-
Posts
894 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Dreize
-
No, never delay the w[j.A]. You're probably just not inputting the 5D > 5B fast enough. If you're getting w[5B] instead of h[5B] you're inputting the 5D too quickly.
-
http://www.dustloop.com/forums/showthread.php?17814-CP-Menu-Translations
-
Lmao GG's to Nemesis, those were some hilarious yet fun matches. Not sure why it got laggy at the end though. Finally getting a feel for this awful Ps3 pad & CP Valkenhayn, still dropping a bit and the movement is off but things are coming along pretty nicely! Good netplay day.
-
To be perfectly honest I tend to go with the flow when it comes to these things. If a lot of people want it changed then I'm more than willing to do it.
-
GG's to joeboy, Streetwalking, and GuardianSTL in the arcade lobbies.
-
Valkenhayn gets no video attention. Not everything is optimal, but it's definitely a good start, nice job. I really liked how you were primarily showcasing the h[tk.214B > IAD] > j.D > j.A > j.A, etc stuff because it's really important and everyone should be doing it.
-
We sort of have that in the guide, but I could add it in the combo thread as well. Similar to that idea, I was also thinking about creating a recommended combo list.
-
I want to create a rather large F.A.Q for the combo thread since people seem to be having a vast array of problems with Valkenhayn's CP combos. If any of you have any good F.A.Q questions & answers (perhaps something that you initially had trouble with) I'd really appreciate it if you'd send me them via PM since I'm sure that most people have different difficulties and covering a lot of them would be beneficial. Thanks. Yeah, I've actually had similar success and have been using 2D up until now as well. For me 1D is the hardest, 2D is the easiest, and 3D is normal. Still need to get good at doing it with 3D though. And to those who don't plan on learning the Wolf Sweep Loop in it's entirety I'd suggest that you at least learn how to do the first 2 reps for wolf pressure purposes.
-
If you use Amane like your avatar suggests then I have no doubt. They wont be able to combo you, hah.
-
Hello.
-
Why is he still our mayor. http://isrobfordstillmayor.com/
-
You know it's true Shyn! >.< w[j.C] is definitely react-able, but it's still an amazing wolf normal. Plus it's like his best starter in wolf form. In terms of mix-up potential I don't think that any new wolf normal is ever going to top w[j.A] though. I'm sure that it's possible. Probably something along the lines of not allowing him to wolf brake a command dash during it's start-up. Whatever the case, I don't see how it would break him. Obviously a minimum height on w[j.A] would be silly but they shouldn't need to go that far. As for the w[j.A] IOH being harder, I don't see how anyone can honestly say that it's easier. It's pretty much the same thing aside from the fact that we now must use 2 buttons as opposed to 1 and directional inputs. Even in Extend it was easier off of w[5A]/w[5B], that has not changed. I honestly don't think that any argument could be contrived in favor of the wolf brake being easier in CP that doesn't start with "Well, for me personally...". Thanks Kaiser. Added him to the list.
-
Because then the loading screen after a match doesn't take forever to load. That's why Ertroll keeps bringing it up. I've had it all disabled since day 1, and the difference in loading times is pretty substantial. Besides, if you still want to save a replay you can press triangle during the finish match screen. From what I can tell it doesn't seem like a lot of people that I've fought are doing this though. Ah well.
-
It's not really a stance change. The simplest way to define the wolf brake would probably be "Valkenhayn has the ability to essentially pause/stop during a wolf command dash, this is better known as the wolf brake as Valkenhayn is basically "braking" during a command dash." The input for the wolf brake in Extend was w[5C/j.C] during either rasen wolf or geschwind wolf (his two forms of wolf command dashes). Here is a video for visual reference. Please note that this is Extend and the notation for the wolf brake has changed in CP, but the concept is still the same. Take a look at 35 seconds in, the Valkenhayn player does 5A > 5B > 5C > 236A > 7D > w[j.C] (this is the wolf break) > j.D. The purpose of the wolf break in that instance was to stop during his 7D command dash and transform back into human mode in order to keep himself relatively safe. However, the wolf brake has many other uses. For instance, a Valkenhayn player can input w[5C > 5C (this is the wolf brake) > j.A] (this must be done extremely quickly) in order to get an instant overhead w[j.A]. What he is doing is using a wolf command dash (w[5C]) and then immediately cancelling out of the wolf command dashes start-up with the wolf brake (w[5C]) in order to make the w[j.A] come out faster than it normally would off of a regular w[5C] command dash without the brake. The instant overhead is a bit executionally demanding so you'll mostly see it during high-levels of play. But to be perfectly honest with you, the w[j.A] IOH shouldn't even be in the game if you ask me; it should have been taken out in CP (but for some reason it wasn't, and the devs know it since it's even in one of his challenge mode commands now). At any rate, it's even harder to perform in CP due to the command change. Valkenhayn players can also use the wolf brake during pressure. Take for example, w[5A > 5A > 5A > 5C > 5C (this is the wolf brake) > 5A]. What the player is doing in this instance is using three w[5A] lows, then using a command dash, then using the brake in order to land and go into another low w[5A]. So he's basically tricking you with the command dash and making you think that he is going to go high with w[j.A] but instead he uses the brake to land and go into another low w[5A]. Valkenhayn players can also use the wolf brake to optimize their wolf movement and cancel out of geschwind wolf at certain points. Up until now I've been using Extend examples/notation, but the concept is exactly the same in CP. In CP he can actually optimize certain combos with the Wolf Sweep Loop (which requires the usage of the wolf brake) but it's pretty hard to do. And now, off of certain starters such as a regular 236B~236B he NEEDS the wolf break to properly combo off of it as opposed to Extend wherein he didn't. He can also do things such as w[5C > 1D > 4C > 5C] xN wherein he's using the wolf break to throw out two low w[5C]'s relatively quickly in blockstrings, plus the 2nd w[5C] will combo into the 1st w[5C] if the first w[5C] actually hits (this is CP notation, by the way, and coincidentally it is also the Wolf Sweep Loop). Anywho, I think that I've covered quite a bit. If you have any questions/concerns feel free to ask.
-
Out of curiosity, when do CP casuals normally occur (time)? Or does it frequently fluctuate?
-
Did some quick testing for the 5C > j.A > 5D > h[5B > 2C > 236C] combo route. Works On: Tager, Hazama, Hakumen, Taokaka, Mu, Litchi, Bullet, Noel, Rachel, Amane, Jin, Arakune, Terumi, Azrael, Ragna, Platinum, Bang, Valkenhayn, Kagura. Doesn't Work On: Nu (236C whiffs), Tsubaki (236C whiffs), Carl (2C whiffs), Izayoi (236C whiffs), Relius (236C whiffs), Makoto (2C whiffs). Didn't Test It On Yet: Kokonoe. Kiba, you may or may not want to make a note of this in the guide, but since some of our wolf corner combos that involve the 5C > 6D > j.A > 5D > [5B > 2C > 6C], etc route also work slightly outside of the corner due to 6C's wallbounce they don't work on Carl or Makoto since the 2C will whiff. Meaning that, when doing a combo on either of those two when close to the corner you should use the 5C > 6D > j.A > 5D > [5B > 236A], etc route instead. A few other things: -I attempted the Sturm Wolf > tk.Konig Flug tech in the corner today against Hakumen and Ragna. After about 30 minutes of attempted tries I couldn't even land it once (which is extremely unusual). Either the tk.Konig Flug would fall short and whiff, or it would hit and blue beat. I'll do some more testing later in the week against other characters. Hopefully this still works in CP. -As promised, I updated the combo thread with a few of the combos posted by Kaiser, Shyn, and I (more specifically speaking, the ones that I thought were good). At any rate, we went from 84 combos to 94.
-
I'll be using the Hima tech, some of the regular stuff, and slight variations of my own. If I'm not mistaken Shyn and Kaiser are using the stuff Suya uses, not sure what Magaki has decided on though. The variety is nice. Excluding 20, 25, and 30 actually. Which is because those three missions don't have any sample plays.
-
My advice would be to not use that combo. But if you really want to, I'd highly suggest swapping the h[5B > 2C] for h[5B > 5C] since h[5B > 2C] is not universal. Also, after the h[5C] do a super jump w[j.A] as opposed to a regular [j.A], that way the w[j.236A > j.236B] will properly connect. And to clear up your suspicions, you can still finish with 6D > j.D > h[j.C] even after a single w[j.236B] cannon. So your combo should look like: 5A > 5B > 5C > 6D > j.A > 5D > h[5B > 5C] > sj.D > j.A > j.A > j.A > j.C > j.236A > j.236B > 6D > j.D > h[j.C] Here's a slightly better alternative: 5A > 5B > 5C > 6D > j.A > 5D > h[5B > 5C] > j.A > j.C > dj.C > j.236A > j.236B > 6D > j.D > h[j.C] Good luck, and if you have any other questions feel free to ask them.
-
GG's to everyone that I played today. Told myself that I wouldn't get on netplay anymore until I reached my old Extend Valkenhayn status (in terms of combo execution and especially mobility, haven't use the wolf break once in a match in CP yet due to fear of messing up the new input). So sorry about my super sloppy play, I should have it sorted out in the coming weeks. But this damn netplay is extremely addicting. Especially the arcades, so much fun. I truly commend whoever came up with this idea.
-
Collapsed: So tired: Well, week 1 CP Valk is finally over for me. And today was actually a huge wake-up call yet fun netplay night. Played with a bunch of people (had an awesome time), but the last 5 people of my night were the ones that I remembered vividly. Pretty sure that they were YuOnlyYoloOnce, Prototype909, givinguponlife, badlime, and Lich. Had a pretty long set with YuOnlyYoloOnce and he actually stuck around for quite a long while, good stuff man. Prototype909 was my first double-down in CP. givinguponlife with the Platinum shenanigans, first Platinum player to OD > Missiles me to infinity, fun games as per usual. Special apologies go out to badlime for my worst performance of the night (so many dropped combos), but I still had a good time and wanted to keep playing. Then Lich came and bodied me, I kept auto-piloting into his 2C, hah. Thanks to Lich and all the Bullet players that I faced today for helping me discover mid-match that h[5B > 2C > 236C] does not work on Relius/Bullet. I was supposed to make a list, haven't gotten around to completing it yet. Hopefully by the end of next week I'll finally be used to Valkenhayn's drive changes (which are severely hindering my movement) and this new Ps3 controller (how do people use this thing? I'm literally dropping tk's that I've been doing consistently for years.) Need to work my way back up to Extend Valkenhayn status because it kinda feels like I'm starting from scratch. Welp, it's currently 6:11a.m and I am absolutely exhausted. Fun stuff and GG's to everyone!
-
Was doing a bit of testing and apparently this silly stuff with Forward Throw > 236A still works on Arakune, even in CP. Hah. Midscreen: (CS: Arakune) Forward Throw > 236A > 2C > 6B > 2C > 5C > j.D > w[j.A > j.C > j.236B > j.214A]. 2863 dmg 20 hg. 2863 dmg for almost no wolf gauge usage isn't too bad. The combo itself is more of a joke than anything else though.
-
I'm certain that this has been asked before, but why is there a glowing island in the middle of the map?
-
Played against an Amane player today. Left me dumbfounded, apparently nothing works on this guy, hah. I really haven't gotten around to extensively exploring things like I'd normally like to but I would like to make note of/introduce a few combos. Midscreen/Fullscreen: j.C > 5B > 5C > 6D > j.A > [5B > IAD > j.A > j.B] x5 - Since we've been talking about corner carry combos I figured that it'd be good to mention that we can quite obviously still do this for amazing corner carry, low wolf gauge usage, and slightly weakened oki. Even off of weak starters you can still get like 3 reps. 2840 dmg 20 hg. Midscreen: 5C > 6D > j.A > 5D > h[5B > 2C > 236C] > 9D > j.B > j.A > 5D > h[5B > 5C > tk.214B > IAD] > j.D > j.A > j.A > 5B > j.A > j.C > dj.D > h[j.C] - This combo is fun to perform. You're basically carrying the opponent all over the place. h[5B > 2C > 236C] seems to be character specific, I remember it not working on Tsubaki and a few others because of their aerial hitboxes (the 236C whiffs). I'll make a list when I get the chance. 2850 dmg 21 hg. Corner: 6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A] > 5D > 2C > 236A > 2C > 5C > j.B > dj.B > j.C - I did some 6C exploring. My goal was to try and find a combo that dealt great damage whilst using little to no wolf gauge (no command dashes or long periods of time in wolf mode). After a bit of trial and error, this was the best that I could manage (for now). And until further notice this is going to be my BnB off of 6C in CP. If I recall correctly it gives back about 70% of the wolf gauge whilst using almost nothing. Wolf mode pressure is much more prevalent in CP, so I'd like to have a lot of meter on wake-up for pressure and possibly even for Wolf Sweep Loop purposes. 3729 dmg 26 hg. Midscreen: j.C > 5B > 6D > j.A > 5D > h[5B > 5C] > j.D > j.A > j.C > dj.C > j.236B > 6D > j.B > j.B > 5B > j.A > j.A > j.A > j.C > dj.D > h[j.C] - Very basic combo that I came up with, nothing special, resembles our Extend combos. It's going to be one of my many wolf BnBs. 3186 dmg 22 hg Midscreen: j.C > 5B > 6D > j.A > 5D > h[5B > 5C] > j.D > j.A > j.C > j.236B > 6D > j.B > j.A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C > 236B - An extension/different version of the previous combo. Meant for back-to-corner purposes. I will be using this. 3227 dmg 23 hg. Corner: 5B > 5C > tk.214B > Forward Dash > 2C > 6C > 5D > w[5C > 236A] > 5D > 2C > 6B > 2C > 5C > j.B > dj.B > j.C - Yes, I'm bringing it back! Good combo in terms of damage/heat gain. Forward Dash > 2C is no longer as strict in CP so this combo is actually pretty practical. Input the tk.214B right as Valkenhayn twists his head during the 5C animation. However, for the 5B > 5C > tk.214B to connect you must be quite close to the opponent. I may use this on occasion. 4004 dmg 28 hg. I'd like to explore CT shenanigans as well, though as Kiba said "it's like squeezing water from a rock" which looks to be pretty true from what we've seen. Need OD stuff as well. I'll most likely be updating the combo thread this weekend with everyone's newly posted combos (some of them). P.S - I truly believe that the h[tk.214B > IAD] > j.D > j.A > j.A route is essential and I encourage anyone and everyone to learn those combos.
-
The commentary on these are always so good. LOL. "If you're there just look at Kiba's character, look at Valkenhayn. Just look at Valkenhayn. That's the character that you want to pick up. He's the character you want to pick up. Just pick up Valk, get good with him, then beat Kiba." Things are kinda interesting now since everyone seems to be doing different Valk combos and almost nothing seems to be truly universally agreed upon. And damn man, that Tsubaki damage.
-
Eh, we're all in the same boat. Give it time.