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Everything posted by Kiba
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I have been successful in this too Frost, although I do it with the intention to lock their burst. I don't mean to bait the burst, but it happens.
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5/22 a-cho Tera Luna (TS) vs Esuke (CA) 5/23 Tachikawa Yuuto (TK) vs Kuresu (TS) Yuri Chan (BU) vs Kuresu (TS) Ryusei (CA) vs Kuresu (TS)
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5/23 Valkenhayn vs Dogura (HZ) Dogura (AZ) vs Uma no Hone (VK)
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It's all good. Unfortunately, I don't know what the colour code is for heat gain. The new server for the site has caused some problems lol. The only way is to go through the colours and that may take a while. I don't know why you can't collapse the combos. It works in the archived Valkenhayn video thread..Maybe it has something to do with the (info=) (/info) table? That's the only difference.
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I'm going to adopt Lord Knight's take on this matchup and see if it helps. Hope you don't mind LK. [General Thoughts] What makes the matchup personally difficult for me is just how he can dash through you and do whatever. Other than that if I play it correctly following the notes I'll be fine. [Round Start] He could 3C you at the start of the match and I haven't had success beating him with 22B. If you get hit by it, you'll be in the corner at the end of the combo. He could also use 6A if you try to dash approach. I tried to IAD back and use j.236A but they can catch you falling if they forward dash gustaf. I have had more success jumping straight up and seeing what they do. If they use gustaf/3C you can punish with falling j.C > combo, and if they use 6A you can IAD j.B > j.CC > combo. Sometimes I use super jump j.A/j.B to stop them from trying to play the air to air game. He could also use 2C which can stop jumping approaches and any dash approach but 22B can beat it. [Fullscreen Neutral] You should be charging here, Azrael will be looking to try and advance in. Just make sure you don't get too greedy with charging because they could catch you will gustaf. Spacing is important. A full screen gustaf is easy to punish because it's easy to see coming. j.236A can be useful here to breathe a little to halt him and gain more charge but he can growler it and gain a projectile. Now this isn't a problem on the surface but it will be if you forget that he has one! It's too fast and I can't react to it with 421D > 236D so you'll have to be careful charging. [Midscreen Neutral] This is where using j.236A is more dangerous because he could just catch you falling with gustaf. At this range you should be looking to IAD away or get in his face. Gustaf is also harder to deal with here. Charging isn't a priority here, you should be focusing on movement and spacing. If the Azrael high jumps they are most likely looking for a divekick attempt. I haven't had success trying to beat it with 2C. I even attempted 623C and I was beat clean. Probably better to run underneath him, use 236C/D or IB the divekick and punish him (It should be a CH). A lot of Azrael's also like to mash 2C even in neutral but it works. Some even autopilot that shit into 6D so get ready to DP, especially if you blocked the 2C in the air. [Azrael's Back to the Corner] The same midscreen neutral kinda applies here although here is where you should be looking to rush him down unless you want to build your confidence with more charge. [Tsubaki's Back to the Corner] Well you don't really want to be here but they'll most likely use gustaf to keep you in the corner. IB helps here since you can mash 5A if they try to pressure you, or they'll backdash if they see you IB. If they are known to backdash when they notice your IB you can use something like IAD > j.C or 236D to catch the recovery and then potentially place him in the corner (potentially if you use IAD j.C since it varies on the combo you use). Also, IAD can help t o go over gustaf if they attempt it. [Azrael's Pressure] This is a little tricky. First off it will reallly help if you IB/barrier stuff. IB will help you to DP in many places which I've had alot of success with. Barrier will help to push him out and give you some chances to get out. Most of the time I can react to Azrael's doing dash pressure, but it's really troublesome if they use forward dash > TCL. It's real fast and difficult to block on reaction, even if you've been caught with it several times because you just don't know when he's gonna forward dash. Azrael can help you to build your reactions. Like I said earlier, please IB gustaf. It will halt his pressure and give you the upper hand in switching the momentum, but if you normal block it, you'll be forced to guess between going for a DP, or blocking more pressure. If he uses 2C on block there's some options. 2C > 6D/3D can be dealt with either DP, or 5C CH > 6C. They're not too fast so the DP can be done even at the latest, but you'll have to be on point if you're looking for 5C CH. DP is the safest option here. 2C > 3C can't be mashed out of but can lose to DP, but if you did use DP you were probably mashing it. You should be looking to react to his followups after 2C not mashing as 2C is only -3 on block? It's not punishable, especially from max range. 5D is quite fast and isn't too easy to block, especially online haha. If he does catch you with an upper weak point don't always assume the player will aim for another. They could just get you with a low weakpoint and then you'll have two. This becomes problematic if he has meter where they like to do 5C > Black hawk stinger on block, since it becomes fully unblockable. You'll be in blockstun so DP won't work, and your only options are counter assault or burst if you don't want to take the damage. If you have a lot of health, take the damage, it's not worth the burst. Sometimes they like to use max range 5C > 6C. You can AA the 6C if you have the reactions. [Tsubaki's Pressure] Same thing same thing with Tsubaki. Growler can sometimes trade with our things, I don't find it very troubling to worry about. Fireball pressure is useless here since they can just growler it. If you do knock them down they could use sentinel dump on their wakeup but this isn't difficult to deal with. If you use 5BB/5CC for instance, the 1st hit will be guarded but the followup attack will hit and cause Azrael to be in the air so get ready to followup with an air combo. Growler is standard, not really much you can do there. Black Hawk Stinger doesn't have any invincbility so they shouldn't be looking to do that. The other distortion he has does have invincibility but it's slower meaning you can react to it. Blocking it should be easy if you haven't used something with a lot of recovery. I think you may be able to block it if he used it during your 5B? (Some tests are in order), but otherwise if you used 5A for instance you can block it then CH punish him. If he has meter to RC it, you may be better retaliating with a DP so you're not subject to more pressure or allowing him to get away. Alternatively if you haven't committed to any attack then you can jump and make it whiff, then punish him. Regarding combos, j.236A oki is useless against him, so you should always be going for max damage combos (You don't have to use the air enders when you have him in the corner, but I use them).
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Locking and archiving.
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Locking and sending to graveyard. If you need something from here Dreize, lemme know.
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Locked and sending this to the graveyard.
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5/4 a-cho PRE ARC REVOLUTION CUP Platinum vs Konan (TS) Hazama vs Konan (TS) Bang vs Konan (TS) Puromete (LI) vs Konan (TS) Itou (CA) vs Konan (TS) Konan (TS) vs Kokonoe Konan (TS) vs Yoshiki (NU) Hakumen vs Konan (TS) 5/16 Tachikawa Goro (KO) vs Kuresu (TS) | Part 2 | Part 3
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5/4 a-cho PRE ARC REVOLUTION CUP Ragna vs Suya (VK)
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Thanks. I have Manato vs Mato though 5/4 a-cho PRE ARC REVOLUTION CUP Rachel vs Kamabu (VK) Azrael vs Kamabu (VK) Ragna vs Kamabu (VK) Kamabu (VK) vs Jin Kamabu (VK) vs Carl Shiro (VK) vs Zuuru (HK) Shiro (VK) vs Esuke (CA)
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5/16 Tachikawa Itachi (BU) VS Kuresu (TS) Kado Wasure Ta (KO) vs Kuresu (TS) Kuresu (TS) vs Ryusei (CA) 5/4 a-cho PRE ARC REVOLUTION CUP Yoshiki (NU) vs Tsubaki Kazu@Ginga (TS) vs Relius Kazu@Ginga (TS) vs Hakumen Platinum vs Pikuri (TS) Arakune vs Pikuri (TS) Tsubaki vs Kokonoe Tsubaki vs Litchi Tsubaki vs Azrael Terumi vs Tsubaki Hazama vs Tsubaki Hakumen vs Tsubaki
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I've figured out the routes, mainly from wolf confirms. They're in both the combo thread and strategy guide though I'm not certain making as seperate list for them is necessary. I was thinking of making a video on this. Thoughts? To expand on wolf meter conserving combos: With his midscreen throw combo your cheapest followup will be 236C > Delayed 6D > w[j.A > 5D] > 5B > 2C > Air combo. Getting the delay j.A can be pretty tough however, so you need to ask yourself whether it's worth going for midscreen throw, or going for the other old routes which use 2 wolf command dashes. Crouching confirms so anything like 5B/2B/2C > 5C > 236C will also go into Delayed 6D > w[j.A > 5D] > 2C > tk.214B > IAD j.D > w[j.AA] or Forward Dash 5C (not sure if Forward dash 5C works). If it's a midscreen to corner combo you can do > Delayed 6D > w[j.A > 5D] > 2C > 6C > Whatever. Wolf confirms, excluding wj.A, can go into w[5B > 5C > 236A > IAD j.A > Delay j.A] > 5B > 2C > air combo. No wolf command dashes required. Midscreen to corner confirms will use the old routes so you have to use w5C > 6D > j.A. That's one wolf command dash. Back to corner wolf confirms are the same although now you have w[5B > 5C > 236A > IAD j.A > Delay j.A] > 2C > 236A > Whatever. Corner wolf confirms are the same except you don't need to use 6D > j.A, just go straight into w236A and do whatever.
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You can't do anything against delay techs, nothing at all afaik. Sometimes I use 2B but if done too quickly they end up just teching in the air and you don't want that. You may be able to do 22B > 421A but I haven't tested that at all. Try playing around with it. Alternatively, I've seen Kuresu use 22B > 5D > jump C, I think it's good against delay techs but I'm unsure of just how useful it is.
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5/3 a-cho PRE ARC REVOLUTION CUP Tsubaki vs Kokonoe Ayato (TS) vs Kokonoe Tsubaki vs Kokonoe Tsubaki vs Kokonoe Tsubaki vs Kokonoe
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5/17 G-Com Wajiro Shuu (Millia) vs Sho (Ky) Kun? (Millia) vs uregis (Axl)
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ONLINE GODSGARDEN Litchi vs Suya (VK) -To 32:15
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Whenever you can. Another midscreen to corner combo you can use is this: [50%] 5B > 5C > 236B > RC > 5C > j.D > w[j.A > delay j.A > 6D > j.A > Delay j.A > 5D] > 2C > 6C > (Forward Dash) > 236A > 2A/2B > 5B > 2C > j.B > dj.B > j.C [3477/3560 DMG, 17 HG] The corner carry is slightly inferior to the 4k combo already listed, though this one is slightly easier. Use of wolf meter is minimal.
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Actually it can work on standing opponents, if you use brjA.
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I'm sticking with wj.A > 5D > 5B > 3C (> 236A) or wj.A > (5B) > 5C to save meter and maintain better oki/pressure.
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Right. So far I've been through combos from human starters, not thoroughly since I still need to correct some damage values, but anyway, I've added these combos: Midscreen - [50%] 5B > 5C > 236A > RC > 5D > w[5B > 5C > 236A > 6D > j.D] > 2C > 6B > 2C > tk.214B > Forward Dash > 5C > j.B > dj.B > j.C [3804 DMG, 16 HG] 6B > 2B > 5C > 236B~236B [2365 DMG, 17 HG] 6B > 2B > 5C > tk.214B > 6D > w[j.A(w) > 5C > 236A > IAD j.A > Delay j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3374 DMG, 24 HG] Midscreen to Corner - 5B > 5C > tk.214B > 6D > j.D > 2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3910 DMG, 28 HG] 5B > 5C > tk.214B > Delayed 6D > w[j.A > 5D] > 2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3642 DMG, 26 HG] (CO) 5B > 5C > 236C > Delayed 6D > w[j.A > 5D] > 2C > 6C > Forward Dash > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3670 DMG, 26 HG] Forward Throw > 236C > Delayed 6D > w[j.A > 5D] > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [2872 DMG, 20 HG] Corner 5B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3460 DMG, 24 HG] 5B > 5C > tk.214B > Forward Dash > 2C > 6C > 5D > w[5C > 236A] > 5D > 2C > 6B > 2C > 5C > j.B > dj.B > j.C [4004 DMG, 28 HG] 6B > 2B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 5B > 2C > j.B > dj.B > j.C [3354 DMG, 24 HG] 6B > 2B > 5C > tk.214B > Forward Dash > 2C > 6C > 5D > w[5C > 236A > 5D] > 5B > 2C > j.B > dj.B > j.C [3703 DMG, 26 HG] 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3120 DMG, 22 HG] On an unrelated note, I need to get a new sig. RIP wjA.
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Souji (VK) vs Jiyuna (KO)
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Middscreen Throw > 236C > Delayed 6D > w[j.A > 5D] > 5B > 2C > j.B > dj.B > j.C 2550 DMG, 18 HG Midscreen to Corner (CO) 2 Hits max unless FC > 236C > Delayed 6D > w[j.A > 5D] > 2C > tk.214B > IAD j.D > w[j.AA > 5D] > 2C > 6C > Forward Dash > 5B > 2C > j.B > dj.B > j.C (Damage varies depending on starter but 5B > 5C is 3.1k. This is inferior to the other midscreen to corner 5B combo listed in the first post but it's better if you're further away from the other side of the stage. Wolf meter efficient too!) Throw > 236C > Delayed 6D > w[j.A > 5D] > 2C > 6C > 5B > 2C > j.B > dj.B > j.C 2872 DMG, 20 HG
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421D > 236D stuffs 5BB > 421D > 236D > 6CC > j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B = 3703/3873 DM, 26/27 HG. You can use 5BB > 5C if you want but that'll mean you have to use 5C > 2C. 5A > 2C won't work. 5BB > 421D > 236D > 6CC > 214B > 5C > 2CC > j.C > dj.CC > j.214A = 3819 DM, 27 HG 5CC > 421D > 236D > 6CC > j.CC(delay) > 5C > 2C > 236C > 214B > 22B = 4624 DM, 33 HG 5CC > 421D > 236D > 6CC > 214B > 5C > 2CC > j.C > dj.CC > j.214A = 4561 DM, 32 HG 6A > 5C > 421D > 236D > 6CC > j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B = 3716/3876 DM, 26/27 HG. 6A > 5C > 421D > 236D > 6CC > 214B > 5C > 2CC > j.C > dj.CC > j.214A = 3824 DM, 27 HG 6BB > 421D > 236D > 6CC > j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B = 4342 DM, 31 HG. 6BB > 421D > 236D > 6CC > 214B > 5C > 2CC > j.C > dj.CC > j.214A = 4280 DM, 30 HG 6C > 421D > 236D > 214B > 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A = 4864 DM, 34 HG 6C > 421D > 236D > 5CC > 623C > j.214A/B(w) > 5A > 2C > 236C > 214B > 22B = 4545 DM, 32 HG - You'll have to use Dash 5A if you use j.214A(w) Or 6C > 421D > 236D > 6C > 236C > 214B > 22B [4611 DM] [33% HG] You can use the j.CC > j.236A > j.214A air enders for a little more damage although you sacrifice oki. Only really good against Tager. -Updated Combo thread up to 6C-
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Mikado Casuals Satou (Millia) vs Sanma (Venom) Satou (Millia) vs Roi (Sol) Satou (Millia) vs Nage (Faust) I really enjoyed watching Satou's Millia.