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Everything posted by Kiba
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10/18 Tachikawa Protos (NU) vs Masashi (VK) - Eh..
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10/18 Tachikawa Doraeta (PT) vs Kuresu
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No problem don't worry. Thanks for sharing.
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10/17 a-cho Izayoi vs Tsubaki - Not much to see here.
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Kouhatsu Valk mirror Valk vs Tao
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9/21 a-cho Yuitaba (VK) vs Poropiccho (HK) Shiro (VK) vs Poropiccho (HK) Shiro (VK) vs Hakumen Shiro (VK) vs Film (HK) Suya (VK) vs Film (HK) Yuitaba (VK) vs Aru (HZ) Yuitaba (VK) vs Noze (HZ) Shiro (VK) vs Noze (HZ) Suya (VK) vs Noze (HZ) These are already in the video thread. Jourdal previously uploaded the tournament with the same character team tournament, but this is just if anyone wants to watch them in better quality.
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Ah thanks man. I would also recommend keeping an eye out for Owner's Tsubaki. There isn't a lot of footage on his play but he's real good. I am aware this response is quite late, lol. Yeah, I am importing CP.
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9/21 a-cho Carl vs Valkenhayn Dio (CA) vs Valkenhayn Dio (CA) vs Shuu (VK) Dio (CA) vs Souji (VK) Carl vs Souji (VK) Carl vs Yuitaba (VK) Carl vs Yuitaba (VK) Carl vs Yuitaba (VK) Carl vs Suya (VK)
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10/12 Kakri O Sanshou Ikegami (BA) vs Wara (TS) | Part 2 Watch out for those Bang corner mixups. 10/12 Umejima Fantasy Hoshimura (TS) vs Kaichou (RE) Hoshimura (TS) vs Bullet He uses the j.236A oki that Kinnpika used, which was nice, and he's improved too. He flopped against the Bullet though.
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So, you guys remember Kinnpika's match where he used various interesting things with Tsubaki? I'm gonna touch upon the corner j.236A oki technique he used, and if you don't remember, it's shown here: http://www.youtube.com/watch?v=IeBYXmnqQ8A&t=16m14s. Fortunately Kinnpika has posted a very informative piece on how to utilise this tool, but I'm gonna make a note of a few things, I can't read all of it. It's here: http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=68221 He mentions that if you try this oki from a combo on a grounded opponent i.e 5BB > 5CC > 236B > 214B > 22B > 5D > 5C > 2CC > j.236A, it's problematic against Carl, Taokaka, and Platinum. It's problematic for the fact that you only want to hit them with the wing of j.236a, but you don't want to hit them with the wing AND the projectile, as that completely destroys the oki. However, this can be rectified against Platinum by using BBB > 5D > 5B instead of 5C. Another notable thing to mention is that you need to be quick with the BBB > 5D > 5C input. It's also not a tk, you need to jump backwards while inputting j.236A, so you'd want to do > 5D > 5C > 2CC > j.7236A to get the fireball out, otherwise it'll fail. Kinnpika also provides various combo examples where you can use it. If you use 623C > j.236A (whiff) > 5C > 2C > 236B > 214B > 22B > 5D > 5C > 2CC, then it'll work (as seen in the latest upload with Hoshimura), and it works against all characters so you don't need to be concerned with specifics. You can also do 5CC > 22D > 6CC > 236B > 214B > 22B > 5D > 5C > 2CC > j.236A and you'll be successful with the oki. Other examples include: Throw > 236C > 214B > 22B > 5D > 5C > 2CC > j.236A 214D > 5C > 2CC > IAD j.CC > 5C > 2C > 236C > 214B > 22B 5CC > 22D > CT > 6CC > 236C > 214B > 22B > 5D > 5C > 2CC > j.236A One main thing to note is that these combos aren't highly damaging and isn't too prorated because you need the 5D > 5C > 2CC to connect. Adding any more will probably destroy the oki potential. You also cannot use > 22B > 5C > DASH 5C because of the positioning requirements. It HAS to be 5D > 5C. The oki is useful for several reasons. You can get solid oki without worrying about the opponent from rolling out of the corner, and it also works against those who don't bother to tech, though if they don't tech, you'll get the standard oki. They have to tech and block the fireball or opt for a DP/Reversal. You can also use > j.236A > j.D > j.C to punish any roll attempts, and using j.D again grants you with another full charge, so you get charge + solid oki. As usual I'll make a note and get this into the strategy guide. Useful stuff, and there's no reason why you shouldn't use it. Credit goes to Errol thanks my man! EDIT: Included a section for Okizeme in the strategy guide.
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10/13 Amipara Technoland Shuu (VK) vs Wagahai (AZ) Shuu (VK) vs Tenkyouku (RC) Kamambu (VK) vs Igaruku (TG) Shuu (VK) vs Kazama (AR) Shuu (VK) vs Peach (BA) Kamambu (VK) vs Eruo (JI) Kamambu (VK) vs Peach (BA) Shuu (VK) vs Eruo (JI) Shuu (VK) vs Doikun (RG)
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Yuma (Amane) vs Peta (Jin) http://www.nicovideo.jp/watch/sm22042747 http://www.nicovideo.jp/watch/sm22042578 Nisshi Nippori http://www.nicovideo.jp/watch/sm22044416 http://www.nicovideo.jp/watch/sm22044622 http://www.nicovideo.jp/watch/sm22044860 http://www.nicovideo.jp/watch/sm22045044 http://www.nicovideo.jp/watch/sm22045329 Ikegami (Bang) vs Wara (Tsubaki) http://www.nicovideo.jp/watch/sm22045918 http://www.nicovideo.jp/watch/sm22046522 Umejima Fantasy http://www.nicovideo.jp/watch/sm22046547 http://www.nicovideo.jp/watch/sm22046658 http://www.nicovideo.jp/watch/sm22046750 http://www.nicovideo.jp/watch/sm22046821 http://www.nicovideo.jp/watch/sm22046899 http://www.nicovideo.jp/watch/sm22052833 http://www.nicovideo.jp/watch/sm22052933 http://www.nicovideo.jp/watch/sm22053035 http://www.nicovideo.jp/watch/sm22053144 http://www.nicovideo.jp/watch/sm22053196 Playland F-1 http://www.nicovideo.jp/watch/sm22050991 http://www.nicovideo.jp/watch/sm22051197 http://www.nicovideo.jp/watch/sm22051398
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Nice post. Let me add somethin' minor. Alternatively you can use jump > j.B > j.214B which is the more optimal route. You can deal 4k if you can get him to the corner (the midscreen to corner combo is j.B > j.214B > 6D > w236A > w236B > 6C > wj.B > wj.A > 5D > 2C > 6C > 2C > 6B > 236A > 5B > 2C > Choice of ender).
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10/12 Nisshi Nippori - More Zekuso play Mitsurugi (HZ) vs Zekuso Koji (RG) vs Zekuso KC (JI) vs Zekuso JUN (HK) vs Zekuso Nimu (RC) vs Zekuso Zekuso vs Madao (BU)
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It's worth trying that sounds all good to me and it's something I feel I need to do more. You could also do w5CC (the wolf brake) > 66D which may help you too. The player seems to adapt really quickly. If you could do the same it'll really help. It's also a yomi based thing y'know? You tried 7DD > Throw, and he reacted by either a DP or teched the throw. You still have options against this however. How fast does he tech the throw? Is it immediate? If so, try doing 7DD > j.A > Purple throw, which could get you a throw reject miss. 7DD > Barrier would work against his DP but again you never know what he's gonna do because it's such a momentum based thing. He could DP and you could punish him, or he could throw you because he believed you were gonna grab him, and you may not be able to tech it because you're holding the barrier button. If you don't want to fall into this 'guessing game' situation you may have to drop that method or alter it slightly. For example perhaps something like 7DC > j.D > air dash? Regarding the strategy guide, thanks alot dude. It means alot because I tend to think I'm off track. Anyway it's thanks to my fellow contributors too. Sounds like me haha! If you try to approach a grounded Mu by running on the ground you face the risk of eating 5C to the face, or even a 6C (Extremely risky). In this case, maybe try running, and when you think they're gonna use 5C, use 4C and punish with wj.A. I've found that extremely useful in my matches. Actually Ixis and I were playing offline heh. He's a pretty good player, but it sounds like you have someone extremely good to play against. With the Mu matchup, you have to be more creative with your approach. You definitely sound like you're on the right track with things! Good luck. Also this isn't aimed at you but for everyone really. I know the matchups threads are horrible and lacking in information since I created them and I offer my apologies but I won't make the same mistake come CP.
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Hey there. I'll see what I can do. The way you move around pretty much sounds like the approach that I use. If you're consistently getting hit by j.2C and j.C, using w66D > j.D > 7C is nice to try and bait things, but perhaps you could opt to just jump in a block for example, use w66D and barrier block, rather than going for the offensive. I'm not saying you do this all the time though. Just to add a little more variety to your game. Also if Mu is on the ground it might be better off trying to approach her from the ground. You have w5B if the players tries to attack you, otherwise they would have to barrier block and eat your mixup. If Mu has used the lasers I'd do one of two things. If I'm close to her then I'll try to use a (command) grab so I can make the lasers pass through me. You could also try to hit her with a DD (this is a little more specific unless you do it as she's inputting the command), but try not to hit her with anything else. I'm pretty much a hypocrite when I say this because I'm really stubborn, but if you hit her with anything else, 9 times out of 10 the laser is gonna come back and belt you in the face, and on CH it has quite a bit of hitstun so you're almost giving Mu a full combo. It's worse if you get hit by the laser in the air because she gets a better combo. The 2nd option would be to worry less about Mu and focus more on the lasers. Use movements which have a lot of cover (w66D for example) in order to avoid the lasers. If you stay in one position you make it easy for Mu to get to you and again if you get hit by the laser then you're giving Mu a combo. If there's a lot of steins it may be difficult for you to determine the direction it'll move in so it may be better for you to block unfortunately, but jumping around in wolf usually helps out alot. What sort of pressure strings are you using? I think things like 2A > 5D > Command grab, jump cancellable normal > j.D > 3C > j.A/5A/Command grab. 236B wolf cancels and j.C > 214B > wolf cancel are mash fodder, especially j.C > 214B > wolf cancel, the gap is too big. If you want more information on the type of pressure that you can use look at the Valkenhayn Strategy Guide. Also how are you using j.C > RC > j.C? Are you using it on someone's wakeup? Are you knocking someone down, not moving waiting for them to tech, and then trying to do j.C > RC > j.C? A real good place to use it is 2A > j.C > RC > j.C. If Mu does get you blocking, I think you just need to get used to her pressure a little more, because honestly Mu doesn't have anything to make you really scared. It actually came to a point where if I block I just instant block and barrier if I need to so I can get out easily. The only time where Mu is a little more scary is when she knocks you down in the corner with steins and then explodes them on your wakeup. You lose primers and you have to take the next mixup (for some reason I find blocking 6B after that difficult). Still, offense isn't really that much of a big deal compared to neutral. Getting in is extremely hard with all those lasers flying around and going into wolf mode is a huge risk. However if I decide to simply keep my cool and stay in human mode to grasp a good opportunity, I get badly zoned and barely can move out of blockstun at all. Most reliable option to slowly approach is to wait for the right timing to do 236A. Wolf canceling is a no-no unless I want to get gangbanged by those damn lasers again and eat a combo or get pressured. In neutral what I do usually do depends on what the opponent is doing. If they're doing nothing, I usually find something like j.D > 5C > j.D > j.B successful. Sometimes I try to catch her with 5C but that's usually not a good idea because her 5C is real good in neutral and may trade or even beat your 5C. I figured this would be the case. You're gonna have to try just getting in and blocking with wj66D or resort to a different manuvere. It sounds like the player is more or less reacting to how you're getting in. I play Mu a helluva lot of the time so perhaps my matches can shed a little more light? https://www.youtube.com/watch?v=8q1OiNzWRns - For more matches please visit the CSE Valk video thread.
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10/13 Braver's Rebel Souji (VK) vs Takenoko (VK) Galileo (LI) vs Yuitaba (VK) Kaichou (IZ) vs Yuitaba (VK) RYO (RE) vs Yuitaba (VK)
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Nisshi Nippori http://www.nicovideo.jp/watch/sm22038875 http://www.nicovideo.jp/watch/sm22038935 http://www.nicovideo.jp/watch/sm22039012 http://www.nicovideo.jp/watch/sm22039239
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8/3 Nisshi Nippori Yamachi (AZ) vs Zekuso oohaittaotoko (HZ) vs Zekuso - Not too sure about that Hazama's name.. Spinoza (TS) vs Zekuso (VK) Nimu (RC) vs Zekuso MGN (AZ) vs Zekuso Spinoza (LI) vs Zekuso Mitsurugi (HZ) vs Zekuso Koji (RG) vs Zekuso
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8/3 Nisshi Nippori Spinoza (TS) vs Nimu (RC) Spinoza (TS) vs PRFARMY (HK) Spinoza (TS) vs Zekuso (VK) Spinoza (TS) vs Yuu (NO)
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Ah I see! Thanks for getting that information Shyn.
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Kouhatsu Hazama vs Valkenhayn Jin vs Valkenhayn
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10/12 G-Com Aru (MU) vs Minomushi (TS) Kwu (TS) vs Sugar (AM) Ritton (JI) vs Minomushi (TS)
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Combo thread updated (I had been meaning to do this for a while). Some new combos were added too. Enjoy. I know the combos with the special starters look like a hot mess right now, and I didn't want to group them together because they're all from different starters, but I may work on it later. Perhaps I'll make a subsection from each starter but it seems pointless because the majority of them don't have many variations.
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9/28 Amipara Technoland Makoto vs Tsubaki - lol @ ending. Carl vs Tsubaki