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Kiba

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Everything posted by Kiba

  1. Ran through tests. 5D and 2D appear to be the same. So I'd say use 2D to low profile stuff but don't make it the main charge in neutral because if someone catches you while you're using 2D, you'll only be extending their combo (since you're crouching ofc). On a more interesting note: - With 5D or 2D, you can block supers with 10f startup or more. - With j.D, you can block supers with 9f startup or more. Credits to Errol.
  2. Actually no but I'll keep a lookout! It also weakens our heat gain but not by that much. With 2 charge (or 2 and a quarter), we can currently do: CH 5C > 6C > 214214D > [4]6D > 236D x2 > 623D > j.236D > j.214D > 2C > 623C > j.236A > j.214A is 7338 Damage and 44 Heat gain. In the coming update I suspect we'd be using: CH 5C > 6C > 214214D > 421D > 236D > 623D > j.236D > j.214D > 214D > 5C > 2C > 236B > 214B > 22B is 6458 Damage and 38 Heat gain. We're losing on about 900 damage, and also remember the 1st combo also helped us with getting heat to use a 2nd DD if you had 64 heat when initiating mugen (because you could followup 623D > j.236D > j.214D with 214D > 22D > 6C). We're gonna need more now. 6.4k is still really good compared to what she normally does anyway. Rather than blowing them away and losing oki, we can keep 'em closer.
  3. Nvm I stand corrected. You can avoid the blade super by using hj.D > 6D but you have to distance yourself to avoid the last few blades.
  4. Thanks Frost! Kiba (TS) vs Ixis (MU) | Part 2 | Part 3 Better I guess.
  5. If Jin uses his air projectile in neutral you could 2D it. Honestly though, sometimes I feel like 2D has better recovery but slower charge cancel startup?? I dunno, I'll have to run some tests whenever I can hop on the game. Seriously I was thinking about this for a long time because Kazu@Ginga uses 2D alot, and I was wondering why. He and Spinoza like to experiment though, so there must be a bigger difference despite what the wiki says.
  6. Coolies.
  7. Will get it down in strategy guide.
  8. Seems like what I said before is right. There is going to be more reliance on wj.C (> brj.B), command grabs and human interchange mixups. They've done a good job at weakening brjA, that was too good. It'll be interesting to see who is still using him after this... That is so depressing!
  9. You can see Tsubaki in the update here Projectile has faster startup. I don't expect to see the D version used in neutral now.
  10. #RIP brjA Lol. Yo. From Xie's Twitter: 'On closer inspection Valk's gauge does no build during hitstop. Was it always like that? It's very noticible now.' here 'I think Valk will end up midish, as the C button starters are still good, but his reward in neutral seems much worse, esp corner carry.' here.
  11. This would definitely apply to me as well as a few others. Can't help but smh when I see some things said. Anyway, regarding the Tsubaki changes: What happened to Tsubaki's 6C seems to be a buff and a nerf. They say the made it cancellable but don't specify whether it's drive or special cancellable. They also said they moved the hitstop, so we don't know how much they've nerfed the blockstun. Anyway, I think the bottom line here is that they want us to use 6C for strictly combos. Sure you can use 6C on barrier to try and get in, but opponents are gonna find it easier to AA you so you'll have to use alternative methods. The projectile having faster startup is a buff. With the input change it means we'll be using it much more in neutral, which is great. We don't know how much faster they have made the projectile so we don't know how much it affects our oki. Then again it doesn't matter because it just means you have to delay the projectile AND we still have the j.236A oki which is untouched. D specials getting stronger SMP during mugen, I saw that coming tbh but remember this time with 2+ charge combos for example we can do 421D > 236D > 623D > j.236D > 214D > 214D > 22D > 6CC (or 5C > 2C) and avoid the SMP which means we can still keep our oki and pressure advantage rather than sending them flying away with j.236A > j.214A. Anyway, I'm not one to complain much. I just look at the changes and then work with them. It's as simple as that. You can either work with the changes and move on in life or pick another character, and in the unfortunate case where you don't like any other character, sorry. I will be sticking with Tsubaki because I kinda like her playstyle and I like her combos. If I did have to use another character, it would be Amane, because he's fun. On a side note, we should be grateful they didn't touch Tsubaki's DP or even mess around with her charging again! I honestly thought her DP would get hit hard. @Kirbster: We don't need to fight Level5Chan to realise that..his gameplay is random.
  12. Against Jin Unfortunately back throw > 2C doesn't work, you have to use back throw > 5B. When you do manage to catch a player's roll with 6B your only option is to followup with 2A, followup up into wolf, and then use wj.236B > 6D to drive them back into the corner. If you do manage to catch a player with a w236A, remember you can also followup with dash > w5C > 6D > j.A > into whatever combo choice. Remember the Option select you can do against Jin's DP on wakeup, missed a few opportunities to make 'em whiff. When you did manage to punish the DP 7 minutes in, you could've really maximised the damage you dealt by going for w5C > 6D > j.D > 2C > 6C > 2C > 6B > which can potentially lead into 4k. Also I feel the combos you use from a wolf cannon can be slightly optimised. You normally go for midscreen 6C when you could do > 2C > tk.214B > Forward dash 5C/IAD j.D > wj.AA instead for more damage and corner carry (I took note that you said you misjudge how far 6C will carry them). With regards to the player, he got away with 5D > dash cancel into further pressure which is quite unsafe, and he uses a lot of 6Bs. You can poke him out of it 5A. I'm sure 5D > w5B would work against that but that's assuming you do it immediately since a late action will result in getting CH. Also there are times where you're close to the corner and getting a combo on Jin but instead of putting him in the corner, you use w236A > 6D > j.D > 2C get yourself in the corner. What you should be doing is wB or C confirm > (w5C) > 6D > j.A > 5D > 5B > 2C > 6C and then air dash j.B > j.214B if necessary or use 236A. Maybe you want to use barrier more against Jin so you can push him out and get out easier? He doesn't seem to have a hard time staying in. I can see that you've improved, but I also feel you need to take advantage of your corner oki too. Most of the time the player got out for free. Bullet: Mainly the same points which are: -Optimising combos, particularly the 6B FC ones. You're going into 236B when you could be doing 236C instead. -Allowing opponent to get out kinda easily in corner, by backing away. -Switching sides and having your back to the corner with w236A > 6D > j.D > 2C when you're near the corner. Should be doing w5C > 6D > j.A > 5D > 5B > 2C > 6C. I'm not particularly sure how to handle the Bullet matchup so I can't comment on character specifics sorry.
  13. Full translations are here which is from the official site here.
  14. Errol stated that was a mistranslation. The P1 of all jump moves has been nerfed. On a side note j.CC isn't pretty bad at all!
  15. 6C drive cancellable? Interesting...that'll be pretty cool! There isn't any specifics to the 6C cancel so it's not something that's totally out of the window. Exactly. If she tries to IAD j.C against opponent, well anti airing Tsubaki just became even easier!
  16. 6C delay command grab...
  17. Nah it's still jump cancellable. Projectile change is to the ground.
  18. I would just like to say that Dreize hit the nail on the head, I was thinking the same thing. We don't know how fast his ground beast cannon is and we don't know how much they've nerfed the combo starter time from wj.A/B. I suspected wj.B got hit hard maybe because of wj.C > brjB? Also seems like no more wolf loops from those two confirms? Or we'd have to use less. Apparently the jump attacks having increased P1 is a mistranslation, it's actually nerfed, so this hinders Valks wj.A/B even more. Anyway, aside from the beast cannon buff which makes it easier to punish whiffs in neutral (I'm thinking this may also have some sort of effect on > w5C > 236A > 5D > 2C combos), the other changes seem to really compliment the nerf in his wolf regeneration. wj.A having less combo time paired with increased wolf guage recovery means we probably can't use wj.A as much, increased speed in Sturm means we don't regenerate as much wolf meter etc. Seems like they're trying to shift the emphasis to w5C, wj.C, command grabs, and human interchange mixups. He will still remain very strong regardless.
  19. Yeah I did mean 6C. Thanks for letting me know.
  20. Right. 6A – Can no longer be Emergency Teched on hit. This is nice. It means we could combo in case we get an air hit on a opponent, but now, will it be useful mid combo? We'll have to see, but it also means we may have lost our 6A setups (if anyone was using those). 6C – Moved the additional hitstop from a blocking opponent, can no be canceled on block. 6C blockstun gone as Errol said means no more playing around with 6C > j.D > j.A/B/C, you're gonna get poked out of that. It also means we're most likely going to get poked out of 6C > Blade super. No more gimmicky stuff. However, because it's now special cancellable on block, we can do 6C > Command grab with the hitstop removed. 6C > CT seems cool but seems ballsy due to the lack of blockstun and long startup of CT. Anyway, I'm looking forward to 6C > Command grab. I guess they mainly want us to use 6C for combo filler? Judgement Technique – Darkness Piercing Light – Command is now 421A or 421D. The projectile speed of the A version is now faster. A projectile being faster is definitely better for neutral gameplay The fact that it's no longer a charge command means we'll be using it a little more often, which is something I'm looking forward to. However, as Errol said it could hurt our grounded oki. Not sure how much more faster it is, but we'll have to wait and see I guess. Sounds like we'd have to slightly delay the projectile if we want to keep the oki. If anything, we still have j.236A oki. I'm glad they used 421A and not HCFA, imagine, we could get accidental 6A in neutral! 421A doesn't clash with anything. All Macto Maledictis D Attacks – Strengthened the Same Move Proration for all attacks. Not surprised about this at all haha. It speaks for itself. Restricted mugen combos, and it sounds like going for double Psycho Crusher combos will really kill her combo. Guess they really want you to mix what you use in mugen. Overdrive D Version Confutatis Maledictis – Now has a different animation after it hits and hits the opponent forward. Ohh that's nice, at least this way if the DD doesn't kill, we'll still have our oki and not knock them away. I found that kinda annoying. Sometimes I'd midjusge whether it'll kill or not and when I'm wrong I have to work my way back in, but it's a nice little change. Overall I'm, pretty content with her changes. Anyway all of this is speculation, let's see what happens!
  21. Thread is for posting the confirmed changes made to Valk in the May update. This is not a wishlist thread. Any of that talk will result in an infraction. This is not a wishlist thread. Any of that talk will result in an infraction. This is not a wishlist thread. Any of that talk will result in an infraction. Valkenhayn Changes Wolf Gauge – Anytime Valkenhayn transforms into a human, the time before the Wolf Gauge recovers has been increased. (Gauge cooldown is about a second, by a stopwatch) wj.A – Combo starter time has been decreased. (VS starter) wj.B – Combo starter time has been decreased. (S starter) Ground Konig Wolf (Wolf cannons) – Decreased the startup time (22-20f) Sturm Wulf – Is now a catch attack instead of a full animation super. Increased speed of the animation portion. wjA > w5B > w5C > 6D > jA > 5D > 5B: Combo drops at 5B wjA > w5C > 5 Cannons (2300 damage) 6A CH floats higher
  22. Aw yeah I forgot about including that. Thanks for reading and letting me know! Side note, Updated 6C blockstrings with: - Sub-route 5 (Bait DP): 6D > j.D > Barrier block (If they delay the DP you may get hit due to landing recovery) - Sub-route 7 (Blade Super): 6C > 6321469B (Gimmicky - Opponent cannot punish unless they use something with 4f startup due to 6C blockstun) I forgot how to do 6C into Crush Trigger so if someone remembers that please let me know so I can include that
  23. Lensta (LI) vs Kiba (TS) -Need to optimise certain confirms. -Need to fix my inputs (dropped combos, unintentional commands) -Need to make the most out of j.236A oki
  24. This is What u Need (Valk CMV) http://www.youtube.com/watch?v=a37uJYpA6LM
  25. Dear Valkenhayn players. This is what U need (whatcha need): http://www.youtube.com/watch?v=a37uJYpA6LM ~Keebs
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