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Kiba

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  1. I omitted the 2B from my combo by mistake, so that's my fault. Sorry. I concluded that it may be the case where 2C > 236C no longer works in CP but I don't ever recall seeing/reading 2C suffering from a decrease in hitstun, or 236C having slower startup. Anyway this is all speculation and I guess we really wouldn't know till we get the game.
  2. I've actually been meaning to mention this for a while. I haven't seen the 6B > 2C > 236C route at all, and it makes me wonder because the corner carry is well worth it. I would've thought it'll be the superior option. Pretty much this.
  3. GGs Erakle, but the lag got to me.
  4. If you make an opponent's attack whiff using 4C/7C using either w[j.B] or w[5B] is alright and is your safest option if you're still getting used to wolf movements and interchanging. They're also quite good as combo starters, but if you really want to make the most out of your punishes, you can use better options, but of course this completely depends on the whiffed move. Moves with less recovery would require you to use a faster attack, so w[j.B]/[5B] is fine, but if you make a DP whiff for example, Jin's, you'd be better off using 2C/6B FC which both lead into silly damage. Of course that would require you to use w[4C]/[7C] > j.D > 6B/2C which can take some time getting used to. You are right that w[5B] no longer launches in CP. I don't think it's a completely big change now that we have w[5C > 6D > j.A] stuff. w[j.214A/B] wolf cannons are useful for baiting anti air attempts and scoring CHs but that's all really. If it's blocked you can get punished easily, and unlike w[(j.)236A/B]you can't cancel them into 4C/7C to try and make them safe. Landing a CH with w[j.124A/B] is also going to lead into a sub optimal combo unless you following with 5D > 2C but even then, the timing is strict and is spacing dependant (2C will whiff if they're further away). At least with w[236A/B], you have enough time to run or use rasenwolf to followup the confirm, and is easier to do.
  5. 5/31 Tachikawa Spinoza (TS) vs Dio (CA) - Missed a lot of offensive opportunities tbh. Chin (HK) vs Kuresu (TS) - Unlucky.
  6. Really? Still not working for me. 5/31 Tachikawa shoshinsha (MK) vs Shinya (VK) ESP (TK) vs Jasu (VK) Koji (VK) vs Jasu (VK) Koji (VK) vs Hikaru (HK) - Well damn. Shirushi (JI) vs Masashi (VK) 5/30 Yawata Ace MSY (HZ) vs Suya (VK) | Part 2 | Part 3 | Part 4 Uma No Hone (VK) vs Yuuta (RG) Arisa (RC) vs Suya (VK) Shiro (VK) vs Yuuta (RG) - Really liked Shiro's play here. Shiro is really good anyway, I may add him to the notables. 6/1 Fuijisawa Fanfan Gonda (VK) vs Momo (HZ) | Part 2 - To end | Part 3 Gonda (VK) vs Ronitta (JI) Dango (NO) vs Gonda (VK) Hitotose (AZ) vs Gonda (VK)
  7. In that case it's probably the actual video then. Alright, thanks for confirming.
  8. Added the following corner combo: (CO) 5B > 5C > 236C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C [3312 DMG, 24 HG] - This is good considering it uses no wolf meter, so it's something to rely on.
  9. The 2nd and 3rd links do not work for me. Is anyone else having this problem? On a side note, Hima is now in 3rd place in the dan ranking, so it looks like he's playing again. Probably bound to see some more footage.
  10. Tsubaki Combo Movie 「衣 -koromo- 」 - A mugen combo showcase.
  11. 6/1 Urban Square Nagakura (CA) vs Tsubaki Tager vs Tsubaki
  12. Your contribution is very much appreciated.
  13. GGs DLZ. So many messed up inputs...
  14. I play here at 45:23. I know I did some questionable things, I was trying to act on my reactions, and I wasn't completely solid there.
  15. I suspected that this was the case, and no problem man, it was very fun to watch you play anyway, and you looked very comfortable to me in most situations. Would like to see you play again.
  16. 5/30 a-cho Yu-Chan (VK) vs Hakumen - To 22:27 5/24 Taito Station Machida Koji (VK) vs Tager Jiro (AM) vs Koji (VK) 5/29 Shinjuku Sportsland Sonjosokorano (NO) vs Uma No Hone (VK) Ora (AM) vs Uma No Hone (VK) - Unlucky ending. Fumo (AR) vs Uma No Hone (VK) -FEUGBJGNKRGEBGDIOJKGRMFDV Jasu (VK) vs Blair (NO)
  17. 5/30 a-cho Rachel vs Ayato (TS)
  18. Suddenly I feel that our faces are getting more attention than the actual match... I really disliked that picture, but I should be one to complain because well, imagine how :lordknight: feels. You are free to make a 'Kiba Shrine' in the Tsubaki group if you wish, so long as you take care of it.
  19. Ah, thanks. I'll also take note of that. Yea, though I won't take note of that just yet since we're all sitting on EX. It's still unsafe though. I'll leave it as CSE for now then, but simply modify it come CP. w[5C] will suffer the same problem as w[5B] tbh. Thanks man.
  20. Hmmm, Alright. I'll think about other options and try be more creative. Yea, both my brother and I get this a lot. Thanks, appreciate it.
  21. I have begun the basis for the Valkenhayn strategy guide and I will add more information overtime. I already have the information I want but I'm moulding the bulk of it. Anyway, I hope the guide is alright so far, and once CP is out all I will do is convert the guide as necessary. On a minor note, moved the old general discussion thread to the archive. We had two so there wasn't much point keeping it around. Also moved the old guide to the archive.
  22. Useful mixups These are useful for making your play much more varied and interesting. Please understand that the purpose of most of these setups will be defeated if the opponent does not tech. Not teching actually hurts most of his play, but in the case where they become really stubborn, you can pick them up and reset them with 2B or w[5A]. Please remember to not abuse the one setup because it will become much more obvious and your play will become much more lackluster and telegraphed. Option Selects Valkenhayn has a variety of useful options which can be seen in this video. Against Kokonoe at (9s-23s): brjA>w5C (beats backdash, 22C and reversal) Against Kagura at (24s-35s): w5C>6D>wjA>wjC>4D (beats reversal during w5C and wjA. Inputs wjC>4D very fast. Against Kagura at (36s-51s): Joker ender which can be read below. Against Kagura at (52s-54s): w5C>6D>jD>1B (Beats reversal after the w5C and use a minimal amount of meter.) Against Hazama at (55s-1m): Raw rising jC>RC>falling jC. (beats reversals that make you go forward and don't have any hitbox behind.) Against Jin at (1m15-1m27): Usual Jin OS with w5A>w5B>44. Spaced 2B > 5B > 3B+C (Against Kokonoe) If Kokonoe teleports on her wakeup, you'll throw her back into the corner (so she can't burst and corner you), and if she doesn't teleport, you'll get the normal 2B > 5B > 3C blockstring. Alternatively you can use 6B+C instead of 3B+C to get 6C for overhead mixup. The spaced 2B is there in case she opts for the fireball super, and you'll be able to punish her because it'll whiff. Remember you lose wolf oki with this setup. IOH w.jA & Wolf Brake IOH wj.A and Wolf Brake IOH = Instant Overhead. This is a very strong mixup because it's really difficult to react to especially when done immediately on a player's wakeup. It is done by pressing 1D and then using 'wolf brake' (brJA for short) with C to prevent moving, so initially the input is w[1DCA]. Alternatively you could move with 6D, and then wolf brake with 4C, then input wj.A (6D > 4CA). You can use either as it really comes down to personal preference, but the advantages and disadvantages are explained in the next paragraph. Uma no Hone & Shuu are the perfect Valks to watch to see just how effective this is as a mixup. Please check their matches in the first post of the video thread here. You need to perform the inputs really quickly otherwise you'll end up using much more wolf meter than you want. You also to press the wj.A really quickly otherwise you'll get w5A, a wj.A that doesn't hit, or nothing at all! It takes time but practicing this can really help to strengthen your mixup. As said previously there is a video tutorial for wolf brake here. A minor note, this is also much easier to perform on stick as opposed to pad, but there is an easier method you can use on pad. Map A+B to R1 and B+C to L1. So all you'll need to do for a wolf brake j.A is hold 1, then piano R1 - L1. That's all! If you want to use wolf brake 5C all you do is w5C > 1 > R1! [ur=https://www.youtube.com/watch?v=RLrirJmjgBM]Here's a video demonstration Speaking of using this on your opponent's wakeup, using this actually has another use too! If for some reason the opponent decides to reversal with a distortion (there may be a few exceptions here), you can 7D/4D to safety and then punish accordingly. So if you used the IOH w.jA on Bang's wakeup and he used Ashura, you have enough time to 7D/4D away and then punish with a w.jA (Remember that DD has short recovery so you need to punish with something very quick, so you can't use human 2C/6Bs here!) This applies to a number of other distortions including Hazama's Jayoku, Valkenhayn's Sturm Wolf and Noel's Fenrir. Last thing to note is that after a wolf brake j.A you may be out of range to followup with a w5B, so be sure to followup into w5C instead. 6D > 4CA wolf brake : Easier, but slower than 1DCA wolf brakes, meaning certain blockstrings may not be tight, i.e 6B > 6D > 4CA, or w5B > 6D > 4CA 1DCA wolf brake : Harder, although easier if you use the piano method. About 2-3 frames faster than 6D > 4C so blockstrings are tighter i.e w5B >1DCA is tight even on IB. Command Grab Tech Trap The following video provides some examples of some command grabs setups that you can use in CP. Here. Joker Ender The Joker ender requires you use requires you to end your combos with: w[j.B > j.A > 5B > j.AAA > j.B > 3D > j.B > j.D]. As you land you input j.C and if done correctly you should be able to land safely if the opponent opts to DP. If they don't have a DP this setup proves to be a stronger mixup game against them which opens up a dozen mixup opportunities, such as landing and using j.C instant overhead, landing and using 6C or 3C, or hitting them with the j.C as you land. It's a safe jump setup which I would recommend for anyone to use, and details of it can be seen here. You can see the effects the setups can grant from 1:40. Masashi Ender The Masashi ender consists you using the w[jA > jB > jA > 5B > jAA > jB > j1D~D] in the corner. It is a variation of the Joker ender and omits a jA and jB near the end of the combo. If the opponent techs, they will tech in the air, and if done correctly, they cannot cross you up if they try to forward tech. Masashi usually likes to do 6B immediately after this ender because the 2nd hit of 6B will hit the opponent meaty in the air depending on how they tech, which can punish mashing or sometimes catch the opponent not barrier blocking. If the 6B hits, you can confirm it into a 3C and followup as normal. 3C > 236A > jump > j.A(whiff) > j.B Safe Jump Setup You need to very slightly delay the jump so you can catch the opponent's block with j.B, if not, it'll whiff. It'll work so long as you haven't used 236A twice. The SMP effect will kill the setup. However, it doesn't work against the following: Terumi - Counter Super Bullet / Tager - Command Grab super Jin / Hakumen - Yukikaze Advantages of this: -You get a gapless mixup if they don't IB j.B. j.B > 5B > 2B > 3C or j.B > 2B > 5B > 3C. j.B > 2B is easier to make gapless because no specifc timing is required. You need to do a deep j.B if you're going for 5B followup and want it to be gapless. -Minimises the amount of reversals you have to deal with -Catches rolls and you can followup with 5B > 2C -Forces opponents to stand as it'll catch crouchers. You can then mix up with empty jump 2B, throw etc. Safe Jump Setup Variation (WIP Not sure about the validity of this) ...w[JB>1/2/3c~c> j.B] OR w[5c~c>j.B] (more unreliable). It's a variation of his safe jump setup. Basically, its a safe jump that catches rolls (j.B) or leads to a human high/low mixup.(j.B/2B)The drawback is it's big cost and it requires a good amount of conditioning for best results (You want them to emergency tech.Or roll/DP). The timing to transform back is also somewhat important. Do it too early and you won't have enough momentum to catch them with j.B in time. Do it too late and and your j.B won't hit them. As I mentioned above,you can skip the JB and go for a 2B low mixup instead but this does not punish rolls, though. If the j.B actually catches a roll, you'll switch sides, so something like j.B > 2C > jc ~D[j.AA > 236A > 1C/3C~D] > 2C > 6C should be optimal. As long as you actually cancel the wJB with w7C (instead of jump canceling the JB first) you will have one air movement option left to play around with. Because of this, it is important to note that: Both safe jump setups lose against Tager's GETB. You could use your remaining air movement option to bait it via airdash/double jump after the 7C~D. You could backdash to prevent rc's via spacing,if a reversal is coming. You could do JB>[jc~D>j3C>JA/5A/command grab], if you have enough bar Wolf setup into 6B(2) ...w[8j.B > 2D > j.B] > 5D > Very Slight Delay 6B The 6B pattern. This works because of the well spaced 6B and its rather amazing recovery. 6B(1) is supposed to whiff. Its all about 6B(2). Example combo: 6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 5B > 2C > sj.8D > w[j.B > 2D > j.B] > 5D > Very Slight Delay 6B An extremely meaty 6B(2) can link into 2C on hit, without a fatal. You should have an even bigger frame advantage then usual on block but watch out for delayed techs. If you use > 6B > 5B > 2B into the setup you'll have to use j.9D > w[j.B > 2D > j.B] as the 2nd wj.B will whiff with j.8D. I've tested this setup against every character and so it doesn't work against the following reversal DDs (If something is not listed, the setup will work): Jin: Ice Arrow / Yukikaze Terumi: Soutenjin and Messenga Amane: Seijyuu Rensoukyaku Relius: Req Vinum Hazama: Houtenjin Nu-13 - Calamity Sword Taokaka - Hexa Edge Litchi / Tsubaki - DP Bang - Ashura Kagura - Ryuuha Gokuenjin Tager - Magna Tech Wheel Makoto - Particle Flare (The 1st attack will hit but the 2nd will whiff) Valkenhayn - Sturm Wolf Hakumen - Yukizaze Noel - Fenrir Arakune - Venusaur super Izayoi - Justice Phoriser Advantages of using them: • Can Force neutral tech.Trying to roll out of the corner/quick getup can be punished with ease. • Easier to read your opponent by limiting their options, and thus, forcing them to submit to your offense. • It's easy to squeeze in tons of other options/choices depending on your preferences. • Can limit the amount of reverals you have to deal with. •.Can use wj.C meaty if you use wj.B > 3D > wj.B
  23. Okizeme [table=width: 500] {X>Y>Z} Combo ender Text Most rewarding human meaty. Text Most rewarding wolf meaty. [/table] {jB>djB>djC} and {6C>3C} enders give you the same untechable oki time so the meatys are pretty much the same. Ending with {6C>3C>236B} or with just 3C will also bring the same result. However, the meaty attacks must be executed exactly when you land with {jB>djB>djC}. Meaty attacks for {jB>djB>djC} and {6C>3C}: Human meaty: 6B: If done right, the first hit will whiff and the second one will hit the opponent. 2C: If the opponent doesn't emergency tech, 2C will OTG and catch tech rolls at the same time. 5A(whiff)>2B (Slight delay)>6C: For some reason, 6C seems to hit before the opponent neutral techs. If it's properly delayed, you can easily hit on the first frame. Still the slowest and most obvious meaty in your arsenal but that's good to know and much better than in Extend. Wolf meaty: w5A (whiff)>w5B: First w5A catches rolls, w5B meaty. If you catch the roll, it will allow for an easy hitconfirm with the w5B already buffered. You wait about a second to input w5A otherwise it'll blue beat if you do it too quickly and the opponent will be able to tech in the air. If you use 3C > 236B you give yourself a little less time to be able to confirm the w5A. You have to be a little quicker with the input if you wanna catch late techs or rolls. In the case that you do land the w5A > w5B, you can followup into either one of the following combos: -w[5A > w5B > IAD j.B > 3D > j.A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C or; -w[5A > w5B > IAD j.B > 3D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 2C 5D>w236C: Grabs on the first frame it seems after {jB>djB>djC}. Have to be slightly delayed with {6C>3C}. (Delay)5D>w5C: Usually, I wouldn't suggest this because the delay is quite big but there is an easy visual cue with {6C>3C}. After the 3C, wait for Valkenhayn to fully stand up then simply press 5D>w5C. Told you it's easy. 5D>jump>wjC: Easiest and most rewarding wolf meaty. It's hard to react to it but definetely possible so be careful. Also after a tk214B>6C ender human 4D>66D> delay j.B is a safejump. 6C needs to be done immediately after tk214B. j.B is delayed because if done too fast it will whiff through emergency tech. You can use the whiff to trick them and land 2B. It also catches forward roll when done properly, but causes side switch. You can do j.B>2C into a side switch combo to corner them again. A lot of tests were run with {wjC>djD>djC} enders but so far, they seem to really be too dependent on height to have accurate data. 6B seems to work quite well because of the active hitbox but I wouldn't recommend anything else. Only way to really have something accurate here would be to test based on the whole combos rather than the combo ender itself. Meaty attacks for {wj214A} combo ender Wolf Meaty: (Slight delay)>jump>wjC: If executed with no delay, it seems that the active frames end 1 or 2 frames before the emergency tech invul end so make sure to delay it a bit or you will be badly punished. w5A (whiff)>w5B: First w5A catches rolls, w5B meaty. If you catch the roll, it will allow for an easy hitconfirm with the w5B already buffered. w5A (whiff)>w5C: You have to understand one thing here. Even though w5B and w5C got a different startup (7 for w5B and 10 for w5C), they have the same amount of startup+active frame (13 total). Considering that you want to hit with the last active frames when it comes to meaty attacks, you will almost always be able to use w5C instead of w5B when it's possible. The problem here is that if you catch the tech roll with w5A, w5C will whiff. There is however a trick. Press w5A(whiff)>(w5B)>w5C as fast as possible. If you did it right, you will get w5A>w5B if you catch the tech roll/OTG or w5A>w5C if it's an emergency tech. wj.AAA > j.C > dj.D > j.C Enders Valkenhayn is pretty high in the air after a j.C allowing you to use a falling j.C to hit opponents who opt to delay tech. You can use this in conjunction with the w5C ender and condition the opponent not to DP and you can do this by replacing the falling j.C with falling j.D which gives you enough time to get in range for the w5C though its strict. It looks like this ...wj.C> 8dj.D > dj.C >(j.D) hold 4. Once they've been conditioned not to delay tech and are afraid to DP. You can start mixing the w5C with wj.C > 8dj.D > j.C > (j.D > 6D > wj.B > wj.C/w5C) [high/low in case wj.B is blocked. Can do wj.B > command throw as well. 6D needs to be delayed a little so wj.B > w5C combos],(j.D > 6D > j.D > land > throw/2A > purple throw) [Purple throw for people who start to OS throw once they've seen it],etc. Opponent needs to be in corner for this. w5C Okizeme guide. Requirements: The w5C oki must be done at a certain distance in order to reach its maximum efficiency. See when you hit with the ribbon on Valk's tail during w5C ? That's the "w5C range" and that's where you want to be. The main and most rewarding way to execute it is after a tk.214B > 6C > 3C ender as it allows you to gain plenty of wolf gauge and position yourself. The easiest way is with the 8j.B > dj.B > j.C ender. You can execute it midscreen too but you won't be able to punish backwards rolls hence why you should only consider it if you notice the opponent emergency teching. While the previous meatys introduced were all about having perfect, convenient and easy links to hit right when the invincibility on the techs end, it is not the case with w5C oki because it's a question of timing. And you will mostly use the time between your combo enders and the w5C to position yourself hence why learning the timing is the most important requirement. Thankfully, there are a few visual cues that will help you tremendously. Training: Now that you're convinced and willing to learn how to do it properly, it is grand time to train. The first step is the most important: Simply bring the training dummy to the corner and press w5C. Once the training dummy techs, use w5C again. There is however a way to know whether or not you ended up hitting at the first frames. Did you notice that if you press w5C too soon, a blue wave show up indicating that you ended up hitting during the invincibility frames? If you hit the opponent right, you will get a red-orange effect indicating that the game consider you were hitting him. The goal is to actually trigger both. Meaning, you hit the opponent right when the invincibility ends with the last active frames. You will be able to see both the blue wave and the red effect showing that the first active frame ended up hitting the invincibility frames but the remaining active frames could hit right when the invincibility ended. Might sound quite confusing like that so here is an easy visual cue: While the opponent is emergency teching, press w5C just before they land. After adjusting for a while, you will soon notice what I'm talking about. Ragna's animation is quite obvious while teching so I suggest first trying it out with him as a training dummy. Once you understand how to do it properly, simply keep grinding it in order to get the timing right. I usually do it 30 times in a row daily and if I fail once, I start again from scratch. Pretty much like when you do push-ups. You should be fine with 20 in a row though. The second step is when we will be starting to be more practical. Do a combo with the tk.214B > 6C > 3C ender and try to position yourself, then press w5C once you're in the desired range in order to get the same result as the first step. This is much harder than it looks like however. If you're having trouble, you can simply do tk.214B > 6C with a N combo starter because it gives much more oki. The third step is finally to do it in real matches and this is the hardest step. Most of the time, it will fail because of the timing required that will often result in the opponent chicken blocking and escaping pressure. It should considerably improve with time however. If for some reason you keep failing, you probably didn't train enough with the first or second step. Pros: Like you can see here, w5C is a meaty allowing you to avoid almost every meterless reversal in the game. It also completely avoids some Counter Assaults and punish every CAs if you manage to react to them and press 4D once the opponent triggers it. It's also the most damaging wolf normal and gives you quite a lot of interesting options if the opponent blocks. You can decide to do brjA or 6D > w.jA right away for an overhead or perform the wolf loop for a second low which can be useful if your opponent is conditioned to blocking high after w5C. If your opponent respects your pressure, you can try other things like 6D > j.D > throw. 6D > 4C > 236C works quite well too. The range of w5C is quite deceptive and a lot of people simply try to jump out of pressure once you position yourself. Considering that you trained in order to hit as fast as possible, it can most of the time means a free combo for us. w5C oki is mostly based on timing and being in w5C range makes the opponent roll exactly before you if they roll forward making them unable to escape. The same goes with Rachel's tech 6D who ends up exactly before Valkenhayn. Therefore, w5C oki beats any kind of techs in the corner. Based on all the above reasons, it makes w5C oki the safest and most reliable okizeme in Valkenhayn's arsenal. Cons: Even though its ability to beat most DPs is quite astounding, some reversals using meter like Nu's Calamity Sword or Valkenhayn's Sturm Wolf completely beats w5C. A specific list will be made later. w5C only possess 3 active frames which doesn't make it an easy meaty. Therefore, training in order to do it properly is important because in case it whiffs or gets delayed too much, the opponent can jump out of pressure or worse, punish you. The main reason why hitting on the first frame is important is because your opponent can do a micro dash DP on wake-up if he knows that you have troubles with the timing for w5C. Some backdashes on wake-up can bring back to a neutral situation. However, 2 backdashes can result in w5C getting punished because of its 21 frames recovery: Relius' and Valkenhayn's. w5C oki based on enders: w5C oki cannot be done after a w.jC > dj.D > dj.C > (jC) ender because of the terrible oki that follows. Ending a combo with w.j214A doesn't give you that much time either unless the opponent decides to delay tech. It is highly suggested to do it either after a tk.214B > 6C > 3C ender or after a 8j.B > dj.B > j.C. 8j.B dj.B > j.C is a slight variation of the j.B > dj.B > dj.C ender. The only difference is that instead of jump canceling with 9, you jump cancel with 8. Why you may ask? The reason is quite simple: pushback. Ending a combo with 8j.B > dj.B > j.C gives you a lot of pushback and you will notice that you will land EXACTLY in w5C range. That's why 8j.B > dj.B > j.C ender is actually the easiest way to do the w5C oki because it already does all the positioning for yourself. It's also the best way to get in the max range with w5C in order to deal with Ragna's or Tsubaki's 623C. However, I wouldn't recommend it. It's true that it's indeed a really convenient way to use w5C but this ender won't give you a lot of wolf gauge back, and you will need that wolf gauge to apply pressure to your opponent later. You should only consider this ender if you just need one combo to end the match or your wolf gauge is already full otherwise simply go with the tk.214B > 6C > 3C ender. Using w5C as a meaty Magaki tested with all the characters' DPs. They can all be executed at the distance you usually take in the corner to make the opponent unable to roll away. As a visual cue, it's when Valkenhayn's ribbon touch the feet of the opponent. That's what we will call "w5C range". It can be done either midscreen or in the corner. Easiest to do in a meaty situation but I found some setups that will be written below. Works on: Rachel: Her 2C. Jin: Jin's 623C wil completely whiff and you can punish it with 5D>h6B. 623D's first hit roughly got the same horizontal hitbox as 623C but the second hit will get you considering you're still in wolf mode. You can do w5C(whiff)>w5A which will hit Jin before the second hit but the timing and spacing is really strict. Best option is w5C(whiff)>7D. Timing is strict but less risky than the previous one and more rewarding Example of w5C used against 623D. Mu: Her 623C Example. Platinum: Her [2]8C can be avoided but you can't punish it. Well, you can with w5C>7D>4C>6D>2D>wjA. Yeah, considering all the wolf gauge you will burn, it's not worth it. Azrael: His Growler 214B. ( 「・ω・)「 Bullet: Her 623B Tager: All his command grab. GETB and MTW still works. Hakumen: His 2D if you do w5C>4D/7D. You will get caught otherwise. Kagura: His [2]8C Makoto: Her 623C Relius: His 236A. w5C will whiff. You can do w5C(whiff)>w5A CH and follow with a combo. Hard to deal with: Those reversals requires you to be at max range in order to deal with them. It is only possible in the corner to pull it off with a tk214B>6C ender with an N starter (don't use 3C) or with the j8B > dj.B > j.C ender. Tsubaki: Her 623C can be avoided if you hit with the tippity tip of w5C. Ragna: It is possible to avoid Ragna's 623C at max range with Valk's w5C. Doesn't work on: Litchi Magaki found a setup if you feel the need to do it in a blockstring against opponents who tends to mash DPs a lot during your pressure. Make sure that he/she respect at least a little bit your pressure and won't chicken block because you will give them a free ticket to escape otherwise. Against normal block: 6D>wjA>w5A>w5B>1D>w5C Puts you in w5C range. Against barrier block: 6D>wjA>w5B>1D>w5C Puts you in a range where you can hit with the tippity tip of w5C. w5C vs Counter Assaults Here is a list of every character's counter assaults that lose against w5C in w5C range. Isn't affected in standard range: Mu, Terumi, Nu, Bang. Isn't affected if hitting with the tip of w5C: Bullet, Hakumen, Noel, Kagura, Arakune, Carl. Lose whatever the range is: Relius, Hazama, Azrael, Amane, Tsubaki, Makoto, Jin, Rachel, Valkenhayn, Taokaka, Ragna, Litchi, Tager, Izayoi.
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