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Kiba

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  1. Thanks for the links Bakahyl. Lensta (LI) vs Kiba (VK) Kiba (VK) vs Ixis (MU) I can still do better..
  2. ================================================== ================================================== I s'ppose I better start this off now. I'm gonna be listing the confirmed changes for Tsubaki in the update and as more come along I can sort it categorise it by buffs and nerfs. If you manage to find some information, feel free to post it with the source. 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. List of Changes Backdash - Duration increased from 20 to 22 frames. Negative penalty resistance - Increased from 2 to 4. 6A – Can no longer be Emergency Teched on hit. Knocks down on aerial hit. 6C – Can be canceled on block. If canceled on block, no hit stop occurs for the opponent. Now -18 on block (rather than -12). 3CC - Pulls in the enemy a little closer on counter-hit. D Sanctus Aequum (236D) - Now always blows the enemy away forward on aerial hit. Lux Macto ([4]6C/D) – Command changed from [4]6C/D to 421A/D. Startup of A version reduced from 27 to 25 frames, overall duration reduced from 56 to 54 frames. The projectile also accelerates faster. All Macto Maledictis (214214D) D Attacks – SMP-level increased from 1 to 2. D Sanctum Decus (22D) during Macto Maledictis (214214D) - If Macto Maledictis ends while Sanctum Decus is being charged, you'll get the mugen version. Overdrive D Version Confutatis Maledictis (236236D) – Start-up slightly modified. Now has a different animation after it hits; The last hit now blows the enemy away forward. Full list of changes Original Source
  3. Moved 6A discussion to combo discussion thread.
  4. It's something I've been actually been doing for a long time without fully understanding the benefit. If I'm doing this correctly, then it is a safe jump setup, and it's another setup I can add to the strategy guide. What's more interesting is that is works against Mu's DP too. Most (if not all other) safe jump setups wouldn't work against Mu because the 1f guard point prevents it.
  5. 12/23/2013 a-cho Arakune vs Terra Luna (TS) | Part 2 Terra Luna (TS) vs Rachel Izayoi vs Terra Luna (TS) Terra Luna (TS) vs Nu-13
  6. Allow me to put it another way then. Use whatever works for you. As someone who tends to crave for more optimal combos, I'd consider it. If there was any JP player making the most out of it, it was Kazu@Ginga.
  7. Nice, thanks for sharing! These are pretty old stuff that I was supposed to upload back in October but I guess I didn't because I was bangin' out the game at the time. 10/19/13 Miracle Dome FUJI (BU) vs Pikuri (TS) - That's how it starts off unfortunately. Moke Moke (RE) vs Pikuri (TS) Kaima (MK) vs Pikuri (TS) Hitotose (HZ) vs Pikuri (TS) Shacho (IZ) vs Pikuri (TS) Pikuri has traded the use of 3C for more DPs. He's a little more of a daredevil when it comes to the neutral game with charge because he's more willing to burn it for his offense. Now sometimes it worked for him and it's not necessarily a bad thing, but I felt he could have saved it in some places. Then again it really encourages his fast gameplay and I enjoy watching it. Now that I think about it his gameplay is extremely fast. Really doesn't want the opponent to breathe haha.
  8. If you want more, there is a list of beginner BnBs in the combo thread near the end of the first post. (Gonna move it to near the top) Double edit: Added DP combos.
  9. Adding Kaiser's OD combos and this: Corner 236C CH > 2C > 6B > 2C > 6C > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.214A] [4089 DMG, 29 HG] Expanded on wolf hitconfirms in the strategy guide in combo theory section.
  10. 2/4 a-cho Ragna vs Ayato (TS)
  11. What Dreize said. It's all good. Although rather than moving it to the Q&A thread I'd rather it's the FAQS here or in the strategy guide. Guess it's up to Dreize.
  12. Actually it's not mine. Stole it from Hima.
  13. Damn Zouf...I don't find it too hard. You're getting 300 extra damage for better corner carry. Anyway Cambuki, wait a little before inputting the 5C after 214B, as using it immediately would make the IAD j.C whiff. Then, you need to slightly delay the 2CC, not too much much that it whiffs. Finally, you need delay the j.CC so the followup 5C > 2C doesn't whiff. You can use the combo timer in training (with the green bar) which would help you in assessing how much you're supposed to delay it. So: 1. Wait a little before inputting 5C after 214B 2. Slightly delay 2CC 3. Slightly delay IAD j.CC
  14. Another discovery. If you use one hit into corner 22D (or just use 22D) you can go into the 6C > 623C > delay j.214A route for 300 more damage than the usual route. So 5B > 22D > 6C > j.D > j.C > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B deals 3.4k 5B > 22D > 6C > 623C > Delay j.214A > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B deals 3.7k I used 5B here because due to hit confirm, that and 6B will most likely be the ones you use a followup 22D. 2B > 22D is really impractical. You can't do this from 2+ hits into 22D otherwise you'll have to do 6C > 623C > Delay j.214A > 5C > 2C > 236C > 236B > 214B which will result in about the same damage as the regular/easier combo (probably a 30 damage difference). Anyway if you're a player who can use the 623C > delay j.214A, you now have an optimised combo. Remember it's character specific too! I won't include this in the combo thread, but I'll have it listed in the strategy guide because the hit confirm is much more demanding. Also: Back throw > 214B > 22D > 6CC > j.CC > j.214B [3100 DM, 22 HG] - This combo doesn't work on everyone I'm afraid. Damn I thought I tackled that followup 214B whiffs on some characters. Guess not. Will get to that later. Edit: done. It doesn't work against Izayoi & Valkenhayn. I've included the information in the first post. Double edit: Nah, just do Back throw > 236C > 214B > 22D > 6CC > j.CC > j.214B [3125 DM, 22 HG]
  15. You know this is why I disliked his English voice and I don't know why people use it. Double edit: I agree with your changes the most.
  16. Yeah, there's some unnecessary traits in the game, though I believe It'll be counter productive to add to that list y'know. @Errol: Yeah my bad.
  17. Please think about this a little more carefully. That would be unnecessary. She already has ways of acquiring charge during her combos, and on top of all that she has a command grab which gives her approximately 2 and a half charge.
  18. Ah I haven't posted here and this seems to be the matchup I play the most. This matchup is in Valkenhayn's favour. Obviously don't try to play the poke game with Mu what you wanna do is usually catch her in the recovery of attacks and start the offense there or catch her off guard using wolf movement. If she's using Totsuka, you can try to move around it, that way it stops the Mu from getting onto you easily, but you do need to keep note of the stein placements if you want to avoid the laser. Remember Mu's pressure and mixup is rather stale so you don't have to look out for much. Once she has committed to a C normal she has failed in delivering mixup and she's gonna either go back to neutral to build more lasers, or she's going to continue to try and simply poke you with 5C to get random hits. In neutral it's fine, you can use a defensive wolf movement option to get away, but in the corner it's harder. You can try something like hj.D > 7D but she may be able to get you with j.C / j.2C, and that'll just give her a whole new combo, whilst keeping you in the corner. If she uses Habaya from at least midscreen range you can wj.66D over it, hit her with j.C and get your combo. The recovery on that special isn't too great, though of course if she's full screen away you won't be able to do anything about it. It's also difficult to do so if there are lasers around. Speaking of lasers, in situations it's gonna be difficult for you to move around normally so it's easy to become over reliant on wj.66D movements, but take caution doing so. It's not very difficult for Mu to try and air throw you out of this, or simply anti air you. She can also stop you with 2B if you consider just running towards her. She could use 5C and 6C too, but for them to commit to those moves you'd have to be abusing the ground movement a lot because those moves do have some recovery (5C isn't as bad but can lose to 4D/7D > wj.A. 6C leaves her wide open). When you have Mu locked down, that's where another difficulty arises, her DP. Make sure after your knockdowns you try to get in w5C range so you can mix it between brjA or w5C (which will make her DP whiff at the right distance). It'll clash if you miscalculate so be wary. Even at that range you're not completely safe because her reversal DD will still catch you from that range, and there's nothing stopping the Mu from doing dash DP on her wakeup.
  19. I agree with you on the point you made about Valk's design and it being impossible to make him bad. I don't think the other characters getting better will mean that they'll have more fun though, because Valkenhayn's pressure, mixup and movement will continue to haunt people unless ASW scratched parts of the game discs which made Valkenhayn unplayable. Seriously though, even if their characters are made better, the players probably still won't be satisfied. This is true.
  20. Lol I still haven't even done it yet. I haven't really practiced the loop during OD. On a side note, this type of discussion is usually not my thing and I'm taking the back seat, but some points that were made need to be really thought out. I understand it's a personal wishlist, but still...
  21. Ha, to be fair I get them down on an occasional basis. Still need to practice them. Something to note is that it feels much easier to do the loop from a wj.C confirm, but feels much harder starting from w5C (Hence why I shamelessly got the CPU to repeat it lol). No problem man and good to see you around, although we have the others here to thank as well.
  22. Cool man. If you have any other questions don't be afraid to ask. I'd encourage you to use the character you have fun with, which is Tsubaki, so go for it!
  23. Lol point taken.
  24. 1/26 MAXIM HERO Koru (RE) vs Boku Zen (VK) Boku Zen (VK) vs Oga Chan (MK) Boku Zen (VK) vs Tono (AZ) Boku Zen (VK) vs Uinka (RG) 1/25 Godsgarden Suya (VK) vs Tsubaki - To 12:17 Suya (VK) vs Kokonoe - To 31:44 Suya (VK) vs Grandia (TG) - To 45:52
  25. 1/25 Godsgarden Suya (VK) vs Tsubaki - To 12:17
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