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Everything posted by Kiba
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Thanks Airk. You guys should really bookmark that compilation. Useful stuff. 11/16/13 Sega X Gamers Kuresu (TS) vs Momoiro (RC) Kuresu (TS) vs Tetsuwo (JI) Hikaru (HK) vs Konan (TS) ZEL (TG) vs Kuno (TS) Kuresu (TS) vs Yutta (RE) Protos (NU) vs Kuresu (TS) Edit: Quite the aggressive play from Kuresu here especially against Momoiro and Yutta which was nice to see. Although I'm not sure why he's getting away with blocked 236D into 5A, I sure would've been poked out of that, especially on IB. Worked for him though so I'm not complaining. Kuno took a lot of dangerous options against Zel and Konan just got the Hakumen special.
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FC 6A + 2 Charge FC 6A > 5CC > 6C > [4]6D > 236D > 6A > 5C > 623C > j.214A(whiff) > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [28 HG 3997 DMG] Using air ender gets you 4K. More for CT guard break Corner [2 Charge + 25%] CT GB > 6C > [4]6D > 236D > 5CC > 623C > j.214A/B (whiff) > 5A > 2C > 214B > 22B [3521 DM] [12% HG] [2 Charge + 25%] CT GB > 6CC > [4]6D > 236D > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [3851 DM] [15% HG] Remember with the 2nd combo the [4]6D > 236D will put you in the corner so you need to dash forward to keep them in the corner, as you would with the typical corner OD combos. Doesn't seem worth it to use only 1 charge from a CT break. None or 2 tbh.
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Tsubaki Throw Combo Compilation http://www.youtube.com/watch?v=XV991d75l3g
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Tsubaki Throw Combo Compilation
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This is gonna be useful. Thanks for sharing.
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There isn't much you can do from a max range 5B; your only decent options being 6B or IAD j.C followup. Players can jump out of the 6B, and even if they don't, it's still difficult for you to continue pressure because you'll be too far out and at that point they'll probably be mashing buttons, or trying to get away. IAD j.C is good to get in but as you know, it can lose to mashing and anti airs. Following up with a 22B will return the pace to neutral, but it's good if you're fishing for CHs.
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Sure, no problem dude.
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I've been doing this for a while but I haven't seem to have posted it here. Guess I was reluctant for some reason. I have a playlist of CP Valk videos. It's useful if you wanna look out for specific good matches, or if players have done something useful. It will also have useful combo movies and stuff like that. Here. I have been slacking a little and I haven't updated it with all I want but that'll change. I'll put in the first post, hope it comes in use. 1/17 Tachikawa Hikawa Kiyoshi (NU) vs Masashi (VK) Asuka (MU) vs Masashi (VK) Mori (RE) vs Masashi (VK)
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I think it's cool! Now reading it over again I'd put the picture where you explained the blue wave in the training section. If anyone wants a visual reference to how this works, either watch the video on Valkenhayn setups by Tonberry, or watch Koge's Valk.
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Didn't see these in the video thread and I like Koge so I uploaded it. It's got some good stuff. 10/5/13 Amipara Mikeneko (TG) vs Koge (VK) Nowaccho (HZ) vs Koge (VK) Koge (VK) vs Furuhausu (RG)
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11/30 Game Chariot Kaqn (RG) vs Konan (TS)
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Double post: So after the 6C > 3C enders you can go for the w5A (whiff) > w5B meaty to catch rolls and late techs just like you can with the wj.214A enders as you already know. You wait about a second to input w5A otherwise it'll blue beat if you do it too quickly and the opponent will be able to tech in the air. I need to list it for that ender too. What's new is that if you use 3C > 236B you give yourself a little less time to be able to confirm the w5A. You have to be a little quicker with the input if you wanna catch late techs or rolls. In the case that you do land the w5A > w5B, you can followup into either one of the following combos: -w[5A > w5B > IAD j.B > 3D > j.A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C or; -w[5A > w5B > IAD j.B > 3D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 2C (I believe you can do 2C > 6B(1) > 236A here) Both combos deal 2.5k and place the opponent in the same scenario. The other thing I want to talk about is wolf movement. Some of you probably already know this but you can use 1DC wolf brake too. So for example you can do j.D > w[j.236B > 1DC > wj.66D] as opposed to using 7D/4D > 7C wolf brake. 1DC is better because it allows you to brake in the same position and it's easier, but the 7D method will make you move back a little before breaking. I suppose 1DC allows for more fluid movements, and it's better to opt for this rather than what I mentioned in the wolf movement tutorial in some cases. -Got some updating to do.
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Ah, alright no problem. With regards to the combo, it could just be me muckin' up. Don't worry.
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I see. No probs, I've got a bit of updating to do then.
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Seems the first post of the thread is lacking the information that Shyn provided a while back, which was this; I'll get this added. Also, I didn't update the thread yesterday with the combos I provided because I figured there was something more optimal but I'll get it down regardless, as it can be changed later if necessary. Still didn't manage to land it.
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Hmmm. His playstyle largely remains the same in CP but: -Wolf form provides you with more offensive options so you'll probably be relying on wolf form a lot more, especially in the corner. You'll be playing footsies in neutral more too. -You'll probably be using wolf brake alot more so I'll say try getting used to it. It's easier in CSE (5C > 3CA / 5CCA) -2C, 5C and 3C can now be wolf cancelled so you can opt for a defensive followup rather than going for an 'unsafe' special followup (Excluding 2C since it's jump cancellable). Stuff like 5C/3C > 6D in neutral can be useful for approach. -You'll generally be using less wolf meter this time around. -It'll take time for you to get used to the new wolf movement so don't be upset if you can't do what you normally can. I'm still not happy with mine haha. I hope this gives you rough idea.
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Thanks for sharing Tonberry, and you Magaki for the short explanation on the OSs used. I'll probably add more information later but for now I got it in the strategy guide. Speaking of which, I also added a little more information regarding wolf meter usage in the combo theory section of the strategy guide.
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I agree with you. People assumed I picked up Valk because he was top tier but I'm sure most people know by now why I use him. The sig says it all. I do play to win, and I want to win, but I'm not gonna use a character I don't like. I normally tend to like the below average characters in games for some reason, and it makes me even more determined to win with them. Remember CS1 Tsubaki? Dire times...
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I thought Jyo was talking about corner combos, so I messed up. Thanks, I've made the corrections and nah 6B(1) > 236A > 2C doesn't work. The 2C will whiff.
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Thanks for letting me know. Done. Also added a small paragraph on using distortion drives in the strategy guide.
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Huh? You thought I was being harsh? Sorry mate, I didn't even mean to come off as acting like that, though I thought people would know me by now it's not in my nature to do so like that. I edited my post a while ago before you responded so I can admit to making several mistakes in the first place with not only misreading the 2B combo but noticing that it was midscreen. I literally just woke up when I responded to that, and I just edited my post again to confirm the mistake. 236B~236B > 5C/236C doesn't work midscreen because the opponent will be too far away for the followup. So I'll just take back everything I said before since like I said I misread information. Anyway, starting from scratch, if you're closer to the opponent you can do something like 5B > 5C > tk.214B > 6D > w[j.236A > j.236B > 1D/2D > j.D] > 2C > 6B > 2C > 5C > hj.B > j.A > j.B > dj.B > j.C for 3660 damage. Saves you the heat and you can do it from a 2B too for 3072 damage. You can also use this combo which is already listed in the thread but that depends on how comfortable you are with 236A > RC > w5B combos: 5B > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5C > 236A > 6D > j.D] > 2C > 6B > 2C > 5C > j.B > dj.B > j.C for 3739 damage. If you wanna do a midscreen to corner combo: 5B > 5C > tk.214B > 6D > j.D > 2C > 6C > 2C > 6B > 2C > 236A > 2C > 5C > j.B > dj.B > j.C for 3944 Damage (3322 from 2B) Another midscreen to corner combo you can do is this: 5B/2B > 5C > 236B > RC > 5C > j.D > w[j.AA > j.B > 5B > IAD j.B > j.C > 5B > j.B > 3D > j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C 3092 damage with 2B starter, 3682 damage with 5B starter. Dreize, would it be cool for me to add these two midscreen to corner combos?
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Sorry to double post, wanted to point something out. Looking back at the matches I had with KaiserCX, Valk's 2B seems to do really well at low profiling Tsubaki's 5A pressure.
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Ok I figure we're talking about the same thing here. I just listed it wrong as pointed out... Thanks for the clarification guys, just wanted to make sure because it didn't make sense to me at first.
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Man when I see this kind of damage I'm just like, give me my 4K! Thanks anyway TGR, it's a neat combo. Note you can also use tk.214C and it helps if you buffer the tk input during the 6C. You can also go for that route off a 6A FC for 3282 damage, or omit the j.214C for 3269. Errol someone was bound to find out eventually anyway lol. If anyone wants a slightly easier combo, you can do 5C CH > 6C > 623C > Delay j.214A > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B for 3897/3973 damage and 28 heat gain, and this combo is easier.
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Just a question, why are you going into 5C here? You can do this: 5B > 3C > 236A > 2A > 2C > 236C > 6D > w[j.236B > 2D] > 5D > 2C > 6B > 2C > tk.214B > 6C > 3C for 3.2k. You're spending 50 heat and you're getting less damage than the one listed here. From a 5B > 5C > 236B starter you can get 4.4k: 5B > 5C > 236B~236B > RC > 5C > 236A > 2C > 6B > 2C > 6C > 2C > tk.214B > 2D > w[236B > j.236A > j.236B > j.214A] The wolf cannon enders are quite good. Anyway, you can do the following for 4k: 5B > 5C > 236B~236B > RC > 236C > 6D > w[j.236B > 2D > j.D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C