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Abstract

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Everything posted by Abstract

  1. Tch Right, I know what you mean. Of course, everyone here is a douche except you Nobody really gets what you're trying to say right? Zip, nada, zilch? You just wanna have a good time. I understand. Look, you should just go and have fun. Like you said you would earlier. And then you won't to worry. If you don't want to do that you could... Say, talk about how much you love the ladies more? All of us love that very much. Few people are annoyed by it. Ugly, lonely people are annoyed by it, no one else. Crazy, ugly people. Kangaroos are prettier than they are! I don't like kangaroos, or ugly people. And you shouldn't either! Nobody should like kangaroos. Gay people like kangaroos. Damn them flaming fags, right? Of course I'm right. Unbelievably, some people would disagree with me. Can you believe that? How about that shit? Everybody should agree with you
  2. I go to goddamn Purdue University. But I may occasionally be able to venture up into Chicago during the school year.
  3. I dunno. Spirit Juice's comments are almost as funny as yours.
  4. I am going to re-emphasize this. Your rushdown is so fucking scary in fever mode now that you're better off just locking them down and running 50/50s + Guard break stuff until you get a hit. The damage scaling is definitely going to make efforts like continuing combo after you finally curse them a bit of a waste. It really is a terrible move. You're probably better off doing like 6A 5D 236236C 5D jA jC jD.
  5. I was actually wondering about this. I was also wondering about a CH 5C variant. Since 5C is a fatal counter, I was wondering if the CH would give enough time to through the jD out.
  6. Airthrow -> 5D -> jC -> jD 2a 5b 5D IAD j4B 5A 6B j6D
  7. Good players are fast enough to throw break it on reaction off line.
  8. Assuming you mean without clouds: Tensionless: Airthrow <=== Great for netplay jA CH Super lucky jD hits j2A CH/Dive cancel j6A/B/C hit/CH Really though, you're going to want to play it super safe. Going for combo opportunities is restricted by the fact that Arakune relies on his aerial mobility to start combos. I usually don't go for combos at all against other Aras until I have curse, or they've put themselves in a compromising position.
  9. Even if it wasn't the worst, he has so many options that are so much better than astral, that it'd be pretty much useless anyways.
  10. You have inspired me. SUCCESS:
  11. Skye, stop teleporting so much, and learn your curse pressure. You missed many FANTASTIC opportunities to set up curse fuzzies. Also, space those aerials and clouds much better. You should have been eaten alive the way you were just throwing stuff out right next to the Litchi like that. You did get hit like that several times, and the only thing that saved was the Litchi failing to capitalize on it. Also, it seems like you are just throwing bugs out. You really need to learn to use barrier buffering. It lets you buffer bugs right in people's face and opens up many very nasty things. Mainly scary pressure setups, and it's really the thing that forces people to not move. When people dash at you and are cursed, it is like Christmas. Only with damage. It is a damage Christmas, where Arakune doesn't get damaged at all and the opponent gets 5k.
  12. I've seen some American Arakunes use 6A 5D jD BC bugs 6C loops. Is there any advantages over 6A 5D 214A BC bugs 6C loops?
  13. That is...incredibly weird. I don't even know how you spaced them so that happens. I am trying to picture this, and my brain rebels at the concept. I always make sure the j6A/B/C ends with me being in the perfect spot for falling jB or a little behind it. So it should end before it reaches that spot where they can jump IB airthrow you. And the BC bugs to lock them down should just prevent jump attempts flat out. So yeah...I'm quite confused. I actually hate getting the ceiling clouds. They've always seemed very silly to me. I always try to get the shield cloud then scrape them with it by doing aerial backdash barrier right in front of their face. Or I would use homing cloud to setup CH setups or make zoning safer. Since being forced to approach from the air makes CH easier to get. The Jin's I've played would throw out a projectile or just straight dash out and poke with 5D when hover cloud was there. They would also IAD, but I haven't played them after I found out how good 2B. So things might be different now. It sounds like you've played with better people than me though...so yeah. Take what I say with grains of salt. Ms. Bot, I'd like you to bear my children.
  14. Sir, I think this is one of my new favorite tricks. What do you use to approach the Litchi and Jin instead of dives? They're one of my favorite approach tools. Even post-curse, because a hit's an easy 6C loop, and I don't play many people who IB the string so j2A 5B Bugs into pressure has always worked for me. So I use them alot. Sometimes pre-curse I'll run j2A -> 5BxN as a blockstring for shits and giggles. It works on WAY too many people and it's hilarious. I find they're some of the tougher characters to get in on even using the dives. Do you just use 664jB, 664 barrier to bugs, and j6A/B/C +BC bugs? Do you zone until you get a bug hit/CH into combo/knockdown and then use that to approach? I find the latter strategy is often very effective. You dance around in their face with barrier canceled air dashes and j6A/B/C for crossups till you get a bug hit. And go into combo or just let the bugs knock them down. I suspect if you're lazy and don't mind wasting curse meter, D bug + BC bug will lock them down just fine even if they block. I'm trying to come up with more consistent ways to get in on them. And I try to dive sparingly online, because dive cancel is so much harder there.
  15. Uhh...I think I missed that part. About the Instant Blocking thing. Hurr a durrrr. Go me. Anyways, in that case then you're completely right. And his 3AAA pressure is much better than the dives. Actually in general it's better than the dives, but against a lot of people, the dives are also very good. But if they can IB the whole thing, then sadface, don't use them. How about jump + bees? Shouldn't it disrupt their jump trajectory enough and make them pause long enough that you could get away during the airthrow attempt? D bug especially. Of course you'd probably want like 5A6B instead of BC6A. Then it should whiff if they're on the ground but clock them if they jump? Not sure, I'll need to test. Of course then you probably lose your pressure. Am I missing something else really obvious? Of course Ragna could probably DP through that. Litchi too. And Jin. Though you could also probably barrier during the jump while releasing bees.
  16. That's your problem right there. Do things that aren't jump. If you've got curse, you can use the bugs to pull them back in and maintain pressure. Unless you miss your dive cancel into 5B on block because you're a boob. C bug is great for stuffing those attempts to jump up and airthrow. B Bug can work too, but it pushes them back, but that should put them in a great place for 2D. Or you could just do what Hima does, and 2D. That being said, 3AA 6A (A bug blocked) (6A blocked) to jA/2B is probably your nastiest pressure setup still.
  17. A brief note, I find the damage on this makes it not so worthwhile. And that instead it's better to use the crumble from 5D run teleport/jump crossups instead.
  18. Naah. The dives are really really nasty. Especially post curse where they grant easy setups into 6C loops. Or ground pressure. They've been nerfed in BBCS for a damn good reason. You just have to be able to dive cancel. It's really not that hard people. Come on.
  19. Oh shit. You're right. I completely forgot about that. Nonetheless, post-curse, he's got several high/low 50/50s you can't really block on reaction. Including the 6A jA/2B. But assuming that you should guard high is extremely silly still. If he's rushing you down and your cursed, you've pretty much just gotta guess and pray.
  20. After jD, if you decide not to crossup: [4]-C- [6]-B- -D- That should lock them in place and let you initiate rushdown. On crossup [4]-B--C--D- If an opponent is doing jump back barrier, you're near them, and you have them cursed but haven't knocked them down: A bug (blocked) (Barrier buffer D) -B- jB (blocked) -D- Ideally this should force them to block D bug and lock them in place in midair. Then you should be able to begin rush down. If the opponent is uncursed, since you're netplaying: airthrow dj jB jC jD [4]-B--C- 6C loops. Please don't do that. The overheads are slow enough that you should be able to react to them. Except for instant jB, but he can't really do anything off of that except more pressure, it's not worth the risk to assume high block. If you do, you open yourself up to 2A 5B 5D 214A BC bugs 6C loops, 2D BC bugs 6C loops, and jD BC bugs 6C loops.
  21. The non CH variant appears to be -4-C tiny pause 5B bug 6C loop.
  22. Better j3D hit confirm: CB bug sj9 jA dive loops 6C loops
  23. 5AA6B j3/6D I'm sure there is more you can do after the j3/6D. Probably something like C bug j6C B bug jA dive loops or something.
  24. My Xbox is currently RRoD. But I'll try it as soon as I get another chance. To see how much easier it is. And yeah, the 4B bug thing is kind of tricky. You have to let the 4B bug out really fast. Like, right when you see the hit flash on j2A.
  25. Yeah. I don't even use C bug in that situation. It seems to mess up the combo for some reason. Just 4B bug. And yeah I think they did do 6A 5B.
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