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Dreize

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Everything posted by Dreize

  1. Lvl 3 x-factor+Ouroboros was never good. It's merely the pinnacle of netplay Striders. Vajra makes Doom even more scrub accessible then he already is. Mash vajra assist+OTG off of aerial hard knockdown. JRosa and his shenanigans. I wanted to play Nightcrawler so badly. All I got was a pseudo teleport.
  2. When you're down to anchor Strider you should just activate Lvl 3 x-factor+Ouroboros and mash wavedash. That is how you become a true netplay anchor Strider. Anything else is pure blasphemy.
  3. Yuki running that high-execution Wolverine tech™.
  4. You guys are just pitiful weaklings. Might. Controls. Everything. You sound like me 1 year ago.
  5. He needs more power.
  6. If I recall correctly, a marvel second equates to about 2-3 actual seconds. Don't quote me on this.
  7. More like 5 actual minutes.
  8. Additional Terumi and Kagura information for those who haven't seen it already.
  9. The 6B FC combo that you performed on Noel did 6309 damage without the Sturm Wolf + tk.Konig Flug ender. Though, you may have been referring to how you could have extended the combo from 2C into something such as 2C > j.B > dj.B > j.C or whatever if you weren't forced to shorten it at 2C > Double Distortion in order to land the initial Sturm Wolf after the 2C. I personally didn't test anything related to that combo, as I didn't find it to be particularly interesting. Though, I must admit. I do like the 6B FC combo that you performed on Bang. Perhaps I will use it. Regarding it's use in a tournament setting, I do believe that the combo is relatively practical. The problem is, some people may not want to bother with your combo (which does 6432 damage, 82 heat gain) when they could just do something like 6B FC > 2C > 6C > 2C > tk.214B > w[j.236A > 236A > 236B > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.B > j.A] > 5D > j.B > dj.B > j.C (6214 damage, 70 heat gain) which is much easier in comparison and grants a very similar reward. Additionally, the 236C > 6D > 5D > 2C > j.214B link may contain underlying character specific elements due to weird/odd/different aerial hitboxes (I wouldn't know for certain, as I only just tested the combo on Ragna moments ago). I guess it is a combo video after all, and these things aren't usually meant to showcase practical combos. But alas, I do intend to use this combo during my play (or at the very least, for when I'm messing around). I will be removing the 2C > j.D > [j.B > 3C > j.A] > 5D portion of the combo and I intend to replace it with 2C > j.D > w[j.B > j.A] > 5D as there is no way that I will be wasting more wolf meter for a needless w[3C] command dash when I can omit it and garner the exact same results (though I will have to execute the 2C > 236A while the opponent is at a higher height after the 6C wall-bounce because of this, which is fine). The combo does 7552 damage with the Konig Flug ender as well, which is really great.. In short, this is me attempting to thank you for the interesting combo. So, thank you. And please do try to forgive me for contriving a rant in a thread where it clearly doesn't belong. I initially came here to view Kiba's Valkenhayn play and figured that I'd respond to you too. Ah well.
  10. If done well, it should be 15 frames.
  11. Shyn with that optimal 6C repeat proration tech. I really liked this combo, by the way. Nice job, and nice choice of music as well.
  12. Suuya has been moving up in the Valkenhayn rankings. If he gets to #1... Oh boy. By the way, Kiba. I noticed that on the OP and the wiki it says "j.C and 6C becomes drive/wolf cancellable on hit." I don't think that they are solely geschwind cancellable on hit, as shown in here with a blocked j.C that was cancelled into geschwind during OD. It's most likely the same with 6C as well. Oh, and, I saw that wolf mode retained our initial 80% combo rate. That's good.
  13. My dilemma is, the combo's that I currently have in Near Fullscreen do not work Midscreen (well, the Tager exclusive one kinda does). However, I do agree that the Near Corner sub-section is a tad redundant; especially since it strongly coincides with his Corner combo's. I'll remove it and leave a note in the Corner combos description stating that some of them work slightly outside of the corner. I really (still) haven't fully decided on how I want this thread to be formatted. When the game is released I'm sure that we'll have a better idea. And yeah, that CT combo really disappointed me. I was looking forward to tk.214B > CT shenanigans. I remember saying to myself "200 more damage for 25 meter in a game where meter is scarce?! Hopefully this isn't even remotely optimal" (I was able to make a direct comparison since I had a similar combo without a CT listed at the time, as you pointed out). I guess I'll leave it for right now (might as well), until something more optimal comes along since it is our only combo that has a CT in it from a wolf starter. I'll most definitely be weeding out the un-optimal combo's when the game is released/we get more information.
  14. It's Uma no Hone. That video has been listed already as well. Also, sorry about forgetting to remove the "feature=player_detailpage&" from my last batch of video's Kiba; my apologies. BBCP 4/12/2013 Tachikawa 3on3 Takenokomori (VK) vs Komuya (HK) Takenokomori (VK) vs Protoss (NU) Takenokomori (VK) vs Hara (RG)
  15. I should have known. I usually just check the other page because I like the pictures and stuff. Thanks, Kiba.
  16. On the wiki? I didn't see the special moves, overdrive, and distortions on the list.
  17. To be fair, you both seemed to be in the "Wolf mode is kinda confusing" phase. If you want to get better, you'll have to put in some serious work (just a word of warning). I'll try to keep this post as short and concise as I possibly can for the sake of not shoving too much information at you at once (feel free to ask questions, if you have any). Bear in mind that 90% of this stuff is off of the top of my head. Let's do this. A few things to note: - Stop using 6C while midscreen so often - Way too many raw Sturm Wolf's, as you already know - While in neutral, walking around in wolf mode is a good thing to do. Fast run speed, can run backwards, 4D/7C for baiting, amazing mix-up, etc - Too much IAD > j.C pressure - Try using w[j.44/66D] more often, as it's great for movement and can be mixed in with w[7C's] - Don't use raw mondlicht or nacht rosen, and don't use them during pressure either (there are a few semi-decent exceptions to this rule) - Combo off of human throws with nacht rosen midscreen, 2C > 6B in the corner - You use human mode far too much - 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) - 6B is a good meaty against cornered opponents, lead's into high damage - Need to get better at properly confirming into combo's, especially while in wolf mode - Try not to use too many raw beast cannon's for pressure, they can be a pretty decent movement tool though - Your most damaging punishing move (for when you block or whiff punish something un-safe) in human mode is 6B FC, in wolf mode it is w[5B] There are a lot of enders, but here are a few I'd recommend for now: After a w[5B] re-launch near the end of your BnB: - j.D > j.B > dj.B > j.C - w[j.A > j.A > j.A] > dj.D > j.C - w[iAD > j.A > j.B > 5B x N] (number of rep's is dictated by the proration values near the end of the combo) After a 2A > 5B > 2C re-launch near the end of your BnB: - j.B > dj.B > j.C - j.D> w[j.A] > dj.D > j.C Combo's that I would recommend learning for right now: Midscreen: w[5A/j.A/5B/j.B > 5B > j.A> j.236A > j.236B > 5C > j.B > j.B > 5B > j.A > j.A > j.A] > dj.D > j.C Midscreen to Corner: w[5A/j.A/j.B > IAD > j.B > 3C > j.A] > 5D > 2C > 6C > 2C > 6B > 236A > 5B > 2C > j.D > w[j.A] > dj.D > j.C w[5B > IAD > j.B > 3C > j.A] > 5D > 2C > 6C > 2C > 6B > 2C > tk.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 j.C > 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > tk.214B > 1D > w[236B > j.236B > 7C] > j.D > j.C > 2A > 5B > 2C > j.D > w[j.A] > dj.D 2C > 6B > 5C > 236C > 9D > w[j.B > j.A] > 5D > 2C > 6C > 2C > tk.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 Corner: 5B/2B/j.C > 3C > 236A > 2C > 6B > 2C > 6C > tk.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 w[j.A/j.B > 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 A few blockstrings that I use: - 2B > 5B > 3C - 2A > 5D > w[236D/5A] - 2A x N > Jump Cancel > j.C > RC > j.C - 2B > 5B > 3C > 236A > RC > 2C > 6B - 2B > 5B > 6B > 2B > 5B > 3C Sub-route 1 (Wolf): 2B > 5B > 6B > 5B > Jump Cancel > j.D > w[3C > j.A/5A/236D] Sub-route 2 (High): 2B > 5B > 6B > 2B > 6C or 5B > 6C -2A > 2A > 2B > 6B > 2B > 5B > 3C Sub-route 1 (Wolf): 2A > 2A > 2B > 6B > 2B > 5B > Jump Cancel > j.D > w[3C > j.A/5A/236D] Sub-route 2 (High): 2A > 2A > 2B > 6B > 2B > 6C or 5B > 6C Sub-route 3 (Grab): 2A > 2A > 2B > 6B > 2A > Forward Dash > Throw or 2A > Forward Dash > 6C A Few Meter-less Options After Nacht Jager: Sub-route 1 (Escape): 236A > 7D > w[5C] > 44D Sub-route 2 (Human Pressure): 236A > 2A x N Sub-route 3 (Human Fakeout): 236A > 7D > w[5C] > 66D Sub-route 4 (Wolf Pressure): 236A > 6D > w[j.A] Sub-route 5 (Wolf Fakeout): 236A > 7D/4D > w[j.A/5A/236D] - w[5A] > Slight Walk Forward > w[236D] - w[5A > 5A > 5A > 5C > j.A] - w[5C > j.A]
  18. BBCP 4/8/2013 Athena Nihonbashi 3on3 Valkenhayn vs J Anson (HZ) Valkenhayn vs Kazu@ginga (TS) Also, the top 3 Dan Valkenhayn's are supposedly: 1 .Akuma shougun (17th Dan) 2. Zekuso (17th Dan) 3. ookami no shikei senkoku (16th Dan)
  19. w[5C] is only -7 now? And 6B now has 19 frames of start-up? Our CT is +4, nice.
  20. I'm in a relatively good mood. Plus, I had an old copy of BlazBlue lying around on my PSP. So here you go, translations that pertain to the inside of each menu. The hyphen's are the equivalent of a space. If you're unsure of what some of this stuff means, Google is always good option (or you can just ask your question here). You'll have to do a bit of trial and error as well since I only outlined the default menu options; but it's still much better then nothing. Good luck.
  21. DP stands for Dragon Punch. In relation to numpad notation, it would be 623. DP's are traditionally moves with a good amount of invincibility, this makes them solid reversal options in most cases. They are also very punishable on whiff and block. DP's are often abused at low levels of play. Wolf mode is a very strong option in neutral, as it has high mobility, fast normals, amazing mix-up, and great corner carry. However, while in wolf mode your range is very limited and your damage is lower then in human mode. You're also being restricted by the wolf gauge as well. Human mode is much slower in comparison, and it's corner carry off of stray hits is worse. But, it has much better range and better damage. Plus, it isn't being restricted by a meter/the wolf gauge. Balancing your play between the two modes is crucial if you wish to be a successful Valkenhayn player.
  22. Once you get the hang of it, you'll be fine. Feel free to leave a comment in the Valkenhayn boards if you need any help. If damage is your thing, Valkenhayn will put a huge smile on your face. Plus his combo's look quite interesting, in my opinion. It took a mere three words to get him to starting seriously considering Valkenhayn again. What more needs to be said? Ultimate Persuasion Tactics 2013™.
  23. Main Valkenhayn instead.
  24. Masashi moved down to #11 and Suuya actually managed to moved up to #5? Well, that's slightly disappointing. Hopefully he'll be back up soon, since the Valkenhayn leaderboards seem to fluctuate quite frequently. We finally got to see the Wolf Sweep Loop in an actual match, that was hype. Time to add a few more combo's to the combo thread. That CA bait by Mr.Unity at the end of his match with Uma was really nice. Overall, I like this "Mr.Unity" fellow's playstyle. He's a bit of a nut, but fun to watch. Usually when I post video's, I tend to look at how many matches each player has from that specific tournament. The less matches, the more likely that they had lost pretty quickly. I always watch the big three's videos first (Hima, Masashi, Zekuso). Since Masashi only had 1 match, I had already foreshadowed his defeat. However, I did not expect him to lose to treasure chests. I nearly facepalm'd. Oh well.
  25. I probably wont be on too much today, I have work that needs doing. The connection with TD was pretty bad initially (and we were playing pretty terribly as well), message him on PSN or something if you'd like to play? Seems relatively obvious. Ah well.
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