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Stellarcircle5

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Everything posted by Stellarcircle5

  1. Blast! They know our weakness! You're supposed to be afraid of us dammit!
  2. Ggs BloodWolf. That was my first experience with the Nu matchup. Not exactly my finest moment. A pain in the ass to say the least XD
  3. Played 3 games with a Relius tonight. Relius dude, if you read this, your connection was sublime. Best online matches I've had yet!
  4. Will update into full matchup guide once I get more experience against the my local Carl player. -Beast cannons go through Nirvana's body during Con Brio (623D). Places you right in Carl's face for mixup on block. -Beast cannons trade with Nirvana during Con Fuoco (236D). -5C, 6D, j.A h[5B, 2C etc..] Does not work on Carl. Use h[5B, 5C etc..] instead, though I'm sure most Valks know this. -A good idea in neutral is to stand back and use h.5B/5C or w.5A to whittle down Nirvana, in the event that Carl gets you in the sandwich, youll have less BS to deal with from Nirvana. -w.236B, 3D and w.SJ 66D are good ways to hop over Nirvana with minimal wolf meter usage. Watch out for Con Brio (623D) and the clap (8D). -If Carl does an IAD into j.A mashing during sandwich pressure he is going to go high/low for a reset so be on the lookout. -Counter Assault is your best bet for escaping pressure against Carl. The risk of unblockable resets and his high damage make the 50 meter worth it. -Be wary of staying in wolf form on the ground for too long. Volante (421D) is Nirvana's projectile that can tag you from offscreen. If Nirvana is a half screens distance behind you, you can bet that she will toss one of these. -It is a better choice to go for corner carry combos rather than damaging ones (beast cannons are great for this!). Separating the little bastard from Nirvana is more important than anything else. -Sometimes simply plowing through Nirvana with w.5A to get to Carl works better than you would think. (Eg: w.5A, 5A, 5A, 5C. The 5As shut Nirvana down, while the 5C opens up Carl.) Overall, I feel the matchup is still in Valkenhayn's favour. Not by a ridiculous amount though, there is a lot to look out for and you need to play a very meticulous neutral game.
  5. There isn't all that much you can do, there are small gaps between certain wolf normals large enough to squeeze in a Yukikaze though. Hell, I played Badlime's Izayoi the other day and he was able to halt my wolf mixup with his Justice Phorizer super XD
  6. Coming online now. If anyone wants a totally free Valk to body, hit me up.
  7. Throughout my gameplay sessions at my local FGC, I am constantly told (and scorned) that Valkenhayn is undisputed S tier in CP, second only to Litchi. While I feel that Valk is definitely one of the better characters in the game, I think that he is a bit toned down from his Extend iteration. He feels like a whole new character, one that is stronger in a few aspects from Extend, but weaker in many other areas. Is he still absurd level god tier? None of the guys I play with ever took the time to learn him, so I figured you dudes would be the better group to ask.
  8. I know exactly what you mean, it feels like she can just dominate at all times, and her moveset just sort of blends together like one big clusterf**k so I have no idea what to look out for. I got bodied hard by many a Litchi last night XD
  9. Wow, and Izayoi is supposed to suck? Your making a fool out of me, Lime XD Ggs man. That was rough. Now I know why playing Valk online is risky, so many drops.
  10. I get fight Omni. Oh lord here we go XD Edit: got blown up. That's what I get for not knowing the Kagura matchup.
  11. Been playing against a local Terumi and I've come back with some info. I'll update it as I play more. This match is hands down in Valkenhayn's favour. Our space control and mixup pretty much leaves Terumi at our mercy. Neutral A pretty straightforward neutral game. Terumi has a few solid pokes, and his ground pressure is average at best. I found it to be best to approach him from the air and bait his slower moves. 6A is a pretty big anti air and one of Terumi's most used tools in this matchup, a counter hit with this will net Terumi a 4K combo so be careful! Bait it with j.77D or other evasive stuff for a free combo. The biggest threat here is his j.D. It has big range and comes out at a reasonable speed, perfect for smacking any wolf unfortunate enough to be in its way. Maneuver yourself around his anti air and air to air attempts and you're good to go. If he whiffs 6C and he has less than 50 heat, you get a free counter hit. Always be ready to pounce on him the moment he whiffs a move. Defence An important part of this match is the fact that Terumi has no meterless standing overheads , with 5C jump cancels being obsolete. Simply block low and wait for him to throw or use his 214D command grab. Tech the throw, and you're golden. As for 214D, it has 25 frame startup, so if you notice that Terumi hasn't gone for a throw yet, you can 5B or even IB 2C to beat it. DO NOT try to mash out of his pressure. A large number of Terumi's normals are plus on block so you will get beat out. In the event that you do get opened up, prepare to lose a solid 30-40% of your life if he has meter (which he almost always will). Remember however that Terumi has to rely on gimmicky mixups to make up for his flaws, and his surplus of meter gives him a plethora of options to rapid cancel into all sorts of shenanigans. This depends more on the player however, so take it with a grain of salt. Offense Getting in on Terumi is fairly simple, and once in, you can have your way with him. He has no reversal other than Soutenjin (236B), so be weary if he has 50 heat. When pressuring him, know that his 6B possesses lower body invulnerability, if he isn't respecting your pressure he just might throw it out so react accordingly. So yeah, unless the Terumi player is adept at creating unorthodox mixups and getting good reads on your wolf movement, he's gonna have a really hard time. This is definitely in Valkenhayn's favour
  12. Dustloop: Stellarcircle5 PSN: Stellar3605 Location: Manitoba, Canada Kiba has taught me well. You rock dood!
  13. My main issue is finding ways of escaping his mixup. I'm not sure which normals in his pressure strings have gaps that I can possibly exploit. In the event that I'm forced on the defensive, it seems that Jin can just sort of stay in my face, which is scary considering his high damage off of most confirms. Stuff like his 2D (super safe on block), 2A, and 2B all give me trouble with escaping. People say Jin's normals are just okay, with nothing too amazing. I just don't see it. So I ask: What pokes work best against Jin, are there gaps in his block strings I can capitalize on, and how do I deal with his mixup? Keep in mind that the Jin that I play every week has been playing him since CT, and is incredibly skilled. Since I started with Extend, there is a definite difference in experience.
  14. I heard that this matchup is completely in the wolfman's favor here. However, I consistently play a Jin player at my local FGC and can't quite see what makes this matchup so easy for us. His normals are big and can easily swat me out of an approach, his DP halts my mixup all the time, and he dishes out a ton of damage for little effort off of many confirms. If anyone has info on how this matchup works for us, that would be ace.
  15. I have a small question regarding Valk's damage output. It seems that just about all combos in his arsenal hover somewhere around 3k to 3.5k damage. Anything truly damaging requires the sweep loop. Has Valk really been given that hard of a damage nerf? I remember in Extend I could score 3.5 mid screen and open someone up in the corner for 5 to 6k. Is he less about the damage and more about mixup/resets now?
  16. Hey doods. Brand new to the forum. I've been playing Valk for over a year, and I attend my local FGC gatherings every week. This is a FT5 I had with one of the veteran players in our scene (I started with Extend). Hope you enjoy and I appreciate all feedback!
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