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Skye

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Everything posted by Skye

  1. Interesting. I tend to do jB > 5B > 6A > jump > optional double jump. I don't get punished for it often, but I guess that's can be attributed to my opponent rather than myself, right?
  2. I hear in general, stopping your strings early helps. Can't say much about that myself.
  3. BACK FROM DEH HOLE

  4. I expected the match up to be like this, it'll be interesting at the least.
  5. My source was here, although in the link it shows that Bang's hp is 11500. Don't quite know which to follow, suppose it doesn't matter since I'm not playing Bang, but chances are the zetaboards' link is most likely right.
  6. In CT Hakumen and Bang were tied in 2nd highest HP.
  7. I'm up for it. But I'm trash in GG right now, I used to play Ky and Order Sol, but I made a decision should I get back into GG, I'll main Jam.
  8. Where was this?
  9. If you're making Mac & Cheese, save me a plate plox. :3

  10. Hazama is a patience character, but my bets are he'll be back to Ragna...
  11. Any CS machines coming to Michigan? Probably not, or else some would have said so...
  12. Hey guys, this just hit me. What do you think about cancelling the j4B with jC to minimize landing lag, he lands much faster and can catch opponents off guard for combos, since they rely on the timing to block his stuff, we could mic up faster and even go for a tick~green~throw. Plus it gets by barriers, since you stop attacking and land in place. Good for mindgame and speedy mixups no?
  13. I least she has combos.... says, ":vbang:" I'm being hopeful, but I can't tell if it's optimism or naivete. But in all honesty, Rachel turned out way better than most of you feared, right? I was certainly shocked at how well she can hold herself.
  14. I think the combo should be revised to-- -5C>jA>jA>j9>jA>jC>jD>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- You get more damage out of this I'm sure, since jB prorates like a motherfucker, or if it doesn't then just-- 5C>jA>jC>jD
  15. What did you significantly change?
  16. Arakune's loops and setups may be useful yet.
  17. http://www.youtube.com/user/knuxrouge#p/a/u/0/q4chD5DwqKA You always pick Tager when I see you....
  18. Rachel seems to be solid.
  19. Arakune's j2A and j2B breaks guard.
  20. Very nice work. I'll put this in the CS discussion, dive greaks guard, that's a decent positive point to it.
  21. Depends on the player really, GG throws are much harder to avoid, because there's no real prompt to say "hey you can break this--uh too late", and similar to green throws in BB, the biggest and most likely variable of breaking it is if you legitimately see it coming--or if you have great reflexes (second most likely variable).
  22. Really? I've see green throws pass top level. I guess it really depends on the circumstance of if you're expecting it, or the reflexes of the player.
  23. Ouch.
  24. How can we open up combo opportunities precurse? It feels like with a cloud, bell, invisibility, playing hookie, combo opportunities are gonna be a bitch to get right, post curse, there are setups, but aside from that... My scrubby Arakune's worst match up is an Arakune, so this is a big issue for me, I can't seem to get a combo under any circumstance, unless I tech trap them or use 2A as a weak okizeme. I also need to start using the 6A setup more. Another thing is I find that shooting for a jD is pretty choice, here, but where's the right timing in it, I always get beat in a jD fight.
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