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Everything posted by Kiba
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So while in training mode I luckily discovered an easier method to input 1DC wolf breaks for pressure. This may be especially useful to those who play pad. Input a wolf normal say w5A, and at the same time hold 1. Then quickly input DCA and there you go. Since I've found this method I've been getting it down nearly 100% of the time. It's way easier than trying to input 1DCA altogether after an attack. Hope it helps guys, because once you get it down you won't be going back to 6D > 4C! Simply put: w5A[Hold 1] > DCA
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^Nice. Ryuu listed some 2C combos on twitter. 2C > 5C > tk.214B > 6D > w[j.236A > j.236B > 6D > j.B > j.A > 5D] > 2C > 6C > 236A > 5B > 2C > j.B > dj.B > j.C [3671 DM] - Here 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] - Here (Added to first post) 2C > 5C > tk.214B > 6D > j.D > 3C > 236C > 6D > w[j.236B > 1D > j.D ] > 2C > 6B > 2C > 236A > 3C [3825] - Here
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Good stuff guys. Only real minor thing I wanna add is that if a Relius player uses Val Tus (214C) in neutral, you can just hit her out of it with 5B. It's better to hit her rather than to try and jump over it, or worse, block it. Due to the difficulty of trying to challenge Relius in neutral, I prioritise rush down over charging. Errol and BatousaiJ, I'm aware you guys said in the general thread that it's better to use 5B (or 5A > 5B) on a player's wakeup, but this is one of the exceptions where I may recommend using 5A 2-3 times on his wakeup, because of his twirl. 5A will whiff so you can quickly grab him, and there you go, 3.1 - 4k.
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Mu-12.
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GGs to the people I played. Well I assume most of the EU players know who you are so they'd probably avoid you anyway lol. Or, they'd play you, find out how good you are, then leave. One game and off seems like the way forward.
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You can bait it with 2C, though you need to be careful because it kinda requires that you're not doing anything with some recovery and you need the reflex for it. They may eventually learn to bait the 2C by solely using the fireball. If you check out the a-cho match with Kazu@Ginga and N-Otoko, it may help. Here.
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Thanks guys for the very helpful responses. Will look into it.
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-Merged 'punishment game' and information on charge cancels to first post. -Removed the information on getting the bonus proration from 623D > j.236D > j.214D because it's no longer necessary for CP. -Updated information on blockstrings. -Updated information on j.236A oki (It also doesn't work against Bang) -Included command grab setups into tricks and gimmicks & BatousaiJ's information on burst baiting in first post. -Added information on Blade Super to tricks and gimmicks section.
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Thanks man, no problem. Good luck. Also, with the j.236A oki, 5C whiffs on Litchi. What you need to do is use 5B instead of 5C like you would on Platinum. I've made a note in the video description and the strategy guide. Tachikawa 12/13 Dio (MU) vs Kuresu (TS)
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I will try make time but I can't guarantee it since I've been real bad at sticking to what I say. On an unrelated note, I'd like some help guys. If I wanted to make a tutorial on wolf movement, what is some of the stuff you expect to see, and what would you include? Not sure how or where to start.
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Times like this I wish 5C was jump cancellable again, since there are times I know my opponent will burst and I can't do anything about it. Examples of burst baits: -air throw > 6C > jump and hold up back -corner (5BB > 5CC > ) 22D > 6C > jump and hold up back I've even managed to unintentionally avoid a burst whilst using 236X in a combo, & OD. Anyway thanks, I'll get that in the guide.
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You're right with the setup. They can't air tech, and it's easier to deal with the opponent's responses from j.214X rather than j.236A > j.214A. It's actually the one I forgot to include in the video, but I did provide the information in the strategy guide. If you want to have a higher success rate in landing the command grab you need to condition your opponent into neutral teching. So if they try to roll out, you can catch them with 2B. You may have to prepare yourself for a side switch though. Overall, j.C > (dj.CC >) j.214A is better to opt for, not only for the setup, but the oki too.
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I type in 'BBCP' when I want to catch the latest vids, but if I'm specifically looking for Valkenhayn I type 'BBCP ヴァルケンハイン'. If you're looking for a particular player, you can get the Japanese name in the video thread. Thanks man, I'll give it a go. Also sorry man, I owe you games.
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Yeah I have those, but I am missing the Rachel and Yuitaba match so thanks for that. The ones you linked are also better quality. 12/10 a-cho Rachel vs Valkenhayn | Part 2 | Part 3 | Part 4 The Rachel's name is E_risu (I don't remember what the 2nd symbol means) Makoto vs Valkenhayn | Part 2 | Part 3 Jin vs Valkenhayn Charin (TG) vs Valkenhayn | Part 2 Hakumen vs Valkenhayn | Part 2
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I'm inconsistent and I agree with Shyn that Valkenhayn can be unstable. It just adds to the difficulty in using Valk. Generally, I would say that I have my combos down; they're usually not an issue. My execution is quite good, but has actually gotten better in the past few days. Sometimes I fail w5C > Wolf break > w5C & brjA if I'm not thinking straight, and I remember I used to fail following up with Sturm Wolf from 3C > OD due to misinputs. Also I must confess, I remember I used to really fail in doing meaty brjA. In the wolf brake tutorial, it actually took me a while before I managed to land it... I have been spending much more time in training mode with Valk practicing wolf brake,various combos & OD stuff. I think this is crucial for consistency, because I can see it paying off. Afaik the only consistent Valks I've seen are Hima and Shuu I think. I know I've definitely seen Zekuso and Masashi have their off days. I don't believe there is anything else that stands out, but this is all excluding online for obvious reasons. This is why I'm salty sometimes and people don't seem to understand. Thanks Kaiser, and well, since the console release we haven't really seen much Valks. I stumbled across some nico videos and found Nao. Also I caught Yuitaba squaring off against Boku Zen in one of the lobbies lol.
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Tsubaki Command Grab Setups http://www.youtube.com/watch?v=6oYXyrkvsIg Tsubaki j.236A Orb Oki Tutorial http://www.youtube.com/watch?v=OkrbGdC4El4
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Tsubaki Command Grab Setups - Notes in description. Most of you already know about this but I decided to put 'em together. Tsubaki j.236A Orb Oki Tutorial Tsubaki Neta Combo Movie 【soar】
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Valkenhayn Command Grab Setups - Replaced Mr.MiddleKick's video with this one in strategy guide.
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If you try to late tech against Bullet while she's on lv1 heat stage, she can easily pick you back up and then go to lv2, where she has better mixup options. It's your choice but that's the consequence. Beast cannons beating j.D is, debatable. You may find yourself losing more than winning. Here is an example. Her j.D makes wolf movement really awkward especially at higher levels where it has a bigger radius.
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Yep you're right, otherwise the followup 236A will whiff. 2C > 6B is only inconsistent on Amane. You need to do 2C > Slight delay 6B > Slight delay 2C.
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The difference between the two enders is minor. j.A > j.A > j.A > j.C] > dj.D > j.C ender you much higher in the air than the j.B > dj.B > j.C ender. j.B > dj.B > j.C is also slightly stronger, but the damage difference is miniscule. The j.B > dj.B > j.C ender is easier, more stable, slightly stronger, and has less air time meaning you can get to your opponent quicker as you land. If you use this ender in the corner then you need to be wary about roll outs (unless you use j.8B > dj.8B > j.8C). The j.A > j.A > j.A > j.C] > dj.D > j.C ender allows you to catch those who don't tech with falling j.C to kinda force them to tech in the corner. However, midscreen, you're left higher in the air so your opponent has an easier time getting away, and the j.C > dj.D >j.C can be real strict with certain combos.
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11/2 Nisshi Nippori Koji (RG) vs Wara (TS) Kurenai (HZ) vs Wara (TS) | Part 2 12/6 Tachikawa Kuresu (TS) vs Fumi (RG) Mioon (NO) vs Konan (TS) Kuresu (TS) vs Fumo (AR)
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Added two new throw combos. [1 Charge] Throw > 623C > j.214D > 6CC > 236C > 214B > 22B [3288 DM] [23% HG] [1 Charge] Air Throw > 6C > 623C > j.214D > 5C > 2C > 236B > 214B > 22B [3419 DM] [24% HG]
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The oki it provides is more or less the same, I don't see it as been worse, but it is inferior to the 6C > 3C and dj.8b > j.8B > dj.8C enders. The 6C > 3C enders don't sacrifice that much damage tbh. I'll give you an example: w5C > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C] deals 3.5k w5C > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C deals 3.3k, but does 3.4k if you add the 236B. Ofc it varies depending on which starter you use but you'll be losing out on about 100 - 200 damage with the 6C > 3C enders which isn't bad at all. You're welcome. Anytime.
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But you can catch the recovery of his BD with 5BB right? Here. Well, you'd have to be like, full screen away for j.236A use to be effective. If you're using it when you're closer to him or even high in the air, he won't have much trouble getting to you.