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Kiba

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Everything posted by Kiba

  1. What's the reasoning behind this?
  2. 3/23/14 Shinjuku Sportsland Konan (TS) vs Suya (VK)
  3. Suya is next. 3/23/14 Shinjuku Sportsland Konan (TS) vs Suya (VK) Udon (HZ) vs Suya (VK)
  4. 3/23/14 Shinjuku Sportsland Konan (TS) vs Suya (VK) Edit: Sorry wrong thread this is CP1.1,
  5. Whiffed sweep? Sorry I'm not sure I understand what you're trying to say. I think it's pretty interesting. Viable? If you could mix it in a 3D > 4C wolf brake then I think we'd have something here.
  6. Charge cancels cancel the recovery of your attacks. Charge cancelling different normals leaves you at different advantages and I've listed the frame advantage and the best options in the strategy guide (although the table has messed up my layout and I'll fix that. Also it excludes advantage from aerials). You can use charge cancels to reset pressure and bait DPs, so it provides flexibility with your mixup. Moreover, it also helps to build the install gauge.
  7. Oh the Joker ender. I'll give you some examples: From any wolf B/C confirm, you can do: > w[5C > 6D > j.A > 5C > 236A > 2C > 6B > 5B > 2C > j.D > w[j.A > j.B > 5B > wj.AAA > j.B > 3D > j.B] - Then double jump and go for falling j.C or; > w[5C > 6D > j.A > 5D] > 5B > 2C > 6C > 2C > 6B > 5B > 2C > j.D > w[j.A > j.B > 5B > wj.AAA > j.B > 3D > j.B] - Then double jump and go for falling j.C From wolf confirms if you use 236A the combo will fail. Human confirms could be like: 5B > 3C > 236A > 2A > 2C > 6C > 5B > 2C > j.D > w[j.A > j.B > 5B > wj.AAA > j.B > 3D > j.B] - Then double jump and go for falling j.C or; With human confirms you have to omit 6B (in most circumstances) because the combo will fail. Remember the safe jump setup doesn't work on Mu, for now.
  8. 2/15 Game Chariot Miya (TS) vs Kagetsu (RG)
  9. I feel like you haven't fully grapsed Valkenhayn's combo theory. When you're hitting with B or C wolf confirms, you have much better options than 6D > j.A > sj.B > j.A > j.B > dj.B > j.C. You should be going into either of the following: - > w5C > 6D > j.A > w5C > wolf cannon - > w5C > 6D > j.A > 5B > 5C > tk.214B - > w5C > 6D > j.A > 5B > IAD > j.B > j.C (but in this case it doesn't work on Noel) They deal more damage and improve your corner carry. I believe you attempted this once but the combo dropped. I also feel like your wolf pressure/mixup is extremely linear. You should incorporate human interchange mixup, brjA and/or w5C > brjC because it'll really help. Eventually Lunakage didn't seem to have much trouble blocking your mixup because it was the same thing and he just reacted to the command grab attempts (which were sometimes obvious). I noticed you were using wolf loops in combos so using wolf brakes for your pressure shouldn't be much of a problem. Speaking of wolf loops, I also noticed there was a time you used it mid combo, which isn't as good as using them in the beginning. Regarding your defence, be careful with wake up Sturm Wolf. Also I wouldn't recommend for you to jump on your wakeup, it's better to just tech and block, but for the most part it seemed to be working out for you. I believe Lunakage caught you out twice for this. If you were hit with meaty attacks you would just be giving him free hits If Noel is using drives midscreen you can tag her out with w236A if you're in range.
  10. 3/19 Shinjuku Sportsland Mato (AZ) vs Setoka (TS) Setoka (TS) vs Suzuki (HZ) Tetsuwo (KO) vs Setoka (TS) Mion (NO) vs Setoka (TS)
  11. Kouhatsu Jin vs Valkenhayn Valkenhayn vs Bullet wj.A > w5A > w5C did not combo. 3/19 Shinjuku Sportsland Uma no Hone (VK) vs Tetsuwo (KO) Welp.
  12. 3/22 Urban Square Jin vs Valkenhayn Azrael vs Valkenhayn Platinum vs Valkenhayn Terumi vs Valkenhayn | (Cont)
  13. 3/21 Tachikawa Kuresu (TS) vs Mori (RE) Kuresu (TS) vs Ryusei (CA) Kuresu (TS) vs 8C (PT) Kuresu (TS) vs Mabukapu (RE) 3/22 Central Hachiouji Shino (TS) vs Koeru (IZ) | Part 2 Rachel vs Shino (TS) HARA (RG) vs Shino (TS) Shino (TS) vs ESP (KO) 3/22 Urban Square Jin vs Tsubaki Tager vs Tsubaki Tager vs Tsubaki Tsubaki vs Bullet Nu-13 vs Tsubaki Wara (TS) vs Litchi Wara (TS) vs Noel | (Cont) Pikuri (TS) vs Tsubaki Pikuri (TS) vs Wara (TS) Pikuri (TS) vs Nu-13 | (Cont) Pikuri (TS) vs Hazama Pikuri (TS) vs Terumi Masuta (TS) vs Hitose (HZ) Masuta (TS) vs Tager Pikuri (TS) vs Yumekami (KG) Pikuri (TS) vs Tsujikawa (KO)
  14. Team Exe http://www.twitch.tv/team_exe/c/3930385 3:07 Valkenhayn vs Tager http://www.twitch.tv/team_exe/b/513214402 1:28:22 Terumi vs Valkenhayn Not only can we see how fast his beast cannon is but we know how fast the new Sturm wolf animation is.
  15. Team Exe: http://www.twitch.tv/team_exe/b/513247426 32:42 Pikuri (TS) vs Kagura 36:56 Pikuri (TS) vs Kokonoe I don't even know what's going on. http://www.twitch.tv/team_exe/c/3930385 36:21 Tsubaki vs Platinum 1:13:06 Wara (TS) vs Hazama 1:21:16 Wara (TS) vs Kokonoe 1:24:48 Wara (TS) vs Litchi http://www.twitch.tv/team_exe/b/513214402 2:16:35 Tsubaki vs Hazama 2:20:02 Tsubaki vs Tager
  16. Alternatively I could have whiffed 22B and gone for 236236D. I was disappointed with that, sometimes I think too much and then I don't think properly. Like when I did Throw > 22D > CT and then went for 2B even though it doesn't work. Thanks anyway.
  17. Kiba (VK) vs EXonestar (LI) | Part 2
  18. I have brought myself to believe that all the girls have silly air throw hitboxes.
  19. The 1st question. Yes that's all the mash safe/non mash safe WOLF BRAKE strings. There's more blockstring options Valkenhayn can use that don't use wolf brake. w5B > 6D > j.A Is pretty good but loses to mashing. w5C > 6D > j.A can lose to mashing, but the Valk could also use w5C > wolf brake > 5C and just get CH. There's w5B > wj.C too, and I think that loses to mashing. w5C > RC > w5C is gapless and doesn't lose to mashing. In short, anything involving 6D can most likely be mashed out of. 2nd Question: If you're trying to IB > Punish Valkenhayn's pressure, it'll be pretty difficult. You may beat w5C > 6D > j.A with 5A if you IB'd, but you probably wouldn't beat w5C > wolf brake > 5C or w5C > brjA. In addition w5B > brjA is mash safe even on IB, it's designed to tackle DPs. Before determining whether you can poke out of w5C followups, you need to assess the level of the Valkenhayn player. If they are pretty one dimensional and don't use wolf brakes then you'll probably be fine but against those that do, you'll have to resort to DPs more, or try to block (Yeah I know). That's just the problem. Generally you don't know when you'll have the option to poke out and it usually requires a strong guess.
  20. More BBCP 1.1 Valk corner combos from Jasu and Ryu: 6C > 2C > 6B > 2C > 236A > 2C > 236C > tk.214B > 5B > 2C > j.B > dj.B > j.C [3493 DMG] (I think I'm missing something) Source - https://twitter.com/Jusykr/status/446938484154961920 w[j.C > 5B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3128 DMG] w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2559 DMG] w[5A > 5B > (Something) > j.B > j.A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2580 DMG] Source - https://twitter.com/p_RYU_q/status/447060483577638912 Throw > CT > 2C > 6B(1) > 236C > 236A > 2C > tk.214B > 6C > 3C > 236B [3733 DMG]
  21. Destroy Kiba Edition @ the Heart of Gaming Kiba (TS) vs BBCP Ghost (HK) - To 22:38. Sorry guys. I know I made mistakes I shouldn't have, but I don't do well against players who kinda have this kind of 'random' playstyle.
  22. Destroy Kiba Edition @ the Heart of Gaming Zero443 (RG) vs Kiba (VK) | (Cont) - To 5:26 LordspectreX (AZ) vs Kiba (VK) | (Cont) - To 1:24 LordSpectreX (RE) vs Kiba (VK) - To 6:24 Kiba (VK) vs BBCP Ghost (HK) - To 10:45 Kiba (VK) vs EXonestar (LI) - To 22:00
  23. Ah cool this gives me a reason to play about with the wj.C > dj.D > j.C enders more. Thanks for that! I'm gonna include this in the guide.
  24. Not sure about using 3D but I can help with using 7D. You can usually only do it when you use any combo into > w[j.C > dj.C > j236A > j.236B]. The 2 j.Cs and j.236A help in allowing you to be high enough to fall and get the sturm to work. You don't need to super jump in order for these combos to work. With the w5C > 236A > 5D > 2C > 6B route, if you begin with a w5B/wj.B/wj.C confirm, you have to omit 2C > 236A otherwise wj.236B will whiff. With the w5C > 6D > j.A > 5B > 2C > 6C route, if you begin from a wj.B/wj.C confirm, you can't use 2C > 6B otherwise wj.236B will whiff. So your combos will look like this: 5C > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 5B > 2C > j.D] > j.A > j.C > dj.C > j.236A > j.236B > 7D > j.D > j.C > OD > j.C > Sturm 5B/j.B/j.C/ > 5B > 5C > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 5B > 2C > j.D] > j.A > j.C > dj.C > j.236A > j.236B > 7D > j.D > j.C > OD > j.C > Sturm w5B/5C > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > 6C > 2C > 6B > 5B > 2C > j.D] > j.A > j.C > dj.C > j.236A > j.236B > 7D > j.D > j.C > OD > j.C > Sturm j.B/j.C/ > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > 6C > 5B > 2C > j.D] > j.A > j.C > dj.C > j.236A > j.236B > 7D > j.D > j.C > OD > j.C > Sturm Sorry for the late response.
  25. It can work on Amane. Example combo: w[j.A > 5B > 5C > 6D > j.D > Delay 5B > IAD j.A > j.B > 5B > IAD j.A > j.B > Slight delay 5B > IAD j.A > j.B. As you noticed there's a few points you'd have to delay stuff otherwise it'll drop. On a side note, I pondered why Suya does 3C > OD and @vcjonakim has managed to help me out. Basically, blocked 3C > OD > 5B > 3C or IOH j.C > 3D > wj.A/wj.B are true blockstrings which can both be combo'd off. It allows for a gapless wolf mixup. It's better to use 6B > OD instead though because the vacuum effect is nice for reeling in opponents to get the IOH j.C. This is pretty good and I'll add it to the strategy guide. This is something that'll work in the patch too so take note! *Added Amane notes in the character specifics in the strategy guide.
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