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Skye

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Everything posted by Skye

  1. I recommend j.c cancelling your j.4b attacks on Litchi. This makes it simpler to apply pressure, especially if she's in the air. Also, 2b is still a good AA vs Litchi's staff jump ins.
  2. Yeah it is, thanks for clearing that up. *gets back to lurking thread*
  3. Maybe if you actually read the thread, instead of scanning past 2 pages, you'd have seen the celebration. Aside from that, I can't stand people who don't play Arakune, then start talking when the only thing they know about him is how to be free vs him. If you think CS1 Ara doesn't take risks, you must be free as fuck vs him. That's all his precurse game is, risky shit. Learn to block or break an air grab and maybe you'd understand a bit. Just a bit.
  4. Not to impose, me being super scrub at GG, but I thought that was the point, sacrificing oki for a bit more damage.
  5. It will definitely be recorded. As long as I can make it there.
  6. Nice job, shtkn. I do not approve.
  7. Good stuff, kou.
  8. Adam, you don't wanna troll me.
  9. This is why I love Axis.
  10. Well, I've actually never played Mb before. And Arakune ain't high tier in CS.
  11. Okay, but I just found that out, when you told me. I'm still exempt, I didn't pick him because of his tier position.
  12. Maybe on CH, but any player worth their salt knows that they can IB the first hit and run straight past the second, 2d is an okay zoning tool, but absolutely nothing worth relying on. Hell the active frames are so janky, they can run past it without the attack even connecting.
  13. BBCT - Arakune BBCS - Arakune GGAC - Order Sol, Ky MBAC - (lol) Nero HnK - not interested You were saying, TierOnslaught?
  14. Sure, avoid the accusation. Tier whore.
  15. True enough, people will always hate Arakune.
  16. Tager for still C tier in CSII. Arakune for R tier.
  17. Thanks for your optimism Dacid. People here are simply worried, and why shouldn't they be? His primary overhead is slower His cloud is slower Party Bug is summoned further Curse on block is nerfed He has no loops in curse Curse damage has been nerfed Jump is now the slowest Back dash is more stiff So telling just by the loctest, my personal verdict notwithstanding; He has no mix ups no offense no defense no zoning No mix ups mean that he won't do very well vs a turtling opponent, since curse on block is nerfed, he can't do much, his slow overhead is even slower, he can't get any real ground and zone, cloud is slower, bell is summon further and j.d still doesn't trade. And even on the rare instance he gets curse, the damage have been nerfed, and slower overhead still plays a part here. But this is just for the time being. The only optimism we have to hold onto is remembering we have a second DD. The new 6b is nice though, but with no mix up, it's pretty useless. Now personally, his punishing game got aesthetically better, but everything else is overall worse than how he was in CS1. This isn't really pessimism, but simply the facts given. Now a few of us are discussing how to work around them, but other than l2block and doing 1 rep of every curse loop we have, there isn't much to work with. How do we work around a slower 6a, you (allegedly) 2d that shit on reaction, how are we going to work around that? The question of his air combos and dive cancels are thrown into question about his 6 frame jump. His best defensive maneuver is toned down, his back dash, so he's stuck blocking, which I already do unless I fear getting mixed up. But how do we work around less curse meter with block with even worse mix up than we came in with? How do we work around slower and less involved zoning? His zoning was already the weakest in the game precurse. Tager's 5c zoned better than Arakune. Some things don't have a work around.
  18. Oh shit. Time out dropped combos.
  19. Got my fingers crossed for some Disney ass miracle before the final build.
  20. You handle yourself exceptionally well vs Mu, I'm legitimately impressed. The only advice I can give you is "It's always in good practice to IAD in between 5a > 6b and j.6d"
  21. Arakune isn't really any of that.
  22. Midscreen rush down actually reaps little reward.
  23. Very strange. Give less reward to offense, focusing more on resets and combos into the corner rather than damage, but giving more reward to breaking defensive measures and turtling. Remove combos from a reversal and incorporate wall bounds, to promote and exclude higher damage to corner. Downplay defense nigh completely, punishing someone for blocking and ultimately by getting their guard broken. Break Bursts are also rounded differently. Nerf jump outs substantially, giving more precedence to barrier blocking, in many situations and punishing people for bursting defensively. I'm not sure, this sense of balance is offsetting. Oh well.
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