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Everything posted by Magaki
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Well, for a serious list then: Buff: -Heat gain Nerf: -w5C phantom hitbox needs to disappear. I know I wrote a guide about it but being able to attack AND be safe is way too much. -5D head invul is honestly not that great so removing it won't hurt. You have to time it with extremely deep jump-ins and its chances to fail is even greater when the move got a lot of active frames. I honestly saw more rounds being lost because of that than anything else. -Even with 2A jump cancel gone, I still consider that rising jC>RC>jC is downright unfair. Wolf mixup is more than enough. Stuff I would like unchanged: -His wolf mixup. -wjC jump cancellable. I don't know why but I feel like this is something that might disappear one day. I still would like to keep it because of wjC>djd>jC ender and combo variety. -Sturm's minimum damage with and without OD. What I don't agree with: -Making wolf hybrid move consume wolf gauge would be a really good way to start destroying the character. This concerns 5C,2C,3C,jC,6B,6C and all his specials. I don't know if you're aware but in CP, if you don't try to switch back to human form in a combo and keep comboing this way as much as possible, you will use much more wolf gauge than you get back. The wolf hybrid moves are the one used in combos in order to either end it with a knockdown or extend it as much as possible. Why do you think the main ender in the corner is 6C>3C ? That's because it's the best way to get back your wolf meter. If those same moves uses wolf gauge, it would result in a situation where we have to use more wolf gauge than we can manage to get back. That would mean we can get in in wolf, mixup once and . . . That's it. We won't have enough wolf gauge back to mixup AND combo afterwards in wolf mode. So the only way to keep the pressure going would be to make the opponent block as long as possible to get back what we need to mixup and combo. And you ALSO have to do that without using any wolf hybrid move. So, no. Making those moves drain wolf gauge is as useful to his gameplay than not giving him any low in wolf mode.
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Valk's OD is already really good. Go in training, activate OD and look at everything you can do with his wolf speed. Every wolf cancel becomes safe and you're even faster than Bang's FRKZ (cross ups in OD are hilarious too). 5B>jC>3D is also an amazing blockstring and being able to wolf cancel 6C on hit give you massive blockstun to do whatever the hell you want. Even if they buff it even more, Valkenhayn is still strong enough to win without it hence why it's just used to end a match. Only things I would like in CP: -Buff the heat gain. Valk's actual heat gain is downright ridiculous. I don't get why Jin or Azrael get massive heat while we struggle to have more than 25 in one combo. -Do something for 6B and 236A's hitboxes so that they don't push the opponent out of the corner. I know this is an execution problem but the main reason for that is because of a certain gay dancer in CP. There, everyone is agreeing now ! -I don't mind the damage nerf on Valk but it's quite disappointing to see that you pretty much always do the same damage with an N starter unless you want to give up on your wolf gauge. I would appreciate it if there was just one situation were Valkenhayn could rack up more damage than usual. Because yes, damage from a 6B fatal isn't that great compared to the rest of the cast. Needs a main punish that really shows a big difference between a normal hitconfirm and a punish. -I love Konigg Flug. How come a PURE combo filler do as much minimum damage as some reversals super ?! It doesn't make sense at all. -Beat Tsubaki's DP with the nerf stick (what do you mean it's not a Valk change ?!). Every Tsubaki players know it will happen anyway. Even Kiba ! Every night when he goes to bed, he can't help but hug his Tsubaki dakimakura and shed a lonely tear thinking about the future days when his 623C mashing sessions will abruptly end. Aside from that, please buff her.
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That's not what a certain replay I own is proving. Shall I make you remember ? Anyway, jokes about Kiba's pathetic loss aside, I'm not certain if everyone noticed it but the event is now held one hour EARLIER than before. That's mostly because it was a bit too late for europeans anyway so this hour should be much more convenient. Another thing. IIRC, the chatzy room will be deleted if it doesn't have anyone entering in a week so don't hesitate logging in/organizing a discussion if you want to. I try to log in myself whenever I remember about it but I might forget one day which would be quite annoying.
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I just want one thing: No more character specific against Amane. Just . . . No more. Please ASW, make it happen.
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I guess that it's because: jH and 63214H FRC frames are exactly at the start of the active frames. 623H is right in the middle of the active frames. If you FRC as fast as possible with jH and 63214H, there will be no delay because of the hitstop not kicking in during the first active frame hence making them easy. However for 623H, its FRC frames are always affected by hitstop because they are right in the middle of it. Unless the opponent dash/Airdash on your face and gets hit at this specific point though. As for j236H and 236S, the FRC points are during specific frames in the recovery so hitstop shouldn't matter that much. I agree with using j236H rather than 623H though for this kind of situation.
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Considering the popularity boost of the recent events we held on sundays, we decided to make a specific thread for it in order to not flood the board with posts related to it. Rules Off-topic posts aren't allowed here so don't go overboard. You're, however, free to comment about the event/what happened in it or warn people if you can or can't attend it. The schedule for the next event will ALWAYS be in the first post. Which is this one. This way, people will be able to know right away when the event will be held rather than going through a bunch of posts. Additionnal Notes During the event, the players join this chatzy room in order to be able to freely discuss. This way, you can join it with a computer or a phone without any kind of registration making it quite convenient. Off-topic discussion will now be held in a skype group. Please contact me if you want to be part of it. So far, we have most of the contributors here except Dreize but it's alright. We will just bait him by telling him the secret to beat Tsubaki's DP is on skype and he will 6D/Raw Rozen his way through. Next Event Schedule The event will be held next time: 26/05 at 1AM CET 25/05 at 12AM GMT 25/05 at 6PM CST 25/05 at 7PM EST 25/05 at 4PM PST Event Presentation The event started under the name EU Valk vs NA Valk but it soon became simple online team matches between Valkenhayn players from the Valk board. After a few sets of Valk matches (EU still winning twice in a row in both results and astral count lol), it just becomes pure freeplay and you can do whatever you want or just chill in the chatzy room (You better play next time Shyn). It's also a pretty good opportunity to learn more about matchups, talk about new techs, make fun of Kiba's red hair fetish and ask for advices. Just make sure however to tell us if you plan to attend. For any trouble/question, feel free to PM me.
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When she already got bats or loebia out, I usually wait for her to do something then do w66D or another way to get in in wolf in order to be certain I'll get on her face and she won't be able to activate her poles because of the recovery. Throwing out 3C>6D in neutral works quite great in order to surprise your opponent. Plus, 3C kills the frog which makes it quite convenient. It however loses to loebia unless you're willing to spend more wolf gauge and can be easily dealt with if you abuse it making you predictable. Anyway, could you elaborate more your troubles against her ?
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Damn, I never noticed it before. Guess I'll have to pay more attention next time !
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Question for LordKnight if he takes a peek around here: At 2m30s, was it a safe jump attempt ?
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I added a little picture made by Kiba in order to show how w5C looks like against DPs. I, however, don't really have anything else to add so the w5C guide will soon be included in Kiba's strategy guide. If you have anything to suggest, consider that I overlooked something or think that a part is hard to understand, don't hesitate sharing it now.
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Because of Kagura's DP motion [2]8C, Kagura is unable to DP you after an overhead. He needs to block low attacks for a while in order to charge it. Also, keep in mind that its horizontal hitbox isn't that great and w5C can easily make it whiff therefore making w5C meaty and w5C>1D4C wolf loop safe ways to deal with him. Be mindful of barrier blocking however if you plan to use 1D4C.
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wjC whiffing while used after a jump cancel is a common issue with a big part of the cast. That's why there is no blockstrings with a jump cancel wjC in the Valk strategy guide because that's actually a bad choice. When it comes to wolf pressure, whether it is her 22C or her backdash, none is particularly efficient against Valk's pressure and she most of the time gets badly punished for it. Her reversal gets blocked by most option selects too and gets punished with a full combo midscreen or in the corner. As for neutral game, she can be punished on reaction by a w236A if she uses fireball or 22B. In 22B's case, if she blocks the w236A, you end up behind her out of 22B's reach. You can then 4D/7D to still be safe. Only thing annoying in neutral against her are random gravitons in order to outplay Valk or moves with big hitbox like j2C. I'm not saying Valk got the advantage, mind you. My point is that the matchup is far from being one-sided and Litchi is much more of a pain to deal with than Kokonoe is. As for my opinion considering the ban or not, I'm simply neutral. Kokonoe is still really cute compared to Eddie #R(apist). However, if she's not banned, I won't be surprised if we see a Kokonoe and Valk army in tournaments. Hope the Valk datas were useful.
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I was actually refering to the option select itself. Not Kagura's DP specifically. But yeah, the fact that he can't DP directly after an overhead is something we should keep in mind while filling his matchup section.
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Ohh nice ! More option selects ! For people who are curious about its content: Against Kokonoe at (9s-23s): brjA>w5C (beats backdash, 22C and reversal) Against Kagura at (24s-35s): w5C>6D>wjA>wjC>4D (beats reversal during w5C and wjA. Inputs wjC>4D very fast. There is a gap however between wjA and wjC so you can be DP'ed if the opponent know this.) Against Kagura at (36s-51s): Joker ender. Against Kagura at (52s-54s): w5C>6D>jD>1B (Beats reversal after the w5C and use a minimal amount of meter.) Against Hazama at (55s-1m): Raw rising jC>RC>falling jC. (beats reversals that make you go forward and don't have any hitbox behind.) Against Jin at (1m15-1m27): Usual Jin OS with w5A>w5B>44. Pretty cool stuff. I would suggest Kiba to add that on the strategy guide. I'll test each option selects when I'll have more time on every reversals in order to make a complete list.
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Wrong section man. We don't deal with red hair here.
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I actually left it on purpose because I considered that it was quite difficult to deal with it. It also isn't possible to get in w5C max range with a 6C>3C ender without having the opponent being able to chicken block. Reasoning was kinda flawed however because it's the same issue with Tsubaki's DP and she was on the list. I just added a new section anyway in order to make it much clearer.
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You should definetely add that in the strategy guide man. Getting around DPs is a mandatory part of Valk's gameplay after all.
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Yeah, I mentionned it in a few posts in the forum: However, I never used specifically brake or wjB. For the wjB, it's because whether I hit with the tippity tip of w5B or at close range, w5B>IAD>2D>wjA always works and I can gatling wjC for another overhead if the opponent reacts to the crossup. As for the reason why I never used the brake is simply because I use 1D(fake cross-up),2D,3D(for spacing purpose and puts you at w5C range against DP) and 7D(for shenanigans). However, based on spacing, you can end up reversing your inputs and that's where you can screw yourself up with 1C becoming 3C. I'm not saying that I consider 1DCB to be weaker, mind you. It seems to pretty much be the fastest crossup and the rewards are pretty cool so it's the best choice even if it's not as versatile as IAD>XD. It's mostly the risk of having a 3C and end up eating a 2A on reaction that annoys me. Haha, some of us plays him on pad though like Kiba and I. We don't really have that much troubles though. It's more a question of what you consider to be the most comfortable: sliding your thumb on buttons or pressing each with different fingers. If I remember right, Dreize and you are the only ones who switched to stick while learning Valk. Please tell us once you'll get used to him on stick if you consider that he's easier on pad or on stick.
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Interesting . . . I know which move I'm gonna experiment next in training mode now !
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Whether it is midscreen, in the corner or used as a cross-up tool, jump>air throw always beat it clean and the following combo allows you to corner carry/back to corner with no troubles at all. I think that it's a much easier and stronger option. Are you certain however that 5D makes blood scythe whiff ? It's not an overhead even if it looks like one.
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You indeed improved tremendously compared to before in neutral, defense and offense. There are still some areas you need to work on though: Offense: You need to work on your okizeme. In every rounds, you could get in and have a proper combo however you never tried to properly meaty your opponent. Here's how a typical valkenhayn rape starts: -Valk gets in. -Valk gets a combo. -Valk meaty the opponent. -Valk mixes the opponent up. -Valk gets another combo. -Rinse and repeat until death/opponent cries. Valk's oki game is a mandatory part of his offense. If you don't take advantage of it, the opponent will always escape and that's pretty much what happened most of the time for you. Watch again your matches and think about what would have happened if you did something as simple as pressing 6B for oki. You managed to get some good hitconfirms but you need to optimize your combos. Try to learn at least the recommended combos section made by Dreize. Valkenhayn isn't a 50/50 character. He's a 33/33/33. He got a command grab and it's an important part of his mixup. The most basic and efficient way to use it is after a 6D>wjA or a wjC. You can also do 6C>3D>w236C if your opponent doesn't mash on reaction against 6C. It's true that if you don't have meter you won't able to follow it up midscreen. However, it still deals 1500 damage and give back all your wolf gauge. After you do it midscreen, press 5D>6D as fast as possible and keep pressuring your opponent. Defense: You didn't really lose because of Jin's mixups here but mostly because of some mistakes done in defense like pressing 4 randomly or frame traps. You have nothing to fear about Jin's mistakes unless he got 50 meter in order to do 6A RC but that's something that the Jin player doesn't seem to use that much. As for his frame traps, just learn his frame data. Some moves like 6D or 6B can be punished easily on reaction by mashing 2A. Valk's backdash works really well too. Use your meter more. Whether it is for a CA or a RC, don't hesitate using it. Your meter will disappear at the end of the round anyway so better use as much as possible.
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And that's why, my friend, it's forbidden to use the words "Valk" and "online" in the same sentence.
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Nice ! I'm surprised you didn't however add any throw combos or 6A ones. Did you leave them on purpose ? The latter is quite useful against certain blockstrings. Especially right after an IB. Isn't it Amane ? Because yeah, I can't manage to make it work against him at all. Do you mean h5C or w5C ?
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A section for optimized combos would help tremendously yeah. Doubt anyone would disagree with your choices though. I think the only subjects that would be debatable would be the combo ender used or the wolf gauge usage. The latter is more about common sense and the former isn't really a problem because we can add another ender version (For example a wjC>djD>djC and a 6C>3C version.)
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If ASW consider that investing in the rest of the world isn't worth it anymore, it would result in the non-japanese community fading away. People importing directly from Japan are a minority. In Chrono Phantasma's case, the majority of people are simply waiting for the US release. For example, if the US release was canceled, you can be certain that tournaments will soon become quite rare and players will drop the game for a more popular one. It doesn't matter if a fighting game is the best one ever made if no one play it. If playing in a narrow room with 2-3 irl friends once in a while is enough to satisfy you, then no, you're not concerned. However, if you're a player who likes being competitive and have fun playing against stronger players in order to test your skills then "not giving a shit" is one of the most counterproductive behaviour you can take (with the worst one being piracy or game sharing). Right now, buying the US version and sticking with it is the best way to show ASW that there are still people in the west that care about the game. Heck, I'm french and I know that Europe is in a worse situation than NA but I STILL bought it anyway. ******************************************************** Also, seriously guys ? You're bitching about the delay of a FREE update ? I could understand if you had to pay for it but no, It's free. It's a free update coming from a small company. Like BlackJustin explained above, the same company is busy taking care in 2013 of BBCP, Xrd and P4U2. -They released BBCP and made a few updates in order to improve the game. -They are still working on Xrd and doing numerous locktests while adding EVERYTIME new content in it in order to improve its quality. -They released the arcade version of P4U2 and already did an update to improve the game further. And you expect such a small company to then have enough developpers left to take care of NA +R ? Like some people pointed it, if the game is already available on the xbox live and the JP PSN, it's not that hard to release it on the NA PSN. (Conjecture Alert) UNLESS they were planning to add more content. Said content would certainly be some tweaks like improving the netcode which was something ASW promised but left unchanged. It would make sense IMO if they planned to release those tweaks with the NA update and then release those tweaks as a patch for JP +R. The problem is that like I said above, they probably don't have enough manpower left to take care of that and their only choices would have been to either hire more developpers or delay it further. Hiring developpers for a free update ? Even if it's a conjecture, anyone would decide in that case to choose the latter option. Anyway, my point is that it was extremely easy to anticipate that result and that deciding not to support them anymore because they aren't big enough to back up their promises is one of the most retarded behaviour you can ever take. It's not when it will be released that matters but rather whether or not the quality will be worth the wait.