Jump to content
Dustloop Forums

Kiba

Moderators
  • Posts

    4,794
  • Joined

  • Last visited

Everything posted by Kiba

  1. When Kokonoe gets her stuff going in neutral it can be a little tough to tolerate it. Anyway: -If you're gonna wolf cannon Kokonoe and she's set the lightning trap, don't do it when she's in the corner, you'll just get hit. Midscreen is fine since you'll evade it, but you could get hit by Koko 6A. It's just knowing when to use it. I think the easiest method is using wj.66D over it to activate it, but that's only if she hasn't used graviton or fireball. -When you knock Kokonoe down in the corner, you want to be in wolf mode because wolf has the easiest time dealing with Kokonoe's defense options, whether it's superball, backdash, or teleport. I'm not sure what purpose 6B serves on Kokonoe's wakeup, but wolf mode is a much bigger threat. When I saw you making use of wolf mode after corner knockdowns, especially in the last match, it put a big smile on my face. This is what you should be doing more. -It doesn't feel like you're comfortable with being on the defense at all since there's a lot of random hits going on. Kokonoe isn't much of a threat without any trap to rely on in the corner. If she does have meter then yeah, you'll have to watch out for j.2C > RC combos. You'll get more comfortable playing against her with time, but at this stage, perhaps you want to try barrier. -I think you should stop pressing buttons after you use a blocked 236A. You're gonna lose. Unless you start going for gimmicky shit like 6A (but I still don't recommend that). I understand you want to be on the offense but there were times where he did poke you out of whatever you were going to do next. When he becomes more comfortable you'll need to try something else. -After corner air throw, you need to use a delayed j.214B to keep them in the corner. You mostly went with 5B which caused a side switch and you lost your momentum. -There were also times where you could use combos to get the player into the corner but you went for midscreen combos instead. Corner is very important for Valk, especially against characters like Kokonoe because you want to stop them (or make it harder for them) playing their game. -You also get tagged by Kokonoe's 3C a lot. The range on that move is great, so you've gotta watch your ranges if she hasn't committed to anything else.
  2. Regarding the rekkas > [4]6H > YRC > 236H stuff, you can be thrown out of 236H so it should be taken out of the first post. I think most people already know about this however. Just stick to [4]6H > YRC > 66 into whatever or rekkas > 236H (whiff).
  3. There's a demonstration video in the first post of the strategy guide..
  4. Zidane stuffs Zidane (LE) vs Haven (MI) Zidane (LE) vs TA Marvisto (KY) Zidane (LE) vs daiandoh (VE) Zidane (LE) vs Mynus (I-no) | Another set
  5. I feel like this sort of information is better in some sort of strategy guide (you can incorporate other things into it too), or better, the wiki.
  6. It was an interesting watch. There are some noteworthy things to take from that video, much notably the midscreen rekkas > YRC > 236H which would be very useful. It's just so people don't go digging through this thread (or the other) to find what they want. I think we have quite a few footage to work with, plus there will be more videos to come, so it's cool to start a video thread now (plus there's quite a bit of clutter here too). I'd would also be willing to maintain the video thread, but you beat me to it aha. Plus I need to give myself a little more time with the game.
  7. The 214D > jcc > CT you mean? I have read it's not hard to perform, but I have no idea how it'll go with me. It'll be nice to do because of the damage boost. We'll see.
  8. Honestly not sure that Celica would be a good fit lol. I can agree Errol could have summed it up in one post. Would've saved time. Eh. It's pretty much this. When the game comes, if you can do that 22 > 6C combo then kudos to you. I've said this time and time again, but just use whatever works for you. I just use what I'm comfortable with and although I do like some harder combos I won't push my limits that much. Consistency is important.
  9. It is a common habit for people to make assumptions based on what they see in the videos. Errol is shedding light on the assumptions, so I really don't understand how you can't see that as being constructive. I'm sure if Errol didn't post, people would just be sinking deeper into this big web of assumptions. Looks at this example: A says: 2B looks more safe on block B says: Maybe it is because bla bla bla.... C says: It can't be because bla bla bla That continues endlessly. Now apply the current scenario: Chzchan talks about how good 22 > 6C is and how he may have some gimmicks for it. Errol comes and says it's extremely hard to do and advises against its use because of character specific stuff / hitstun decay / tight timing So it ends there. That's the difference. He's even backed it up with the Japanese players take on it. I'd have that any day over than people continuously assuming stuff without solid evidence.This is exactly why I encourage people who do not have access to the game to tread carefully when making statements about these things. Heck this is why I'm really quiet. Right now I just post combos and videos. You can do all the analysis when the game hits. No use wracking your heads around it now.
  10. Let me just repeat things that have been said here to you before, because you don't seem to be listening: You aren't even explaining why you think her drive is a joke, not to mention it's also quite negative and that's the last thing anyone wants to hear. If there is seriously something you don't like about Tsubaki, then it will be wise of you to make it constructive, and if you can't, then your better option is to avoiding posting at all. Compare your statement to Errol's. Errol has successfully explained why he advises us not to use that said combo in discussion which some of the Japanese Tsubaki players have tried. I don't see why that isn't productive. Getting real tired of this shit tbh, and techically I could ban you under this rule: 'Being a giant whiny crybaby or otherwise being insufferable about something stupid will get you banned because frankly, nobody wants to listen to you complain. Likewise goes for being thickheaded or making massive jumps to conclusions about shit.' I don't know what you do with you, but I will say this again. IF YOU DO NOT HAVE ANYTHING CONSTRUCTIVE TO SAY DO NOT POST. I have warned you before, and you got away with insulting me last time. I won't hesitate to ban you should you not follow the rules. I actually lied in one of my previous posts. I CAN be nice, but I'm firm. I don't like handing out infractions but if I see someone is seriously dragging down my forum I'll cut them down. For those that just complain about Tsubaki stuff, I ask this: why are you still playing her then? Don't you guys have something better to do in your lives rather than posting shit on the forum? Is Tsubaki that much of a 'waifu' that you're sticking to her? There are better characters that you can play y'know. Keep the complaints and negativity away from here. This is a general statement and goes for everyone. While I'm on this topic, I have also noticed that some of you keep complaining in the News and Gameplay thread in the Blazblue Gameplay thread! You guys need to stop that, just keep the opinions to yourself. There is already a discussion thread for Tsubaki, it's here, so use it, WISELY.
  11. Hey man nice to see you. Either way of linking the videos is fine, no worries. It's a good attempt, making these things can be tough, although there some things to note: -I think where you explained the inputs: that '2' is down '6' if forward, a better way to illustrate them would be to have a diagram to show the inputs, so similar to what I did for the Valkenhayn combo movie here: https://www.youtube.com/watch?v=VAT8B1x_cQU -As a pro you listed that Tsubaki has a very good pressure game. Outside of 5A/2A and the occasional 6B she has a lot of gaps and she can be very easily disrespected. I'd say Terumi's / Rachel's pressure game is good. The good thing about her pressure is that it's flexible, charge cancelling gives you a lot of leniancy. -For a con you listed that she has no good anti air game, but she does in fact have 2C. It may not be one of the best anti airs but it does do its job. Someone who doesn't have a good anti air game is probably Bang. -The 236x series is risky to use as an approach without charge because all of them are unsafe on block, even the D version (which you said was very safe on block). -8:35 You said 6A wasn't an overhead but it is. You also said her 6B is an overhead but it's actually a low -6A and 6C are unfortunately not frame traps. The gaps are quite big when using a gatling into these normals. -Another thing you could've mentioned about mugen is how it gives 110% bonus proration the first time a D special hits. I wouldn't have talked about the DP dive whiff route because it's character specific, and I'll just focus on the more basic things for now. I think for a really good character overview one needs to have really good understanding on the character they're explaining. When you went through her attacks I think doing it in the normals (including throw and CT) - specials - distortions - astral would be a really good structure. You missed a few things and at times you found yourself going back and forth. There are some points there which seem a little shaky or incorrect but I think the Tsubaki wiki is a good place to get a real basic understanding of the character. I didn't fully watch the second video, but if you want to save yourself a lot of time you could make a combo tutorial showing just the notations and going through set combos (again like the Valk video I posted above). If the purpose of your vid was to go through an explanation as to how to approach the combos then disregard what I've said (I think explaining them can be beneficial). I dunno if you did this eventually, but on a crouching opponent you can slightly extend your combos by using 6BB (you can do 6BB > 214B midscreen if it allows)
  12. Yeah it was definitely one of the things I learnt during EVO. Daedron has also been giving good advice on this too.
  13. Blue beat or whiff as you delay tech. I exercise neutral teching the most, but I've actually been stabbing myself about this because I do it so often and give players the chance to do whatever mixup they want. I can be quite honest in blocking sometimes, I should really roll backwards more (if I'm midscreen), but I have been delay teching more depending on the oki (if it's Valk/Kokonoe I delay I tech). Very rarely I use quick getup, and because most people don't expect me to do this it can work. Delay teching helps alot against characters who setup things up immediately to get their game going, so Kokonoe, Relius and Carl would be going choices when they have you in the corner. Delay teching is also useful where players opt for a safe jump setup. The disadvantage with delay teching is that when it comes to SMP routes the untechable time will be much lower so you're more prone to OTG resets. They don't even have to use SMP, as there are some attacks which don't inflict a lot of untechable time, Kokonoe 6B(1) maybe?
  14. I would delay neutral tech
  15. Boku Zen (VK) vs Noze (HZ) (Part 1) http://www.nicovideo.jp/watch/sm24750010 https://www.youtube.com/watch?v=Ayhm7TSfyns
  16. Lol I linked that in the video thread
  17. Tsubaki j.236A oki https://www.youtube.com/watch?v=7W9QnMQLP14
  18. http://www.dustloop.com/forums/index.php?/topic/8466-cp11-valkenhayn-video-thread-updated-81614/?p=824035 Sorry, since this is the Tsubaki forum I want to keep it specific to her lol.
  19. Btw, that was Valk's 5C, not 5B, and it has 14f startup. In other news, by @lioppe: 6A FC > 5CC > 6CC > IAD j.CC > j.D > j.C > 5C > 2CC > j.C > j.D > j.BB > dj.CC > j.214A > 5D = 3410 Damage. She gains 1 charge.
  20. It can be a side switch combo if you want. As you said getting back to the original side can be done but it's tricky.
  21. A lot of people do find random players difficult to deal with. It'll make people second guess their options and then they may start to become more cautious and passive. Example, I actually hate playing random players with Valk because Tsubaki's 'random' stuff can catch out Valk a lot since he can't block in wolf. If I were using Kokonoe however I wouldn't really mind because I can stay far and do stuff.
  22. Ah I see! Interesting. Well let's see. 5A / 2A combo starters are kinda bad, so occasionally I'll opt for 6A resets (Konan does this do) because 6A is much more rewarding. Of course I don't rely on this, and if I play someone who is familiar with I may just delay 2B, or if it's midscreen, I may end the combo with 22B. So I'll do combo > 214B > tap charge then use Dash 2B in the attempt to catch rolls. I know she has the 2BB crossup on a players wakeup, but I barely use this. With the rekka combo enders in the corner, I slightly delay the 22B so that it whiffs. It's good because if the opponent techs immediately, I can go for command grab / throw / 5C CH resets. If they don't tech immediately the 22B will blue beat. It's good against those who think that I'm at a disadvantage after whiffing 22B. (Kazu@Ginga has shown this in his combo movie). As for a set gameplan, if I don't know anything about the opponent I'm playing against I may generally be a little more passive, but not so passive that I'm in the punching bag and I'm just merely watching you know. I want to scout to see what they're capable of and assess how strong their are in aspects (neutral, combos, pressure etc). I normally take the safest option match start, which is just to back away and see what they do. With pressure, I wouldn't go for frame traps straight away, I'd go for my usual gameplan involving kara throws and charge cancel mixup. If I see that the opponent isn't mashy, I can then start to use command grabs (I actually don't use command grabs as much as I should). If I know the characteristics of a player I'll be thinking about their usual habits, so yeah: -This person likes to press buttons at the start of a match but 22B can beat it; -This person likes to counter assault immediately when I have him down, so baiting it is key; -This person bursts as soon as I touch them so again baiting it is key Stuff like that you know. I think the more familiar I am with a player, the more aggressive I'll be. In casuals or online matches it's fine, you have all the time in the world to try and realise a players characteristics, but in a tournament, things are different. I've always said to a few people and myself that in a tournament I should aim to get a good grasp of a player's habits within a match or less (sometimes for myself I say within a round). Anything more would be too late, especially if you're already going 0-1. It's not unreasonable for me since I adapt quickly, but it varies with the individual. If you're surrounded by players who have bad habits you're gonna have a lot of expectations for those bad traits and it'll take you longer to adapt when it comes to new good players. You'll be so used to that stuff. So you've gotta train yourself with better players if that's possible. Hope all that makes sense.
  23. I haven't, but if I'm honest I'd say that if the properties remain unchanged for tk.214B, we'd definitely be seeing it. It may be safe to assume that something has happened to it because the Valks are using some sub optimal combos as Stellar pointed out a while back. Most confirms which would go into the routes you outlined above are now going into sj.B > dj.A > j.B > dj.B > j.C enders. Yeah man, good to see you.
  24. I would just incorporate 214D into my pressure. For instance if you're doing 5CC > CC and he's jumping away, try 5CC > 214D, should work! If you want to catch the backdashes you may have to risk using 236D sometimes. Delay 22D can also work against them if you have them in corner, but the effectiveness of that varies with the character you are playing against, since they have different backdashes. These methods involve you use charge, and if you don't have any, there is very little you can do. Against backdashes you could try something like charge cancels into IAD j.C stuff to stay on top of them. You may even catch their backdash with that. I mean if you have him in the corner then you can try something like, 5CC > CC > super jump throw too I guess. Unfortunately, most times, It's very easy to jump out of Tsubaki's pressure. That doesn't necessarily mean it's your fault; it's just because of the way Tsubaki is designed. She can get disrespected alot so you shouldn't blame yourself. I play someone who likes to jump on wakeup alot, so I always try meaty 2B (can be hard) / 5C or just jump and grab them on their wakeup (The latter is definitely a guess).
×
×
  • Create New...