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Dreize

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  1. Yup. The wallsticking had me a bit perplexed at first, but your assessment is reasonable. Probably going to end up being something like that. This would also explain why Valkenhayn players aren't using the midscreen tk.214B routes (and not just a few of them, NONE of them are using them). I've mostly been seeing our standard midscreen BnB off of N-starters, which is odd. Yes, exactly. It's basically a corner carry trade-off for better wolf-gauge conservation. Our CT was never particularly useful anyways, so I don't mind this. At least Corner Throw > CT should still be there, which has always been our best way to utilize CTs mid-combo. Or...well....we'll see.... I'll leave that aside until I get some form of confirmation. 5C > 6D > w[j.B > j.C] has always worked due to the geschwind cancel height increase. Not sure what you're trying to say here. Yeah, the oki is very poor. But that's okay. It's not even really a command grab anymore either, just a regular throw that he can do in wolf mode. I think this was a fair change. The command grab was a bit redundant. Hit the nail on the head, yes. I definitely agree that from what we've seen he's better than 1.1 Valk, and weaker than 1.0 Valk. Somewhere in the middle.
  2. Have any early Japanese tier lists been posted yet? Color me curious.
  3. So, what are everybody's thoughts on CP2 Valkenhayn? My opinion of him is almost finalized, so I'm a bit curious about what everybody else thinks at this point. Yes, it's possible in CP1.1 off of a w[5A] starter. Whether you end up side-switching or back on the original side is directly dependent upon the distance between you and your opponent before the w[5C > 236A]. For instance, if you did Max Range/Close to Max Range IOH w[j.A > 5C > 236A > 6D] > j.D > 2C > 6B > 2C > 5C > j.B > dj.B > j.C you'd end up back on your original side. However, if you were closer you'd end up side-switching. This can also be said about w[5A > 5C > 236A], w[5C > 236A], or w[5B > 5C > 236A]. So yes, as you stated, it's all directly dependent upon distance. With Rising w[j.C] however, there is no compromise: Rising w[j.C > 5B > 5C > 236A, etc] will always bring you back to your original side regardless of distance before the w[5C > 236A]. In order to circumvent these distance issues you can add in w[6D > j.A > 5C] after the initial w[5C] and before the w[236A] at the cost of more wolf meter, and you'll always end up side-switching if you do. However, if you do this, you wont be able to do the full combo off of w[5A/j.A] and will only be able to do it off of N starters like w[5B/j.C/5C].
  4. Last post reserved just in case. Going to do something a bit different this time. Since CP 2.0 is not yet upon most of us this thread wont currently be used as a starting point for new Valkenhayn players, as most players who frequent Dustloop are still playing 1.1. Therefore, in order to avoid clutter and to focus solely on the new/different additions in 2.0 this thread's primary use will be to compile/list/discuss some of the new/different routes that Valkenhayn players will be using in 2.0 (this also includes the stuff that we lost in 1.0 that has been added back in 2.0). I will be taking the old 1.1 thread and weeding out all the outdated information in the coming weeks (I've already done a good portion of it) and adding all the revelant information back into this thread. However, for now, this thread's primary purpose is to gain better insight into Valkenhayn's new/different routes. Theorycrafting is permitted and encouraged, but please explicitally outline it otherwise new players who come to this thread for information once it has been fully converted/when 2.0 drops may get confused and potentially attempt to learn combos that are not possible and were simply theorized at the time. The list of new/different combos is going to build-up steadily, but it will eventually be cut down due to proper optimization. I will be updating this thread with new/different combos on a daily basis.
  5. Reserved for F.A.Q, video section, credits, etc.
  6. Wolf Starters: Midscreen ~ j.A > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sj.B > j.A > j.B > dj.B > j.C] [1709 DMG, 12 HG] j.A > 5B > 5C > 6D > j.A > 5B > IAD > [j.A > j.B] x3 [1744 DMG, 13 HG] j.B > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > sj.B > j.A > j.B > dj.B > j.C] [2208 DMG, ??? HG] 5C > 6D > j.A > 5D h[5B > 5C > j.B > dj.D] > j.A > j.B > j.A > 5D > h[5B > 5C > sj.B > j.A > j.B j.B > j.C] [2485 DMG, 17 HG] j.C > 5B > 5C > 6D > j.A > IAD j.B > j.C > 5B > sj.A > j.B > j.A > 5D > h[5B > 5C > j.B > j.B > j.C] [2820 DMG, 20 HG] Wolf Throw > j.236A > 236A > 5B > j.A > j.C > dj.D > h[j.C] [2762 DMG, 20 HG] Midscreen to Corner ~ (AH) 5B > j.A > j.236A > j.236B > 6D > j.B > j.A > 5D > h[2C > 236A > 2C > 6B > 2C > tk.214B > 3C [2490 DMG, 18 HG] Back to Corner ~ Corner ~ j.A > 5B > 5C > 236A > 5D > h[2C > 6B > 5B > 2C > j.B > dj.B > j.C] [2216 DMG, 16 HG] j.A > 5B > 5C > 236A > 5D > h[2C > tk.214B > 6C > 3C > 236B] [2085 DMG,16 HG] j.A > 5C > 236A > 5D > h[2C > 6B > 2C > tk.214B > 3C > 236B] [2265 DMG, 17 HG] [AA] 5B > j.A > j.C > j.236A > j.236B > 6D > j.B > j.A > 5D h[2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [2609 DMG, 18 HG] [AA] 5B > j.A > j.C > dj.C > 9D > j.B > j.A > 5D > h[2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B] [2273 DMG, 19 HG] 5C > 6D > w.jA > 5D > h[5B > 5C > tk.214B > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C] [3085 DMG, 22 HG] 5C > 236A > 236C > j.236A > j.236B > j.236C > 3D > j.D > h[j.C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C] [4065 DMG, ?? HG] j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 5B > tk.214B > 6C > 3C > 236B] [3313 DMG, 19 HG] j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 236A > 2C > tk.214B > 5B > 2C > j.B > dj.B > j.C] [3412 DMG, 24 HG] j.C > 5C > 236A > 236C > j.236C > 3D > j.D > h[j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3877 DMG, 27 HG] [50%] j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 5B > 2C > j.D] > j.B > j.C > dj.C > j.236A > j.236C > j.236B > 3D > j.D >h[j.C > (632146D)] [3705 (4725) DMG, 26 HG] Wolf Throw > h[2B > 2C > tk.214B > 236A > 5B > 2C > sj.B > dj.B > j.C] [2757 DMG, 19 HG] Wolf Throw > h[2B > 2C > tk.214B > 5D] > 5C > 236A > 236C > j.236A > j.236B > j.236C > j.214C > j.214A > j.214C [3497 DMG, 25 HG] [50%] Wolf Throw > h[2B > 2C > j.D] > j.B > j.C > dj.C > j.236A > j.236C > j.236B > 3D > h[j.D > j.C > (632146D)] [3283 (4307) DMG, 23 HG] [50%] Wolf Throw > j.214C (whiff) > 5C > 236A > 236C > 3D > j.C > d.jC > j.236C > j.236A > j.236B > j.214B > j.214C > (w.j236236C) [3949 (4669) DMG, 29 HG] Air Wolf Throw > j.236A > 5C > 236A > 5D > h[5B > 2C > sj.B > j.B > j.C] [3085 DMG, 22 HG]
  7. Human Starters: Midscreen ~ 5B > 5C > 236B~236B [1893 DMG, ?? HG] (CO) 5B > 5C > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3010 DMG, ?? HG] [50%] 5B > 5C > 236A > RC > 2C > 6B > 2B > 5C > 236B~236B [2998 DMG, ?? HG] [50%] 5B > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2977 DMG, ?? HG] [50%] 5B > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C [2844 DMG, 16 HG] Throw > 236C > 5C > sj.B > j.A > j.B > dj.B > j.C [2528 DMG, 18 HG] Throw > 236C > 5C > j.D >w[j.A > j.C > dj.C > j.236A > j.236B > j.214A > j.214B] [3141 DMG, 23 HG] Midscreen to Corner ~ 5C CH > 236C > 6D > w[j.C > j.236C > 6D > j.B > j.B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C (> 236B) [4342 DMG, 27 HG] 5C CH > 236C > 9D > w[j.C > j.236C > 3D > j.D] > j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [4081 DMG, 29 HG] 6B FC > 2C > 5C > 236C > 2C > 6C > 5D > w[236A > 5D] > 2C > 5C > tk.214B > 5B > 2C > j.B > dj.B > j.C 6B FC > 2C > 5C > 236C > 2C > 6C > 5D > w[236A > 5D] > 2C > 5C > j.D > w[j.B > j.C > dj.C > j.236A > j.236C > j.236B > j.214A > j.214C [4543 DMG] Throw > 236A(w) > 6D > w[j.A(w) > 5C > 236A > 5D] > 2C > tk.214B > 6C > 3C > 236B [3110 DMG, 22 HG] Throw > 236A(w) > 6D > w[j.A(w) > 5C > 6D > j.A > 5D] > 5B > 2C > tk.214B > 6C > 3C > 236B [2853 DMG, 20 HG] Back to Corner ~ (CO) 5B > 5C > 236C > 2C > j.D > w[j.A > j.C > j.236B > 6D > j.B > j.A > 5D] > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3255 DMG, ?? HG] 5C CH > 236C > 6D > w[j.C > j.236C > j.236B > 7D > j.D] > j.C > 5B > 236A > 5B > 2C > j.B > dj.B > j.C [3823 DMG, 27 HG] 6B FC > 2C > 5C > 236C > 3D > dash (to switch sides) w[5C > 6D > j.A > 5D] > 5B > 2C > 6C > Walk forward (Or Forward Dash) > 5C > 236A > 5B >2C > j.B > dj.B > j.C [3846 DMG, 27 HG] 6B FC > 2C > 5C > 236C > 6D > j.D > 2C > 6C > 5D > w[236A > 5D] > 2C > 5C > tk.214B > 5B > 2C > j.B > dj.B > j.C [4060 DMG, 29 HG] Corner ~ 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 2C > 5C > sj.B > dj.B > j.C [3017 DMG, 21 HG] 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > dj.D > w[j.B > j.C > j.236C > j.236B > 3D > j.D > j.C > 632146D [4351 DMG, 23 HG] 5B > 5C > 236B~236B > w[brj.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3770 DMG, 30 HG] 2B > 5B > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [2650 DMG, 19 HG] 6C > 2C > 6B > 2C > tk.214B > 5D w[5C > 236A > 5D] > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3530 DMG, ?? HG] 6C > 2C > 6B > 2C > 5C> tk.214B > 2C > 236C > 2C > j.D > w[j.B > j.C > j.236A > j.236C > j.236B > 3D > j.D] > j.C > (632146D) [3796 / 4820 DMG, 27 HG] 6C FC > 2C > j.D > w[j.C > 5D] > 2C > j.D > w[j.C > j.236C > 2D > j.D] > 2C > 6B > 3C > 236A > 5B > 2C > tk.214B > 3C > 236B [4014 DMG, ?? HG] 6B FC > 2C > 5C > 236C > 2C > 6C > 2C > 5C >tk.214B > 2C > 236A > 5B > 2C > sj.B > dj.B > j.C [4084 DMG, 29 HG] 6B FC > 2C > 5C> 236B~236B > 3D > w[5C > 236A > 5D] > 2C > 6C > 2C > j.D > w[j.B> j.C > dj.C > j.236A > j.236C > j.236B > j.214A > j.214B > (j.236236C)] [4953 (5673) DMG, 29 HG] [25%] 6B(1) FC > CT > 2C > 5C > 236C > 2C > 6C > 2C >tk.214B > 2C > 236A > 5B > 2C > sj.B > dj.B > j.C [4732 DMG, 18 HG] [75%] 6B(1) FC > CT > 2C > j.D > w[j.B > j.C > 5C > 236A > 5D] > 2C > 6C > 2C > j.D > w[j.B > j.C > dj.C > j.236A > j.236C > j.236B > 3D > j.D > j.C > (632146D) [5453 (6477) DMG, 22 HG] Forward Throw > 5B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [3009 DMG, ?? HG] [50%] Forward Throw > 5B > 2C > j.D > w[j.B > j.C > 5D] > 2C > j.D > w[j.B > j.C > j.236A > j.236B > j.236C > 3D > j.D] > j.C > 632146C [4536 DMG, 25 HG] Air Throw > delay j.214B > 2C > j.D > w[j.B > j.C > dj.C > j.236A > j.236C > j.236B > j.214B > j.214C] [3475 DMG, 25 HG]
  8. General Overview: Valkenhayn is a relatively tricky character to use, as he relies on the player being constantly cognizant of his/her wolf meter. At times, you may find yourself opting for combos that use less wolf meter in order to reserve a good amount of it for extended oki/pressure/mix-up, etc. Acting recklessly during wolf mode may cause you to fully deplete said meter, thus putting you in a rather unpleasant situation. If such an occasion arises (ideally it shouldn't be happening) playing the spacing/poking game until you've fully regenerated your meter is a solid option in most cases, as you're essentially stalling for time. New to Chrono Phantasma, Valkenhayn can actually link a h[236B~236B] from his 5C. Since most normals chain into 5C, using 5C > h[236B~236B] as a means to create space between you and your opponent while stalling for wolf regen time has become quite a solid option. In short, please try to keep in mind that wolf mode is an extremely important/core aspect of Valkenhayn's neutral, and is not solely used for combos. With that being said, regularly using three w[4D] command dashes in succession as a means to approach/get in with wolf mode is generally frowned upon, since you're essentially crippling your combo potential for when you do actually land a clean hitconfirm. It's most definitely a two way street, and part of being a strong Valkenhayn player is actively being able to properly balance and utilize wolf/human mode both effectively yet efficiently. If you do find yourself running out of wolf meter mid combo, try to end said combo with w[j.214A/j.214B]. Note: You will notice that combos which start with wolf mode will indicate which segment is performed in human mode with an h[ ], likewise, you will also notice that combos which start with human mode will indicate which segment is performed in wolf mode with an w[ ]. Transitions from human mode to wolf mode and vice-versa are excluded from this rule and will not be put into parenthesis. Please PM/VM me if any confusion arises as I will be updating this thread on a daily basis. Current Combo Count: W.I.P. Screen Positioning Explanation: Midscreen: These combos may vary, and not all of them will end in the corner. However, these are combos that can be done around the fullscreen-ish/midscreen-ish area without the need of the corner. Midscreen to Corner: These combos start around the midscreen-ish area and require the corner for full completion. Combos found in this sub-section will mostly end in human strings and are solid for regenerating wolf meter. Near Fullscreen: These combo's start around the 1/3rd-ish stage mark and will mostly end in the opposite corner. Combos found in this sub-section will mostly start from strong starters and have very good corner carry. Back to Corner: These combos start with your back being extremely close towards the corner. Combos found in this sub-section will mainly focus around bringing your opponent back into the corner behind you. Corner: These combos mostly start with your opponent being directly in the corner, but it is important to note that some work relatively close/near to the corner and have slight corner carry. Combos found in this sub-section have many different purposes, and Valkenhayn's most damaging combos can be found here. General Screen Positioning: Notations: [table] jJump djDouble Jump sjSuper Jump adAirdash IADInstant Air Dash jcJump Cancel sjcSuper Jump Cancel CHCounter Hit FCFatal Counter RCRapid Cancel OD(LvL?)Overdrive Level (j.C)Falling j.C 6B(1)First Hit Of 6B tkTiger Knee w[ ]Wolf Sequence h[ ]Human Sequence CTCrush Trigger (CS: )Character Specific Combo (CO)Only Works On Crouching Opponent (AH)Only Works On Aerial Hit xNRepeat ??? N amount of times DMGDamage HGHeat Gain % [x%]Heat Required[/table] Overdrive Explained Press A+B+C+D while standing or airborne to activate overdrive. Overdrive costs an entire burst gauge and places Valkenhayn in a temporarily powered up state. Overdrive lasts longer the less life you have remaining. Combos in this thread that use overdrive will list the required level of overdrive which will range from 1-10. The duration of overdrive for Valkenhayn is calculated by the following table: Please note that cancelling a move into overdrive splits it's duration in half. Overdrive Levels: Health (%) 100-90 = Level 1 Health (%) 089-80 = Level 2 Health (%) 079-70 = Level 3 Health (%) 069-60 = Level 4 Health (%) 059-50 = Level 5 Health (%) 049-40 = Level 6 Health (%) 039-30 = Level 7 Health (%) 029-20 = Level 8 Health (%) 019-10 = Level 9 Health (%) 009-0 = Level 10 Basic Combo Theory Combos involving wj.A > 5D > 5B Can be pretty annoying to land due the reduced untechable time of wj.A, so try to delay wj.A as much as possible to get the 5B to connect. If that is not possible, for example you may be using w[5B > 5C > 6D > j.A] > 5D > 5B, opt for the wolf loop instead: w[5B > [iAD wj.A > j.B > 5B] x N. If you find yourself low on (or out of wolf meter) use the human only routes to regain more wolf meter for your offense. Midscreen Human Confirms On Standing Opponents - These confirms are anything such as 2A / 2B / 5B / 5C / j.C (You get it) ----> Any Hit > 5B > 5C > 236A ----> Any Hit > 5C > 236B~236B RC combos (Requuires 50% heat and excludes A starter confirms since they're not worth the meter) ---> (5B) > 5C > 236A > RC > 2C > 6B > 2B > 5C > 236B~236B [Human only route] ---> (5B) > 5C > 236A > RC > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C ---> (5B) > 5C > 236A > RC > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C ---> (5B) > 5C > 236A > RC > 5D > w[5B > 5C > 6D > j.A > 5B >[ IAD j.A > j.B] x4 ] On Crouching Opponents 2A ----> 5B > 5C > 236C > 2C > j.B > dj.B > j.C [2025 Damage] [Human only route] ----> 5B > 5C > 236C > 2C > sj.B > j.A > j.B > dj.B > j.C [2106 Damage] [Human only route] ----> 5B > 5C > 236C > 2C > j.D > w[j.A > j.B > (5B > IAD j.A > j.B)] x2 [2142 Damage] 2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C ---> (5B) > 5C > 236C > 236A [Human only route] ---> (5B) > 5C > 236C > 2C > sj.B > j.A > j.B > dj.B > j.C [Human only route] ---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C ---> (5B) > 5C > 236C > 2C > j.B > j.214B > 9D > w[j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C ---> (5B) > 5C > 236C > 2C > j.D > w[j.A > j.C > j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > sj.B > dj.B > j.C (Timing of wj.A > 5D > 5B can be tough) ---> (5B) > 5C > 236C > 2C > sj.B > dj.D > w[j.A > j.B > j.A > [5B > IAD wj.A > j.B] x3 Throw ---> 236C > 5C > j.B > dj.B > j.C [2450 Damage] [Human only route] ---> 236C > 5C > sj.B > j.A > j.B > dj.B > j.C [2528 Damage] [Human only route] ---> 236C > 6D > w[j.C > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [3009 Damage] (Cancel into wj.C quick) Wolf Throw ---> w[j.236A > j.236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2911 Damage] (Cancel into wj.236A immediately) Corner Human Confirms 2A ----> 5B > 3C > 236A > 2A > 5B > 2C > sj.B > dj.B > j.C [1974 Damage] [Human only route] ----> 5B > 3C > 236A > 2A > 5B > j.B > j.214B > 2C > j.B > dj.B > j.C [2048 Damage] [Human only route] 2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead) ----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [Human only route] ----> (5B) > 3C > 236A > 2A > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C ----> (5B) > 5C > 236B~236B > w[brj.A > 5C > 236A > 5D] > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C ----> (5B) > 3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B ----> (5B) > 3C > 236A > 6D > w[j.A > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B On Crouching Opponents 2A ----> 5B > 5C > 236C > 2C > tk.214B > 6C > 3C > 236B [2343 Damage] [Human only route] 2B / 5B / 5C / 6B / j.B / j.C / j.C > RC > j.C (If you started with 6B omit it mid combo and use 236A instead if combo allows) ---> (5B) > 5C > 236C > 2C > tk.214B > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [Human only route] ---> (5B) > 5C > 236C > 2C > tk.214B > 5D > w[5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C ---> (5B) > 5C > 236C > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > tk.214B > 3C > 236B ---> (5B) > 5C > 236C > 5B > 2C > j.D > w[j.B > j.A > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C Throw ---> 5B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [3009 Damage] [Human only route] ---> 236A > 2C > 6B > 2C > tk.214B > 3C > 236B [2874 Damage] [Human only route] ---> 5B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3517 Damage] Wolf Throw ---> 2B > 2C > tk.214B > 6B > 5B > 2C > j.B > dj.B > j.C [2919 Damage] [Human only route] ---> 2B > 2C > tk.214B > 5D > w[5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] [3405 Damage] ------ Midscreen Wolf Confirms wj.A / w5A / wj.B ----> w[5B > 5C > 6D > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C ----> w[5B > 5C > 6D > j.A > [5B > IAD wj.A > j.B] x3 ----> w[5B > 5C > 236A > IAD j.AA(delay) > 5D] > 5B > 2C > j.B > dj.B > j.C ----> w-5B > 5C > 236A > 5D] > 5C > j.B > j.C w5B / w5C / wj.C ---> w[5B > 5C > 6D > j.A > [5B > IAD wj.A > j.B] x4 ---> w[5B > 5C > 6D > j.A > 5B > IAD j.B > j.C > 5B > sj.A > j.B > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C ---> w[5B > 5C > 6D > j.A > 5D] > 5B > 2C > j.B > dj.D > w[j.A > j.B > j.A > 5D] > 5B > 5C > j.B > dj.B > j.C Corner Wolf Confirms wj.A / w5A / wj.B ----> w[5B > 5C > 6D > j.A > 5D] > 5B > 236A > 5B > 2C > j.B > dj.B > j.C ----> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 3C > 236B ----> w[5B > 5C > 236A > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C ----> w[5B > 5C > 236A > 236B > j.236A > j.236B > j.236C > j.214A > j.214B] w5B / w5C / wj.C (If starting from w5C, use w5C > 6D > wj.A > w5C > w236A > 5D > etc for better hitconfirm) ---> w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > tk.214B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C ---> w[5B > 5C > 236A > 5D] > 2C > 236A > 2C > 6B > 2C > tk214B > 6C > 3C > 236B (Slightly delay 6B to get the distance for 6C to hit) ---> w[5B > 5C > 236A > 5D] > 2C > 6B(1) > 236C > 236A > 5B > 2C > tk.214B > 6C > 3C > 236B ---> w[(5B) > 5C > 236A > 236C > j.236C > 3D > j.D] > j.C > 5B > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B OD Combos Midscreen: Throw > OD > 632146D Throw > OD > 236B(w) > 9D > j.236236C (input quite quickly) Corner: FC 6B(1) > CT > 5D > w[(j.C > 5C > 236A > 236C > 2D > j.D] > 2C > 5C > j.D > w[j.B > j.C > j.C > j.236A > j.236C > j.236B > 3D > j.D] > j.C > 3C > OD > 3C > 632146D [6988 (7151) Damage] w[j.A > j.C > dj.C > 3D > j.C > j.236C > j.236A > j.236B > 3D > j.D] > j.C > delay j.214B > 3C > OD > 3C > 632146D [4011 Damage] Wolf Sweep Loop Valkenhayn can optimize certain combos with his w[5C] coupled with the wolf brake, this is more commonly referred to as the "Wolf Sweep Loop." Combos that utilize this loop tend to be very wolf meter intensive and executionally demanding, and so they are not needed. Here's an example of a combo that utilizes the Wolf Sweep Loop: 5A > 5C > [3D > 4C > 5C] x3 > 6D > 1C > j.A > 5D > h[5C > 236A > 2C > tk.214B > 6C > 3C > 236B] [2863 DMG, 20 HG] For learning purposes I've put the part of the combo that utilizes the loop in bold & italics. The loop is notated as [3D > 4C > 5C] xN, wherein the xN is being used to indicate the number of reps. Steps: 1. Input w[5C]. 2. Immediately follow-up with 3D (anything above 3 reps requires 3D due to spacing issues). 3. Next, input a slightly delayed 4C (this is the wolf brake). 4. Now hold the 4C to get another w[5C]. 5. Rinse & repeat from step 2. Here is a video that showcases the loop. Wolf Gauge Usage Rasen Wolf is a wolf dash done when already in wolf mode and Geschwind is a wolf dash done with wolf-cancelable normal. Everytime you use Rasen (1D/2D/3D) or Geschwind (Any), 10% of the wolf gauge is instantly removed. To test it, you can do 1DC xN as fast as possible. You should be able to do it 9 times with the remaining 10% being the gauge naturally depleted. If you don't brake a wolf dash, your wolf gauge will deplete faster during the wolf dash duration. Looks like it's around 3 or 4 times faster than the natural wolf depletion. For Rasen 6D, 15% is instantly removed. For 9D, 8D, 7D and 4D, 20% is instantly removed Wolf backdash: ~5% w5A>w5B>w5C: ~5% w5C>w236A: ~7% w5C>6D>wjA: ~20% w5C>brjA: ~15% Air hit w5B>IAD wjA>wjB xN: ~5% xN Air hit w5B>866 wjB>wjA: ~7% Air hit w5B>IAD>wjB>wjC: ~10% Air hit w5B>swjA>wjB>wjA: ~7%
  9. Same to you dude. Sure. Although Kiba is much more reliable and consistent than I am. Just give me a day or two to set some time aside to watch the videos, re-organize my personal notes, and catch-up on all the changes. Should have it up relatively soon. Kiba/you/whoever has permission can edit it whenever in-case I'm unavailable but I'll do my best to keep it up-to-date.
  10. Man, it has been a while. I need to do some catch-up.
  11. Sounds like we're getting x-factor esque guard cancels with OD? https://www.youtube.com/watch?v=6sLaUXl4pv0 Makes sense in all honesty. I was initially surprised that it wasn't in vanilla CP anyways.
  12. I'm curious to see where they plan on going with these changes.
  13. Felt kinda bad for Dogura. Dude made a few big mistakes that really cost him. For instance, https://www.youtube.com/watch?v=8DaaLWQheI4#t=1589 Teched right into that distortion and didn't block costing him the game.
  14. It's alright dude.
  15. Just bookmark the thread and you'll receive regular notifications whenever someone makes a new post.
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