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Everything posted by Kiba
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The Tsubaki wiki is going to blow up soon. Nice to see we can still keep opponents on their toes after a knockdown. Good stuff.
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And we wouldn't want that now will we? This is my 2 stock (Turns to 3) corner combo off a 22D. 22D - 6CC - 623C - j.236A(w) - j.214D - j.D (for one stock) - j.C - Dash 5C - 2CC - 214D - 6A - 5C - 2C - 236C - 214C - 22B (4.2k) (Or 6A - 5C - 2C - j.C - j.236A - j.214C) The air combo ender can be used to acquire stock faster, and gives you air pressure with an air dash, whilst the former is the normal knockdown. On a side note, for those with really good hitconfirms, j.C CH can go into 3CC for 4.5k +, depending on the position and combo.
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Ok I got that down as well as a few others I racked up from some vids. Bear in mind I won't add a lot of combos with variation enders, as that could lead to a near endless list heh.
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Heh. So all this time I have been getting the input wrong as I thought haha. I was also not aware about the slight delay. Thanks a bunch dude
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I'm actually having trouble with something. Sometimes I see that Valks followup the ground distortion with the air distortion in the corner. Does anyone know the input to initiate the air DD that quickly?
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Yea 236A, though I read that he can be thrown out of that. He shouldn't pose much of a problem defensively unless he has meter.
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Wow. I am not going to let this valuable information go to waste, lol. Thanks for that input! I should probably be practicing more Joker techniques to incorporate into my gameplay. I lack creativeness.
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I like that Tsubaki because that player is really good defensively. He must have of Bang exp, because I can't stay that calm under Bang pressure at all. I wonder how he fares against other characters. Hope to see more matches from him.
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Alpha Station Blacky (Hakumen) vs 4(Valk) GAME41 Lambda vs Valk Central Hachiouji Tororoudon (Valk) vs Chibaken (Hakumen) HARA (Ragna) / Hyaku Shoku (Rachel) vs Sugiyama (Valk)
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So say that was made as a general rule, would that be cool? It'll make it way easier. Thanks Bat.
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I dug and found this as I remembered you saying it. I'm surprised I didn't add them. I'll continue digging to find the 5A > 5CC combo, and I'll add it if I can find it. Who knows, I may even find other good things too.
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I like this one. I was positive that the 214D worked but I didn't get round to testing it. Not using another charge stops around 700 more damage being inflicted so that's really good to see. I'll add this to the wiki. Another good charge combo which I'll add. Would you think it's worth going for the extra charge when there is little difference in the damage and meter gain with the above combo?
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Listed! Indeed, though I forgot to list it. I will do so right now. Thanks dude.
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LOL. No please don't get the wrong idea. It will be done. I just remember that last time I placed EX frame data, something quite retarded happened to the values, in which case, I had to revert. I wouldn't want that happening again. We're better off waiting for it to be placed in the frame data section for a direct link right?
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Ah that's cool. Thanks for that PK. Edit: Or wait. Lol.
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5BB can frame trap players which is good because its really good to use as a combo starter. However, depending on the player, the chances of getting CHs with that normal is actually really low. 5BB is also better to use if you wish to go into 6A. The gap from 5BB - 6A is smaller than that of 2B. Apart from those, 5BB has no real significant use to be used repetitively. It's not safe on block and is not even jump cancellable on block. It's a staple in combos because it's a nice and easy hit confirm, but it really prorates combos. In most circumstances it will prevent you from using 6CC. It's better to use 5B - 5C or start combos with 5A/5C. You mean after a 623X? I will not be too specific on the answer because Bat can clarify better than I can. AFAIK, you super cancel into Air Mugen from air normals only. So yup, you would have to do it after a j.C©.
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I actually thought the same thing. Coolies. At least you guys won't have to be waiting for much longer. Thanks, though I could skim through various vidoes to get more ideas down.
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Chiba Felicidad Waffuru (Tao)/Kore Chiru(Makoto) vs Nikuman (Valk) A-ru (Plat) vs Kaichi (Valk) Alice (Arakune)/VER (Arakune) vs Nikuman (Valk) Ji-kamu Kamikumamoto Kuro Boushi (Valk) vs Aruse-nu ( Bang ) Kuro Boushi (Valk) vs Kimoniku (Plat)
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Astral Heat Combos Midscreen 6B > 214214C 5A/2A > 5B > 5C > 214214C [w]5C > j.B > 5B (9) > j.B > 3C > j.A > Land 5D > 5B > 214214C Throw > 214214C [, Specific] Corner 6C > 214214C Throw > 214214C 3C > 236A > 2C > 214214C CH 236C > 214214C [w]236D > 214214C 236B~236B > 5B > 214214C
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Wolf Starter Combos Midscreen w[5A > 5B > j.AAA > j.236A > j.236B > 4C > j.B > j.B > 5B] > j.B > j.B > j.C [2094 DM 31% HG] w[j.B > 5B > 236B > j.236B > 7CD]j.C > 5B > 5C > h.jB > j.A > j.B > j.C [2940 DM 34% HG] w[236A (CH) > 5B > 236B > j.236B > j.236A > 5C > j.B > j.B > 5B] > j.Db > j.b > j.C [3201 DM 36% HG] w[236A CH > 6C] > 5D > 2C > 6B > 2C > tk.214B > 6D > w[j.236A > j.236B > 7CD] > 2A > 5B > j.B > dj.B > j.C w[j.214A/B CH > 5A > 5B > j.AAA > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.DB > j.B > j.C [2771 DM 28% HG] w[236D > RC] > j.66D > (corner carries) > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236B > 7CD] > j.B > j.B > j.C Midscreen to Corner w[5B AA > IAD j.B > j.3CA] > 5D > 2C > 6C > 5D > w[236A > j.236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3466 DM 50% HG] w[j.B > 5B > 236B > j.236B > 7CD] > j.C > 2A > 2C > 6C > 236A > 5B > 2C > w[j.DB > j.A > 5B > j.AAA > j.B > 3C > j.B] [3381 DM 50% HG] Doesn't work on Corner [*]w[5A > 5B > IAD j.B > j.3CA ] > 5D > 2C > 6C > 2C > 6B > 5B > 2C > h.jA > j.B > j.C [2358 DM 23% HG] [*]w[j.A/5A > 5B > IAD j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B > 5B > 2C > w[j.AAA] > j.DC [2609 DM 33% HG (With 5A = 2326 DM)] [*]w[5B > j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2B > 5B > 2C > w[j.DA] > j.C [4001 DM] [*]w[CH 5B > 236A (slight delay) > 236B > j.236A > j.236B > 7CD] > j.C > 2B > 2C > 6C > 2C > 6B > Jager > 5B > 2C > j.B > j.B > j.C [4.5K 60% HG] [*]w[j.A > 5B > IAD j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B(1) > 236C > 1D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [2992 DM 49% HG] [*]w[j.A > 5B > IAD j.B > j.3CA] > 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.B > j.B > j.C [3275 DM] [*]w[j.A > 5B > 236B > j.236B > 7CD] > j.C > 5B > 2C > 6C > 2C > 6B > 236A > 2C > j.214B > hj.B > j.C [3633 DM 56% HG If you're finding the 5B > 2C > 6C link hard, use 2A > 2C > 6C instead.] [*][w]236D > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3707 DM 60% HG]
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Human Starter Combos Midscreen (2A) > 5B > 5C > 236A [1400 DM 11% HG] (2A) > 5B > 3C > 236A [1389 DM 11% HG] (2A) > 5B > 5C > 236A > RC > 2C > 6B > 5C > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 5C > j.B > j.B > 5B j.aaa > j.DC [3606 DM 29% HG] 2A > 2C > 6B > 5C > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 4C/5C > j.B > j.B > 5B] > j.D > j.B > j.B > j.C [3278 DM 43% HG] 2C > 6B > 5C > 236C > 9D > w[j.B > j.A > 5D] > 5B > 2C > w[hj.Daaa > 236A > 236B > 5C > j.B > j.B > 5B] > j.Db > dj.B > j.C [4754 DM 51% HG] 3C > 236A > 632146D [2853 DM] 6A CH > 5C > w[j.DA(AA) > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.Db > j.B > J.C [2658 DM 32% HG] Throw > 236C > 9D > w[j.a(aa) > j.236A > j.236B > 4C/5C > j.B > j.B > 5B] > j.D > j.B > j.B > j.C [2634 DM 36% HG] Midscreen to Corner 5B > 5C > 236A > RC > 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 2C > j.214B > 1D > w[236B > j.236B > 7CD] > j.B > j.B > j.C [3733 DM 41% HG] (On crouchers) 5B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > 2C > 6B > 2C >j.214B > 2D >w[236B > j.236B > 7CD] > j.B > j.B > j.C [3942 DM 56% HG] 5C CH > 236C > w[j.B > j.A] > 5D > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > j.A > j.C [4160 DM 60% HG] 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > 2C > j.214B > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.A] > j.DC [5534 DM 65% HG] 2C AA CH > j.214B > w[j.B > j.A] > 5D > 2C > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.A] > J.DC [4899 DM 60% HG] 6B FC > 2C > 236B RC > 2C > TK214B > 5D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 5B > 2C > 6C > 2C > 236C > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > j.B > j.C > (j.236236C) [8302 DM] 236B > RC > 2C > j.214B > 9D > w[j.B > j.A] > 5D > 2C > 6C > 2C > 6B(1) > 236C > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > j.B > j.B > j.C [5843 DM 55% HG] Throw > 236C > 9D > w[j.A > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.DB > dj.B > j.C Throw > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6B > 5B > 2C > hj.B > j.214B > 6D > w[j.236B > 7CD] > j.B > j.B > j.C [2873 DM 46% HG] Corner [*]5B > 3C > 236A > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.DC [4101 DM 59% HG] [*]5C CH > 6C > 2C > 6B > 2C > j.214B > 2D > w[236A > 236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C >w[j.DA] > j.DC [4899 DM 60% HG] [*]2B > 5B > 3C > 236A > 2C > 6C > TK214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.DC [3483 DM 57% HG] [*]2B > 3C > 236A > 2C > 6C > 2C > 6B > 2C > j.214B > 2D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.DC [3796 DM 60% HG] [*](on grounded opponent) 2B > 2C > 6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [4372 DM 68% HG] [*]2C > 6B > 3C > 236A > 2C > 6C > 2C > j.214B > 1D> w[236B> j.236A> j.236B> 7CD] > j.C > 2A> 5B> 2C> w[j.DA] > j.C [5459 DM 64% HG] [*]2C > 6B > 5C > 236C > 1D > w[236B > J.236A > J.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > w[j.DB > j.A > 5D] > 5B > 2C > w[hj.DAAA] > j.C [5842 DM 61% HG] [*]2C > 236B > RC > 2C > 6B > 2C > 6C > 2C > j.214B > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [6812 DM 48% HG] [*]2C CH > 6C > 2C > 6B > 2C > j.214B > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > j.B > dj.B > j.C [6004 DM] [*]3C > 236A > 2C > 6B > 2C > 6C > 2C > j.214B > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > dj.DC [4053 DM 64% HG] [*]3C > 236A > 2C > 6B > 2C > 6C > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 5A > 632146D [5224 DM 51% HG (+1 Heat Gain after Distortion)] [*]j.C > RC > j.C > 3C > 236A > 2C > 6B > 2C > 6C > TK214B > 1D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [4127 DM 40% HG] [*]j.C > RC > j.C > 2C > 6B > 5C > 236C > 1D > w[236B > 236A > 236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [4334 DM 31% HG] (2C/6B will whiff if you're not close enough) [*]6B > 3C > 236A > 2C > 6C > 2C > j.214D > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [5210 DM 60% HG] [*]FC 6B > 2C > 5C > 236B > RC > 2C > 6C > 2C > j.214B > 5D/6D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > j.D > w[j.B > j.A land 5D] > 5B > 2C > sj.B > j.B > j.C [7158 DM] [*]FC 6B > 2C > 6C > 2C > j.214B > 1D > w[236A > 236B > j.236A > j.236B > 7CD] > j.C > 2A > 236A > 5B > 2C > j.D > w[j.B > j.A land 5D] > 5B > 2C > sj.B > j.B > j.C [6198 DM] [*]6B FC > 2C > jc > j.236236C > RC > 2C > 6C > 2C > TK214B > 5D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 5B > 236A > 2C > w[j.DB > 3C > j.A > 5D] > 5B > 2C > j.B >j.B > j.C > j.236236C [9002 DM Requires 100% heat] [*]6C > 2C > 6B > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4742 DM 52% HG] [*]6C > 2C > 6B > 2C > j.214B > 4D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Daaa] > j.C [4986 DM 59% HG] [*]236A > RC > 2C > 6B > 5C > 236C > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4652 DM 32% HG] [*]236A > RC > 2C > tk.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B >j.C [5008 DM 45% HG] [*]236B > 236B > 2C > 6C > 2C > 6B > 2C > j.214B > 4D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA]>j.C [*]236B > RC > 2C > 6C > 2C > 6B > 2C > j.214B > 6D > w[j.236A > 236A > 236B > j.236B > 7CD] > j.C > 2A > 236A > 5B > 2C > j.B > j.B > j.C > (j.236236C) [7144 DM (8264 DM)] [*]236C CH > 2C > 6B > 2C > 6C > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4910 DM 60% HG] [*]j.214B CH > 2C > 6B > 2C > 6C > 2C > 236C > 1D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.Da] > j.C [4415 DM 54% HG] [*]Throw > 2C > 6B > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [*]Throw > 2C > 6B > 2C > 6C > 2C > j.214B > 1D > w[236B > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [*]Throw > 2C > 6B > 2C > 6C > tk.214B > 1D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.DA] > j.C [3677 DM 55% HG] [*]Air Throw > 2C > w[j.DA > j.236A > 3C Cancel] > 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > j.B > j.C [3804 DM]
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Updates: 2/3/13: Condensed and organised combos, removed YT links. Credits to: Leo7 for general notes and combo ender information. A.K. for the picture. DJ_Blactricity for added combos and midscreen to corner combos. Nokita for safe jump setups and 6B/himmel wolf patterns. NickExtreme1 for previously mentioned Astral Heat combos and adding damage and heat gain values. Sakaku for combo corrections. Contents 1)Introduction and General Information 2)Human Starter Combos: Midscreen, Midscreen to Corner, Corner 3)Wolf Starter Combos: Midscreen, Midscreen to Corner, Corner 4)Astral Heat Combos General Notes: Due to the variation in Valkenhayn's combos (combo enders in particular) I will not be listed all of them. I will however list the most practical and the most damaging combos and will range from beginner to advanced. If you wish to add to this combo thread, your contribution is highly appreciated. For a visual aid, I will add youtube links to combos to make it more beginner friendly for those who aren't very familiar with timing and inputs for example. Inputs preceded by "w" or placed between parentheses like "w[]" denotes that the inputs must be performed in wolf form. Conversely, h[] denotes that the inputs must be done in human form Inputs surrounded by parentheses like "()" indicate optional inputs and can be omitted from the combo. Inputs placed adjacent to "/" indicate that the inputs are interchangeable. e.g. 4/5C indicates you can input either 4C or 5C, and 5B/5C means you can input either 5B or 5C. 6B(1) means you must hit the opponent with only the first hit of 6B. TK stands for tiger knee which may require a 2147/2369 input. As Valkenhayn can end his all air combos with the air DD, they may be omitted. The list here may not contain combos from combo videos, so please refer here Combo ender variations: For the sake of consistency, combos that end with relaunches from w5B will generally end with w[jAAA jD] dj jC (jC) and relaunches from rehuman 5B 2C will generally end with jB djB jC, but combos can be ended differently. jC (jC) refers to a rising jC and falling jC to stop rolls after jC knockdown. Here's a small list of different combo enders after a relaunch, each with different purposes: sjA > jB > djC (jC) Least damage, but it's the best way to get the falling jC if you want to rehuman early. wjAAA > djD > jC (jC) More stable than the above due to the amount of hitstop in wjA and does more damage. jB > djB > jC Most damaging ender without otg j.C and it's your standard way to land Konig Flug. w[jAA > jB > jA > 5B > jAAA > jB > j3/2C > jB] Joker ender, the details of which were posted earlier here. w[jAA > jB >jA > 5B > jAA > jB > j1C~D] Masashi ender which is a variation of the Joker ender and omits a jA and jB near the end of the combo. If the opponent techs, they will tech in the air, and if done correctly, they cannot cross you up if they try to forward tech. Masashi usually likes to do 6B immediately after this ender because the 2nd hit of 6B will hit the opponent meaty in the air depending on how they tech, which can punish mashing or sometimes catch the opponent not barrier blocking. w[iAD > jA > jB > 5B] xN If the opponent is low enough you can do this ender for good wall carry and small wolf gauge usage. w[(IAD) > jB > j3C > jA > land 5D] > 5B > 2C > ender A second relaunch option into another ender. Only works if you still have good proration values near the end of your combo. w[(IAD) > jB > j3C > jA > land 5D] > 5B/2C > 632146D >j236236C You actually do more damage if you can end any combo with rehuman 5B > 2C > jB > jB > jC > Flug instead of rehuman 5B/2C > Sturm, but if you can link the Flug after the Sturm and you have 100% meter, you can do this for more damage. You're not just limited to the above of course. Experiment and see what mix-ups and set-ups you can create after finishing a combo yourself. ...W[5B> jAAA> jB>, 3C>, jB>B Eisen>Himmel] OR ...5B->2C>[jD>jAAA>jB>3C>jB>jc>B Eisen>Himmel] The himmel wolf pattern. Himmel wolf should only come out if they tech, so buffer it accordingly (like an OS). If they decide to take a nap on the floor,a w5A can sometimes reset the combo counter. If it doesnt reset them, prepare for an air tech, or gatling into w5B and go from there. Mix up the cmd grab with w5A to catch their jump attempt. Should be used on characters without a legit reversal. If they do have a reversal, use the below variation instead. The command grab can be avoided by chicken blocking or with a back step. If they jump ,they might try to get out of the corner(due to w5B), so plan ahead. If they back step, you can evade their punish by buffering a 4C/7C during the command grab (match up specific). ...w[JB>1/2/3c~c>JB] OR W[5c~c>JB] (more unreliable) It's a variation of his safe jump setup. Basically, its a safe jump that catches rolls (j.B) or leads to a human high/low mixup.(j.B/2B)The drawback is it's big cost and it requires a good amount of conditioning for best results (You want them to emergency tech.Or roll/DP). The timing to transform back is also somewhat important. Do it too early and you won't have enough momentum to catch them with j.B in time. Do it too late and and your j.B won't hit them. As I mentioned above,you can skip the JB and go for a 2B low mixup instead but this does not punish rolls, though. If the j.B actually catches a roll, you'll switch sides, so something like j.B>2C>jc~D[j.AA>236A>1C/3C~D]>2C>6C should be optimal. As long as you actually cancel the wJB with w7C (instead of jump canceling the JB first) you will have one air movement option left to play around with. Because of this, it is important to note that: Both safe jump setups lose against Tager's GETB. You could use your remaining air movement option to bait it via airdash/double jump after the 7C~D. You could backdash to prevent rc's via spacing,if a reversal is coming. You could do JB>[jc~D>j3C>JA/5A/command grab], if you have enough bar [*]...[W jAx3>jB>2C>jB]>5D>6B The 6B pattern. This works because of the well spaced 6B and its rather amazing recovery. 6B(1) is supposed to whiff. Its all about 6B(2). An extremely meaty 6B2 can link into 2C on hit, without a fatal. You should have an even bigger frame advantage then usual on block. Watch out for delayed techs. This should work on: Ragna: ID and Carnage scissors. Jin: All of his DPs Litchi: DP Bang: Daifunka and Ashura Makoto: Dp, Parry and her DD's. Might work for more. Does not work on: Hakumen Arakune Advantages of using them: [*]Can Force neutral tech.Trying to roll out of the corner can be punished with ease. [*]Easier to read your opponent by limiting their options, and thus, forcing them to submit to your offense. [*]It's easy to squeeze in tons of other options/choices depending on your preferences. [*]Can limit the amount of wake up reversals you have to deal with. Tips Regarding Combos: [*]Wolf movements consume more meter in EX. Be sure to get the most damage whilst consuming as little meter as possible [*]If you find that you are nearly out of wolf meter whilst in a combo, end the combo with [w]j.214A/B [*]Sturm Wolf ender combo in the corner can be followed up with 3C > Jager against , , , , , and
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Sahgren is right. Also use barrier if necessary, since it'll help in pushing out the player, which makes it easier for you to get out.
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Post videos of yourself so that you can get constructive criticism from others. I'll get the ball rollin' First Video: -First match: You IB'd Ragna's HF and that makes it worse on block. You could've punished it with 2A - 2C - combo to place him in the corner but instead you blocked it. You may have not been sure about the punish, but it's something valuable to know. I also agree with Leo that you should be abusing wolf movement ALOT more. You're making it far to easy for the Ragna player to catch you. Frustrate him by wolf cannons, using [w]66D to get him etc. I also you should ake more advantage of the corner pressure you can deliver. You're making it too easy for him to get out, or even retaliate (non - reversal wise) There are a few times where you also could've taken advantage of more damage. For example, you got a 5C on CH, and you also got a 5B > 5C link on Ragna when he was crouching but you didn't connect that into Rozen. 3:18 - Nice air command grab, though I think you waste alot meter by using j.214B stuff. -Second Match: The same as above really. You just need to move around alot more in wolf movement, of course while conserving meter. There were also many situations you could've gotten out easily from if you used wolf. Didn't know you could 5B Ragna out of his 6B. -Third Match: Same thing really. There is better pressure you can inflict rather than ending with 236A all the time. Like 5B - jcd - 3C - Pressure/grab stuff, using 6B etc. You also got a 5C - Rozen which you could've continues into [w] -j.B - j.A - land 5D - 2C - 6C for better damage. -Fourth match: Again there is better pressure you can inflict in the corner other than using 6C or 236A. Once you did 6B on block, you could've done it into 3C for a tight blockstring rather than 236B if you felt the player would DP, and if not, you could vary pressure more by going into 5B/2B. There are so many better options after a 6B rather than 236B. To wrap the first vid up: -You need to vary your pressure alot to confuse the player. It's like you're autopiloting all those stuff which makes it easy to react to/predictable -You use j.214B which usually burns your meter (outside combos) -You need to learn to take advantage of better damaging combos once you land your hits -You need to abuse the wolf movement more
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No probz.