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Skye

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Everything posted by Skye

  1. Take a look at the OP in our "technical & gameplay discussion" thread. Ask questions in our "Q&A/FAQ" thread for anything you're having troubles with our don't understand.
  2. He is certainly stronger in some aspects, his kill rush game is better for safe pursue so you don't have to stick your neck out every time you do a KR blockstring, his damage conversion has sky rocketed with, now he can net 4k midscreen with only 25 meter from a 5aa starter. Plus good run speed actually did help. Unfortunately a lot of Akihiko players, myself included liked the flexibility of his ducks and weaves, and they certainly took those away, so now his only way to get in is the run/air dash variety, they also didn't address his problems (5c air CH, KR activating when opponent is on the air). It's ignorant to say he got nerfed as to imply that he's weaker then he was previously, but he changed in a way that upset quite a few Akihiko players. We don't see moke anymore and kubo plays Sho. I'll be moving to Minazuki. I might fuck around with S.Akihiko.
  3. Hey I need an EVO Arakune roll call.
  4. Yes, so please everyone shut up about extra characters.
  5. Grapplers are hard to balance, because logically there has to be some sort of trade off to having high health and unbreakable throws that do or can lead into high damage and slow movement usually doesn't cut it. No one likes to fight a grappler unless they're a masochist, regardless of how good or bad they are, you feel bad getting command grabbed. And that fear of conventional defense not working because of command throws frustrates people, because the mix up game is all fucked up now. You can block a low, block an overhead, break a throw, but panic sets in when you realize that this nigga has throws you can't break, and very few of them have start up that you can react to. So you're forced to play like a scrub because unless you know the player you have no real idea when they're going to go for the circles. That's why everyone if possible keeps their distance and plays it super safe vs them.
  6. Does it break guard like 236236d?
  7. I've heard down the grapevine that p4u2 is region locked. Anyone know about this?
  8. That's impossible. You are double jumping, just doing super fast so you wouldn't notice it. That said it's j.6a > j.964b
  9. I think, you're thinking way too hard about this.
  10. What is 214214d anyway? Is there a video of it or something?
  11. Instant barrier to create space. air IB barrier helps too.
  12. I'm with SOWL on this one. We barely saw much of anything... not enough to form a proper opinion.
  13. Hi, I want you, yes you, to do 3 different Arakune curse set ups and convert them into his curse bnb. I want you to do a high set up, a low set up and a cross up high set up. High tech set ups that involve negative edging, super jumping for horizontal positioning, and height specific timing. Do these things, record them, and show them to me. Then do them in a real match, record them, then show them to me. Tell me how easy it was to do them. Until then, stop.
  14. Litchi, Kokonoe, Azrael, Nu, Mu, Hazama, imo. Start with a simple curse combo into j.236[cd]. hold 6 after the input, wait about a half a second and release c and d. Practice that first. If you can show them in combos then you can move to neutral and set ups.
  15. I'll be attending EVO and I plan on picking both Sho's, any requests?
  16. Hey guys, as you all know (or not), p4u2 will be playable at EVO. I'll be there to play, so if you guys have any requests or things you want me to test out, let me know.
  17. Toasty getting back in FGs? My procrastinator senses are tingling.
  18. I threw up some set ups, take a look at Part 2 and 3, ask any questions you need to, I'll have visual demonstrations soon enough.
  19. This is all practical, guys. Looks like they brought back his old damage, with the benefits of the new cyclone system.
  20. https://twitter.com/okusan_nikuya/status/474009132152811520
  21. Positive. No NEing required. It's the brain dead route because it's easy to perform and obvious to your opponent if they recognize the pattern. The real mix up version is 5a > 2[a] stagger pressure. That way you have an a bug buffered, you then either go into ]a[ > j.cd, or 2c/2b/4b. Releasing the a bug correctly will combo from a naked j.c, and it won't negatively affect the low set ups either.
  22. I'm pretty sleepy so I'll answer the last question tomorrow, but. 1. Set training dummy to couch, block everything with block switching off. There, won't block overheads. 2. 5a > j.cd. free. I told this to metawaddledee at ufgt. Pressing the 5a will summon an a bug, the j.c will combo into the a bug which will combo into the c bug and so on. It's your brain dead midscreen curse "mix up". No NEing required. I swear I will update this thread... .............
  23. If is blocked, I would only 5b if I wanted the space or was going into 2d, which despite the +2, is still unsafe. I would let the 2b rock, you're closer to them to take advantage of the frame advantage.
  24. The one I use is (After 5d) > 214[a] > 6]c[bug > 6]d[bug > (in corner) > j.c > 214c
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