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Skye

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Everything posted by Skye

  1. As an Arakune player I know more of the value of od instant curse than almost anyone else here. I just said it was cool.
  2. Skye

    [UNIEL] Hyde

    Anything into 5[c] > 2a is good. 5b and 6b (1) combo into 5[c] on air hit so it's great for catching jump outs.
  3. It hurts to hear that when Kokonoe exists.
  4. Competitive melee is intense. Competitive brawl is.......
  5. No I worded it correctly. But with the pattern they use when administering Arakune changes I'm a little worried, what are they going to take away in exchange for this? Hell, this might not even be a permanent change.
  6. My quick estimates, of MUs I play a lot. Explanation coming later today, this is just to get the ball rolling. Vs Linne 5/5 - even Vs Orie 5.5/4.5 - slight advantage Vs Carmine 5/5 - even Vs Hilda 4.5/5.5 - slight disadvantage Vs Merkava 4/6 - disadvantage Vs Seth 5/5 - even Vs Akatsuki 6/4 - advantage
  7. Skye

    [UNIEL] Hyde

    Thanks for the data, but I can't help but notice that his 22 series isn't listed at all.
  8. Skye

    [UNIEL] Hyde

    It's not that bad, just takes patience as does all MUs vs zoners. If she's fullscreen throwing projectiles, just block them. Get your grd vorpal, then inch your way in, at midrange you can 41236c her, 22a her (which is also a good round start option), or wait for her to come to you. With grd vorpal you can cs to see what she's doing and act accordingly. It's an uphill battle for sure, but not terrible. Your problems aren't when you're fullscreen, but mid range when she's pressuring you, you just have to learn what you can get through and guess. Once you have her though, her only reversal I hear is her exsiw, so go ham. Get that knockdown and go nuts, Hyde has amazing oki.
  9. Hyde is by no means a bad character. What he lacks in mix up and meterless pressure, he gains in oki, amazing pressure with the smallest amount of resources and overall pretty good set play. Hyde can easily catch you sleeping on the defense. His zoning is alright, but isn't fullproof. Hyde's main weaknesses in my experience is lack of a good air to air, it's surprisingly easy to zone him, his pressure although amazing when he has meter has holes in it for dps, and he needs resources to be utilized to the fullest, so a good neutral game and offense is a must to get either grd vorpal or enough exs to actually do something.
  10. Skye

    [UNIEL] Hyde

    Charged.
  11. Skye

    [UNIEL] Hyde

    It's all timing. First, the follow-ups is just 4b, idk why the jp list it as 214 for every input. Now after 214b, wait til the apex of Hyde's jump then do the first 4b, Then a small delay before the second. After that, you should be good to go. I took a snapshot of the input display.
  12. Just play Orie. That's my answer to anyone asking who to play.
  13. Can we include new playable character speculation? Please!?
  14. Looks like it crossed up. Very ambiguous.
  15. We have one of our kind, generous translators on this yet?
  16. You have to be point blank 6b for the ground version to work properly. 6a > 6b is usually the safe route. Obviously air hit is the easiest because of the added untech time before the hard knockdown.
  17. No just Chie and Yosuke iirc.
  18. It felt easier. Could be the added frame of start up that makes it easier to see and approach on a subconscious level. Could be my change of character. Either way I was able to see it whiff and iad in for a punish successfully without paying added attention to if it whiffed or not.
  19. Impressions: I tried Akihiko and Shadow Akihiko. He feels more stiff, he's lost all fluidity. Imo his neutral took a massive nerf. On the plus side, good kill rush is better. Sonic Punch makes it hard for your opponent to jump out of it, his damage conversion his better than p4u. It feels harder to move around with him. Minazuki is so fucking powerful. He's loaded with potential, he has everything. There's so much freedom to what you can do with him as far as neutral and pressure. He really is a bully. From the people I've fought; Mitsuru is about the same, her pressure is safer for her, but not her persona. Coup isn't as scary anymore and it's easier to punish her 5a on whiff with an iad. Yosuke is more annoying. Why isn't all his moves fc recovery... Narukami is about the same except you don't feel this creeping sense of helplessness when you get knocked down. He has to spend more meter to get his high damage so that's cool unless you play him. Rise has potential to be very annoying, she's a stage hybrid of zoning and set ups. Her defense I think is worse than liz, her dp is a counter, does not paralyze. Does not have a linear hitbox, is crossed up for free, and has fc recovery. Her lockdown potential is high enough to make her idol super viable. Ken is a puppet character, so his pressure is pretty safe thus far. He has a super from the dog with no start up animation so he cab whiff punish pretty easily. His dp is ass. I think it'll be possible for some characters to IK him as a punish. He's high risk high reward, if he doesn't take care of the dog he can find himself handicapped. But let him have his way and he can be a bitch. S.Yukiko can easily lvl up her fire to 9, just something to be aware of.
  20. Guys, the game feels real fluid, the only bad thing is that dp inputs are strict. Also air dash is only done with a+b.
  21. Probably. Anyway, the game will be playable at EVO too. Just a reminder. I'll be messing with Minazuki, and if I have time, Sho and S.Akihiko.
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