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Skye

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Everything posted by Skye

  1. Oh, I am working on my hit confirm, I checked this thread right after practicing the JA > JC > JD > loop. I have a heavy road ahead of me, hit confirm is really hard due to my bad reflexes. I prefer rush down (partially why I've been discovering combos post curse), but I zone when I absolutely must.
  2. More videos of me. I'm trying to get my bugs down, if you notice in both videos I've held some bugs to make later use of. I also made some neat loop setups in the second video. http://www.youtube.com/watch?v=cpPQjNwCYwI http://www.youtube.com/watch?v=aoprtStQ72g
  3. Sol wanted me to get these replays up on youtube. Here they are, if you ever need tips on the Noel match up, take a look at these, because they're all Tager whoop'n on Vermillion. http://www.youtube.com/watch?v=KULHmoDTkoI http://www.youtube.com/watch?v=vBCZNw4-dD4 http://www.youtube.com/watch?v=Ac3VAgDukec
  4. I actually like 632146 input, it's easy and less stressful than 236236 or 214214 and oh dear goodness 2363214, I wish Arakune had a super with that input. :<
  5. At least she has full invincibility, right?
  6. I didn't say it was unfavorable for Arakune, I said he doesn't have as much of an advantage as people are making it seem, the Bangs I fight seem to find a way around everything, and I've been following these match up discussions by the book--from experience, Bang has options in just about every situation. That and he wins once he locks Arakune down. I'll take your word for it.... Both, actually.
  7. Dammit Bang pisses me off. This match up feels in no way in Arakune's favor, perhaps on the theory that he has more options, which is give or take a crap view point. Arakune has less options than people give him credit for in this match up. For one, he can get locked down easily, he has no get up options except for his super--so we have to wait through a beating to even get that far, once Bang locks Arakune down, there's little to nothing he can do about it, but tech and hope to get some leeway. Second, Bang's JA > Arakune, because of his superior air mobility, Bang can just JA spam and not only beat out Arakune's aerials but prevent him from trying anything, in order for Arakune to beat him, he has to do his move far in advance. Arakune has 2 distinct advantages, his damage output and his cloud shield, both of which can't be exploited nearly as much as he can. Since Arakune has no ground rushing abilities, he can't lock Bang down after a combo and there are times where Bang can Burning Heart his way fresh out of pressure. FRKZ = Bang Wins, more damage, added air mobility, can dash out of combos. Arakune's precurse pressure is laughable, Bang's 2D beats Arakune's ADC JB, Arakune has no real block string precurse and his mixups are shit, Bang really shouldn't have a problem avoiding curse off the back, if Arakune jumps, run and JA spam to combo, which is instant lockdown. I don't know, perhaps I'm just the worst fucking Arakune player in the entire BB scene, but Bang causes nothing but trouble and the match up feels nothing in my favor. Bang always has options (even if it's just standing there and doing nothing) and can easily punch through the holes in Arakune's precurse game. Not only that, but he can easily reduce his options to 0 simply by locking him down with his BnB. And this is why I hate Bang, because he's a liar. 7-3 my ass.
  8. Sometimes I teleport back, I try to add variety, and all the Tager's I play mash A after blocking a dive either way, it's kinda funny. In my training with the J2A and 5B cancel, I've noticed that even on counter hit, the window is extremely small and sometimes they end up teching like normal. One of the inconsistencies that pisses me off hard about this game, I don't even try to save myself the rage at each time I fail because the game just decided it's okay for them to tech normally. Dive is my mix/cross up and pressure, and I have bad luck with teleport, it seems people just tend to hit me by pure luck, for instance I use J214C and Jin does a 5C ahead of time so it hits me, almost as if he sees it coming, so I use it sparingly, because of the dumb shit my opponents do that just seem to work only because I used a teleport. I'll use it more once I get better at training my opponent.
  9. I need Bang training too. :(

  10. Okay, a few things. You need to try more combos. I noticed you 2A > 5B, but instead of 5D you 6C, which really confused me, you fell into a lot of Inferno Dividers, when in that match, fake out a lot. ADC Barrier works wonders and you can get a free 2D out of it. Start improving there. Learn your combos and fakeouts.
  11. You weren't condescending at all, thanks for your advice! My video did say "critique requested" after all.
  12. http://s1.zetaboards.com/blazblue/topic/2442606/1/
  13. Rachel Alucard Based on N Otoko's impression: Wind Gauge After using the last stock, it takes 3~4 second to begin recharging. (Same as CT) Jump 2C J3C+D> 236A links. You must do 3D wind to work. It confirmed working on Taokaka, Ragna, Tsubaki, and Lambda so far. Even it doesn't combo due to distance, 236A is safe on hit or (instant) guard. 214C lightning doesn't combo afterward though. With pumpkin you might be do J2C+D > 236A > 6D > 6D > dash A. Guard Primer C -> C and 4B are not confirmed removing guard primer points. Rachel couldn't guard crush opponent in general. You may try HJ2C+D > 236236C > HJ2C+D to remove guard points with level two J2C at best. Jump A Still not an overhead. And either its start up is slower or hit box is smaller because climbing jump A whiffs on crouching characters. 6B Damage scaling may increased a bit but 6B counter hit > 6 C+D combo still do high damage. Attack level may be lowered for the less stun time. Cannon Ball Hit effect may changed (shorten) on both sides. On normal hit Rachel is still punishable by Ragna's standing B in very close distance. Seed still disappears when Rachel gets hit. Pumpkin Pumpkin seems taking a bit more time to move. Frog Activation box shrinked. Wind still affects the frog. 214C / J214C No much different from CT except command changed from 22C. 236236C / J236236C Except damage decreased everything else is the same. At first N Otoko think Rachel is quite hopeless from what he heard before, but he found Rachel has plenty of new tricks with the changes. J3C+D > 236A > rc > dash > ~ > C, C follow up Reliable combo after J2C needs rapid cancel. As long as it leads to C -> C knock down, Rachel has plenty of okizeme tricks. C, C follow up > frog > (opp rolls forward) > dash J2C > frog activates > combo ^ Assuming opponent rolls toward Rachel C, C follow up > pumpkin > frog > (opprolls backward) > 6D > J3C+D > 236A > frog activates > combo ^ For opponent rolls forward, you can do J1C+D instead. ~ > 236236C > pumpkin > frog > (opp techs) > okizeme ^ Same as above. ~ > frog activates > 6C > JC > 236236C (> pumpkin > frog oki) ^ Basic combo + set up C, C follow up > frog > 3C+D > frog activates ^ Works on all characters Taken from zetaboards. http://s1.zetaboards.com/blazblue/topic/2442606/1/
  14. We all should know how to improve, I know I do. But I still post vids to show people my progress. Perhaps gets some extra advice other than what I know to do. On that note-- http://www.youtube.com/watch?v=9EByK0jQ0Bo
  15. hah, here's the video I wanted you to see. http://www.youtube.com/watch?v=9EByK0jQ0Bo

  16. Stunedge, 3C breaks GP as well, I've seen it in the vs Rachel video. The D bug, when coming up is also air unblockable, and all hits of it cannot be teched.
  17. Matt, you really should post some vids of your Arakune, it may (or may not) be perfect, but we are a community, we should give each other pats on the back, advice, criticism, note-taking and what not. I'm sure, you're a well rounder player and you seem to know the logic behind most things--applying them shouldn't be too hard.
  18. Hydrogyn (however your name is spelled) man, what happened, we normally run on par with each other, but I found myself tearing you apart. Bad day, or just experimenting, I noticed you attempted a lot of psychic colliders?
  19. Bad time to post this when there is tons of hype on this epic 720 I've been hearing so much about.... But whatever.... http://www.youtube.com/watch?v=faVnjBHYxe8 はじめまして。 スカイーです。720が上手である。 えらいですね。
  20. You're still not cool.
  21. It's called Sparta!
  22. FFFFFFFFFFFFF That was epic. I found at times where a combo may have sufficed nicely, but overall, this is it in a nutshell. the best advice is to not get cursed.
  23. I learned by force that there come times when zoning is a legit option, although not necessarily for the whole match, just to open up or pressure someone to get close. This match up aside, there are other matches where it can come in handy.
  24. May I add to mention that I honestly believe that Arakune vs Arakune is 70:30, Arakune's favor. Once you're cursed, that's it. However, I find that combos are not the 100% best method, sometimes pure zoning works. Sometimes.....
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