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Dreize

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Everything posted by Dreize

  1. Stay godlike Kiba. Used to do that.
  2. Yeah, hah. Oh? I do it like this. I jump in the 7 direction, turn into wolf and j.A, then double jump in the 9 direction and turn into human while j.C'ing. I land pretty much point black in front of my opponent.
  3. Not sure why you would even do 5B CH > 6C in the first place when you can just do 5C CH > 6C. Also, 6B FC works if you don't barrier guard it; if you do you'll be pushed too far away. Edit: Oops, Kiba wasn't talking about hotenjin. The w[5B > IAD > j.B > 3C > j.A], etc route is really great for when you're low on wolf meter (or for when you get a w[5A] confirm]. I used to use the w[j.A > 236B > j.236B > 7C] > j.D route midscreen a lot more but it just felt finicky against certain cast members. I still regularly use it in the corner when I have the meter, though. Yeah, Shyn, I saw that w[5A > j.A > j.A > j.A > j.236A], etc stuff and was left a tad confused. Eh, I disagree with rapid cancelling 236A being bad if used too much. I mean, it's not like we really need our meter for anything else aside from the finisher+offensive purposes. I guess if you use nacht jager a lot it can at times start becoming a waste of meter, but I try to use nacht jager sparingly. Raw nacht jager is just...bad. It has the same start-up as 5C (but I totally know what you mean about if sorta being an anti-air). The only time that I'll really use it when playing coherently is when I have 50 meter + I need to catch up to someone while midscreen on their wake-up. Other than that, I mainly use w[5B] for anti-air purposes alongside the occasional 2C. As for Nacht Rosen > 6D stuff, I'm personally not a fan. I just feel as though it's a bad habit that would be widely exposed at higher levels of play. I mean, sure; I can get away with it against lots of people but by doing so I'd just be reinforcing a bad habit. As for you forgetting about 2A > 5D > w[236D] stuff in the video, I can definitely empathize with that. There are so many things that have slipped my mind during practical play, it's unreal. Hey, no problem man; you're a member of this little wolf pack that we've got going on here. Feel free to post footage of yourself anytime you'd like and I'd be more than happy to view/critique it. Definitely. If my opponent doesn't tech I end up getting really disappointed, hah. My favorite ender is easily the j.D > w[j.A] > dj.D > j.C ender. Though, unlike you and Shyn I usually end up jumping in the 7 direction as opposed to the 9 direction because I find that it's more stable on some of the smaller hitboxes such as Noel's. Additionally, you and Shyn both used the wolf break [j.A] IOH. I'm jealous, hah. If only I could do it on pad consistently. If only.
  4. I watched it all, Shyn. I have quite a few points/questions to ask/make but here are the main 3: 1. Is there any reason behind you not using w[5A/j.A > 5B > IAD > j.B > 3C > j.A] > 5D > 2C > 6C > 2C > 6B > 236A > 5B > 2C > j.D > w[j.A] > dj.D > j.C combos? They are extremely good for wolf meter regen time and they don't use too much wolf meter either. I witnessed plenty of situations wherein you could have benefited from using them instead of the w[j.A > 236B > j.236B > 7C] > j.D > 2A > 2C > 6C, etc route (which is kinda finicky in and of itself). 2. There were also quite a few situations wherein you had plenty of meter and could have rapid cancelled 236A in order to semi-safely apply further pressure but instead you opted to just do nothing and jump away. Also, I noticed a few raw nacht jagers and blocked nacht rosen's into 6D pressure. Risky stuff. 3. Instead of mainly doing 5B > j.C > rapid > j.C I'd suggest using 2A x N > j.C > rapid > j.C more, as it's harder to see coming. Additionally, you should also try incorporating certain throw/grab set-ups into your play such as 2A > 5D > w[236D] (really hard to see) and w[5A x N > 5C] > 5D > Throw. You're not bad by any stretch of the means, and I was actually really interested in seeing how you play. Also, "All Ragna players are scumbags" I died, hah. Sweet, thanks. Zekuso/Hima play is always appreciated, and it's honestly much easier to access via youtube as opposed to nico.
  5. I honestly can't blame you.
  6. Might as well attempt to stimulate some discussion. Suuya made a CP tier list. Thoughts, anyone? This whole "S+" thing gets funnier every time I see it. S+: Tao, Valk, Litchi S: Hazama, Jin, Hakumen A+: Rachel, Relius, Mu A: Azrael, Carl B: Everyone else (That's Arakune, Bang, Bullet, Makoto, Noel, Nu, Ragna, Tager and Tsubaki) B-: Platinum, Amane C: Izayoi
  7. http://www.youtube.com/watch?feature=player_detailpage&v=9VjCJypgPHE#t=215s Also, that tier list was made by Suuya. Oh boy, hah.
  8. BBCP 6/11/2013 Mizonokuchi Taito 3on3 310 (VK) vs Mondaji (TS) Takenoko (VK) vs Izon Moji (AR) 310 (VK) vs FON deyu
  9. Don't have time to post much right now, but good shit with the wolf [j.A] IOH stuff. Edit: Also, I laughed pretty hard at the commentators trying to make sense of your accidental w[6C]'ing at 2:47 in this video.
  10. Pretty much this.
  11. You can quite obviously get DP'd out of it. But falling j.C > 2B is pretty damn tight. Remember, j.C is a level 3 attack and 2B is relatively quick in start-up at 9 frames. Don't expect the opponent to just 2A mash you out of it, because it wont happen. It's unwise to do random raw 6C's midscreen because you're essentially mashing out a 25 frame overhead that leads into absolutely nothing whether you have meter or not/whether it's a counterhit or not. Not to mention the fact that it is extremely slow and you can very easily be hit out of it. 6C isn't even geschwind cancellable on hit unlike something such as 3C > 236A (wherein 236A is geschwind cancellable on hit) so applying further pressure involves you immediately transforming into wolf (7 frames) after recovering from 6C, then immediately rushing forward via 5C while splurging out a plethora of wolf meter (and this is assuming that the opponent doesn't tech backwards). Additionally, if the 6C is barrier blocked you're pushed quite far away from your opponent. And, it is, very easy to react to/block. Midscreen human pressure largely consists of lows and occasion frame traps, so throwing out a 6C every once in a while in a blockstring such as 2B > 5B > 6B > 2B > 5B > 6C can be relatively decent in keeping your opponent honest. But, throwing out raw 6C's on a continuous basic while midscreen is not a good idea. I mean, imagine a Hazama player running around and mashing out raw 6B's. While 6B is + on block, leads into a combo on CH/with meter, and hits low; it's still not a good thing to be doing (our 6C is slightly different as it hits high and has better range, yet it leads into nothing, has bad pushback, etc, etc). In short, it's just not a good thing to do; and there's a reason that you'll never see it being done at high levels of play (we honestly don't even see Valkenhayn's 6C at high levels of play too often, even in the corner or in a legitimate blockstring). So yeah. You have much better options than raw midscreen 6C's, I assure you. I understand that it's a bad habit and one that feels so natural/fluid when starting off (I used to do it as well when I first started) but I'd strongly recommend that you part ways with it.
  12. Only on falling j.C's. If we could combo off of a rising j.C without meter that would be pretty ridiculous. j.C does have a lot of hitstun though, so keep that in mind. You can follow-up a blocked j.C with plenty of things. I personally go for 2B most of the time. Midscreen, it's terrible. Absolutely terrible. In the corner, it's slightly less terrible. The pushback on block (especially barrier block) is horrendous. You don't really get "free pressure" afterwards. Footsies, IAD pressure, rapid cancels, wolf movement utilization, etc, etc. Watching some high level play will also give you better insight into Valkenhayn's neutral game. There were quite a few missed opportunities. I spotted 8 places in which you could have converted into a combo but didn't. Anytime.
  13. Overall: I can tell that you're trying to implement wolf mode into your play, which is really good. Most beginners tend to idly ignore it. However, your wolf mode neutral is relatively lackluster at the moment, as is your human mode neutral. This is to be expected since you're new to Valkenhayn and don't really know how to hitconfirm properly. It's not that you're really lacking knowledge regarding movement options via wolf mode, you just need to utilize those options in a more productive manner. Try playing footsies with w[5A] more often, and don't flail around via w[7C] as much especially when fullscreen. w[7C] and w[4C] are primary used for baiting, not for advancing upon foes from a fullscreen-ish distance. Take w[j.B] out of your play completely, it's not needed (aside from being a combo filler). In human mode, try to change things up a bit. Attempt to eliminate your massive usage of 6C, j.C and instead opt for more practical forms of pressure (6C midscreen leads into nothing, rising j.C midscreen leads into nothing meterless). Here's a basic blockstring that you should try utilizing more often: 2B > 5B > 3C. Or, when you have meter: 2B > 5B > 3C > 236A > Rapid Cancel > 2C > 6B > 2B > 5B > Jump Cancel > j.D > w[3C > j.A], etc. Learning how to hitconfirm off of random hits is also something that you need to work on, and you'll begin to improve with this through experience (but feel free to ask about any given situation, and I'll present you with a plausible answer). Knowing what you can do off of certain starters is also quite important, and I noticed that you didn't know how to combo off of certain things such as a cornered 6C confirm, a gold burst, a 5C CH, etc (check the combo thread for details, or feel free to ask here). And of course, your execution needs a bit of tuning up as well; which will only come through practice. You're not too bad actually, but you definitely need to put in a lot of work. You're already a step-ahead of the other beginner Valk's since you at the very least actively attempt to utilize wolf mode. You will improve in due time. Collapsed: Valkenhayn vs Relius critique: -5C > Nacht Jager > 2A x N. This is quite obviously a bad habit, as you already know. -Seemed to be using a lot of random rising j.C's and raw 6C's midscreen -2C > 6B confirm leads into 5.5k meterless midscreen. Use this combo: 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > 2C > j.214B > 1D > w[236B > j.236A > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.A] > dj.D > j.C -Try not to get into the habit of doing 6A on wake-up, it's an utterly terrible reversal -Instead of using w[j.B], use w[j.A]. It's 3 frames faster (which is a big deal, trust me). Even though w[j.B] nets you slightly more damage, it's just not worth using it. -To be quite honest, I wouldn't bother with the three w[j.A]'s after a w[5B] launch. Just do w[5B > j.A > j.236A > j.236B > 5C > j.B > j.B > 5B > j.A > j.A > j.A] > dj.D > j.C instead. You will lose a very minuscule amount of damage, but you'll save wolf meter. -Relius has very strong pressure, but lackluster mix-up. You can quite honestly downback and block all of his pressure for the most part (this way he will be depleting his Ignis gauge) and watch out for his slow 6A and react to it accordingly. Collapsed: Valkenhayn vs Platinum critique: -More rising j.C's and raw 6C's midscreen, this is seemingly a bad a habit -From a w[5B] confirm in the corner, I'd suggest using this combo: w[5B > 236B > j.236B > 7C] > j.D > j.C > 2A > 2C > 6C > 2C > 6B > 236A > 5B > 2C > j.D > w[j.A] > dj.D > j.C. You're currently using odd/CS2-like combos. -If you land a j.C and notice that you're relatively far away from your opponent, opt for j.C > 2C > 236C instead of j.C > 2C > 6B > 5C > 236C since the 6B may whiff. -Off of a 2C confirm on an aerial opponent you have quite a few options for confirming into a combo. Here are a few. You can do 2C > 6C in the corner, 2C > j.D > w[j.A] midscreen, and 2C > j.B > j.214B midscreen. The choice will be dependent on how much wolf meter you have, as midscreen combos that involve j.214B tend to do good damage while using quite a bit of wolf meter. -Convert cornered 3C confirms into 236A. -I wouldn't bother with gold bursts for right now. -Remember, you can bait anti-airs with w[7C]. Collapsed: Valkenhayn vs Makoto critique: -You kinda just flail around via wolf mode without purpose and waste wolf meter. -Convert a counterhit w[236A] CH into w[5B]. -Make sure to keep close watch of your wolf meter! -Confirm a 5C CH into 236C midscreen. -Convert a midscreen throw into 236C -You can low profile Makoto's DP with 2B. Collapsed: Valkenhayn vs Litchi critique: -Punish a blocked Chun with 2A > 2C -Your BnB off of a cornered 6C confirm should be 6C > 2C > 6B > 2C > tk.214B > 5D > w[j.236A > 236A > 236B > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.A] > dj.D > j.C. -Convert a j.C confirm into j.C > 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > tk.214B > 1D > [236B > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.A] > dj.D > j.C. -On a crouching opponent, confirm 5B into 5B > 5C > 236C. Collapsed: Valkenhayn vs Hakumen critique: -Remember, crouching confirms link into 236C. -Aerial wolf combo grab links into w[j.236A]. Try not to pink throw as much though, it's a bad habit against most of the cast. Collapsed: Valkenhayn vs Taokaka 1 critique: -Could have confirmed into 5B > 5C > 236C -After w[j.236A > j.236B] you should be doing w[5C > j.B > j.B] not w[4C > j.B > j.B]. Not sure as to why it's listed as w[4C] in the combo thread. Collapsed: Valkenhayn vs Taokaka 2 critique: -Not much to say here. More rising j.C's and raw 6C's. Collapsed: Valkenhayn vs Taokaka 3 critique: -A w[5B] anti-air confirm such as this can be converted into w[5B > j.A > j.236A > j.236B > 5C >j.B > j.A] > 5D > 2C > 6C > 2C > 6B > 236A > 5B > 2C > j.D > w[j.A] > dj.D > j.C.
  14. You have to remember though, it's a two way street. Combos that start from human normals tend to do massive amounts of damage, while combos that start from wolf normals are much more tame in comparison. So it's definitely risky for him as well. Baiting zanshin with w[4C] (not sure why you would do that in the first place though) and getting a w[j.A] confirm into 2k midscreen is nice and all, but baiting zanshin and punishing with something such as h[2C] leads into 5.5k meterless midscreen. And unlike wolf mode, human mode pressure is much less mash-like. Playing neutral with wolf mode in the Hakumen match-up is recommended. You just have to be careful. If you see him doing j.2C, attempt to cross under him and w[5B] him. Watch out for j.B and don't use too many aerial beast cannons as his j.C will swat you out of them on start-up. For jump-ins, if you believe that he is going to 6A/5D; use w[7C] to bait. Or, just perform an empty jump-in. Running around in wolf mode is a really strong option in this match-up especially since he lacks proficient mobility options, but remember that you're sitting on a slowly depleting meter and that your normals are lackluster in terms of horizontal range; so play it smart.
  15. Try doing w[5A > 5B > IAD > j.B > 3C > j.A] > 5D > 2C > 6C on Hakumen. The 2C may whiff, this is due to Hakumen's odd/weirdly compressed aerial hitbox. This is especially prevalent on long-ish range w[5A] confirms. It can be done though, it's just a bit harder and you need to adjust accordingly. Hakumen can zanshin you out of wolf mix-up as well, every 50/50 you do is also a 50/50 on his end. The thing is, wolf mode is much faster than human mode; so most people tend to get thrown off. When fighting Rachel, watch out for the pumpkin. That thing is irritating at times. Her 6A is quite good as well, so keep that in mind when performing jump-ins. You can low profile Makoto's DP with 2B.
  16. It's on, Kiba. BBCP 6/1/2013 Nishi Nippori 3on3 Jasu (VK) vs Yuu (NO) Shiro (VK) vs Jasu (VK) Jasu (VK) vs Yamachi (PT) Keisu (VK) vs Kure Nai (HZ) Keisu (VK) vs Koji (RG) Jasu (VK) vs JUN (HK) Jasu (VK) vs Suuya (VK) Suuya (VK) vs Yamachi (PT) Suuya (VK) vs Mitsurugi (HZ)
  17. Ragna is one of those characters that is just a pain to fight in neutral. Whether it be 5B, j.C, even random Hell's Fang, etc he just tends to have good range/big hitboxes on a lot of his stuff. I've been known to play this match-up really slow against competent Ragna players, as approaching him can be risky. Litchi on the other hand, can be a pain to fight as well. Her staff is easily the most annoying aspect about her for us. When used properly, it can quite honestly partially cripple our neutral game. She also has a DP, which essentially means that she can get out of certain things that a DP'less character may have trouble with (Nacht Jager, certain wolf mix-up, etc). Additionally, she also heavily benefits from Valkenhayn's lack of defensive options. Do not get put into the corner when against a strong Litchi player. Thirteen orphans oki will absolutely destroy you (I've seen it happen on numerous occasions against strong Valkenhayn players such as Hima), and she can keep doing it over and over again. Unlike, say, Hakumen who she can't actively use thirteen orphans oki on due to zanshin related complications. Anyhow, I wouldn't say that these two match-ups are absolutely terrible for us; but they certainly aren't particularly good. The Jin match-up is essentially this. j.236D/tk.j236D x N <---- You will come to truly despise this move, I assure you. Hah. The Makoto and Lamba match-ups are probably in our favor though. Yup. I'd say that Makoto, Rachel, Taokaka and Hakumen have some of the most frustrating hitboxes for us.
  18. I'm not Dreikoo.
  19. Those two wolf enders pertain to midscreen wolf BnB's that you'll need to know. Your primary air to air in human mode is j.B, in wolf mode it is w[j.A]. A w[j.A] counterhit also has a busload of untech time. Your anti-airs are 5A (situational), 2C (situational, high reward), 6A (terrible move with a guardpoint that doesn't start-up on the first frame, awful range, loses to throws and lows, sub-par reward), w[5B] (invincibility frames from 4-6, trades a lot, very fast). The main one that you'll be using is w[5B], the others are pretty situational/lackluster. More than anything else, you'll want to focus on your wolf mode neutral game. It's not something that is easy to grasp for most. For movement, walking around via wolf mode and playing footsies with w[5A] is a solid option. Also, I'd suggest using w[iAD] > j.D for movement alongside the other movement options mentioned in the guide (this is good to do since the jump arc is smaller and it's much harder to react to/less choreographed than w[j.66] > j.D). In addition, using a regular w[iAD] coupled with w[j.A]'s is also a solid pressure option that more people should really be doing. These movement options can also be coupled with w[7C/4C] for baiting purposes. The main 3 bad habits that I've personally seen beginner Valkenhayns get into are: 1. Mashed Out Normals > Nacht Jager > 2A x N > More Mashed Out Normals > Nacht Jager > 2A x N > Even More Mashed Out Normals > Nacht Jager > 2A x N, etc. 2. 5C > 6C x N. 3. Regularly using human mode instead of wolf mode for neutral game purposes. But, yeah. Check out Kiba's Valkenhayn guide for details and such (I'd especially recommend that you check out his "Bad Habits" and "Day 1 Valkenhayn: What do?" sections). If you have any questions, feel free to post them either here or in the general discussion thread.
  20. By the way, are the Arc Revo videos up yet for our Valk's? I've been wanting to see them all. BBCP 6/7/2013 Tachikawa Singles Jasu (VK) vs Mizuki (CA) Jasu (VK) vs Hikaru (HK) Jasu (VK) vs Takeyama (MK) Jasu (VK) vs Keba (MU)
  21. Well, there are many different ways to transition between wolf and human mode. But, here are the main 4 that I'd recommend learning for right now (I've split them into two groups to make it slightly less complicated since they are somewhat related to each other). 1. tk.214B into 1D > w[236B]. In addition to that, you need to know w[7C] > j.D > j.C > 2A > 5B > 2C 2. w[5B] into w[j.A > j.A > j.A] > j.D > j.C and w[5B] into j.D > j.B > dj.B > j.C Explanations: For #1: Both are extremely important for corner BnB's. Make sure that you're comfortable with tk'ing 214B. Inputting/timing the w[7C] > j.D > j.C may also be quite awkward at first. You want the human j.C to hit slightly under your opponents hitbox. Practice this first: 3C > 236A > 2C > 6C > tk.214B > 1D > w[236B > j.236B > 7C] > j.D > j.B > dj.B > j.C Then try this: 3C > 236A > 2C > 6C > tk.214B > 1D > w[236B > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C Lastly, practice a full combo: 3C > 236A > 2C > 6B > 2C > 6C > tk.214B > 1D > w[236B > j.236A > j.236B > 7D] > j.D > j.C > 2A > 5B > 2C > j.B > dj.B > j.C For #2: Your main two wolf BnB enders. w[j.A > j.A > j.A] > j.D > j.C for oki, j.D > j.B > dj.B > j.C for damage. Damage: Input the w[5B] almost simultaneously while inputting the jump; then immediately input D followed up by j.B. Press D too late and you'll get a blue beat/they will tech, but press it too early and it won't come out and you'll just end up going into w[j.B]. It'll take a bit of time to get down. Oki: Input the 3 w[j.A]'s relatively quickly after jumping, then double jump & press D. Now, immediately press j.C. Speed is the key here. Messing this ender up tends to be a bigger deal in comparison to the damage ender, this is due to the fact that failing to do j.D > j.C results in you sporadically rushing forward in wolf mode via w[j.C]. Other then that, it may just blue beat. Practice getting this down first: w[5B] > j.D > j.B > dj.B > j.C /w[5B > j.A > j.A > j.A] > j.D > j.C Then this: w[5B > j.A > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.D > j.B > dj.B > j.C/w[5B > j.A > j.A > j.A] > j.D > j.C Lastly, practice this: w[5A > 5B > j.A > j.236A > j.236B > 5C > j.B > j.B > 5B] > j.B > j.B > dj.B > j.C/w[5B > j.A > j.A > j.A] > j.D > j.C Any questions?
  22. That's a very general question. Not exactly sure as to how I should answer this. Do you have any specific questions? Extend Valkenhayn is a very strong character. He has great mix-up and does amazing damage. He also has good mobility and silly meter gain. He does however have a bit of a learning curve, and lacks strong defensive options.
  23. Well yeah, sure I guess. But this is a "notable players" list. Not a "players who make errors list" (even though they do make errors at times, they are only human after all). I mean, I'd take Shiro over Suuya on that list any day of the week. It's Kiba's decision though.
  24. Kiba you've been bodying me at the video posting lately. Hah. I do like his pressure and movement, but he's really quite clumsy. I'm not saying that he's bad, he is actually quite good. But not notable player good (in my opinion). He managed to fully deplete his wolf meter twice, and he dropped a plethora of combos. I mean, you can of course add him if you'd like; but meh.
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