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Everything posted by Kiba
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Nice. 5C is good to punish rolls. I guess 5B would be good too because of the active frames? I'll have to test it out although it'll result in less damage than a 5C confirm. Not to mention they can be unreliable. 2B is more convenient but isn't, too hot as a starter.
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Some more things which makes this matchup easier! -w5C stuffs her 236X/214X in neutral. -If she uses the ground fireball you need to quickly react with wj.66D > j.C if you want to get her. If you're late, she can 2C you. -her j.236A can be beaten with dash > 5B. Also, when you do lock her down in the corner. Just run back and idle in wolf. She actually can't do anything and it was funny to see LOL. -If she charges then you can try to get a hit but remember she may be able to react. -If she uses j.D, it has landing recovery, so you can run to her and catch her with w5B once she lands. I tried using w5C and I wasn't successful all the time. Sometimes she was able to block it. -If she uses j.236A then run underneath and w5B her. -If she uses 236X/214X, you'll have to w5C it on reaction. -If she tries to use the dive, use w5B to AA her, or if she goes past you, use w5C and catch her in recovery. -If she tries to IAD out you can just w5B her but if she barrier blocks, transition into standard air pressure. And of course if she DPs she'll be out of range so it won't hit you. If she has charge you need to be ready to AA the dive followup (or make it whiff), or punish her falling if she cancels it into j.236D.
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Tsubaki isn't meant to get greedy with charge; she's using it as an evasive tactic. Izayoi's dash is not good enough for her to run in and DP. If Tsubaki is closer, she doesn't need to use j.D.
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3/1/14 SCR SuperFX (HK) vs AKA (VK) TsukiBaka (KO) vs Jona (VK) Jona (VK) vs Pain (KO) Archer (JI) vs Jona (VK) Jona (VK) vs xAJxDL (JI)
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ONLINE GODSGARDEN Kuresu (TS) vs Puromete (LI) - To 30:52. Kuresu started off a little strong using the safe jump setups (22:20 which caught Puromete's roll, and 27:10 where he baited the DP) which were quite cool, though near the end he seemed let Puromete get out for free by making charging a priority in the last set (from 29m) Matoi (TK) vs Kuresu (TS) - To 2:14:14 Not sure if Kuresu knows that 5D > 2B after corner air enders is very unreliable in catching rolls.
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Now I disagree with this after playing the matchup a little more and understanding it. It's not in Izayoi's favour. Izayoi may have better neutral dominance but how exactly is she going to stop Tsubaki from using j.D to avoid sonic sabres? If you commit yourself to sonic sabre Tsubaki can just IAD j.C you and you'll most likely lose if you try to retaliate with 623B/623C, resulting in Tsubaki getting CH, and getting you in the corner (If the Tsubaki player uses the corner carry combo). Sure you can dash and try stuff like 623B/236C but you're only trying to make the right call here, and Izayoi's dash speed is horrible, making this a little unreliable. Tsubaki benefits by gaining charge and Izayoi gets nothing. Once you're in the corner, it can be game right there (this is why some Tsubaki players need to have faster pressure/mixup). Izayoi is getting no where with an 8f 2A (), 5A could work but isn't completely reliable because it can whiff on crouchers. There's no reason for Tsubaki to use [4]6D here in neutral.
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More stuff from famitsu: Valkenhayn: Backdash (human) - duration increased from 13 to 22 frames. Invul frames last from 1 to 7 (rather than from 1 to 5). Now considered airborne from 1 to 15 frames (rather than from 1 to 13). Traveling distance is increased. Backdash (wolf) - duration increased from 13 to 25 frames. Invul frames last from 1 to 5 (rather than from 1 to 10). Now considered airborne from 1 to 21 frames (rather than from 1 to 13). Traveling distance is significantly increased. Negative Penalty Resistance - increased from 2 to 5. Wolf Gauge - after changing from wolf form to human form manually, the gauge recovery is slowed down for a while (the recovery rate equals 1 for 90 frames after switching back to human form, and equals 3 afterwards). Forward throw, backward throw, aerial throw - the damage is now 1400, like with other characters. Wolf j.A - combo rate time is now Moment. Wolf j.B - combo rate time is now Fast. Ground Konig Wulf - start-up is reduced from 22 to 20f. Can now combo from [w]5C. B Konig Wulf - now floats lower. Eisen Wulf - on hit, the hit stop is increased for the opponent (from 0 to 3 frames). Sturm Wulf - the animation now comes out only if the first hit lands. The animation is now faster. Now -22 on block (rather than -32). Stagger - now falls on his back if staggered.
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Updated OP. 421D input change allows for better hitconfirms for stronger combos, e.g it's easier for us to deal 3.5k + with 6A > 5C with the input change as opposed to doing it with a charge attack. Overall they've made some of our combos easier.
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Kouhatsu Valkenhayn vs Mu-12 Ragna vs Valkenhayn Valkenhayn vs Tenchi (HK)
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2/25 Mizonokuchi Taito Hifumi (LI) vs Takenoko (VK) KP (MU) vs Takenoko (VK) Hifumi (RG) vs Takenoko (VK) Minoru (RC) vs Takenoko (VK)
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I played against Bang often during the release of the game but that was when I wasn't so good. Each time I encounter Bang now, I'm mainly dodging and using Valk (lol). Remember to barrier block and try to push him out, and use that chance to backwards IAD and get out. Typically they like to end their pressure with 623B, it's pretty unsafe especially if you IB. You can punish that shit with Dash 5A (Maybe something even better), but if you're too slow they can follow up with j.623B and just get counter hit. Also, if you block Ashura, many bangs like to go for a drive after (which is lol), just run up and grab them, but of course this depends on the player y'know. Ashura is very difficult to punish anyway. As you said nails not only hinder movement but it hinders charging too. I'd try to move around a lot in the matchup, even if it feels like you're jumping too much. If you want to avoid Bang's command grab super, you need to have an attack already out, or you can OD through it. If you're in the air you'll most likely lose so be observant with his meter. Combo related stuff: the 5C > 2CC > 236C. 2CC needs to be slightly delayed otherwise 236C may whiff.
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2/28 Tachikawa Konan (TS) vs Shino (NO) Konan (TS) vs Matsu (MK) Konan (TS) vs Protos (NU)
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That's the game she plays. Normal mode, she's gonna be using sonic sabres and disrupting your approach options with her neutral control. If she does catch you on block, her aim is to get more stars. Sonic sabre is her safest option when ending pressure, but if she goes into 236C / 236B she's pretty unsafe. Ofc, whether you'll be able to successfully punish her or not depends on the spacing. If she does teleport after those specials, you can mash 5A to discourage the player from teleporting in the same place or behind you. Eventually they may not teleport at all, or they could teleport backwards, and in which case I sometimes retaliate with 236X. It's not a reaction thing however. GA mode is another thing but is a particular nuisence when she's in your face. Dash j.C is the primary method is hitting you and goes into 4.1k in the corner with two stars. She's got a variety of ways of landing it, including standard dash > j.C, or stance cancels > dash j.C. Stance cancels act like charge cancels so you can poke her out, although it won't do you any good if you're out of range. Plus she could even stance cancel and use 5B to sometimes stop you from jumping out. Also, her air grab game is too strong.
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Yeah at the end of the movement. I think that's a better way to look at it. The IAD wolf loop is character specific yeah. You can check out the details in the first post of the combo thread. On a side note, Suya added again to the notables. I'm not adding anyone else for now Suya's matches are particularly good because you can see how he plays against the majority of the cast.
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2/13 a-cho Dogura? (HZ) vs Tsubaki
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Don't like double posting but.. You can use this director next time. This CMV was also not posted: Izayoi Combo Movie 【Utsusemi】
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Minor note: I remember speaking to BatousaiJ a while back about the corner > 22D > 6C > CT combos, especially on characters where the 5C will whiff. I found something earlier which may help but forgot to mention it. After CT press 5C immediately then hold 2, then press CC. If the 5C whiffs, 5C© > 2CC will come out. Remember 5C > 2C doesn't come out on whiff so I guess it acts like a nice little OS? If 5C hits, 5C > 2CC will come out. This technique makes following up on characters a whole load easier. Against characters where the 5C will whiff, if you don't press 5C fast enough, 5CC will also whiff. -Included information in combo compilation-
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Gonna update first post. Can I make a small request for members to post names where applicable please? It'll be real helpful. Thanks. On a side note: Tsubaki and Izayoi Combo Movie: Oblivious Tsubaki and Izayoi Combo Movie
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This is something I definitely need to be taking advantage of. Thanks dude. I'll get this into the guide too.
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I find 1D > j.D > 2C to be pretty consistent. You just need to make sure you cancel the wj.236B with 1D immediately after the hit. I find that the reason I mostly fail this combo route is because I was slow with the rasen cancel. Something I find extremely inconsistent are the wj.236B > 2D > j.D > 2C combos. I think they're spacing dependent but I've stopped using those combos for that reason. Using 5B instead of 2C is easy though, and is useful if you want a side switch, particularly where you want to get your opponent in the corner. From a w5A/j.A you may want to opt for the IAD j.A > j.B > 5B x3 route for better corner carry, and although using the 1D > j.D > 5B is alright for 300 more damage, you sacrifice corner carry. You also don't need to use any more wolf command dashes for it so it's a good option.
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Buffed the Valk wiki.
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Minor note. Tsubaki's fireball is called 'Lux Macto'. Command grab is called Sanctus Aerolata (cool). Here. Changed from JP name to ENG name on wiki.
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Yeah, I could have done so on some parts, especially where I explained the 5CC > 6C~B OS. I guess my ability to work within a time limit faltered. Lesson learned though! Anyway: Tsubaki and Izayoi Combo Movie
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Tsubaki Option Selects & Setups http://www.youtube.com/watch?v=WpDoQ79YK2E
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Tsubaki Option Selects & Setups