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Kiba

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Everything posted by Kiba

  1. You're not serious..... Anyway, if j.214D remains overhead, people will have more reason to try and stop Tsubaki charging in neutral. That alone has made her a little more scary.
  2. 7/31 a-cho Tera Luna (TS) vs Relius - To end
  3. 7/31 a-cho N-O (RC) vs Suya (VK) - To 31:43 Suya (VK) vs Azrael Suya (VK) vs Ea (LI)
  4. 2CC floating higher sounds like it's bringing us back to CS1 status where the only followup option was an air combo. Anyway we'll see.
  5. I asked Spinoza what he thought (he was playing at the time I asked him so he'll get back to me hopefully) He said the Tsubaki changes are welcoming.
  6. To be more specific it was confirmed a little before I posted that. http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=84867
  7. I should always keep reminding myself that these kind of discussions happen when new iterations come out. Before I go crazy on deleting posts, I think I'll be a good dawg and back away until anything CONFIRMED comes up.
  8. Just confirming that Valkenhayn's command grab is indeed throw techable.
  9. Fixed thanks
  10. 8/4 Athena Nipponbashi Tera Luna (TS) vs Relius Tera Luna (TS) vs Noahring (LI) Mu vs Tera Luna (TS)
  11. To those of you speculating on other things than Blade Super, it's better to wait and see what happens. Don't get your hopes up.
  12. Command grab being techable means its not guaranteed, and that's a bad thing. Location tests run through August 7th-10th.
  13. 8/2 Sanshou Kakeo Arc Revo Crazy (HK) vs Bikkuri (VK) Kin Tager (VK) vs Aimai (NO) Bikkuri (VK) vs Mikka (VK) Aimai (NO) vs Mikka (VK) Megadodorio (RE) vs Mikka (VK) 8/4 Athena Nipponbashi Suya (VK) vs Matoi (KO) - to 35:12 Suya (VK) vs Kogatan (RG) Suya (VK) vs Mu Suya (VK) vs Dogura (AZ) Suya (VK) vs Tera Luna (TS)
  14. Please continue 2.0 talk here. Valkenhayn's move list is here: http://blazblue.jp/images/topics/140805/technical.pdf 2.0 Changes: - "Himmel Wolf" is now a normal techable throw. Input changed from w236C to B+C. Special Cancelable on successful hit - "Konig Wolf" and "Eisen Wolf" now have new variations that move to new directions. New wolf cannon (w236C/214C) - "Konig Flug" can be done in Wolf mode Loketest 1: - wolf grab does not regain wolf meter - Wolf j.C is not hitting crouching hurtboxes well? - instant JC does not hit opponent on crouch omg - Wolf throw > 2B > 2C > 6C is not working. - Wolf gauge and backstep seem unchanged. - wolf 236C goes straight above, wolf air 214C goes straight down - 2C > 6C no longer works. - w.jA untechable time reduced. Stuff from day 1 Hima tweets (skipped stuff that's already confirmed): wjC doesn't stop inertia anymore. Wolf backdash and gauge unchanged. You stay in wolf form after doing wolf Konig Flug. (I'm not sure if he means on hit too, or just whiff/block) Not much gauge is recovered during Konig Flug. (nothing new) wjA has /much/ less untech time. wjA also has less hitstun. w[jA>jC] doesn't combo on standing. wjA>h5B barely works. wj.A more recovery Can combo off Himmel by canceling. He thinks Himmel has less recovery than normal throw. 2C lost its special untech time. (Thus 2C>6C not working j.214B corner bounds, so j.214B>6C doesn't work. (He doesn't know how to combo into 6C anymore.) j214B strong blowback, so no mid screen combo j214B>6C sometimes possible? 236A floats higher, but has long recovery. He thinks gravity seems stronger in general. Mentioned that back throw > CT doesn't work. wjA/wjB lower level Stuff Shyn is unsure about and subjective musings: Rozen floats differently, it sounded like it pops them like straight up? I'm not sure about this lol. (https://twitter.com/...191132472692736) He was having a hard time picking up wjA hits. I think he said he only got wjA>jC>cannon to work. (https://twitter.com/...199167056269312) I think maybe he said jump is higher or more floaty? (https://twitter.com/...192813897871360) Everyone is getting changed/destroyed, so it's too early to try to think about character strength. 236A is weird, doesn't know how to use it right. "There's still gauge cooldown, and now no gauge recovery on Himmel... It's too harsh! Please spare us!" Valk is way different, so he's motivated to try him! (MOST IMPORTANT BUFF!)
  15. I was going to continue the discussion on Ragna but then I remembered this is the Tsubaki Discussion thread. Anyway, I know some of you know, but for those who don't, everyone's super will be enhanced in OD, which means Tsubaki gets OD Blade Super.
  16. Continue talk here. So far no new 2.0 moves for Tsubaki just based on the new movelist. Changes are highlighted with a pink box. Location tests are August 7th - 10th. However, a universal change is that everyone's super will now be enhanced in OD. This means Tsubaki's Blade Super will get an OD version. 2.0 Changes - Blade Super enhanced in OD. Can be viewed here. Loketest 1: - 6C no longer jump cancellable. - j.214D is an overhead - 236D now act the same as 236C as in it doesn't cross over. - 421D now is similar to Carl's fireball, or like Jin's old C fireball. - Charged 22B does not slide - 2C and 2CC floats opponent more, IAD combos do not work. - j.C less untech time -5A > 2B connects on crouching (5A is higher in level, 2B is faster, or both) -5A > 5BB > 5CC > 6B doesn't combo full in this path, (crouch hit), need to remove one gatling for this to combo. -C super now acts like her D version in overdrive, he does say there is a follow up. -236C into 214B is difficult. Confirmed changes (seen here): -236C crosses over, crumples on hit. Has faster startup? -236D has advantage on guard. Does not pass through opponent. -214D jump-cancelable on hit (not on follow-up version) -Follow-up and Normal versions of special attacks count as separate moves (Same Move Proration does not appy). -421D is slower -Charged 22B does not cause slide on knockdown -j.236A > j.214X no longer sends the opponent flying, and causes knockdown.
  17. 8/2 Urban Square Arc Revo qualifier Noel vs Valkenhayn 7/12 Game Chariot Soono (VK) vs Jasu (AZ)
  18. 7/31 a-cho Suya (VK) vs N-O (RC) More EVO stuff DC (PT) vs Kiba (VK) LordspectreX (AZ) vs Jona (VK) Shtkn (JI) vs Kiba (VK)
  19. 7/25 Tachikawa Goro (MK) vs Kuresu (TS) Izayoi & Tsubaki Neta Combo Movie 2 - There isn't much Tsubaki here. 2:41 shows a combo, and from 3:50 it shows a few gimmicks you can use from 22D. All which require neutral tech...
  20. Right, I went through the wolf setup into 6B(2) again. This is the updated version ...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: 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 So it isn't perfect, but it helps to setup: -wj.C meaty if you use wj.B > 3D >wj.B -6B > OD > mixup Also another safe jump setup you can use is whatever combo into 3C > 236A > jump > j.A (whiff) > j.B. It doesn't work against: Terumi - Counter Super Bullet / Tager - Command Grab super Jin / Hakumen - Yukikaze Advantages of this: -You get a gapless mixup (j.B > 5B > 3C/IOH j.C) if they don't IB j.B -Minimises the amount of reversals you have to deal with -Catches rolls and you can followup with 5B > 2C (Included in strategy guide)
  21. More Urichinan (LI) vs Jona (VK)
  22. More EVO casuals Jona (VK) vs 2GB Combo (RE) Psykotik (CA) vs Kiba (VK) Urichinan (LI) vs Kiba (VK)
  23. EVO casuals LordspectreX (RE/HZ) vs Logichole (TS)
  24. Um yeah, 421D > 236D is projectile invulnerable (from when the ball makes contact with 236D) so, it'll beat any projectile attacks, including supers.
  25. 7/20 Game Fantasy Ookazi Zero (RC) vs Uma no Hone (VK) - Cuts off. Zero (RC) vs Uma no Hone (VK) Arukemi (AM) vs Uma no Hone (VK) Tsubaki vs Valkenhayn Uma no Hone (VK) vs Hakumen Makoto vs Uma no Hone (VK) Arakune vs Uma no Hone (VK) Uma no Hone (VK) vs Ako (AR) Maven (PT) vs Uma no Hone (VK) EVO Casuals ~ More to come Dio Brando (RC) vs Kiba (VK) 2GB Combo (RE) vs Jona (VK) 2GB Combo (RE) vs Kiba (VK) Lich (RE) vs Kiba (VK) Lich (HZ) vs Kiba (VK)
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