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Kiba

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Everything posted by Kiba

  1. Perfect. Just how I like it. Though Bat I think you ought to be known for the work you do.
  2. Nice. I'm looking forward to the rest of the information you provide us with. Thanks for that. Oh man I had no idea about this. I actually have a reason to use this much more often now haha. Just need to be aware of the characters and who it doesn't work against like you pointed out. I figured this was the case only because 214A has faster startup. The trap is shown here as well. Thought the same thing, but then for some reason I doubted it.
  3. Nice. It's definately nice to get a picture of what you were talking about as it helps. Gonna be practicing the timing to get the max damage down.
  4. Valkenhayn Combo Video [Joker] Kouhatsu Valk vs Lambda Valk vs Plat Valk vs Arakune Ragna vs Valk Valk vs Ragna
  5. Wait. The range on 5B is still amazing. For a 5B, the range is fantastic. There isn't another character maybe except for Platinum that possesses a 5B that can measure up to (or beat) that range. Well there you have it. I can dig it.
  6. Tsubaki is very inconsistent with her damage output without stock, and her meter gain is not exactly really good. Although she can get good damage of some starters like 5C and 6C, they are not as realistic as the others. Scoring a 2B hit on a crouching opponent midscreen nets her 1.8K? In the corner, it'll be like 2-2.2K? I think she's good at consistently giving low damage. Her 70% combo rate doesn't help her either. However, Tsubaki is cool in the fact that she has the ability to increase her damage output with stock. Heck she can even increase it further with mugen. Other reward factors may include positional advantage from her combos. This varies with the type of combo you use, but midscreen, mostly you'll knock the opponent away with 22X and use that time to get more stock which benefits her neutral game. She gets the added bonus of 236D and even using followups after it in an attempt to catch the opponent. She even gets an unblockable. Her being able to cancel her specials intro drive specials is also a massive plus. Even though not as good, she still rocks 5B, and the 22X series for getting CHs. Anyway I'm pretty comfortable with seeing a solid B for her neutral game. I would've handed it down for her defensive play and her reward assessment too. Moving on to defensive play. She has two DPs which is a plus. 623B will not get counted because realistically in a match it won't be used. They themselves can even be cancelled into drive specials, but both methods are not safe and generally leave you vulnerable. The real downside is that the nature of her DPs cause it to clash with too many attacks, or she might even get hit out of it completely because of the lack of priority. Like you said snake, she has one of the best AAs in the game which leads to good corner carry and decent damage. That's probably why I would've given her a solid B for defensive play. I agree with you Snake. Even the 214X is skewed in its usefulness during most games, because there are very few situations where you'd use it as an escape manouvere. You'd mostly be offensive with it. However, I do agree with you too, but this makes me even more curious as to what others think. ~Hurrr
  7. Seems reasonable. Though I wonder why he ranked her defensive viability and reward assessment as B+. I personally would've ranked it a little lower. Guess we'll find out sooner or later.
  8. Kakario Sanshou Kayakenhain ( Valkenhayn ) VS Ikegami ( Bang )
  9. Much love dawg.
  10. All of Tsubaki's moves (including her specials) are unsafe, maybe with the exception to 6B. IAD combos Using 3CC more in combos to amplify damage. It fatals in EX. Using 5BB less for combo starters, and using 5A/5C more. 5BB prorates more. Ending combos with 22B rather than 22C. 22C has more recovery. 22B has more untechable time apparently. Using j.D more since it gets you stock the quickest. That includes using it in combos, e.g 623C - j.236A(w) - j.214D -j.D (corner) Using 236C/D less as a means of getting in (as they are more unsafe) and moving around a lot more. Using 5B less as a poke, and jump cancelling/charge cancelling it more often, especially if done in point blank range. It has more recovery and is unsafe. Using Mugen as you'd use it more in EX since it amplifies damage
  11. Added the combo to the wiki, though do you know the exact damage and the meter gain? Too bad 6C starters are rare.
  12. Yup. 5BB is the reason why 6CC does not work in the corner. Heck, even 5B can prorate. 5CC - 623C - j.214b(w) - j.C - j.C - j.236D - j.214B - 6CC - 236C - 214C - 22B: The 6CC won't connect if you use 5B from the start of this combo. For EX, 5C is the new starter for most combos.
  13. 6CC doesn't work in this combo, because 5BB prorates too much. The dash 5C - 2C usually works in low prorated combos. For example: 5CC - 6CC - 236C - 5C - 2C - 236C - 214C - 22B (corner) Air throw - 6CC - 236C - 214A/B - Dash 5C - 2C - 236C - 214C - 22B Here is another example where you can use it I'm not sure if you can do it from a 22D starter, but I doubt it. Also I saw the combo you were talking about in your vid, but that's CS2.
  14. No worries, and I can see why you'd want to try out things because of the limited time. If you are going to use blockstrings on him, be sure to end with either 5B/2C since they're jump cancellable. Bat's tight gatlings should do the trick. 6C can leave you open to a 360. 5A/2A - throws too? Too get him away to allow yourself more charge. 3C can even be punished on reaction with a 360, so it is quite risky to use. A good time to use it is when Tager is using 6A on you when you're magged. Free FC combo for you yay. Normally, a non charged sledge can be punished with a 5B followup combo, but the real problem comes in where he may charge the sledge. You could get away and go for charge or you could attempt to throw him out of it (but it's riskier). Be sure to position yourself where you can just about punish the recovery of the sledge with a 5B/5C (which is basically near full screen). The jumps can be beat with the usual method - Air grab, AA, or run underneath and charge more.
  15. I'd just use 5B at max range, and sometimes will follow up with an unblockable. So walking backwards, jumping away, and waiting. I'd be patient. I wouldn't use anything else to because they're quite limited. What approaches did you use to try to get in? And what did they get beat by? How was he being aggressive? Was the player using sledges? 2D? How was the player approaching you?
  16. a-cho Valk vs Bang
  17. > Bat makes love to PK. > PK's response D'aw.
  18. Tachikawa maman (lambda) VS kuresu (tsubaki) kuresu (tsubaki) VS Mrisa (jin) pk organization note: First post updated up to this point
  19. Thanks for the heads up Kurushii. Looking forward to it.
  20. Haha I was thinking the same thing. Nonetheless, you cut the job for me anyway. So thanks!
  21. Do you mind if I add that information to the wiki? =D
  22. a-cho BLAZBLUE REVOLUTION 3v3 Valk vs Rachel Valk vs Litchi Valk vs Bang a-cho 3v3 Valk vs Ragna - 43:55 -I was unaware he could do j.214a - j.a that quick on block Valk vs Ragna/Hakumen akira (tager) VS NAAO (valkenhayn) NAAO (Valk) vs Dora (bang)
  23. I'm going to have to bear these things in mind. Thanks for the clarification guys. So it frame traps, yet players are able to backdash out of 5BB. Hmm....
  24. Looking back it does seem he was a little slow on the input, so it may be a little hard to judge, although I doubt getting out is easier from a meaty 214B. Delyuku only managed to catch Nisi on block once @ 3:19 Apologies btw. I was referring to 5C - j.A/B, but if [w]66D may not be able to catch in time, I doubt the 5C will.
  25. Thanks for the heads up. That sort of thing is not my forte though Are you sure the 5BB was not out of range? Like this
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