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Kiba

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Everything posted by Kiba

  1. I doubt the first initial combo will work. Can't say for the alternative. I've seen wj.A > 5D > 2A > 2B > 3C > 236A work though.
  2. Made excerpts on my channel. You can 3C Kagura out of 6D~C (lunge attack) and get a 3C FC but you need to do it quite early otherwise you'll get it. You can also use 214B/D which seems a little more reliable.
  3. 4/25 Tachikawa Teru (HK) vs Manato (VK) Manato (VK) vs Mizuki (CA)
  4. Blackwing: 2C is usually a less favoured option against Tager when he high jumps because he could use j.2C. Running under or going for an air grab is a better option. You also used j.CC > 5A pressure against Tager and while it worked note that he can opt to 360 you in between that pressure. Even using j.CC is risky. I think you could try to confirm your j.C attacks into 5C rather than 5B since it leads to better damage and you could burn the 1 stock to get 3k+ in the corner. When using [4]6D > 236D if you hit with the projectile first rather than the combined attack 6C followup won't work because of the projectile's small untechable time (in case you wondered why it didn't work. It can work at other times but maybe I don't fully understand this yet). When you have 2 charge you seem to burn it on [4]6D > 236D and I generally don't think that's a good option unless Tager has committed to some sort of attack. I think you should save 'em and use the time to get more charge. When you're under pressure you don't have any charge to rely on so DP'ing is even more of a risk. I think you should play the 5B poking game against Tager more rather than trying to open him up with Tsubaki's poor mixup because most of those will lose to a 360/720. When the player used the OD MTW, you should've opted for a stronger punish such as 3C FC rather than throw. I know there may be times where you have to but try to avoid jumping when you're magnetised. Atomic collider and his pull are even more annoying to deal with in the air. Concentrate on backdashing and 5D taps. 5B poke game is still ok when you're magged but avoid anything else.
  5. 4/9 Shinjuku Sportsland? Manato (VK) vs Mato (AZ) I believe Manato is Jasu.
  6. What about the w5C loop combos, will people still be using those? 300 - 400 more damage at the expense of wolf meter doesn't seem worth it now. It just means you have less time to open up your opponent, although command grab is an option but you wouldn't always want to go for that.
  7. Valkenhayn strategy guide would be a good start. Just the beginning for now.
  8. I think the 3D > j.C] > dj.D > j.C enders are obsolete and should be removed. There is even more reason now to avoid it.
  9. Kouhatsu Bang vs Valkenhayn | Part 2 Valkenhayn vs Litchi Valkenhayn vs Azrael Valkenhayn vs Hazama
  10. Allow me to tackle this a little more thoroughly. Neutral Seems like you barely have the opportunity to play the poking game. My game generally consists of a lot of waiting around and charging. It's risky to be aggro here. If he uses the B version Kaguras will generally use that time to try to get in, and at that point I may opt for [4]6D > 236D. Trying to jump over it is ok with a dive I suppose but Kagura may be able to tag you with 6C or even DP. 6C leads into good damage midscreen. The [4]6D > 236D is the safest option if Kagura is committing to something or dashing. If Kagura uses the lunge in neutral you have some options: -Jump and punish the recovery with j.C. This is a risky option because you could miscalculate the range, meaning you get hit by lunge attack, or you're too slow and the Kagura can just retaliate with DP. -DP on reaction. Safer option with the reward being low if you don't have the necessary charge to followup. It's even easier to do this if you're not closer to him. Remember I said DP on reaction, he could go into stance and do nothing and you could mistakenly believe he'll attempt to followup. If you try to challenge it with anything else you'll probably lose. That move has armor. Our pressure/mixup Please please please try to use j.236A or 22D > 6C > [4]6C/ (even blade super!) oki where you can. Learn the routes into j.236A, they're in the strategy guide. This way you won't have to worry so much about his DP, otherwise, you'll have to be real creative and quick about the mixup you use because most of our things will lose to it. 6A, followups into 6B, crossups, jump pressure, the works. If you use 5CC > charge cancel for instance, just be aware he can DP your incoming assault. It's just so easy for Kagura to do this. His pressure/mixup He has limited options up to his C gatlings and then they may opt to commit to a stance followup, which you can DP, but like I said they could just bait you. In other words, it could open up an escape route. Generally after knockdowns midscreen they'll go into B fireball oki. You can either let it hit you (It should blue beat but it may depend on how much they're prorated the combo), or you can roll backwards and then jump away. In the corner you'll have to delay tech (again may blue beat) or block and face the incoming mixup. He can only do 2A/5A > overhead. He can't gatling anything else into his normal overhead. Kagura's damage output is real good, nothing to take lightly. Can get like 5k from overhead/command grab in the corner.
  11. I guess the same thing could be said about Zekuso. In the videos we've seen him in, he's been using Azrael. Granted he did also use Azrael before the patch. Uma no Hone also uses Relius so I won't be surprised if he swtiches. We've only seen him once. I believe Yuitaba is still playing Valk, I remember him being the top ranked Valk at one point post patch. Souji has gone back to Arakune. Rankings are here: http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=vh&pref=0. I have no idea who the 2nd ranked Valk is...profile doesn't match any of the Valks I have listed in the Video Thread.
  12. 4/19 Kakari O Sanshou Dodorio (RE) vs Bikkuri (VK) Yatsu (AZ) vs Bikkuri (VK) Mikka (VK) vs Ikegami (BA) Bikkuri (VK) vs Sangyo (BU)
  13. 4/15 Mizonokuchi Taito Sachinari (TG) vs Shino (TS) Yoshiri (TG) vs Shino (TS) Onii (KO) vs Shino (TS)
  14. Takenoko has moved on to Kagura.
  15. 4/8 Mizonokuchi Taito Shino (TS) vs Showa Tiger Mask (JI) Shino (TS) vs Inagi (AM) Shino (TS) vs Yasuda (JI) Sosuke (RG) vs Shino (TS) Komomo (RG) vs Shino (TS) Takenoko (KG) vs Shino (TS) Shino's alright but some of his combos need work. Takenoko often commited to Kagura's stance followups which isn't very good. You can DP that stuff on reaction.
  16. 4/22 a-cho Hakumen vs Valkenhayn
  17. Fantastic stuff Redtag. Really appreciate the time and effort you've put into this. I don't have anything to add and/or comment on in particular. I wondered how to perform these type of combos. Thanks.
  18. 4/24 a-cho Tera Luna (TS) vs Jin Tager vs Tera Luna (TS) Ayato (TS) vs Kikuchiyo (LI)
  19. Yeah I have that already, though I wrongly listed the date.
  20. Astral Heat Casuals Daedron (TS) vs Kiba (TS) DonkeyKnifer (TK) vs Shruikon (TS)
  21. Drieze, wanna make the 1.1 combo thread now? 1.1 is available to download for the Vita and I have someone who would like to share combos,
  22. Kouhatsu Valkenhayn vs Litchi Valkenhayn vs Azrael Valkenhayn vs Bang This Valk needs to manage his wolf meter better.
  23. 4/12 Fujisawa Fanfan Shino (TS) vs Yuri (AZ) Shino (TS) vs Gaki (NO) Shino (TS) vs Kenou (AZ) Shino (TS) vs Nanashi (TG) Shino (TS) vs Granz (TG) Rasukara (TS) vs Yu (LI) Rasukaru (TS) vs Yuri (AZ) Shino (TS) vs Shinatsu (AZ) Shino (TS) vs Koreru (IZ) Shino (TS) vs Dango (NO) Jiro (RG) vs Rasukaru (TS) Shino (TS) vs Doi (LI) Shino (TS) vs Momo (KO) He's improved slightly but he's still doing some weird things. 4/20 Urban Square Tsubaki vs Kokonoe Tsubaki vs Bang Tsubaki vs Bullet Terumi vs Tsubaki Tsubaki vs Platinum
  24. Glad you enjoyed it.
  25. If you use j.C > dj.CC, the dj.CC will whiff against Mu, Makoto and Kagura, so use j.C > dj.C. The hitconfirm is even harder here. The j.C > dj.C fuzzy doesn't work against Bullet, Rachel, Taokaka, Arakune or Kokonoe because the dj.C will whiff.
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