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Everything posted by KaiserCX
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Some of these kind of use a lot of wolf meter, but I was having fun messing around with them. Midscreen ODLv1 j.C > OD > j.C > 3D w[j.A > 5C > 3D4C > 236B > j.1D > j.5D] > 2C > 6B > 2C > tk.214B > dash forward > 5C > j.B > dj.B > j.C [3209Dmg, 23HG] w5B > 5C > 236A > j.236B > j.2D > j.D > h[3C > 236C > delayed 6D] > j.A > 5D > h[5C > tk.214B > dash forward > 5C > j.B > dj.B > j.C] [3185Dmg, 22HG] w5B > 5C > 236A > IAD > j.A > j.A > 5D > h[3C > 236C > delayed 6D] > j.A > 5D > h[5C > tk.214B > dash forward > 5C > j.B > dj.B > j.C [2834, 20HG] Midscreen to corner (CO) 2A > 5B > 5C > 236C > delayed 6D > w[j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2430Dmg, 17HG] (CO) 2A > 5B > 6B > 236C > delayed 6D > w[j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2506Dmg, 17HG] (CO) 5B > 5C > 236C > delayed 6D > w[j.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [3619Dmg, 25HG] (CO) 5B > 6B > 5B > 5C > 236C > delayed 6D > w[j.A > 5D] > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3720Dmg, 26HG] (CO) 5B > 6B > 5B > 5C > 236C > delayed 6D > w[j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [3704Dmg, 26HG] ODLv1 5B > 5C > OD > 5B > 5C > 6D > w[j.A > 5C > 3D4C > 236B > j.1D > j.D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4099Dmg, 29HG] w5B > 5C > 236A > j.236B > j.2D > j.D > h[3C > 236C > delayed 6D] > j.A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [3458Dmg, 24HG] w5B > 5C > 236A > IAD > j.A > j.A > 5D > h[3C > 236C > delayed 6D] > j.A > 5D > h[2C > 6C > dash forward > 5C > j.B > dj.B > j.C] [2898Dmg, 20HG] Throw > 236C > delayed 6D > w[j.A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C [2919Dmg, 20HG] Back to corner w5B > 5C > 236A > IAD > j.A > j.A > 5D > h[3C > 236C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C] [3043Dmg, 21HG] IAD j.A j.A path doesn't work on Carl, Kokonoe and Mu. Stricter timing but still works on Bang, Rachel and Hakumen. The two cannon path I haven't tried on everyone, but it did work on Carl and Kokonoe.
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We also have... 5B > 3C > 236A > 2A > 2C > 6C > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C for 3.4k Not on BB right now so I'll check the actual damage and meter gain later.
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Midscreen Wolf Starter 5B > 5C > 236A > run up > 5C > 236B > 2D > j.D > h[2C > 6B > 2C > tk.214B > dash forward > 5C > j.B > dj.B > j.C [3595Dmg, 25HG] Corner Human Starter 5B > 5C > 236B~236B > w[brJA > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4005DMG, 28HG] 50% Heat: 5B > 5C > 236B~236B > RC > 5D > w[5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4254DMG, 20HG]
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Some simple ODLvl1 combos, they might already be here and I just missed them though. Midscreen: 5B > 5C > OD > 3C > 6D > w[j.A > j.C > dj.C > j.236B > 1D > 5D] 2C > 6B > 2C > tk.214B > forward dash > 5C > j.B > dj.B > j.C [3802Dmg, 27HG] Midscreen to corner: 5B > 5C > OD > 5B > 5C > 236B ~ 236B > 6D > w[j.A > 5C > 236A > 5D] > 2C > 6B > 236A > 2C > tk.214B > 6C > 3C [4225Dmg, 30HG] Messing around trying to find max damage meterless off of 2A in the corner. (CO) 2A > 5B > 6B > 236C > step forward > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2712Dmg, 19HG] 2A > 5B > 5C > 236B~236B > w[brJA > move forward > 5B > j.A > j.C > 236A > 236B > 214A] [2696Dmg, 10HG]
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@50-50 Wolf command grab has a lot of proration on it so seven loops won't work. The most you can get off is four loops, five or more loops will cause the opponent to tech between the brJA and human 5C. w236C > RC > 665D > D > 5C > [3D>4C]x4 > 1DCA > 5D > 5C > 632146D [4034Dmg] This combo honestly isn't practical due to... w236C > RC > 665D > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C > 632146D [4074Dmg] And you have the option to OD DD finish for 4.7k. Not to mention 3C gives you good oki so if you don't have the meter or if DD won't kill then you have good oki options at least. EDIT: Just noticed you have 3C instead of 5C, that might work but I have my doubts. I'll mess with it later. EDIT 2: 3C does appear to work, but however it's unstable, there's a good chance it will go under and miss. I've done 236C > RC > 5C > [3D>4C]x6 > brJA > 3C and it led to 3,3xx damage, judging by that the combo will lead to 4.3k damage. It's really not worth it for the amount of execution required between the wolf loops and getting 3C to hit.
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@Jyosua Midscreen: 5B > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > j.C >dj.C > j.236B > 1D > 5D] > 2C > 6B > 2C > 5C > j.B > dj.B > j.C [3748Dmg, 17HG] Midscreen to corner: 5B > 5C > 236B > RC > 5C > j.D > w[j.A > j.236A > j.236B > 6D > j.B > j.A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [3754Dmg, 18GH] Midscreen: 5B > 5C > 236B > RC > 5C > j.D > w[j.A > j.236A > j.236B > 1D > 5D > h[2C > 6B > 2C > tk.214B > dash forward > 5C > j.B > dj.B > j.C] [3845Dmg, 18HG] Or instead of tk.214B > dash > ect. you can just do 2C > 5C > j.B > dj.B > j.C for 3792 damage. Corner: 6B CH > 2C > 5C > 236B~236B > 3D4Dx3 > 6D > j.A > 5C > 236A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C] [4709Dmg, 33HG] 4857 damage and 34 heat with 4 loops, but it causes it to tech right after 3C. It might be possible if you do everything fast as possible.
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Thanks Kiba and good games to you as well. That was fun even with the delay, it was pretty stable for the most part. Man your Tsubaki pressure is definitely hard to deal with and when you were on defense I couldn't read when you were going to DP. That Tsubaki neutral is just... so very painful. Your Valk neutral was definitely good, I certainly was having trouble getting to you to pressure and your Valk mix-up was making me jealous. You made me realize that I need to use command more often and I need to stop mainly going for instant overheads after w5C. Anyhow definitely fun matches man, I enjoyed it!
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I was messing around in training has anyone tried this? (w5AxN >) w5B > IAD > 1DCB You get a quick dash into falling wj.B, depending on how long you waited and distance you'll either cross up or do it on the same side.
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Okay I was mistaken on w5C punish for 214D, just go for w5B if you're going the 5D route to make it wiff and the only way you're getting 236C to land if you go the dash route is if you yomi and dash early, so I really don't recommend that. Also as I'm sure you know you can 5D through 214B as well, but you've really gotta be on point to do it or the Ragna has to have really poor mix-up.
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I tested it in training off of standard block string of 5B > 5C > 214D and 5B > tk.214D at 5B range. I get the wave effect indicating the attack wiffed when I go into wolf form.
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Just thought I'd add something regarding his 214D and TK version of it, though you guys probably already know. If you don't feel comfortable doing J.A to punish it, you can punish it by just going into wolf and using the invincibility frames and punish with w5C and if you're not comfortable doing that, you can simply just forward dash under him and punish with 236C if you reacted fast enough, or even go into wolf form and w5C if you're close enough.
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Nice FC 6C combo, I've been meaning to experiment with 6C fatal. w5B > 5C > 6D > j.A > j.C > j.236B > 1D > 5D > h[2C > 6B > 2C > 236A > 5B > 5C > j.B > dj.B > dj.C] [3292Dmg, 23HG] EDIT: Don't bother with that combo, it's character specific that works on Tsubaki, partially works on Amane and fails on Rachel, not going to bother doing a full list as it's not worth the 50 damage increase over dash 5C combo.
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Things I've had good success with, some of them Magaki has posted but figured I'd reinforce it as well. wj.665D for air grabs wj.665D5D7D5D > j.A/B/C for baiting AAs and cross-up if spaced correctly with j.B wj.236A > 3D/2D > j.B, just gotta be sure to space it correctly wj.236B > 2D/7D > 5D > j.A/B/C wIAD > j.A for mid-screen cross-up on opponent's neutral wake-up wIAD > 7D > j.B wj.3D > j.B wj.1/2D jump towards you opponent and bait AA land and 5C, I rarely use it but it works on occasion wj.6D > 5D > j.C wj.6D > 7D > j.B or 5D > j.A/B/C I just put wolf in front of everything out of laziness. All of them can be started from human jump > 5D (outside of wIAD) as I'm sure most of us know, and some of them would be started from human in most cases. Figured I'd add this for people new to Valk though. I also had good success with w7D(was 7C) > 5D > air dash > whatever in Extend but haven't messed with it much here due to how annoying 7D is to do on the ground in CP. I was just holding up back and just doing it during jump before, but it is noticeably slower so I've gotten to the point where I don't like using that anymore. It especially sucks when trying to use it to avoid projectiles.
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Corner: 5B > 5C > 236B~236B > w[brJA > 5C > 6D > j.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [3973Dmg, 28HG] Corner 50% heat: 5B > 5C > 236B~236B > RC > 5D > w[5C > 6D > j.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [4217Dmg, 21HG] Midscreen to corner: 6B CH > 2C > 5C > 236C > 6D > w[4C > 5C > 3D4C > 6D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [4204Dmg, 30HG] 2 loops 4378Dmg, 31HG. 3 loops 4535Dmg, 32HG. With 3 loops if you do it too slowly they will immediately tech after 3C. Midscreen to corner 25% heat: 6B(1) CH > CT > 2C > 5C > 236C > 6D > w[4C > 5C > 3D4C > 6D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [5018Dmg, 19HG] Techs right after 3C if you add another loop. I found out you can do a cross under off of w236A combos with 6D > j.B. It's impractical but I think it looks kind of cool, figured I'd post it so if there's anyone looking for flashy combos for a combo video. Example for it w5C > 6D > j.A > 5C > 236A > 6D > j.B (cross under) > 5C > ect...
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My friend is pretty good with 623B, but yeah it's still not that good if you're aware of it. When she's pressuring you (non-GA) and uses teleports you can often punish her, if she does retreat teleport 236A will hit her, if she does advancing or stationary teleport you can 2A on reaction. Watch out on punishing the advancing teleport when she's pressuring you though, if it's spaced correctly it'll confuse your character into thinking she crossed you up so your normals will come out the wrong way. If she does phorizer and you're in human you can also input 6A during super flash to clash with it, for wolf just use 7D during super flash and punish. Her non-GA j.C is actually hard for me to punish it is active for 6f. Oh yeah and her 2A is 8f according to the wiki, it's a good move but it's still slow for an A.
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I played a friend who is using her well last night and I didn't do too well, but hey it's the first time I've fought a Bullet. I will say barrier blocking does seem to work incredibly well against her from what I've seen. Watch out for her DP-B command grab, it'll grab you out of air and ground wolf mix-ups (even wj.c) so you've gotta bait it like a normal DP. From my limited experience beast cannon only seems to beat j.D when you do it directly at her and she's had it active for a bit (although needs more testing).
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Yep it may seem like you're being an asshole for being upset even when you won (although I generally try to not complain), but I don't feel happy about myself when I win and drop nearly everything. Sweet could you post what you use to search for them on Nico please? I tried ゆいたば and 結束氏 for Yuitaba but I believe the last video uploaded was from September 26th.
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I don't think these were posted, apologies if they were. a-cho (09/22/13) Uma no Hone vs Azrael Uma no Hone vs Noze (HZ) Uma no Hone vs Relius Shuu vs Tsujikawa (TK) Shuu vs Galileo (LI) Noel vs Shiro Rachel vs Shiro Shimotsuki (IZ) vs Shiro Souji vs Carl Uma no Hone vs Dogura (AZ) Uma no Hone vs Galileo (LI) Shiro vs Hakumen a-cho BEST16 (09/22/13) Uma no Hone vs Hazama Dogura (AZ) vs Yuitaba Rachel vs Yuitaba Galileo (LI) vs Yuitaba Hakumen vs Shiro
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In terms of execution I'm fairly consistent in training (I have off days), but I can generally do wolf loops to a decent extent and I have BnBs down to an extent I'm happy with. But in matches online (on a good connection) I'm consistent at dropping stuff! I often drop simple stuff that I can do 95% of the time offline such as w5B/C > 1DCA and w5C > 3D4C as well as the 1D > 5D > h[2C...] part of w(j.)5B/C combos. I definitely agree with that, I'm much happier losing knowing I did everything right in terms of execution. When I drop most of my stuff and win it makes me feel fraudulent and I feel like I didn't deserve the win honestly. Also to Kiba, good job on the command grab set-up video. Also what is with the lack of good JP Valk players of recent? I wish there was a footage of a regular good JP Valk like in the Hima/Zekuso days of Extend, such a shame they seem to have stopped playing. I also like Yuitaba a lot, but I haven't seen anything from him recently either.
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Hmm I just found out that you can combo off of wj.214A/B CH with w5C by doing the wolf brake 5C. Midscreen: wj.214A/B CH > [3D > 4C] > 6D > j.A > j.C > dj.C > j.236B > 1/2DD > h[2C > 6B > tk.214b > 66 > 5C > j.B > dj.B > dj.C] [3146 Dmg, 22 HG] Corner: wj.214A/B CH > [3D > 4C] x 3 > 6D > 5C > 236A > 5D > h[2C > 6B > 236A > 2C > tk.214B > 6C > 3C] [3560 Dmg, 25 HG] Corner: wj.214A/B CH > [3D > 4C] x 4 > 6D > 5C > 236A > 5D > h[2C > 6B > 236A > 2C > tk.214B > 6C > 3C] [3711 Dmg, 26 HG]
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Honestly it's pretty normal for you to find certain movements on one side easier than others, personally I still kind of hate something as simple as 236236 while I'm on the left wide more than when I'm on the right side and I really hate 632146 while I'm on the right side. I've actually been using 3D7C for wolf loop, I find it easier to do that on stick than 3D4C it's easier for me to get back to 3D for some reason.
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I was doing my execution practice with wolf loops and instant overheads for day and realized... w5B > 5C > [3D > 4C]x3 > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [4014Dmg, 28HG] w5B > 5C > [3D > 4C]x4 > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [4182Dmg, 30HG] This seems more optimal for wolf meter usage than 4 loops I posted before, so it might be better to leave out 1 loop from the max you can do at least on this combo path. EDIT: Decided to to the other combos to compare. wj.B > 5C > [3D > 4C]x3 > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [3829Dmg, 26HG] wj.B > 5C > [3D > 4C]x4 > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [3670Dmg, 27HG] wj.C > 5B > 5C > [3D > 4C]x2 > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [3899Dmg, 27HG] wj.C > 5B > 5C > [3D > 4C]x3 > 6D > j.A > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C] [4064Dmg, 29HG] Decent w5A combos that I didn't see on the front page. Corner: w5A > 5B > 5C > [3D > 4C]x2 > 1DCA > 5D > h[5C > 236A > 2C > tk.214B > 6C > 3C] [2875Dmg, 20HG] Corner: w5A/j.5A > 5C > [3D > 4C]x3 > 1DCA > 5D > h[5C > 236A > 2C > tk.214B > 6C > 3C] [2995/2926Dmg, 21HG] Slightly more damaging and less wolf meter usage of the w5B > IAD loop combo. Midscreen: w5A > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sjc > j.5D] > j.AA > long delay > falling j.B > 5B > IAD > j.A > j.B (> 5B > j.B) [2191(2348)Dmg, 15(16)HG]
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Dreize is messing with you, "brake" is just the correct spelling for it not "break". As Dreize said you simply press 5C during your wolf dash and it'll stop you. If you're referring to the the brake in terms of wolf instant overhead then the same thing applies, you simply input 5CC or 1/2/3C5C (much harder to do, but 2f faster) or 5CCA if your intention was instant over head wj.A.
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I'm actually on stick as well so I don't know the best way to do it on controller, but you can actually bind B+C to a shoulder button for the wolf stop, but that might be awkward to pull off. I believe Kiba was using 6D4C, but he might have stopped using that.
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Midscreen to corner: w5B > 5C > 1DCA > 5D > h[5C > tk.214B > 6D > 5D > 236C > 6D > 5D > 2C > 6C > 2C > 6B > 5B > 2C > j.B > j.C] [3286 Dmg, 23HG]