Jump to content
Dustloop Forums

Skye

Moderators
  • Posts

    5,264
  • Joined

  • Last visited

Everything posted by Skye

  1. Reflexes is the foundation of a good defense, you're not gonna block that random overhead without the reflexes to react to them, same for grabs and avoiding well spaced attacks. That said, it is possible to have one's defense exist separate from character abilities, the change in defensive nature depends on the players natural tendencies to turtle and how much the said character gives them leeway to not act defensively. Exactly, good players are....well...good... I'm confucked at why mac and dacid are saying that good defensive and fundamentals are not in fact traits of a good player.
  2. WHaaaaaaaaaaaaaaaaaaaaaa!!?? What does that have anything to do with the notion that good players have good defensive reflexes? Never mind, I'm just going to leave. Apparently good players have bad defense. Oxymora in here.
  3. Defense is a trait of the player, so that means good players have good defenses.
  4. :/ Doesn't that count as a general skill trait of the player, meaning nothing different but rather elaborated from what I stated?
  5. Bang is the kind of character that is only as good as the player playing him. Like Arakune.
  6. Chances are LK's take on it will be the general opinion, because those said opinions are backed up by videos of Tager taking it in the butt by bees and snakes. Not to mention the respective (good) players playing the match up out.
  7. Uh... What should I talk about? SJ is making the video tutorial.
  8. That's the CS1 combo, due to j.236c's repeat move proration, that combo does nothing. The notation is j.236c > release 6cd 6c > 5cd > 2c j.2acd j.2bcd (Depending on your p1 starter and if you got the curse meter)
  9. The Gekiwa combo works on CH 6c > delay j.236b > 6d* > 623b Gets 7.2k. *Theoretically, 5c > 6d should get more damage, but, whatever... Edit: Yes, 5c > 6d gets 7.4
  10. http://www.youtube.com/watch?v=dRBRy72_6ZE&feature=channel_video_title
  11. http://www.youtube.com/watch?v=zboHbhNUjxI
  12. Skye does the Gekiwa combo. http://www.youtube.com/watch?v=zboHbhNUjxI Arakune unblockable reset breakdown. http://www.youtube.com/watch?v=dRBRy72_6ZE&feature=channel_video_title
  13. Hakumen sucks.
  14. The match up is virtually unchanged. Certain things like f.g, gravity no longer being a DP, A AP and stuff changes the approach for both players, but it's still roughly the same.
  15. Enough of that or I'm getting kou in here.
  16. I like the new Iori. I miss classic Maiden Masher, but that's about it.
  17. He meant mainly offensive options and tools.
  18. Complain at my ride who ran off to get some chocolate booty.
  19. Practice with techs and blocking of all sorts, the trick to them is to cover all forms of teching and no teching at all. I wouldn't worry too much about blocking, since player skill doesn't extend to blocking highs and lows in such a situation.
  20. Oh... But still.
  21. I meant the data and stuff on XIII. If you check the wiki, the info in KoFXIII is a little unrefined, probably won't expect it to flourish until console release.
  22. I like DigiOps better... :<
  23. I believe the reason players don't opt for resets is because they are harder to learn, especially midscreen, but opting for resets begets more damage in the end anyway. The shorter cloud times, yes, they affect him negatively. The shorter jump only hurts his defense (being able to jump out of stuff), which proved unnecessary anyway, since jumping out is harder all around. It's a change that is hard to take notice of if you're playing CS2 right. The backdash has gained usage and lost it with the changes given, but it can still be used to escape pressure, just not as derpy. Wall teleport nerf is a straight up nerf. Lack of 100% curse off of FC 5c/2c hurts too (100% FC j.c is still there). On the other hand, forward dash received a buff in speed, improving his ground movement, new gatlings and attack level increases on key moves gives him a stronger pre-curse offense game, opens up new combos and confirms and give Arakune small time oki, j.b is still stupid (in fact the hitbox received a small enlargement from CS1), IB nerf makes curse pressure more tight and the adjustments to the primer and guard break systems works in his advantage since crushing primers is a specialty in curse. Not to mention f.g, which turns the floor into lava and oftentimes forces sporadic play from the opponent, providing ground control for Arakune, can be used to punish whiffed ground moves, and can be bnb'd into, meter gain from the first curse can inevitably lead to the second with solid play and post curse oki, and again with resets being optimal, a second curse time is usually unnecessary. Combine that with the air unblockable normals change and he has solid offensive abilities. He is weaker in some areas, more so his defense, but his offense, albeit adjusted, is stronger all around, just rarely used since it's easier to run an cloud and mash j.b > 5a > 6b > j.6d. Most players just need to adjust their playstyles. My humble opinion. On that note I know nothing about his current tier position. My best friend is your moderator, and he's damn solid, so I know what Tager can do in the hands of a really good player. Nonetheless Ara v Tager is stupid. Always has been.
  24. http://www.nicovideo.jp/watch/sm14482498 http://www.nicovideo.jp/watch/sm14543010 http://www.nicovideo.jp/watch/sm14577774 http://www.nicovideo.jp/watch/sm14653108 http://www.nicovideo.jp/watch/sm14785079 http://www.nicovideo.jp/watch/sm14868172
  25. Arakune is stupid by design, knowing how to beat him lies in knowing his blind spots, and there are quite a few. EDIT: *Sees you play Tager* Never mind.
×
×
  • Create New...