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Kiba

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Everything posted by Kiba

  1. You mean 6C?
  2. I fixed it, or more like I know what the problem is. We have to play either early in the morning or very late, like 12am, since my family likes to use the internet alot.
  3. Midscreen: w[j.A/5A > 5B > 5C > 6D > j.A > 5D] > 5B > 5C > hj.B > j.A > j.B > dj.B > j.C] i Corner: [j.A/5A > 5B > 5C > 6D > j.A > 5D] > 5B > 236A > 2C > j.214B (or tk.214B) > 6C > 3C These are the staple bnbs which give you an idea of how is new wolf combos work. If you're using a stronger confirm, you can do something like this in the corner: w[j.C > 5B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C
  4. I've gone through some CT combos with him but honestly it feels like trying to squeeze water form a rock. From a corner 6C FC, I could get 4.1k max, but without the use of CT it's 3.8k. I did manage to find some other useful combos however, and hopefully I can showcase 'em soon. Nice. I need to experiment with 3D more because I usually use 1D. With regards to 6B, I don't even use it. In fact, I'm barely in human form when I'm on the offensive because wolf form mixup is much more effective, not to mention fun. Using 6B for oki is cool though. If the opponent doesn't tech you go into wolf form.
  5. I still haven't done challenge 30. It wouldn't be so bad if I could do w5C loop in OD.
  6. Ah alright. Also I forgot to mention that his j.C beats our DP on our wake up.
  7. Wow that's even worse. Thank you for mentioning that.
  8. Well I'll start off by saying this. Kagura's DP is a [2]8C input which is 8f startup, meaning he can basically mash this at any time during our pressure as he is blocking. Due to this, you need to be careful with the type of pressure you inflict on him as any gap can be stuffed with this easily. The DP can also hit behind him so crossups won't work. His DP is basically like Mitsuru's from P4A. It can be punished but the recovery is too large so it may be difficult. In neutral, you can't play the fireball game with him because his projectile is on a higher level than ours. It'll beat our DP flat out. When I see Kagura initiating the fireball (which is a charge attack btw) I like to do [4]6D > 236D against it. If you can't do anything, you'll have to try and get around the projectile because it allows Kagura to get in. I usually high jump then double jump and charge or use j.214C. Unfortunately, he does have an attack which can hit you out of the air so be careful. When Kagura is pressuring you, again you need to be careful. He has 3 different stances which give him different options. If you don't know Kagura but you can recognise the stances I suggest you air back dash. His 3 different stances consist of 5D, 2D and 6D. 5D gives him access to a command grab and two other mids, one of which has super armor against everything but lows. 2D gives him access to a high and a low. He has one other attack consisting of two hits and the 2nd attack is a low. 6D gives him access to an attack where he goes behind you and hits you with a low, a standard attack, and an attack which has super armor against projectiles. If you can recognise the stances, your easiest option would be to jump away, but of course it requires you to be quick on your feet. Alternatively you can do the riskier options hitting him out of his followup attack and confirming it i.e getting the 5C CH and following up with 6C, but he can beat this by following up into 5D~A which has super armor and will beat your mash attempts. He can also stance cancel the stance so again going for DPs may not be a good option unless you can actually react to some things. This matchup is definitely not in our favour and it feels like you're at a disadvantage no matter what you're doing. In addition, I strongly advise you guys to research Kagura on the BBCP wiki to familiarise yourselves with his attacks. It'll make your life a whole load easier. Oh yeah, he also has some good oki which consists of a knockdown into the fireball and if you neutral tech immediately you'll be forced to take the mixup. You can beat this by not teching however, but don't delay it too much as I'm not aware if Kagura has something against that.
  9. Yes, the DP whiff combo consists of slightly delaying the j.214A after 623C. This is the trick people need to do if you want to be successful in dp whiff combos. If you cancel into j.214A immediately it will be much more difficult for you to followup. However, if you slightly delay the j.214A, it's easier, and sometimes you don't even need to dash to get the 5C > 2C to connect. I have also been inconsistent with this, so use 236B > 214B > 22B instead.
  10. I'll get round to that. I won't say when because I don't know when but I will do it.
  11. Nice to have you on board Dreize. Added information regarding wolf loop, IOH j.A and rising j.C to the strategy guide. Thanks you guys for the information you have given.
  12. 9/21 Game Chariot Wara (TS) vs Yutta (JI) Wara (TS) vs Kagetsu (HZ) Yutta (RG) vs Wara (TS)
  13. I haven't gotten the combo to work on Litchi. Tell me this is just me who can't do it. In addition to this, I tweeted this but I'll say it here. 6C > j.D > j.C does not work on Amane. The j.C will whiff.
  14. Ah! I've figured out how to do j.C quickly! I thought it required a wolf break but it doesn't! Just do 8j.C! You can also do 7j.C or 9j.C.
  15. Above post. I'm going to try to keep the information in the first post of all matchup threads so it's easier to read.
  16. Hopefully no one else but sorry I wasn't specific. I learnt that some of Tsubaki's combos doesn't work on Amane either. I can't get the w5C loop combos down atm so I won't go for them. They're only adding about 300-400 more damage (unless you're going OD), so I'm not missing out on too much. I intend to rectify this later down the line. Sorry I know it seems like I'm rushing things and I should take my time. My way of learning is, weird, lol.
  17. Yeah dp whiff > 5C works on Valk. It's just tight.
  18. So he's problematic for Valk too. Interesting, but annoying, lol. For the throw combo you have to do this: Corner Throw > Delay 5B > 236A > 2C > Delay 6B > 2C > tk.214B > 6C > 3C if you didn't delay 5B enough here 236A will whiff, and if you didn't delay 6B enough 6B(2) will whiff. Also as a reference, guys you don't have to do tk.214B, you can do j.214B instead and still be able to followup with 6C. I just tried it. I got it to work after several attempts I had the most trouble with the 6DD > 2C. Forgive me.
  19. Unfortunately no. As far as we know it's just Amane.
  20. Yeah Shyn you were pretty close, but still thanks for responding! Magaki, thanks for posting that information. Ill get the information into the strategy guide. Looking forward to trying the loop once I get home. I don't even know why I'm prioritising the w5C loop over wolf movement lol.
  21. I'm just confirming that it is indeed unsafe. I forgot about the fireball oki, need to incorporate that. I'm having too much fun with Tsubaki.
  22. 10/25 Tachikawa Kuresu vs 8C (PT)
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