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RedTag14

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Everything posted by RedTag14

  1. Welcome Omegashrimp! I've been with the PNW FGC for only a year and this is seriously the best area for anime! We support just about all of them to a competitive level. Anyway, yes there's a Saturday Slugfest at GameClucks which is a pretty sizeable turnout for attendees. I haven't been to one cause I live far (Olympia), but I hear they're always fun! Actually, there's Thursday Night Fights happening tonight there as well (5-11pm). For more info, I would join the Facebook group "PNW Airdashers" for local airdasher news and "Shoryuken UW" for your other games. Just make a request to be added and whoever sees it first will add you! If you have any other questions, feel free to ask them here or once you're in the FB groups, make a post and it will be attended to, trust me. Never seen such a lively community. (;
  2. Yea that Yukari was my lil brother amentoramen. I was watching. lol He would have fought more but parents were calling him. Fighting him with Sanada-san is pretty annoying. :P But you're right that maintaining position is important especially for this match since her defensive options are lacking. Plus when you knock her far she can do reversal Magarula on wakeup for free advantage and mixup if she has the meter. Kinda sucks we're lacking a moderator. What does it take to be one?
  3. Some 236C meaty/oki options I've been theorizing about, but I need you guys to test and see just how effective they are. Here's the link: https://www.youtube....h?v=5o0H7vvcFko Again, please test!
  4. Made a vid with some 236C meaty options, but I need you guys to test and see just how effective they are. Here's the link: https://www.youtube.com/watch?v=5o0H7vvcFko And an explanation of each segment: 1. Opponent tries to up-back; meaty 236C hits due to jump-start frames; f/u w/ combo 2. Opponent doesn't block cross-up; f/u w/ combo 3. Additional meaty cross-up f/u combo 4. Opponent blocks meaty, takes AoA (use with care since can't make AoA safe since Koromaru jumps back when attack is blocked); f/u w/ AoA combo of choice 5. Opponent blocks meaty, takes low hit; f/u w/ combo of choice Adjust followups (f/u) depending if opponent chooses to roll, block meaty then roll, DP, etc. Might make a vid to show these options. Thanks for watching! Gonna post it to the video thread as well to catch the members who go there first. ;P
  5. The site Pen_Ninja posted is very helpful. Not only are they split up by character, but that have links by character matchup. Please use it! Found an additional side swap combo from the one posted above. Does more dmg but doesn't look nearly as cool. :/ At least it's derived from a staple bnb route that everyone should learn. Here you go!: https://www.youtube.com/watch?v=0v66aTMPlf8 NOTE: it looks like the combo counter goes yellow when the final special hits, but that is NOT the case. It's the iPhone camera going out of focus. When it focuses, the color of the combo counter goes red. My apologies for poverty phone recording. :P
  6. Yeah I just learned that from another source. ;~; Thanks for confirming!
  7. Hey all, been trying to digitally pre-order P4U2 on Japanese PSN but I can't find it at all. Did they take it down already?
  8. Good stuff happening here. It's nice to see that Wald has a community even though it's pretty small at the moment. Not sure why, cause he's really easy to play! lol Anyway, I was messing with easy ways to get the 360 out. Apparently there's a shortcut by just tiger-kneeing a half circle (632147A/B/C).You can also just do a 270 (6321478A/B/C). Works for me every time. Sorry if this has already been mentioned since I just briefly skimmed the thread. Hope it helps cause I know it helped me out a ton!
  9. Glad to see everyone putting in good work with our new Valk! I'm still as busy as ever with school but hope my Vita 1.1 primer was enough to get things rolling. Just wanted to stop by and comment that I'm very glad AKA found a 6C > 3C ender off of brj.A. I think I never found it because brj.A on Vita pad is pretty difficult for me. lol Also, I think there should be a section in the combo or strategy guide thread on wolf meter conserving combos/movement patterns. I know most of us could probably figure those out by ourselves, but I think an updated inclusion of it is in order. I didn't realized I was a very greedy wolf movement user until the patch hit and I played my brother for the first time in 1.1. I never ran out often in 1.0, but taking my same habits into 1.1 puts my wolf meter at greater risks. Still love the guy, just gotta adjust! Sent from my iPhone using Tapatalk
  10. Only getting between 3.4-3.5k. I can almost reach 3.6k with an additional w5C but I don't think that's particularly great. Here's a couple combos: w[j.C > 5B > 5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3447 DMG, 24HG] w[j.C > 5B > 5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > tk.214B > 2D > w[236B > j.236A > j.236B > j.214A/B] [3515 DMG, 25 HG] I've been away from my PS3 for some time. Can someone check if w[j.C > 5C] worked in 1.0? I think it did. If it does, I'd like to mention that it doesn't work anymore in 1.1. Sent from my iPhone using Tapatalk
  11. Combo resets before 236C connects. If you replace wj.A with wj.B, it'll work. [2249 DMG, 16 HG]. The combo that Kiba mentions works. You get more damage doing the following though: w[j.A > 5D] > 5B > 2B > 3C > 236A [1170 DMG, 8 HG] It's worth learning since you use less wolf meter and can begin to build some by the end of the combo. At first, I thought there was no way to get Sturm off of wj.A, but you can do it here just fine after 3C. [2224 DMG, 6 HG] or w/ 5B > (omit 2B) > 3C > OD > 3C Strum [2967, 7 HG] (:
  12. I see. Trying to hit confirm w[5C > 236A] is kinda difficult against a computer...We'll have to see what it feels like during player matches. I did adjust the combo to start with w5B. It works as long as you omit one h[j.B]. Gets pretty much the same damage and heat gain. Is this combo the truth?! w[5B > 5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > 236A > 2C > tk.214B > 6 (slightly) > 2C > sj.B > j.C [3756 DMG, 26 HG]
  13. Thanks for the kind remarks! Glad I can finally help people out. :D I'm not sure what you mean by hitconfirm > w5C, but if it's raw w5C > 236A, then yes the combo works when I replace h[2C] with h[5C]. Something about the height makes h[5C] the better choice. You want to hit them kinda early with w[j.B > j.A] so that h[5C] connects, and when it does, you have them at the sweet spot to connect the IAD > w[j.AA]. Here's the full combo so that it can be added: w[5C > 236A > 6C > j.B > j.A > 5D] > 5C > tk.214B > IAD > j.D > w[j.A > j.A (delayed) > 5D] > 5B > 2C > j.B > dj.B > j.C [2956 DMG, 21 HG] This combo will get you to the opposite corner if you're about 1/4 the stage length and don't want to side switch. Not bad! And which combo are you saying is not too practical, Dreize? If it's the w[j.A > cannons] then yea the w[j.A] I think is only practical for sealing matches rather than main means of damage output. You know, like condition the opponent to never see it coming then bam? lol However, the corner w[5C > 236A > deals tons of damage] is quite the practical combo. More so, if you're good at wolf loop pressure/resets.
  14. Thanks a bunch Dreize! I wanted to make it as smooth a transition as possible for you guys since you've helped me so much in the past. I even had the damage in orange and the heat gain in purple in OpenOffice, but when I copied it, it didn't translate. It works! Here's its output: [3792 DMG, 27 HG]. Quite the nice combo. What this indicates is that w5C is still a gdlk starter and you can do almost all of Valk's 2C fillers for max damage! One thing to note is I had to slightly walk forward after tk.214B to get 2C to connect. I've added it to the w[5C > 236A] "Corner" section. Thanks for the clarification with cannons. I was always trying to do it as fast as possible because it gave me the best positioning/timing to do h[j.C] ender. All that needed to be done was to adjust the combo before the cannons start (aka remove/add w5B in some spots). Visual inspection indicates that it is considered ground cannon as soon as the landing animation from w236A begins. I adjusted all of these combos to resemble the correct notation. :D Midscreen~ j.A > 5B > 5C > 236A > j.236B > 6/7D > j.D > h[j.C] [1804 DMG, 12 HG] j.A > 5B > 5C > 236A > j.236B > j.214A/j.214B [1867 DMG, 13 HG] Should be this now after clarification: j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D > h[j.C] [2179 DMG, 15 HG] j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A/B [2220 DMG, 15 HG]
  15. Hello everyone! It's Red (Olympia Valk) here and I happen to have my hands on BBCP 1.1 for Vita! I'd like to start things off with some combos/routes that we've all been curious about ever since the changes have been announced. Let's begin with the infamous brj.A/wj.A~ ***Just a heads-up, this list of combos isn't, by any means, complete. It's a WIP and I'll be sure to update it when I get the chance!*** [brj.A/wj.A Midscreen~] w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A/B] (pick depending on which side you want to be on) [2220 DMG, 15 HG] w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D] > j.C [2179 DMG, 15 HG] ***Any other combos result in air tech or not hard knockdown, so they're not worth it in my opinion since the followup varies for each type of air tech. I have been messing around with this though: w[j.A > 5B > 5C > 6D > j.A > 5B > j.B > dj.B (whiff)/airdash (delayed) > reset stuff...] [1804 DMG, 12 HG] w[j.A > 5B > 5C > 6D > j.A > j.C > 5B > sj.B] [1585 DMG, 11 HG] [brj.A/wj.A Corner~] w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A] [2220 DMG, 15 HG] w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D] > j.C [2179 DMG, 15 HG] (7D variant is probably doable but very airtight; aka I can't do it consistently atm...; gets better if you remove w5B) [2037 DMG, 14 HG] w[j.A > 5B > 5C > 236A > land > j.B > j.5B (whiff)/airdash (delayed)/etc. > reset stuff...] (we actually get a hard knockdown so I think this is a worthy combo to know) [1473 DMG, 10 HG] ;~; ***There is NO WAY to get tk.214B > 6C > 3C from wj.A EVER! Yes I know, I've been crying every since I first witnessed this reality. Anyway, here's another option that doesn't give knockdown, but hey it combos...: w[j.A > 5B > 5C > 236A > 5B > sj.B > dj.B (whiff)/airdash (delayed)/etc. > reset stuff [1674 DMG, 12 HG] [brj.A/wj.A Back to Corner~] w[j.A > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214B] [2220 DMG, 15 HG] (not really back to corner, but side switch) w[j.A > 5B > 5C > 236A > IAD > j.A > j.B] [1510 DMG, 15 HG] [What about air hit wj.A?~] (AH) w[j.A > j.B > 3D > j.A > 5B > j.A > j.C > dj.D] > j.C [1162 DMG, 8 HG] (can omit w3D if IAD > wj.A > wj.B (delayed) is performed and you land earlier to pick up with w5B > ender) [1225 DMG, 8 HG] (AH) w[j.A > j.236A > j.236B > j.214A/B] [1510 DMG, 15 HG] ***If you're low on meter and tap your opponent with raw wj.A, I personally would just go straight to cannons for damage or wj.B if you're seriously low. If you hit with wj.AA, wj.B is your only option. At least it nets a knockdown. Ok, so I think I've exhausted all/most of his brj.A/wj.A combos/options. I know most of these are low in damage and heat gain, but this starter is still a tool and knowing how to hit confirm with it can only make you a better player blah blah blah. Plus you can add more damage with OD Flug with any j.C enders, so it could seal a match if your opponent sucks at blocking brj.A. I will miss 3C > OD Sturm from brj.A/wj.A though. >___<' So what about wj.B? Well, it's kind of the new wj.A in terms of combo time. However, now that we gain access to w5C > 236A/B (w236B? Wait what???), we get some new combos. :3 [wj.B Midscreen~] w[j.B > 5B > 5C > 6D > j.A > 5D] > 5B > 5C > sj.B > j.A > j.B > dj.B > j.C [2178 DMG, 15 HG] w[j.B > 5C > 6D > j.A > 5D] > 5B > 5C > tk.214B > 66 > 5C > sj.B > dj.B > j.C [2196 DMG, 15 HG] w[j.B > 5C > 6D > j.A > 5B > 866 > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2079 DMG, 14 HG] (This is NOT an IAD. This is how Koge can get wj.B > j.A without using w3D. I input it with buffering/holding jump after I press w5B, wait half a second, then input 66 for airdash. It's weird but it works. Practice it since it can be a meterless way to corner carry! Oh and can we call it the Koge? Lol) w[j.B > 5C > 6D > j.A > [5B > IAD > j.A > j.B] x3] [1950 DMG, 13 HG] w[j.B > 5C > 6D > j.A > 5B > IAD > j.B > j.C > 5B > sj.A > j.A > j.C > dj.D] > j.C [2136 DMG, 15 HG] (check CP Vanilla compatibility list) w[j.B > 5B > 5C > 236A > 236B > j.236A > j.236B > j.214A/B] [2490 DMG, 17 HG] w[j.B > 5B > 5C > 236A > 236B > j.236A > j.236B > 6/7D > j.D] > j.C [2449 DMG, 17 HG] w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 1D > j.D] > 5B > 2C > j.B > dj.B > j.C [2376 DMG, 17 HG] w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 1D > j.D] > 2C > sj.B > j.A > j.B > dj.B > j.C [2343 DMG, 16 HG] w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2363 DMG, 16 HG] w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.D > w[j.A > j.A > j.C > dj.D] > j.C > (j.C) [2443 DMG, 17 HG] (without falling j.C) [2364 DMG, 16 HG] w[j.B > 5B > 5C > 236A > 4D > 5D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [2739 DMG, 19 HG] (this is NOT the side switch variation; I'll list that in the “Back to Corner” section) w[j.B > 5C > 236A > 236B > 2D > j.D] > 2C > 6B > 5B > 2C > sj.B > dj.B > j.C [2705 DMG, 19 HG] (Maybe my performance on Vita pad is not adequate, but this combo is very airtight! May omit one j.B to reduce drops... [2642 DMG, 18 HG]Also, are super jumps faster than normal jumps? I've only been able to land this combo with sj.B.) ###w[j.B > 5C > 236B > 1D > j.D] > 2C > tk. 214B > 66 > 5C > j.B > dj.B > j.C [2369 DMG, 17 HG]### ###w[j.B > 5C > 236B > 1D > j.D] > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [2635 DMG, 18 HG]### ###(w5C > 236B works on *Azrael, Mu-12, *Relius, Hakumen, *Kagura, Bullet, *Tager, *Arakune, *Tsubaki, Valkenhayn and Bang. * indicates including 5B before 5C > 236B works, but it eats up combo time, and smaller pool of characters to use on so may not be worth it; does NOT work on Ragna, Makoto, Taokaka, Hazama, Litchi, Terumi, Noel, Izayoi, Amane, Jin, Carl, Rachel, Kokonoe, Platinum and Nu-13; lastly, w5C > 236A > j.236B gets more damage and is guaranteed to work on everyone. Just wanted to show that w5C >236B works; it's potential is probably in the corner...)### If the ### combo is hard to remember due to character specifics, just do the 236A > 4D one. It's not as easy, but does more damage and guaranteed to work on everyone (just remember when to delay or not delay 6B; aka fuxk you Amane). [wj.B Midscreen to Corner~] w[j.B > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2559 DMG, 18 HG] w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 66 > 236A > 3C [2075 DMG, 14 HG] These are combos that allow Valk to get to the corner/wall and use it (i.e. 3C ender); any other combos that get him close to the corner/wall without using it will be placed in the midscreen section. [wj. B Near Corner~] w[j.B > 5B > 5C > 6D > j.A > 5D] > 5B > 236A > 2C > tk.214B > 6C > 3C > 236B [2373 DMG, 17 HG] w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [2412 DMG, 17 HG] w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 6C > 5B > 2C > j.D > w[j.A > j.C] > dj. D > j.C [2378 DMG, 17 HG] w[j.B > 5C > 6D > j.A > 5B > 866 > j.B > j.A > 5D > 5B > 5C > j.B > dj.B > j.C [2318 DMG, 16 HG] Do the Koge! w[j.B > 5C > 236A > 236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2648 DMG, 19 HG] ###w[j.B > 5C > 236B > 1D > j.D] > 2C > 6B > 2C 236A > 2C > tk.214B > 6C > 3C [2821 DMG, 20 HG]### (again this only works on a portion of the cast; also, 3C by itself grants knockdown; for some reason, doing 236B will let the opponent air tech immediately. It does do more damage and I imagine it can be frighting if you RC > 5D > [wolf pressure] since it might catch them off guard) [2904 DMG, 20 HG] [wj. B Corner~] w[j.B > 5C > 236A > 5D] > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [2585 DMG, 18 HG] w[j.B > 5B > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2677 DMG, 19 HG] w[j.B > 5C > 236A > j.C > j.236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2752 DMG, 19 HG] w[j.B > 5C > 236A > j.C > j.236B > 2D > j.D] > 2C > tk.214B > sj.B > dj.B > j.C [2507 DMG, 18 HG] w[j.B > 5C > 236A > j.C > j.236B > 2D > j.D] > 2C > 236A > tk.214B > sj.C [2567 DMG, 18 HG] w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2607 DMG, 18 HG] (236B allows instant air tech; damage without it →) [2535 DMG, 18 HG] w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 2C > 2C > tk.214B > sj.B > dj.B > j.C [2374 DMG, 17 HG] ###w[j.B > 5C > 236B > 2D > j.D] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [2821 DMG, 20 HG]### (same as above; only difference is I put 2D so that you're as close as possible to land 2C > 6B; if 236B added) [2904 DMG, 20 HG] [wj.B Back to Corner~] w[j.B > 5C > 6D > j.A > 5D] > 5B > 2C > 236C > 9D > w[j.B > j.A] > 3C > 236A [2089 DMG, 15 HG] (this combo is sooo not worth it; damage/heat gain is poop and you use 3 wolf dashes, so it's a meter burner; I'm just showing it works; and yes, 3C > 236A is the only way to get a knockdown; 2C > 236A allows air tech; the Rozen side switch is probably only worth it with better start, aka w5C) w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 6D > j.B > j.A > 5D] > 3C > 236A [2089 DMG, 15 HG] (we see 3C > 236A again...) w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 1D > j.D] > 5B > 2C > j.B > dj.B > j.C [2376 DMG, 17 HG] w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 2C > sj.B > j.A > j.B > dj.B > j.C [2343 DMG, 16 HG] w[j.B > 5C > 6D > j.A > j.C > dj.C > j.236B > 2D > j.D] > 3C > 236A [2089 DMG, 15 HG] w[j.B > 5C > 236A > IAD > j.A > j.A (delayed) > 5D] > 2C > 236A > 5B > 2C > sj.B > dj.B > j.C [2411 DMG, 17 HG] w[j.B > 5C > 236A > IAD > j.A > j.A (delayed) > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2347 DMG, 16 HG] (hard for me to get 236B on default training partner: Azrael; It blue beats but I'm sure it works...) w[j.B > 5B > 5C > 236A > IAD > j.A > j.A (delayed) > 5B > j.A > j.A > j.A > j.C > dj.D] > j.C > (j.C) [2393 DMG, 16 HG] (without falling j.C) [2279 DMG, 16 HG] w[j.B > 5C > 236A > 236B > 3D > j.D] > 2C > tk. 214B > 66 > 5C > j.B > dj.B > j.C [2497 DMG, 17 HG] (3D allows side switch!) w[j.B > 5C > 236A > 236B > 3D > j.D] > 2C > 236A > 2C > tk. 214B > 6C > 3C > 236B [2648 DMG, 19 HG] w[j.B > 5C > 236A > 236B > 3D > j.D] > 2C > 6B > 5B > 2C > sj.B > dj.B > j.C [2705 DMG, 19 HG] (with one j.B to reduce drops) [2642 DMG, 18 HG] ###w[j.B > 5C > 236B > 2D > j.D] > 2C > tk. 214B > 66 > 5C > j.B > dj.B > j.C [2369 DMG, 17 HG]### ###w[j.B > 5C > 236B > 2D > j.D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2456 DMG, 17 HG]### ###w[j.B > 5C > 236B > 2D > j.D] > 2C > 6C > 66 > 5B > 2C > j.B > dj.B > j.C [2585 DMG, 18 HG]### w[j.B > 5C > 236A > 4D > 5D (side switch)] > 2C > 6C > 66 > 5B > 2C > j.B > dj.B > j.C [2585 DMG, 18 HG] w[j.B > 5C > 236A > 4D > 5D (side switch)] > 2C > 6B > 2C > 236A > 2C > tk.214B > 6C > 3C [2821 DMG, 20 HG] All side switch combos have been placed in “Back to Corner” section regardless if they don't use the corner/wall and can be done midscreen. [wj.B Air Hit~] Honestly I would instant go 3D > j.A from any wj.B hit confirm. Here's an example in the corner: (AH) w[j.B > 3D > j.A > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2342 DMG, 16 HG] (Midscreen) w[j.B > 3D > j.A > 5C > 236A > 236B > 6D > j.B > j.A > 5D] > 5B > 2C > j.B > dj.B > j.C [2174 DMG, 15 HG] (Back to Corner) w[j.B > 3D > j.A > 5C > 236A > IAD > j.A > j.A (delayed) > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C > 236B [2291 DMG, 16 HG] There are many more, but I think adding them would be redundant for now. (AH) wj.B is a weird air-to-air that I don't see often (since we mostly relied on wj.A before), but in general, w[j.B > 3D > j.A] > whatever you feel like is best based on position, wolf meter, etc. Just showing how the faster w236A can be used from w[j.B > 3D > j.A]. Yeah, so wj.B is interesting because you can still build pressure to land it in a number of ways: standard Rasen w[4/6D (2/3/7D if airborne) > j.B], w[j.C > brj.B], w[iAD > j.B (blocked/hit) > brj.B (delay if first wj.B hits to reset)], 5B > forward jc > j.D > w[3D > j.B], etc. Make sure to not mash C if coming from the air because you may get wj.C; wait till you land to get w5C. Speaking of w5C... Since w5C didn't change at all, we can assume all of the w5C combos we've used before remain unchanged. However, we now have access to w[5C > 236A]. LEGGO~!! [w[5C > 236A] Midscreen] w[5C > 236A > 236B > j.236A > j.236B > j.214A/B] [2756 DMG, 19 HG] w[5C > 236A > 4D > 5D (same side)] > 2C > 6B > 2C > tk.214B > 66 > 5C > j.B > dj.B > j.C [3288 DMG, 23 HG] w[5C > 236A > 236B > 2D > j.D] > 2C > 6B > 2C > tk.214B > 66 > 5C > j.B > dj.B > j.C [3350 DMG, 23 HG] [w[5C > 236A] Near Corner~] w[5C > 236A > 236B > 6D > j.B > j.A > 5D] > 2C > 6C > 66 > 2C > 6B > 5B > 2C > j.B > dj.B > j.C [3289 DMG, 23 HG] [w[5C > 236A] Corner~] w[5C > 236A > 5D] > 2C > 236C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C > 236B [3415 DMG, 24 HG] w[5C > 236A > 5D] > 2C > 6B > 2C > 6C > 2C > 236A > 2C > tk.214B > 6 (slightly) > 2C > sj.B > dj.B > j.C [3792 DMG, 27 HG] $$$$$(This is a very important combo route to consider!!! Not only is it one of his most damaging, but you can interchange whichever 2C > filler you want! I've tested it starting with 2C > 236A, 2C > 6C, 2C > 236C > 236A, 2C > tk. 214B > 6C, etc. It's really about as free form as you want for about the same damage all around. You also gain a bunch of wolf meter back. This example happens to be his most damaging. I label this with dollar signs cause if you master w[5C > 236A], you will win more tournaments and money matches! This combo route is MONEY!!!)$$$$$ ***Yea, I got a little excited back there...There's more types of combos from w[5C > 236A] in the corner, but it's too much to handle with my current load. The second combo route is the real deal though so use your imagine on what to add. Just to note, if you added an additional w5C via loop, you have to do h[2C > sj.C] in order for the opponent to not tech. Nice output~ [3903 DMG, 28 HG]; if you add two w5C via loop. [4102 DMG, 29 HG]; three??? [4280 DMG, 30 HG]; I tried four, but they tech before h[2C > tk.214B] so I guess three is the cap! [w[5C > 236A] Back to Corner~] w[5C > 236A > 236B > 3D > j.D] > 2C > 6C > 66> 2C > 6B > 5B > 5C > j.B > dj.B > j.C [3658 DMG, 26 HG] Barely touching the surface of w[5C > 236A]. I have a ton of schoolwork to do and NWM6 coming up, so I have to forget everything I've learned so far and revert back to Vanilla. >.<' With that said, I probably won't edit this until NWM6 is over. Please let me know if you have any questions or post up any thoughts and let's discuss! Below are some extra, random combos: [w5C Near Corner~] w[5C > 6D > j.A > 5B > IAD > j.B > j.C > sj.A > j.B > j.A (falling) > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [2980 DMG, 21 HG] (not that great because it's character specific and low output, but it's interesting to test and see how the new w236A fits in combos) [w5B Back to Corner Anti-air (AA)~] - Inspired from latest Suya video posted on Dustloop w[5B (AA) > 236B > j.236A > j.236B > 6D > j.B > j.B (falling) > 5C > 236A > 5D] > 2C > 236A > 2C > tk.214B > 6C > 3C [3184 DMG, 22 HG] w[5B (AA) > 236B > j.236A > j.236B > 6D > j.B > j.B (falling) > 5D] > 5B > 236A > 2C > tk.214B > 6C > 3C [3020 DMG, 21 HG] w[5B (AA) > 236B > j.236A > j.236B > 6D > j.B > j.B (falling) > 5D] > 2B > 2C > 6C > 5B > 2C > j.B > dj.B > j.C [3064 DMG, 21 HG] ***NOTE: default training bag has and always will be Azzy until I suspect character specifics; will make adjustments should this occur. Here's what we have left to explore: w[j.C > 5B > 5C > 236A] combo route w[5A > 5B > 5C > 236A] combo route (or omit 5B) w[5B > 5C > 236A] Probably a whole bunch of other stuff...... Thanks and forever biting!
  16. I'm on it Dreize! Working on wj.B starter combos atm. There's a lot to explore, but I'm hoping to get something up before the day ends. x)
  17. Thank you!! I tried going through the alphabetized folders and only Extend was showing. xP
  18. So Japan just got BBCP for the Vita. Is it available as a digital download as well? I think this page confirms it (http://www.jp.playstation.com/software/title/jp0036pcsg00180_00blazbluecp001000.html), but I can't find it on the store on my Vita. D:
  19. Not sure where to post this but obligatory post congratulating Kiba, Wolf Forum God, for his win at Final Round! All of your matches need to go to the vid section so we can study you and begin worship. x) Sent from my iPhone using Tapatalk
  20. Please do. It's sad that I main a character and can't complete his Challenge #30...Interested in that last variation. :D
  21. Thanks Dreize. I can read for the most part. A part of me is telling me to enjoy the Valk we have now and wait for some concrete info/vids on how his play will change. I WILL NEVER DROP THIS CHARACTER! He was the best $7.98 or whatever dollars I spent to play him in CS2. >___<'
  22. Where can you find Takenoko's thoughts? Always loved the player for his patience. Thanks for clarifying. Guess the brj.A midscreen combo would be brj.A > w5B > w5C > ...oki? lol I don't know much about combo creation beyond seeing what Japanese/other players come up with, so I'm anxious to see how his play style changes.
  23. The sadness. >.<' Perhaps omitting the w5B and going straight to w5C would make the combo work?
  24. These changes are frustrating to me. Guess they wanted to nerf the following setups: schwarz (whiff) > w[6D > j.B > j.C > etc.] is a double overhead setup that I use often, instant overhead wj.A is also something I use often, general IAD wj.A is also something I use often...gah. Gotta suck it up but still! As it was mention earlier we still don't know how the combos can turnout with these starters, so time to use wj.C more often (I sometimes forget I have this tool...).
  25. Happened to be in training with Kagura as the partner and I feel the above combo does not work on him with w[5A/j.A] starter. The second w[5B] always whiffs for me. Also, not sure if this is the right thread for command throw setups, but I have a short one that was not shown in the recent video. It's: w[5C > 6D > j.A > 5A > 6D > j.236C] I've only tested it on Kagura. Only works if opponent is mashing neutral tech, so I think it is best done in the corner. It does work midscreen however. I used it at the end of four w[5C > 6D > j.A] loops and it still worked. It's very trollish but it is a tool. xP If the opponent is trying to air tech out of the corner, just jump cancel w[5A] away from the corner and delay Himmel Wolf to catch him. EDIT: More testing shows it works consistently with Kagura, Litchi, Ragna, Noel, Tager, Hakumen, Hazama, Bullet, Mu, Carl, Arakune, Tsubaki, Rachel, Terumi, Kokonoe, and Nu. These characters have specific variations: Amane (delay the w[5A]), Valkenhayn/Jin/Makoto/Relius (do two w[5A]s before 6D>236C), and Platinum/Azrael (needs two w[5A]s as well but first one must be slightly delayed). Can't find a way to make it work on Tao. x(
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