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Abyss

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Everything posted by Abyss

  1. Am I the only who think that his new 5C is just horrible and shit? Seriously, I can't combo if i hit too high or if the adversary is too close in the air... the former 5C was really better ><
  2. But it does not work on CSEX I've seen. Didn't say because before they were talking about it, but I was saying that for CSEX.
  3. It's really better to do the dive cancel combo, cause you gain a lot of curse and time to get a cloud. If it's the dive cancel you don't get, I can't help. But if you don't get the 5D after that (5B instead), press simultany B and D. For some reason, it's 5D that will come out and not 5B. I think the better way to do after an airthrow is ==> airthrow > j2A > j2C > DC > 5D > hjc > jA > jB (one hit) > jC > j2B > DC > 6B > J6D I still do at the end 6B > back IAD > j6D. Because you land faster, and you can spell a cloud safely. But well, i say "I still do" but it's more "I will do".
  4. I did try 2B as anti-air for every character that jump-in (except Valkenhayn and Platinum, cause i don't have them). I translate what i've said here: ~~~~ Ragna: beat jA, beat jC, beat jD, deal (might beat) jB in favor. Jin: beat jA... and that's all. You can beat jB if he do it too late... but just forget against him. Noel: beat jA, beat jB, deal (might beat) jC in favor. Doesn't beat jD of course... Taokaka: deal jA in neutral. beat jB, deal j2B in neutral (hard to do), deal jC in neutral. Litchi: beat jA and jC with staff. that's all, don't use against her. Tager: beat jA...that's all. Lambda: beat jA, Deal jB in favor, beat jC, deal j2C in favor. Hazama: Deal jA, beat jB, beat jC. j2C is a special one: the hurtbox does appear before the hitbox, so if you do the 2B when he begin to do his j2C, you will touch him (invisible touch lol). very useful if an Hazama try to do j2C cross-up against you. Tsubaki: Deal jA in favor, beat jB. loose to jC. Haku-men: beat jA, beat jB. that's all. Bang: beat jA, beat jB, loose to j4B, might deal with jC in neutral. Arakune: ... Did I really have to try against him? Carl: beat jA, beat jB, loose against jC and j2C. Rachel: beat jA, beat jB, beat jC, loose against j2C. Makoto: beat jA, beat jB, deal jC in disadvantage, loose against j2C. ~~~~ I repeat that this is only for jump-in attack: If an Ragna do a jC far from you, you will eat shit if you do 2B. In favor mean that you can combo after being hit. neutral mean that you can do nothing. And disadvantage mean that even if you counter him, the one who will be combotted is you. I guess that best use is against Ragna, Lambda Noel and Hazama.
  5. I ask better than just dive loop... Give back the dive cancel even in block ! xD
  6. I agree with all that kousaka says, and if i can add a little thing: Do less jD and do them more close to the ground, this move is already unsafe, don't make it worth =p
  7. Being not predictable with jB is okay, but she can wait for you to double jump (you don't want to be AA) or else. I don't see why it will be free on Lambda since she can escape more easily than other character. Because she has to time her backIAD it's not good? This isn't a hard thing to just backIAD if the Arakune double jump. I don't see what's the problem. You're really able punish her sword on reaction, like 6D? If she is on the other side of the screen, yeah maybe. Mayhap it's just me, but I really have the impression that Lambda you're playing still apply zoning against you and nothing else. I want to say also that if you miss your FoG, you eat 4K at less.
  8. I don't see a big change, You still can't pressing her correctly since she is difficult to catch. The j6D help that's right, but mostly for midgame than baiting turtle lambda. Turtle lambda are bad very often. I don't agreed for free j4B pressure. She got an anti-air, and if she airbackdash, you can't do j3D for touch her, because she can throw j5D to hit you. Don't forget that her backdash is good also. By the way, 2D is fucking annoying because of the hitbox. Even if you do backIAD barrier to dodge it, it might touch you. And even if the floor is lava with FoG, it doesn't reallt bother her if she play correctly. That's what I think after playing with Gemini and some other Lambda. Still the fight is better.
  9. Grab super? I can't get more than 80% curse with that. the last jC whiff. 2A isn't character specific, i've already said somewhere the combo if I remember: 2A > 5B > 5D > IAD > jA > j4A > jA > 5B > 5D > IAD > j4A > jA > 5A > 6B > j6D I've tested it against all the cast. The one I didn't is Platinum, but if it work on Carl, it must work on Platinum too.
  10. For baiting the CA, I guess you can do with the 2A pressing: 2A (release 6A) 2A (release 4B), or something like that. Lunakage ==> You won't be cursed for one mistake, unless Arakune have 50 heat. 5C FC and 2C FC doesn't lead to full curse anymore. You have to eat a 6A or a close 2A to get cursed without heat (or an airthrow).
  11. I don't think so, This match-up isn't so difficult for me. If you've got the habit to backdash, then lose it: You can't backdash whenever you want, and against Noel it's only sometimes. For baiting 6A, she have enough recovery to punish correctly if she whiff (not like Makoto...) ==> Any pressing > jump then double jump and you see what she do. 6C is dangerous, but if you show her that she should not whiff it, she'll think two time before using it. For her drive, well I guess the best thing to do if you block it is backdash, then 2C (be careful about her 4D, wait a little before doing 2C, she might do 4D and then you punish (same for 2D). If you're not confident about 2C, then just use jD + 2D). You still has to be cautious for her invincibility, but it's okay if you don't get repetitive. You can't do zoning correctly against her yeah, it's more wait and punish game. During curse... Well, since she doesn't have shoryu you shouldn't have so much problem to press her. Don't do 3AA too much time and begin an advanced pressure as quick as possible. A little advatage for Noel, but nothing really impossible I think.
  12. You have to be sure he will deadspike to forward dash no? I guess if he do 2D instead, you eat it (But well, now he can't combo without RC and have to do it immediatly, so this isn't really dangerous I guess).
  13. No, the 2A (release 6A) 214C isn't the same. Because this is the A insect which cross-up, and it's more quickly. Against Tager it's an instant cross-up. I guess you can do whatever if the proration is okay for jB reset. But you have to add 50 curse meter before. Curse pressure and other can be discussed in Arakune general I guess, but a topic isn't a bad idea.
  14. My "fake" combo re-curse doesn't work, i've already say it to you =/ You have to get 50% curse before the DD > reset. The original is the best to do. But if you can, you still can do (supposed you've already do jC and j236C before, ending loop here) ==> j236C (release 6C/6D) > 5D > jc > (D bug up) > jD > 6B > hjc > jC > DD > RC > jB I don't really use it, because I rarely need to do it. For curse pressure, you can also do for a cross-up ==> 2A (release 6A) 214C (release 5C/5D). You're allowed to continue the pressure after that without 2A. You can also had the rekka cross-up, actually you can cross-up with 6C [5C] 2C or with 6C 5C [2C] ( [*] mean the hit which cross-up). You didn't write corner pressure, it's very important also. You will have a ton of work if you want to add everything he can do during curse, good luck !
  15. jB > IAD > jB was free to bait also in CS1... this change nothing in CS2 (or maybe it is just for me). If you don't want to zone, use a lot IAD > 4AB. Doing this make the atomic collider to whiff, and you can punish if you're close enough. You can 5A after IB'ing his 236B, or trying to backjump > IAD > 4AB or whatever to escape. The best is to punish when he do his 236B of course. After a gadget finger, the best thing to do is waiting a little moment and forward dash I think (or backdash). Because he can't do 360 immediatly after a gadget finger, If he do 5A you will protect it, and if he do collider it will whiff. I say forward dash of course because most of time, Arakune's player just do a backdash, so he might jump in the bad direction, or do a 236B (If he do that, you get a Cloud / Bell/ jD... for free). But normally the "new Tager" shouldn't bother you. And of course, Fake-out are still reliable, don't forget that the 214A on the ground go far than CS1, it's a great thing for trick.
  16. I'm stupid; I've only understand right now that the DD serve to add 50 curse gauge meter and not 100... So you will need the originale setup Lordspectre, or time your loop for adding curse.
  17. Ho, now you say it I didn't notice it before: He use only 50 heat to re-curse the opponent. I must try this tommorow ~~
  18. Not bad for sure, but, isn't better to just change side in this condition? (Like forward dash after a dive loop). edit: I've tried it and.. i've say nothing, this is more better to get in the corner quickly.
  19. Well, the thing is you lose damage with the scaling. That's why I use it only if the combo have a bad proration. If you use 6B, you can have the most damage possible before the reset, but you get less meter because you use dive (j236C give something like 12 heat). I say that but, you can use it with a good starter and more bar of course: You just have to add some loop, and j236C at the end. And you can use it if you want, This isn't a thing i absolutely want to hide. For the double jump, it's simple ==> Try to do it against Hazama, or Makoto... You have to do the 5C during the Dbug hit, then High jump(8) double jump(9) and jC straight up from the adversary.
  20. This isn't so rare for me. I need basically 35 heat when i start the combo for having 100 heat at the end. But i don't use 6B, i do: (any starter) > j236C (release 6C/6D) 6C 5C 2C (release 5C/5D) 5C j236C (release 5C/5D) 5C > High jump > double jump (Dbug launch) > jC > DD > RC > jB It work really well for me (if the starter isn't a good one). But today it doesn't work against Noel ;__;
  21. It is just me or... The unblockable curse reset isn't unblockable anymore? (With the air DD). I've done it against Noel in training, and she can block the DD after the jB. I wonder why it doesn't work...
  22. Well, for curse with overhead starter you have: 6A > 5D > IAD > j4AA > 2A > 5B > 5D > IAD > j4AA > 5A > 6B > j6D ~ 6A > 5D > IAD > j4B > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D ~ 6A > 5D > IAD > jAA > j4B(two hits) > 5B > 5D > IAD > j4AA > 5A > 6B > j6D ~ 6A > 5D > IAD > jA4AA > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D I use the fourth, because it's the most easy for me.
  23. Maybe it's just me, but i think you have a game plan too predefined. It might be why you get a lot of problem to be unpredictable. I don't have a video right now, but experience is your best way to understand the fight.
  24. Well, you have to found how the opponent react. In general, i use a lot of airdash cancel, it help me to spacing and the adversary has to anti-air very early. so when i do a super jump they whiff the anti-air and i punish. Summoning cloud isn't a good thing if you don't have the advantage. I think against rushdown character you must have done a 5A>6B j6D before putting a cloud or a bell. By the way, why do you want to do a jD high in the air? it's unsafe as hell. if this isn't for baiting anti-air, use it very close to the ground. I've heard by Smezel you're a "zoning" Arakune, I guess that's why you have problem with rushdown character, but you must be in advantage before going for zoning.
  25. Evasive mean take the control of space with your movement (that's how i understand it). For example, you do a super jump forward: You have the ability to attack if the adversary doesn't move, you can catch him even if he try to cross-down you, and you can land everywhere, you just have to space right your airdash cancel. The thing is also he doesn't know if you're going to rush him directly or before doing a double jump, go back etc... It's a very good thing to do i think, because you can really analyze the opponent reaction. But don't just do that of course.
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