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Kiba

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  1. Sup. Yea, we've always had a low turnout. I created a thread a while back with the help of Hexanoid but that didn't help in attracting much attention, or any at all frankly.
  2. Alpha Station 2/2/2012 sabure (Ragna) vs ryou (Tsubaki) 5:10 - Tsubaki poked out of 5CC - 6B with 5A. I didn't think that was possible.
  3. Alpha Station megidora (Platinum) vs uma no hone (Valk) uma no hone (Valk) vs Blacky (Hakumen) uma no hone (Valk) vs ryuusei (Carl) sabure (Ragna) VS uma no hone (Valk)
  4. The 5B nerf still doesn't prevent it from being super annoying to you guys. The only problem would be that it shouldn't be left hangin', but that's not a prob since it can be jump cancelled which makes it alright to use at any range. You can 360A her out of her 22X if she's close to you (which she shouldn't be). Jumping over the 22X is a reaction thing. If you do it late, (providing she didn't use 22A) she can easily AA you, or 22X may even catch you while you try to jump if you're not blocking. Using Sledge to get in is risky, even if you're holding it. She can high jump and j.214X past you, which of course you wouldn't want. Sledge B can be thrown out of, or the Tsubaki player could opt to keep far and just wait and punish. Using 2D to get in is risky. If not spaced properly, you're open for a full combo, and that's precisely the kind of mistake the player will want you to make. Using 6A to drag her in whilst magged is near suicide (Then again it's just as bad on most or all other characters), as she can 3C fatal you for free.
  5. Both. Her neutral game has been nerfed in that 5B has had it's recovery increased and the startup of it has gone up from 9 - 10. In addition, 236C/D used to be very powerful in closing the gap between players, especially 236C which could leave you at +5 if spaced right. Now they are both unsafe on block, and 236C is unsafe even if spaced right. The rest of her specials have also become disadvantageous on block which makes it more risky to followup drive specials on block. So in neutral, it will usually now require you to run around more. She does less damage than usual, and if you want to do good damage with her without heat, you'll have to work a little harder for it. She has gotten better in that 3CC is now very useful. It can be used in combos as it provides 120% bonus proration, and it even fatal counters, which can lead into a ton of damage. 6A also fatals as well, and while it's usefulness is shunned by 3CC or 6CC which provide better punishers, it's still a plus. Furthermore, she deals much more damage with her drive specials in mugen, and the 623D -j.236D - j.214D repeat combo in that mode provides excellent heat gain which can be used to add another DD at the end of the combo (or of course, for other uses). Because of the amount of damage this can deal, players may try to burst, but you can even bait bursts by using 214D which will evade the burst hit, and it'll still leave them vulnerable to further attacks. Being that throws are special cancellable now, this adds to improve her corner carry w/o meter or stock. 6CC floating less allows us to use simple combos (w/o stock or meter) whilst allowing us to maintain an advantageous position in the corner. Overall I think she still retains promise, but as Daedron said, you just need to work harder, as basically every matchup has gotten much more harder for her.
  6. We finally managed something. There will be Blazblue casuals at London Gamerbase. This will be run on a Wedsnesday bi - weekly basis which starts from next week, 15th February. This will be just to level up and get to know the BB community. It will then be on the following dates: 29th Febraury 14th March 28th March Of course, you will not have to look at this post for the details as I will just post reminders. This is just to let you know in advance There is a fee of £3 and it will be run from 6 - 10pm. It will be played on PS3. Getting there: The closest Station to the place is Piccadilly Circus which is on the Piccadilly and Bakerloo lines. Once you exit the barriers you take the exit to the left which has the 'Trocadero' sign. Do not go outside. Pass through the automatic doors and continue to walk forward through all the break dancers (lol) and once you're near the escalators go up, and then turn left, it will be right there in front of you. If anyone needs more details please feel free to contact either myself or Zoular.
  7. Revolution 2011 Part 1 (CS2) Kiba (Tsubaki) vs Hexanoid (Noel) Revolution Part 2 3rd Place: Kid (Jin) vs Hexanoid (Noel) Grand Finals: Kiba (Tsubaki / Valkenhayn) vs Hexanoid (Noel) Native Gaming 1 Tournament Part 1 (BBCS: EX) Top 8 Kid (Ragna) vs Hurricane Rev (Platinum) LordSpectreX (Arakune) vs Hexanoid (Noel / Lambda) SliceySmashy (Litchi) vs Zoular (Tager) Kiba (Valkenhayn) vs Exonestar (Litchi / Hakumen) Native Gaming Tournament Part 2: Top 4 Semis: Kiba (Tsubaki) vs SliceySmashy (Litchi) / Kid (Jin) vs Hexanoid (Lambda) Grand Finals: Kiba (Tsubaki / Valkenhayn) vs Kid (Ragna)
  8. Uh, may as well: Casuals Kiba (Valkenhayn) vs Zoular (Tager) Part 1/3 Kiba (Valkenhayn) vs Zoular (Tager) Part 2/3 Kiba (Valkenhayn) vs Zoular (Tager) Part 3/3 Native Gaming Tournament Top 8: Kiba (Valk) vs EXonestar (Litchi / Hakumen) GF: Kiba (Valk) vs Kid (Ragna) EX Playland F1 R BB:REV Qualifiers? Mio ( Litchi ) vs Senchou ( Valkenhayn ) Hage ( Tager ) vs Sai ( Valkenhayn )
  9. Native Gaming Tournament Kiba (Tsubaki) vs SliceySmashy (Litchi) / Kid (Ragna) (1st Round only) Wow.
  10. Classy. Added. Corner combo 6B > 3C > 236A > 2C > 6C > 2C > j.214D > 1D > w[j.236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [5210 Damage] Pretty standard, though note that a 4th cannon can be added for more damage + meter.
  11. Oh didn't ya know? I'm really slow and oblivious to most things haha! I'm happy with that set though because you can gradually see how Zoular improves.
  12. Well, I've posted my 2 cents.
  13. Question: Why do you believe that j.236D is a powerful tool in neutral? I am very curious because I do not believe that it is a powerful tool case as it has very little reward for the high risk that Tsubaki is vulnerable until she touches the ground, and if she decides to followup, it can be easily AA'd. I don't believe a Tsubaki player would find much benefit from using this at neutral. I do not believe that her overhead is relatively safe because it is -9 which makes it punishable if it is not followed up. It also has a very slow startup which is very easy to react to, and it can be outpoked of. She can even be thrown out of it. I feel that the real benefit of 6A is that it looks similar to the animation of her 6B, and is thus why many players get hit by 6B. 6A can't even be used as a FC because 3C, 5C, and 6C are much more superior options. I believe her offensive viability has it's limits. I disagree that with stock Tsubaki gains a real DP and access to follow ups that can potentially make the DP safe. It still possesses the same flaws as 623A, even with the extra 1 invincibility frame. Though not a projectile, players can still jump over the DP and throw her out of out, thus rendering it's use in such situations. In addition, jumping attacks can still beat it, and certain attacks such as Ragna's GH beat it clean. Furthermore, both followup options are very unsafe for Tsubaki. Following up with j.214D is punishable on block, using j.236D alone leaves Tsubaki vulnerable until she touches the ground, which again leaves her open. Using j.236D - j.214D can be AA'd before she hits. The only advantage it may have is that it can disrupt a way in which an opponent can retaliate, and even then it is not effective.
  14. I added that to the wiki if you don't mind because I figured it's still something to be aware of. Thanks dude. Ima see if I can add the video Geno used to give a visual demonstration.
  15. Kiba (Tsubaki) vs Zoular (Tager) Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 - From this point I think, started to use Mugen more. Part 7 - Level up? The gloves came off from this point. Part 8 Part 9 Part 10 - When I realised that one of her Palettes was from the design of Megurine Luka, could not resist. I remember cracking my knuckles at part 7 and changing my gameplan entirely, lol. This long set is really good for those who want a better understanding of how the matchup can be played.
  16. He can use 360B instead which will catch you. Maybe I am being too respectful for IB - 360A, but I don't want to be thrown, so I'm not going to take alot of risks.
  17. Honestly I was not aware about this. I'm just glad the Tagers I play don't usually tech the first j.C hit. Guess I'll end my combos with j.214B then. Genowhirl thanks for a visual insight. Unless the player likes spamming throws, using 5D to evade throws seems less practical. On the other hand, knowing about 5D avoiding gauntlet Hades is good stuff. Thank you too DJ.
  18. It's a dry matchup, and it's basically boils down to you having to play really safe. That's it in a nutshell. I figured 3CC could be IB'd and punished. Thanks for the confirmation. Thanks. Honestly though, I don't completely enjoy playing like that, but I just can't fully rush him down. As time passes I just grow a little bored, so I actually start playing a little reckless myself haha. There are even troll moments in the matches. You may see them in the up coming matches that are on the way. I also forgot to mention. Don't use j.CC(delay) blockstrings on him alot. If he IBs the first hit, he can backdash the 2nd hit which will case the j.CC to whiff, and then he can 360 you.
  19. And so here unfolds another story. At Neutral: At the beginning of the round, back away and acquire stock, whilst keeping an eye in the space between both of you. You want in a range where none of his attacks can reach you. Me personally, I stay within his 2D range because I don't like him charging while I am (lol). If does charge, I can run up and throw which would give me a throw counter if I've got the spacing right. As he is approaching you, you'd want to either back away some more or space with max range 5B pokes with a jump cancel. When you're going too close to the corner, you need to jump over him or you need to fish for unblockables to prevent that situation. At times you may want to release it early too. If he gets hit with an unblockable, it can result in an unblockable vortex since he can be trapped in the corner. Don't get overconfident with unblockables though. If you don't fully charge it, it's punishable, especially if you're not doing it at max range. Alternatively, Tager can jump and use j.C > combo to get you magged and onto the defensive, which is not the position you want to be in. If Tager is trying to approach you with Sledge, it would be more advisable to retreat rather than try to contend with it. The fact that it can be charged makes it too difficult to determine when the player will release it. You can avoid it by high jumping and using j.214C to get past him, or by going back to the other side of the screen and use an unblockable to counter the charge if he gets within range. If he tries to approach you with 2D, you can use 22A to punish, or use the easier method to jump over and retaliate with j.C > 5B/5C > combo. An easier method would be backdash if you're out of range and then quickly punish the recovery. Remember that you don't not want to get hit by 2D, even on block. He can beat your backdashes with 5C, he an beat your pokes with a 360, and if the Tager has really good yomi, they can use AC or try to throw you if you jump. 5A can also prevent you from jumping too. If Tager tries to high jump at you, remember you follow either of the rules: Jump up and grab him, but can lose to his j.2C, and he can tech the grab. Guaranteed corner carry for you. AA him with 2C, but loses to j.2C. Guaranteed corner carry for you. Run underneath him and acquire more stock, which keeps you at neutral, and Tager has to play cat and mouse again. Another thing to note. Don't challenge his 5D. It has too many active frames, and can result in him getting CH. You can 22A him from max distance but even then it's risky. If he does 5D > B sledge (non charged), provided that you IB'd 5D, you can throw him out of sledge, or hit him out of it by using 5A > 5B/5C > combo. If he has a spark bolt, be careful with backdashing, and try not to be so fast in approaching him 5B. Remember too that if you're slightly out of range, his 5C can beat 5B, and you will get magged. Pressure wise: Holes in your pressure allow Tager to retaliate with 360s/720s, and if you charge cancel he can usually hit you out of your incoming pressure. This is why any tight gatlings are recommended, such as 5C > 2C, because that allows you to jump away. This is also why I stress the need to only use 5B from max range. alternatively you may want to use 5AAA > throw. If he techs it, no prob, you're near at neutral range again and you can get away easily. If he doesn't, it's usually guaranteed corner carry. Do not use 2BB, 3C, 6A, 6B or 6C to pressure Tager. 6A/6B/6C can be beaten with a 360/720 since the startup of those moves are quite slow. You can be thrown out of 3C, and it's not safe unless you have heat. 2BB also has a gap and can be thrown out of with a 360/720 on IB. If you use a normal which isn't jump - cancellable, make sure you charge cancel it. Definately do not use 236X (even 236D) / 214X (when not spaced right). All of them can be beaten with a 360. 236D Into either 214D or 22D can be beaten even if it's immediate. This is why I stress that you should be pressuring with 22B/C/D and 5B. Regarding Getting Hit: Damn. Tager has many tech traps which can easily beat your bursts by using 214D to charge as it guard points projectiles, so don't be reckless, nor predictable. MTW will beat your bursts, included gold bursts on your wakeup so be careful how you plan things. I usually don't burst, but a good time to burst would usually be somewhere before you get magged. He can also go for AC resets which can catch you if you tech wrongly in combos when you're in the air. The way to beat this is to not tech. Using AC twice is heavy proration for Tager which will usually allow you to roll out before his next attack. The more risky thing to do would be delay your tech and then retaliate with j.C. If you tech too early, you may still get grabbed out of it because of the invincibility frames that AC possesses. Tager may also use another known tech trap e.g he does 5D > AC. If you tech during AC you'll be dragged closer to him and then he can then easily 360/720 you for free. Really, the way to go about things is not to tech at all. The worst you will get is a purple throw. Regarding blocking Remember not to get careful with 623A. Alot of his normals can incidentally beat it, and he can sledge through it for free since it's a projectile. 623D is better, but then if he blocks that he can sledge through the incoming of your next attacks. If you use j.214D, he can throw you for free, and if you use j.236D, he can sledge to get in. If you use the j.236D > j.214D followup, it can be beaten with sledge or 2C. It's still a projectile. The way I go about blocking his stuff, is IB'ing and looking for the main holes to DP him with 623D. That would be anything into a drive (excluding 4D) or into 236B, regardless of whether it's charged or not. Watch the spacing between you two too. He can whiff fast recovery normals such as 2B and then use a 360 to grab you. At those moments, perform a back dash in the air. Other than that you shouldn't be blocking for too long against Tager, and if you are, likely case is that you're gonna get magged. Whilst Magged Fuck. He may try to drag you in repeatedly with 4D/5D, this is the time you'd usually be backdashing a hell of a lot more, or if he's getting too carried away you can use 22A if you're brave. More importantly, be careful with moving in the air, since he can usually use AC to get you in. If he tries to use 6A to drag you in, please use 3C. You'll score a fatal for free. Tager shouldn't be using that against Tsubaki anyway unless he has a deathwish. After Gadget Finger, that's where the nonsense comes in. It becomes a huge guessing game. His 5C can catch your backdash His 5A can stop you in some cases from jumping and you'll get caught in another combo 360/MTW beats all your pressure attempts 360 is there for when you actually decide to do nothing, lol. Air throws and AC can also beat your jump attempts. MTW and his charge will beat your burst attempts. As Ginseng said 2 years ago, you usually just have to accept whatever is going to get thrown at you. If you have heat for mugen though, that may be a viable option if you're really scared, as you can just DP his options. Remember MTW can beat the DP however. Be very mindful. For visual aid: http://www.youtube.com/watch?v=THfCCLYNDOo
  20. That's what happened when I used 5D, and I think I also avoided Valk's 6C that way. Unfortunately I didn't capatalise of it because it was unintentional as I intended to go for a reversal instead. It was a misinput. Though I may experiment with it even more, but I agree it is risky seeing it's only throw and head invulnerable.
  21. I added Astral Heat combos to my post. May as well make use of the reserved post.
  22. It's just, telling someone is one thing. Having the chance to actually witness it yourself is unbelievable. Now the hard part is whether to continously play the way I am now, or just troll to get 5 stock mugen combos. It's a hard decision.
  23. Aw, I was not specific enough apparently. I use wolf cannons to extend my movement or as a means of evasive play. Like jumping and using w[j.236A > CC] and then reacting to how my opponent plays. I don't use 'em as a means of offense really, and I barely use the ground wolf cannons.
  24. 236D > Dash 5CC > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B (2718 Damage, 31% meter gained): You need to delay the j.BB and make sure you're doing a 9 input for the jump. Tager specific, but for everyone else that doesn't have a small hitbox, you use 5C after 236D and not 5CC for 2580 Damage and 29% meter gain. 236D CH > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C (2713 Damage, 28% heat gained) 236D CH > 6CC > 214D > 2CC > IAD j.CC > 5C > 2C > j.CC > j.236A > j.214C (3531 Damage, 35% heat gained) 6CC > Mugen > 623D > j.236D > j.214D X n You get the heat back to do another DD for like 8.2K if you have 5 stocks. With 4, you can get about 6.4k. Lulz. Repeat proration has nothing on her. Actually looking more into it, mugen is actually, kinda, good....too good...
  25. Thanks for that Kurushii!
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