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Kiba

[CP1.1] Valkenhayn Self Improvement and Critique Thread

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Ok I think it's about time we got one.

Post videos of yourself and allow us to reward you with constructive criticism :)

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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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Nice fights and welcome to the forums! I'm not going to claim to be better than you, but there are some things I noticed, some of them I do as well. I'll also point out I'm not that great at the Noel MU so hopefully someone more knowledgeable will chime in.

-You use 5C a lot, it's a good spacing tool but I feel you're relying on it too much, Noel can also 3C under it easily (unless they changed her hitbox in CP). Also keep in mind you can cancel 5C into wolf.

-It doesn't seem like you're hit-confirming your 5C > 236C. 236C isn't something you want to be using on block often, a lot of the cast can still punish it even if you wolf cancel with 7D or 4D.

-j.236236C isn't good to end combos with, only matches. The recovery on it is so bad they get a free roll out of corner tech.

-6A isn't good to use as a wake-up tool, it can catch people on occasion but I wouldn't rely on it too much as a wake-up option.

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Welcome in the forum. I hope you will enjoy your stay.

I totally agree with Kaiser here. There are however a few other points I would like to clarify.

___________________Neutral game____________________

-You understood that Noel's footsies were average at best and used 5C. It's pretty good for that but the problem is the fact that it's slow and gets beaten by a lot of things. Noel could have easily went through it with jump>barrier block or 3C like Kaiser pointed out. 5B is a much better choice here because it still outranges her and got a pretty good speed. Whether she blocks it or not, you got much better and safer options after 5B than with 5C.

-5C is wolf cancelable. Keep it in mind because it allows you to make it pretty much safe or decide to pressure afterwards if the opponent isn't expecting it. You can also do 5C>brJA to pretty much get an instant overhead if the opponent block the 5C. Keep in mind however that it loses against 5A mash.

-Considering that CP only got released recently, we are all still having troubles moving around as much as before in wolf mode. Still, you're doing well by using it for pressure but it's quite useful for neutral too. Most of the time, you were running around in wolf. I guess you were checking if your opponent will take the bait and get in ? However it's Noel we are talking about here. She got no reliable way to safely get in on him. However, she still got Optic Barrel. Your opponent barely used them but that's pretty much the reason why running around on the ground isn't such a great idea against her. If she touches with it, she got enough time to run and get in while you're still waking up.

I would suggest you to rather stay in the air. Noel got no way to catch you in mid or long range if you stick there and you still got a lot of options left to get in based on the wolf gauge left.

-You should use (not abuse mind you) the wolf canons a bit more in neutral. That's a pretty good way to get in by using a minimum amount of meter. The Noel player also jumped a lot using jC. The reason is that you can't beat her with w5B if she does that which was quite clever. However, you can easily deal with it with a wolf canon or IAD>wjA. Both works really well.

_______________________Defense game________________________

-Whether it is 6A or Sturm wolf, none will protect you on the first frame. It means that if the opponent does a proper meaty, you will give them a free combo. With 6A, you might even end up getting fatal countered and in this case you will probably lose so much health you will lose the round. If you consider that you really need to get your opponent off your back as fast as possible, use a counter assault. True, we don't get as much heat gain as before but the guard primer system is gone meaning we don't have to worry about abusing CAs anymore.

-I saw sometimes that while waking up you did 5C, 2C or even 6C. Those are obviously unsafe choices but I will take a wild guess and say that you're still used to Extend. Which is to mash a button to tech as fast as possible. It's not necessary anymore. Holding a button is the only thing you need to tech.

Of course, if it's not the case, I would advice you to simply block on wake-up. If you really consider that your opponent won't meaty and don't want to respect your pressure, use a 2A but that's it.

-I also noticed that you were sometimes guarding high for no reason. Noel's overheads are really slow and easy to react to it that's why her mixup is nothing special. Just block low and wait for them.

_______________________Offense game_____________________

-Some of the choices you pick in offense are really unsafe. I'm certain that you already know that anyway but I would suggest you to learn the blockstrings Kiba wrote here.

-j236236C's minimum damage is 720. That's a waste of meter unless you want to end a round. Save it for a future CA if the opponent manage to pressure you.

-If you check again your matches, you will notice that you lost the momentum quite a lot after your combos. That's because the meatys you use are either unsafe or have a huge gap between when you hit the opponent and when he wakes up. Without taking any risk, the opponent could everytime jump and chicken block allowing him to easily escape the corner. You got here everything you need whether it concerns dealing with reversals, getting max damage or mixing up right away.

Options like jump>jD>7DD>jC in the corner can be useful to avoid reversals but you got better choices. The Noel player had enough time to wake-up and anti-air you everytime you did that.

________________________________________________________________

I know it's a lot but I'm certain you will never have any troubles against Noel if you train a bit while keeping this in mind.

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There is a big tourney this weekend and a BBCP team set was recorded on twitch. My matches are at 6:55 (Hakumen), 33:06 (Hazama), and 38:07 (Jin). Note that I was playing on a pad that I wasn't used to as my regular one isn't tourney legal, so I sometimes ended up wolf dashing in the wrong direction or dropping combos and making an ass of myself. I do feel like I've improved from my last video. Also, forgive the incessant yelling, those are the MVC3 guys...

PS: I know I am free to Jin's mixup. I hate that character with a burning passion.

http://www.twitch.tv/schneiderx204/b/494288122

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You indeed improved tremendously compared to before in neutral, defense and offense. There are still some areas you need to work on though:

Offense:

  • You need to work on your okizeme. In every rounds, you could get in and have a proper combo however you never tried to properly meaty your opponent.

    Here's how a typical valkenhayn rape starts:
    -Valk gets in.
    -Valk gets a combo.
    -Valk meaty the opponent.
    -Valk mixes the opponent up.
    -Valk gets another combo.
    -Rinse and repeat until death/opponent cries.

    Valk's oki game is a mandatory part of his offense. If you don't take advantage of it, the opponent will always escape and that's pretty much what happened most of the time for you. Watch again your matches and think about what would have happened if you did something as simple as pressing 6B for oki.

  • You managed to get some good hitconfirms but you need to optimize your combos. Try to learn at least the recommended combos section made by Dreize.

  • Valkenhayn isn't a 50/50 character. He's a 33/33/33. He got a command grab and it's an important part of his mixup. The most basic and efficient way to use it is after a 6D>wjA or a wjC. You can also do 6C>3D>w236C if your opponent doesn't mash on reaction against 6C.
    It's true that if you don't have meter you won't able to follow it up midscreen. However, it still deals 1500 damage and give back all your wolf gauge. After you do it midscreen, press 5D>6D as fast as possible and keep pressuring your opponent.

    Defense:

    • You didn't really lose because of Jin's mixups here but mostly because of some mistakes done in defense like pressing 4 randomly or frame traps. You have nothing to fear about Jin's mistakes unless he got 50 meter in order to do 6A RC but that's something that the Jin player doesn't seem to use that much. As for his frame traps, just learn his frame data. Some moves like 6D or 6B can be punished easily on reaction by mashing 2A. Valk's backdash works really well too.

    • Use your meter more. Whether it is for a CA or a RC, don't hesitate using it. Your meter will disappear at the end of the round anyway so better use as much as possible.

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The problem with the whole oki thing is that the guys I play know that I get scared of DPs, which is definitely something that plagues me. I used to take advantage of 6B oki, but the fact that my opponents would literally always wake up DP conditioned me to take a step back on knockdown. So now I wind up respecting my opponent too much and instead opt for one shot mixups rather than staying up in that ass until they die. I've been working hard on my DP baits, but it still feels like the biggest hole in my gameplay. If I didn't give a shit about DPs, I would indeed do as you suggested. I just have a ton of trouble learning, as every time I ask "Hey, I play Valk and I'm free to DPs, 4D isn't working out for me. What other options do I have?" The only response I get is "Just bait it lol." which isn't exactly ideal :/

I was also totally aware of the non optimal combos. Like I mentioned, I was on a huge monster of a pad that made the trickier and more damaging combos quite difficult to land, so I played it safe and went with what I knew I could pull off.

Thanks for input again man, good to see that I've visibly gotten better. It's nice hearing it from someone else rather that assuring myself all the time XD

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I agree that you've improved. You've jumped quite the hurdle.

I also agree that you should optimise your combos particularly the w5C > 6D > j.A corner combos in which you should be hitting 3.5k+. Sometimes, during your combos you use 236C on standing opponents and I'm not sure why that is like at 43:18 for example. Other times you use 236B on crouching opponents where you could've followed up with 236C instead.

With baiting DPs, remember there are numerous ways for you to bait DPs on wakeup. A well spaced w5C can make all (if not most) DPs whiff. With Jin, remember you can use wolf brake j.A on their wakeup not only for a quick instant overhead but as an OS if Jin opts to DP since his are slow (more information in strategy guide on character specifics). Speaking of which, try to incorporate wolf j.A into your game, it would make your mixup even better.

Also on a side note Magaki, Jin's 6A is just one of the few problems. When Jin freezes you, you're in mixup, and he has a variety of options including throw (which that player used), crossups, and overheads. Stellar I think you just need to get used to Jin more is all.

This is something I say often to players regarding characters with DPs. I understand being scared of DPs, but if you respect your opponent, you'll give them no reason to DP. You need to induce fear into the player and encourage them to DP at times. Sure you'll get hit at times, but if you're running away in wolf then they won't DP at all. Try the various oki options in the strategy guide by Magaki. 8j.B > 8j.B > j.C enders are good for baiting DPs with a well spaced w5C for instance. You may also want to make the opponent tech in the air with the Masashi ender or the wolf setup into 6B (both of which need some updating). The Joker ender is also quite good (Not sure how effective it is in CP).

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This is something I say often to players regarding characters with DPs. I understand being scared of DPs, but if you respect your opponent, you'll give them no reason to DP. You need to induce fear into the player and encourage them to DP at times. Sure you'll get hit at times, but if you're running away in wolf then they won't DP at all.

You should definetely add that in the strategy guide man. Getting around DPs is a mandatory part of Valk's gameplay after all.

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Done. Also updated information on wolf movements.

-I know this isn't appropriate for this thread so any discussions regarding this please take it to general gameplay thread-

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These are some sets I ran against my friends.

I feel like I really stepped up my shit since the last tournament footage I uploaded. I've worked especially hard on optimizing my damage and improving my corner carry. The only things that irked me were my execution errors, making some dumb choices during pressure, and not being very aware of how far 6C actually carries people. Ive also been trying to learn w.5C oki, but wasnt confident in being able to pull it off. That shit is way harder in practice than it is on paper. Enjoy!

I still hate Jin with all the passion in me. I respect this character way more than I should, and it doesnt help that its such a dull matchup.

Set 2 was against Bullet. I know very little about the matchup, so I ended up getting dunked numerous times. The number of combos I dropped also makes me cringe. That beast cannon mixup I pulled off in the corner made me feel pretty gdlk though. This set also marks the first time I have ever comboed into astral.

Set 3 was against Hazama. I have a decent amount if experience in this matchup, so it went a lot smoother I feel. I still have trouble with neutral against this guy though. His chains seem to negate so many options for approaching. Still dropping combos like a scrub as well.

Set 4. Azreal. I know a great deal on how to approach this matchup. It went pretty smoothly, save for the obligatory dropped combos.

The final set had me facing Kagura. I was pretty mad about this one. I know I should be manhandling this guy, I really do, he just has so many stupidly huge tools that lead to broken damage. Seriously, it seems he can just wait there spamming orbs and stuff your approach with 6C. His frame 1 DP also makes any mistake during pressure a fatal one, and his j.C makes anti airs obsolete against him. How the shit do you fight against this guy?

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Against Jin

Unfortunately back throw > 2C doesn't work, you have to use back throw > 5B. When you do manage to catch a player's roll with 6B your only option is to followup with 2A, followup up into wolf, and then use wj.236B > 6D to drive them back into the corner. If you do manage to catch a player with a w236A, remember you can also followup with dash > w5C > 6D > j.A > into whatever combo choice. Remember the Option select you can do against Jin's DP on wakeup, missed a few opportunities to make 'em whiff. When you did manage to punish the DP 7 minutes in, you could've really maximised the damage you dealt by going for w5C > 6D > j.D > 2C > 6C > 2C > 6B > which can potentially lead into 4k. Also I feel the combos you use from a wolf cannon can be slightly optimised. You normally go for midscreen 6C when you could do > 2C > tk.214B > Forward dash 5C/IAD j.D > wj.AA instead for more damage and corner carry (I took note that you said you misjudge how far 6C will carry them).

With regards to the player, he got away with 5D > dash cancel into further pressure which is quite unsafe, and he uses a lot of 6Bs. You can poke him out of it 5A. I'm sure 5D > w5B would work against that but that's assuming you do it immediately since a late action will result in getting CH. Also there are times where you're close to the corner and getting a combo on Jin but instead of putting him in the corner, you use w236A > 6D > j.D > 2C get yourself in the corner. What you should be doing is wB or C confirm > (w5C) > 6D > j.A > 5D > 5B > 2C > 6C and then air dash j.B > j.214B if necessary or use 236A.

Maybe you want to use barrier more against Jin so you can push him out and get out easier? He doesn't seem to have a hard time staying in.

I can see that you've improved, but I also feel you need to take advantage of your corner oki too. Most of the time the player got out for free.

Bullet:

Mainly the same points which are:

-Optimising combos, particularly the 6B FC ones. You're going into 236B when you could be doing 236C instead.

-Allowing opponent to get out kinda easily in corner, by backing away.

-Switching sides and having your back to the corner with w236A > 6D > j.D > 2C when you're near the corner. Should be doing w5C > 6D > j.A > 5D > 5B > 2C > 6C.

I'm not particularly sure how to handle the Bullet matchup so I can't comment on character specifics sorry.

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#240. LunaKage(Noel) Vs. 50 Yen(Valk) Ft5.: http://t.co/IN6UgC6qqw

Shoot away... i know i gotta tighten up somethings. Not making any excuses i def pussed out and dropped combos. Forgive me キバさん!

Sent from my SCH-R530M using Tapatalk

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I feel like you haven't fully grapsed Valkenhayn's combo theory. When you're hitting with B or C wolf confirms, you have much better options than 6D > j.A > sj.B > j.A > j.B > dj.B > j.C. You should be going into either of the following:

- > w5C > 6D > j.A > w5C > wolf cannon

- > w5C > 6D > j.A > 5B > 5C > tk.214B

- > w5C > 6D > j.A > 5B > IAD > j.B > j.C (but in this case it doesn't work on Noel)

 

They deal more damage and improve your corner carry. I believe you attempted this once but the combo dropped.

 

I also feel like your wolf pressure/mixup is extremely linear. You should incorporate human interchange mixup, brjA and/or w5C > brjC because it'll really help. Eventually Lunakage didn't seem to have much trouble blocking your mixup because it was the same thing and he just reacted to the command grab attempts (which were sometimes obvious). I noticed you were using wolf loops in combos so using wolf brakes for your pressure shouldn't be much of a problem. Speaking of wolf loops, I also noticed there was a time you used it mid combo, which isn't as good as using them in the beginning.

 

Regarding your defence, be careful with wake up Sturm Wolf. Also I wouldn't recommend for you to jump on your wakeup, it's better to just tech and block, but for the most part it seemed to be working out for you. I believe Lunakage caught you out twice for this. If you were hit with meaty attacks you would just be giving him free hits

 

If Noel is using drives midscreen you can tag her out with w236A if you're in range.

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Ok and yea i didnt try to use stronger combos right away. Luna makes it hard to land those normals and i messed up my brake ja/b's a lot that set. I have a problem with doing interchage mixups a lot because i get mashed on hard. So they tend to not work against luna so much. I will try these suggestions. I already know the main problem was combo dmg. As for mix up i start trying to try more interchange i just dont think its that good really.

I also did use the tk combo just fucked it up since it was like my 1st actually doing loops and such in an actual match.

Sent from my SCH-R530M using Tapatalk

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Ran a set with one of the strongest players in my scene. I haven't shown any new footage of myself in a while, so the difference from last time is significant. As you can see though, my friend is much more skilled than I am, and fighting Kokonoe in general sucks. It feels nigh impossible to mount any sort of offense against her because it seems like she wins neutral. I do make some very dumb decisions due to nerves and frustration at times too, so that sucks. As usual all pointers are appreciated. https://www.youtube.com/watch?v=Q9QolXhDY-s

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When Kokonoe gets her stuff going in neutral it can be a little tough to tolerate it. Anyway:

 

-If you're gonna wolf cannon Kokonoe and she's set the lightning trap, don't do it when she's in the corner, you'll just get hit. Midscreen is fine since you'll evade it, but you could get hit by Koko 6A. It's just knowing when to use it. I think the easiest method is using wj.66D over it to activate it, but that's only if she hasn't used graviton or fireball.

 

-When you knock Kokonoe down in the corner, you want to be in wolf mode because wolf has the easiest time dealing with Kokonoe's defense options, whether it's superball, backdash, or teleport. I'm not sure what purpose 6B serves on Kokonoe's wakeup, but wolf mode is a much bigger threat. When I saw you making use of wolf mode after corner knockdowns, especially in the last match, it put a big smile on my face. This is what you should be doing more.

 

-It doesn't feel like you're comfortable with being on the defense at all since there's a lot of random hits going on. Kokonoe isn't much of a threat without any trap to rely on in the corner. If she does have meter then yeah, you'll have to watch out for j.2C > RC combos. You'll get more comfortable playing against her with time, but at this stage, perhaps you want to try barrier.

 

-I think you should stop pressing buttons after you use a blocked 236A. You're gonna lose. Unless you start going for gimmicky shit like 6A (but I still don't recommend that). I understand you want to be on the offense but there were times where he did poke you out of whatever you were going to do next. When he becomes more comfortable you'll need to try something else.

 

-After corner air throw, you need to use a delayed j.214B to keep them in the corner. You mostly went with 5B which caused a side switch and you lost your momentum.

 

-There were also times where you could use combos to get the player into the corner but you went for midscreen combos instead. Corner is very important for Valk, especially against characters like Kokonoe because you want to stop them (or make it harder for them) playing their game.

 

-You also get tagged by Kokonoe's 3C a lot. The range on that move is great, so you've gotta watch your ranges if she hasn't committed to anything else.

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Hmm, I'll be taking a lot of this in. It's true that I'm easily spooked on defense against Kokonoe, I need to stop panicking. I wasn't aware of delay 214B being the optimal air throw followup, so thanks for that. I

still feel the need to reiterate that a lot of the times I beast cannoned into trap were out of desperation, I feel that every moment I spend not close to her is one that lets her set up and win, so I end up making really reckless and miscalculated approaches. And her 3C is just something I gotta play around, but goddamn that move is nuts. Thanks for the advice Kiba, I think I have a better idea of what I can do now.

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