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K-MAC

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Everything posted by K-MAC

  1. What were the curse combos that everyone was using? I find in the corner, off of most starters, you can't get the j.236C loop and then the 6C loop without them dropping out. The only curse combo I've seen is where Fumo reverses this order off a mid screen C bug guard break and does a 6C loop then a j.236C one.
  2. What are you guys doing for midscreen 2C fatal combos? Meterless this is what I came up with, probably unoptimal but it has decent corner carry and ends with the usual item oki. 2C> 2B> j.A> j.B> j.A> 2B> sj.A> sj.C> air dash> sj.B> sj.DD
  3. Shhh the forums are sleeping
  4. Thanks for the punctual response Herb :p
  5. Paste the url of the Nico video in here http://www.mmcafe.com/nico.html
  6. Hey guys, just a couple quick questions. I was wondering how viable this setup would be in an actual match. After doing a basic corner combo starter, after you 2B, you do a quick 1-2 hits of j.A followed by a j.B. You then would double jump, air turn and come down with a falling j.A. Not sure if this is a safe jump, but the falling j.A does allow you to gatling into j.C>j.D into 22B crossup stuff. What is the optimal ender to do with meter in the corner, they all seem to have their downfalls. Not sure if I'm mistiming the missile explosions but they always seem to be able to air tech when I try to do air turn>j.D crossups or Puppetteddie B fear enders, or how prevalent SB puppetteddie enders were. Also can someone give me the notations on comboing missiles into circus bear midscreen and corner, for the life of me I can't figure it out >_< thanks again!
  7. Hopefully you'll get this before you head to the university, but it seems like the lounge we typically play at has been closed for yet another week due to construction. So chipdamage is POSTPONING THE FRIDAY GATHERING THIS WEEK, so ya sorry 'bout that, hopefully it's up and running for next week.
  8. Finishing my last exam has left me feeling a little...dandy (O)_(O)
  9. Troll Arakune also here, might not have made a huge splash at Canada cup or anything but still love the game :P Just wondering, what is this thread supposed to do? Like a secondary site for people who don't know the "chip damage" brand?
  10. Just a question regarding Arakune's ideal loops for this game, which I just picked up yesterday. For midscreen I've typically been doing one pinwheel loop followed by as many 6D loops as it takes to carry them to the corner, followed by a dive loop if there's enough curse. For corner I usually just do one dive loop to put some distance between the characters and then perform an unblockable reset. Would anybody be able to inform me if this is getting the maximum damage/effectiveness, I know that a new 6A>5C>6D loop was found, and he has new diveloops, but I'm not sure what the notations for the latter are. Thanks!
  11. Welcome to bnb hell, that's the issue I'm trying to overcome atm XD
  12. Basically from what I understand is that, while his jump does get faster in CSE, he still has extra frames at the start-up of his jump. Basically what that means is that you CAN'T buffer his airdash at all, the only way it'll come out is if you input 9>66 or something similar. TL;DR it's a pain in the ass, the best thing to do is practice and get the (delayed) timing down.
  13. Okay, so I spent around an hour in training mode and didn't seem to hit 5A>2A>5B>5D>IAD>j.4AA>5A>6B>6D once, the problem always came with the IAD>j.4AA part. They either seemed too far for it to hit, or the second hit of j.4AA wouldn't come out before I hit the ground. When people say j.4AA, it means you "4" cancel the first and second j.A right? I also tried the challenge mode variant of j.AA4A but that didn't seem to have much benefit either. Perhaps my IAD is just too slow, maybe it'll be easier in Extend because of the faster jump speed...
  14. I think I saw Kousaka do something similar when vs. that Tager at Evo last year, I just thought it was character specific. @ 10:20
  15. 70% off of a 5A you say? Would I be able to see the notations for that? Or does it go something like 5A>2A>5B>5D>IAD>j.4B>5A>6B>j.6D? And ya my overhead combos definitely need work, I usually just go for 6A>5D>IAD>j.4B>5A>6B>6D because I'm a little bad on the execution, especially online. One final note, would there be footage of this mythical rising j.B j.4B that I keep hearing about, I'm having trouble visualizing it?
  16. Okay guys, here's a little video of my gameplay. It's online, nonranked against a 59 PSR or whatever HZ. Any feedback or recommendations would be greatly appreciated, although I am aware that 2C is a bad move :P This is CS2 btw.
  17. Hey guys, this is basically my first post ever so I'll try to be brief. Just a mediocre skill-leveled Ara player that had a couple of questions. Firstly, what exactly changed with Arakune that dramatically to shift him from being low-mid to S tier in Extend? I know tier lists are hugely speculative but having ample time with Extend has left him feeling rather same-y to his CS2 counterpart, at least for me. Secondly, I'm having some trouble actually getting curse on my opponents, they're quite high level skill-wise and can both block j.4x nonsense and play characters that can typically punish spacing with bell-bugs (Haku player cuts them, Valk just wolf-dashes through and punishes, Carl just gets Nirvana to take the hit, etc.) I'm wondering if I should try using 5d and 2d a little more in block strings to get a little bit of curse, but otherwise I'm a little lost at what to do with his neutral game. Evasive strategies are also a problem, I always seem to be getting air-grabbed/attacked but that's probably my fault for being generally oblivious. I have a recording setup if that would help evaluate my shortcomings, thanks for your time.
  18. Just a thought, what archetype for these games does Arakune fit into exactly? I've been playing him for about 2 years and he seems to be the least played character in the entire game.
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