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Dreize

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Everything posted by Dreize

  1. BBCP 12/31/2012 Tachikawa New Years Eve Masashi (VK) vs Oboron (MU) Masashi (VK) vs KC (JI) Masashi (VK) vs Ronitta (JI) Gagaga (VK) vs Sekido (AZ) Gagaga (VK) vs Goro (MK) Takenoko (VK) vs Ronitta (JI) Takenoko (VK) vs Kuresu (TS) Gagaga (VK) vs Dora (BA)
  2. BBCP 12/27/2012 Central Hachiouji Casuals Chibaken (HK) vs NAOO (VK) Kuresu (TS) vs NAOO (VK) Edit: More Valky CP Combos By Hazel
  3. Oh god no. Ah, well. That's a nerf then, damn.
  4. Oh nice. Send the Valky changes our way too, haha. Oh my, that's actually very surprising. I wonder... I swore 6C had a P1 of 100 (especially since I get 6.1k off of it for 50 meter in Extend, and I swear that I've read it as "100" before) but apparently it only has a P1 of 80. 6B on the other hand has a P1 of 100 and does more damage, has better meter gain, plus it starts up faster. Add on the fact that 6C has better P2 then 6B does and it seems more plausible to use 6B as a starter and 6C mid-combo. Then again, these are all Extend proration values so it could have changed drastically in CP (but I really don't think they would nerf 6B anymore then they already did with the non-force of crouch and starting up in 1 more frame). The 6B not forcing crouch nerf really only effects us drastically midscreen since we can't link a Nacht Rosen due to loss of forced crouch. However, off of a CT in the corner we should be able to do 6B > 3C just like in Extend. Midscreen, our best starters will probably be 2C, a rapid'd Schwarz Jagd, mondlicht (since they increased the P1, lol), and apparently 2A now has a P1 or 100 now as well? Swore I read that somewhere. I'm pretty damn curious about all the new proration values, and what links together properly in CP. I really wish that I could get my hands on this game for a few hours.
  5. It should still work. I don't think they changed the hitstun on 2C or the start-up of Nacht Rosen. Yeah, we could omit the 6B I guess. It would do less damage though, because 2C now has lower proration; not to mention the fact that 236C > 9D > w[j.B > j.A] > 2C supposedly doesn't work anymore because Nacht Rosen doesn't launch as high (maybe we can do 236C > 9D > w[j.B > j.A] > 2A > 2C instead, kinda like what we're doing with our 3C > 2A > 2C corner combos). Edit: Was the P1 of 2C nerfed or the P2? Or both? Well, right now we're getting about (give or take slightly more or less) this much per confirm in the corner. 6B: 5496 meterless. Uses 3 2C's. 6C: 5096 meterless. Uses 3 2C's. 2C: 5646 meterless. Uses 4 2C's. I'd honestly go ahead and speculate that 6B would be our best starter off of a crush trigger (maybe even 2C if they didn't nerf the P1, which they most likely did) if we have 50 meter left to spare it will most likely involve a rapid'd Schwarz Jagd as well. Then again, these are all Extend combos. So who knows. Just some speculation I guess (a bit pre-mature may I add, since we don't even have the final/finished changelog yet). I wonder if w[j.C] or w.5C will drastically change our human combos in terms of pathways. Also, mondlicht having more untech time may be a game changer? All I'm seeing right now is Mondlicht > 6C > Schwarz Jagd though.
  6. It's not possible. Nacht Jager got nerfed and causes less blowback on air hit, must use 2A > 2C now. How on earth did the Hakumen board get all the Hakumen changes including the new proration values? Damn. I wonder if optimal 4 beast cannon combos are still possible. Obviously we're not going to get the same damage, but I really enjoyed doing those combos for sheer entertainment value.
  7. First time I've seen someone use Valky's crush trigger. Looks cool. http://www.youtube.com/watch?v=GpU9GgpayO0&feature=player_detailpage#t=431s
  8. Follow-up with 5C into Nacht Rosen. Wolf break system allows us to pause during command dashes for fuzzy guard setups and broken mixup capabilities. But apparently people have seen it, so I don't know.
  9. They even nerfed the P2 of mondlitcht and buffed the P1. When on earth are we going to use mondlitcht as a starter? Lol.
  10. No, it doesn't. Which doesn't really matter at this point. w.5A was one of our worst starters in terms of damage, I'm happy with the new 5C sweep.
  11. Actually, I managed to cancel into the tk'd mondlicht at the ending frames of 5C consistently (after the kick connects and he twists his body slightly and pauses you can do it, this is probably due to the amount of hitstun on 5C). It's nothing big or anything, just something that some people may find useful.
  12. It's going to be harder, yeah. Especially in the damage and meter management aspects of our game. Jin, Tsubaki, etc all got buffs so I'd go ahead and assume that some MU's are going to be harder due to us getting mostly nerfs and them getting buffs, as Kiba said. Merry Christmas Eve, Geno.
  13. I was reading the Valky guide thread for the millionth time (not sure why I still read it anymore, but it interests me when I have nothing else to do). Anyways, I was reading the description of his normals, this one in particular ("5C - Long Range poke, although kinda slow, mostly followed up with 236A or nothing at all. Crouching and Counter hits combo into 236C.") and I realized that I could combo off of his 5C without meter, crouch, or CH from anywhere on screen since it was jump cancellable on hit and could be linked into a tk'd mondlitcht. So I went into the lab for a little while and came out with two combos that had an 5C starter: Midscreen: 5C > tk.214B > 6D > w[j.236A > j.236B > 5C > j.B > j.B > 5.B > j.AAA > dj.D] > j.C Damage: 2995 Meter Gain: 31 Heat Corner: 5C > tk.214B > 6D > w[j.236A > j.236B > 7CD] > j.C > 2A > 2C > 6C > 2C > 6B > 236A > 5B > 2C > w[j.DA] > j.C Damage: 4220 Heat Gain: 55 Heat Not sure if this is too well known, but I figured that it'd be a good little tidbit of information to share for others who didn't know like myself. It's a tad situational since you need to be relatively close to your opponent for it to work. In the corner I'll sometimes do 5C > 6C and at times they will get hit by the initial 5C and I don't have a proper follow-up combo without meter, crouch, or CH so I guess that could be one of it's uses.
  14. I have a little question about BBCS:EX online. Regarding people with red names, I've been told that those people are essentially chronic ragequitters. Now I currently have 90 wins, and 8 losses. I also have a whopping 14 in-complete games. Now, I don't ragequit very often (since I'm completely against the mere idea of it); infact I've only ever ragequit once (an extremely laggy stylish Tsubaki player astral'd me and I just flipped). As for the other 13, those were all other people ragequitting/connection issues. What's the deal with these red names, will I get one even if I don't ragequit and others ragequit on me? What happens with these connection drops? And I swear, sometimes I even get an in-complete game when I win a match and my opponent seemingly accepts. I just don't understand it. In short, how exactly do these red names work? I certainly don't want one, and I truly dislike having so many in-complete games on my player card.
  15. OD and a 6B FC for only 7038k? Oh boy. We're doing more then that off of a cornered 2C confirm with 50 meter right now in extend. Pretty sure that characters like Hakumen and Ragna can ToD using OD in CP. I wonder where this is going to leave Valky players.
  16. By the way, I remember that someone said something about Valky hitting 5k as well. Oh, it was Nokita. http://www.dustloop.com/forums/showthread.php?14685-CP-Valkenhayn-Changes-Thread-%28Updated-8-6%29/page4 Yeah, that's why I think that he needed the meter nerf he got in CP.
  17. Well, yeah. I personally think that he needed a meter nerf though, his meter gain in Extend is pretty abysmal. No more meter for a busload of j.C fuzzy guard set-ups and Nacht Jager rapids. Oh well, that's honestly the least of my worries at this point though. Really hate the 2C not connecting into 6B nerf, they should've just lowered it's proration. I will admit that raw 2C midscreen into 5.6k meterless was pretty damn cheap, but why nerf combo pathways? Really happy about the Schwarz Jagd start-up buff, it actually has a semi-decent place in neutral now. Dat ghetto Hakumen renka. Does anyone have the final changelog for Valky though? I'd really like to see it. I'm still wondering, did we get nerfed with the meter replenish time? And if so, do wolf command dashs and such use less meter now? Still a tad confused.
  18. 2A's P1 is now 100? Sounds good to me.
  19. Finally starting to become a more competent Valky player, sadly I'm no where near where I want to be. I really don't know how Hima makes it look so easy, especially in neutral.
  20. Just a heads up, all the Joker Valky videos from OP have been taken down due to supposed third party copyright infringement.
  21. Kinda curious, but what's most people's midscreen wolf BnB? (it can involve human mode, and hopefully it has good corner carry.)
  22. Thanks Sam, I'm having less issues now. Can do it about 50% of the time.
  23. My god, didn't think I'd need any help for combos; but this one thing regarding Valkey's wolf cancels has been frustrating. Example: 2C > 6B > 5C > 236C > 9D > (Corner carries) > w[j.B > j.A] > 5D > 2C > 6C > 2C > j.214B > 2D > w[236B > j.236A > j.236B > 7CD] > j.C > 2A > 5B > 2C > w[j.A] > j.DC [5534 Damage, 65% Heat Gained] The two bolded/underlined notations are where the combo turns blue A.K.A I fail. I've been doing this over and over again for hours with no success. Not sure what I'm doing wrong. Each failure is right after a wolf cancel into a human move as well.
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