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Kiba

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Everything posted by Kiba

  1. 12/27 Tachikawa Suya (VK) vs Yoshiki (NU)
  2. 'Still'? What makes you say his pressure is laughable? I've felt otherwise. Ofc it seems to be the case that it's lackluster when he has like one magatama, but when he has more, it becomes problematic. Nah it's not new he's had it since CT.
  3. Yeah Aki I dunno what happened with us but if you managed to have GGs with Magaki then it was clearly on my end. GGs to all I played yesterday, hopping online now.
  4. Added these two combos thanks to Huey: [2 Charge] 6A > 5CC > 6B > [4]6D > 236D > 6CC > 236C > 214B > 22B [3.4K] [2 Charge] 6A > 5CC > 6B > [4]6D > 236D > 6CC > 214B > 5C > 2CC >j.C > dj.CC > j.214A [3.7K] 6B has enough hitstun for [4]6D > 236D to work. If you want the more optimal combo, it's the one I used in my combo movie: [2 Charge] 6A > 5C > [4]6D > 236D > 6CC > 214B > 5C > 2CC > j.CC > j.236A > j.214A [3.9K] The trick with my combo is to hold 4 (hold back) as soon as you do 6A. A little more demanding on the hitconfirm but it's not impractical. All these combos aren't bad at all. Edit: Disregard what I said earlier about me having more information. It's just a little too analytic and unnecessary.
  5. Kara Command grab Apparently the input is 63216C4C, but it's very difficult to perform. Very useful if you can learn it though!
  6. 12/23 a-cho Taokaka vs Valkenhayn | Part 2 Makoto vs Valkenhayn Noel vs Valkenhayn | Part 2 - To 32:22
  7. Uploaded more Konan footage. Jourdal will probably upload this and part 1 but I did this for reference. 12/14 Minamiurawa Big One Mori (RE) vs Konan Buppa Chan (RE) vs Konan P-56 (AR) vs Konan Tsubaki vs Konan Azrael vs Konan Nu-13 vs Konan The whole video is Konan playing so you don't need to keep coming back to click the links. Oh and, Merry Christmas.
  8. Corner 6C FC > 2C > 6B > 2C > 5C > tk.214B > (Forward dash here if necessary) > 3C > 236B~236B > 6D > w[j.A > 5C > 236A > 236B > j.236A > j.236B > j.214A] [4000 DM, 28 HG]
  9. 12/21 Taito Station Nu-13 vs Konan (TS) Taokaka vs Konan (TS) Hakumen vs Konan (TS) | (Cont) Noel vs Konan (TS) Relius vs Konan (TS) | Part 2 | Part 3 | (Cont) Hikaru (HK) vs Konan (TS) | Part 2
  10. 12/21 Taito Station Noel vs Valkenhayn Yu-Sama (HZ) vs Valkenhayn Akiba (CA) vs Valkenhayn Akiba (CA) vs Fuse (VK) Fuse (VK) vs Hakumen - Streamed died and resumed with this match. Kouhatsu Taokaka vs Valkenhayn Valkenhayn vs Ragna
  11. 12/22 Urban Square Wara (TS) vs Hakumen Well damn.. Wara (TS) vs Metal (TK) Wara (TS) vs Mame (TK)
  12. 12/22 Urban Square Mame (TK) vs Valkenhayn Puromete (LI) vs Valkenhayn - I feel the Valk could have played more patient. It's not a matchup you want to rush. Valkenhayn vs Platinum Valkenhayn vs Tager | (Cont) Uguisu (VK) vs Tager - From 3:19. Yo that command grab setup against Tager, lol. Uguisu (VK) vs Hakumen - 5:46 liked how he converted the sturm wolf RC combo into death with OD. Valkenhayn vs Mame (TK) Uguisu (VK) vs Mame (TK) Uguisu (VK) vs Puromete (LI) Valkenhayn vs Yuika (HZ) Uguisu (VK) vs Yuika (HZ)
  13. Midscreen: Throw > 236A (supposed to whiff) > 6D > j.D > 2B > 5C > j.D > w[j.A > j.C > j.236A > j.236B > 6D > j.D] > j.C [2326 DM, 16 HG] - I obviously wouldn't recommend this combo and I'm not adding it to the list (Timing strict with connecting 2B and overall damage is inferior to alternative combos which are easier). However, if you were to opt for this combo, you can substitute the 6D > j.C ender for wj.214B instead. Consumes little wolf meter. Midscreen: Throw > 236C > 6D > w[j.C > j.236B > 1D/2D > j.D] > 5B > 2C > j.B > dj.B > j.C [2518 DM 18 HG] - This one I'll add. I got > 1D > 2C > 6B > 5B to work but anything after that will drop. You can do the hj.B > j.A > j.B > dj.B > j.C ender if you wish, which will total up to 2570 DM but you'll be higher in the air. In response to Ryuu's combos, I came up with this: 2C > 5C > tk.214B > 6D > j.D > 2C > 6C > 2C > 6B > 5B > 2C > j.D > w[j.A > j.C > j.236A > j.236B > j.214B] [4232 DM, 30 HG] -Edit: Added more combos.
  14. Missed this: Kuno (VK) vs Kameria (HK) 12/20 Tachikawa Miya (JI) vs Kuresu (TS) Ryusei (LI) vs Spinoza (TS) Ryusei (LI) vs Kuresu (TS)
  15. The timing is different. It's strict with 2C if you're following up with 6B. If you're too fast/slow 6B will whiff. If you're using 6C it's leniant. No.. Challenge combo 26 uses more wolf command dashes and deals less damage than the w5C combos in the combo thread. It's not worth it and you should be getting 3.2k+ from a w5C.
  16. 10/27 Chariot Kuno (TS) vs Onegai Hebi Tsubasa (HZ) - 12:49 lol that air throw. Kuno (TS) vs Kuro Mitsu Imako (HZ)
  17. -Safe jump setup- Tsubaki doesn't have a lot in CP. The first one requires you to use a standard corner combo, so you can do something like 5BB > 5CC > 236B > 214B > 22B > 5C > 2CC > 236C > 214D. Then you use j.8C and press j.C as you're near the ground. It'll catch rolls, but the disadvantage with this setup is that it requires charge, and it's not worth it. You can't do it with 214B because it doesn't launch high enough and the opponent can easily roll past you. The second setup involves you using 623C > j.214D > 3CC. You need to delay the 3CC so that you're able to catch rolls. If you don't delay 3CC slightly it won't work. The problem with this setup is that if you use it in the corner you'll be missing out on the damage and heat gain from 6CC > 236C > 214B > 22B. It's better if it's used as a midscreen to corner combo in a situation where you won't be able to followup with 6CC. In this case it's very specific. -236B > 214B > 22B whiff stuff- Check out the video by Kazu that Jourdal recently uploaded here. After you use 236B, slightly delay the followup 22B. If the opponent techs the 22B will whiff and you will be placed at an advantage. If the opponent doesn't tech, 22B will hit but it'll blue beat. The advantage with this is that when the opponent techs you can go for any sort of mixup (6A/CT is too slow here guys go for command grab, throw or 2B). The thing is you don't want to delay 22B too much that they'll be able to poke you out of whatever you wanna do. I will add both to first post. Was also doing a little experimenting with roll outs. You can use 5C to catch roll outs too and if you have charge you can go into a better combo as opposed to using 2B. 2B is more reliable however because it has less recovery so if it whiffs when the opponents neutral techs it's not as bad as 5C. 5C also seems to prevent the opponent rolling past you. I mean, you can catch the roll with 2B, but sometimes while catching them they'll roll past you so you may have to do: 2B > 2CC > IAD j.CC > 5C > 2C > 214B > 22B(or air combo) to get them back there. -Updated punishment game-
  18. Tsubaki Combo Movie It's more of a combo lecture, but anyway this has some good stuff in it. 3:47 - I believe he's basically saying that delaying the followup 22B in the 236B > 214B > 22B combos allows you to go for mixup because the recovery of 22B is quite fast. Of course he also shows what happens if they don't tech, which will result in 22B blue beating.
  19. It's about 200 damage you're losing out on for consistency so it's not bad. Added AH combos to combo compilation
  20. Jasu posted another combo - Here. Corner: (CO) w[6D > j.B] > 5D > 2C > 6B > 5B > 5C > 236C > 2D > w[5C > 236A > 236B? > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [3520 DM]
  21. Yeah, the details are in first post of the combo compilation.
  22. My face right now, though I did honestly suspect that some people knew about it before I posted.
  23. NP. This is something minor I've wanted to say earlier. In the corner, when you hit with j.C and you're opting to use charge, there are two main combo routes available depending on what you followup with. If you use j.C > 5CC > 22D, you can go into the standard combo with the 236C > (5A) > 5C > 2C etc. If you use j.CC > 5CC > 22D you can't use the above ender as 236B will whiff. You have to followup with > 6CC (or 6C > j.D > j.C > 5C > 2C) > 236C > 214B > 22B. To get the longer combo you have to use the above or use j.CC > 5C > 22D.
  24. I think the one thing that people need to remember in this matchup is that you need to be patient with how you move around when there are steins around. It may be better to sit/jump and block rather than trying to look for a way in, especially when you don't even have charge. Sure Mu gets in easier against you but she doesn't have much going for her in terms of mixup. Her 6B is unsafe now if it's not followed up, but she now has the ability to stein cancel it making it safer. I haven't been successful in punishing this because she could just DP after the stein cancel. So then you've got another silly guessing game going on here: -She can DP after stein cancel. If you block you can punish, and if you try to punish you get hit -She can opt not to DP after stein cancel, so if you're committed to blocking, she can get away or go for more pressure. It may be better for you to try and get away, but returning the pace to neutral isn't really want you want. Her normals are way better than ours and trying to challenge the main 5C isn't a good idea. At times I try to challenge her 5C with 22B CH when I'm charging in neutral and she wants to try and punish me for it (because I'm real stubborn), but the win ratio is very small unless I do it extremely early. If you manage to get to the point where she's spamming lasers from far and you can't get in, the only thing I can recommend is either a well timed [4]6D > 236D, or if you have no charge, you'll just have to block. Unless it's Totsuka (command laser), the lasers don't do any chip damage so sitting back and blocking may be the best thing even if it's gonna result in a time out. Like I said you'll have to be patient, being impatient and trying to rush in is exactly what the Mu wants. Blade super can be useful in this matchup when you're trying to get in, but you need to keep an eye out on which steins are gonna fire lasers. You want to use it at the right time where the laser will go through you and you can try to get in. What you don't want is the laser hitting you out of the blade super startup. You need to make a choice at match start. Try and rush her down but you'd need to try and get around her normals, or sit back and charge for a bit, but doing this allows her to setup. Whichever you choose depends on how you feel tbh.You may want quick access to D fireball and [4]6D > 236D, or you may be a little impatient (like me) and just want to kill her asap. Her stuff like IAD back j.C does a very good job at trying to space you if you're rushing in so be careful with that. For character specifics, please remember that corner 623C > Delay j.214A does not work on Mu.
  25. Incorporated into strategy guide. Thanks. Guys, when using (5B/5C CH >) 6CC, there is an easier way to get 5C > 2CC > IAD combo to land. Rather than doing 6CC > 214B and trying to time the right height for 5C (or using 2CC which is easier against some characters but results in slightly less damage) use 6CC > 214B > 22B(whiff) > 5C. Works every time against any character.
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