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Skye

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Everything posted by Skye

  1. You sure about that, I pulled off some low clouds before, not straight off the ground, but still.... Point being, get in the air, cloud and get your ass back on solid ground before she gets up and back in your face.
  2. No, do not stay in the air all the time, Tao beats you in the air, choose your moments, if you can land a 5A 6B then tiger knee a cloud, seriously, choose your moments, Tao's J.C and Drive beats you in the air, and you'll have to choreograph your attacks too far in advance to beat her--her main priority is her speed, which places them as better air attacks, if you're gonna be in the air, J.6C your ass off, if you can't catch her and she can't catch you, then that's good for you. When the curse is on, zone. I almost always advise against it, but being in Tao's face is about as safe as being in Tager's face while on the ground. If you can find a combo setup that starts from long range, do it, Tao's speed seriously limits your options and good Taos can react to your every move. Wait for her to approach, learn her strings and punish them, then jump/bell, try your best to not get hit for the sake of keeping cloud/bell out, it does great pressure if you can limit her options, if you get the anti air cloud then jump to your heart's content. If you get the homing cloud, then make Tao come to you, and try to barrier block her into it, if she tries to cross you up with her dive, then jump. If you get the cloud shield, then again, wait for her to approach. If she decides to projectile spam, well they are slow enough to avoid them, duck or jump to your discretion. That's about all I know.
  3. Too late Axis--Grey--Sol--dammit, pick a name and stick with it! http://www.youtube.com/watch?v=P6WrnyL9yB4
  4. DOHOHOHOHO. Yeah, that'll work, it's a good thing we have more options, you may also want to watch out for his ground C teleport. (214C), he fakes a forward dash, that gets by Sledge, 2D, 360 and 720, Spinny owns it though, again, much more viable. Arakune can also forward dash through blockstrings, just something to look out for. And if Arakune is good at instant blocking, then you may not want to block string at all. And we still have our Counter Assault, which is really good vs Tager because it's a grab, and Arakune has no problems getting heat. It is best to keep Arakune close when the magnet is on as he has plenty of options at long range when magnetized, close up, not so much. It's a two side guessing game up close, unless Arakune knows how to IB. EPIC EDIT: Tagers, listen closely... You can 720 our dive. Time it right, you can 720 the dive and it will work.
  5. Oh, I quit Smash, sorry...

  6. Correct. But no smart Arakune is going to attempt a 6C loop up front, the bulk of his entire combo game revolves around set ups into the 6C loop, so it's always gonna be in the middle of a combo he's doing.
  7. You cannot C Bug, you can B/A bug, which is why in my combo, you follow that up with 6B > 6B Bug > 6A Bug, and that goes into a loop. However, I mentioned a few characters cannot be hit with the 6B bug, so in that case, just go into the loop after J236C. The details are in the combo thread.
  8. Here--http://www.youtube.com/watch?v=TCY20Db2D14 I also edited it into my other post in the combo thread.
  9. Oh, dear, that's too risky, 6C (first hit), Arakune has air borne properties,so if you time it wrong, then you waste 50% heat, again, Spinny is a FAR better option in this match up period. If you 720 an Arakune, then you either Tech Trapped him or he's stupid. Arakune's options while magnetized: Tiger Knee fog or J.D-to evade Tager J.Ds J236C to Punish Tager J.Ds J.B Spam to punish full screen colliders. Dive to punish full screen colliders. Low Jump J6A, B or C to teleport. True, our fog shield is handy for teleport mind games, but we have more options to better utilize it. I also discovered that we can back dash out of your block strings before getting magnetized.
  10. Okay, about my previous combo. Confirmed to work on: Ragna v-13 Tager--really hard Jin Carl Arakune Bang Hakumen Will not work on: Litchi* Taokaka** Noel* Rachel* *These characters' stagger poses puts their heads too low for the 6B Bug to connect after 6B. Solution: For these people, omit the 6B > 6B Bug > 6A Bug, so right after the J236C, go into the loop. **Her hurtbox is too weird, just don't attempt this on Tao.
  11. Oh, but I do, but there's nothing wrong with variety. I have a video of the J2C > RC > J236C for demonstration.
  12. Another Curse On combo. Requires 50% Heat. J2A > RC* (A,B and C bugs of course**) > J236C* > 6B > 6B Bug > 6A bug > [6C Loop x1] > J6A > 6A Bug > J/9 > JC (hold C) > JD > C Bug > D Bug > J6a > 236C Damage: ?? Since this combo takes advantage of forced get ups, the counter often reset (just twice), but it this in total damn near depleted all of Ragna's HP. * You cannot buffer this, immediately after the RC, quickly do J236C. ** The B Bug, from what I've tested, must connect, or they can tech. Demonstration of J2A > RC >J236C.
  13. I was on smashboards under the name "knuxrouge". You were a mod, kinda hard to miss 'em.

  14. Yeah, those counter hit A bugs laugh at J.C. Other than that, it's decent.
  15. My main issue was knowing exactly when I did it right. I successfully Dive Canceled more than half the accumulated attempts, but to react on successive attempt was almost impossible, because even when I had the feeling of success, I often didn't and vise versa. I ended up muscle memorying the inputs and doing it even upon failure, that's how I actually did it right.
  16. I went into training mode and simply attempted the dive cancel into a curse combo. I've tried literally over 1000 times and only succeeded once. The dive cancel isn't THAT hard, but don't expect to earnestly follow up from one unless you've mastered it. I've tried so many times, I know the mechanics behind how it works.
  17. http://www.youtube.com/watch?v=BDYxDngbQQs I has invisible Astralz.
  18. Okay, it's good we came to terms. Your pressure inputs were well noted. <3
  19. Not from my experience. If 5A can't beat it, 2A makes for a good alternative--at least against me.
  20. Tager Dittos. http://www.youtube.com/watch?v=T3CUZPfgfko
  21. That's not true at all, You can do the combo provided you have a decent curse amount. I don't recall saying it MUST be done exactly when curse starts, and it's not nice to assume so, especially since it apparently won't work that way. So that apparently prevents it from being useful completely, you recurse in the middle of the combo, so what's the huge deal? I don't find his 2A or 6A setups to be very safe, since any character's 5A spam shuts that down completely (I know from experience), dive is safer as on block you can still escape, and proper use of bugs prevent punishing. j2A setup (to 5B) is a much, much harder setup than this. Finally, why bash on a legit combo, what happens once you recurse your opponent in all these other combos, just look at them? Perhaps this combo may be of some use then. There aren't a lot, if any combos in this thread that are listed to work with Curse on. Sorry for trying to contribute something. The combo isn't perfect, but it's a combo, that deals formidable damage, and matches a criteria that barely any combos meet.
  22. Mike Z is one of the most notable names in the BB competitive community, and he plays statistically the worst character--and gets ranks like no one else. That's why he's awesome.
  23. I made a combo. It's a combo that must be done with curse ON. J2A/C-bug/B-bug/[6C loop]x1/J6A/6A-bug/J9/JC (hold C)/JD (5D bug)/C-bug (release C)/B-bug/6C/6A-bug/5C/2C. Damage: 5500-5700 (since the D bug is involved, damage may vary, but this is generally what you should expect upon completion of the combo.
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