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Kiba

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Everything posted by Kiba

  1. In the 'baiting and punishing' section of the strategy guide, I'm lacking information on punishment, and I'll take the time to explain it here. Of course many of you will already know this. If in the usual case you bait a DP or reversal, always always punish with 6B regardless of whether it's midscreen or in the corner. It's the best confirm, it fatals, and you can rack up 4k+ from it, but to get that much damage you will need wolf command dashes. In the case where you have very little to no wolf meter midscreen your best option may be a 3C CH, as you have better followup options. You can do something like: 3C CH > 66 > 2C > 6B > 2C > 5C > hj.B > j.A > j.B > dj.B > j.C. If you use 6B FC, you'll have to followup with > (5B/2C) > 5C > 236B ~ 236B which won't deal as much damage. In addition, if you use 236C instead of 236B ~ 236B you won't be able to followup because you'll need a wolf command dash. Even if you have little to no wolf meter in the corner 6B is still your best punish. There may be instances where you will be incapable of using 6B to punish due to spacing issues. In that case, your most convenient punish will be (5C CH) > 236C. In wolf form, w5C CH > 6D > 2C is the best punish, but remember to deal any real damage from this you'll need wolf command dashes. You won't be able to do much with no wolf meter from certain distances.
  2. The enders you're using are all good so there isn't much room for improvement there, but I personally don't like the w[j.AAA > j.C > dj.D > j.C] or Hima enders because you're left too high in the air, though it's ok against those who don't tech immediately so you can do falling j.C afterwards. Personally I prefer to stay grounded. I would advise you to incorporate the 6C > 3C (> 236B) enders in your repertoire. The oki is good and you build quite a good amount of wolf meter back. Gotcha, in that case I'll leave the change down to you.
  3. Sure go ahead, add 'em to the combo thread. I know I can be a bit of a hassle going back and forth on stuff. Thanks. You can opt for -5C > 6D > j.A > 5C > 236A > 6D > h[2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [3352 DMG, 24 HG] if you're not too far away. (Your combo is conveniently better) Is there a particular reason you used h[5B > j.A > j.B > dj.B > j.C] over h[5B > 2C > j.B > j.B > j.C] which is slightly stronger?
  4. Will highlight a few things. Izayoi's 2A is 9f startup so she may have a hard time poking you out of certain things She doesn't have good defensive options so go wild on her when pressuring with wolf Her only defensive option is phorizer which requires meter. You can sturm wolf it on reaction if you're in human mode. When she's pressuring you they may be focusing on gaining stock, so you don't have to look out for much in terms of her mixup which isn't that good unless she's in gain arte mode. She can tag you out of the air with 623B, or get you with 236C if you're running along the ground a lot. She loses to Valk if she's in the air. Her air to air options aren't great. Please remember she has a D teleport where she will get behind you. She can only do this in gain arte mode. I mash 2A against those Izayois who like to use teleport mixup after blocked 236C/236B. It's not good at all.
  5. As Hazama, you need to really be careful about what you do after you block a w5C. If the Valk opts for a wolf brake j.A and you houtenjin, he can OS it, 4D back and then 6B FC punish you. This is why I highly suggest barrier blocking against Valk to really limit his offensive options. He might be too far out to use wolf brake j.A and from there you can determine whether to jump out or poke him out of 6D > j.A. It's a mindgame thing and you never know what the Valk is gonna do after w5C. As Tsubaki, just keep DP'ing if you have charge and ESPECIALLY if they're real auto pilot with their pressure, using the w5C > 6D > j.A > j.C stuff. Either that and you can risk getting hit (which of course is kinda unlikely), or you can try to block and stay in the corner. Times like this I wish I was in the US but I have my buddy Dreize to deal with you guys.
  6. Hmm I wonder which Valks you play.... Let me shed a little light here. w5C > wolf brake > wj.A beats mashing. You can't 5A Valk out of that, and if you did, the Valk did not perform the input fast enough. w5C > 6D > j.A is not wolf braking and can be beat by mashing.
  7. I'm not really strict when it comes to these things so don't worry it's all good. I'll move stuff around if it becomes too much. Incorporated into strategy guide. Nice one.
  8. After trying this out several times I too got the wolf cannon inconsistency. It's a speed issue, so you've gotta be fast with your inputs. Also, try doing high jump j.D > wj.A. It makes it much easier to followup with j.236A after j.C. On a side note, the CT is only adding 300 extra damage to the overall combo so you may be better off using: 5C CH > 6D > 5D > h[2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C] > j.D > j.A > j.C > dj.C > j.236A > j.236B > 7D > j.D > h[j.C > OD > j.C > Sturm] [5650 DM]
  9. You created a nice video Bat. I particularly liked the 3C FC combo you used in the corner that racked up 4.4k because it's better than the one I had listed: FC 3CC > 623C > j.214D > 6C > CT > 5C > 2CC > 236C > (5A) > 5C > 2C > 236B > 214B > 22B [4646 (4719) DM] Not only are you using charge to get an extra 200 damage which I think is a waste, but it's slightly harder. Getting 4.7k is inconsistent because doing getting 236C > 5C to work is height specific and requires very specific timing of the delayed 2CC. We're better off opting for your combo. 623C > Delay j.214A > 5C is even easier on FC. The video is also a nice reference for those who are looking for more tricks to add to their game. I'll get it down in the strategy guide.
  10. Kiba vs Ixis (MU) | Part 2
  11. I didn't mean to escalate this problem guys, apologies. I figured it was a speed issue, though I thought I was inputting it fast enough. Apparently not. Thanks.
  12. They tech out before the 6C, & that's weird because Jin was the one I was practicing it on.
  13. Zouf's method works if Kokonoe just used the Black hole. However, if Kokonoe places the lightning pole and then initiates the black hole, you can't do anything. She can do something like Combo > (5A > 5B) > 5C > 22B > Black Hole, and you'll have to accept it, like I had to.
  14. Who did you try this on? This combo also doesn't seem to work on Tsubaki or Tager because they can tech out before the w5C hits. I could be wrong though since you are getting this combo down. It's doable with one cannon, but you've gotta be pretty fast with the 2D > j.D > 2C.
  15. 12/2 Athena Nipponbashi Pinkune (AR) vs Kama Bokko (TS)
  16. I try to avoid that ender, especially in the corner. Not only am I inconsistent with it but I really try to emphasise my oki around the 6C > 3C or 8j.B > 8j.B > 8j.C enders. The oki is way better. I'd rather use the hj.B> j.A > j.B > dj.B > j.C, and in fact I have begun to omit the dj.B > j.C (Masashi ender route midscreen) as I wanna get to the ground quicker. This is just a personal preference as I'm very aggressive (and impatient) with Valk but I'm not saying that you guys shouldn't use the w[j.C] > dj.D > j.C > (j.C). Use what you prefer.
  17. It was updated on the 1st December... I dunno about it being more easier/stable but I suppose that's subjective. Yes, though it's not getting much more damage than CH 6A > 5B.
  18. You'll find it very difficult to react/mash out of stuff with Izayoi. She has the slowest? (or one of the slowest) 2A in the game, so if you tried to poke out, most of the time the opponent would just be getting counter hits on you. Due to this, you will have to rely on your barrier to try and keep the opponent out, and even if you did want to react with something, the only real option you have is Justice Phorisier but that requires at least 50 meter. You gonna have to be quite passive when you're on the defence. I understand you enjoy using Izayoi, but if you want a harder time learning the game then stick with Izayoi, but if you want to learn quicker I think you ought to learn someone else who is a little more easier/well rounded. It completely depends on your style of learning. When I first started learning BB (Back in Continuum Shift) properly I chose to learn Tsubaki and even though she was easy to use, she was very difficult to win with, but I went on with her because I really enjoyed using her, and still do.
  19. GGs Gramas but I'm aware of the lag that really hindered our games. Not even sure why there was lag, but I feel it's my fault.
  20. Thanks for the advice. You better stop this trolling.
  21. I don't mind the matchup when one of us is on the offense (although when you are on the defence you will blocking for a good while), but I hate the neutral game. It feels like I'm playing cat and mouse, with the staff being a huge obstacle. I'm not talking about getting in on a grounded Litchi, I'm talking about when they're jumping around with her. I can't blame 'em, but dealing with 5D/j.D (whether she has the staff equipped or not) is annoying because it limits how I try to move. Most of the time I end up getting hit, and I think my anger point rises loool, because that's when I get impatient and I start to make mistakes. I'll need to go over the Valk/Litchi matches again in the video thread and see if I can come up with anything but as of now I don't have anything specific to give, sorry. I don't have much success with beast cannons either, even though I very rarely use it. Edit: Shiro appears to be playing the matchup correctly? Galileo (LI) vs Shiro (VK) | Part 2 | Part 3 Analyse this. He doesn't rush to get in and seems to focus on getting around. He also uses 236A when he's in between Litchi and the staff.
  22. http://www.youtube.com/watch?v=6uL1Xxn9V14
  23. 12/1 PSN Kuresu (VK) vs Tahichi (KG)
  24. 12/1 JP PSN Kuresu (TS) vs Tahichi (AZ) FT10 | Part 2 - To 14:58. Kuresu switches to Izayoi afterwards. Kuresu (TS) vs Kaichou (IZ) Kuresu (TS) vs Kaichou (KO) Kuresu (TS) vs H.H (MU)
  25. Looking at these combos has shown me just how unoptimal some of my confirms have been. Shyn those combos are real good stuff, and 3.7k from a beast cannon is pretty cool stuff Kaiser. Thanks for taking the time to experiment and post the information. Appreciate it. @Shyn: the 5C combo isn't working for me. The 2nd wj.C is killing the combo.
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