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Posted

I'm gonna upload some videos of my Arakune. I'm rather scrubby but I'll see what I can do.

http://www.youtube.com/watch?v=LMxJpvxLQMg

Haha, that was sorta funny, I mean the comments you made :8/:

You have to use 3D instead of 2D in the corner for the corner trap to work, also, you should combo into 6C loop more, example: j2a in 0:40, you could've used 5Bbug+5Cbug> 6C loop.

Around 1:40, when in doubt, use 236236C as a reversal when you're under pressure if you don't know how to IB>5a>6B.

Posted

Haha, that was sorta funny, I mean the comments you made :8/:

You have to use 3D instead of 2D in the corner for the corner trap to work

I didnt' know there was a difference :vbang:

Posted

I can't do the true 6C loop (More than once, I mean). It makes no sense to me :v:

Practice, practice, practice, you'll get the hang of it eventually, don't worry.

ololol ninja edit:

I didnt' know there was a difference :vbang:

Yeah the game takes it as a 6Dbug intead of a 5Dbug if you use 3D instead of 2D.

Posted

We all should know how to improve, I know I do.

But I still post vids to show people my progress. Perhaps gets some extra advice other than what I know to do.

On that note-- http://www.youtube.com/watch?v=9EByK0jQ0Bo

I would like to say, great use of Rapid Cancel on 0:53 Skye, really.

EDIT:

And don't just jump upwards when throwing the clouds, try to mix it up by jumping close or away from the opponent to fuck with him a little.

Posted

Hmmm...a few positives/negatives (based on my opinion):

-2c as a round opener. yeah it was good movement to dodge the elbow slam, but perhaps dashing forward would have been a bit safer.

-Try to slowly cut away your usage of J.D unless its TKed. double jump J.D is punishable all the way to the ground. Try to have a cloud or something out in front of you as well to try and keep yourself safe even when TKing J.D

+you use air dash cancelling, which is always a plus. Could have been tighter, but online makes it :psyduck: to do ADCing tight enough to be solid pressure.

+solid 6C loops

+good use of teleport feints to mess with his mind. especially in round 4 where you get a curse off it.

+EXCELLENT rapid cancel in the first round against that sledge. that is how we should RC grub shots, baby!!!

That is how we should RC grub shots, baby!!!

...forget i said something that sounded so stupid :I:

Overall, pretty solid. In the future, I believe sledge can be beaten with a J.6A/B/C for future reference, but you may have to bait it. In the future, try to incorperate more 5a/2a/6a off of ADC J.B into your pressure and mixups once their cursed. also, lol @ the double KO in round 3 :yaaay:

Sorry If i came off as condescending: it was not my intention, I just hope I gave you an honest assessment from my perspective. Also, Im mostly trying to talk about arakune in general, and not for the specific matchup in general.

Posted

You weren't condescending at all, thanks for your advice! My video did say "critique requested" after all.

Posted

Okay, a few things. You need to try more combos. I noticed you 2A > 5B, but instead of 5D you 6C, which really confused me, you fell into a lot of Inferno Dividers, when in that match, fake out a lot. ADC Barrier works wonders and you can get a free 2D out of it. Start improving there. Learn your combos and fakeouts.

Posted

Isirrin: Yeah, I noticed that. I slapped myself in the face rewatching and wishing I used j2B instead. I'm gonna go upload a vs Nu vid now, since I seem to to have a really good win ratio against them.

Posted

Yeah the reason why you may be having trouble is J.D, when done high in the air is punishable all the way to the ground, and it hurts getting punished from a wiff J.D. anyhow, here's the basic breakdown from my perspective: -Too much J.D and 2D usage without cover. -Lack of cloud usage made many attempts to run away unsafe and many of those already unsafe J.Ds even more unsafe. -using 2c outside of combos is really unsafe. -like skye said, Practice those combos! random bugs will only go so far. practice controlling the bugs and the J.D (if you plan on using it). learn how to set up and react to clouds you throw out. I know it sounds simple, but practice makes perfect. Ill try to think up some constructive match breakdown in a bit.

Posted

@skye - only thing I see as a bit issue you need to fix is your j2A stuff. You would almost always teleport behind them after it on a miss or block, so a better player that notices this would start expecting it and punish this hard. Hell, even a mediocre player could notice and just start masing their super fast jabs or even wait and grab. Aside from that work on the J2A (counterhit) > 5B > ja > jb > jc > jd > loop. You have an increidbly large window to do it in after counterhits and only on a couple characters is it difficult to do on (Tager is not one of these). I personally like a ton of teleport mixups while pressuring, but I guess that's just b/c I like teleporting in general.

Posted

Sometimes I teleport back, I try to add variety, and all the Tager's I play mash A after blocking a dive either way, it's kinda funny. In my training with the J2A and 5B cancel, I've noticed that even on counter hit, the window is extremely small and sometimes they end up teching like normal. One of the inconsistencies that pisses me off hard about this game, I don't even try to save myself the rage at each time I fail because the game just decided it's okay for them to tech normally. Dive is my mix/cross up and pressure, and I have bad luck with teleport, it seems people just tend to hit me by pure luck, for instance I use J214C and Jin does a 5C ahead of time so it hits me, almost as if he sees it coming, so I use it sparingly, because of the dumb shit my opponents do that just seem to work only because I used a teleport. I'll use it more once I get better at training my opponent.

Posted

first vid: 0:22 you should jc ur aa into j6a> ja> jc> jd> bc bug> 6c loop. 0:26 this is a guaranteed curse since u werent inside his dp hitbox at all, u should do 2d> bc bug> 6c loop. 0:41 after 6b u should summon cloud instead of rush since he's so far away, also no cloud was out beforehand making this option even better 2:01 same deal with ur aa, although he was about to die anyways, jus cancel ur aa into j6a> ja> jc> jd> bc bug> 6c loop. An interesting fact about the aa jc is that u can neglect the j6a and go straight into ja for more dmg. The j6a seems to prorate the combo like 200 dmg. I've tested this out in training mode and seen fumo do 5c> jc.> ja... instead of 5c> jc.> j6a> ja. However, its hardder to do imo. second vid: 0:27 after j6a/b/c u should cancel into ja> jc> jd for free curse instead of dmg. The nu is in the corner, so its even better to have her cursed. 1:55 after the j6a/b/c, fill it in wit a ja if ur worried shes going aa. Also, you could ja/b/c> 44 >jd to catch them offguard doing an aa. 2:31 It's a ch j2a/b/c, im sure u kno how to cancel this into a 6c loop. Other than that, get the timing of that bc bug down so u can get into the recurse after those 6c loops.

Posted

Kousaka said it earlier, but I thought that I should reiterate it. I think the biggest thing you need to work on is hit confirming. You're really good at hit confirming 2A, but if you could hit confirm a wider variety of things, I think that you would definitely improve greatly. Dehumanizer pointed out some things that you could have hit confirmed, but overall you need more variety in what combos you can do. Being able to do large combos off of almost any single hit instead of just 2A would definitely help. Also, you don't have to take what I said earlier into consideration. Use the bugs however you want to. You can use them for rushdown or for zoning purposes. I was just going off of whatever Fumo did because I thought that how he played Arakune was amazing and I still do (he's my hero).

Posted

http://www.nicovideo.jp/watch/sm8251674

http://www.nicovideo.jp/watch/sm8251428

http://www.nicovideo.jp/watch/sm8251395

http://www.nicovideo.jp/watch/sm8251348

http://www.nicovideo.jp/watch/sm8251278

http://www.nicovideo.jp/watch/sm8251239

http://www.nicovideo.jp/watch/sm8251199

http://www.nicovideo.jp/watch/sm8251084

http://www.nicovideo.jp/watch/sm8372626

http://www.nicovideo.jp/watch/sm8343093

So here are all of the latest Fumo vids I could find. I haven't watched all of them yet, but I must say that from what I've seen so far is that Fumo has quite the in your face, risk taker style (except for when he zones the shit out of Hakumen and Tager players). Sometimes it works out extremely well, other times it fails miserably, but most of the time it ends up absolutely destroying the other opponent ;). I have to say they are really good examples of how to play Arakune's matchups correctly (these videos will definitely help me suck less). Also, I think I'm going to start adding more Arakune vids to my youtube account. Once I have enough vids that it'll be worth heading over to my account, I'll just post a link to it.

Also, sorry if one or two of these vids have already been posted in this thread.

damn that first double arakune match got so intense when they both invisibled

8:10ish was pretty awesome

Posted

Kousaka said it earlier, but I thought that I should reiterate it. I think the biggest thing you need to work on is hit confirming. You're really good at hit confirming 2A, but if you could hit confirm a wider variety of things, I think that you would definitely improve greatly. Dehumanizer pointed out some things that you could have hit confirmed, but overall you need more variety in what combos you can do. Being able to do large combos off of almost any single hit instead of just 2A would definitely help. Also, you don't have to take what I said earlier into consideration. Use the bugs however you want to. You can use them for rushdown or for zoning purposes. I was just going off of whatever Fumo did because I thought that how he played Arakune was amazing and I still do (he's my hero).

Oh, I am working on my hit confirm, I checked this thread right after practicing the JA > JC > JD > loop.

I have a heavy road ahead of me, hit confirm is really hard due to my bad reflexes.

I prefer rush down (partially why I've been discovering combos post curse), but I zone when I absolutely must.

Posted

Haha, I think that V-13 may have been Snakeee from SWF, which is a pretty amusing coincidence. I need to start playing this game again but school has been raping me sideways. Dehumanizer pointed out most of the things you could have used. I'll see if I notice any patterns in your play in a second. Too much random jD against Nu. It was good that he wasn't throwing out the right swords when you tried them, but it may get you owned later. However, if you ARE using them and SHOULD you land them, you should be able to combo them into a C loop > recurse, it's not even very hard to do, though I guess that may come with your general hitconfirm practice. I dislike as well that you keep teleporting to the front/back after j2a/b/cs, but it doesn't seem to keep getting you punished so whatever. That was a nice reversal super, I need to work on incorporating those myself.

Posted

I finally recorded some of my nub wins against other nubs. There is one with an Astral Finish and one where I landed one of my best combos that I learned from a youtube video. I only know about 3 combos right now and I don't know much else as you will see.

Please give me some tips and advice and if anybody wants to add me please do. I'm only a level 6 right now.

Blazblue: My best work with Arakune first round (Rebel 1)

Blazblue: Mr Flowers (Arakune) vs angelllbassss (Noel)

Blazblue: - My First Astral Finish - Mr Flowers (Arakune) vs angelllbassss (Noel)

Blazblue: Takamura13 (Ragna) vs Mr Flowers (Arakune)

Posted

First video.

First round, you black beated really fast and your opponent could have tech long before the 6A loop, aside from that, the 6A loop was really solid. I have to question your opponent's smarts since he didn't even attempt a burst and Carnage Scissors full screen, which is more punishable than an Ice Car IBed.

Plus it's possible for Arakune to grab him before the first hit even connects.

Second match could have been handled better, you need to learn how to fake out or bait dividers, an ADC Barrier helps that nicely.

Third match, what was with the rage/panic burst, that ID scales like a mother and that's not more than a 2k-2.5k combo, never worth bursting over that early in a match. Now you have no bait for his ID other than a magic (lucky) IB. You clearly paid for it, with that fat combo, then you tried to JD afterwards.....

I'm gonna give you the benefit of the doubt and say you tied to cloud. But a JB > JC > JD could have sufficed, or a teleport.

Round 4. This should have been addressed in round 1, but I was gonna let it slide, now I can't. Learn your combos.

You got in a 2A--that's a free 5k combo for an Arakune who's half decent, and for Ragna, that's piss pants worthy.

That combo by itself would have lead to a different outcome.

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