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kira

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    5
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  • Location
    San Carlos
  • XBL
    kira roruka
  • PSN
    Kira_Roruka
  1. The main tools I use in this match are the j.236C, a lot of air dashing B -> C -> 236C when he is in the air, air throws when possible, and punishing wakeup with j.D/6B. Once cursed arakune players like to spam the ground slug and beez for spacing. When arakune is using the beez for spacing on the ground I use 3c from max range a lot to get the curse off since the spacing on it is so much further than they expect, and when he goes airborn I j.236C from far to take advantage of the j.236C reach. I haven't fought an arakune yet that did well against the j.D cross over to 28D either for some reason, but if the 28D misses it's a free ground slug on you making it risky.
  2. Would this be okay to post here? http://www.youtube.com/watch?v=_mLqGjaQlko It's a short noel video I just finished.
  3. I like to 6A counter the drive attacks from mid air. She has some delay when missing attacks, so if you barrier her out and they try a 3C at the end of a blocked combo it leaves her wide open for a 2D into anything you want. Her high/low mixup is easy to deal with because tao wants to start combos with a C attack or 4B+C is possible to get decent damage from it. The 6B overhead can be IB and countered once you know what to look for since it take a little while to come out, but she can 6B cancel into 236BB air attack too.
  4. Oh yea that is a bit away hehe, other side of the bay.

  5. oh a bit of a ways away. i stay in manteca. was just looking for some new competition.

  6. San Carlos

  7. hey man, what part of norcal do you stay at?

  8. Ah very good to know! So then something like JB+C - [RC] - 2B - 2C - j.c - JC - J2C - j.c - JC - J2C - 214D would be a better use for it since it starts with a green air throw?
  9. Hi all, just now picking up V-13, and came across a little combo. I was wondering if anyone has used it/posted it on her yet? Anti air - 2C - jump cancel - JC - J2C - jump cancel - JC - JB+C - [RC] right as she hits the ground with their body leaving you standing on them while they are stunned - 3C - 236D 4800 to 5200 damage depending on how many hits the airs do. uses 50% heat for the RC Alternative version - 2C - jump cancel - JC - J2C - jump cancel - JC - JB+C - [RC] right as she hits the ground with their body leaving you standing on them while they are stunned - 2B - 2C - jump cancel - JC - JB+C 6300 to 6500 damage uses 50% heat on the RC Early air throw version - easier to time the second half 2C - jump cancel - JC - JB+C - [RC] right as she hits the ground with their body leaving you standing on them while they are stunned - 2B - 2C - jump cancel - JC - J2C - jump cancel - JC - JB+C This does around 5700 damage, but this one does the throw earlier so they can escape pretty fast in the combo. The trade off is the timing for the second half of the combo is more lenient this way and does nice damage still. The first hit on this is easy to anti air with too. RC the air throw right on the ground leaves her in a really nice position for follow up. You can also 2B - 2C after the air throw RC and start up the air combo again, but it's hard to land much at that point. The best I could follow up with after the RC was 2B - 2C - jump cancel - JC - JB+C. The second one listed has the 2 throws in it, but is a bit harder to time. If you start the combo in the air with the first JC instead of anti air then the rest of the alternate version is easier to land, but with a anti air counter it should be np.
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