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Kiba

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Everything posted by Kiba

  1. Ok I have nearly completed the Basic Combo Tutorial. I just need to wrap it up with damage and heat gain values and then it's all good. You probably won't see it until Sunday though unless I work faster through it. It doesn't have any combos involving DDs or AH but I can probably get around to that depending on how I feel. Also it's my first time doing something like this so if it is shit I apologise in advance. Thanks man
  2. Speaking of combos, Jasu has been posting some overtime on Twitter. 画面端、体力100% [5Cch]>2C6B(5B)2C6C2Cリヒト>OD>3Cシュバルツヴァイス>[6DJA>Bケニ>アイゼン]>2Cシュツルム - 5643(5683)dm 5Ach>微ディレイ2Cローゼン>[9DJBJA]>2Cイエ2Cリヒト6C3Cシュバルツ - 2439dm 5Ach>[5D>5B>JA>Bケニ>4DJBJA]>2Cイエ2Cリヒト6C3Cシュバルツ - 2277dm 空投げリヒトスカ>[6DJA>Bケニ>6DJBJA]>2Cイエ2Cリヒト6C3C(シュバルツ) - 2820(2885)dm I can translate a few parts of each combo but not the full thing. This: 2Cイエ2Cリヒト6C3Cシュバルツ = 2C > 236A > 2C > tk.214B > 6C > 3C > 236B
  3. Honestly I thought this was one of Tsubaki's easier matchups. You can charge in this matchup but it'll have to be in short bursts because Terumi's mobility is really good. If he's jumping around like a clown and doing j.2D there's usually nothing you can do about it. If you try to AA it he may just get CH. When I'm under pressure I usually don't have to worry. The only thing I look out are the throws (which btw has really small range), because the command grab is kinda slow, he doesn't have any overheads apart from his super (which he would only be using in combos), and he can do overhead stuff from 5C (it's a leaping heel kick that hits twice) so you should be blocking high everytime he does 5C since he has no low followup options. If you have him on the defense, abuse it. He can't do much without meter and his counter loses to throws I believe. Also his 6C? I think (a short range kick) is +4 on block so please don't be fooled into thinking it's unsafe. You can't even outpoke him on IB.
  4. Frost monarch is right. At the start of the match, back away and nab some charge. It will be nice to throw some fireballs (preferably the D version) for neutral control. If he tries to sledge through it, you can 22B him on reaction and get your 3.5k (followup with 6CC > 214B > 2CC > IAD combo into air ender). If he goes for a charge you can 3CC FC him but it's riskier to do considering when you shoot the fireball you're gonna be waiting to see what the Tager does rather then dash forward (unless they are full screen away). When it comes to blockstrings, I have them listed in the strategy guide but these are what I use against Tager: - 5B > 22D (sometimes fully charged) - 5B > IAD crossover j.B (if j.B hits, followup with 5A > combo, if not, followup with 5A and retreat) - 5B > 6B (only when using 5B from max range, just to keep him honest in blocking low) ofc I don't use these blockstrings if I'm magnetised or within 360 range.
  5. 5A. I usually mash 5A on someone's wakeup to stop them from doing quick getups or roll outs. However, the hitconfirm is extremely demanding and it doesn't always work from rollouts.
  6. It's all good man saves me the trouble of changing anything anyway haha.
  7. Yeah so basically use 5C > 2CC > j.CC > j.236A > j.214A. It's down to the opponent to be committed to blocking, or if they're new to it. You're gonna have to get real creative when they start learning about the setup though. Yeah I don't really use the air ender in the corner but it's nice to catch people that try to roll out. Then again I probably wouldn't use it unless I have to against characters like Valkenhayn, because if they get out I have to start all over again and I don't really want to make that mistake. Looking back on my gameplay I do let a ton of people get away with roll outs though and that needs to change.
  8. Despite what I have said in the strategy guide about air and ground enders, I have come to find that ending combos with j.236A > j.214A in the corner gives you some mixup opportunities as they are falling. You could for a command grab like I did in my combo movie here. You can opt for other things such as a low, but if you're gonna opt for something like CT or 6A you need to make sure your opponent is committed to block because it will lose to mashing. The ender is fun to use, you guys should try it.
  9. 6CC > 214B > 2CC also doesn't work on Kokonoe.
  10. Valkenhayn CH combos (Re-uploaded with a little more combos) http://www.youtube.com/watch?v=tKBTMCJZJZE
  11. Thanks Magaki that's reassuring (I don't mean to sound sarcastic). Reuploaded here: http://www.youtube.com/watch?v=tKBTMCJZJZE - This one is kinda funny because you can see me pressing a ton of buttons during my combos.
  12. FAQ for combo thread is a good idea. Go for it, and I agree with you on the fact that people should learn to do at least 2 reps for wolf pressure. The combos I have in the guide are just to get people started really, so if you want to add a recommended/beginner combo list to the combo thread that's all good really. Speaking of the combo thread, I was thinking of changing it a little. Do you guys prefer how it is now or would you rather have them listed like I have them in the Tsubaki Combo thread here? I think the latter is better but it could be personal preference.
  13. I'm currently rendering another video and I'll upload that soon. It has Shyn's and Kaiser's (Thanks guys obviously credit will be given) CH combos and new FC 6B combos. Thanks though, I just wanted to give the guy some love. I have been thinking about making a Valkenhayn Basic Combo Tutorial and/or a video giving advice with wolf pressure, but we'll see how it goes. I wanna do it, but I don't have that much time and I'm worried it won't be good. I have no plans to make a Valkenhayn Tutorial because I don't have enough confidence with that. I guess I won't know till I try, but still..
  14. Ha. Everyone has been getting their own combo movies and whatnot except for Valk. Well I did made this, it's a start. Valkenhayn CH Combos - They are kinda basic. I also forgot about Shyn's combos... Actually I might end up doing a redo of this. I've already got better combos.....
  15. I was doing a little more experimenting with the w5C loop. I have found much more success (95% of the time) executing it with 5C > 2D > 4C as opposed to using 1D/3D. You can only do this twice maximum as doing any more will leave you too far out to followup.
  16. I am another, though in the UK... Btw, GGs to the guys I played today, although their gameplay still hasn't really changed since CSE...
  17. Good to know thanks man. I'll run through it again. Thanks. -Edit- Will get this down in the combo compilation.
  18. Oh yeah you're right 'bout that. Thanks!
  19. On pad I find it a lot easier to do 6D > 4CA. I haven't had a lot of success with 1DCA.
  20. It's not true... Example: I can block that shit on reaction, even online. Bang's 5C is 1f faster than Jin's and yet I can block that on reaction. No one misinterpret what I'm saying though, I'm not saying I block it all the time. I'm just making the point that it can be blocked on reaction.
  21. Ah. You're very welcome! Updated the strategy guide again. -Updated the section with the tricks and gimmicks. -Updated blockstrings.
  22. Got it in the strategy guide Dreize. Thanks! Other stuff I've done: -edited the information on using 4 cannons. It's uncommon in CP but the option is still there. -Edited the blockstrings section. I'll admit I've been less focused around here because I've been bangin' out CP, but I intend to make it up.
  23. Tsubaki & Izayoi Combo Movie 「EXEC FLIP ARPHAGE/ 」 http://www.nicovideo.jp/watch/sm22194920 http://www.youtube.com/watch?v=1znoFP3DT-Q
  24. Nice work Daedron! Here's another: Tsubaki & Izayoi Combo Movie 「EXEC FLIP ARPHAGE/ 」 #Spoilt
  25. :|
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