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LordSpectreX

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Everything posted by LordSpectreX

  1. 5D CH curse> (tap 6C)> (tap 5D)> 6C bug> 5D bug > loops (12480) That is so epic against Inferno Dividering Ragna's. Thanks Kousaka. Also, I've noticed that Airthrow/Throw -> D Bug does really nice damage as well. About 10000 at the end of curse. All you have to do is press for the 5D bug when Arakune just closes his mouth (basically, when you cannot see the other person.) With this visual clue, it provides a great mixup during curse, and does great, practical damage. Cause let's face it, you're not going to 5D CH a blocker. I wouldn't do Super though. It propates it quite a bit. EDIT: Extra note, against some characters, you have to walk into them the tiniest bit when the D Bug sends them down after the throw.
  2. Is there a better move to react to Hazama's blocked chain approaches than 5C? The problem with 5C is that it the hitbox doesn't last long, and if they do D->C chain, it' will miss, and they punish me bad.
  3. That logic regarding scrubs makes no sense. Why would a scrub complain about something he can do? A scrub would complain about something he can't do, like IB -> ID. So in a way, your kind of helped the other side of the argument. The Noel Nerf thing was a joke anyway. I'm suprised people are taking it seriously a few pages later. >_>
  4. Oh, derp. Sorry, I realise I asked my earlier questions about starters stupidly. What I meant was that which way gets people in the D Bug Loop that results in the most amount of damage at the end? So for example, for some testing, 6A -> 5D (Curse)-> BCD -> Loop -> Does about 7.9k in 116 hits (no supers). At the end of the curse's life. While just a standing 5CD to get them into curse sends them to about 10k+ damage in 88 hits with some curse left to use one more loop then supers. (I used Ragna as my dummy. ) What I'd like to know please is what's the best way to get them into a full damage curse loop from an overhead, a low and normally (i.e, they're not guarding). I hear 2C propotates well, but looking at Skye's videos he posted, 2C apparantly doesn't do much. :P Thanks again. Sorry, I know those videos will probably give me the answer, but it's like 30 minutes in all, my laptop has a slow connection and it's hard to remember what starter did what. >_<
  5. Then why is Tager still low tier?
  6. Fair enough, thanks. It does good damage anyway. But you know. For 1k+ Extra, it never hurts to ask. And the 2C?
  7. Well, scrubs think Noel is cheap. So she gets nerfed. I mean, the invincibility is a pain sometimes, but it's far from cheap. But I doubt ASW care.
  8. Sorry, I didn't quite understand. That's the Wheel Loop I do when in curse, but you're saying it does not matter what starter I use? Cause some, like 3A -> 3A -> 5CD -> Loop protate heavily. And by 2C, I imagine that's doing it when they're locked by the D Bug in the corner? This is better than 5Cx2 in the corner?
  9. Idealistically, what is the most damaging starters for the 236CD -> Walk -> 5C -> 236CD loop method? Regardless of complexity of the starter. Thanks. :3
  10. Holy hell, thank you.
  11. Good luck trying to IB j.D during a ground blockstring too.
  12. Oh right. Sorry, D~B is used so little I almost forgot it existed. But D~D is suitable enough, plus, D~B makes you stay in the air longer and punishable when you chain onto her. But I'll test it against a Mu when I can.
  13. Depends on a few things, as you pointed out. Wherever the opponent has a DP, if they're good at blocking etc. Another thing to take into account is playstyle, of both you and your opponent. Pressure based characters want to stay close, therefore reset, while Zoning characters want the enemy away from them. So i.e, if you're fighting Arakune, a zoning character for the majority of his playtime, then he wants to get away from Noel, a pressure character. In this case, reseting may cause more problems to Arakune than pushing him away, allowing him to set traps. Just theory fighter, but that's another thing to take into consideration.
  14. I hope that isn't sarcasm Geno. >_>
  15. You mean using 214D~B Invincibility Attributes to avoid lasers? I understand if it's for Air-Rushdown, but For dodging lasers, it seems a bit silly. Which is why I think I'm understanding you wrong. :P
  16. There are two easy ones. Airthrow -> Delay j.D -> 5D -> jc -> j.A -> j.C -> j.D and 214214D -> Delay 5D -> jc -> j.A -> (j.B, so you don't have to high jump) -> j.C -> j.D
  17. So in what type of scenarios is 5B good in. Rushdown based? i.e Ragna is running towards you. Plus, with 2A, after 1, 2 or 3 hits, depending on the range, you can't even gatling into 5B -> 5D afterwards. The only practical use I find 2A has is using 6A afterwards, then 5D. But even that is dodgy, and I used to do it far to much in CT. Gotten out of the habit now though.
  18. Negative Edging on the Pad is not hard in the slightest. Arakune being 'stick nessessary', is garbage. The only reason I'm bad with Arakune is my own lack of skill. That being said, the easiest character to use on the pad, and this may be controversial, but I'm going to say Hazama. Hazama's moves and combos feel strategic and robotic. Which suits the pad. No High Jump Cancels or anything like that are needed. 214D~B used to be a pain to do on reaction on the pad until I realised I could do 214D~R2 with R2 set to A+B, which made it a lot easier. Plus it feels nice because it feels like I'm pulling a trigger to do it.
  19. Arakune has no good ground pokes. Some are just better than others. His Air pokes are mediocre, and against the wrong characters, they're pretty nonexistant as well (coughlambdacough) I'm gonna run some basic thoughts, so others feel free to correct as they see fit. On the ground, 5A and 2A are relatively slow, but their range is decent. They're your midrange pokes. Sometimes, 2A goes under certain moves, because unline most 2As that aim for the opponent's shins, Arakune's goes across the ground. So it can stop certain moves like Hell's Fang. 5A is good for the reason that if it hits, you can use 6B to send them to the other side of the screen, hit them with j.D and set up Cloud/Bell Bug Trap. 2C is pretty good tool if they're moving towards you in order to pressure, and jumping will cause more problems. This is good against Noel, Ragna and Makoto especially. And Tager, but for different reasons. Just don't do it randomly. Does anyone have any use for 5B? I almost never, ever use this move, but the way it looks, I feel like I should be using it for something.
  20. If they do remove the wallbounce, is 6C going to be useful at all outside of corners?
  21. I wish 5B had somekind of vaccum effect. That would be awesome.
  22. He's refering to faster charge. Not combos. The faster charge is nice, but it's not as significant as it sounds. And the whole problem with charging is that it's impossible to do pressure, which is why they should make it an Order Sol style system, or something like that. The lack of 22D wallbounce is what ruins Tsubaki's combos. At the moment, she's below Rachel in the first loctest. For some reason, ASW felt like they needed to nerf some things about Tsubaki, which worries me for what they're going to do next. I mean, who was complaining about 236A's startup? Damn it. Tsubaki was supposed to be S+ Tier for this patch.
  23. You can't. It's unblockable. Just jump instead.
  24. I remember when everyone said they wanted to main Makoto... Whatever happened to that fad?
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