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Kiba

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  1. And even 6A. There's our mixup.
  2. Please indulge us.
  3. No problem. I actually don't have EX myself, heh. Though, there may be having another session this week, so I can build the MU threads a lil more. The Valk did give me a few new ways of varying pressure. I'll have to experiment with those later. [w]j.A > land 5D > [h]2A is something I may want to consider more. I tend to retreat after [w]j.A - j.B pressure because everyone also seems to hit me out of anything else I try. So, rather than continuuing pressure with 2A, we could go for a throw for instance for guaranteed corner carry. Looks like Valk can avoid Relius's 214B quite easily too, but I wonder if he cash dash towards him and attack him with j.A in time instead?
  4. No need to delay 5BB then haha. Good news.
  5. Caught this on YT. It's actually from Kurushii's channel, and I figured I should share it with you guys. PS3 online match delyuku (RL) Vs nisi_2372_tao (VH)
  6. From a 6A FC I'm assuming. Isn't 6CC > Mugen stronger? And also, I thought only 5CC > 6C worked on a FC, and not 5C > 6C?
  7. You can beat mashers by frame trapping them. Delay gatlings such as 5BB and 5CC. In that case of Lambda, if you're close, you could opt to DP. Delaying techs will help alot too.
  8. Discuss the Mu MU here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Her range is far superior to ours. Playing footsies with her is a bad idea.
  9. Discuss the Hazama matchup here. Credits to Toasty. Punishes: If he goes for his 6A overhead, you can IB 5A>2C>6B>combo which can lead to 3k+ midscreen or in the corner (as long as you aren't in or near the corner yourself) and a little bit less fullscreen. IBing a chain will let you 6A if he pulls himself in (just make sure he's doing so, or else he can punish a whiffed 6A). Anti-airing: Zoning: Their game plan: Strategy: The trick in this matchup is to stay mobile (while attempting to avoid predictability) and avoid the chains. He will have trouble if he has no meter and you get in, so once you do so, go for some staggers and mixup. If he does have meter, follow up with something safe (for example, you can stagger with 2C>6B>2C>6B since it only has a 4 frame gap, so if he is trying to punish this with a Houtenjin, do 2C>6B>5C/3C, and he won't be able to super). Char specific details: His 3C can also low profile under your 5B/C, and this will lead to big damage on CH. A quick 5A can be used if you see him going for an IAD cross-up during pressure.
  10. Discuss the Tsubaki matchup here. Punishes: Her 6A can be 6A'd easily on reaction, or you could opt to throw her instead if you're really fast. If you're slow, she'll fatal you.If you do get caught blocking, IB - stuff helps. She has too many holes in her pressure/mixup. She has a really good AA which can be baited with 7C for instance, and then you can punish with j.C - combo. You can beat her 22A at the start of the match by jumping and punishing with j.B > combo. Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Tsubaki is quite bad air to air. Our 5C has no foot attribute, and so her 3C can go under it and fatal. Not something that would happen often, but be aware of spacing Don't spend too long on the ground otherwise she will get in easily with 236C/D. Move around alot and frustrate her into making mistakes so she does not stay in a position to acquire stock easily.
  11. Discuss the Lambda matchup here. Credits to Orion. Punishes: Anti-airing: Zoning: Lambda is gonna be zoning you out a LOT with Swords as Valk has no easy way around them. His high mobility is very risky due to the fact he can't block in Wolf form. When you have the opening, Jump>D>IAD>D is the fastest way in as he goes nearly full screen. Do this if you catch shes throwing out Pinwheel and fly right over her. If you call it out, you can do Wolf IAD into Valk's j.C for a full CH combo as j.C at that falling speed on CH goes straight to Rozen or 2C>Rozen if you're close enough. As for Sword Spikes, you can Super Jump>D and Dash in from there just make sure you're high enough to avoid the Spikes. Other than that, you just need to be VERY careful moving around in Wolf Form. She can hit any area of the Screen on reaction to where you are so stay in human form till you find the right chance. Their game plan: Strategy: Once you are in on Lambda, you have to be very aggressive and make sure she can't get back out. Her defence has taken a big down turn since her Gravity Seed is no longer a DP. So on her wake up and if she has no meter, go nuts on her. If she has meter, be cautious of Calamity Sword as its now a legit Reversal Super and it leads to big ass damage. She will want to back dash a lot so chase her down or hit her out of it with a 5C and keep going from there. If you wanna incorporate Wolf mixup, the easiest way to do that and keep her locked down is on a blocked 6B. Its still +8 on block so its very hard to mash out of a Wolf Cancel there. If she starts doing her Act Parser shenanigans, just be ready to tech a grab.# Char specific details:
  12. Discuss the Hakumen matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  13. Lol. Credits to Orion. Discuss how frustrating it is for Tager to do shit. Punishes: So essentially, if he throws out a 5C, just be ready to reaction 6A his 6C or 2D. 5D means he'll reset pressure or go for BSledge. BSledge is VERY easy to react to after that so just be ready. If he goes for high/low mixup after 6A by means of 6B/3C, you can IB his 3C and punish it clean with 2B. Caution though, you have a 1 frame opening to do so as you're making 2B hit on the very last frame of recovery. Worth it if you can hit, and if he blocks it, just continue pressure. Best part is the punish has him crouching so you get a full Rozen combo on top of that. BUT if you're point blank, throw him if you're in the corner. Corner throw combos do more damage and its easier to time it. If the Tager insists on using 5D to pull in and he miss spaced it, Call him out with Rozen and you can hit him from nearly full screen with the magnetism pull. But you'd more likely see this around half screen so delay a bit to avoid getting hit on startup. CH Rozen leads to 5.5k if the corner with meter so definitely take advantage of it. j.2C: [w]5B is a clean punish, 2C sometimes will trade with it. Anti-airing: Tager has some very strong air normals. Hes one of the few that can make a trade with Valk's 2C actually bad. But nonetheless, you can't let him do that to you so if you can call out the right normal, you can try and do something. Sadly though, 2C can actually get stuffed by j.B A LOT. But if hes telegraphed, 6A will beat anything he does in the air. Thats your most reliable AA against Tager since hes very linear in his aerial approach despite him having incredible air normals. [w]5B makes for a great anti-air in this match-up, beats out Tager's j.2C Zoning: Their game plan: Tager wants to get in and keep pressuring Valk to get impatient and try and either hit him or get away. Tager will force you to act in some cases or eat shit for it. You NEED good yomi to deal with Tager's offence. Valk has incredibly limited options up close so you must be careful. Tick grabs and yomi Colliders are gonna be frustrating to deal with. Not to mention that Tager will always be looking to AA you with 2C. You get hit by 2C, you're eating 4k into GF and he will then have enough meter for 720. Hes also gonna try and throw 6A to get you to mash into Super Armor and this will probably be his best answer to Wolf approach meaning you need to watch out if hes charging. The Super Armor eats up 1500 Damage total(He takes half of it though) So he can eat any one hit you throw at him, even SUPERS! So don't mash against his 6A, either jump and barrier or just block it. Strategy: Char specific details: Tager can AC our 6C on reaction Tager's common answer to most of our wolf mixups is a 360, so don't use often (or preferably at all) 5C is very good for spacing and fishing for CHs.
  14. Discuss the Bang Matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  15. Discuss the Litchi matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  16. Discuss the Arakune matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Be careful with wolf movement. Getting hit by Ara's 5C AA can lead to 80% curse on normal hit and 100% curse on FC.
  17. Discuss the cat and dog chase here. Credits to Orion. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  18. Discuss the Carl matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: 2C > 6B after a corner wolf grab will not work, second hit on 6B will whiff on Carl. Instead, opt for 2C > 6C.
  19. Discuss the Makoto matchup here. Credits to Leo7. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: 2B low profiles her DP on her wakeup, but she can also avoid it on her wakeup by backdashing. Her fireballs can be punished from far by using w[66D] > j.C > combo You can stuff many of Makoto's normals pre-emptively with Valk's 6B. i.e. if a Makoto likes doing 3C in the beginning the round, just do 6B in the beginning of the round for a free fatal. Look at the hitbox of 6B(2): http://www.dustloop.com/guides/bbcs2...n/vh211_08.png It's rather large and doesn't extend Valk's hurtbox much, while Makoto's 5B extends his hurtbox all the way forward. If you place a 6B just out of range of 5B (which is actually quite a large distance) and the Makoto tries to rush in with a 5B, you can score a fatal during the 6B(2) active frames into a huge damage combo anywhere on screen. Try this in training mode. It also works against misplaced dash 2As. 6B is also a decent parry punish. Some Makoto's like doing parries after certain block strings to punish mashing, but if you do 6B, it will be too slow to activate the parry and you'll get a free combo.
  20. Discuss the Noel matchup here. Punishes: Blocked 3C: 5B close range or 5C mid range (no Instant Block required). Since Noel will be crouching when punishing 3C, it can be comboed afterwards with 5B > 5C > 236C > XXXX. Noel's d.6B can be 6A'd on reaction. 2C beats her wakeup drive options. 6C can go over her wakeup DD. Input it just as she intiates the move and you'll get your FC. Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Pay attention to spacing. Her 3C can go under 5C.
  21. Discuss the Rachel matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  22. Discuss the Jin matchup here. Credits to Orion. Punishers: Fubuki - Blizzard(A/B verion DP) Both A and B versions of Fubuki can simply be crouched under. A version is nearly impossible to do this on reaction , but B version can be clearly spotted, crouched under, and punished with a 5B > 5C combo. Instant blocking both versions results in the same. Note that Fubuki has the capability of breaking a guard primer. [w]4C is good for avoiding the B version of Fubuki and punishing with counterhit [w]j.B > combo afterwards. Reversal Strum Wolf is viable also. Rehhyou - Violent Ice(C version DP) Slow start-up, but fully invincible throughout. Cannot be crouched under and can break a guard primer as well. Enough time could be had to [w]4C and punish with counterhit [w]j.B > combo afterwards. A 5B punish into 5C > Nacth Rozen > combo is viable because counterhitting Jin during Rehhyou recovery leaves him in a crouching state. Crystal Strike(A/B/C version ice car) Simply blocking any version leaves Jin at a minus, opening him up to any combo you wish starting in human form. 6A can cleanly punish any version due to guard point and can be followed up with 5C > combo for decent damage. Anti-airing: Zoning: Their game plan: Strategy: This is matchup where you either wanna stay grounded under him so you can clip him with [W]5B or you wanna be above him in the air and get him with a random Eisen hit. When dealing with pressure, sadly there isn't much Valk can do to deal with it. He just kinda gets killed on defence but he does have a couple options, only issue is they require really good reads. When he gets you to block a 6C, he has that dumb Mash/Don't Mash mixup cause of B DP and 6B. So if you have a good read on him going 6C>6B, IB the 6C and since they always stagger the 6B after, you'll be able to 6A him out it. And obviously if you have a read on the DP, just keep blocking. he HAS to use either C or B DP which are both unsafe as shit. Be sure to IB the 2nd hit of his 5B if he likes to reset pressure on it cause then hes at -3 which means you can hit him with a 2A if he tries it and he'll get CH out of anything he tries to reset on. IB his 6B to put him at even and try different things to get out of pressure after. If you backdash, you'll avoid 2A mash, if he tries to call out the Backdash with 5C, you can 2A him instead of backdashing. Char specific details:
  23. Discuss the Rag matchup here. Credits to Orion. Punishes: 5B: I'd guess they'd try to go for a 5B to stuff you in which case you could try and use 6A if you're feeling godlike but I tend to opt out for 2B as it goes under his 5B and nets you a CH. Sadly though, you can't go CH2B>Rozen so if you have meter, you can opt out to do 2B>5C>Jager>RC>2C>etcetcetc follow up Dead Spike:* 6A guard point avoids Dead Spike from hitting Valkenhayn, close range 6A leds to a Counter Hit into a 5C hit-confirm and combo afterwards. Instant blocking what comes before Dead Spike will leave Ragna open to a CH 5B punish. You can make the 2nd hit of GH whiff by using 5D > w[5B] as shown here. Anti-airing: Zoning: Their game plan: Strategy: You just wanna out footsie Ragna. His defensive options are too strong to try and run a lot of Wolf mixup even if we can avoid it with 4/7C cause all he has to do wait and throw it late or just not throw it at all and back up. You'll wanna play just outside you max 5C range as that puts his 5C out of range as well. The hitbox on Ragna's 5C can actually rival that of Valk and Litchi so you do have to play a bit cautiously. But if you're just outside his 5C range you can hit him should he whiff. Also the reward for him hitting a max range 5C on CH is minimal without meter so the Risk of playing against it isn't too high. Valk gets CH5C>Rozen from any distance so Ragna is at a big disadvantage there. If he gets in on you, be sharp and pay attention to pressure, IB'ing Ragna's pressure is very easy so any time you can react to him throwing a 2D or Dead Spike, do so accordingly. If you have meter, you can IB>Sturm through his 2D and if you catch Dead Spike, IB>SJ>D>3C>[W]j.B to punish it. Its possible to do it without the 3C or the super jump but its a bit harder.* I'd say this matchup is even. Both characters are very strong and have amazing normals. Its the battle of the footsies.
  24. Discuss the Valk matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  25. Discuss the Platinum matchup here. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Any normal or special physical attack Valkenhayn has with exception to Rozen can pop Platinum's bubbles cleanly. [w](j.)236A or [w]214A/B are optimal punishes in wolf form because it can catch Platinum during the end or her start-up, resulting in a counterhit punish. In human form, 5B is best.
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