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Everything posted by Kiba
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Tonberry you actually posted here now haha! Thanks for the input!
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Yo, I went through the mash safe pressure strings, and it turns out it needs slight modification. Wolf brake 'mash safe' blockstrings (IOH j.A) w[5B > Wolf brake > wj.A] w[5C > Wolf brake > wj.A] w[j.C > Wolf brake > j.B] 6B > Wolf brake > wj.A 3C > Wolf brake > wj.A 6B/3C > Wolf brake > j.A is too slow, and loses to mashing kinda easily. Sometimes w[5B > Wolf brake > wj.A] will lose.
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Tsubaki OD Combo Tutorial https://www.youtube.com/watch?v=iCAiJ1dn2CM
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Aw yeah forgot to say thanks for all of that TGR. Mighty handy.
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Tsubaki OD Combo Tutorial - Just giving pointers here and there really.
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Discouraging him from mashing 5A is exactly what I wanted! Thanks!
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Despite me feeling salty about my performance in CP, I still want to show my gameplay because I want to see how I improve overtime, and of course for your own entertainment. As usual I hope this helps. Give me more time people. Also the following matches are like 2 weeks old, I don't 'rage' burst anymore. I use it more smartly and save it for OD combos. Kiba (TS) vs Ixis (MU) - These matches just feel deja vu all over again. Hate it, lol. Kiba (TS) vs Kid (HZ) - I definitely know what I'm NOT doing in this matchup. Not enough j.236A in neutral, and I need to use more command grabs here. Also that OD > Blade Super I did during a combo was so stupid.
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R.I.P Errol's Tsubaki. Re: Combo thread -Every combo except the 2C AA combos and the 22D OD combo now have their damage and heat gain values added. -Added a few combo videos to the combo thread. (Airk's request) -Added a section for OD combos. I will compile the information later. (Edit: Done)
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I think I mentioned this to Errol but I didn't mention it because I didn't think it had a use, but you found one! I think it's impossible to punish, and like Bat said it'll work against those who think they'll be able to press buttons, though this kinda seems like a one time use thing as people understand it. Gimmicky but has it's use. I do try to use 6C > CG, it's in the combo movie I made. It's real good. I, kinda don't use jump setups a lot but if I do I do what Kazu@Ginga does. 236B/C > 214B > 22B(w) > j.C. When they start committing to block I do stuff like empty jump command grab. It can be seen here & here. (Taken from strategy guide). Impossible to punish from 6BB (just confirming). Also I don't think anyone should be using Blocked 6C > Mugen. I'm not completely fond of going for things which aren't guaranteed then again I'm one of those players that just goes with real solid stuff. People who like the gimmicky stuff would probably appreciate this.
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Ha! Good shit guys! No probz!
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FFM Rumble 7 - 22-24.11.2013 - Frankfurt a. M. / Germany
Kiba replied to Mikros's topic in International Events
I would have been going if it weren't for my studies getting in the way. -
S'ppose that's a thumbs up to keeping the oki thread. Sure, & I agree with Dreize.
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You're right Stellar it is easier for those who aren't used to Valk's corner carry, so I'll still get it down. The combo Dreize posted isn't in the list either so I'll get that down too. Thanks guys.
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GGs Prower although our games were cut short. GGs Skyll. GGs Yutta (Not THE Yutta) lol. Oh yeah and GGs to that Champ020 guy. He's majorly improved since CSE. Had a lot of really good games with some great players.
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11/16 Urban Square Tsubaki vs Makoto Tsubaki vs Platinum Tsubaki vs Makoto Tsubaki vs Makoto Ragna vs Tsubaki Hazama vs Tsubaki Whistler (LI) vs Tsubaki Aru (HZ) vs Tsubaki Tager vs Tsubaki
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11/16 Urban Square Platinum vs Valkenhayn Yuika (HZ) vs Ako (VK) Ako (VK) vs Metal (TK) Ako (VK) vs Puromete (LI) Valkenhayn vs Puromete (LI) Uguisu (VK) vs Puromete (LI)
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I kinda got frustrated trying to AA his j.2C too. He just kept getting CH. I just charge in neutral, but when I see that he's about to get into his 2D range I stop charging & use that time to make a judgment on what to do next. Dash 2D can lose if you dashed towards him, and remember he'll be crouching so use the opportunity to get a better combo. Ofc he could just dash 5C, so it may be a good idea to do something like, dash barrier, so that if he does do 2D, you can still punish (2D should whiff), and if he initiates an attack, you'll block it. If he's throwing ice swords at you I try not to block them, I try to dash over them or get through it with [4]6D > 236D. Attempting to dash over them can lose to Fubuki. I don't really play the poking game with Jin at neutral. Speaking of charging at neutral, it becomes a little riskier when he has meter because he can just do full screen ice car. Against certain Jins I deliberately charge in small bursts to bait this and punish. Remember his ice cars are now a low. Jin also has his usual gimmicks which you need to watch out for too. Like when he freezes you in the he could cross you up, go for a throw and whatnot. He can even get cross you up in the corner after doing a 5B because of the vacuum effect it has. Jin doesn't really have much to offer in terms of pressure or mixup outside of heat or once he's actually got himself going so you need to be attentive.
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Pretty much what I said above. Most Valks will be using this kinda blockstring alot, which consists of w[5A > 5B > 5C > 6D > j.A]. After the w[5C], you can DP them before they hit you with j.A, and if they keep doing it, keep DP'ing! The better players will be doing stuff like w[5A > IOH j.A] which is much harder to react to but does indeed lose to mashing. I can't keep saying DP when he has you down on lock because Valkenhayn has several ways of baiting DPs. It's up to you to find out the type of Valkenhayn player you're playing and make good judgments of what you're options are. w[5C > 6D > j.A] can lose to 5A mashing from time to time, but it mostly trades. Other times you may lose. w[5B > brjA] is tight even on IB so you won't be able to mash out of that. w[5C > 6D > j.D > human transformation] mixups will lose to 5A mashing, but of course usually you don't know when they're gonna do that. Valkenhayn also has some mash safe blockstrings such as w[5C > IOH j.A] which will beat mashing. I don't find fireballs generally good in this matchup unless Valk has committed to something because a lot of the times they can just wj.66D and j.C CH out. Cannons are unsafe if blocked so at this point I usually mash 5A, but it becomes problematic if they do something like wolf cannon > 7D > stuff, because your 5A may whiff and they'll just get a free hit. This is why usually after a wolf cannon against the better players I'll opt for an air throw while they're doing 7D. Another thing to note is that you should always be moving in this matchup, whether it's simply dashing or using 236C. Yeah, 236C is good here since wolf can't block, and Valk is very unlikely to remain in one position. Don't stand there and charge for a long period of time because you're indefinitely making it much easier for Valk to get to you. Blade super is useful in this matchup to stop him running around and allow you to get in comfortably. We're lucky we have a DP tbh. Spaced w5C oki doesn't work against Tsubaki so that's something to note. When you have him on the defense, finish him!!! Remember his 6A loses to throws and lows and shouldn't really be mashed in Tsubaki pressure. His anti airs are still really good so be careful with jump ins. What Valk players should be doing is using barrier to push you out so that they can get away easy with wolf. So mixup your pressure between your standard stuff and using stuff like 5B > IAD j.CC to get in closer, but avoid being predictable because w5B is still a really good AA.
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I can say a few things. In neutral when you're quite far from him I think it's a good idea to use j.236A orbs. It makes it much harder for Azrael to get in and it gives you breathing space to charge. His only options are to jump over the orb (and you can AA him at this point if he doesn't barrier), not do anything, or use growler to absorb the projectile. If he absorbs the projectile yeah, that's causing bigger problems for you later on, especially if you forget if he absorbed it, but you should have more than enough charge to throw about some [4]6D > 236D (ofc don't abuse). Look how easy Azrael got in against Kuno here. If Kuno had been using j.236A in neutral it would have helped him greatly. During his pressure, if he uses 2C, his followup options are unsafe so get ready to try and mash him out of whatever does with 5A. I don't think you can mash him out of 2C > 3C however so be careful, but 5A mash will beat both his 6D and 2D followups. Sometimes after one of his knockdowns (the j.D ones in particular) he may cross you up and then pressure. Mashing 5A beats this, but of course if he doesn't crossup and you mash 5A you'll be giving him counter hits. Also he can do crossup > 236C which is extremely difficult to react to. Another thing to consider is that if he hits you with a lower weakpoint for example, don't assume he's gonna hit you with 2D/3D, he could just opt to go for the high, and then you'll have two weakpoints applied to you. You're going to have to be be very vigilant here.
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I usually try to IB 3C then Dash 5A. If I'm out of dash 5A range I may jump in if I feel the player will be trying to do dash 2A. Thanks for your earlier points Huey. I've got them added to the first post.
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You're right. I'm surprised I haven't removed that trick yet. You're using charge just to try and hit with 3CC which doesn't even autocorrect anymore and there's no guarantee it'll FC. You're gonna need heat to followup otherwise. Also the explanation on the safe jump setup needs to be revised. I'll go through it once I'm done with work. Edit: -Explanation on safe jump setup revised -Removed 3CC trick -Updated information on throw baits.
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Thank you for the advice. Tbh, there is no reason for him not to abuse it if he has the opportunity haha.
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Thanks. Video tutorial on wolf sweep loop? I'll think about it unless someone beats me to it.
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Valkenhayn Combo Tutorial - Contains some combos which are wolf meter intensive. It includes AH combos so that's nice.
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I feel the information I will give will be inadequate but here goes. I'm not sure how you should handle the neutral game. If she's in the air I tend to try and tag her out with beast cannons. I don't think it's a bad idea as going air to air with her with our normals is more risky since she's really good in the air. I tend to get tagged out of beast cannons with reactionary Anti airs when she's on the ground. In the case where she's on the ground, you can simply rely on your dashing speed or 6D if necessary. If she has you blocking you will find it very difficult to get out. Barrier helps a lot here where you can push her out and get out. Personally I'm not like that and I tend to IB her stuff just to build meter so I can IB > sturm wolf her shit, but I should really be using barrier. Her backdash is decent so the player may rely on this on their wakeup when you have them in the corner. I'm not too sure which wolf normals it'll help her get out of (Though it'll most likely work against w5A). I encourage the use of wolf form once you're pressuring because she doesn't have a very hard time getting out and human pressure limits your options. Remember her 2A is really good for poking out. She's gonna be relying on her backdash, her 2A, and crawling.