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Magaki

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Everything posted by Magaki

  1. Now that I'm done with my break, let's see what we got so far. About the videos posted by Kiba. -Like I speculated, cooldown happens whether you're on the ground or in the air. It implies that wolf regen for midscreen BnB is roughly the same than in CP. -It seems that doing the tk214B>6C>3C ender will give us back the whole wolf gauge used. Doing 6C>3C>236B>(236B) would probably be the way to go for gaining wolf gauge while sacrificing oki. Here's the explanation below: In this video, Manato used the following combo: wAAABC>wjA>5B>236A>2C>tk214B>6C>3C close to the corner with ~60% wolf gauge. At the end of the combo, he had 60% left. In CP, the combo gives you back around 10-15% more. -Seems like instead of doing close to the corner 2C>6C>dash>236A we can now do 2C>6C>5D>w236A. Guess that would be a way to optimize the corner carry combos. -Wolf backdash is slow and the distance barely changed.
  2. Damn, now that I think about it, it has already been 2 months that I didn't organize anything. Anyway, with the new batch of videos we have concerning CP1.1, I believe that we will probably have a lot of things we might want to share and discuss. I updated the first post with the schedule concerning the next event. Obviously, please post here in order to say whether you will attend or not. Considering that we can't have more than 8 people in a room, knowing beforehand who will attend or not will allow me to make it as smooth as usual. Obviously, a post will be made one day before the event as a reminder.
  3. Depends of the anti-air you used. However, with pretty much everything except 6A, you should be able to do after jump>jD>wjA>wjB>3D>wjA>5D>5B Basically, doing wjB>3D>wjA in the air allows you to land and go with the usual BnB which is really convenient. An example with w5B would be: w5B (AA)>jump>wjB>3D>wjA>5D>5B>5C>jB>djB>jC This combo is universal and provide some corner carry while not using that much wolf gauge. If you're not far from the corner you can go with: w5B (AA)>jump>wjB>3D>wjA>5D>5B>236A>2C>6B>2C>tk214B>6C>3C Which gives you a lot of wolf gauge back and a pretty good oki. You can obviously get more damage but it entirely depends of the height of the opponent and how far they are from you. You won't do the same thing if you hit at point blank or with the tip of the hitbox. The combos I gave you though always work and got a relatively easy hitconfirm. If the opponent block w5B for example, doing wjB>3D>wjA right after that will allow you to make the opponent land while blocking and keep pressuring them on the ground so it's something you will use whether it is on hit or on block.
  4. "Once upon a time, it was whispered amongst the whole ASW company that one and only particular character was so powerful that no nerf stick could ever affect his might. No matter how many times the old wolf got beaten by the divine nerf stick that even brought his blond vampire master on her knees ages ago, Valkenhayn kept being ranked top tier amongst all the rightful candidates no matter how fierce the rest of them were. In order to destroy his legend, ASW forged a unique weapon: The Great Nerfhammer. This way, they hoped that the beastkin will be stripped of his almighty S rank. They started by smashing and crushing his limbs in order to make his wolf recovery slower and severely hinder his powerful claws so that the old butler couldn't be able to even scratch his opponent's feet anymore but could only settle with aiming at their abdomen. In fact, the damage were so bad that he had to use his tail even more than before making a tail sweep much stronger than any of his claws or bites. In their madness, ASW decided to use the Great Nerfhammer on his voice actors themselves. Yes, you heard right, they even nerfed them. Tying up the english voice actor, they dropped it with all their might on the poor man's nuts. The scream coming out of his mouth was so pitiful and pathetic that they decided to use it in the actual game for when the wolf will be howling. However, despite the numerous sufferings and countless tears, the loyal wolf still remained S tier." Now, you know.
  5. I'm the one who posted it. After sjABC midscreen, you can do 3C. If you get the hitconfirm because they didn't tech, do 236A. If they emergency teched, do 1DC to meaty. You have to react to whether or not the 3C will hit. 1DC is easier to do than 3D4C and you will almost always be in range for 1DC. Obviously, this is by no means easy.
  6. It was pretty much the same when CP came out. Wait 1 or 2 months to really see how Valk will fare against the whole cast. It's kinda pointless to watch matches right now and expect Valk players to win against simpler characters with the wja and wolf regen nerf which imples that a LOT of habits will have to be fixed/removed. For example, punishing a whiffed move at mid-range with 6D>wjB instead of 6D>wjA on reaction. It's not really that complicated but when you consider that those same Valk players grinded CP on arcade for more than 1 year, I'm not surprised to witness them having troubles. Just give it more time really.
  7. Please, watch your words. Using terms like "fucking troll" won't help the debate at all. While I agree with you about how he should have been more specific and explained what he considered to be bad, he has every right to question Novril's project considering that we aren't talking about an amateur project anymore. He's asking for money here. And a really big amount which would imply that it will be much MUCH better than Guilty Bits. That I liked a lot to be honest considering that it's a community thing made by people during their free time. If Tataki says that he WILL make a series of videos for Blazblue, he can have all my support and by that I mean that I don't mind throwing in some money to help him. Problem is that the video available on Indiegogo isn't really that great but it's meant to only be a small example of how it will look like. I don't necessarily agree with its content but it's just supposed to be a demonstration and thus is far from being the final product so we can't judge him for that (And he even explains it as a disclaimer). HOWEVER, Tataki talks about Airdash Academy in his video and considering that it will be the latest episode done by his team, people will decide to check it in order to know if his team is worth trusting or not. Because, the first thing anyone will feel like when looking at a project asking for 9,5k for a bunch of 10 minute videos (which is way too short for the amount of money asked let's be honest here.) is that they are simply trying to make a profit out of it. Which is fine because it would mean that we will get high quality videos made by professionals. Advertising Airdash Academy in their video imply that the result will be the same as Blazbits or that Blazbits will be even better than that. Except that this first episode got a lot of flaws. First part of the video: (0:00 to 3:27) Second part of the video: (3:28 to end) Anyway, what I mean is that if you plan to be paid for your videos, it mean you will become a professional and thus will be considered as one. You can't say anymore that you're doing something for the community because you're remunerated and now have responsibilities. It's true that we can't judge you for Airdash Academy or Guilty Bits considering that you did that in your free time however we only have your previous and new works in order to decide if we should trust you or not. And that's something that you pointed out yourself. That we must judge you for your videos and not who you are or what you said before. Something that I completely agree with. Problem is that if we judge you based on your previous videos, it doesn't cut it from a professional point of view. Finally, I would like to add that while I do consider that the first episode of Airdash Academy is bad, I don't consider that the whole serie is meh. I will give my final opinion 1 or 2 episodes later because this is just an introduction and I'm not aware of the circumstances behind that first episode. Maybe you had to rush it or encountered some difficulties that only you are aware of. As for anything else not related to your videos, there are some things that are completely amateurish. Picking "experts" handpicked when it's needed ? Having a vote system in order to decide which episode will be done first ? This shows that there is close to no organization in the way you plan to do it. I know that the vote system is here for marketing purpose and make people feel like paying more but do you really think that people will go all like "YAY ! I'll pay a lot to make my character be first !". This is quite naive because people who will contribute doesn't do it because they want their character to be made first. They do it because they want Blazbits to help beginners pick up the game and thus make their scene grow. They don't care about their characters being first because chances are that 99% of them already know everything about them. Why would they even contribute if they were casuals in the first place ?! Now, if you consider that each episode is based on a vote system and that this same system will decide who you will pick as an expert for the next few days, you don't need to be a genius to know how messy it will be. The guy who thought about this marketing system isn't helping you at all. He's being completely counterproductive here. Also, please avoid comments like "Thousands of people watched it already, and I haven't heard a single complaint about it yet". It's not because people don't say anything that they are necessarily satisfied with what you made. It's as narrow-minded as saying that what the majority think is always right. Galileo Galilei said that the Earth turned around the sun and that geocentrism was false while everyone else thought the opposite. We know today who was right.
  8. w5B and w5C both have the same attack level (3) and will lead to the same result in blockstrings. Because of the nature of Valk's combos, most brakes or 6D>wjA will be done at max speed. w5B/w5C>6D>wjA have exactly 4 frames gap minimum that you can IB to make it a 7 frames one. Therefore, only certain moves can be used on normal block against a w5B/w5C properly done. Moves like these concern Ragna and Kokonoe's 6A for example. And it will beat wjA/B/C if it was what the Valk intended to do. Sadly for Litchi, she got no move that would allow her to do that. IB'ing w5B/5C and mash 5A right away is your best bet against 6D>wjX blockstrings. w5C>1D4C or the wolf loop IS gapless if done at the proper speed. That's why w5C>RC>w5C is a huge waste of meter and is only used by Valks not confident enough to pull it off or simply playing online. The best options for Valkenhayn in terms of blockstrings consist of alternating between brjA and wolf loops. Considering that w5B/C>brjA is gapless and wolf loops are gapless too, it would mean that you got no way to even DP out of Valk's strings if they are done properly. However, there is something that a lot of people forget. brjA doesn't make you go forward and thus allow you to reset pressure. It means that against a Valkenhayn who abuse brjAs, you can decide to rather opt for barrier blocking which will force Valkenhayn to use 6D if he's too far after one blockstring to reset pressure. Sometimes, it will even make brjA whiff. That's one of the most common choices amongst top players against Valk along with delay teching hence why some players like Uma no Hone and Zekuso end up not using brjA that much. Summary: -Use IBs against Valkenhayns using 6D to reset pressure. -Use Barrier Blocking against Valks using wolf loops and brjAs a lot. P.S: Kinda realized we never had anyone so far complaining about how difficult it is to deal with Valk's command grab added in his already sick high/low mixup. Am I the only one making people rage offline because of it or it's just my imagination ? Guess I'll need to hit the lab and write a lot of tick throws/tech traps because we will need them for CP2 anyway.
  9. It's used a lot by Chonari as combo filler against airborne opponents. Seems he prefers to do 6S>(6S)>(6S)>236D instead of jP xN>djP xN>jD air combos. Listed one of the combo he used here. First 6S by itself isn't that great though IMO. Found one application so far. When I try to poke with fS, if I notice the opponent jumping on me, I do 6S whiff cancel right away which usually catch them in the air and covers a lot of area. If the opponent blocks, I just keep pressing 6S and do 236S in the end to make sure that the opponent will block until they land. Third 6S covers an amazing area though like you can see here:
  10. Kinda hard to help you with that kind of informations. You should watch your replay(s) again and elaborate.
  11. That's also something that I plan to do when I'll have more time and figure out a better way to organize it. Thanks for the suggestion anyway.
  12. Yeah. Human 4D is just used for spacing purpose. For example, h4D>w66D got a really interesting trajectory. Sadly, it's only useful in very specific matchups making it something you mostly do by mistake.
  13. What do you usually guys do when dealing with people constantly in the air ? I don't really have troubles dealing with people in the air with the dog and the ghosts but it's not the case with the sword or naked. I don't know if it's because of the new changes but anti-airing with sword 2H doesn't seem as great as before. Most of the time it whiffs in situations that wouldn't have happened in AC+ thus I end up using 623H FRC more instead and it seems that 623H completely whiffs if the sword is too far. Might be quite subjective though. When naked, I tend to either backdash whenever I can but considering it doesn't alter the opponent's pace that much and make me closer to the corner, it's not a strategy that is that great it seems. I also use 6P much more now which works great if done with the proper timing and isn't really dangerous on whiff if the opponent double jump to bait an anti-air. It still loses really badly against Johnny or Slayer's jH for example. Tried to also go for jP airtoair or simply air throw but I get poked quite often in the air while doing that. I guess that it's something that should probably be used for mind games or to make the opponent unable to leave the corner ? I also use 6S with the ghost much more now. That hitbox is just amazing. Doing something like fS constantly in neutral and whiff cancel it if I notice the opponent jumping works quite well. It also helps much more than against people who uses high/super jumps in order to avoid 236D/Ghost H toss. What do you guys think about it ?
  14. You didn't get how the w5C oki works. I guess it's my fault though and it means that I have to write it in a clearer. Anyway, I'll try to explain a bit better here: After you do the 6C>3C ender or j8BBC ender, get in w5C range. You have more than enough time with both enders even if the opponent emergency tech. Once you're in position, just wait for the opponent to tech. Goal of the training section is to make you able to perfectly meaty if the opponent delay techs or emergency techs based on your timing by observing the opponent. If the opponent try to roll away, they will end up just before you allowing you to punish. When you notice that the opponent emergency tech or delay tech, you have more than enough time to get the timing to do w5C in order to meaty perfectly. Additionnal notes: -This is NOT something like "press 6B right after you combo to meaty". You have to wait for the right timing while you observe how the opponent is teching. -The w5C oki consists of getting into w5C range in order to be able to use w5C to beat reversals. Once the opponent understood that using reversals against that oki is useless, you can do 6D>wjA for a mixup instead of w5C. -If you hit the opponent with w5C, you can do 6D>wjA to combo right away. Combo I use is w5C>6D>wjA>w5C>w236A>5D>2C>6B>2C>236A>2C>tk214B>6C>3C which does something like 3k200 and gives back a lot of wolf gauge. -I would like some additionnal informations. While most people told me that the guide is really clear and easy to understand, you're the second person who seems to have troubles understanding it. Please reply honestly, did you read the whole w5C oki guide or just a part of it ? And did you read also the whole okizeme thread ? While it is true that the most important informations are already in the strategy guide, it still got useful additionnal informations. -If anyone else have troubles with it, please do not hesitate voicing your opinion as it will allow me to pinpoint what is unclear and improve the guide.
  15. Valkenhayn's oki is extremely basic and rely on meaty attacks. Therefore, the different between a good oki and a bad oki is simple: The amount of frames you have to do whatever you want afterwards. Considering you picked up CP, you will understand with time how important the wolf regen nerf is and why we pretty much all go for the 6C>3C ender as it gives you the best oki and gives back a lot of wolf gauge. And you don't have to bother with emergency techs, delay techs or rolls with w5C oki as it will always lead you to the same result whatever the opponent do. Obviously, the oki consist of getting in w5C range to play safe and go low for w5C or go for an overhead with wjA.
  16. 1. You can still do the joker ender. Problem is that you're gonna use a lot of wolf gauge if you want to do it this way. Just doing tk214B>6C>3C as an ender and jumping right after that provide you with a really easy safe jump that also beats extremely fast DPs like Ragna's inferno divider. 2. Falling jC enders are much more consistent in CP than in CSE thanks to wjC. Just do instead wjA(AA)>wjC>djD>jC. Like in CSE, it's height dependent for the falling jC in order to deal with delay techs. You however have to keep in mind that: -It leads to bad okizeme if the opponent emergency techs. -Waste a lot of wolf gauge because you're in the air. -Is really easy to spot so the opponent will always emergency tech. -Isn't as useful as the w5C oki. Go rather for the 6C>3C ender to get max wolf regen in order to improve your pressure on oki. You can then go for w5C oki in order to avoid reversals or any meaty you might want to do based on the meaty list I made.
  17. Tfw didn't notice your post Dreize. Sorry dude. And nah, I've been really busy lately. I might schedule another one next week or the week after though. I'll post something here in monday for the next event.
  18. I honestly didn't expect them to nerf the backdashes THAT hard and for the both of them. I'm relieved to witness though that the recovery is slowed down instead of stopped. We already knew the rest however. I wonder though why would they change the stagger.
  19. I don't combo in the air with Zappa's dust whether it is for Raoh or Zappa. 5D>jD impossible dust is just godlike. Anyway, here are some easy dust combos for Raoh: 5D>jD impossible dust>66>jS>jH>66>214S>214S Corner carry from the middle of the stage and gives you oki. Deals around 50% damage on Sol. You can use meter to do the 6H loop or the last edguy loop afterwards 5D>jD impossible dust>66>jS>jH>j236S>214S What I do if I can't corner carry for some reason. 5D>jD impossible dust>6H>236S(2)~K>6H>236S~K>dash 2S>214S Corner only. Deals huge damage (322 on Sol so 70% damage) without using any tension. You can use 5D>214S to impossible dust for more damage but it's really tricky and probably character specific. You can impossible dust with jD, jH and 214S. jH looks like it's character specific though. 214S is a bit tough to follow up unless you have tension. jD always works and deal 1 less damage than jH for the same GB- so always go for jD if possible. About midscreen damage, while I do agree that people tend to be desperate, I also noticed the amount of DPs they tend to throw out increase significantly ! That's why when I want to get in, I usually go with 6P or 2K first and check if I get a hitconfirm. While cS indeed lead to a ton of damage, you have to keep in mind that cS>6H whiff on some crouching characters like Sol. That and its range with how easy it might lose to DP because of the hurtbox makes it one of the main reason why I never use that move. THERE IS however another way to get good damage midscreen: Stuff>2D>236S~K will pretty much always work thanks to OTG hit. Midscreen you can do Stuff>2D>236S~K>jS>jH>combo for good corner carry. In the corner, just do Stuff>2D>236S~K>6H loop. Allow you to get easy hitconfirm and start your pressure by 6P for example in order to avoid a lot of things in neutral or some DP.
  20. Alright so, after thoroughly studying Chonari's matches, I started writing a list on everything interesting I found so far. I'll separate them into a combo section and a setup (blockstring, oki etc) section. Model: CH= Counter Hit AA= Anti-air CO= crouching hitconfirm (text)= Not required/suggestion Combo: Naked jP>jS>2K>2D>dash 236P Airdash jP>jS>jD>dash 236P 214D>236P RC>dash 2H>jS>jK>jS>djS>jD Dog Midscreen: Dog close to Zappa 8D AA>jP>jS>djP>jS>8D 5P>2K>2S>2D>(6D to sandwich) 2K>2S>5D>dash 2P>2K>6P>6D>(6D to sandwich or 4DD for unblockable reset) 4DD>2K unblockable>cS>2S>632146H>dash 236P RC>2H>jS>jK>jS>djS>jD Midscreen: Sandwich with the dog and Zappa 4DD>dash 2P>2K>cS>2S>2D>(6D to sandwich once more after knockdown) Omits 2P if you're close enough for an unblockable with 2K>6P (dog near corner) fS>6D>dash 5P>4DD>dash 5P>2K>cS>fS>5D>dash 5P>2K>cS>2S>(2D) Chonari did 4DD but it whiffed. I guess 2D should have been the best choice here. 4DD>2K unblockable>4DD>(5P>cS>2H>2K>4DD>2K>4DD) xN Pretty cool loop midscreen. You can transform it into an unblockable reset if you delay 4DD a bit. Allow in the end to corner carry and still sandwich in the corner. My favourite combo by far. 2K>5D> dash 5P>2K>2D>632146H Corner: Dog close to Zappa 5D CO>2K>5D>dash cS>2H>5P>2K>5D>dash cS>2H>5P>6D>dash 5P>4DD>5P>2K>cS fS>5D>dash>5P>2K>cS>2D Chonari's main combo ender in the corner. He prefers to always get knockdown to keep pressuring. 2P CO>2K>2S>5D>dash 2K>5D>dash cS>2H>2P>2K>(6D>8D) 6D>8D allows to position the dog before the opponent for more pressure 4DD CO>2K unblockable>4DD>dash 5P>cS>2H>2P>2K>6D>(4DD>dash 2K) Unblockable reset evewyday, all day After 4DD follow-up>2K unblockable>cS>2S>5D>dash 2K>cS>fS>(6D>fS (ground)>4DD) Another unblockable reset. Chonari y u so cool. fS (ground)>4DD unblockable>632146H(4)>dash 236P 5 orbs from an unblockable. Not bad. 2K>6D>5P>4DD>2P>2K>cS>fS>(6D>4DD>2K) Easy unblockable reset. 2K>5D>5P>2K>cS>6P>5D>IAD>8D(whiff)>jPx5 I think we can add some ways to get a knockdown here. (4DD CO>2K>cS>2H>2P>2K>6D>5P) xN Really cool loop in the corner 2K>5D>5P>2K>6P>jump>6D>8D(whiff)>jP>jS>5P>cS (dog still in recovery so we should probably do 5P>2K>6P>2K>cS>2D as an ender) Sword Midscreen: cS AA>2H(2)>6H>63214H 5P>2K>cS>fS>2S>5H(2)>63214H 2H(2) AA>6H>63214H 2K>6P>2K>cS>2S>2H(2)>6H>63214H 236S FRC>fS>2S>2H(2)>jS>jH FRC>jS>jH>(6H overhead reset) Corner: 2S>2H>jS>jH FRC>jS>jH>2S>5H(2)>63214H Chonari only uses 63214H FRC in blockstrings in order to frame trap and almost never in combo in order to make sure the opponent won't be too high to tech I guess. Ghost2K>2S>fS>5H>236D (3) 2P>2K>cS>fS>5H>5H>236D (3) 2P>2K>fS>2H>dash 236K 5P>2K>cS>2D>236P Ghost toss oki 5P AA>cS>6S>6S>6S>236D Character specific. Max amount of ghost tossed is probably 2 I guess. Model: Text: Blockstring Text: Offense/pressure/okizeme related Text: Neutral/Other related Setup: Naked dash 5P tick throw dash 236P Fails most of the time though. Risks are too high compared to the reward IMO. Antiair: backdash> fS fS (ground)>5P>2K>frame trap2H>2P>2K>fS (ground) Tricky to use but quite good as a blockstring. Careful to not get DPed between the 2K and the 2H Dog [*]dash jump>6D>jP Dog controls the ground while Zappa covers the air. [*]4D6D>dash 2P Same as above with the position reversed. [*]2P>2K>cS>6P>fS What Chonari does as a blockstring if the dog is too far and he needs to make it get closer with 6D. If the dog is close enough after this, 5D resets pressure. 6D after 236P to sandwich Sandwich: [*]5P>2K>5D>dash>5P>2K>5D x N to fish for hitconfirm I guess. Pushes slightly the opponent to the dog everytime you do that though so you won't sandwich long. [*]2P>2K>2H>2P>2K>6D>4DD>2K unblockable. Corner: [*]6D>4DD>dash 2K unblockable. [*]If dog is in extra recovery because of a followup, dash 5P>5P>2K will make him recover in time to keep pressuring with 5D. [*](5D> dash 2P>2K>2S) XN as a blockstring against FD block. Sword [*]Favourite meaty attacks: jS, 2K, 6P, 2S [*](After 63214K grounded opponent) 236S to get closer/reposition the sword. If the opponent forward tech, they end up behind Zappa. Backdashing seems to save the day if it happens. [*]5P>2K>cS>jS Favourite instant overhead jS blockstring. [*](sword max range) 2H>2S>2H>2S>... Sets the sword in a position that seems annoying for close ranged characters to deal with. They can do high jump>airdash to avoid it though. Might be good sometimes to fish for random hits I guess. [*]IAD backward>jH Allow to GTFO and position the sword nicely [*]236S(blocked)>jS Really unreliable in the midscreen. Much better in the corner. Make sure to use it against people who respect you after 236S. [*](Sword high enough to hit both standing and jumping character) 63214H xN Hits fullscreen away. Ghost [*](Against cursed opponent) 5P xN If the opponent blocks an item meanwhile, dash and 5P once more until you get a hitconfirm. Notes: -You're free to use quote and use this post as a model. Will buy you time if you need to order various datas related to Zappa. -I'm seriously lacking in terms of data for: Raoh: His setups, blockstrings and combos. From Chonari at least. The dog: In the very specific situation where Zappa and the dog sandwich the opponent in the corner. Got no combos or setups on it. I'm certain we can do some sort of unblockable by abusing 5D and 2D. Sadly, everytime Chonari managed to get this situation, the opponent managed to GTFO before he could do anything. Please, do not hesitate sharing if you stumble upon a video with a top player getting in those situations. -I only did Chonari so far. I know that the next one I need to analyze/sharingan is Eki-chan. Also heard that Mitsurugi was pretty good. Is there another Zappa player worth mentioning ? -And thanks Phrekwenci and Oiboi. Both of your posts helped me a lot with AC Zappa in the past.
  21. If you're looking for a new character in order to learn new ways to improve your overall game, you should follow Airk's list. However, if you're trying to find a way to step up your neutral game, stick with Valk. Valk really got all the tools you might need for a strong neutral game. Reason why you behaved this way with Narukami must probably be because you don't know what to typically do in neutral. Try to add this in your neutral game: -Changing your gameplan. Valk can get in and GTFO quite easily. Trying to mindlessly getting in will get you punished by anything random thrown at you. Just staying a bit in human mode and observing your opponent while waiting for a mistake is also a really efficient way to pown with Valk. Just look at Hima during Blazblue Revo to get how important it is. -Anticipate what your opponent is doing. Self-explanatory. Besides, good reads are quite rewarding for Valk. -Playing footsies. While it's not really used that much for Valk, he got amazing pokes. Throwing out some w5A, wjA or 5B sometimes can be quite good and isn't that easy to punish. Anyway, while it is true that learning a character can help you learn a new way to play, I still consider you don't necessarily need it if you already play Valk.
  22. Shhhh. We are trying to recruit a future Valk bro here. Please do not interfere unless you're asking for some epic wolf corner rape.
  23. Valk definetely looks like the character you should main yeah. His rushdown is godlike without relying on anything else besides godspeed or amazing normals. Difficulty curve is a bit steep but we will be more than glad to help you on the Valkenhayn board if you have any issues.
  24. Just admit it. You were actually listening to the scrub living inside you and were mashing raw rozen SO HARD you ended up doing 5C>236C instead everytime. Joke aside, nice matches.
  25. The tweet translations are actually here to help us get more information about stuff found during JAEPO. This is the most suitable thread for that.
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