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Everything posted by Magaki
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Usually when it does w5B instead it's because you pressed 5D too fast actually. Lemme explain, you can't go back to human mode during wjA so you have to make sure that you press 5D AFTER wjA ends. Otherwise, the game will ignore 5D. Another thing you have to keep in mind is that you have to press 5D>5B as fast as possible. I just slide my finger from D to B and it always works as it's in my opinion the fastest way to do it.
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Honeymoon xD Thanks dude. I'm looking forward to it.
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Glad to hear that someone tested them man. The lack of feedback was quite disheartening to be honest. Also, please tell me if you find more w5C meatys. That's the one I wanted to focus on the most but I couldn't manage to find any specific or easy one.
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I agree with Dreize here. You should definetely put it in the guide. It will help them tremendously.
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Mostly getting used to the fact that anything concerning wolf mode is now linked to D. brJA is now done with 1DCA. I think that's pretty much all. The strategy guide contains a part for beginners if you didn't read it yet. As for his mobility, just go in training and try to fly around. Wolf shenanigans are a pretty good way to get used to it. Here are some stuff you can do though I would strongly suggest you to learn them all: Wolf leap: in wolf mode, jump>airdash>jD. Important move that makes you leap fullscreen. Wolf canon: jump>wj236A>XD. You can press 3D to cross-up the opponent or 1D to fake cross-up. You can also do wj236A>2D>wj214A. Allow you to punish people who think that you can easily anti-air Valk. GTFO brake: in wolf mode: jump>7D>4C. You should be too high for the opponent to catch you so at this point you can either decide to rush the opponent or simply run away. Cross-up blockstring: w5A>w5B>IAD>XD>wjA. 2D will cross-up, 1D will fake cross-up. You can also decide to land and press w5C for a low or w236C for the command grab. If you have no troubles doing all of that, you should rather try some new combos.
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画面端、体力100% [5Cch]>2C6B(5B)2C6C2Cリヒト>OD>3Cシュバルツヴァイス>[6DJA>Bケニ>アイゼン]>2Cシュツルム - 5643(5683)dm Based on the datas on this wiki page Looks like: w5C CH>2C>6B>(5B)>2C>6C>2C>tkj214B>OD>3C>236B>236B>5D>wjA>w236B>w214A>2C>Sturm 体力100% probably means 100% health for the OD. 画面端 means corner. _________________________________________________________________________________ 空投げリヒトスカ>[6DJA>Bケニ>6DJBJA]>2Cイエ2Cリヒト6C3C(シュバルツ) - 2820(2885)dm Seems to be: Air throw>jD>6D>wjA>wj236B>6D>wjB>wjA>5D>2C>236A>2C>tkj214B>6C>3C>(236B) Weird part is that doing air throw>jD>6D>wjA must be done quite high in the air but air throw>airdash>jD>wjA is much easier and the height matters less. __________________________________________________________________________ 微ディレイ means delay. The problem here is what 5ACH means. Considering the part in [] concerns wolf mode, it has to be something done in human mode. It's neither 5A, 6A, 2A, 236A and it has to be something with a hitstun big enough to delay into 2C. I first thought it meant a throw because it would fit with the air throw combo but there would be no use in writing specifically "ch" in that case. Anyway, the correct translations except for 5Ach would be: (unknown)>delay>2C>236C>9D>wjB>wjA>5D>2C>236A>2C>tkj214B>6C>3C>236B And (unknown)>5D>w5B>wjA>wj236B>4D>wjB>wjA>5D>2C>236A>tkj214B>6C>3C>236B I'll try more stuff tomorrow.
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After more testing, it seems that you're indeed right. They get a normal crouching hurtbox once they are in blockstun.
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Weird. I'm certain I tried with 5B as a blockstring and it didn't work. Especially against Mu where I did it countless times because I thought she was like Azrael. I will give it a try later when I'll have more time. I didn't know however about the split second thingy. I thought you were hitting the opponent during the crouching animation but because they were blocking low, they get hit by the overhead. Thanks !
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Thanks Shyn ! I tried them on every characters in CP to know if there were any character specifics. It seems however that there are a lot with just the rising jC>RC>jC on crouching. [table=width: 700] Doesn't work at all Mu, Amane, Nu, Izayoi Weird hurtbox Azrael, Rachel, Taokaka, Litchi. [/table] For the first group, it doesn't work whether it's used in a blockstring or after a 5B hitconfirm or even raw midscreen or in the corner. It DOES work if you do it right when they start crouching (In a meaty situation for example). If you do it too fast however, the opponent will still be standing. The second group have pretty much the same crouching hurtbox as the first group but some irregularities change it slightly allowing to hits during a certain interval. Usually, it's simply breathing (The easiest character to notice is Azrael in that matter.) which makes it really random. I wouldn't suggest using any of those combos against those characters. I didn't test on Kokonoe and Kagura though.
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To be honest, I prefer Dreize's. I like a lot the introduction he did and how he carefully ordered them based on where exactly they should be done. The character specifics would be a nice plus though.
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I support that at 100%. If you need help with anything, don't hesitate man. I'll be more than glad to lend a hand.
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My deepest apologies for taking so much time but there were a few things that I had to do meanwhile. Anyway, here is what I found (All the meatys showed are mash safe): [table=width: 500] {X>Y>Z} Combo ender Text Most rewarding wolf meaty. Text Most rewarding human meaty. [/table] Thankfully, {jB>djB>djC} and {6C>3C} seems to give you roughly the same time to oki so the meatys are pretty much the same. Ending with {6C>3C>236B} or with just 3C also bring the same result. However, the meaty attacks must be executed exactly when you land with {jB>djB>djC}. Meaty attacks for {jB>djB>djC} and {6C>3C}: Human meaty: 6B: If done right, the first hit will whiff and the second one will hits the opponent. 2C: If the opponent doesn't emergency tech, 2C will OTG and catch tech rolls at the same time. 5A(whiff)>2B (Slight delay)>6C: For some reason, 6C seems to hit before the opponent neutral tech in CP. If it's properly delayed, you can easily hit on the first frame. Still the slowest and most obvious meaty in your arsenal but that's good to know and much better than in Extend. Wolf meaty: 5D>w236C: Grabs on the first frame it seems after {jB>djB>djC}. Have to be slightly delayed with {6C>3C}. (Delay)5D>w5C: Usually, I wouldn't suggest this because the delay is quite big but there is an easy visual cue with {6C>3C}. After the 3C, wait for Valkenhayn to fully stand up then simply press 5D>w5C. Told you it's easy. 5D>jump>wjC: Easiest and most rewarding wolf meaty. It's hard to react to it but definetely possible so be careful. I did a lot of tests with {wjC>djD>djC} combo enders but so far, they seem to really be too dependent on height to have accurate datas. 6B seems to work quite well because of the active hitbox but I wouldn't recommend anything else. Only way to really have something accurate here would be to test based on the whole combos rather than the combo ender itself. Meaty attacks for {wj214A} combo ender Wolf Meaty: (Slight delay)>jump>wjC: If executed with no delay, it seems that the active frames end 1 or 2 frames before the emergency tech invul end so make sure to delay it a bit or you will be badly punished. w5A (whiff)>w5B: First w5A catches rolls, w5B meaty. If you catch the roll, it will allow for an easy hitconfirm with the w5B already buffered. w5A (whiff)>w5C: You have to understand one thing here. Even though w5B and w5C got a different startup (7 for w5B and 10 for w5C), they have the same amount of startup+active frame (13 total). Considering that you want to hit with the last active frames when it comes to meaty attacks, you will almost always be able to use w5C instead of w5B when it's possible. The problem here is that if you catch the tech roll with w5A, w5C will whiff. There is however a trick. Press w5A(whiff)>(w5B)>w5C as fast as possible. If you did it right, you will get w5A>w5B if you catch the tech roll/OTG or w5A>w5C if it's an emergency tech. If you have in mind other interesting options for CP or simply disagree with what I said, feel free to post.
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It's not really related to the FAQ but I think that having a "BnB" section or "Basic Combos" would help beginners tremendously. Example: When I first decided to give Azrael a try to sub him, I checked Zeth's combo thread. The basic combos and combo theory helped me a lot.
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Same here. I only use a pad. if it can help you Krieg, I press D with the tip of my thumb, slide my joint to C then press A with the tip again. Of course, just go with the most comfortable way for you.
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Interesting . . . Thanks for the datas guys.
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Wolf brake or brJA ? wolf brake consist of simply cancelling a wolf dash. brJA is the instant overhead. If it's brJA, I would suggest you to either starts training by doing it raw (1DCA). You can also do w5B>brJA. If you did it right, it will combo with either 1DCA or 6D>4CA.
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Yeah, now that I think about it, the animation is quite obvious indeed. The fact that it's fast makes it indeed hard to react to if you're not used to it. I thought you couldn't react to it because of Jin's 6A. A lot of people said that it was too fast on reaction so the best bet was to predict it. But then again, I never properly trained against Jin's blockstrings so I don't really know if those claims are true.
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Yeah, you're right here Dreize. It's pretty much a question of personal preference at this point. Wait, really ? If you add the jump startup, it means that it's 4+15 frames which is the same as Jin's 6A. Is the animation THAT obvious or did they predict it ? Like they were expecting a brJA or something like that and blocked it ? And what about using it as a meaty ? Do they block it easily too ?
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I believe that it is a question that mostly belongs to the Q&A thread. Anyway, you answer lies here at the bottom of the post.
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. . . What ? Da fuq I just saw ?!
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That's also something that I tried but if you check carefully, you will notice that the opponent tech faster in CP than in Extend. Sturm Wolf>3C is impossible to do now because of that. I concluded then that any followup after Sturm wolf is impossible to do considering that you barely have enough time to even get a proper oki after Sturm wolf in the corner. To be honest, I was quite surprised too but it allowed me to validate my theory which is that Valkenhayn doesn't cancel into wolf like if it was a normal gatling. Otherwise, if 3C>brJA works, 5C and 2C should work too because they are all level 4. The same could be said for 6B. 3C and 2C also got the same amount of active frames (3) so even if the wolf cancel is only supposed to happen during the first frame of the real recovery, they should both bring the same result but it's not the case. My guess would be that, for each wolf cancelable normal, you will only transform into wolf in a very specific frame during the recovery. This is extremely obvious for 5C who is, by far, the longest to go to wolf mode. Heck, in my test, Hazama had enough time to block the 5C, recovers from the blockstun and hits me with a 5A while I didn't even get to the part where I'm supposed to brake then jA. This is pretty much why 5C wolf cancel should be considered to be the last thing you want to use in pressure because of how slow it is. The best way to notice that however is by trying all the brJA with every normals that I listed. You will notice that the timing is completely different for every human normals. I, however, consider that this is something you properly need to master if you want to really be competitive with Valkenhayn. Even 5C>brJA yeah because it makes you realize how big is wjA's range and make the opponent guess whether you're doing a 7D/4D or brJA.
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I think Dreize probably explained the different uses for the wolf brake even better than me. I would rather think that ASW simply allowed it because they consider that Valkenhayn's pressure should be almost impossible to escape. brJA is probably the best high level tool he got in his arsenal because of its speed but in a sense it's completely cheap indeed. The other instant overhead Valkenhayn got is rising jC but he needs a rapid to combo after it. If we consider it from another point of view, brJA would be quite hard to balance. First and easiest thing that would come to mind is to give minimal height to wjA but that would kill most w5C combos same for the most basic pressure tool he got 6D>wjA. Giving a minimal height to braking would also seriously hinder 4D and a bunch of other tactics to dodge. So yeah, removing brJA without nerfing considerably Valk doesn't seem that easy. I strongly disagree with brJA being harder though. If you execute it raw, 1DCA should be quite hard indeed. However, like Shyn pointed out before, 6D>4CA in a blockstring after a w5B or w5C for example is really easy to do. I managed to pull it off successfully after only a few minutes of training when it took me a MUCH longer time in Extend.
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I did some testing with brJA today. To be more accurate, with every move that you can follow with a brJA right after. Mash safe w5B>brJA w5C>brJA 6B>brJA 3C>brJA Isn't mash safe w5A>brJA 5C>brJA 2C>brJA (trades at best against a 5A with 5 frames startup) Any special>brJA Other random stuff: _________________________________________ w5A>jc>wj5C and w5B>jc>wj5C blockstrings doesn't work at point blank range on: Hazama, Mu, Relius, Bullet, Platinum, Azrael, Nu, Noel, Valkenhayn. w5A only works on: Terumi, Amane, Tsubaki, Makoto, Hakumen, Ragna, Jin, Rachel, Taokaka, Litchi, Arakune, Bang, Tager, Izayoi, Carl. w5A and w5B works on: Hakumen, Bang, Tager. If you keep dashing forward for a bit then do it, it will work on everyone thanks to the momentum except: Noel, Nu. Obviously, forget about it if the opponent barrier blocks. ____________________________________________________ I tested all the okizeme options for CSE listed here. They all seems to work with some slight variations. I will edit the second post later with new variations for CP and new wolf meatys.
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Well, if you think about Valkenhayn's toughest matchups, neutral game is pretty much the most important factor 90% of the time. It's really common to try to get in and end up eating a random hit that you never saw coming with Valkenhayn. If the opponent got enough time to combo afterwards, this is even worse. Point is, I'm not surprised your opponent thought and gave the same opinion because this is arguably the biggest threat for Valk. However, that's probably something you will have an easier time understanding by having more matches. Like I said before, every Valk players tend to like one approach rather than the other so I'm certain that you will find some patterns after a while. You can also decide to simply keep playing tag with him. This video is a pretty good example of how troublesome it is for Valk to deal with this kind of strategy (Please ignore the last round and focus on the first and second one). Here are some datas that might help you: -The reason why w66D and wj236A are good ways to get in is because they use a minimal amount of wolf gauge which allows the Valk player to have more than enough to bait anything afterwards. Those are used a lot at long range because Valkenhayn can easily get punished in the air at mid or close range. If he's above your head while doing so, I strongly suggest to run away because you will be either crossed-up/fake crossed-up or a wj214A/B will be used if he predicts you mashing/using a DP. And if he does cross you up, you will get mixed up by a high, a low or the command grab. -w5C is a relatively good poke with nice damage. However, his options afterwards aren't that safe. After a w5C, the only option left is a special cancel which will obviously be the command dash. Whether it is a brJA, a low or the command grab that will follow, all of those options got a few frame gaps that is more than enough for you to DP. It won't probably work that much but it will make your opponent on his toes and use sometimes a 4DC or 7DC which is more than enough to escape pressure. -I would heavily suggest to never use chicken blocking if Valkenhayn is still pressuring in wolf mode. However, if he does anything with 4D/7D or go back to human mode to keep pressuring, you should have enough time to chicken block and escape pressure. Be really careful however of one move: w5B. You don't want to block that in the air. If you block w5B, it's quite possible that you will be in blockstun for a while which allows him to reset pressure quite easily. If you're really high, he can do tk command grab with a slight delay and not get a purple throw. Otherwise, it's quite easy to do w5B>3D>w236C which will give him back all his wolf gauge and allow him to keep pressuring. I don't know any good Litchi player close to my area but we will soon have a tournament nearby. The Litchi matchup is also something that I need to experiment more and I'll make sure to write something in the matchup section once I'll understand it more.
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w5C is level 3 like w5B. If the Valk uses a brJA (Instant wjA), it will beat mashing. You have enough frames to DP however. wjC is godlike. Especially as a meaty. Your only choice here is to block or DP again. Anyway, Valk's pressure is so reliable that he's almost guaranteed to get a hitconfirm if the opponent starts blocking and that's why it's his main strategy. The best way to beat Valk is to predict him in neutral in order to starts pressuring. First, observe carefully your opponent and the ways he uses to move around. w66D (huge leap he does) and wj236A high in the air are some extremely useful way to get in but they both get beaten if you predict it. As for dealing with his wolf pressure, you should be able to beat his 4D/7D attempt while pressuring with a dash 5A. 5A can beat w5C>6D>wjA if the Valkenhayn doesn't know how to use brJA or isn't fast enough. But the point is, it's already too late if you start blocking generally because unless the Valkenhayn always repeats the same blockstrings, it will hardly work. Even if you mash 5A/2A like there is no tomorrow, he can still do for example jump cancel>wj214A and get a CH. Just focus on neutral game to win: Predict his movement and cover space accordingly. That's because of how well she can do that that Valkenhayn got troubles against Litchi.