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Skye

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Everything posted by Skye

  1. Arakune is most capable of killing in one curse period, with the use of his many resets, plus with corner (lol CS2) he has an unblockable, DP/gold burst proof reset that has 100p1 on both the low and the overhead. The more health the character has the better their chances, but then with max meter Arakune can recurse as well. :/ His potential is yet to be realized.
  2. With Grab super, you have to get as few hits in the laser as you possibly can, the cap is usually 30 hits, with fewer hits, I believe the b dive variation can be used.
  3. http://www.dustloop.com/guides/bbcs2/frameData/tsubaki/6CC.html There is an error in the test page for Tsubaki's frame data, where 6CC should be, 6BB is.
  4. 100% curse starters. 6a Gold Burst Grab > Super (must get less than 30 hits) CA > Super j.b (corner or f.g) 5a > 6b (corner or f.g) 2a starter is character specific, I believe.
  5. Perform 6d and press b almost immediately afterwards, which summons the bell bug and uses the b bug for knockdown. Continue to hold 6 (or 3 if you're comfortable). Confirm the b bug knockdown by tapping the a, c and d buttons, summoning the bugs, there is enough recovery from the 6d animation to do this without throwing out an unwanted attack. If you mesh it all together too fast, the c bug will blue beat upon the opponent's refusal to tech, timing is important, and confirming the b bug will help.
  6. If you do it right, if they don't tech, the c bug will reset the combo on it's own.
  7. I beg to differ, Noel have received a lot of attack level, hitbox and proration changes, those affect the match up greatly from CS1.
  8. Not to my knowledge, the cross up actually comes from the a bug, so you'll have to throw out the teleport before it hits.
  9. CA can get caught with the c bug easy.
  10. http://dreamcancel.com/ They look new so bear with them, this is the site I lurk.
  11. Fixed for ya.
  12. The Noel mod is out local Noel, he lacks a ton of confidence and has this self loathing complex, but he does shit right nonetheless, this match up is total ass. It's hard to gauge the ups and downs here, Noel has too many anti-Arakune options to deal with, it's like fighting Litchi in CS1 without the staff everywhere and j.c[m] spam, fuck up once and you eat 4k minimum and corner oki, fuck up twice, you better have a burst or you're dead. You usually don't survive a third fuck up vs a good Noel. 6.5 - 3.5 Noel's favor Arakune Offense Not much to say here, Noel's 6a is good again, so you will have to settle for deep air approaches, nonetheless, Arakune is MUCH more comfortable on the offense, but you have to play cautious, you will have to stay on the look out for drive, namely 2d since it's Noel's choice of reversal in this match up, you can 5c it if you're not autopiloting your pressure. 6a can still be baited and punished with j.d as well as 6c, which is Noel being desperate to hit you, don't count 6c out though, it leads to retarded damage, even by Arakune's standards. It's not too good of a goto method and the practicality is on the low side, but 6c can stuff Noel's 2a if she's being too derp with it, if you can confirm CH, don't do the rekkas and go into 5a > air combo. On a standard level, rising j.b pressure is good for this, but beware of 6a. It's not in Noel players' mindset to block for too long. Once Noel is cursed, you still have to play carefully, test the waters with a fake out to see if the player is in a d mashing mood, either way you'll have to hit her hard, but Noel can do things when cursed that not too many characters can, it's similar to Hakumen using his drive, you'll have to take special precautions to avoid it. But aside from that assume regular curse shenanigans. It's worth noting that Noel has four primers, so you don't always have to go for mix up. Go for resets more than damage, you'll want to kill her on the first curse. When sitting on meter to f.g Noel will treat the floor like lava like any other rush down character, use that to your advantage. Arakune's Defense This is somewhere you don't want to be vs Noel. The second she lays a hand on you, you're in it for the whole ride unless Noel fucks up or you mash something out and get lucky. No longer can we backdash out for free, I've tried. Hard. It doesn't work, you'll have to be patient and pick your moments, don't try to jump out, it won't work too well, you'll have to go on the offensive. The worst part is that you can die without fucking up, Noel's 2a and 2c lets her chase you forever and at point blank range cross up 2d is a hassle. Your best friend is Gold Burst, it's a typical tactic to rush Arakune down recklessly when he doesn't have meter, so Gold Burst will turn the tables hard, go for 100% curse. I shouldn't have to say to burst wisely. STAY OUT OF THE CORNER. Noel may have good damage all around, but corner is where she gets 5k everything. If you're even near the corner, get out of it, any combo that uses 6c will provide corner carry. The air is your bestest friend more so than usual in this match up, Noel will go through hell trying to catch you out the air, abuse this. It best to disorient Noel to gain the upper hand, fake outs, invisibility, all that works well too, use the air for clouds. Don't bother too much zoning, Noel is the fastest runner in the game so you'll only have time for either a bell bug, a cloud or a j.d. Play this match up perfectly or die, make sure that the only moment where you are in Noel's face is when she is blocking/getting hit and not you, otherwise, dodge her like mad.
  13. But dat cross up.
  14. You can react to the Dead Spike with forward dash, no Yomi required. If you're not confident, you can backdash it (outside of corner), but you lose your chance to punish unless you mash it out early.
  15. I'll throw more curse things in, I could make a video of it myself, but there is a video up on the first page. I could take the existing video and break down notations for it.
  16. Team Yagami takes your money.
  17. Pray for your boy, Nini, he bout to get jumped and robbed at MM. His money. His Starbursts. His clothes. His pride. ALL OF IT. We ain't even gotta lay a finger on him, Del will knock him out of the tourney.
  18. Then I have nothing else to say.
  19. I know. You were Trash Talking.
  20. This is key. I got the notations for the whole thing. First, you can either air dash back or super jump back, both methods work, I personally find the latter easier. j.3a > (when it connects) > j.3cd > walk back > 6db* > [release 6acd]** > 2c *The 6b bug must be released faster, you can't release it too fast, otherwise the d bug 2 will knock them into the bell bug and the reset is ruined. *Confirm the knockdown with these bugs, if they refuse to tech, it will reset by itself, the cd bug will cover back roll and quick get ups, the a bug will cover forward rolls if you are not confident in confirming with 2c, always confirm if they are blocking or if they are hit by the a bug before you 2c. On late techs you'll just have to wing it. Do it right and it's DP/Gold Burst proof and a very high damage reset.
  21. Online is great for getting blown the fuck up because you swear you blocked that overhead or broke that grab. A strong offline scene is much better for general and match up exp, online is good for getting used to dealing with multiple playstyles and levels of skill, the former is only really viable if they are actually good players. Also, Hi MTL, Nini was trash talking MI.
  22. CS2 write up time! There are some solid Ragnas in MI, and I sub him myself, I'm confident that this is 6-4 in Arakune's favor. Arakune's Offense Sans ID spam, this is golden, 5a > 2a is good if they are trying to find a spot to jump out of, if they like to barrier block, you can do IAD j.4a > j.a to regain lost space or you can go spastic and do rising j.b > j.4b, his 6a has to be timed very well to stuff his jump ins now. Air grab range is really good and helps in an air to air bout and an anti jump out, j.a's increased attack level helps for pressure in air to air and air to ground (as stated above). During curse it's the same shtick as ever, bait ID, mix him up hard. If you have meter, the floor will be lava for Ragna, he will jump around a lot and not feel too confident about pushing buttons when on the ground, use your superior air movement well. From a zoning standpoint, you can pretty much do the same to him, except his constrictions are more full screen than they are midscreen. Arakune's Defense -is so much better now, I don't know what they did from CS1 to CS2, but 2b works again as an anti air, Ragna can not jump in on Arakune unless he plans to space his j.c the best he can, j.a, j.c and j.d will be stuffed outright, j.b will trade in your favor, on CH, you can do 5a > air combo. You can forward dash Dead Spike pressure and punish it easy, Ragna's mix up isn't scary, and it's still backdashable for free in most areas. The best part of this change in the match up is Ragna's damage output, you no longer eat 4k + corner oki if you fuck up, so the match is less tense. Of course you do have your fair share of issues in the corner, backdash is useless in the corner, forward dash has to be done decisively, and jump outs need to be picked wisely. All and all, Arakune has a much easier time than he did in CS1, the room for error is lighter and your options are plenty.
  23. Well, I may not main Bang, but her certainly is a fun sub, and in my experience of fighting Jin, it's just a matter of exploiting Bang's movement the best you can, Bumpers, 2 air dashes, 1 double jump > air dash, stopping your momentum with nails, no one likes to be against Jin pressure, but it's all the same as it used to be, good reads will save you, j.a/air grab AA his jump cancels, backdash his slower moves or frame traps. Really you just have to footsy around Jin so that you are never point blank on the defensive, space 5b, use 5a for stuffing bad run ins, don't fight him in an air to air bout. Look out for DPs, if Jin get's reckless with wake up DP, drive that shit. It does feel like an uphill fight, but it's not 6-4 if you utilize all of Bang's assets. Just my opinion.
  24. Yeah, the problem with using 2c [6cd] is that surprisingly, it's not air tight, players who know that it is can DP, DD, Gold Burst, whatever and Arakune will still be in 2c recovery, you can make it safe with the b bug, but that still won't protect the factor of barrier blocking, anyone who barriers the d bug 1 will get pushed back to safety, making primer breaking a failed mission. With the cross up, barrier blocking is rendered pointless, because since you are behind them now, they are merely getting pushed closer to you, allowing for an easy j.c > j.2c, which you can confirm into a combo very easily if they are not blocking right, otherwise free primers, and you can make the whole assortment (relatively) safe and air tight for a second attempt with the a bug. All and all, it's more optimal, unless you are pursuing corner carry, since this one actively stays midscreen. However if you are going for mix up more than just primers, you can do the cross up and then 2c [6cd], or you can do everything as normal and use 4b instead of j.c.
  25. There is a safer variation of the 3 primer break. 6a > (a bug) > 214b > (bcd bug) > *c bug connects (d bug 1)* > j.c > j.2c > (d bug 2). It's a cross up overhead and if they block it that's three primers, and there is enough stun to try the same thing again, with an extra a bug after the d bug 2, it's almost air tight. In the corner you can continue to use [j.c > j.2acd] xN, takes 3 primers and if you time the j.c right before the d bug 2, then you can autopilot a hit confirm into j.2acd, which will combo anyway.
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