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Skye

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Everything posted by Skye

  1. The Expert tutorial is uploading now.
  2. Working out 236x2 motions take time for me. I managed to feel out the *clicks* and do in a small 720 motion on the lower right end of my stick. Then I relied on muscle memory after that.
  3. Will do.
  4. Looks like you need to pace yourself more. It just looked to me that you got hit in a lot of situations where you shouldn't have, but hell, whaddooikno?
  5. You were warned.
  6. Something that seems to be agreed upon in other opinions. That's true. Since I don't play any of the characters in this situation, I suppose I don't. K. You flatter me. In my experience, even when backed by other opinions from better and more well known players, "true", "educated" and "Skye" forms an illegal statement in your mind, unless mitigated with the word "not", but I'll feed you, kinda bored. Radical would be a better word. I'll fail this test, but why not. You asked for it. Notwithstanding damage and meter gain, it's the general design of Ragna, it's no real doubt that he has all she does and more. Unlike Bang, Ragna can much easier outspace Tsubaki in every situation (ground to air, air to air, etc). Her saving grace is her 5b, which Ragna's is faster, has a longer hit box and more blockstun. Ragna is much faster than Litchi making him much harder to avoid on a conventional plane. She doesn't. Same way Tager does, block, be patient, wait for an opening. They're easy to IB, giving her wiggle room to get closer, and since Hakumen doesn't have a decent ground to air, profit. Persistence. Never said she had anything to scare anyone. I'm not saying she's not a bad character, she certainly is, just not with any 3-7 match ups, imo. She doesn't have one. To conclude, I don't think Tsubaki has any real 3-7 matches, that's not to say she doesn't have any bad ones she's comprised of mostly bad match ups, just not any neigh unwinnable ones, save for Ragna. I'm not saying I'm 100% correct, after all I'm a tourneyless scrub kune player who went cold turkey from netplay, and since I don't play Tsubaki, Ragna, Bang, Litchi or Hakumen, my words should have been taken with a grain of salt from the get-go if people were to make such a big deal of them. Just remember when you spaz out over this post, that you explicitly asked for my input.
  7. Starting to sound like Axis.
  8. And he's somehow as he put it "STILL TOP TIER".
  9. You seem to lack patience, which lead to most of your loses.
  10. I would, but I know you love me too much.
  11. Well, I don't know the match up that well, but elaborate please. Those match ups aren't 7-3, maybe v Ragna, arguably. Haku v Tsubaki isn't rape, it's 6-4 at the worst. Bang and Litchi are tough as well, but those are 65-35 at worst. Having felt the pain of a real 3-7 match up, those are not.
  12. The Arakune was terrible. A good one would have taught you to never Voltic Charge midscreen, that's a 100% 2c FC dive loop (lol netplay). You backdash too much. Outside of that match, you're execution isn't as tight as it should be, and your 720 setups are too sloopy and obvious (lol netplay).
  13. Relax, the argument is only a slight advantage.
  14. Sorry that the expert tutorial is taking so long. My semester started a week ago and I'm busy with Java programming and HTML, so I use my leisure time for--well, leisure. I hope to have it whipped up before my birthday (10th). I'll be sure to make use of the upcoming labor day weekend.
  15. Their base damage is about the same. Tsubaki's 5b > Jin's ground normals. Tsubaki's 5b to 2d charge cancel > Jin's reversals. Tsubaki has no need to approach by air, and she can D DP through a well spaced j.c from Jin. Tsubaki's faster. Those are my guesses. I'm not really experienced in the match up, and either way, it's only slight advantage.
  16. More or less. You'll be memorizing the combo rather than the height.
  17. When doing dive loops, there is a height adjustment, that means if you j.c them too high or too low, you won't be able to dive cancel in time (or the dive will whiff). Try the on in training mode, where it's 5c FC > ja > ja > jc > j2a > dive cancel 5D. You gotta kara the 5D, so you press 2, then do 5bd. What happens is you dive cancel 5b, then kara from that and do 5D instead. Naked to the human eye, but that's pretty much what's happening.
  18. No one can teach you but yourself.
  19. Dive loops are character specific, there should be a separate thread for that. Or drag Matt or Dabbit to edit the first post with all the details.
  20. We know about FC 5C loops, and the one in challenge mode works on Ragna.
  21. There's a tutorial mode in the game if you can't understand how it works. Other than that, your execution needs refining. There's no "get decent quick" trick. Pick a character, practice them.
  22. Well, if a character's too hard to learn, there's always Bang.
  23. You don't have to go through the trouble of figuring out your own combos. Some exist already.
  24. Tips. Be fast. Jin is of average speed, but on good exe, Arakune can be faster. Utilize fake outs Stay out of the corner, since Jin's oki game sucks now, Arakune doesn't really have to be threatened by Jin's OTGs (most likely caused by a CH DP), as long as he's not in the corner. Watch closely to see if Jin likes to DP on wake up. If so, make it whiff and 100% curse him. If not, meaty 5D his wake up. A good way to test is to 5a his wake up, it will recover in time for you to score an IB if he DPs. Party Bug (6D) when you can. It makes a free one time shield for you to cloud. Jump higher than Jin to avoid jc bullshit. Close up, air v air, poke with ja. Jin and Arakune's ja are the same speed, but Arakune not only has a faster jump but a longer ranged ja. Look for backdash/jump baiting. Don't autopilot backdash or jump out, if Jin knows Arakune, he'll have that precaution taken care of. Not backdashing/jumping will often work in Arakune's advantage. People say this match up is even if only for the sole reason that Arakune is hard to catch. I don't really buy that reason, but it does help a bit. I say this is slight advantage for Jin.
  25. If you're good at Ibing, Arakune can jump out of some of his slower moves and jd. Worked for me a few times, but out of caution of TKGH, it may not be the best idea. Maybe throw out a test ja just in case.
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