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Everything posted by Kiba
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6. FAQS. How do you do an instant [w]j.A from standing? It's a fuzzy guard which is done by inputting 5CC > j.A quickly. The way the fuzzy is works is that you dash cancelling the 5C, and immediately cancel the 5CC with j.A. If done correctly, he'll just flip right into the j.A, and if not, either nothing will come out, or you may do [w]5A instead. The timing is really strict however and requires practice for consistency. Can Valkenhayn block in wolf form? No he cannot block, and he cannot use barrier. He also cannot burst in wolf form. How do you perform the w[236A > j.236A > 236B > j.236B] combo? The opponent automatically techs by the 4th hit. There are a number of methods around this. The first method in preventing the opponent from teching the 4th hit and getting the full damage requires the second cannon needs to be performed with a TK (tiger Knee) input, that is: w[j.2369A]. Bear in the mind this is not easy to do and requires execution practice. In addition, the 4 cannon combo does not work from low prorated starters. You will mainly use it after a 2C, 6B or 6C starter. Furthermore, avoid using the same cannon twice as the 10% repeat proration will kill the combo. w[236B] and w[j.236B] are two different cannons. Instead of doing w[236A>j.236A>236B>j.236B], another way is to do w[j.236A>236A>236B>j.236B] so you don't have to TK the second cannon. After TK214B just do a 4D/5D/6D instead of a 1D so that the first cannon will be a w[j.236A]. The final method is to to opt for 2D > w[236A > 236B > j.236A > j.236B]. This is the easiest out of the three methods. How do you followup Sturm wolf with Konig Flug? Input 2362369C to get the air DD to come out right after you leave the ground. The timing is a little funky though, you need to very slightly delay the super after jumping or else Valk will land short, but you don't have a very large window to delay it. Remember that this can only be done in the corner.
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Lol @ mashing..... @ Diveman: Uh huh, but be sure to use this.
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You're having trouble using mix up? Refer to this. You gave a ton of options at your disposal, and he shouldn't have an easy time blocking your stuff. That or, the player may just be really good. Remember you have a command grab, and later on if they begin to start jumping on their wakeup in a means to avoid it, you have w[5B], and even if that's blocked, you can continue wolf pressure. Just remember that Carl's Vivace is head and body (and projectile but irrelevant in this MU) invulnerable, so be sure to mix it up with moves that have foot attritube such as 2B, 3C and 2C (which goes into a ton of damage) Iunno, I don't play the poke game with Carl, I'd rather catch him with the wolf, send him to the corner, and then just eliminate him there.
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For a good cause. You have your burst bait gimmicks and that just increases the chances of me not using my bursts. In addition, I don't know why you bother to burst bait me on ocassions of the time because in the end, you've dropped your combo and your chances to get me magged for the thought that I'm going to burst. I'm stingy, so why do it? Lol. I only really burst when I'm REALLY low on health (which I know of course is a very bad judgement but I don't like the disadvantages with a burst). In that case, I'm just increasing my chances to waste the burst because when I'm low on health you'd be using MTW when you have the chance to, and that'll go through my burst, so bleh. I'd rather go for gold bursts against Tager, because personally, I'm pretty bad defensively against Tager. It also doesn't help that Tsubaki is quite bad defensively, especially against Tager, and I don't want to be left with 2 primers when I'm blocking. Of course realistically, it's unlikley I'll be blocking for a very long time, but I don't want to take my chances. I always regret using my bursts too when I think they've been used at the right times. Like I said it just comes down to making a judgement, but I feel I'm not very good with making judgements on when to burst. There are those times where I do lose with 2 bursts remaining, and it's because I'm afraid of my bursts being baited or wasted. When I'm playing you with Valk, I will very rarely burst too. He's even more fragile than Tsubaki.
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That was pretty entertaining to watch J. 2/18/12 Chiba Felicidad Buppa (Lambda)/Ren (Jin) vs Kuresu (Tsubaki)
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Taito Station Hyaku Shoku (Rachel) VS Tochigin (Valkenhayn) Chiba Felicidad Shadow (Relius)/Minori (Mu) vs Shouhizei (Valkenhayn) Jamuwo (Valkenhayn) vs Sensha (Arakune) Kaqn (Ragna) vs Masashi (Valk) Shouhizei (Valkenhayn) vs Ren (Jin)/Kaqn (Ragna) Other Rachel vs Valk Litchi vs snatch (Valk) Mizonokuchi Taito Noiman (Jin) VS Ryuu (Valkenhayn) Oikawa (Valkenhayn) VS Sakamoto Ryouma (Ragna) Kouhatsu Valk Mirror Valk vs Carl
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Yea that Tsubaki was quite good.
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There isn't really a way. If she uses 236A, you're gonna have to try jumping over them, but that has to be done on reaction, otherwise she'll AA you. If she uses 236B/C, you can run underneath them , or you could use 236C to get in, but you'd have to be fast. If you're too slow she'll just throw another one at your face.
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Thank you for the confirmation! I'll get this noted in the combo discussion. And welcome :3
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GAME41 Jin vs Valk Valk VS Noze (Hazama)
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It's the start of something new really. There's another BB session in London Gamerbase next week Wedsnesday for those who may be interested, the details of which are on the previous page. I'll post up a reminder when the time draws near.
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Well, I can certainly feel the difference in recovery. Hence why 22C > 6C feels a lot more sluggish than 22B > 6C. You'd feel it too if you had the game. I don't need to adjust to it because it's nor mandatory nor essential. Tbh, it really doesn't matter. Heck, players could use 5BB > 5CC > 22B and that'll still be fine.
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If it works on Hakumen, shouldn't it work on Tager and Rachel too? This is just a guess really, and unfortunately I'm not in a position to be trying anything out. If it's just Hakumen, I didn't know it was that specific. I may need to make a note of that.
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The first two vids had players who had no idea what they were doing. The last one was better though, and I can pick up some tips from that player's pressure.
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Oooh thank you for the clarification!
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The old combo does work, but I don't like using 22A or 22C because they have more recovery compared to 22B. 22B has the most untechable time apparently too. Not using 236A is more of a personal thing, though if you're hitting with 5CC at max range, 236A can whiff.
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Well, the pumpkin has foot attribute as well, but there have been times where I have been through it. I'll need to do a double check on it as well. Neither would I, but it's an option if you're quite close to her right? Oh yea guys, remember that 22B ender combos can be followed up with 236C > 22C because she has a big hitbox. That further increases our corner carry. Still Looking back on my matches, I don't see why I was so obsessed with using 236C/D to get in when 214D exists to get around these things. At least I've learnt from it, I hope.
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Yea that's true at least. Quite a shame though. He was my favourite. At least we have Kuresu still carrying the torch though.
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Lol. Great stuff dude. Now it won't feel so lonely contributing to stuff.
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Except Sword Iris and the pumpkin (when it's very close to the ground). They both have foot attribute. It can go through Tempest Dahlia too.
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Consider using 214D in neutral to avoid all the vegetables she throws at you. That was something I was really lacking.
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So uh, did anyone else notice that Gomikuzu moved from Tsubaki to Ragna now? Sad times.
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No problem. In terms of the combo, that's quite difficult at first, and is not simple at all. I had difficulty with that combo at first, and it requires you to be quite close to your opponent. It's not mandatory for your staple combos, so you're better off using 5BB > 5CC > 214A > 22B. The j.BB needs to be slightly delayed for it to work, and you also need to be inputting j.9b and not j.8b (basically jumping forwards and not straight up doing it). Note that combo doesn't work on characters with small hitboxes like Platinum and Noel. It works fine on Ragna. This is what it looks like.
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If you'd like help with combos, refer to the combo compilation. Though if you'd like help with the timings of combos or inputs, be sure to shoot here. Start with the combos you're comfortable with, get used to them, and then you can work your way up. Training mode is the best place to practice your combos and get used to Tsubaki's normals, specials and gatlings. Arcade mode is not a very good place to train imo because you will have a very high tendency to learn very bad habits, like maybe, trying to use j.214C to hit opponents. Just because the CPU doesn't punish it doesn't mean players in general can't punish it. After all, it is unsafe on block. Offline and online are the best options you have when you feel quite comfortable about your character. Not only do you gain matchup exp, but you get to understand more about your character. You've already found out that Tsubaki struggles alot when she's under pressure. She has a DP (or two I should say) to fall back on, but they're not completely reliable. To make it easier for yourself, you can use the barrier to push your opponent out, and provide escape routes for yourself. You'd just have to practice, play, and enjoy the game. Overtime, combos will come naturally to you, and you'll know what to do in certain matchups for example. All that just comes with playing offline/online, and even watching match videos may help because they give you an idea of what you can do in situations, and also at times can show you what not to do, haha. In addition, if you check out the Tsubaki wiki, there are tips on using blockstrings and pressure. I hope that helps. Anything else, let us know.
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Game Chariot gomikuzu (ragna) VS Tohaku (Valkenhayn) Waanchuu (Valkenhayn) VS Kaqn (Ragna) Mazo Hime (Rachel) vs Waanchuu (valk)