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Skye

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Everything posted by Skye

  1. Fumo would stay patient then surprisebuttsecksrtsd. If it's not Souji, then it's someone else, who uses blue and is good with Arakune.
  2. Souji does have an appeal to him. Like the queen to spawned the other Arakune.
  3. I hate Mu's hitbox. How the fuck to I dive loop her.
  4. Souji is pretty much the only jp Arakune who bothers to teleport.
  5. Looks like Souji.
  6. Don't need to, I've collected that info watching the jps play.
  7. Nail rain is broken as hell when used right.
  8. Well, I have a few pointers about the match up. The first one is obvious, avoid magnetism, unmagnetized, Arakune controls the field mid and full screen, just stay out of 5c range and there isn't anything Tager can do that you can't counterattack, sans Spark Bolt. When magnetized you're stuck in his game, 5d can pull you into his reach fullscreen, and Arakune has to take sharp risks to get Tager off his ass, if you're good at Ibing 5d or 4d, then you should be set to punish him sufficiently. Midscreen only, learn to 2c Sledge on reaction, it's hell for Tager. Stay out of his air space, Tager can spam anti airs all day and there is not a way Arakune can beat it, this was the biggest hurdle I had to cross, learning that I can't rush him down anymore. Between Collider's invincibility, 2c's FC properties and 2a gdlk hitbox, Arakune is better off zoning Tager in almost every situation. Learn to bait and punish them, is all that Arakune can do. Backdash his non magnetized strings, and block low, 3c is very unsafe for Tager. 5D is a good meaty if Tager tried to tech > backdash in the corner. And make sure you are never cornered by Tager, that shit will scar you. That's about it for now. Arakune gotta play smart and safe until he gets curse.
  9. I concur.
  10. Oh. I use 4d bug either way, the c bug pushes them to just the right amount for the d bug to hit them. I'll look into it.
  11. I do the cross up jc starter the same way, cross up or not, so I'm a bit confused. Please elaborate.
  12. Someone sucks at fighting Arakune. He did say it was arbitrary shit.
  13. Kou, Zong, if there's anything you think I should cover, then I'm open to suggestions.
  14. http://www.youtube.com/watch?v=EnHagRj_9wY Good for those beginners who have gotten the hang of things.
  15. http://www.youtube.com/watch?v=EnHagRj_9wY Welcome to the next level.
  16. Arakune's air to air is subpar, his air to ground is where he shines. Other than that, you're right on the nose.
  17. His FC dive loop does 3k average. That's about it without meter though.
  18. What is this madness? You can't poke on reaction? You can't anti air on reaction? Maybe you can't, or at least don't try to. So while you wanna go into theory fighter, how about this, how about doing it preemptively? If Jin or Hakumen do jc in reaction to an airborne Ragna, what the fuck is he gonna do? Use jesusc and somehow beat you to it? Why are you standing around letting him? And what's this shit about not being able to anti air on reaction, if Ragna is in the air, in Tager's air space, what's gonna stop the man from ACing? What is Ragna gonna do? Break the grab? You don't yomi an anti air, well--you can, but that's not how anti airs are used. Arakune's 2b, clashnig at worse is a 50/50, if Ragna is in his face you have to take into account that Arakune's 6 frame 5a has longer range than Ragna's 5 frame 5a, and the clashing part went under the assumption that Ragna is actually spacing his shit. If he dares run in on a clash, he'll eat or block a 5a, allowing Arakune to jump back. If he doesn't space it, I guarantee you 2b will stuff his jc. I've tested this and used it in real time matches. If Ragna can do 5b and connect, he's gonna block string you, learn to Ib and punish his follow ups, If Ragna doesn't commit to a 5b, his opponent can get away. That's where 5c and 2c fits into this. Punishing something on IB always makes a difference. It makes a move--and follow me here--unsafe on Instant Block. And IBing Ragna isn't hard at all, it helps you punish his shit and he'll have to commit to something and hope you don't. Now on the subject, Ragna's approach is risky, unless you are Tsubaki or Noel or something. Fact of the matter is you shouldn't be standing around, eating 5b and jcs for free, that's sloppy play from you. Learn some footsies.
  19. The next tutorial will be up later this week.
  20. Ragna's jc loses to a bunch of stuff, just gotta not be stupid about it. Jin's j.c is his saving grace vs Ragna in air to air combat. Atomic Collider can grab Ragna fresh out the sky with that godly hitbox. Hakumen's jc beats it fresh, and air projectile beats it fresh, like party bug, Lambda's 6 or 2d, Hazama 6, 4 or jd. Just don't stand still, spacing is dependent on where both of you are, with your own movements you can make jc whiff entirely, or close distance and anti air. Hell, Arakune's 2b can make it whiff, or clash at worst. Stop standing around, picking your nose and jc won't rape you. On the topic of 5b, block it, Ragna's mix ups aren't that much of a pain in the ass, and 5c, although safer can still be IB'd and reversaled. I've Yukikaze'd Ragna's 2c on it's first active frame after IBing his 5c.
  21. I run two decks. A burn/control deck and a more aggressive Chimeratech Overdragon/Machine deck.

  22. I wouldn't mind a few matches. I just so could possibly make it. As always though, no guarantees, I'm trying to get my cash right all the time. Making space for times like these.

  23. o,o Uh, yes, I do. Kinda. I only really play with like one friend, and it's only because he forcibly involved me.

  24. I wanna know what makes Arakune v Ragna "slight disadvantage", I feel 6:4 favoring Ragna.
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