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Everything posted by Kiba
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I'll play around with that. Thanks. Also I added w[j.C > Wolf brake > j.B] to the blockstrings section in the strategy guide. It's actually good to use.
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I'm more with Titanium Beast on this one and sorry I don't mean any offense. I sorta understand where you're coming from Dreize, but I don't want people to misread it. The last thing I'd want is to give people the impression that they have to input another 5C. I do agree with you guys that an explanation is in order and I'll work on providing a detailed explanation later on.
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Tbh you covered the matchup better than I would have if I posted something on him. I don't know what else to add, except maybe for the fact that because of his massive heat gain he may opt to use more CTs than any other character. It's rare but it's something to bear in mind.
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Nice, valid points. Thank you.
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I got it the first time man. I shouldn't have said anything.
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I must apologise in advance for my gameplay: Kiba (TS) vs JeSsNiGri (KO) FT5 Ok I can critique myself here. I dropped a lot of combos, it was my fault. I also concentrated too hard at some points to bait his CA or his burst, and failed. Also, I'm usually successful poking Kokonoe out of her overhead but I wasn't successful anytime in those matches. Not sure why I used the Blade Super on my wakeup, guess I wanted to experiment, and I know that experiment was a failure. At first I was getting tagged by Kokonoe's 3C in neutral but I managed to dodge it in the later games. I hated how he came back in one of the matches too. I could be more aggressive too, and I suck at blocking that crossup he did with the lightning > teleport gimmick. It doesn't hurt to be patient at times...Also you guys can probably tell that 623D in neutral was an accident... Again, sorry, but I hope it helps it teaching you guys some stuff. You get to see the black hole super in action too.. 11/15 Tachikawa Kuresu vs Keba (MU) - He's looking real solid here. Kuresu vs Shirushi (JI) - I feel he used the burst too late.
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That's the price you'd have to pay for using wake up Sturm wolf tbh. I don't even know why the Valks I play or even see sometimes do this. It's so bad. The best time use it is IB Stuff > Sturm wolf those followup attacks with longer startup. Wake up Sturm wolf is understandable when the opponent is being super obvious with stuff.
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10/13 MAXIM HERO Boku Zen (VK) vs Minta (NU) Boku Zen (VK) vs Kenji (RG)
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I should probably emphasise that you should save the burst in this matchup. You want to use it when she's got you in a combo in the corner and has the opportunity for the black hole super.
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You are correct. I've made the change, thanks man.
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Ggs to the people I played yesterday, well sort of. Behave yourself Dreize.
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The same stuff can win against 5C > CC, but you're closer. You have a higher success rather rate of using stuff like 5C > CC > Command grab/kara throw. It's about conditioning too, I don't get a lot of people poking me out of 5C > CC stuff if I'm fast enough but they try to jump out or poke me when I do 5CC > CC. Also remember you can do 5C > 6C, whereas you only have 6B followup after 5CC.
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This matchup. I'm not even sure how you should start off when the match begins. It's not too bad for you to back off, and get charge, but at that same time you're letting her setup her stuff. However, it shouldn't be troublesome to get around considering we have [4]6D > 236D. Try not to charge for too long though because they can just dash and tag you with 3C (don't underestimate the range). If you see her dashing towards you just stop charging and engage in a different activity. If you opt to rush her down from the start you need to be wary that her j.A can beat you air to air UNLESS you use j.236A. She gets a full combo and setup from a j.A so be careful. Speaking of j.236A, it seems pretty useless to use the move in neutral, not much you're really achieving there. She doesn't need to rush to get in. Then there's her AA. I've heard it's not that good, but it works for her, and again, another combo into a setup. If you're pressuring her and she uses the teleport, occasionally our normals will autocorrect and tag her from behind, though of course if the normal whiffs, you've given her a free combo. I think I'd advise you to get as much experience against Kokonoe as possible because her pressure requires you to be attentive. You can poke her out of her overhead 6B if you have the reactions otherwise just block it, remember both hits are overheads. Some Kokonoe's will special cancel the overhead into the lightning pole when blocked, so if you try to interrupt it with a DP, you'll just get hit, and give her a free combo. You have two options against this; you can either block, or you can do the more risky option which is to IB the overhead and then micro dash 5A. It will hit her out of the startup of the pole (I have done this - just for confirmation). However if you're too slow, again you'll just get hit. Please remember her overhead is safe on block so you can't punish it even on IB. It's -2. The main reason why I say you should be attentive is because she has stuff like 5B > 5C > Set gravity node > INSTANT OVERHEAD j.C and that will give her a full combo. It's difficult to react to and if you're paying attentive you should either poke her out when she gets the gravity node out, or get away. If you sit and block you will have to face mixup. Her 5B can beat our 6B, so if you use something like 5B > 5C > 6B, be aware it can be beaten by 5B, since she's mid air from 4-9f. Main points [4]6D > 236D is EXTREMELY useful in this matchup. Look at her meter when she's combo'ing (or even pressuring) you in the corner. If it's going to 50% or if it's more, you should burst, unless you want to get hit by black hole super. Her 3C can beat our 5B in neutral so try not to abuse 5B. 3C seems to be her only useful poke in neutral. Her j.A will beat your aerials. Counter with j.236A. Your 2C can be beat with j.2C.
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It's something to take note of though! Granted it's not the best option but it's interesting. Thanks for posting Huey! Thanks for that! Also I agree with Errol in advising against the use of 5CC > CC > 5B. You will get poked out, and you can even get poked out of 5CC > CC > micro dash 5A. USUALLY when I charge cancel 5CC I just hold block or back off. 5C > CC > Stuff is better.
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Not completely but I feel that it is a contributing factor. I'm not sure about CT beating Growler.
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Yeah, that player is quite reliant on Azrael's 5D (overhead). He was trying it to me. You're gonna have to learn to react to it by blocking or you can learn his common habits and use a DP (like you did @ 7:23). The latter doesn't work on a consistent basis though as after once or twice he may opt to do nothing to try and bait your DP. I noticed he uses j.B > land > 5D alot. 1:50, 3:58 & 7:25 - You could have optimised your CH 5B > 6CC combo with a followup of 214B into IAD combo. Alternatively, you could have used CH 5B > 6CC > j.CC(delay) > 5A > 2C > 236B > 214B > 22B if you wanted to opt for the ground ender. @ 4:52 if you optimised the combo going for the air ender route you could have taken that round if you did 5C > 2CC > DD. 2:54 - You could have optimised your CH j.C combo with 5C > 2CC followup into IAD combo, or in that case because they were too high, you could have done either of the following: CH j.C > 5C > 2C > 236B > 214B > 22B (whiff) > 5C > 2CC > Air ender OR; CH j.C > 5C > 2CC > j.CC > j.D > j.B > dj.B > j.CC > j.236A > j.214A 3:04, the OD + Mugen combo route you went for was unfortunately not going to work because you were a little out of range for the fireball to connect. You could opt for 623D > j.236D > j.214D instead, then followup into 6C > [4]6D > 236D (twice if necessary), then go for the DD killer. 5:24 - A better combo route would have been something like CH j.C > 5C > 2C > 214B > 22B, just to keep him in the corner. Azrael has very little followup options after 2C (Where he grabs the slab of rock), so get ready to DP if he tries to followup. This isn't to say DP all the time because 2C is only -3 so your DP can get blocked and you will get punished. You are right to charge from afar, there really isn't any rush to get in against Azrael when he's far, but be careful when he's a little closer as gustaf can catch you if you charge for too long. Try not to underestimate the range of the attack, it goes quite far. I also agree with Airk that you should opt to dash sometimes rather than using IADs or [4]6D > 236D. There's no point using the Blade Super against Azrael, he can just absorb the hits and you won't be able to punish him. You're basically giving him more options which is gonna hamper your gameplay. I agree with you Zouf that you shouldn't always be quick to use 5B in neutral. How the last match ended is an example of why.
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Thanks dude. This is for anyone that can do the w5C loop: Corner: w[5C > 3D > 4C x4 > 6D > j.A > 5D] > 5B > 2C > 6C > 2C > 6B > 2C > 236A > 2C > j.B > j.C [4002 DMG, 28 HG] There is: Corner: w[5C > 3D > 4C x5 > 6D > j.A > 5C > 236A > 5D > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C. Deals 4217 damage but you're using up a lot of wolf meter. This combo assumes you begin with almost full wolf meter which renders it's practicality. You do gain about half back however.
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Not even with the people local to you? I understand though. I'm not sure how you'd cope with Rachel online, but with valk it just feels like some things don't work.
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Valkenhayn Lv1 OD Combos
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Valkenhayn Lv1 OD Combos - Just the more 'useful' ones. There's only 3.
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Yeah I'm not too fond of the Hima enders although I used to be. With the DPs, I was honestly saying to myself, 'Don't DP, he's gonna try to bait it this time', but you didn't lol (It was usually during the times where I opted to try and poke you out with 5A). There was one time you managed to bait my DP after you used 6B. I also tried to DP you occasionally when you use air w[66D] > j.C, but I thought it'll be safer to simply AA you instead. I don't think I'll use Valk in any 0 bar connection now lol because I always fail. I shouldn't have stayed up till 4 but admittedly I was having fun. I barely get to play those from US/Canada.
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It was 4am when I stopped playing you lol. I'm going to fully blame the delay for the combo drops because they're not something I regularly drop, especially the w[j.236B > 1D > j.D] > 2C route. I would guess the same would apply to you too. That's actually why I mainly used Tsubaki. GGs anyway.
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I was actually wondering about that. Alright guys I did some testing. This is quite important. Corner Throw > 2C seems to be character specific and works on a select number of characters. They are as follows: Works on: Terumi, Relius, Bullet, Platinum, Hazama, Mu-12, Ragna, Jin, Valkenhayn himself, Noel, Hakumen, Litchi, Arakune, Bang, Kokonoe (There's a surprise), Kagura, Carl & Izayoi. Does not work on: AMANE (B#@5$?!), Nu-13, Tsubaki, Azrael, Makoto, Rachel, Taokaka, Tager The reason it doesn't work on those characters is because they bounce much lower to the ground making it impossible to followup with 2C. For those it does not work on, use 5B > 236A instead. Will get this noted down in first post too.
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Ah I didn't know you liked the combo thread that much Dreize. I'm kidding. Thanks for the link.
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The D version is better but I still kinda think it's bad. I thought he could followup D DP midscreen with micro dash 214D?