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Kiba

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Everything posted by Kiba

  1. 1/3 Tachikawa Masashi (VK) vs UNDER (TG) Souji added to notable players.
  2. Was wondering about that. 1/3 Tachikawa Ryusei (LI) vs Kuresu
  3. 5A/j.A > 5B > 5C > 6D > j.A > 5C > 236A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C > 236B] - I'm not sure this should be a recommended combo just because of the timing on 2C > 236A. Don't get me wrong I like the combo a lot, but I'd say leave it for now anyway unless you can find a higher priority combo to list. I'm cool with the other combos you have listed. Thanks Dreize. Keep up the good work.
  4. Cool, any particular reason why you omitted 6CC? You can do 6CC > 214B > 22B(whiff) > stuff with j.CC > j.236A > j.214A ender for 3503 damage and 25 HG (It's not significant I know). You can do j.C > dj.CC > j.214A for 3442 damage. 2C CH > 22D max charge > dash 6C > j.D > j.C > 5C > 2CC > IAD j.CC > 5C > 2C > 236B > 214B > 22B [3818 DM, 27 HG] 2C CH > CT > 6CC > delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3973 DM, 15 HG] The followup attacks from 2C are pretty demanding hit confirms since you've gotta be quick and sometimes you may not be able to tell whether you'll stagger jumping opponents on the ground or whether they'll be in the air. With the second combo, you can do 6CC > 214B with j.CC >j.236A > j.214A for 4K.
  5. More stuff: [1 Charge + 25%] Midscreen throw > 22D max charge > Dash CT > 6CC > 236C > 214B > 22B [3935 DM] [18% HG] - This combo is old though [2 Charge + 25%] Midscreen throw > [4]6D > 236D > CT > 6CC > 236C > 214B > 22B [4390 DM] [21% HG] Corner Throw > Delay 623C > Delay j.214A > 5C > 2C > 236C > 214B > 22B [2879 DM] [20% HG] - You can't use orb oki from this combo [1 Charge] Corner throw > 623C > j.214D > 6C > j.D > j.C > 5C > 2C > 236B > 214B > 22B - 3.3k. The other similar combo in the combo thread uses 6CC > 236C > 214B > 22B ender and deals 3.2k. If you're someone that likes to go for max damage like me, this is your combo, otherwise you can afford to stick to the easier combo for 100 less damage. [75%] Midscreen command grab > RC > CT > 6C > j.D > j.C > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3211 DM] [10% HG] [1 Charge + 75%] Midscreen command grab > RC > CT > 6CC > 236D > Dash 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3524 DM] [11% HG] [1 Charge + 75%] Corner command grab > RC > CT > 6C > 623C > j.214D > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3612 DM] [11% HG]
  6. Ryu with that swag haha. 12/31 a-cho Valkenhayn vs Bang Valkenhayn vs Rachel Ragna vs Suya (VK) N-O (JI) vs Suya (VK) - Close Suya (VK) vs Taokaka - 1:30:21 - Not sure why he went for 6B > OD on Tao's wakeup. Perhaps he thought the player would press buttons, still very questionable though. | Part 2 Suya (VK) vs Hazama - 1:33:50 - That's very unfortunate. Suya (VK) vs Ragna | Part 2 Galileo (LI) vs Suya (VK) - 1:50:41 I disagree with the OD use here. Litchi was staffless so he should've gone for wolf mixup and save the burst for later. | Part 2 | Part 3 Edit: Updated the dan rankings. I know I haven't been doing it. Laziness.
  7. I was in the neighbourhood and while I'm here I can cover for Tsubaki. Pros: -Easy to use. -9f Command grab -Charge cancels provide flexibility in pressure -High damage mugen combos when used right -Longest Overdrive in game (when at less than 10% health) -Fireballs and blade super provides good neutral control/oki. -Her DPs can be made 'safe' provided you have at least one charge -Best character forum on DL. Cons: -Pressure has a lot of holes making it easy for players to disrespect her (poking out) -Damage is kinda lacking outside of very specific starters, charge and CHs. -Reliant on charge to help with overall gameplay. -Can be difficult to win with as she has a lot of difficult matchups. -Outside of 5B her normals are kinda lacking (either ocassionally whiffing or have low priority) -Even though her C DP is better, it still kinda has low priority so it can still lose or trade with other things. Still has a deadzone.
  8. Our first match of the new year, and Ryu's up. 1/1/14 Playspot Big One - Showdown Denpo (RG) vs Ryu (VK) | Part 2 | Part 3 Ryu making use of the w5C loop in combos. He's really consistent in it and it's one of the things I really like about him. It also looks like he's using a safe jump setup with the beast cannon > 7D > j.D > j.C > jump > j.A(whiff) > j.B. Denpo dp'd twice against that and the j.B would whiff, allowing Ryu to block in time. Despite all this, I was quite worried when Ryu was on the defense.
  9. Sorry I meant 2C > 5C. Thanks.
  10. Nice, thanks for the insight Dreize/Falco. Also I optimised one of the 6C combos: 6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 5C > j.D > w[j.A > j.C > j.236A > j.236B > j.214A] This combo is nice if you want to go for the wj.214A ender because you don't use any wolf command dashes. The previous combo was > w[5C > 236A > 236B > 6D > j.C > dj.C > j.236A > j.236B > j.214A], and although it dealt around the same damage, you're using a wolf command dash.
  11. Added 1 corner combo and 4 midscreen combos: [1 Charge] 5A > 5BB > 5CC > (6BB > ) > 22D > 6CC > 236C > 214B > 22B [2290 DM] [16% HG] Just to let people know just how far they can go with charge from a corner 5A. -- CH 5B > 6CC > very slight delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3002/3232 DM] [21/23% HG] CH 5C > 6CC > very slight delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3276/3518 DM] [23/25% HG] (CH) 6CC > very slight delay j.CC(delay) > 5A/5C > 2C > 236C > 214B > 22B [3040/3310 DM] [21/23% HG] The above 3 combos are just there if you don't want to opt for the 214B > IAD combo > air ender stuff. If the opponent is too high in the air after j.CC you have to go for 5A which results in less damage and HG. 5C will whiff if they're too high, and the timing for 5C followup is harder. -- [1 Charge] CH 6BB > Delay 236D > Dash 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B [3207 DM] [23% HG] This combo is nice because the hitconfirm is a lot easier than the other combo listed. The damage and heat gain are also better. I'm sure using 6CC here would have been nice but you can't use it because they're too low to the ground after the 236D wallbounce.
  12. GGs, I need to stop being stubborn against Rachel and just be patient sometimes. GGs Chronovex.
  13. I do this in the Tsubaki thread so I should probably list the updates I make in the strategy guide here too. Updated section on 'Getting in'. Updated section on 'Defense'. Updated wolf blockstrings. w[5A > 5B > 5C] is a tight blockstring. w5B > 1DCA wolf brake is extremely tight and mash safe (I highly recommend this blockstring too if you can do it. Too good) Slightly updated information on 'IOH j.A, wolf brake and rising wj.C'. On a side note, I know the CP Valkenhayn wiki is lacking so I'll try work on that in the upcoming days.
  14. Just a little note on catching rolls after j.214A/B/C enders in the corner. Most of you already know this, and perhaps I haven't tested this as much, but I'll still make the point. First and Foremost, 2B is the ideal normal to use to catch rolls here, but if you charge cancel after the dive you won't be able to catch 'em. Don't charge cancel, and input 2B as soon as possible. The problem with this is that they will no longer be in the corner (unless it's Tager), so if you want to keep them in the corner use this combo: 2B > 2CC > 214B (214B puts them back into the corner) > 22B(whiff) > 5C > 2CC > IAD j.CC > 5C > 2CC > j.CC > j.214A If you have at least one charge you can do this instead: 2B > 2CC > 214D (214D puts them back into the corner) > 22B(whiff) > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B for 2.7k or; 2B > 2CC > 236D > 6CC > 236C > 214B > 22B The problem with the 236D combo is that it's inconsistent in placing the opponent back into the corner, and you'd have to be pretty prepared especially if you want to followup with 6CC. Both combos deal the same damage so I recommend the first combo. If you're against Tager, since there are times he won't be able to roll past you, you can do: 2B > 2C > 22D > 6C > j.D > j.C (or 6C > CT) > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B. I wish 2B had faster startup though. Also, you can charge cancel then backdash to keep the opponent in the corner even if they forward roll (as you may have seen in match videos). You'll be right in front of them to do whatever you please.
  15. Well done Vel, thanks.
  16. Yeah it's good stuff. He could brjA more often though, would really help.
  17. GGs Bakahyl and that Hakumen I played for a lil.
  18. 12/29 Tachikawa Souji (VK) vs Takeyama (MK) Souji (VK) vs Uesama (BU) Souji (VK) vs Momoiro (RC) Souji (VK) vs Ryusei (LI) Souji (VK) vs Yutta (RE) Souji (VK) vs Yuitaba (VK) Souji (VK) vs Miya (JI) Shino (NO) vs Souji (VK) HARA (RG) vs Souji (VK)
  19. 12/29 Tachikawa Konan vs Momoiro (RC) Konan vs Kuresu - Really surprised to see Konan get hit by the blade super like that, twice. Mitsurugi (HZ) vs Kuresu Konan vs Miya (JI) Spinoza vs Keba (MU) Spinoza vs 0 (BU) Shino (NO) vs Konan Spinoza vs Mitsurugi (HZ) Konan's hitconfirm is real good as usual. He's using 6236/2366C/D quite a bit in neutral which is nice to see because he travels a little further. I need to work out the frame advantage of these things because I've seen Konan use it and although the opponent managed to block it, he got a 5A CH afterwards. Spinoza vs Keba 1:03 - Not sure why he went for the air ender because I'm sure he could've used the standard corner combo (CT > 5C > 2CC > 236C > 5A > 5C > 2C > 236B > 214B > 22B (whiff)) into DD finish. Spinoza vs 0: Spinoza was not aggressive enough IMO. 0 managed to use afterburner when Spinoza was quite close to him! Spinoza's gameplay is a little too clean and he could really be more aggressive in some (most?) instances. Even though he's not as strong as the other 4 notable Tsubakis, I do like him. -Added Konan's matches to my playlist-
  20. Ah I see. I'm gonna add something on the pressure side of things. I'm not gonna say don't use lows on his wakeup, but take caution in doing so. Not only can he use 2D to catch you, but he can also use 6B to avoid our foot attribute attacks (w5A/w5C). His 6B has 1-22f invulnerability lol. People weren't kidding when they said abuse the highs on his wakeup. It's not very easy to time meaty rising wj.C as the timing varies on how and when the opponent techs, on his wakeup but using wolf brake j.A should be no problem most of the time. Mix in a good amount of throws/command grabs too.
  21. Note: If you want to combo from a midscreen throw using 236B/C, input it just before the wallbounce. Like we discussed a few pages back, if you input it too early the 214B followup will most likely whiff.
  22. Pretty surprised at myself that I didn't include that in the strategy guide. Well it's there now along with the kara command grab.
  23. There's a list of blockstrings in the Tsubaki strategy guide but I'll list some: 5BB > 2BB > 5CC - This is a standard blockstring and you have to block it. If she charge cancels after 5CC she'll need to dash back in to pressure you so you can jump out or poke her out. Try not to be too fast in trying to poke out though, wait until you see the charge cancel. If you try to poke her when she uses 6B (especially when she isn't very close) she'll just get CH and a full combo into corner carry. 5A xN - Not much you can do about this because what she's gonna do is a gamble. She can keep doing it with microdashes to frame trap you if you mash, or go into throw or command grab. It can also stop you from jumping out. IB'ing helps with poking out though. 5B > 2B - This is where she can reset pressure and is you chance to get out or poke her out. Be aware she can do 2B then delay the followup B (so 2BB - delay) for frame traps. Speaking of frame traps. She doesn't have a safe way to gatling into overhead. 6B is a normal Tsubaki can use to reset pressure. It's +1 on block, but if IB'd it's unsafe. If it's barrier blocked, she needs to dash in more to pressure, you can poke out. She can also charge cancel normals to reset pressure, again the information for this is in the Tsubaki strategy guide here. Frame traps 5A > 5B 5B(Delay)B 2B(Delay)B 5CC > 6B 5C(Delay)C 6BB Blockstrings she can use against your barrier: [*]5B/5A > IAD j.CC - loses to 5D > w5B if you're on point, otherwise you'll have to block. 6A is an option, but unreliable. [*]5B/5C > 6C > j.D > j.A/j.C - Not sure if this loses to 5D > w5B. 6C > j.D > j.A normally beats anti air options, 6C > j.D > j.C > beats mashing. For the second question, I don't think there's enough time for you to IB > Backdash and then use w5B to punish any of her normals. Honestly there's way too many to list. Command grab setups, 6A resets, j.236A oki, 22B strikes at match start. You can view them here. Also, please read the information on Tsubaki's j.236A oki. It'll be extremely useful if you know the details of that. You can even watch the video here.
  24. I guess people were expecting me to post info here. NeoBalrog reminded me about this. Match start, I highly recommend trying to rush her down ASAP. If you don't and you allow her to get at least one stock, not only is it going to be more problematic for you in neutral but it's gonna be a hassle trying to pressure her because she can followup her DP. I'm not saying be a maniac and get in at all costs but you need to be smart about how you get in. If the Tsubaki IADs backwards, you can IAD yourself or use something like 236A. Try not to be very aggressive at match start because afaik all of your options will lose to her 22B which staggers on CH, gets her 3.5k, and puts in you in the corner. If she uses jump back j.236A at match start you can quickly run underneath with wolf and get her but that requires that you haven't committed to anything else. Jump back j.236A is good when you're getting away but it's horrible if you opt to advance match start. If she's charging in neutral and you wanna get to her quick, I''m not sure what the best option is. I've seen people try to use beast cannon and Tsubaki just reacts with DP. Even if you manage to make it whiff remember she can follow it up if she has charge, meaning you'll have to use even more wolf meter to try and avoid it. That's just the problem. When I play Valk's and I have charge I don't really care what they try to do to me on wakeup, I'm most likely gonna DP if I have charge to follow up. If I see w5C, I'm most likely gonna DP because all of Valk's followup offensive options lose to DP. You can try to bait the DP by doing nothing after w5C, or using 7D/4D or something, but it becomes a guessing game. They may not even DP and you would've lost your pressure advantage. It's a hassle. On the other end, when Tsubaki is pressuring you, make sure you use your barrier. Most of her normals will whiff on barrier guard and you can easily hj.D > 7D your way out. Using barrier will mean that she has to work harder to stay in, using methods like 5B > IAD j.CC (Which loses to 5D > 5B if you're alert) or 5B > 6C > j.D stuff (Dunno about this yet). If you don't barrier you're gonna be blocking for a long time, since she can just rely on 5A pressure, throws and command grabs. There is no reason to use 6A in this matchup unless you can react to her 6A overhead, but even then I'd suggest poking her out with 2A rather than 6A, since her 6A can FC. If you mistime it, you're giving her more damage and corner carry. In neutral, her 236A shield charge doesn't have much range, but if she follows this up with charge (So 236A > 214D), she can hit you full screen away and she'll hit you in the air if you're quite near to the ground. It's unsafe if blocked though, but then she can follow up with 22D to make it safer or to score CHs, and 22D deals a lot of damage with CT on CH midscreen. This is why I say you've gotta be observant with how much charge Tsubaki possesses. Oh yeah speaking of neutral, her fireballs. Not sure what advice to give here because I have issues getting around both the ground and air versions. The ground version just means you'll have to be a good boy and stay put (and let her charge), or use w66D/ hj.D > wolf cannon/command dashes, but this doesn't stop her from anti airing you. With the air version, you can only go under it if you're near her otherwise forget it, you'll have to go up and over and like I said earlier, she can try to anti air you, or even use 236C to return the pace to neutral. Speaking of which, try not to get carried away with running around in wolf form alot, she can hit you with 236C (> 214D ) if she wanted. If she uses the blade super in neutral, you're gonna have to block it. If you try to avoid it you'll be expending way too much wolf meter to do so, and I don't think it's really worth it unless you're desperate. So, you block it, she gets at least two charge, then you have to really think about how you're getting back in. Also, know when to burst, I understand most Valk players don't like to be touched (I'm rather patient with bursts and very rarely use CAs), but please don't burst from something like 5A, she is going no where with that. Also note if you burst, Tsubaki doesn't need to rush in to get back to you and she can simply charge. The key is to limit how much charge she has overall asap, and wolf form helps with this, simply running in wolf form has its own mindgame. If she has no charge and you have her locked down she's toast, that DP is gonna cost her if it is blocked, or if it whiffs. Oh another thing to note, if you use 5C and you special cancel it expect to get DP'd if the Tsubaki knows about Valk. If the Tsubaki understands Valk, you can use stuff like 5C > 7D for a sort of fake out. In terms of what pressure to implement, use your wolf break pressure very early, so stuff like w5A/5B > wolf break > j.A. Remember that w5B > wolf break > j.A is tight if you're using 1DCA method. If you're using human pressure, to me I don't feel it's much of an issue unless you have at least 50% heat because then you'll have IOH > j.C > RC > j.C, so personally I wouldn't DP but that doesn't mean another Tsubaki player won't. The wolf is much more scarier to deal with, but that's just it. If the player is more comfortable with human form stuff you'll have to incorporate wolf mixup into it, like 2A > 2C > j.D > 3D > j.A > Command grab for example. I would normaly say the MU is in Valk's favour, but once Tsubaki has at least 1 charge, momentum shifts greatly. It's too easy for Tsubaki to abuse DP here because she can cover it up. However, the Tsubaki will lose if their focus is on charge rather than the wolf, because we can punish her for it. If you want to see how this matchup is handled, watch any Valk against Kuresu or Konan. Watching only one of them doesn't give you the full picture. Tips to remember: If she doesn't have charge while you're pressuring her, she has to be very careful, so you'd treat her like any other character with a DP. If she has the charge stay alert. If she has one charge, you can block 623C > j.214D and punish her. If she uses 623C > j.236D you will have to run underneath her to punish her in time. If you wait to long you won't be able to punish her but she'll still have to be on the defense. The problem is that you don't really know how the Tsubaki is going to follow up. If she has two charge the above still applies, but you need to be aware that she can cancel j.236D into j.214D. Again that can be punished on whiff with a quick starter (w5C for instance). Remember she can cancel her DP, j.236X, 236A/B/C and 214B into D specials on block and whiff. Emphasis that she can follow up on whiff. This is a major factor. Barrier block when blocking. Push her out, and poke her out with 2A, or get out and way with wolf. You don't want to be blocking her for long trust me. If you use w5C/5C be prepared for a DP. She will lose to you if she tries to challenge you air to air. Don't be reckless with bursts and CAs. Spending too long on the ground with wolf will encourage Tsubaki to use 236X and 214X in neutral. If she attempts 236X without charge, you can punish if whiffed or blocked. If she's getting greedy with charge, 236A wolf cannon can help if you're close enough.
  25. 12/27 Tachikawa Kuresu vs Ryusei (LI)
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