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Everything posted by Magaki
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Yeah. The opponent must respect your pressure because they can mash you out. If you have the opponent used to respect your 6B because of tight blockstring like 6B>2A>2B, you can do it once in a while in order to vary your pressure a bit. Its efficiency however is questionable because it implies that you're crossing up in the corner which means you're the one with the corner on your back now. If you have meter to spare though, you can do the following combo: [50%] jB>5B > 5C > 236B > RC > 5C > j.D > w[j.AAA > j.C > j.236B > 6D > j.B > j.A > 5D > 2C > 236A > 2C > tk.214B > 6C > 3C [2939 DMG Now, whether it is worth doing or not is debatable. If you do cross-up, you will need to use meter in order to get the opponent back in the corner and the rewards are a bit less than 3k. In fact, going for jC>RC>jC mixup is a much better idea unless you're against someone who loves to do 41414141 once you make him block. In that case, cross-ups would be more efficient. Anyway, if you plan to try to improve your game and vary your pressure, this is worth learning. Otherwise, if you just want to stick with stuff that is highly efficient, you shouldn't bother learning it.
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Yeah. It's only possible to do it with jC because if you do jC(whiff)>1B, you have to do it ASAP so that the opponent won't be able to react to it. Anyway, you can easily check it out by yourself by using it against the fastest reversal in the game, Hazama's 236236B which is 6+1f startup. If it works on Jayoku, it will work against any other reversal (that can be safe jumped of course).
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Ohh yeah, I did read it too fast and didn't see the part about sacrificing jC for the 50/50. As for safe jumping with wolf normal, it's the same as the brjA>backdash OS really except that you had more time in CP1.0 to hitconfirm. 4 less frames in 1.1 to be exact. Obviously, considering that it's not based on holding 1 right afterwards but a backdash, it should be called an OS rather than a safe jump. And which OS are you talking about ? jB(whiff)>jC to hit exactly before you land ? Do you really need a video to understand how it would work ? I'm confused. If you talked about safe jumps before, you already know what it means right ? Obviously, it will work against any DP or super but not against Tager's 720C, Bullet's 720C and Hakumen and Jin's Yukikaze. Anyway, could you please elaborate ? I honestly have troubles understanding what you mean here.
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Please, consider making your text less compact. If you put more space, it will make it much more comfortable for the readers. Anyway, safe jumps is a subject really common when it comes to okizeme and we have talked about them on a few threads already. So far, the best safe jumps setups are human jC/2B and the six way mixup done with wjB. There are 3 reasons why wjA and w5C aren't and shouldn't be used as safe jumps at all: -First is that wjA is now a VS starter and its hitstop isn't that great. Before, it wasn't a great choice but now it's even worse because you have no time at all to hitconfirm your combo. You have to follow it up right away. And if you do that, it completely suppress the meaning of being a safe jump because you won't be able to input your backdash at all. And if you do plan to backdash anyway whether you got a hit or the opponent blocked, you can be punished because of the huge wolf backdash nerf. -Second is that it's simply not as useful as a safejump jC. Safejump jC can be done with either wjB ender or 3C enders. With a 3C ender, you got a setup for a perfect safe jump. Simply jump after that and do jB (whiff)>jC as fast as possible. Will beat every reversals in the game. It must also be mentioned that doing jC/1B as a 50/50 is much safer and easier to hitconfirm. You can also make the jC whiff by doing it late and do 1B afterwards. It pretty much impossible to guess whether or not you will make jC whiff because as mentionned, it's a perfect safe jump. I would also like to point out that you can also do it with 236B>236B ender midscreen. Usually with 236B>236B>9D>jD>safejump/1B Which one of the less expensive 50/50 in terms of wolf gauge that we have. It doesn't however beat forward rolls but you can easily punish that by doing 6D instead. -Third and last reason is that it uses wolf gauge while jC safe jumps don't. And if one would prefer to uses wolf gauge, it's much better to use the 6-way mixup that I explained here. Here is the important part if you don't feel like reading the whole post: Anyway, while it's good to have more options in oki, we got much better choices to go in terms of safejump. This kind of subject should rather go in the okizeme thread but I honestly need to just compile everything into one single guide one day. Here's anyway one more 50/50 for you guys that you can add in your game and that's something that you can actually pull off after a 6B on block or hit in the corner. After a 6B, you can do a cross-up/fake cross-up that is just impossible for the opponent to guess right. Basically, you do: 6B>9D>jD>(small delay)jB in the corner. Based on when you pressed jD, you will either cross-up or not. Make sure to add a small delay though in order to be able to combo after it unless you don't mind doing 2A afterwards and lowering the damage your combo will do. I recommend doing jB>2B>5B in order to hitconfirm or crouch confirm easier.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Magaki replied to Hecatom's topic in Under Night In Birth
Disagree with him having "virtually no mixup". Just need to watch Nodes to see that it's not a problem at all. A basic 50/50 you can do rely on blood saw or 214A to put the opponent in block stun then thanks to charged jC you can do: -Charged jC(2) -Fake charged jC>2B -Charged jC(1)>2B -Fake charged jC>throw Except for the throw, you should be always safe. Another thing you can do is abuse his great throw game. You can do for example as a blockstring: 5C>spin around>dash throw 5C>spin around>dash>backdash (throw bait) 5C>spin around>block (against opponent who would react to spin around and try to hit you while you're dashing. Spin around doesn't disappear on block but it does on hit.) Spin around leads to really high damage as a starter too so the opponent always has to take big risks when Carmine is in throw range. You also have to keep in mind that now, Carmine's chip damages are much higher than the health he invested. Particularly with spin around (tk it to reset pressure easily in a blockstring) when it's quite noticeable. So no. His pressure is really strong and the opponent has to take big risks to try to get out or the pressure will keep resetting into 50/50 with his health getting chipped away quite fast. -
I think you don't realize that you're not supposed to punish this move at all if it whiffs completely because of its particularly fast recovery. Using wolf canon to do it is also a bad idea because it will always lose against moves with a good amount of active frames. And wolf canon isn't even that great against Azrael's hitboxes in the first place. Anyway, when you see Sentinel Dump, you mustn't think "I must punish it" but rather "the opponent will be pinned down for a while which means I can freely get in". If done in neutral, you have 3 choices based on distance. If he's close enough to punish his startup (I mean come on, 39f startup !), a w5B will do the trick. If you're a bit farther, you can either run and do w5C which will beat everything he does except backdash (yes, even another Sentinel. If w5C gets GPed, just w5B after it). And if you feel like he will backdash right after it, you can go instead for 6D>wjA/wjB Sentinel honestly is a bad idea in this matchup because it wll never work against wolf mode. Especially if the Valk player know that whatever he does, he can always easily deal with it. Only thing that really changed in that matchup is that Valk can't afford to bait as much as before so you won't see a 4Dfest like it was in CP1.0 Still doesn't change the fact that Azrael has to take huge risks in neutral against Valk and winning in neutral for Azrael will always require to outplay the Valk player. Which is pretty much why the Azrael you're playing against uses Sentinel in neutral considering you didn't know how to deal with it and that's the sole reason why it worked. If you need visual references to understand, look at this video To sums it up, the match was: "Dogura do crazy and ultra risky stuff in neutral and Suya either punish him without even doing it on purpose or get mindfucked." Obviously, look carefully also at what happens when you don't know how to punish what Azrael do at all. I'm certain the result would have been completely different if Suya would have known how to punish his backdash in offense or what you can punish in defense and how (And didn't drop so many combos.).
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You will have to read the whole CP and CP1.1 thread sadly because no one really tried to list them all. A video on OSes was made a while ago though. Anyway, most OSes we had were based on wolf backdash but they are now obsolete because of the wolf backdash nerf. Most important OSes left are probably w5B/w5C>6D>1B as a blockstring. If the opponent tries to use a reversal, you will block it thanks to 1B as long as you delay it slightly. Beat 8f reversals and slower ones. So basically, it only loses to Hazama's Jayoku. Other one is kinda hard. Requires doing hjABC as an air ender after a 5B>5C. Once you land, press 3C>1D/2D>236A really fast. If the opponent didn't emergency tech, 3C>236A will come out for slightly more corner carry. If 3C whifs, 1D/2D will come out instead and you will have to react and go for wolf sweep loop right away (so 1DC or 2D1C). If you did it right, it should meaty before they can jump out. You have however to delay slightly the 5B>5C part to have the opponent high enough in order to do hjABC otherwise the w5C won't meaty. Kinda hard to do consistently and even I who loves OSes barely uses it.
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Same matchup as in Extend. Nothing changed. Read everything said here carefully. High jump>jD>7D>jD>jC. IAD backward>jD>wj236A. backdash>5C wolf cancel if it whiffs. Etc. You got plenty of ways to laugh at a Ragna trying to be aggressive and make him regret it. Plus there is nothing wrong with running away in that matchup. In neutral, you can do whatever the hell you want movement-wise and Ragna doesn't have any surefire way to get in against Valk. Putting some distance is something that is a nice advantage for Valk. Not for Ragna. You can punish all his whiffed specials with 6D>wjA/wjB. wolf canon works too. It's just a question of being reactive to it or not. Anything he does in neutral gets punished by 4D/7D. Abuse the hell out of that and learn combos that use minimal amount of wolf gauge for that like 4D>wjB>5D>5B>5C>236B>236B. Or combos with good corner carry. 2B's range sucks. Consider that this move only exist in pressure or as a combo filler. If you don't like his footsies, backdash>5B/5C. Main difference between Ragna and Valk's footsies is that Ragna got 8f startup on his 5B while Valk got 10f. They have the same range. What he can technically do with footsies in neutral, you can do it too. Except that if Ragna whiffs anything, he gets punished for free. Valk can pretty much wolf cancel and be more or less safe if he does a mistake. So don't panic in a situation when you actually have the advantage. Barrier guard and wait for him to reset pressure. Punish. He got no safe way to reset pressure without using meter. If you really have troubles dealing with him in defense, go work his blockstrings in training mode. Then go back to the basic DP bait. 4D>wjB on oki. You also got easy safe jump with pretty much every enders except jC enders. If you want to go the easy way, do everytime a safe jump and do either jC or empty jump 2B as a 50/50. Valkenhayn's anti-airs aren't like every other characters. Basic anti-airs in Blazblue have head invul. Valkenhayn's anti-airs are used as such either because they are fast (5A,w5B) or because they are ridiculous if they trade (2C). If you see a jump-in, go with a fast anti-air. Otherwise trade or GTFO. 2C is ridiculous for that because if it trades, 95% of the time you will recover before the opponent does and will do a combo that starts with a 100 P1 N starter so you get full corner carry and nice damage. wjA isn't good because "you could get something good out of it". You couldn't get your wolf gauge back unless you managed to hit someone close to the corner with it which isn't that common. Main reason why it was good and still is because of its godlike prority. It's a light with a hitbox as good as the best jBs in the game. When you're against an opponent that loves playing Mario Bros in Blazblue, don't hesitate to use it and go for the 6-way mixup. Dunno if we talked about it here but basically, it's a wolf mixup you can do after a wjB midscreen. You basically do wjB ender>jump cancel which will result in the opponent getting knocked down and you still high in the air. From there, you can use 1D/2D/3D to either do cross-up overhead, cross-up low, cross-up command grab or fake cross-up overhead, fake cross-up low or fake cross-up command grab. If you do an overhead, you can do 44 with the right timing to OS any reversal. Basically with wjA air-to-air, it's easier to set. jump>wjA>wjB>jump cancel 6-way mixup. Or you can just safe jump jC/empty jump 2B. Keep in mind though that you can punish rolls with the 6-way. Not the safe jump. Easy and rewarding setup. You already got your answer. Whether Valk is in human or wolf mode, he got no way to safely get in. If you're turtling, Ragna knows you won't be able to bait (except with backdash but it's too risky) but he also will know that he will have to guess what you will do to make him stay away. Anyway, it's one of Valk's most straightforward matchup and the fact that Ragna relies heavily on footsies make it one of the MU where baiting stuff in neutral is the easiest. I would say it's an even matchup honestly because of how basic it is. Both characters can annoy the other in neutral. Valk got a godlike offense but Ragna's DP make it a "Will he DP or not." which makes it 50/50 anyway and Ragna's offense is basic but same goes with Valk's defense.
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Better to use w5C meaty. If she teleports, you can CH her with w5A/w5B if w5C whiffs. If she uses reversal super ball, you can react to the guardpoint/superflash and do 4D>jD>throw to punish her and avoid the super ball.
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Glad to see what we did helped ! If you need more help, don't hesitate posting the uploaded videos in the self improvement thread for more advices. Also, event is delayed to next week for various reasons unfortunately.
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Midscreen to Corner: wjB>5D>5B>5C>236C>Delay 6D>wjA>5D>2C>236A>2C>tk214B>6C>3C>236B (2417 dmg 17 HG) Best corner carry from an S starter and minimal wolf consumption. New combo route: Corner: wjB>w5B>w5C>w236A>5D>3C>236C>236A>2C>tk214B>6C>3C>236B (2711 dmg 19 HG) Make sure that 5D>3C>236C is done as early as possible or it will whiff. IMO, best way to get both damage AND wolf regen off a wjB starter in the corner. Not sure if this new route with an N starter will allow us to get more damage/wolf regen with it though. The 3C>236C route doesn't work on: Tager, Azrael, Ragna, Nu and Kagura. PS: The combo j.C > 5B > 5C > 236A > 5D > h[2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3447 DMG, 24 HG] Is written twice in the list.
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Suya (VK) vs Fenrich (JI)
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He's still really strong. Like we talked about last time, he's high tier at worst, top tier at best. Good news btw guys: I managed to get in contact with Takenoko who is quite good with english. Uma no Hone and Takenoko plan to keep playing Valk. They however decided that they should focus on subs first. Zekuso dropped Valkenhayn though for Azrael.
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Next event scheduled for next week. Sadly, I have some stuff to take care of so the event will start a hour later than usual.
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Did some mistakes while writing the previous post. 6D>wjA>wjC>w5C is the frame trap. Make sure wjA>wjC hits though or it will be an airtight blockstring instead. 6D>wjA>wjC>4D is the new OS. As for brjA in itself, I think it will mostly be used to end a match (jC IOH with OD or RC is better though) unless we find some way to make it give back the wolf gauge used. In fact, the biggest challenge with Valk now is to find a route that would give us the maximum amount of wolf regen (And will probably end with 6C>3C ender for obvious reasons.). For wjA air hit, the wolf regen used to get any damage worth mentioning with it is way too high to considering doing a proper combo with it. I had better result doing wjA>wjB and mixup the opponent afterwards. Midscreen, it allows you to do some really cool and creative crossups. For wjA ground hit, nothing worth mentioning at all about it really. wjB is a much better choice. There are only 2 things that would make you choose to go for wjA instead of wjB: -w5B/w5C>6D>wjA got a 4 frames gap on block. w5B/w5C>6D>wjB got a 7 frames gap. Therefore, using wjA might be useful against people mashing 5A against wolf mixups. But then again, wolf loops will be more rewarding in that situation and w5C>3D4C is a much better frame trap. -6D>wjA allow to do wjC afterwards. It's useful in order to do the resets I talked about in the previous post because wjB won't gatling into wjC in the air and will do w5C instead. You're free however to do 6D>wjB>land>wjC if you want a second overhead though. So yeah, only reason I would still use wjA now is either for resets or air-to-air. If you got the time, I would advice you to watch Souji's last video. Souji decided to simply go with wolf canons combos off wjA hits but look really carefully at the impact it had afterwards on his gameplay.
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Here are a few things I found with Kaiser: Good news: -h4D seems to cancel much faster now. h4D>w66D in particular is considerably faster. Really useful in some matchups or to deal with people that loves to run away. -w5C still got the phantom hitbox. -wjB now always autocorrects after a 1D/2D/3D crossup. Makes IAD>XD crossups much more reliable. -wjA allow some really nasty reset. Off of 6D>wjA>wjC on CO for example you can do: 6D>wjA>wjC>jump>wjC or 6D>wjA>wjC>w5C (frame trap) or 6D>wjA>wjC>w236C (useful against people who try to throw reject command grabs like Kiba.) or 6D>wjA>wjC>5D>throw wjA being a VS now can open up new and interesting resets in order to improve our offense. Bad News: -Sadly, it seems that the cooldown only stops after you stick on the GROUND for a set amount of frames (90 IIRC). Basically, it means that whatever air combo ender you choose or the height you are, the cooldown will only disappear once you're in the contact with the ground for 90f. You can easily check it by doing 5D>jump>jD and keep jumping. No matter the amount of time you spend in the air, the cooldown won't lift. I guess it makes 6C>3C ender even more important than before. -No wolf gauge gained at all in hitstop. -7D,8D and 9D still don't have priority over jumps. -wjC's hitbox is still the same as before so w5A/w5B>jump>wjC still isn't an option. -Any OS relying on wolf backdash is kinda useless now. We however can do instead of brjA>44>w5B, 6D>wjA>4D>wjC. Wolf backdash is more a spacing tool than anything else now.
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Yeah. That's because of the P1 nerf on all jumping normals.
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I just edited the first post with the schedule. Don't worry man. It will be this weekend. I know you're desperately eager to 6C combos us to death while shouting BUUUTLAAAAH POUWAAH.
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Only really significant difference between pre and post-patch is wjA substituted to wjB. So you should start grinding him now and simply adjust later considering how steep Valk's learning curve is. Go first in training mode and get used to move around in wolf mode and use ways to get in like wj66D. I believe that's the first thing someone who wants to pick him up should try.
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IMO, w5C>w236A combos will mostly be used after either wjC as a meaty or after 1 or 2 wolf sweep loop. Or maybe after some kind of resets off brjAs. The fact that it's a VS starter now might allow us to create new throw tech traps or maybe sneak in a 6D>wjC against opponents who are used to hold 1 for a better starter.
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During the CP1.1 preview, Takenoko twitted first about Kagura and his combos then Valk's and kept talking about Kagura afterwards. Hima played Valk a bit in CP and stopped playing him completely afterwards. During the preview, he only tweeted about Terumi and didn't mention anything about Valk at all. For those 2 players, I think they just lost interest in Valk in the first place before 1.1 was even available. Also, in case you guys didn't notice, we usually don't have that much Valks per videos/tournament. It's true that we never/barely heard of most of them but I wouldn't call Valk players extinct yet.
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Yeah that's amazing. You rock dude ! If it doesn't bother you, would you mind trying out this in 1.1 ? Hitconfirm>w5C>w236A>w236B>6D>wjB>wjA>h2C>tk214B>IAD wjAA>h5B>h5C>jB>jB>jC That's a combo that I thought about a while ago who worked in CP by emergency tech to make w5C>w236A works. Technically, it should also work with an S starter albeit much harder. The combo should either end with IAD wjAA or dash h5C combo route. If it does indeed work in 1.1, it means we got a really solid corner carry combo with nice damage and low amount of wolf gauge spent.
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It's a bit hard to properly give you tips about that matchup. It's more or less even I would say but it's quite straightforward. If you really want to study that matchup, try to play a Rachel player. Ask if there is at least a Rachel sub in your scene. If there isn't, your only choice is the one that sucks the most: Playing online. But it's better than naught. The only tips I can give you is that you should always keep an eye on her wind gauge as she needs it to reset pressure, mixup and/or combo. How difficult her zoning is depends entirely of your playing style. She doesn't have a proper reversal either so once you get in, don't let her escape.
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Ohh, I forgot to post about it. I'll simply report the event for another day. Shyn couldn't attend it and we didn't see you around so we simply decided to report it haha. I'll probably schedule it for next week or the week after. And yeah, I'm certain that having a proper discussion about 1.1 would be great too.
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The event will start in ~30 minutes. Here's the Chatzy room for the event: http://www.chatzy.com/71844386365380