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Kiba

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Everything posted by Kiba

  1. 5/4 a-cho PRE SRC REVOLUTION CUP Tera Luna (TS) vs Kikuchiyo (LI)
  2. 5/4 a-cho PRE ARC REVOLUTION CUP Kamabu? (VK) vs Kikuchiyo (LI) | Set 2 | Set 3
  3. Yeah I kinda talked about this in my second post you know.... If it gets to that situation and have the health lead, let her come to you. Her mixup isn't scary. If not, what Bakahyl said. Super jump with j.214X is useless btw.
  4. I figured that was the case. 5/9 Tachikawa Kuresu (TS) vs Mizuki (CA) Kuresu (TS) vs Ryusei (CA)
  5. 5/4 a-cho PRE ARC REVOLUTION CUP Izayoi vs Tsubaki Noel vs Tsubaki - 1:27:24: Player did 5B > RC againt Noel's Fenrir on her wakeup. Didn't think that was possible.
  6. 4/27 MAXIM HERO Oto oto (NO) vs Boku Zen (VK) Noze (TR) vs Boku Zen (VK)
  7. 2A seems to be used as a situational AA sometimes if you take a look at the recent videos. Seems to be useful in places where 2C won't work such as against Jin's j.2C. Useful little note.
  8. 5/4 a-cho PRE ARC REVOLUTION CUP Tsubaki vs N-O (JI) Tsubaki vs Amane Tsubaki vs Jin Tsubaki vs Matoi (KO) Tsubaki vs Amane Tsubaki vs Noel Sorry I dunno who the player is. Also there's this: http://www.nicovideo.jp/watch/sm23515524 Person is showing the 236236C followup going through Izayoi.
  9. Yeah, we've had this discussion before. Some part of it is still lingering in past pages. Air enders have better corner carry, it's very useful midscreen. Putting you close to the opponent allows for easier pressure. Rekka enders are useful for more charge time. I also think 214D is a waste in the attempt to keep ground enders unless it's from a 5CC confirm. On a side note, just gonna post out my thoughts on something. Konan normally goes for the corner throw > 623C > j.214A(w) > 5C > 2C > 236C > 214B > 22B. It's an optimal route from a throw without resources if you want to keep the ground ender (but you can also do > Delay 623C > delay j.214A which is slightly stronger but harder). Anyway, the thing about the combo Konan is using is that the oki isn't as good. If you get greedy with the charging the opponent can roll past you, so it's no different than using the air ender in the corner. At least if you stick to Corner throw > 236C > 214B > 22B your opponent can't roll past you and you can afford to get a little more greedy with charge despite the damage difference.
  10. 4/19 Astral Heat Kiba (VK) vs DonkeyKnifer (TK) Kiba (VK) vs EXonestar (LI) Daedron (TS) vs Kiba (VK) Kiba (VK) vs DragonlordZ (BA) Kiba (VK) vs Ixis (MU) -Please stop failing wolf brakes...!! -Stop dropping combos. -Barrier against Bang pressure. -Stop dropping combos -Jubei Mod -Stop dropping combos. -Stop dropping combos. Anyway overall I feel meh about it. At the end of the day I won but I have my problems. Im sorry guys, I know. I know.
  11. 4/19 Astral Heat DBlanks (TK/PT) vs Daedron (TS) Daedron (TS) vs Kiba (VK) Daedron (TS) vs Ixis (MU)
  12. 5/4 a-cho PRE ARC REVOLUTION CUP Tsujikawa (KO) v Konan (TS) | (Cont) Puromete? (LI) v Konan (TS) Kikuchiyo (LI) v Konan (TS)
  13. Stuff -Kokonoe's 5C neutralises Tsubaki's projectile. -( [4]6D ) > 236X/D only seems useful when Kokonoe has committed to something. It doesn't seem hard for her to tag you out of it with 3C. -Konan used 5CC > 6B and Kokonoe interrupted the blockstring with 6C. Be wary.
  14. This I how I typically play the matchup. Online's the best. I don't think the way I used the blade super for oki is recommended but I'll do some tests. http://www.twitch.tv/baf0/c/4191975 I play against Tager at 7:49:42, 7:56:57, 8:05:38, 8:13:37 Threaten him with 5B pokes, with occasional 22D to keep him honest in blocking a little. Use j.236A > j.214A air enders to get breathing space and time to charge a little more if necessary, otherwise you can do what you want. Throw fireballs, and make him block or sledge. Counter sledge with 22B or 5B > 6C if he goes for the hammer. If he super jumps, running underneath or air grabs are the best options. Try not to whiff normals, lol.
  15. It can be acceptable for you to start the match with jump > OD if you don't want a hard time dealing with Hazama's options. By using OD you can punish some typcial habits like jump back chain and 3C. If nothing happens then it's not a big deal since you can threaten chain abuse with [4]6D > 236D. Not my words.
  16. 6C stuffs. 6C Midscreen [25%] CH 6C > CT > 6C > 236C > 214B > 22B [4159 DM] [13% HG] [25%] CH 6C > CT > 6A > 5CC > 6BB > 236C > 214B > 22B [4316 DM] [14% HG] [25%] CH 6C > CT > 5CC > 623C > j.214A(w) > 5B > sj.B > j.CC > j.D > j.B > dj.B > j.CC > j.214B [4251 DM] [14% HG] [25%] CH 6C > CT > 5CC > 623C > j.214A(w) > Dash 5A/5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [4442/4797 DM] [17/18% HG] [25%] CH 6C > CT > 214B > 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [4438 DM] [18% HG] 6C Corner [25%] CH 6C > CT > 6A > 5CC > 6BB > 236C > 214B > 22B > 5D > 5C > 2CC > j.236A oki [4782 DM] [17% HG]
  17. So I've been playing around with Batousai's corner blocked 236D > RC > IAD j.C crossover, and there's a couple of combos you can use from this if you want to keep your opponent in the corner. With no extra charge: > j.C > 5CC > 623C > j.214B > Dash 5A > 2C > 236C > 214B > 22B. Deals less than 2.5k and you should get the side switch with 236C. If you cannot do it, just use 214B > 22B. With 1 extra charge: > j.C > 5CC > 236D > Dash 5CC > 236B > 214B > 22B > 5D > 5C > 2CC > j.236A. Deals 2.8k > j.C > 5CC > 236D > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B. 3.1k > j.C > 5CC > 236D > 623C > Delay j.214A > 5C > 2C > 214B > 22B > 5D > 5C > 2CC > j.236A. Deals 3k With 2 extra charge: > j.C > [4]6D > 236D > 6CC > Slight delay j.CC (delay 2nd hit too) > 5A/5C > 2C > 236C > 214B > 22B. Deals 3.8k/4k. Resource heavy but good damage from j.C. The trick is to hold 6 (which is 4 when you crossover) while using IAD so you can get the fireball out immediately when you land.
  18. Guess I lied Diospyros. 5/4 Tachikawa Takenoko (RE) vs Shino (TS) Takenoko (RE) vs Spinoza (TS) Takenoko (RE) vs Kuresu (TS) Mori (RE) vs Kuresu (TS) Mabukapu (RE) vs Kuresu (TS) | (Cont) Dango (NO) vs Spinoza (TS) Daisul (NO) vs Spinoza (TS) Daisul (NO) vs Shino (TS) Daisul (NO) vs Kuresu (TS) Oboro (NO) vs Kuresu (TS) | (Cont) Kotsubu (MU) vs Shino (TS) Keba (MU) vs Shino (TS) Keba (MU) vs Spinoza (TS) Keba (MU) vs Kuresu (TS) They actually have specific team names but of course I can't read a lot of Japanese.
  19. I see! As you said they're resource heavy but I kinda like the 2nd one. Thanks for clarifying for me I'll get it down in the strategy guide!
  20. 5/4 a-cho Suya (VK) vs Dogura (AZ)
  21. 5/3 a-cho PRE ARC REVOLUTION Matoi (KO) vs Konan (TS) Carl vs Konan (TS) | (Part 2) | (Part3) - To 1:16:20 Meragaia (RG) vs Konan (TS) - To 59:08 Jin vs Konan (TS) - To 1:25:40 Taokaka vs Konan (TS) Amane vs Konan (TS) Tera Luna (TS) vs Konan (TS) Tsubaki vs Konan (TS) 5/4 a-cho Wara (TS) vs Dogura (AZ)
  22. Updated combo thread with 2B/j.C starters. Tsubaki's combos don't change in 1.1 (or barely change) so I will not be creating a new combo thread. Archived FAQ thread and placed questions in first post in Q&A thread.
  23. 5/2 Tachikawa Kinkuli (AZ) vs Spinoza (TS) Kazu (TS) vs Mizuki (CA) - Don't believe this is Kazu@Ginga. Kuresu (TS) vs Serizawa (MU) Ryusei (CA) vs Spinoza (TS) Kuresu (TS) vs ESP (KO) Ryusei (CA) vs Kuresu (TS)
  24. 4/5 Game Chariot Marian (KG) vs Tohaku (VK) Tohaku (VK) vs Mao (HZ)
  25. I didn't think this'll go on for so long. 5B/5C > 6C blockstring really that good eh? Hi. 7f gap in between 5B/5C > 6C is cool I guess. I've been poked out of it at times, and I play good players, most noticeably my brother who plays Ragna and it can be frustrating getting poked out of everything. However, I would say it may not be completely worth trying to hit Tsubaki out of that blockstring because it can be a big risk, of course this doesn't apply to Kagura or Tager. So if you're using it against those two characters then something is not right. I wouldn't try to poke Tsubaki out of it but rather I'd focus on the followups. It's not very useful in blockstrings, just for gimmicky shit. 95% of what Tsubaki does is unsafe anyway, so, whatever.
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