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Everything posted by Kiba
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Added OS to strategy guide: Spaced 2B > 5B > 3B+C (Against Kokonoe) If Kokonoe teleports on her wakeup, you'll throw her back into the corner (so she can't burst and corner you), and if she doesn't teleport, you'll get the normal 2B > 5B > 3C blockstring. Alternatively you can use 6B+C instead of 3B+C to get 6C for overhead mixup. The spaced 2B is there in case she opts for the fireball super, and you'll be able to punish her because it'll whiff. Remember you lose wolf oki with this setup. Credits to Kyosuke / (@vcjonakim)
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Added 236C > 214B ~ D OS, though it's nothing new. Also made a list of mixup options from j.236A oki.
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2/22 Mix Up Night #17 Valkenhayn vs Nu-13 Keisu (VK) vs Asamichi (MU) | (Cont) Keisu (VK) vs Tsujikawa (KO) - To 24:34
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2/22 Mix Up Night #17 Kazu (TS) vs J Anson (TR) | (Cont) Kazu (TS) vs J Anson (HZ)
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1/13 Athena Nipponbashi Valkenhayn vs Matoi (TK)
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No problem. Athena Nipponbashi Relius vs Tsubaki There is not much to see here. 2/21 Tachikawa Teru (HK) vs Kuresu (TS) Kuresu (TS) vs UNDER (TG)
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Tsubaki OD Combo Compilation http://www.youtube.com/watch?v=Rs95qtPmnCI
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Tsubaki OD Combo Compilation Description in video.
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This route works against Tsubaki if you slightly delay the 236C. I have gotten it to work on Izayoi but is very inconsistent.
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You mean here? Potemkin vs Millia - to 47:00
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Video has been removed unfortunately.
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Ah it's alright. I was referring to the tweet translations, as it wasn't relevant to this thread in particular. Anyway, appreciate the translations Shyn & Errol.
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Gameplay discussion thread please and thank you.
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236B/C seems sorta useful to use at match start. After watching Kuresu use it multiple times, I was wondering why and tested it out for myself. It works if the Mu commits to 5C, SoD, or backdashig at match start. However, it'll lose to 2B, and if the Mu uses a backwards airdash j.C. With regards to oki, I just use combos into 22D > 6C > [6]6C or j.236A. I sacrifice charge with the former but I'd rather have that than have a hard time dealing with Mu's DP. I don't really use the blade super for oki, rather for neutral when I can't deal with steins. On yeah, if she uses Habaya in neutral or tries to use it for pressure, you can IAD over it and hit her with j.CC or you use [4]6D > 236D.
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In case anyone is wondering why I haven't said anything regarding that setup, it's because the 1DC is just an extension. I haven't tested that with it since all I try to use is 3C > 236A~6D. I have been really concerned about which corner enders are better against certain characters: Against Azrael, you'll want to put yourself in (or near) w5C range so that growler whiffs and you can punish him. If you opt for brjA on his wakeup and he backdashes, you can followup with w5C. So 6C > Forward dash (you'll be in the corner if you're close enough), or j.b > j.8B > j.C seems good. Not saying you can't use wolf cannon ender but you'll have to manually determine the spacing afterwards. Against Mu-12 and Ragna, spaced w5C can make their DPs whiff. Against Ragna you can also use air combo > wj.236B > 7D > j.D > j.C > jump > j.A(whiff) > j.B(or j.C I think) as a safe jump setup, but it won't work against Mu because her DP has guardpoint and you'll just get hit. Against Tsubaki and Litchi, I recommend using an air combo into > wj.C > (wj.236A) > wj.236B > 7D > j.D > j.C > jump > j.A(whiff) > j.B (I think j.C can work here too) whenever you can, because spaced w5C won't work against them (you'll have to be slightly out of w5C range to make Tsubaki's clash/whiff). It doesn't seem to matter what ender you use against Hakumen really It's a complete guessing game, but remember his 2D is 1f so you're better off using highs when he doesn't have meter for yukikaze. I believe this is the same case for Hotaru. This is just some food for thought. I'm guessing this isn't completely accurate and/or I may be missing things here, but I thought I'd try to help.
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I'm quite critical because I look at too many minor specifics. Nonetheless I believe I am a solid player. Ggs to Akkare, Hondo_Ayano and some other players.
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Even if you got the IAD j.CC down, the first combo will drop at the 2nd 214B.
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Tsubaki doesn't have dash cancel stuff. You must be referring to her 623C > j.214A(w) > Dash 5C > 2C combos. Following up with 5C > 2C is quite difficult, not to mention the difficulty changes with the character you are playing against too. It is recommended you use Dash 5A because it's much easier to connect, although it does result in about 300 less damage. As I said in the combo discussion thread, there is a visual cue where following up with 5C may be easier. There's a certain height they need to be at when you input it. If you input it too fast, 2C will whiff. Too slow, and 5C will whiff. To help you with this, make sure you have that green bar set so you can see how much time you have to follow up. Also, if this helps, I'm usually looking at the opponent after 623C because I want to try and measure the angle they are at when I'm trying to get dash 5C. This is where Stage 3 blockstrings will come in. At this point if people are mashing you out of your blockstrings, you'll have to mix in frame traps (i.e 5A > 5B), and possibly use 5BB > 2BB > 5C© > 6BB to keep players honest in blocking low. Charge cancels are useful but if you become heavily reliant on it, it'll be easy to poke out. You can do something like 5B > 5C > charge cancel > kara throw, and mix it with 5B > 5CC(Delay). It may also sound like you need to be quicker with your pressure? If using too many 5As no doubt someone will get mashy. 5A(x2) > Throw, command grab, 6A is a much faster form of mixup. They can mash out of followup 5As if you delay it for a little too long. I have this problem as well and it mostly doesn't work out because I usually get thrown out, so I just use frame traps. If you're looking to use normals to stay in against an opponent's barrier, you'll probably have to mix in 6C into your arsenal, or something like 5A/5B > IAD j.CC. There's a variation of blockstrings listed in the strategy guide which will useful to you too. When it comes to people jumping out of my blockstrings, it really depends. Most of the time I'd go for an air throw (especially if they're trying to jump away from my charge cancels) or delay low attacks to stop them. Of course with those who jump away/IAD away midscreen, there's most likely nothing you can do about that. On a few occasions, I've used 6C and it's downed an opponent several times, and although it stopped them from jumping out, I just missed following up my attack lol. You'll have to tack onto the player's habits though. Look at this example: You use 5CC > 6B. Opponent manages to jump out of your 6B startup. So try 5CC > Charge cancel. If they jump you can air grab, or alternatively you could do something like 5CC > 214B/214D I suppose.
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Please take caution. This may only work with w5A > wolf brake j.A It won't work with any other wolf normal regardless of which type of wolf brake the Valk uses. If you're winning, the Valk is too slow. Yes, but only against w5A/5C > wolf brake j.A. You can do it from wj.C > wolf brake j.A but only if you IB wj.C, however, if they use wj.C > wolf brake j.B, you'll get hit. This is all specifics.
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Been practicing my execution with 623C > j.214A whiff > Dash 5C > 2C combos, and I'm getting the timing down a little more consistently, which is cool. The corner carry is good too. There's a visual cue you need to look out for after the j.214A which makes it a whole load easier to followup with 5C. Too late, 5C will whiff, too early, 2C will whiff. Also, after the 22B whiff I use micro dash 5C because if you don't micro dash, 2CC will whiff against some characters. Anyway: 5BB > 5CC > 623C > j.214A(w) > Dash 5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [2745 DM] [19% HG] 5BB > 5CC > 623C > j.214A(w) > Dash 5C > 2C > 214B > 2CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [2806 DM] [20% HG] 2BB > 5CC > 623C > j.214A(w) > Dash 5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [2341 DM] [16% HG] 2BB > 5CC > 623C > j.214A(w) > Dash 5C > 2C > 214B > 2CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [2394 DM] [17% HG] 5CC > 623C > j.214A(w) > Dash 5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [3158 DM] [22% HG] 5CC > 623C > j.214A(w) > Dash 5C > 2C > 214B > 22B(w) > 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3309 DM] [23% HG] 6BB > 623C > j.214A(w) > Dash 5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [2900 DM] [20% HG] 6BB > 623C > j.214A(w) > Dash 5C > 2C > 214B > 22B(w) > 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3050 DM] [21% HG] j.CC > 5CC > 623C > j.214A(w) > Dash 5C > 2C > 236C > 214B > 22B(w) > 5C > 2CC > j.C > dj.CC > j.214B [2834 DM] [20% HG] With 5CC and 6BB > 623C, you may find it easier if you followup with j.236A(w) > 5C > 2C rather than j.214A(w) > Dash 5C. Just remember you have to cancel into j.236A(w) quite early, but not too early that the wing of the attack hits the opponent.
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I guess so. I wouldn't expect to see the hitboxes until some time after US release. Though, don't take my word for it.
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here you go: http://www.youtube.com/watch?v=sJv9VepwTYA
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Boku Zen uploaded 3 more variations of completing challenge 30. All still require wolf loops but the last is the easiest since it only requires 3 loops. http://www.nicovideo.jp/watch/sm22907370 - I can upload it to youtube if you guys want?
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I give up.
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With the corner combos involving the 5A > 5C > 2C > 236B stuff, you can use 2A instead of 5A, which seems more reliable. 5A > 5C > 2C > 236B can whiff against Jin but seems a lot more consistent with 2A. Same damage too.