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Everything posted by Leo7
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more like 3c > a-sledge works. and the untechable time is to compensate for the loop proration. next: remove 720 please lol. kokonoe where are you.
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Never do 236A on block unless it's against someone who really doesn't know the match-up. You're only +1 on hit after 236A, so 2A mash doesn't beat opponents who mash 5 frame normals that hit crouching (or even 6 frames moves, cause it'll trade). Noel's annoying five frame 5A comes to mind. On hit, wolf 5D works against people who don't mash after 236A of course. If they're mashing A attacks, do 4D or 7D and you might be able to punish a whiffed A attack with a wolf j.A, depending on the character. Problem is, some characters can just keep mashing As and hit you out of your 4D/7D, or if they react properly, they can hit you out of the backdash with a stronger move like a 5B or a 5C. 7D -> 2C~C allows you to stop your command dash in midair, and then you can react to a mash with either airdash wj.B or a wj.236A or whatever else you fancy. This is still punishable by most characters, but it's difficult for people to react to, and they usually need to punish it by dashing forward. Now here's the super yomi option that I like to do: 6A after 236A. It'll punish most normal mashing, and you'll score a nice counterhit combo. It will even clash with some DPs (Makoto and Ragna ahem). Loses horribly to reversal throw though. Might be a few more options I'm missing. All about conditioning and reading your opponent really.
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You're probably referring to the yakiniku Valk vids. General idea of cannon movement is to do an air cannon and cancel it with 2C~C and then you can move again. Only use 2C~C since it uses the least amount of wolf gauge, and the purpose of the movement is to conserve wolf gauge. Not a lot of Valks use the cannon movement from what I've seen though, probably because you can get by without it. It's good for when you want to be lame and abuse wolf dives though, since it makes the opponent unsure of when you're going to land and then they'll hopefully whiff an anti-air and get counterhit out of it with a dive. The general idea of the "timeout" movement would be to abuse the 236B up cannon and then cancel the cannon with 2C~C. As soon as you finish cancelling the cannon, either do another cannon to go higher (and cancel with 2C~C) again or if you want to regain some wolf gauge, you should rehuman and rewolf in midair to gain some wolf gauge back before doing another cannon. You also have the option of using a wolf airdash only once while you're staying in the air, so after one 2C~C cancel you can consider airdashing and rehumaning to regain some wolf gauge back then rewolfing (inputs would be like j.236B 2C~C 66D~D into another j.236B 2C~C) to stay in the air longer with more up cannons. Only problem is you need to make sure when you cross-up your opponent during your movement, because you don't want to get an unwanted dive cannon (j.214B).
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just let this thread die. it's actually already too big in terms of page size. in fact, it would make more sense to just create a new thread that says Toronto AE and Catherine: FIENDS ONLY Part III, which would probably have more activity (who here even plays GG anymore lol). but yea, scene's dead, kill the thread, thanks for the games guys.
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by being leo7.
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actually it's a good idea for the boss to just turn off the machines that aren't being used. does that mean if we ask, he'll be willing to take out any of his old boards? not that i'm saying it would bring us back to the arcade lol. tbh i've pretty much only been playing AE lately too since my cs disc broke . my marvel disc is broken too, i can't even play another airdasher on netplay.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Leo7 replied to BladeOfJustice7's topic in International
say what you want but geass sundays during R2 were fucking hype. -
i literally do not have the space for it on my laptop for it. need to delete these k-dramas. hermeeees your avatarrrrr so jelly.
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no posts for 3 days and this topic finally got to the 2nd page. lol so dead after evo. gg guys, gonna just play ae now.
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The DD by itself wouldn't have killed Ragna, but you can RC the distortion into a larger damage combo that would have killed. Luckily the follow-up hits are generally burst safe (2C is jump cancellable, and 6B is burst safe in itself), so he was able to bait the burst. Messed up his punish unfortunately. And wow Masashi was playing really nervous against Galileo.
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w5B was easily one of the best anti-air in the game, I'm not surprised it got nerfed, it was just too good (similar to CS1 Valk's 2C). It was pretty safe on whiff too, you could just mash it sometimes. Lack of anti-air isn't too big of a deal since Valk probably still has decent mobility. If they buff Valk's 5A so that it becomes a better anti-air (slightly bigger hitbox), then everything will be fine.
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no man fuck that character. where's kokonoe
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wjB ender also allows you to do meaty wolf pressure, which is a plus if you want to get your mix-up going right away. Even if they don't tech in the air, he can jump cancel and do a wolf dive to prevent tech rolls similar to falling j.C. It's also just nice momentum wise. Before Masashi just confirmed everything into w.jAAA rising j.C falling j.C, which is pretty slow (due to the hitstop on the j.As), but the wolf j.B ender feels a lot faster and gives the opponent last time to react on oki. I've seen another Valk do similar enders before, but it's nice to see Masashi catch on to its benefits. Just want to say I really like Hina's valk. First JP Valk I've seen to do all the extremely optimized combos off most confirms. I also enjoy it when I see valks that incorporate a lot of CC cancels in their movement/pressure. The Valk tech in Japan is improving ever so slightly with each day.
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Just to optimize things: The throw combos can be optimized by adding an extra cannon (236b > j.236a > j.236b). To hit this you need to make sure your mondlicht is higher above the ground (helps if you jump backwards) and do a 1D cancel. Also end with 7C~D j.B dj.B j.C for less wolf gauge usage. Even more optimized by slightly harder is the following combo: Any throw at the right spacing (air or ground) 2C 6B 2C 6C j.214B (lowest possible TK with the opponent at the lowest possible height) j.6D j.236A ground 236A 236B j.236B 7C~D j.B j.B j.C It only does like 4 extra damage and 2 more heat gain over the previous 3 cannon combo though, and it's slightly harder. Might not be worth learning lol.
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it's ok i'm not very consistent. just keep trying to figure me out with each game. and catherine works very well with an arcade stick .
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We had biweekly tournies last month to prepare for evo. Not much is happening now though. Kou, zeero and i meet up the most often, but that's mainly for bowling lol.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
Leo7 replied to BladeOfJustice7's topic in International
the difference is beta ray bill isn't exactly the robin to thor's batman. cap comics don't center on bucky only because most books don't focus on ww2 era cap america. bucky's death has always been an important part of cap's life though, and i didn't really feel anything after this version of bucky died (but i'm sure they'll expand on his grief in the avengers). and providing screentime to develop a supporting cast isn't bad. some comic book characters are defined by their supporting cast (like spider-man), and imo, bucky is the major supporting player in cap's life. but i don't really care about the howling commandos getting no screentime, it's just that they don't even bother with their names lol. edit: but yea, i'm going to assume they're going to barnes back with more screentime with some sort of pseudo-winter soldier storyline since he's apparently set to appear in more pictures. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Leo7 replied to BladeOfJustice7's topic in International
nigga bucky's the future cap though edit: still hype for avengers though. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Leo7 replied to BladeOfJustice7's topic in International
nig u did not just sa-ok actually yea it really wasn't that good. why did bucky get so little screen time. why are the howling commandos nameless. i'd rather have had an invaders movie ahhhh. -
Since I play this match-up a bunch: Sahgren summed up the match-up pretty well, so I'll throw out a few match-up specifics that may or may not get you killed :8/: feel free to refute anything: - Generally speaking, I stay on the ground since Carl's 6A and j.A are too good, and I like my wolf 5B. - Bite the doll occasionally. I like Wolf AAA B > jump cancel out of there, pretty safe. - Mashing 6A/super while getting unblockable looped isn't going to work when they bait your mash lol. Obviously, don't get sandwiched, cause Valk is pretty easy to unblockable, and you'll die right away once a Carl player starts the loop. Save your burst and meter for counter assaults to get out of these situations (and don't burst/counter assault at points where nirvana will just absorb the hit or Carl just gets a free combo). - Carl can bait and punish your counter assault with 3C . If he's getting cute and trying to yomi your CA with 3C of course, just block it and punish. Actually if the Carl likes to 3C at the beginning of the round, neutral jump and j.C him into crouching combo please. - Some Carls will try to zone with doll attack + Allegretto (Allegretto stops wolf airdash approach). Sometimes you can just run under then when they jump for an allegretto and wolf 5B them out of the air (and cancel whatever doll move they're doing). Actually if the Carl is too close to nirvana, running up in wolf form to hit him with a wolf A sometimes works to stuff whatever Carl is doing and interrupt whatever Nirvana is doing. - A horizontal wolf cannon allows you to pass through the doll if the doll is active (will pass through 4D if done at the right time, which is when I like to do it), and will even pass through Carl as well depending on the position. The doll will absorb the hit though, and Carl will be free to punish you. If you get lucky though, sometimes you can catch the Carl player whiffing something and you can punish Carl after passing through the doll or if you're feeling gutsy, wolf cannon through the doll, do a 4c/7c cancel and attempt to start momentum against the Carl player. This approach is really risky of course, but it's one way to get past the doll aside from jumping over it. - Punish kara-throw IAD approach on reaction with wolf 5A or 5B of course (wolf 5A is a decent anti-air against carl in general for some reason I find). Punish obvious cross-up allecan set-ups off of blocked As or B attacks, punish with IB 2C/6A/w.5B/jump back j.A. - When you hit Carl in the corner with a 6C and he summons the doll right before you hit him, the doll comes out and pushes you away putting you out of 2C > 6B range. Really annoying to deal with, just be aware of this and adjust your combo. - Carl's j.2C from high up will clash with your wolf 5B. Usually, after the clash done from this height, the Carl will bounce after the j.2C if he doesn't press a button during the clash, so jump cancel backwards and j.A him out of the air. If he is pressing buttons during the clash though, mash 5B again of course. - Carl's 6A has a lot of upper body invincibility, but your wolf cannons have some invinc when they pass through the opponent's hitbox during its active frames. So if the Carl player tries to 6A your wolf cannon, sometimes you'll just past right through and both attacks will just completely whiff. Generally speaking, when this happens you're not at frame advantage, but maybe you can catch the Carl by surprise. - When you've got momentum just bait his defensive options (backdash, wake-up gear super, vivace, counter assault, burst) and you're good!
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i'm not sure that i'll be able to kick your ass. i feel like i'm going to keep losing to tagers in tournament lol. but sure catch me online whenever i'm not on AE.
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PLAY ME ON XBL AGAIN BRIAN I GOT KNOCKED OUT BY JAN
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@ skye: Kou actually played Hsien again in double jeopardy and he lost the first game due to a stick malfunction and was forced to forfeit the first game. Then he switched sticks and played super on point the next 2 games and was confirming almost everything perfectly (and he was visibly angry at his malfunctioning VLX; kou is a very scary player when he's angry), edit: and won those two games as well! It wasn't recorded, but you're going to have to take my word for it, and chalk the on-stream sloppiness to nerves.