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Everything posted by Skye
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You could always subscribe to the character forum in question...
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I usually watch R-1 play.
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If Noel can win by pushing d with a strong player base like Japan, then it worth considering that her drive is THAT good.
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I've gotten blown up CS1 Ragna style trying to 5a Noel's 2d, by you, actually. 4d has a backwards profile which makes it hard to low on reaction, it's more of a Yomi thing, and Arakune doesn't really have a low that long reaching (even though you are talking about Mu), 2d will only get me Fataled up close by 4d if anything, 13f start up isn't really reliable, contrary to popular consensus.
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Sorry, Kevin, but I kinda agree with Aginor. Notwithstanding the small changes that morphed her execution curve a bit here and there. Noel is like Tager with good pressure and 5k off of cross up 2d, on the other side of the match (fighting against Noel) it's one big crap shoot. But I disagree with him on the notion that execution does not separate good players from great players. It does to an extent.
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The treasures and tribulations of top tier. I've been there. Arakune main since CT. The best mental advice is to just enjoy the ride, haters always gonna hate, and we've all hated at some point in our FG career.
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I've tried the unblockable corner reset a few times. It's nice and tight. I'm gonna use this more often on other characters who can't DP that well.
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Ragna Critique and Self-Improvement Thread
Skye replied to Bandit Revolver's topic in Ragna the Bloodedge
Inferno Divider more. You need to flex your ability to reversal. It's nice that you don't use it as a get-out-of-pressure-free-card, but you have to make your opponent know you have it, make them second guess their oki or their pressure options. Use it more, it will do well to condition (smart) opponents. Herp less on Dead Spike pressure. You do 5b > 5c > DS too much, it's not air tight, can be mashed out of, jumped out of, and DS on whiff makes Ragna players sad. Add more variety to your strings to make the DS less predictable. You can stop your string short, extend it with more gatlings, not use strings at all, or sometimes not use DS at all, throw in a 6d > j.d (or 6d > j.d whiff) or a 2c whiff or a jump cancel to throw them off, DS is what scares them, make them sweat. Ex. 5b > 5c > DS 5b > DS 5b > 2b > DS 5b > 5c > 2c > 3c > DS 5b > 5c > 2c > 3c > 2d (for non dp mashers or jump outs) Empty DS 5b > 2c > 6b > DS 5b > 5c > 3c > JC > (air approach/berial edge to throw off AA timing) 5b > 5c > 6d > j.d > 5b > DS 5b > 5c > 6d > j.d whiff > 6c > 6d > etc etc etc etc You have a plethora of options when it comes to pressuring with Ragna, but aside from raping primers they do good for conditioning. -
Ragna Critique and Self-Improvement Thread
Skye replied to Bandit Revolver's topic in Ragna the Bloodedge
Hit confirm. Combo better. Inferno Divider more Herp less on the Dead Spike pressure. -
Dabbit is the model Arakune. Not necessarily the optimal model Arakune. Since the rest of the hive doesn't get too much exposure, he's considered the best.
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This will probably apply to 5a > 5d, in a usual string 5b > 5d is almost air tight, giving you a 3 frame window to backdash on normal block and unless the invincibility is 18 frames thick, her backdash will get hit by the active frames of 5d, that's how Lambda gets caught mashing backdash on such strings, an IB is required to get out of that safely, theoretically and even then you'll have to account for up to 3 2a gatlings to time your IB, barrier blocking is going to force Arakune to jump after you and with good IADs that can b scary to deal with, but that's his primary form of pressure anyway. No smart Arakune is going to try that string anyway if anything he will pelt you with rising j.b > IAD > j.4b give or take a few movements and jumps to throw off any anti air timing you have planned to counteract it or maybe a yomi air grab if you want to upback his pressure, a naked 5d is what's probably going to go into those strings and that's only on block, logically it's too spastic to predict the 5d and you'll sooner catch it by mashing DP than backdash, but then we have 5a to keep it tight, plus new gatlings into 2a and... Well, as you see there are lots of scenarios to factor in when it comes to backdashing his 5d, just keep him out.
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Oh well, I heard talk of a new tier list from Axis so I figured there would be one up and about.
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Where is this new tier list anyway? I don't browse DL as much as I used to, I just focus mainly on subscribed threads nowadays.
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If it works, it works. Just don't expect concise introspection on a strategy like that.
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Don't know. Outside looking in it's frustrating thoroughly analyzing a match up that's pretty much, "catch the laser shooting rabbit".
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70% of the pot.
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I was joking about the CP thing. Sorry for the tired notations of honor but I feel good about myself as a player when I conquer bad match ups. It's a nice blend of outsmarting and outplaying your opponent, doing things that fail the flowchart and making them feel the punishment for getting ahead of themselves, which in my experience, always happens to the advantaged player, even if it's me. Mu is certainly a hassle, but none too worse than CS1 in my opinion, just need to be creative in that match up, dodge lasers, block her shit, IB 5c and laugh at 6c, j.c is my only real concern. I can handle the upback, the run away, the laser spam, the multiple AA options and the stein oki, but that damn rising j.c.... My best hopes are using a command teleport or trading with it. Just glad d bug hits her now. Or I can pick my sub () and go for some rtsd, I've gotten good compliments for my pressure game with Ragna.
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lol bad match ups. Time to learn Tao.
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http://www.youtube.com/watch?v=0m4w78bgWZI&feature=channel_video_title Memorize it.
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In any case the main priority is to get them cursed, so I personally wouldn't worry too much about their relative distance, of course it does throw things into a dice roll, you can usually lock down a neutral tech fullscreen with 6cd bugs and you can wall teleport to get to them.
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
Skye replied to Spirit Juice's topic in Archive
The Arakune guide is up and presumably finished, if you want to throw in some extra information, go in the Arakune boards and speak up. -
I know I'm late to the party, but as I am someone with more Tager experience than anyone really needs (Axis), I can shine some light on your plight. lol rhymes The slow jump does not affect this match up at all, just stay out of range, jumping backwards gets clear of 2c and 2a and IADing messes AC up bad still. I know the slower jumps takes weirder timing to IAD, but it's still applicable. Fake outs are still viable, but like the previous games, it situational as hell and is basically rolling dice unless in curse, in fact it's best in precurse in CS2 than it ever way in CT or CS1, namely because of the increased level on his attacks and the IB nerf, people are forced to react later than sooner. It's not much, but the practicality is okay enough. Gadget is not a problem, it's the same as it always was, backdashing into 360 or jumping into Collider was always there, it's a dice roll with Arakune, my solution is usually gold burst, adds at least 70% curse and ruins Tager's momentum, at worse it's +1 on IB. Tager's blockstrings are still backdash-able, no one likes blocking Tager over fear of getting thrown, but because his stuff is a little more tight, doesn't mean much, Barrier block him if you need the space and Magnetism is child's play now that 5d doesn't pull you in fullscreen. Use your aerial approaches better, there is always a way to come down on people, if you're getting AA'd a lot bait them or move differently to avoid them. And fighting Tager, you should turtle and zone until you get curse.
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1. Not the place to ask that, and you should check other character boards for that. 2. Be more specific. You should never just be throwing out random bugs. 3. 236b, good for confusing the opponent.
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Lucky counter assault.