the air with something like wj.66D. Missles - You can wj.66D over this or simply high jump. You will have to do this if she releases all 3 at the same time. The missles are harder to react to when upgraded because it's faster and has a bigger hitbox. Presents - Again you can't stay grounded while this is out, you'll have to wj.66D to activate them. It also disappears if Platinum is attack, something to note. The upgraded ones are even more problematic, not only in neutral, but if it's used against you in the corner, where it'll stop you from rolling, counter attacking (unless you use sturm), and if you try to escape. They also remain on the field even if Platinum is attacked. The last 3 do a very good job in disrupting your neutral game. Match start Plats like to retreat and quickly acquire an item, and should that happen you need to use that opportunity to advance. Her items are RNG based but once she gets going it can be difficult to get around her shit.
  11. I play lame in this matchup, I just wait for him to do things. When Kagura is throwing fireballs I just high jump, but if I see they are getting closer to me I'll double jump and use j.D > wj.236B > wolf brake > wj.66D. You can also wj.66D > j.C predictable fireballs. With your corner combos, use safe jump setups, spaced w5C, wolf brake w5C, w5C > 6D > 1B OS (all in strategy guide)
  12. Match feels even. Usually in neutral I pressure the Kokonoe into moving around alot because I don't want her to set 22B (lightning pole). The pole minimises your offensive options and in case this happens you have a few options: -You can dash near the pole so it activates without you getting hit. The Kokonoe could tag you with 3C however. -You can wj.66D. If you're closer you'll go past it but if you're further out you'll have to block it in the air. -You can wolf cannon so you can pass through Kokonoe if she's camping behind it. She can 6A you though, she could win, but most of the time you'll probably pass through. Allowing her to set up the pole gives her the chance to setup fireball and graviton, and if she has all three I tend to revert to human form and barrier block because the graviton can really mess up your wolf movement. You don't want to get pushed into the lightning pole. Kokonoe may also use 236B to catch you in wolf too. Kokonoe's pressure is pretty standard stuff. It'll mostly be 2A/5A stagger pressure, either used to keep you a little honest in blocking, or it gives her the option to go for overhead. She can use 22A to reset pressure, it's safe on block so you can't mash. I don't even think you'll win on IB. Even mashing her out of 22A can result in a trade in her favour. She can also 22B during pressure and if she does this her mixup becomes even more difficult to deal with. She can set up fireball, graviton. She can do whatever. Apparently she has a kara throw too? I remember having a difficult time teching throws during her pressure. In terms of the type of mixup that she can inflict with corner graviton, fireball and lightning pole, I'm, not tooooo familiar with it. She has a wide number of options to keep you guessing.
  13. *Fairly certain the Valk rockin' the Rachel palette is Kin Tager. I'll update video thread later. *The other Valk in the tournament isn't Kin Tager. I can't work out who it is. *I'll add Manato, Uma no Hone & Kin Tager to the notable player list. (I'll rewatch Boku Zen) *I have no issue with Boku Zen, he's solid, he's good.
  14. Hey. I had a great time at EVO, although it doesn't come without its regrets. Anyway thank you guys for your support and I hope I didn't embarras you guys that much, especially against Lich. Nerves are still a problem and I'm working on it. I've gotta change some information in the matchup threads later. Oh and also, I didn't get to play much of the Japanese players. I only played Spinking's Amane, Tochigin's Azrael and Stunedge. If anyone remembers Tochigin used to play Valk, and he hasn't given up on him. He told me he'll be using him at Arc Revo.
  15. If you use 623C > j.214B(w), you can use dash 5A to side swap.
  16. Please don't continue this....
  17. 6/18 Game Chariot Sono (VK) vs Tyson (RG) Abeshi (VK) vs Yumura (KO) Sono (VK) vs Watakkou (HK)
  18. Regarding the stuff about punishing: I didn't say to punish sentinel with wolf cannon, I was just saying what would happen if you use it. It has guard point from 1-10f and a lot of active frames so the chances of you succeeding is slim. Granted you have those options against sentinel, but if you're further out you have to preemptively use w5C. Not to mention one has to be wary of gustaf. Suya got hit by that a couple of times because of it.
  19. Also Azrael should be using Sentinel Dump in neutral. It completely beats anything we do. Timing wolf cannons can be pretty difficult, either trading or losing. If he does this you've just gotta run around, jump over him occasionally and preserve wolf meter by changing back into human while keeping distance, because you don't want to be in Gustaf range. Sentinel dump is so good against Valk, makes the matchup harder.
  20. I imagine Charging then 22D CH will be fine.
  21. I am thanks! Edit: What Daedron said I guess.
  22. Wow no post from Keebs! 22B match start can lose to itsuu, I wouldn't even think of doing it. 3C can beat itsuu but will lose her 2B. I'm not about the gambling game, I'd just back off, but it's an option for the daredevils. I use 421A or charge when I've got the space. Most of the time I'm trying to bait the Litchi into doing dash 6B against me so I can cease charging and IAD j.C for a hit. j.236A is useful for avoiding the staff when Litchi has it moving across the ground. You could just IAD too. When she's pressuring you, you've gotta call out when she's gonna set the staff, otherwise you'll be blocking for a while. Also if Litchi uses 6D, please please please IB the 2nd hit. You can mash 5A and beat her options that way. If you don't IB, you'll have to keep blocking. 6D is also a good please for her to use CT, and you wont hit her with the DP because she moves backwards. Maybe 623C > j.214D will hit? Don't remember.
  23. Wow nothing! 421D > 236D is useful to get past Platinum's standard presents, not sure about them when they're upgraded I think it could still pose a problem. Platinum's charge counter has reallllllly long recovery. You can charge and retaliate with a full charge 22D FC! Alternatively you can run her to to corner (or near it) and then grab her. Remember it still loses to throws. You can also use 2A and then block the incoming attack in time and then punish her. The game changes depending on the item she has too. Bat - Well you'll just have to make sure your pressure doesn't have a lot of holes in it. It's easy to use the bat against j.214X / 236X in neutral too! Cat hammer - Problematic, don't underestimate the range of this. When she has this you need to charge in short bursts or don't charge at all, especially if it's upgraded, the range is ridiculous, and it's an overhead. You can't really get around this in neutral. Missles - 421D > 236D can get around this otherwise you'll have to resort to jumps to avoid it in neutral. The upgraded version is much faster so charging can be a real risk Hammer - It guard breaks. The upgraded hammer is a full screen knockdown so again you can't abuse charging here. Frying pan - just gives her another overhead which doesnt have too much effect on the matchup. Some of her normals are actually kinda good too. 5B and 3C are typical normals for her to use. Anyway this is minimal stuff.
  24. I haven't tried that actually. Match start: -I find IAD back j.236A to be a huge commitment, you're wide open to a wolf cannon or w5B. I usually walk back a little and see how the Valk reacts. Sometimes I even run forward and tag them with sj.B if I think they will try to high jump away. - 22B doesn't seem to work if he uses 5C, he'll just get a CH. You need to move. His pressure: -please please please please please please try to pay attention to his wolf meter while he's got you down, it could turn the match around in a pinch! If they're low on wolf meter it's a sign that they're gonna back off, resort to human pressure or most likely go for a command grab! Jumping is normally the best solution for this, and if he does use a command grab you can CH wih falling j.C > whatever. The only type of oki which works against Tsubaki's DP is the safe jump setup which involves the wj.B > 3D > wj.B > dj.D > falling j.C. Most Valks dont do this I'm afraid, so a DP would work against everything else. Valk can't OS our DP or make it so it whiffs, but he does have to guess if you're gonna DP. This is where the mindgames come in. If they feel you could DP and they backdash you can do 236C/236D to catch 'em and get a combo, though of course if you guessed wrong you'll be stuck in the corner. Try to make sure you have charge to spare for DPs, you'll need it and it really does help.
  25. So yeah for those of you going EVO I hope you've been doing your research! In case you didnt know the following Japanese players will be attending EVO: -N-O (Rachel) -Dogura / Kinkuli / Tochigin (Azrael) -Kogatan (Ragna) -Galileo (Litchi) -Tiku (Tager) -Spinking (Amane) -Matoi / Kinji / Tsujikawa / Jiyuna (Kokonoe) -Yoshiki (Nu-13) -Dora (Bang) I advise you guys to take a look at the video threads and analyse how the players play should you run into them (use ctrl + F!!). If there is no footage of them in 1.1, you'll have to look in the 1.0 video thread, and even though it'll be old, it's the only thing you can rely on I'm afraid. Anyway have fun, I'll see whoever is going there too.
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