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Skye

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Everything posted by Skye

  1. For the sake of argument, don't write it on before YOU have even played it.
  2. We're talking about Arakune's 6a.
  3. 6a >5d is not a true blockstring, and Tager never needed to IB it to punish it, no character with a reversal never needed to IB it, it just made it easier. He can 360a or a sledge the 5d before the hitbox comes out. The only change to 6a was it's start up, maybe it's a few frames slower, nothing has been revealed concerning the final changes to 6a according to the jp wiki. 6a is still even on block. 5d is still 17f start up. IBing it still puts Arakune at a disadvantage and it can still be hit through.
  4. Part 4 http://www.nicovideo.jp/watch/sm13531062 Part 5 http://www.nicovideo.jp/watch/sm13531323
  5. That's funny. In other news, I'm gonna leave this here. Have fun.
  6. After much deliberation, I found out what part of this post I decided to sig. The match up, thus far has gotten worse. J.b, although reduced in level hasn't changed much in terms of usability, in fact, with 5a's buff, it is much more stable. Also, Arakune can still zone Tager, no real need to approach him still, j.6d reaches further so Arakune actually has fullscreen options without the need to move forward a bit. Lessened curse damage doesn't do much for Tager when Arakune now has recurse again. All he needs is a 5a > 6b. Tager's pressure is still backdashable and 6[a] can be 2c'd on reaction. Tager's options are roughly the same as CS1, but Arakune's options have increased greatly.
  7. As an Arakune player, the primary status quo of my character, allegedly, is to flail about and dodge everything/be hard to catch/hit/etc, I've always found that prospect to be gimmicky and really takes the fight nowhere, above all, vs better players, they always know how to maintain that perfect distance and stay neutral until they find a chance to punish any zoning attempt, which are all slow as hell and a green light for midscreen punish. All and all, I find the "dodge and repeat" method to be thoroughly unreliable unless I'm fighting Tager. Not to say that I don't dodge attacks, but there are times where I decide to stay and block, try and punish something or get offensive. That said, my first question is: How advantageous is that method for Arakune? My second question is: Is my alternative method any good? (To elaborate) Is it holding me back? Am I approaching the first method wrong?
  8. Chariot stuff. http://www.nicovideo.jp/watch/sm13483809 http://www.nicovideo.jp/watch/sm13484442 http://www.nicovideo.jp/watch/sm13484516
  9. It's hasn't, but it's going to be. My question is "why?"
  10. I still wonder why PS3 has to be tourney standard if most of us use xbox.
  11. And a Sledge Feint.
  12. I literally don't play this game outside of weekly casuals and biweekly ranbats. I just need to hop on training mode more.
  13. http://www.youtube.com/user/LuminTheFray#p/u/5/Cxq5DoAf4SU
  14. Force Hakumen to pursue you. Avoid his swords and cloud, if you get close, test the waters before starting pressure see where and when he counters, see if he is mashing, Arakune can punish mashing up close. Arakune is better off in Hakumen's face than he his is fullscreen trying to zone, the trick to this match up is how you get him close to you with you in the advantageous position.
  15. Tager certainly improved, just not better than the other characters' improvements (or the other characters' nerfs).
  16. Arakune can deal 13k on max curse meter, 2c starter and 50 heat, thing is usually no one survives that long. http://www.youtube.com/watch?v=Yz0iN7x7xL4&feature=player_detailpage#t=132s
  17. 1/15 Chariot Kaqn vs Fio http://www.nicovideo.jp/watch/sm13418813 http://www.nicovideo.jp/watch/sm13418881 Probably more to come.
  18. I've seen Tager's max damage around 6k with 2c FC and Tech Wheel > Terra Break ender.
  19. Bang's 2d should be noticeable enough for you to 2b on reaction if you do 6a, do it right and you can go into 2b > 2a > 5b > 5d.
  20. He's talking about in curse.
  21. If the Tager is mashing then use bug only loop variations there are more air cross ups than just cross up j.c, likewise bugs should keep Tager in blockstun , his 2C should never even come out. Also when you learn the holes in your pressure you know when to get out of dodge of a 720. Finally, you probably don't understand the concept of using lows vs Bang's 2d, Bang's 2d does not autoguard low attribute attacks. Put 2 and 2 together. If you see Bang try 2d, 2c his ass for game, FC Max health loop.
  22. Anything that doesn't have long recovery, so you can stop in time to avoid the reversal.
  23. 1) For 720, learn your ground pressure and it's holes, stay moving, try air cross ups. For Inferno Divider and Hakumen, you just need to guess right, j.c starters puts Arakune in a good position to avoid these hitting him. Bang's D mashing should never trouble you, most Bangs try 2d, hit low. 2)The best way to bait DPs is to be aggressive on people's get up, but block at the last minute, or get out of dodge to make it whiff, Arakune is good at this due to his backdash. 3)Buffer bugs early and block, learn to tech green grabs as a precaution.
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