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Kiba

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Everything posted by Kiba

  1. Don't believe so. Corner combo route with 2 charge - 6CC > j.236D > j.214D > 6A > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B = 5022. Will work out heat gain when I can. This combo doesn't work from 5C/5B CH > 6CC starter. Credits to Errol.
  2. 3460 Damage and 24 Heat gain thanks!
  3. Mhm It's been in the strategy guide for a long time. Yeah it needs to be a full charge 22D although I was specifically referring to the corner, so you may not have to at times. I also need to test whether the oki is better midscreen. It doesn't seem like the opponent can roll back and then jump out like they used to. Will edit this post. Edit: Yeah they can't jump out. So it's a little more useful midscreen.
  4. Oh yeah I forgot to mention since 236D pushes an opponent forward now, 5BB > 5CC > 623C > j.214B(w) > 5A > 2C > 236D > 6CC (or 6C > j.D > j.C > 5C > 2C) > 236C > 214B > 22B is easier for us to use. 236D used to cause a side switch at times but now it's all good. 5CC > 236B > 214D > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B = 3133 DM and 21 HG 5CC > 623C > j.214B(w) > 5A > 2C > 236D > 6CC > 236C > 214B > 22B = 3120 DM and 22 HG 5CC > 623C > j.214B(w) > 5A > 2C > 236D > 6C > j.D > j.C > 5C > 2C > 236C > 214B > 22B = 3214 DM and 23 HG Of course if you used > 623C > j.214A(w) > 5C > 2C > 236D the combo will deal a little more damage, but we all know that's hard lol.
  5. 5CC > 421A blockstring can avoid DPs with the right spacing. If it's blocked you can try to continue pressure but you have to be quite fast. Ragna's 5B caught me slippin'. Followup Dash 5CC is good for those who try to press buttons or jump out. So far Svamparn and I are compiling a list of things which can beat 5CC > 421A: Kokonoe - 3C or Teleport Mu-12 - 5C or 6C if done from max range. Both can trade but 6C will give her a combo Any reversal which includes some kinda of forward rush such as Bang's daifunka or Valkenhayn's Sturm wolf Carl - 236A Vivace Noel - 4D trades sometimes. May be a matter of timing Hazama - Houtenjin causes a trade. You need to do max range 5CC > 421A for it to whiff. Izayoi - Gain Art 3C Nu-13 - 3C I'm not gonna include a full list, but basically certain normals and reversals can get around it so try not to abuse it. 6C (barrier blocked) > 421A. The fireball can help to evade some DPs except Litchi, Ragna, Kagura and Jin's D DP. Ofc Azrael can just growler it lol. Credits to Svamparn for this. Also, 22D > 421A oki still works but you need to very slightly delay 421A. 6C > Blade super is still useful for catching people out as they can't mash out of the startup. I'll be getting all of this into the strategy guide.
  6. Yeah I think I'm out of shape again that's exactly what I failed to refer to, because the IAD wj.AA > 2C > w/e is what I'd encourage when you're close to the corner. Well for now I've edited the wolf confirm combos in the strategy guide
  7. Sometimes I use 5B > 236A because the opponent may be too low to the ground for 2C to connect. That was my fault though, I should've corrected the combo. Too many errors on my part. The delayed geschwind cancel is a really option. I forgot about it, but that's probably because I just go by what's the combo thread. Damn. (Allow me to do some updating) On a side note, I suppose tk.214B > Forward Dash > 5C is preferable over tk.214B > IAD j.D > wj.AA considering the circumstances.
  8. 5/8 a-cho Azrael vs Tera Luna (TS)
  9. With regards to those combos you're right. I thought I sorted out those combos but I'll go back and change it.
  10. What confirms are you referring to where you can use 6C twice? CT routes?
  11. -My main problem with the wolf backdash is that it was real good as an evasive tool, sometimes with a followup 4D, but now you can't even cancel it. It's now easy for Azrael for example to hit out of that with gustaf. Because I someone who relies on it alot I'll just need to adjust and use it simply when I want to create some space and take a breather. I still like the backdash but I have to use it for a different purpose. -I feel that the w5C > 236A route is practical from wB or C attaks because you have some time to adjust but I guess it can depend on how good one's reactions are. -Well Valk's throw damage got buffed. It used to deal 1k, now it's 1.4k so that explains why some of some of his combos are stronger by 400 points. Examples: Forward Throw > 236C > 6D > w[j.C > j.236B > 1D > j.D > 5B > 2C > j.B > dj.B > j.C] = 2918 Corner Throw > CT > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B~236B = 4k (They tech in air after the followup 236B however) Off certain starters i.e w5A we don't need 6D > j.A anymore, hence the slight damage buff. As previously mentioned any combos involving a jump attack starter will deal less damage because of the universal P1 nerf. Anyway, since we have to play passively it makes some matchups a little more harder for us as sometimes you will have no choice but to let your opponent set the pace. I mean you can still try to threaten the opponent with 5C and 236A but again this depends on the character you're fighting against. Lastly, I'm gonna train to be more conservative with wolf meter. It was kinda about damage before but now I don't care so much about that so long as my alternative combos are still getting the job done. It's all 'bout adjustment!
  12. Nice thanks for that It's 1823 damage with 12 heat gain. Both of those enders seem to use around the same amount of wolf gauge but the human ender is preferable since the cooldown lapses. Rather than doing the cannon ender I'd just go for the new combo you posted or wj.A > (2B) > 5B > 3C > 236A which deals 1k. If you're afraid of rollouts after the 236A you can use delay 5A whiff > 2B. 5A is used just to help you time the catch. So is anyone still using wolf cannon enders in the corner from anything other than wj.A? Because it seems like a waste now. Like Dreize pointed out you have to be conservative with your wolf meter so you have to be smart about your combo routes 5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C deals 3858. 1/4 away from full wolf gauge. 5B > 5C > 236C > 6D > w[j.C > dj.B > 3D > j.A > 5D] > 5B/2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B deals 3580 but you're only an inch away from full wolf meter. It's also easier to followup with this combo. With the former you may need to forward dash, forward dash with 236A (and if they're too low you may have to use 2A > 5B > 2C) or walk forward slightly. So I know which combo I'm using. Alternatively you could use 5B > 5C > 236C > 6D > [wj.C > j.236B > 1D > j.D] > 2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B for 3798 and the same results. So basically, midscreen to corner combos from human confirms, the 2C > 6B > 2C > 236A (or 2C > 236A > 2C > 6B) > 2C > tk.214B > 6C > 3C > 26B is the way to go unless you want to use the > tk.214B > j.B > dj.B > j.C route which offers better oki but less wolf meter gained.
  13. Deleted posts in this thread because it's irrelevant to this thread. It'll cause problems if I moved it, but honestly I didn't know it'll go on for that long. Furthermore some people were saying some weird things.... If you don't have a question/answer, do not post here.
  14. Combos updated up to 3C combos. Will do the rest when I'm a little more bothered. A little change I've made is replace the 236C > 5A > 5C > 2C > BBB enders with 236C > 2A instead. 2A is easier to use, same damage.
  15. Me playing online from 31:52 http://www.twitch.tv/baf0/b/528460219
  16. 5/11 Amipara Kagemura (TS) vs Iyokan (AR) Kagemura (TS) vs Risseshu (TR) Kagemura (TS) vs Butagorilla (TR) Kuroneko (KG) vs Kagemura (TS)
  17. We're talking about the 421A right? I got confused at points lol. We wouldn't really know until the patch hits tomorrow, until then this is just all speculation. I don't think the opponent will be able to jump out, and even when done a little further you may be able to keep them in the corner with IAD stuff, but we'll see. Edit: Done changing my post.
  18. Pretty much, although with 5CC you may find yourself out of range sometimes lol. Nah, It's the same
  19. Please don't remind me lol. It's at this point one can regret having so many combos haha. Yeah. Also, some mugen combos got nerfed since double psycho crusher is not allowed. Who's ready for easier confirms into [4]6D > 236D?!
  20. They may not know that, especially if they're playing against a character who they're kinda ignorant to. Anyway as you guys know Tsubaki's combos don't (or barely) change in 1.1 so I won't be making a new combo thread as it's pointless. Eventually I'll move the combo movies in the new video thread since the combos still work outside of double [4]6D > 236D stuff. I'll make a note.
  21. Yeah. Here: https://www.youtube.com/watch?v=6xrJa5uIKy4&t=2m27s
  22. It'll also lose to aerial forward techs so there's a lack of stability, but > 5C > 2C > [4]6C catches forward techs.
  23. 4/19 Game Chariot Sono (VK) vs HANMA (TG) Sono (VK) vs Yumura (KO)
  24. Combos added to compilation: 5CC > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [3219 (3291) DM] [23% HG] - This should've been there ages ago. [1 Charge] 5B CH > 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3805 DM] [27% HG] [1 Charge] 5B CH > 6CC > 623C > j.214D > 6CC > 236B > 214B > 22B [3817 DM] [27% HG] [1 Charge] 5C CH > 6CC > 623C > j.214D > 6CC > 236B > 214B > 22B [4135 DM] [29% HG] [1 Charge] 5C CH > 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [4127 DM] [29% HG] [1 Charge] 6CC > 623C > j.214D > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [3996 DM] [28% HG] [1 Charge] 6CC > 623C > j.214D > 6CC > 236C > 214B > 22B [4090 DM] [29% HG] [1 Charge] 6CC > 214D > 22B > (5D) > 5C > 2CC > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214A [4267 DM] [30% HG]
  25. The DP can't whiff, it'll always hit. It's the j.214A that's supposed to whiff but if you're a little slow in timing the j.214A will hit and you won't be able to follow up. I also said this about it:
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