Felicia
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BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Felicia replied to Spirit Juice's topic in Archive
Almost sounds like that they want to improve Hakumen's ground game and midfield combos - something he tends to lack anyway. Magatama was pretty easy to amass if you and your opponent just stalemated and couldn't find an opening to really punish. It basically ends up rewarding Haku-men by playing a waiting/turtling game without really turtling, especially since Hakumen's sword is really difficult for some characters to break through and get in (Makoto, is one example). -
tiger knee Konig.
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Even if you use a pressure string like 5B > 6B into 5/2A > 2C you still won't be in range to pull this combo off. Realistically, this isn't a viable combo against most of the cast, due in part to many of them having faster jabs, and that Valk's human form just isn't good in a close-range fight. You're likely to get hit by 5A spammers more often trying pull this combo off. It works against Tager, and there are some strategies in the corner where this can work, but overall, this isn't that viable of a combo.
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Hmm, interesting... Valkenhayn uses 6B as an anti-air during the final Hakumen fight. I wonder if there's more to this move.
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5C tracks ground pretty well, actually. Wish I could say the same for some other character's 5Cs. So the new Valk mirror match is the same two players from the previous match up. There's a lot more patience this time around over the last set of games. It definitely seems to suggest that Valkenhayn needs to be patient and wait for those openings, and press the advantage when he can. It also seems to suggest that Valkenhayn can really stop momentum before it starts. Note 5C beating Makoto's 3C. I suspect there could be similar advances against Valk that could be stopped with just a few of his normals. Not too much use of wolf outside of combos this time around, there's a clear risk vs. reward when using it. I wonder if the idea behind using wolf form outside of combos is to pressure or maintain an offensive, rather than try and advance using Valk's human form?
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Looks more like a hitbox thing. Wolf form is low to the ground so it might be able to avoid some special highs like Gauntlet Hades. The Butler match was pretty good, especially the final round there where the Astral is pulled out. Looks like invincibility and an anti-air property in his Astral - makes it a great tool for baiting at the end of the round. It seems like Valkenhayn players are still searching for just the right way to approach and get their damage in. 6A seems like it could be good for breaking pressure and 2C is a solid anti-air. Meanwhile 6C has some great pressure and its a solid guard break.
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http://www.youtube.com/watch?v=2nKWNwoyqvs Spanish match. Valkenhayn vs. Arakune
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http://www.nicovideo.jp/watch/sm12187310 Valkenhayn vs. Hakumen. Mirroring this from the character board.
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When you have Haku-men's god priority sword, it's pretty easy to just swing randomly and keep people out. There aren't really many characters in the game that can truly compete against the sword, but they have other methods. What's important to note, however, is that 5C and 6C are going to be important tools for Valkenhayn to break in or space properly against other mid-range, long-range and close ranged characters. He'll certainly have tools to deal with extra-long-range characters (like Lambda) with his wolf form, but it does seem important that Valk will need to rely on footsies a bit more often that others. Perhaps, finding ways to bait players to coming at him.
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On those challenge videos, his damage looked pretty normal. Definitely had some high end stuff, mostly due to rapid cancels, but most of his stuff seems pretty normal. Of course, there's bound to be far better looking and damaging combos outside of his challenges.
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So I just posted an 11-minute video debuting Valkenhayn's astral and even some early footage of combos and possible strategies. What do you guys think?
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Valk's Astral and more http://www.youtube.com/watch?v=_96stPlP0eA
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Yep. It's the same thought I had when I saw wolf-form. Looks like he's got some furinkazan movement there. Although, he can't do a diagonal air dash like Bang can, he has to use a special, which seems to have some interesting Beast Cannon (from Jon Talbain in Darkstalkers) qualities in the angles.
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Yeah. Seems like you can just tap D to transform, tap D to go back or just hold D to enter wolf and release to return to human form. Beyond that; Valkenhayn looks pretty slow. 5B's got good range, 5C has incredible range, but both of them are fairly slow. His 5A doesn't appear to be 5 frames either, but just fast enough. It would seem that Valk could have some trouble with extremely long range zoners (Hazama, Lambda) and short-range characters (Noel) and maybe Bang, assuming he still has a 5-frame 5A when the balance patch comes out. I can definitely see why Japanese players are saying Valk is really strong or too strong right now, but I think that's a good thing. It's a good first impression of the character and certainly shows potential. I think it's too early to say what he'll be like against the current roster (and not the balance patch coming out later this year). There's a lot of crazy stuff that can go on and happen with each of the characters that could - and will - put Valkenhayn in his place. Just noting the few peculiarities behind Valkenhayn's movements; he can't dash, onlu hop like Haku-men. Which means air dashes could be easily bait-able characters with DPs or zoners. His wolf form moves very fast - mitigating his somewhat stunted mobility - but it can't block. He has a fairly damaging command throw and no mention (yet, or perhaps I missed it) of an overhead, so his throw is his main option in breaking turtling or for mix ups (beyond mids and lows). His 6C is a double kick press with a lot of start up, but guard crushes and is apparently safe on block; also seems to wall bounce... on counter hit? His air distortion looks like DP bait if it isn't combo'ed into. Though maybe there's invincibility frames in there? Still, it's work in progress. We won't know the final stuff until he's actually available. Got about 3 weeks until September is over, so he be available within that time.
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Here's some flexible combos that take about 4 Installs or more and if you have 100 or 50 heat. From corner (either you facing away or facing against the corner) (back)Throw > 214214D > 236D > 22D > 214D > 623D > j.214D > 6CC > 236236C/D (C version is about 4,100, D version is about 6000). Throw > 214214D > 214D > 623D > j.214D > 2CC (or 3CC) > j.B > j.C > j.214D > 6C > 236236C/D (4.500 on C version or 5,800 on D version). Since Tsubaki has a number of ways in relaunching an opponent (2CC, 3CC, 6CC) you can alternate between these and find one that's more comfortable for you. 6CC, however, will do the most damage. As a note for other really simple Install combos, you can do something like (22D > 6C)x3 > 236236C/D if you've got the meter for it. Easily get you around 4k-ish damage.