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Everything posted by Kiba
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Beginner Valkenhayn Combos http://www.youtube.com/watch?v=9TMHYzHrZR8
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Beginner Valkenhayn Combos Just for Dreize to use as a visual reference. Most of you will know this ofc.
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I'll be sure to keep you informed from now on. I do it sometimes but I'll make it consistent. I feel like that hyperlink has been pointed out to me before, but thanks for letting me know.
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-Ack! I meant [1]9C.
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Cool, I'll get them sorted out a little later. Sure we can continue the optimization process, and sorry I say continue because I started it a while back on the sly...
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No problem dude it's all good. Guys, and Dreize in particular since I want to change some combos. The combos involving the tk.214B > 2D > wolf cannons can be substituted by using 2C > 5C > j.D > w[j.A > j.C > j.236A > j.236B > j.214A]. Not only do they deal slightly more damage but you save wolf meter too. Dreize, allow me to change the following combos: 5B > 3C > 236A > 2A > 2C > 6C > 2C > 6B > 2C > tk.214B > 2D > w[236B > j.236A > j.236B > j.214A] [3498 DMG, 25 HG] --------------> 5B > 3C > 236A > 2A > 2C > 6C > 2C > 6B > 2C > 5C > j.D > w[j.A > j.C > dj.C > j.236A > j.236B > j.214A] [3576 DMG, 25 HG] 6B FC > 2C > 5C > 236B~236B > 6D > w[j.A > 5C > 236A] > 5D > 2C > 6C > 2C > 236A > 2C > tk.214B > 1D > w[236B > j.236B > j.214A] [4443 DMG, 31 HG] --------------> 6B FC > 2C > 5C > 236B~236B > 6D > w[j.A > 5C > 236A] > 5D > 2C > 6C > 2C > 5C > j.D > w[j.A > j.C > j.236A > j.236B > j.214A] [4437 DMG, 31 HG] minor damage difference, but saving more wolf meter Forward Throw > 2C > 6C > 2C > tk.214B > 2D > w[236B > j.236A > j.236B > j.214A] --------------> Forward Throw > 2C > 6B > 2C > 5C > j.D > w[j.A > j.C > j.236A > j.236B > j.214A] [3009 DMG, 21 HG] On another note, back throw > 2C does not work, so you have to do Back Throw > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [2781 DMG, 19 HG]. If you're further away from the wall you have to omit 5B and go straight to 236A which will result in [2700 DMG and 19 HG].
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What in particular caught your eye? Hi. If you're late it means you're not performing it fast enough. Be sure to input 5D as soon as possible after w236A and then press 2C immediately. The opponent will always be at the perfect height for a followup 2C to work provided you're inputting it quickly. It should look like this.
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It's no problem man. Dreize, for some reason, the image you used to explain overdrive is showing as something else. I've removed it for now. Edit: Thanks for the fix.
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Hi. I'm not sure why you may be too far away honestly. Sounds odd, but yeah you're not supposed to delay anything you need to input it fairly quickly. It's supposed to look like this. The starters are different but the combo remains the same with the same timing.
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1/4 Fujisawa Fanfan Dama (TS) vs Shinatsu (AZ) AKT (TS) vs Gurantsu (TG) There isn't much to see here.
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The timing is a little more leniant with 2C > 6C since you don't really need to worry about height specifics. Using 2C > 6B over 2C > 6B gets you 3247 Damage and 23 Heat gain, but I'm fine with whichever is listed. Well it's just to show what option the player has from a 5B crouching confirm. Fair enough it's the same as the 5C CH combo, you could list it like this if you want: (CO)5B > 5C (or 5C CH) > 236C > 6D > w[j.C > j.236B > 1D] > j.D > 2C > 6B > 2C > 6C > 236A > 5B > 2C > j.B > dj.B > j.C [3873 DMG, 27 HG / 3895 DMG, 27 HG] Figured it'll be a little confusing so I wanted them listed separately. We can go with your combo since it's better for convenience. I noticed you listed 6D > w[j.A > j.236B > 1D] and > 6B > 2C > 6B (which is supposed to be 6D > w[j.C > j.236B > 1D] and 6B > 2C > 6C respectively), but I know what you're saying. No probs knock yo'self out. Thanks, and don't worry about it. I'd rather people challenge what is there so we can make the most out of our confirms!
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I updated it with the 3 combos in my previous post as well as this midscreen to corner combo which was brought to my attention over twitter: (CO) 5B > 5C > 236C > 6D > w[j.C > j.236B > 2D > j.D] > 2C > 6C > (236A) > 2C > 6B > 5B > 2C > j.B > dj.B > j.C I'll let you guys know which combos I add from now on. There isn't a way to check unfortunately.
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I rarely use the projectile in this matchup because Amane just has a lot of neutral control so he's mostly always going to be pressing buttons. I rely on Tsubaki's dash speed to get in, or even IADs but not when he's grounded and hasn't committed to anything because his 6A AA is really good. If you're going air to air with Amane when you're not so close to him chances are you're gonna lose because of his j.B. His j.B is kinda weird though because it extends his hitbox so at times you may trade with him from a distance. I find getting in somewhat awkward and I usually take my time. Sometimes I deliberately charge in spot to make the Amane use 2C or 5C, both of which give you the chance to get in with an IAD provided you weren't too greedy with charging. If he goes into the air while I'm charging I usually aim to dash in, but then he has Gosei (j.236C) which can catch ya, though it's unsafe if blocked. Specific things to note about this matchup is that 6C > j.D > j.C combos won't work on Amane due to his real small hitbox, so you have to use 6C > CT or 6CC. 623C > j.214A/B (whiff) > 5A/5C also does not work on Amane.
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Here. Cancelling 6C into the projectile. Hold [1] during the 6C hits then press 9C whenever you're ready. You may want to also consider using IAD j.C > command grab and 6C > Command grab. 6B > command grab is also real good. They are just a few of the many command grab options you can use but they along with a few others can be viewed here. I think IAD j.C > stuff is particularly good because you can go for a number of options: IAD j.CC (delay) (overhead mixup) IAD j.C > 2B (low mixup, but is quite slow) IAD j.C > Throw/Command grab IAD j.C > land 6A (This is quite good but don't be surprised if you get thrown out of it due to 6A's slowness) IAD j.CC(delay) > j.D > j.A/B/C > throw/command grab (You won't be able to followup from the j.C (if used) due to landing recovery. You may also need to dash for the throw/command grab to hit, but you can be poked out of j.D, or when you land) I also forgot to mention that if you want to minimalise the mash risk you need to be observant with your spacing. 5BB can whiff if you're not close enough.
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Valkenhayn 6B FC OD Corner Combos
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Valkenhayn 6B FC OD Corner Combos Avoided wolf brake combos to give you guys easier options.
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Good strategy for keeping Mu in the corner? It's pretty much the same for most other characters. The type of pressure you use depends on the type of player you're facing. Defensive opponent? More 6A/throws and command grabs. Mashy opponent? Frame traps and 5A xN. In terms of the oki, you can use combos into 22D enders and followup with 6C > [4]6C, or use blade super, but you're using up resources for that.
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I know the feel. There are some ways in which I deal with it. I use 5A xN and may delay 5A slightly to get CHs. When they start respecting your 5A pressure you can start to mix in your usual things. Use 5A as much as you need to in order to frustrate the opponent. if they're barrier blocking you'll have to use microdashes, or even IAD j.C stuff (the options for this are in the strategy guide). This is what I was talking about when I was describing Stage 3 pressure with Tsubaki. Charge cancelling may prove ineffective if the opponent is alert (in this case it's my brother), so most of the time you'll have to rely on your neutral for hits. Believe me when I say I get hit out of everything with Tsubaki. 6C > j.D > j.A beats AA attempts so you can use that against players. You won't be able to followup from j.A so use that opportunity to go for a 6A/Throw/Command grab, or go into further 5A pressure if they are mashing buttons. Additionally you can try stuff like 6C > [2]7C or 6C > [2]7D > 236D if you like. It's another way to try and stay on top of your opponent really. For frame traps these are the ones you have: 5BB Delay 5CC Delay - If you charge cancel this you'll most likely get poked out of whatever you do next. Use 6B sometimes. 2BB Delay 6BB Delay 6BB > Delay 22B Also try this example. Against a player I'd do something like 5B > charge cancel. If they don't poke me out of the charge cancel, then you're free to do whatever you want, but if they do, start doing 5BB(Delay) to catch them off guard. I sometimes also do stuff like 5CC > charge cancel > dash 5CC > 6B to catch mashers too. 6C > 623149b (tk.blade super) can also encourage players to press buttons and get hit, but the reward isn't great. I know this answer is quite lengthy and goes against a 'simple answer' but I hope it helps. As a Tsubaki player it's very easy to get disrespected, and it's not your fault. It's just the way Tsubaki is.
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1/3 Cat's Eye Machida Sosei Sokei (PT) vs Neo (VK) DIA (NU) vs Neo (VK)
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If you use w[j.A/5A > 5B > 5C] the 236C will whiff. You have to use w[5A/j.A > 5C] where the hit confirm is a little more demanding. More combos: Midscreen wolf starter 236A > 6D > j.D > h[2C > 6B > 2C > 5C > tk.214B > IAD j.D] > j.AA > 5D > h[5B > 2C > j.B > dj.B > j.C [2904 DMG, 20 HG] Corner wolf starter 236A > 5D > h[2C > 6C > 2C > 6B > 2C > 236A > 2C > 5C > j.D] > j.A > j.C > j.236A > j.236B > j.214A [3230 DMG, 23 HG] If you want the 6C > 3C ender, you can do 236A > j.C > dj.C > j.236B > 2D > j.D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B for [3029 DMG, 21 HG]
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Please be aware that stronger Valkenhayn players will use wolf brake in their pressure and there are certain types of blockstrings that you won't be able to beat by mashing, such as w5C loops and stuff like w5B > wolf brake j.A. Nu is easy prey if she's on the defence.
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GGs. Let's have a long session next time.
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2C > 5C > tk.214B > 6D > w[j.A (whiff) > land 5B > j.B > 3D > j.A > 5D] > 2C > 6B > 236A > 5B > 2C > j.B > dj.B > j.C [3706 DMG, 26 HG] Optimised to: 2C > 5C > tk.214B > 6D > w[j.A (whiff) > 5C > 236A > j.C > dj.C > j.236B > 2D > j.D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [4164 DMG, 29 HG]
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12/22 Chiba Felicidad Potofu (RG) vs Yuitaba (VK) Akizuki (TG) vs Yuitaba (VK) Akizuki (TG) vs Uma no hone (VK) Yutta (RE) vs Uma no hone (VK) Jin vs Suya (VK) Taokaka vs Yuitaba (VK) JUN (HK) vs Yuitaba (VK) Kagetsu (HZ) vs Yuitaba (VK) JUN (HK) vs Suya (VK) Ryusei (LI) vs Yuitaba (VK) Miya (JI) vs Yuitaba (VK) Suya (VK) vs Yuitaba (VK) Suya (VK) vs Uma no hone (VK)
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No probs. I would prefer to go with your combo anyway unless I wanted the side switch, though if I wanted to avoid the air ender I could probably do 2C CH > 6CC > delay j.CC(Delay) > 5C > 2C > 236C > 214B > 22B.