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Everything posted by Ross
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still condition your opponent to block high with 6c into wolf a or up wolf transform block or whatever and then go for 236b. Even though 236b is only super good if you either have 50% meter or are near the corner.
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I tried it out the wolf to instant j.214b isn't the hard part. The hard part is the wolf j.a after the 236b. Still comb is godlike and may be applicable in other situations.
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http://www.youtube.com/watch?v=9zhBsQHH62I wow way to break the game. That is the smartest combo ever. I must now add this to my game and look for places to incorporate it.
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I posted it awhile back, loop may have been to strong, but basically its, combo to 236c, 9d, [w]j.a, j.b, land, 5a,5b jc, iad, j.b, j.a, 5d, 2c blah blah blah. I think its the best follow up to long combos into 236c that land you near/ in the corner.
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So I worked on the different version of the jump b extension where you do [w]j.b, 3c, j.a land and its really really hard to get the timing right to get a 5b afterwards unless your perfect, basically the same amount of hard as the dash loop I figured out. But if you just do a 5b, 2c before hand it becomes much easier soooo yay! I'll get a full combo up soon ish.
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yeah i actually found more damaging non wolf variations now as well. similar to your stuff just less wolf.
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Yeah it definitely looks easier, cause getting the dash version is really not : ( if your in the corner doing those wolf combos nets you less damage then doing some grounds string after tk j.214b. In general lots of good ideas in their.
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damn, nice work on shadow valk. Also I like the new extension that he is going for, very similar idea to the dash concept I have from wolf form, I wonder if its any easier.
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If you superjump spikes, all lambda has to do is judge your arc, and either jump sword you or wait and anti-air sword. It does help to get in to a certain range, but you probably won't be able to hit her doing that, unless she is asleep at the wheel.
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Hmm I haven't really looked into wolf command grab midscreen cause I prefer to save the meter rather than rc it... I can do some checking. If I had to guess though since you can pick people up off the ground after wolf grab. If 5c gets you over there you could do something like grab rc, 5c, d, [h]2c, blah blah blah. this is of course just a wildly unfounded guess.
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I have trouble with this match as well, but I'll tell you some of the things Ive gone into training mode and tried to work out. Random D string to ground spikes - Ground spikes are annoying, if you are a full screen away and have just blocked a D move there isn't much to do but jump, double jump, and then block swords, if you IB the dagger you can try to jump d, c, d block to get closer but if you don't get the height perfect you'll hit the spikes or you'll be to high and lambda can run away more. If you area little further than standing C away and they ground spike you can almost always punish with 236+a, if you do it fast enough you get a counter hit, which is not enough to combo off of, but its alot of frame advatange so you can try and mixup. Its especially easy if you ib the first sword. If you are slightly closer than this range, ground super always punishes spikes. Ground axe - learn to recognize the pose and and iad in, its free. 5d - if they are zoning with 5d into string alot, you can often anticipate a 5d by jumping up, then when you see them start the move do a really low airdash in over it. Not consistent but its useful to know. Strings into overhead dagger can often be free to get in. You need to ib the move before the overhead drive attack, then jump back D, C, D. So you get a really quick wolf transform airdash which should bring you into really good fighting range. The slides are really the most annoying part, but usually you can try and block and be happy because they brought themselves to you. If you can IB a slide I am pretty sure that they cannot backdash away afterwards if you do immediate 5b. Thats good because you can start whatever off that. If you aren't IB'ing and you think they will dash back just go for reversal shoulder charge to catch the back dash and bring you back into range. Thats about all I have, this is a tough match, but once your in its very winnable. Try not to let them out of the corner, try to guess their bursts. I hope this was somewhat helpful as most of the situations I tested where just stuff I run into online alot, so not the most top tier of lambdas.
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I only watched the first one so far, but looks good. Right now you like everyone else are getting away with alot of free overheads after 236c even when people block, don't forget to incorporate more straight wolf game in. You don't even have to do it off of a wolf transform move. Just j.D, [w] J.b sets up good stuff. Random combo note: You don't need to [w]5.a after the 236c you can just do straight [w]5b. Edit: I know what I just said, but you can actually do a better variation of the normal bnb if you do put 5a in there. Femoral godlike. thanks!
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I tested two corner combos just to figure out some damage First Valk corner 2b, 3c 2b,3c, 2c jc j.b xx 214b 9dd [w] j.a xx 236a, 236b, 7D, j.b j.b, 5D [h]5b super does 4804 2b,3c, 2c, 6b, 2c tk 214b 5c does 4900.... so much easier combo does more damage, of course slightly more distance specifc but you can make some changes to make it work even from further away. Now for the second combo after throw Throw, dash 2c 6b 2c jc j.b 214b [blah blahb blah standard wolf bullshit] into ground super does 5477 throw dash 2c 6c, 2c, late tk 214b, 6b, 5c does 5250ish so really your losing only about 200 damage for what is a much easier combo with no wolf meter. Edit: Well I finally got the combo to work semi consistently on tager....I think it works against everyone but its really hard. this works from basically any shortish string to 236c though I'll post the most damage I got... ch 5b, 6b, 5b, 5c, 236+c 9dd, [w] j.a ~ j.b, 5.a, 5.b jump dash j.b, j.a 5d, [h] 2c, tk 214b, 5c xx super for 5573 this combo should work on the whole cast, but its excution diffculty may make it prohibitive as you must hit the first j.a, j.b so the opponent stays high in the air after the relaunch otherwise they will hit the ground to fast to get the j.a to start the second relaunch, still it looks sick and is probably the best damage... Another edit: I found out that you can actually stick a 5a before the 5b in the above combo so you don't have to hit them as early as possible with the first [w]j.a making this alot more stable, thought it does make following up with the 2c tk 214b,5c harder, so you can just finish with 5b xx super for like 5100 damage. I have noted this in bold above.
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http://www.youtube.com/zeth07 if you go their and search for fmross you can see me play... but don't judge to harsh I have no knowledge of matchups so any tips are appreciated.
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I feel like if you are going to end with super anyway alot of valks longer combos are kind of useless if you can just sneak in enough big hits before hand. so for instance if you hit, 2a,3c in the corner you net around the same amount of damage as a longer harder relaunch combo that is really timing specific by just doing, 2a,3c,2c xx tk 214b, 6b, 2c xx transform super. This happens alot in various valk combos. Also Ive been trying to find a more consistent way to land super off my regular 236+C relaunch, while I found you can sometimes get a st.a,st.b after the falling [w]j.b,b its not consistent at all as I can't even get it one in 10 tries in training mode. So I came up with a new idea based on atg's dash loop st.c xx 236+c 9d [w]j.a ~ j.b,5b (jump cancel up back) f,f+j.b (insta dash forward j.b) ~ j.a 5d [h] 2c, j.b xx 214+b 9DD, j.b, dj.b, j.c xx super for like 4500 (very similar damage to doing that after a long combo while still in the air) in the end though im hoping to find a better ender that is something like [h] 2c xx tk 214b 6b, 5b xx super Ive gotten everything up to the 6b but keep messin gup the last part, I believe this will be one of his most damaging 236+c enders and it should work midscreen!
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http://www.nicovideo.jp/watch/sm12459458 white valk again. Doing some crazy relaunches. Basically anything that isn't a 236c combo = 7dash into relaunch. Especially godlike is the combo at 4:10 of 6c.... probably best midscreen 6c combo I've seen.
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Lol at changing a character thats been playable to the general public for two weeks. IE Random Changes are Random.
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He has options against zoners, big suprise. Good zoning will still be hard to deal with.
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Has anyone had any luck getting the timing for double super in the corner? I can't make it work!!
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A good idea, would be for you to read the TECHNICAL DISCUSSION THREAD which has many combos, including ones with j.214b.
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Another good one that is a bit different is [w] dash, D. This gives a different dash arc than [w]C, D. I don't think you get all your jump options though, but I haven't tested.
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If your having execution problems just practice more, there isn't really any tricks to his combos. They just sort of work. As for approach, thats every valks biggest problem. Some good ways to cover distance fast and still be able to block are too j.d,j.c,j.d, then depending on where you expect your opponent to be you either block, [h]j.b or [h]j.c. To cover a different range you can do j.d dash, j.d then do the same list of options, it makes for a different float than doing a wolf transform c to untransform. Also after a 236+c you can pretty much make it safe on block with by wolf dashing back and then untransforming and barriering afterwards. There is more but it really just sounds like you need to play more and maybe check out some more vids (even though there aren't many) Also I finally figured out how to add the super extension for my regular 236c combo! So now when I have super the combo I use is 236C 9d, [w] j.a ~ j.b, b 236b x 2 5c ~ j.b, j.b, d [h]st.a, st.b xx super! can do like 6.5k maybe more with the right starter. Adding the st.a makes it so you can hit that combo even when characters are a bit higher up and it would normally whiff.
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You can get st.B stuff midscreen as well it really just depends on how high you've managed to POP up the other person. Of course most combos that make it work really only work 100% going into the corner. Also the trick to get st.b at all, is you must end up lower then them by just a bit when you 7D so that way your downward momentum puts you in the perfect place, to hit the st.b. Im really bad at it, but mostly just cause I do different combos than most people.
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http://www.youtube.com/watch?v=eq93whmY-xQ&feature=sub Madteaparty did a valk vid, good extensions on known stuff, seems to have gotten a good timing down for wolf into human relaunch. I wonder how many people can get hit by double super in the corner??
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its not a combo though no reason to say look you can cancel to command grab here or reg grab its not special and its obvious.