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Everything posted by Dreize
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Now you're getting the hang of it.
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You can only lose/gain color rank against those who have the same color as you.
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Pink is the highest rank.
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Yeah, you have to do it really, really quickly. Added a note about that in the character specific section.
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If you're talking about English Valk, they messed up his wolf sounds. Hopefully it will be patched.
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Sweet, thanks for the uploads Kiba. Got some good info from that. Not sure what to make of these j.A > Beast Cannon combos. I like the new w[5A] corner combos though. Saw him do j.C > 5B > 5C > 236A > 5D > h[2C > 6C > 2C > 6B > 2C > 236A > 5B > 2C > j.B > dj.B > j.C] and it only did 3433 instead of the 3783 that it currently does. Unlisted damage nerf perhaps? Unless I'm missing something here. He was also managing his wolf meter fairly well. Good stuff.
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Interesting utilization of the 6B vacuum effect.
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It's like an overly attached girlfriend that you don't want anymore but she just wont leave.
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It's not because we should still use it. We pretty much have to use it. I should have realized this earlier.
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Not sure how I didn't realize this earlier but we're still going to have to use w[j.A] for mix-up, don't have much of a choice in this regard.
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Lmao, the cross-up command grab tech. https://www.youtube.com/watch?v=uzCWqPhkh0U
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I say it was better in Extend for 3 reasons: -It could be easily done off of many starters, it isn't like that anymore due to the timer-based combo system. -In Extend you could usually tack the Joker ender on at the end of your combo (and you'd even get a nice little damage boost) whereas in CP you have to shorten your combos to use it. -Human mode oki was better in Extend due to the stronger gatlings and ridiculous meter gain for constant j.C > RC > j.C IOH's. Anyways, it's basically just a safe-jump set-up. I suppose that you could still find a use for it every once in a while in CP. Not really my thing anymore though but I can see why some people would choose to use it. I'd say that it's a preference thing, keeps things fresh too.
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2C is no longer an OS against her 2D/4D as it no longer has foot attribute and will lose to 4D.
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I'll answer your question here. Ok and some how dreize has made it all better. Just curious are you saying w5c> 236a isnt practical because it's not hit confirmable or something. Just would like to understand why you say that. Sent from my SCH-R530M using Tapatalk Pretty sure that this is how it's going to work. Combo routes that utilize w[5C > 236A] should be practical off of certain starters, such as w[j.C] for instance wherein you're able to properly visualize and react to the initial hitconfirm. Taking a look at some of his pressure options off of w[5C] and how they lead into his combos: -w[5C > brj.A] leads into 5D > h[5C > 236A, etc] -w[5C > 6D > j.A] leads into 5D > h[5B, etc] -w[5C > 2D > 4C (hold)] leads into w[6D > j.A, etc] But, since w[5C > 236A] is not a legitimate form of pressure it wont always work. For combos that utilize the w[5C > 236A] route to be practical you need to know that the initial w[5C] will actually hit. You don't have the time to properly visualize the confirm.
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Calm down guys. To answer your questions: -He gets the same combo off of w[5C] (well maybe it'll be slightly better with w[5C > 236A] but that's not particularly practical). -w[j.A > 5A > 5C] not working isn't really a big deal anyhow since most people don't convert into w[5A] from a w[j.A] confirm. As we knew early on he can still do a w[j.A] confirm into beast cannons, but I wont be using it for rather obvious reasons. -Regarding the wolf gauge nerf, we'll see how bad it affects us once we play the game for ourselves. -As I predicted, w[5C > 236A] now working is going to be very helpful and it'll buff up some of our damage, plus we wont have to use a command dash to combo anymore in the corner depending on the starter. I created some theory combos a while back. -Of course, the issue with w[5C > 236A] is the fact that it isn't a legitimate form of pressure. -Negative penalty buff is going to help us in certain match-ups (Carl, Tager, etc). -New sturm wolf animation speed is absolutely hilarious. Lastly, sorry for posting this here Kiba. You may or may not want to move these posts to the changelog thread/general discussion.
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To be perfectly honest the Joker ender was better in Extend.
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Wish that w[5C > 236A] was more fluid with the way that Valkenhayn's pressure works.
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BBCP 3/8/2014 Cats Eye Machida 3on3 Uma no Hone (VK) vs Zombie Pigman (NU) Uma no Hone (VK) vs Kuromu (RG) Uma no Hone (VK) vs Yuuki (MK) Takenoko (VK) vs Minoru (RA) Suya (VK) vs Ichiko (BU) Suya (VK) vs Hifumi (LI) Takenoko (VK) vs Matsu (MK) Uma no Hone (VK) vs Hiyoko (AR) Uma no Hone (VK) vs Matsu (MK) Uma no Hone (VK) vs Chibaken (HK) Uma no Hone (VK) vs Hiyoko (AR)
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Don't get it. We should still be able to do that post-patch. Although it's not a particularly good route.
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I was nervous as heck when you had to fight Amane and Litchi. Glad you pulled through, and congrats!
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Uhm, yes? A 13 frame overhead that leads into a surplus of wolf meter via the corner is a big deal. Except the problem with this is that he's spending a command dash & time in wolf mode to do this...in a game wherein he's about to receive a wolf meter nerf. If he's in a position to hit you with w[j.A] he's probably already in control of momentum, so why would he mix you up with a wolf normal that grants an almost negative reward as opposed to ones that don't? There are a few isolated scenarios, but not much more than that. Neither Rachel nor Valkenhayn get huge damage off of their IOH j.A's though. At any rate, I'd say that Valk's is better pre-patch while Rachel's will be better post-patch, similar to what TD said. The problem isn't lack of huge reward, the problem is negative reward. Not only that but there are better options available.
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Our new midscreen w[j.A] BnB is probably going to look something like w[j.A > 5B > 5C]. No corner carry whatsoever, uses a command dash/time in wolf mode, does little to no damage, etc. Unless the opponent has an extremely small sliver of health w[j.A] in general is looking rather useless as it currently stands. Of course this also means that his ability to convert random hitconfirms into legitimate combos has gone way, wayy, down. We may actually be seeing a bit more of w[j.B] now which is something nice & new (plus it has a slightly more interesting animation than w[j.A] in my opinion]. Wolf brake system is still intact so his mix-up should still be top-notch.
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No problem, it's fine.
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The change is: Wolf Gauge - after changing from wolf form to human form manually, the gauge recovery is slowed down for a while (the recovery rate equals 1 for 90 frames after switching back to human form, and equals 3 afterwards). So basically when he transforms from wolf mode to human mode the gauge recovery rate = 1/3rd of what it normally is for 1.5 seconds (90 frames). Combos with several wolf transformations will be effected more than others, this of course will also also effect neutral (such as common movement options like w[j.66D]) wherein Valkenhayn is constantly swapping from wolf mode --> human mode and vice versa. Gauging how hard the wolf gauge nerf is going to hit Valkenhayn is pretty damn hard without playing/seeing the game, so I really have little to no idea right now. Additionally, w[5C > 236A] has recently been confirmed. This may be a problem, but we'll see. Properly confirming may also be an issue.