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Skye

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Everything posted by Skye

  1. http://www.youtube.com/watch?v=kUqy7VxjBBo Good for those beginners.
  2. I was going to tackle improvised set ups in the intermediate tutorial, but basically, you wanna use the b and a bug predominantly. A bug combos into D bug if they're that high up. If they're on the ground, you can use the C bug's awesome stun time to close in on them. If you curse from full screen, then use the 6b and 6a bugs, they help. That should earn you enough time to close in and keep pressure with physical attacks and more bugs. I say only hit confirm bugs into loops if you're desperate or you're sure that the combo will kill. Otherwise, let them tech and then catch them, push comes to shove, you can do the 'Dabbit starter', that is (j)b+c > d bug. If you're playing online, I see that working a lot. If they enjoy mashing, use 2c > 6cd bugs, works on normal hit and FC and is his BEST damage option.
  3. I meant both on exe, not on block, on block you can't punish, gotta IB it.
  4. 5a or 236236c
  5. Ok guys, I have a loop set up beginner vid going for all you kids. http://www.youtube.com/watch?v=kUqy7VxjBBo
  6. Practice your recurses. Utilize your movement and time your attacks, you should have more than enough time to cloud for recurse.
  7. Dabbit, either I lack the credentials or I don't know how, can you rename this thread to "Arakune CS Video and Critique Thread"? Million thanks. And to follow up on Dabbit's advice, I got tons to tell you. First and foremost, if you wanna play Arakune, the FIRST thing you MUST learn is his movement, which you don't seem to have down. Arakune can be very fast if you know how to move him right. You need to learn how to dash downward. It's easy really, when you execute a dash hold 4 and do either a barrier or an attack, you'll float downward. It doesn't matter what kind of dash you do, hold backwards when doing it, this help speed up your movement. j66-4b is Arakune's main form of approach. Very important. Next is your setups, you do seem to mash a lot when you have curse. be calm, learn to Negative Edge/Buffer bugs, you can do so plenty of ways, even without brandishing an attack. You can barrier buffer bugs, which was one of the main ways to do so in CT, you can launch an attack to buffer a different bug, for example doing j6b[c] on whiff. You'll perform j6b perhaps to close in on an opponent, and at the same time, by holding the c button, the c bug is NE'd without a c attack coming out. It's really a matter of common sense, go in training mode and experiment. Truth be told for most set ups you don't need to NE if your fingers are fast enough. And for some set ups, most notably j.c set up, you only need to NE the C bug. Next on your setups in using the attacks in synchronization with bugs. Try a very standard setup, 2a > 2a > a bug > 5cd > c bug > d bug Very easy to hit confirm and can net you a good 5-6k. Like NEing, physical setups really are a matter of common sense. Learn to dive cancel. It is essential if you want to capitalize on Fatal Counters. Practice on Ragna, then once you understand the basic execution, come back here and we can talk about character specific dive cancel combos. Try 5c (FC) > ja > ja > jc > j2a > [hold 2 and release withing 3 frames of connecting, and press 5bd] dive cancel 5d. It's a pretty weird kara cancel, but once you get it right, it's simple muscle memory. The science of it is you execute a different unused dive close to the ground, so the game reads it as a ground attack, then you kara from that into 5d. So if you do j2b, you have to dive cancel with either 5a or 5c. And if you so j2a > j2b, you have to dive cancel with 5c since it's the only unused dive available. Personally, I dive cancel with 5c almost all the time, because it's easier for me for some reason. It's in good practice to IAD after a 5a > 6b, because sometimes a simple j6d won't cut it and will whiff on some characters. IADing after the 5a > 6b and then doing j6d, this will cover that issue. Autopilot 5C, if they're jumping at you, or dashing at you, do 5c, it's jump cancellable on block, so there isn't a real reason not to if they are closing in, well there is, and we learn those reasons by trial and error of autopiloting it. That's about all I can remember to tell you.
  8. Buffer the C bug. Jump. j.5cd, you have to press d almost immediately after c. j.214b, be sure to tap the button so the b bug will be release asap. Do all this fast before the bugs start hitting, or else the game won't recognize it. It should look like j.c > c bug > b bug . 214b > d bug The trick is to make sure the d bug hits BEFORE the b bug finishes hitting.
  9. Possibly.
  10. I doubt I'll go through the trouble to do them online.
  11. I see, coopa, chat, now.
  12. Crescent loops are harder than I thought they'd be, I'm getting the hang of them though. Other than that she's not that hard.
  13. Good ol' Hima.
  14. I don't quite understand. Please explain.
  15. So are we still having troubles with looping murokumos? I'd like to help, what I do to handle that is is use the native spin loop (j6a > j/9 > j6a > j236cd > d bug) to force them into the corner asap, then do the revised practical spin loop. Fact of the matter is with almost any setup, you can determine which direction to go, it solved my issues and because of their low HP, it's not that big of a sacrifice to damage.
  16. Nah, I got it now.

  17. Don't have the game yet.

  18. The first 3 are confirmed. Nu is Unlimited Lambda.

  19. Point taken.
  20. lol, it trades if it hits first, just it'll never hit second.
  21. It's all true.

  22. I can get to that now.

  23. Oh, it is, I'm fine.

  24. Bill unpaid. I'm pretty poor.

  25. I wish his air super would hit downed opponents. So something to make it useful.
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