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Everything posted by Kiba
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I'll try. Like Leo said, if you can't continue the pressure you may just need to back off, or find alternatives in pressure. Remember wolf mode is really effective and there's tons of ways to mind fuck your opponent. 5A low, j.A high, 5CC (5C~3C j.A), 5B > jcd > 3C > Command grab etc. Valk should be played as a really offensive character really. Midscreen you have wolf cannons to abuse, 5B/5C footsie game, and flying around the screen. All these options midscreen give you the opportunity to allow your opponent to make mistakes. For example, someone who is trying to AA you can be avoided by doing jump > 66D > 7C > j.B for instance. This is more character specific for example. You'll fly around more when you're playing against Tsubaki because you don't want her to remain in one position to charge, while against Tager, it's less useful because he has ways to deal with it, which thus leads you to playing a dry matchup with 5C footsies with the ocassional run away. Once you have your opponent in the corner though, really they shouldn't be able to get out easily, especially if they don't have a DP. You have too many options to take which offer high reward and very little risk. You even have ways to avoid DPs on wakeup such as w[bD > 7C/4C] for instance. You just abuse everything you can to deal a ton of damage and keep them guessing in the corner. With your okis, do w/e you want. 3C, 6C , wolf overhead, you have so many tools. The combo enders in the combo discussion section offer a brief explanation as to what the oki situations can offer, so be sure to check them out.
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Hm. I doubt it because 5D is only head and body invulnerable from 5f. Tsubaki's 6A still covers foot attribute. Edit: I was mistaken about the throw combo I mentioned here earlier, but lemme not waste this post and give a little more insight. Her 5D and 3C beats our 5C. You can IB her assault through and punish with 5A > 5CC > stuff. 3C is harder to punish from max range I think too.
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Tachikawa 2/3/2012 kuresu (tsubaki) VS memai (rachel) Yoshiki (lambda) VS kuresu (tsubaki)
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Tachikawa supo (arakune) VS yuushi (valkenhayn) zanzan (bang) VS tochigin (valkenhayn)
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It's not that bad. In the end, you've gotta get over it and move on. Make use of the stuff we did get buffed, like, 3C FC and Mugen.
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Gah sorry I meant 9D. I placed 9C there. Nice comparison of combos we have there.
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I always thought that 6B > 5C > 236C > 9C > w[j.B > j.A] 5D > 2C > 6C was more effective than 6B > 3C > 236A > 2C > 6C > because 3C and 236A seemed to scream proration at me, but guess I'll need readjust. Cool stuff DJ. Much appreciated. Updated first page.
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That's cool. I'll have a little more time this weekend so I'll be sure to fill it in more.
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No prob PK. Nope.
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Ahhhh. Yea unfortunately it's wrong in that 5B does not gatling into 6A, and that 5C does. It is correct that 2B gatlings into 3C though.
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I'm positive about the changes, but that's made me sceptical now, lol. 5B does indeed still go to 6A. What else did the scans say?
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Thank you.
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Sendai Kurisuro-do Rupia (Tsubaki) vs Fuse (Ragna) Nishi Nippori Supinoza (Tsubaki) vs Bunjin (Bang) Supinoza (Tsubaki) vs Yuu (Noel) Supinoza (Tsubaki) vs Mutou (Hazama) Supinoza (Tsubaki) vs PRFARMY (Hakumen) Central Hachiouji Funwari Kei Danshi (Tsubaki) vs Zana (Ragna) :8/: TORI (Relius) vs Sazanami (Tsubaki)
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Fujisawa Fanfan Mu/Tager/Plat vs Valk Ragna vs Valk Central Hachiouji TORI (Relius) vs En Maru (Valkenhayn) Netoge Ma (Jin) vs Hina (Valkenhayn) Eroge Ma (Taokaka) vs Hina (Valkenhayn) Shacou (Ragna) / Shirushi (Jin) vs Hina (Valkenhayn) Kaisai Ru-pu Okazaki Mise Yamada (Tager) vs Gucchi (Valkenhayn) Ken Hitei Kai Kaichou (Makoto) vs Himajin (Valkenhayn)
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Thank you. Sure thing. Edit: Updated Gatling Table.
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No probz. I didn't know it had more untechable time. I guess that will be something to look out for then if I have the opportunity. Nice combo too.
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And then once dudes get the hang of that they can start to do more crazy shiz like w[j.236B > 4CC] > 66D. Could even do 44D.
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Valkenhayn Combo Movie - Urge you guys to watch. Has combos from all angles. Tachikawa Masashi ( Valkenhayn ) vs Ryuusei ( Carl )/ NAAO ( Valkenhayn )/ Kuresu ( Tsubaki ) Sakamoto Ryouma ( Ragna ) / Shirushi ( Jin ) vs Masashi ( Valkenhayn ) Yoshiki ( Lambda ) vs Masashi ( Valkenhayn ) Nakamurabashi Fun Factory Valk vs Arakune Valk vs Plat Valk vs Rachel Jin vs Valk - Bleh Other Bang vs Valk Hakumen vs Valk :8/: Hakumen/Tao/Lambda vs Valk Tao vs Valk Hakumen/Noel vs Valk
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There is use for 214D - 3CC - RC in the corner as it could get you a ton of damage. Midscreen, your options are a little more limited since it will really resort to an IAD combo really, which can be done without the 3CC RC. It depends whether it's a lesser option too, because it depends on how much stock you'll be using. 1-2 is perfect, but any higher (unless it's 5) may be a waste, unless you're using a really cool combo. Ah right. I see your point. At first I thought you meant it didn't work on specific characters, but that's good to know.
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Pfft. Gah, midscreen to corner combos. I knew I was missing something. Thanks dude again. Does that combo start on an airbourne opponent? Sorry, I'm not all that familiar with combos that start from a j.A.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Kiba replied to NickExtreme1's topic in Archive
Following on from what Airk and Bat said: There isn't an real pressure or mixup to your blockstrings at all since you're following the same pattern (i.e 5BB - 2BB - 5CC). You can mix it up by using 6A, 6B, jump cancel pressure etc. Also, don't use j.D so much at that close range. It limits your options after use and all of them can be beat with a simple AA. If you do happen to be close when you do use it, air dash to get away. -
I didn't know it was character specific. Which characters don't they work on?