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Kiba

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Everything posted by Kiba

  1. 1/18/14 Playspot Big One Konan (TS) vs Suya (VK) Konan (TS) vs Kouya (NO) Konan (TS) vs Miya (JI) Uma no hone (VK) vs Konan (TS)
  2. 11/9 Online Godsgarden Jiro (AM) vs Kuresu (TS) Kuresu (TS) vs Itoh (CA) Platinum vs Kuresu (TS) - To 1:08:33 Hazama vs Kuresu (TS) - To 1:18:25 Noel vs Kazu@Ginga (TS) GO1 (KO) vs Kazu@Ginga (TS)
  3. Online Godsgarden Jin vs Valkenhayn Bullet vs Suya (VK) Suya (VK) vs H.H (MU) Suya (VK) vs Platinum Zekuso (VK) vs Izayoi Boku Zen (VK) vs Kokonoe Valkenhayn vs Yumura (TG) Ciel (HK) vs Zekuso (VK) Boku Zen (VK) vs Dora (BA) Rachel vs Valkenhayn Valkenhayn vs Kagura Zanzan (BA) vs Suya (VK) Kogatan (RG) vs Suya (VK) - To 26:08 (On a side note I believe Zekuso's name is actually Zexo based on his PSN and twitter. Minor)
  4. Depends on the level of the Valkenhayn player really. If they're using quite basic pressure they'll typically use w[5A > 5B > 5C > 6D > j.A > j.C]. Where they use 5C, you can try to poke them out, but it's easier if you IB or barrier. Sometimes it may trade too depending on how quick you are (or he is). Stronger Valk players will be using wolf brake in their pressure making it very difficult for you to poke out. w[5A > 5B > wolf brake j.A] is impossible to poke out of if they use the stronger wolf brake method. There's a difference between IDCA and 6D > 4C wolf brake, being that 6D > 4C is slower so you may be able to poke out in places. w[5C > wolf brake j.A] is impossible to beat with mashing, not to mention they could use w[5C > wolf brake 5C] and get a CH if you're mashing. Using w[5C does have it's limit however. If they use it twice and you've blocked the 2nd usually they're going to be out of range for a 3rd to connect, so they're gonna have to end pressure or get in with 6D, raising another chance for you to try and poke out.
  5. I deleted the posts in the PSN directory because they're off topic. If you want you can use the Valkenhayn group, or even better you can create a new thread since it seems like the Sunday games will be a long term thing.
  6. Nah I have to correct that too. They've reduced the hitstun of 5BB so it's no longer possible.
  7. -Included charge setups -Included combo theory section (I'll add more information overtime) -Included another type of oki in okizeme section (Most of you already know about it) -Updated information on 6C followup in Gimmicks Section.
  8. There isn't a way to OS it I'm afraid, but you can very slightly delay 3CC if that helps.
  9. Sorry I didn't notice the edit. I haven't found a more optimal 6C combo using 1 charge and 25%, but I will use your 2nd combo anyway because not everyone can do (or likes) the 623C > Delay j.214A route (Not to mention it's a little character specific) so it'll help. If I find anything useful I'll let you know. I'm gonna go through some combos tonight since we're lacking a few charge combos in places (such as 6A FC combos with 1 charge). Edit: Yeah I can get the 5C to work in that combo you specified. 4854 damage with 23 heat gain. Thanks, and sorry about the consecutive posts guys. New combos: CH 6B > 5A > 22D > 6C > j.D > j.C > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B [2.7k] CH 6B > 5A > 22D > 6C > CT > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [3.3k]
  10. It's a safe jump setup. Remember Ryu was using the same setup against Denpo in in their BB Showdown. Edit: Yeah Dreize beat me haha.
  11. Yeah, haha. I've made the change.
  12. Right APEX 2014 Top 4 - LordKnight (VK) vs Ixis (MU) GF - Mynus (LI) vs LordKnight (VK)
  13. Each time I was using the following combo on characters, sometimes it wouldn't work, and it'll give me a massive headache. So I decided to compile a list to make things easier: Air throw > 6C > j.D > j.D > j.C > 5C is character specific Easy on (Cancel j.D > j.C immediately) : Litchi, Terumi, Relius, Platinum, Mu-12, Hazama, Azrael, Nu-12, Makoto, Ragna, Valkenhayn, Hakumen, Noel, Taokaka, Kokonoe, Carl. Hard on (Slightly delay the j.C) : Tsubaki, Jin, Rachel, Arakune, Bang, Tager. With these characters stick to 6CC to save yourself the trouble. Doesn't work on: Amane, Bullet, Kagura, Izayoi. Adding this information to combo thread. combos into j.214D > 6C > j.D > j.C are also character specific. It will not work against the above characters that I've listed under the 'hard' or 'doesn't work on' category. ---- XXX > 22D > 6C > CT > 5C > 2CC > 236C is also character specific (where xxx can be 5BB > 5CC / 5CC /6A > 5CC / j.CC > 5C / 6BB etc) Against Mu, Kagura, Carl and Bang, you have to slightly delay the 2CC, otherwise the 236C will whiff. With the rest of the cast you can just use it immediately. Damn specifics...we have quite a bit of specifics going on here so it might be better to be really basic with things... ---- Back throw > 214B doesn't work against Valkenhayn and Izayoi. Also against a good portion of the cast the followup 5C will whiff if you don't micro dash. If you do land 5C without a micro dash, 2CC will whiff against the majority. Stick to back throw > 236C, or 5CC > 236B.
  14. You can remove that specific information from both normals. Thanks. 3C oki is dead, and uh, I dunno about the 3CC. It just sounds like I'm encouraging people to use 3CC when I shouldn't be.
  15. Mingosu / Morishita is actually Wara, so I've changed the names.
  16. What you've done is all good man. Thanks.
  17. I'm unable to assist you in this since this whole frame data analysis isn't really my thing, but I guess it, just kinda happens? Not the most useful of answers I know. Just to confirm, you cannot cancel into 22D/214D immediately. Anyway, please enjoy this Izayoi and Tsubaki combo movie by pozinega. This is a nico link, so if you don't have an account please use the director on the front page. http://www.nicovideo.jp/watch/sm22707103 Edit: Now on youtube - http://www.youtube.com/watch?v=WDjKIIEXhvs
  18. Dreize I'm gonna be honest with you ma man, I had the same feeling whilst posting it. It even came to a point where I thought I removed it from the combo thread. I looked at the first few pages but not beyond, so I guess that's my fault for not looking thoroughly enough. I thought it was already established that you and I are the same haha. No worries, I'll add the combo! I tried optimising it and I couldn't get anything. I feel like these combos are kind of a slap in the face. The damage is good don't get me wrong, but they might as well give me the 4k.
  19. Tsubaki wiki is done. If you see any errors please let me know or feel free to correct it yourself.
  20. Corner (CO) 5B > 5C > 236C > Slight walk forward > 2C > 6C > 2C > 6B > 2C > 236A > 2C > 5C > j.B > dj.B > j.C [3.9k, 28 HG] Sorry I don't remember the exact damage but I'll get to it once I can. This combo is good because you don't need to use any wolf meter.
  21. Valkenhayn Wiki is done. I will still be making updates overtime. If you spot a mistake or want to add more information please feel free to take action, either doing it on your own, or letting me know. Edit: Updated strategy guide with Magaki's w5C information.
  22. Yeah exactly, you're correct. Thanks for getting that information.
  23. Double post! Just some tid bits that I think I'll include in the strategy guide soon. With combos involving the > 6CC > j.CC(Delay) > 5A/5C > 2C > 236C > 214B > 22B, when you're jumping, assess the height you're height after j.CC. If you're closer to the ground, you can use 5C, but if you're higher, 5C will whiff so you have to use 5A. 5A is a little damaging to the combo but it's much easier to use. I'm a little obsessed with getting optimal combos so I try to use 5C at times, but this isn't to say that you should do the same if you're not comfortable with it. Focus on consistency and then you can build it from there if you want. ---- Also, I've gotten mixed damage values from 5BB > 5CC starters in the corner. I'll use this example: 5BB > 5CC > 22D > 6C > CT > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B This above combo gets you 3.6k. I may be wrong here because I did this a while back but 5BB > 22D > Combo and 5BB > 5C > combo result in around the same damage. Using 5B > 22D > Combo, 5B > 5C > Combo, and 5B > 5CC > combo can net you 4k. The hitconfirm, isn't too demanding here. For example if you use 5B > 5C on a player's wakeup and they block it, you can charge cancel or go into 6B. Granted you no longer have your high low mixup but you still have some decent options. Of course if you hit with 5B > 5C then you can just hitconfirm into 22D and get the damage. I'm not saying use 5B > 5C here on someone's wakeup btw, I'm just pointing out that 5BB is a little damagign. Also, you would have noticed that I omitted the 5A after the 236C. Again this isn't to say you shouldn't use it. The damage difference here is really insignificant (the damage difference being less than 100) so it doesn't matter. If you want to use 5C you need to make sure you hit the opponent high enough. It would be helpful if you use CT > 5C > 2CC > 236C immediately without any delays, but this can be tricky on certain characters like Bang so I recommend going for 5A since you have to delay the 2CC against him. Using CT > 5C© is tricky on some characters like Izayoi and Bullet so stick to 2B because it's easier. Also because 2B results in less damage than using 5C©, I'm thinking it may be more beneficial for you to save the heat against these characters and just use > 22D > 6C > j.D > j.C, unless it's Amane, or if you're having trouble with the combo. If anything else comes to mind I'll post. ---- Edit: Also rather than doing 5CC > 22D >6C > CT > Combo, you can do 5CC > 623C > j.214D > 6C > CT > Combo, for a little more heat gain and damage. You can't do this with 5BB > 5CC however.
  24. Slightly true. It's much easier to mash out of that on IB. Without IB, you're better off timing the 5A/2A rather than mashing because it can trade at times. This also applies where the Tsubaki may opt for 236D > 214D instead.
  25. 11/16/13 Sega X GAMERS Miya (JI) vs Suya (VK) Protos (NU) vs Suya (VK)
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