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Nakkiel

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Everything posted by Nakkiel

  1. i know
  2. Corner, although IppatsuA IppatsuB doesn't work when you're too deep in the corner.
  3. Ah, yes I forgot to mention Shishin. I didn't use it much the last couple times I played a Valk since I don't use the move terribly often but it definitely does it's job in this match.
  4. On the ground for wolf-mode he only has 5A[w] and 5B[w]. 5B[w] is the head-invincible anti-air, which means it can and will beat j.2D when timed wrong (this also applies to 2C human..), so doing j.2D really isn't really something to think is free damage. 5B[w] also reaches the damn skies, so be careful with your height. I've had mixed success rates with this strategy, sometimes he recovers and just does 5B[w] again. This strat is more helpful with 2C though since it has more recovery on whiff, but be careful because it also has a giant hitbox. You should watch your transition pressure all the time anyways, this is pretty universal advice as it's always potentially dangerous. Same with watching out for super, it's like watching out for Inferno Divider so treat it as such when he has 50%. The ground super startup is 10~ frames. 5D launch does work fairly well although the reward of knocking him out of wolf-mode when he's high in the air is pretty much nothing unless you land a combo off of it. I find that 5[D] and manually launch it when he tries to close in is stronger and is more likely to CH him. The threat of having this ready to launch + 5A AA which works fairly well most of the time can be a great defense against him. And LK's post is pretty right for Valk being a new character. j.C[m] and 6B[m] are really helpful in this match.
  5. I actually haven't played GG all that seriously since EVO 2k9. I play BB and MB now. But yeah I was really hoping I could make it out this year. My plan was to try and win Akicon for the money (which I did) and then scrounge the rest up but the second part of that plan didn't get me anywhere haha. Hopefully I can make it out to FR and if not that I'll either come down with everyone if they decide to go to Cali again, or see you at EVO since I definitely won't miss that.
  6. Shoutouts to C-Warc doing no damage.
  7. I'm broke as hell right now. I really wanted to make it out but there's no feasible way for me to do so. stay broke
  8. Hey BigE, can you take me off the pre-reg list for BB:CS and Melty? I won't be able to make it out. I'm listed as MissedFRC.
  9. This matchup feels pretty rough. Nothing to add at the moment, unfortunately.
  10. The execution on most of her combos isn't that high compared to other fighting games (imo). I personally think her high execution is more placed in her gameplan at high-midlevel and high level. Being able to flow between staff and staffless effectively and mixing it up and pressuring safely when 6A[m] stops blowing people up is a little more difficult than people give credit for.
  11. Yeah looking at frame data on normal hit it's just a couple frames off from being able to link into 5A, apparently. I know that on CH the first hit can link in to 5B also.
  12. Well I'm pretty sure you can link off of the 2nd hit regardless. I've never bothered with it though. If you think he's going to cross you up and you really want to DP, make sure to OS it. 421 A+B+D Other than that I would say IB and jumping out with barrier is our best option since it's 3 frame startup. And yeah, playing the Carl matchup correctly is really boring, unfortunately, but the safest way. And I don't think creating a second thread is necessary, but also not necessarily a bad idea either...I'm fine either way personally.
  13. Haha, I figured that might be the case. Nobody I've asked so far has any, but if I hear back from anyone I'll let you know.

  14. For TeeJay; You seem to wind up mashing a lot on A when you tech? Do you do this on purpose? This can work sometimes when people drop combos at laggy moves (neutral tech into 5A - combo) but all the situations you were doing it in, you'd be far better off blocking or trying to fastfall out of the corner. Work on your defense, patience is very important. Off of 2A you were going for combos that don't work. Midscreen a decent one off of 2 2As is 2Ax2 5B 2C ItsuuA dash 2C 6C(1) 4kote j.BCD airdash j.C 6C. Your poking game seems really weak, using 4D, 2A and 5C (5C is okay against certain chars) as pokes isn't really a good idea. 6D can actually prove to be a good one if you use it sparingly and know the spacing, it has a great hitbox. Poking against Makoto can be difficult since 3C goes under 5B, but overall you should be okay with 6D[m], 2B[m] and 3C[m]/]m[ against her 3C. You hang on to the staff a lot, throw out more to harass the opponent and hopefully land a hit into combo. Don't just jump backwards and hit j.B[m] all day long, it might seem super good at first but there are ways to beat it. I didn't see any DAAs when you were on defense, I also didn't see any true okizeme setups. Make sure you learn your corner combo enders and how to combo off your oki properly. For ATG; Vs Zong: What's with the TK Chun combo off of ItsuuC? :P [D] running j.B..C ]D[ airdash j.C 6C etc. is a much better option. You landed a CH j.2D(2), it's hard but you can link 5B off of it and go into 3C for some damage rather than going for pressure resets. Overall good combos and stuff. Don't rush in against Carl. You need to have unlimited patience against him, just poke at him and Nirvana if you have a life lead. If he has a life lead, poke at him anyways until you find a safe way of getting in. I saw you IAD in some amount of times only to get CH out of your attacks. Time him out if you have to, even if it's boring. Watch out for Vivace when you go for oki, don't let him get out for free. I also saw you get randomly hit during sandwich pressure or pressure at all, not sure why but watch out for that. Not much to say about the Ragna vid, haha. You could've killed him at the end of round 1 with Daisharin though instead of going for oki.
  15. They have to be sanwas? Damn, uh, I don't know anyone or anywhere that still sells those. I'll ask around and get back to you ASAP.

  16. Hey guys, just got back from a meet and I'm pretty beat. I need to go to bed! I'll throw some tips or feedback your way when I have time to look at your guys' vids, maybe someone will get to them before me. Happy Thanksgiving!
  17. There are only 2 travel paths for Litchi's drive, horizontal and vertical (more like a forward arc). Here's a quote from a post I made in the beginner's thread to help with a similar question. Remember that all the moves are WITH the staff, excluding kote.
  18. This thread is embarrassing. :|
  19. Projectiles don't stop moving during superflash. Kokushi Musou is a projectile, so since Bang didn't tech he was in an OTGable state during All Green's superflash. Since characters can't move during superflash, he started getting hit without moving. At least I'm pretty sure that's the explanation but goddamn that looked stupid lol
  20. 5B 5C 3C ItsuuC [D] running j.B...C fall ]D[ airdash j.C 6C(1) ItsuuA 4kote 3C 2D running j.BC 6C(2) ender 5B 2C itsuuA 6Kote Haku Hatsu riichiA ippatsuA ippatsuB 2D j.Hatsu j.Chun staff2 dash 6C(2) itsuuC [d] j.C ]d[ airdash j.C land [ender] Both are combos definitely worth learning and provide a LOT of corner carry. 5B 2C ItsuuA 6kote Haku Hatsu IppatsuA IppatsuB 2D IAD j.C dash 5C staff2 IAD j.C dash ItsuuC [D] j.C ]D[ airdash j.C 6C Will corner from anywhere on characters that can be OTG'd with 5C.
  21. I hope Alzarath treads lightly, Dacid might develop a taste for him.
  22. >idiots trolling idiots wow Seriously just kill the thread and keep it that way, this site has enough horrible threads as is.
  23. Airdash as soon as you recover from j.D and hit j.C. It helps to use advance input with j.C (hit and hold the button, it'll repeat for 5 frames). At certain placement ranges of the staff you will want to hit j.C later into your airdash, but worry about that later when you're better.
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