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Skye

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Everything posted by Skye

  1. You've...........seemed to have missed my dilemma. My issue wasn't getting the combos down, it was actually performing them in an actual battle.
  2. Correction, I said that it wasn't possible for me. In any case, I thank everyone who contributed to my issues, I'll try and use them as well as practicing the j.2A thing. I'll come back should any more problems arise.
  3. Okay, I have many a gripe with Arakune's combos. The most important one being that I can't land any for the life of me. I know the combos and can do them on command in Training mode (except for the j.2A combo starter, which I'll address later), but in a fight I can never get close enough to do the combo right, through any dash, teleport or whatever, all my opponent needs to do is mash 5A and and they have an easy and sweet gtf-off of me move to keep me from trying anything. I also have to question the probability of of the 6A combo, I can't imagine anyone letting me 6A them off the back, I can get lucky with the 5B combo, but 6A is like a combo that you can just look at and admire, because actually using it in combat is impossible for me. Another issue is the j.2A combo which I consider to be his BnB, I can NEVER--EVER, land the 5B after the j.2A, they always tech and I can't seem to every follow up from it. I took a look at the replay from #2 Arakune on XBL (Xhyuto) and his opening move was this combo, I want to know so badly how fast he was able to 5B after the j.2A. I've trained endlessly trying to land this and my training dummy always techs before the 5B lands, I also notice that no matter what I do, I cannot do it fast enough, it's almost like it's a cancel, but still I can't find the right--anything to do it right. I seriously need help on all these matters. For clarity, the combo I'm having issues with is-- 5B starter--I can never get close enough safely to do it fast enough, any character's 5A just seem to shut this combo down everytime. 6A starter--Same issues as 5B, but aside from that I want to know and see vids of Arakunes landing this right, because I doubt this combo can be landed correctly between two skilled players. j.2A starter--how....the.....fuck do I 5B in time? I can do most other aerial combos, but these are the ones that I can get the most from, but I can't get them right. Please............ Help.......
  4. I shot a big ass grin reading this. For various reasons. I'll refer you to the other side of the paradigm. Now, allow me to go into detail and address some anomalies. If the magnet is on Arakune, it's not that large of a concern. A short hop cloud is safe from most Collider attempts as well as a short hop j.#D, I say Spinny is a bigger threat for Magnetized Kunes as this tags them when short hopping their bug victory machines from just about any distance. 2C will help Arakunes when magnetized as well, not very often is a smart Tager defensive when he has magnet advantage so 2C will more than often work on you guys. Spark Ball is your Deus Ex Machina, it seems to hit through a large swarm of bugs for no explainable reason, however make the right Judgment call as we can easily avoid it with a dash, high jump or teleport fake out. You need to psychic collider us more often, we will more than likely jump during your block strings as to not get 370ed or worse, it's our best option of getting away and we're screwed if we're magnetized during, keep a steady pace with it, but don't do it too often, because we can just as easily 5A>6B you guys off us and follow up with a j.6D(which will work cuz Tager's so big), so it's another judgment call. you have to make. But just wait til we learn how to Counter Assault to 2D, you'll be in for it. Don't B-Sledge unless you're sure the Arakune is scrubby (or we normal jump and j.d {and are well withing range} and you aren't cursed), B-sledging us will result in you getting a counter hit curse reset combo. B-sledge = lol u masochist A-Sledge if you must. Exit your air techs guarding, don't try for an attack if we are on the ground, that means tech trap with Bell and 6D bugs. Don't burst in the air, if you can survive to the ground, then bet on that, if you can't then bursting won't help either way, unless we're in your face (which we likely aren't). 2C a lot if we're right above you, it beat our dives if well timed. Don't try for a 720 too much, spinny is a far better option (especially if we're air borne, doing our normal shtick), in a match like this let every part of your heat gauge count. I bet it's real dis-heartening to try for an ZOMGGENESTICPERFECTNUBCRUSHTAGERBUSTER and get curse reset comboed trying, 50% heat down the drain. That's about all I can think of. Input most welcome as I am someone who doesn't mind admitting when he's wrong provided the counter argument is viable enough. I really do think Arakune is tougher for Tagers than v-13s, we have more HP, higher damage output and an actual learning curve other than Rapid Cancelling some random D move. I personally respect any Tager who has the balls to face Arakune, I usually see them resort to Nu after glancing at my D-code. Fa...ell..agers,.on...ay.Ko..noe.wi.l.conf..s.her.love..or.you.......
  5. The traditional B/C bugs?
  6. I have the game now...

  7. I personally think that Arakune is a worst match for Tager that v-13 is. You can literally start with a super jump, double jump and a cloud, concluding with a dive of your choice and there is nothing he can do about it. B-Sledge is never a concern, it has too laggy a start up and has quite low priority for it's strength. Punish it with a j.B > j.C > j.D combo--easy, or with a j.6A/B/C (depending on the range), or with a dive. A-Sledge is the bigger issue simply because it's faster, but that's only if you're close range. One thing I know is that Tager has no oki get up options on air borne foes, the best he can do is block, which is thrown down the drain with cross ups and aerial high/low block strings. If you're gonna zone then one thing you MUST look out for it the Spark Ball, which has a habit of catching you through the insect swarm. Tech trap him when air borne with bell and 6D bugs. If you're in his face, watch out for the elbow (j.2C) has extremely fast startup and is a combo starter on counter hit. During his block strings you have 3 options all after he sledge/2D. You can opt for the 5A>6B tactic--which does work unless he's planning a 360/720. You can dash back--which does work unless the magnet's on you and he's planning a 360/720. or You can jump and guard--which gets past all his follow up other than a psychic collider--which you'll see rarely. That's about all I can think of. This match up is so easy, I really feel sorry for lovable ol' Tager. Play your cards right and he really has (absolutely) no options in this match up.
  8. Contrary to MikeZ's comment on staying on Rachel's ass when the curse is on, I'd advise against it, the chair will knock you off any pressure you're attempting.
  9. What if they air dash alot? Cloud? I say get the cloud out after teleporting behind her and try your best to keep it up, the homing cloud will prevent her from staying in one place, great for pressure.
  10. XBL: l1Skye1l Michigan
  11. My friend loves 5D and jD spamming when the magnet is on me. So high jump to j-236D works, counter hit. Then combo/cross up.
  12. Skye

    [CT] Hakumen vs Jin

    2C his air dashes. 6a is sexy, but sometimes the timing is too iffy.
  13. I have learned to abuse the teleport. My life and curse fogs are easier now.
  14. Skye

    [CT] Hakumen vs Jin

    Super/Astral Counter his oki get up.
  15. I can use that kind of useful ass-whoop'n information.
  16. Name: Skye Location: MI XBL: l1Skye1l Edit: Does own game
  17. j.B is much better though for that, they end up running right into it.
  18. Block or DP "c" DP "C" clashes and and Jin is left free to strike before Ragna.
  19. They better be good at the consistency of it then. Either way it'll make the Bang player think twice about throwing a drive attack around the place.
  20. Grab him during his auto block attack. If you see it coming and you have the opportunity, do it.
  21. DP "b" or "c" > Hell's Fang at any range.
  22. For her aerial strings "b" or "d" projectile to catch her on counter hit.
  23. I'm sure Ice Blade "D" has plenty of potential, we just need to find it, like the japanese, we can find out neat combos and what-not.
  24. Skye

    [CT] Rachel vs Jin

    Good Jin players don't Ice Car b/c unless it's a sure hit.
  25. You sort of misunderstood, that's basically what I gave you, people often try to punish 5d (not necessarily 5c), but can't because they get an Ice Car to the face. I don't think Jin has corner traps, but if he can push an enemy into a corner, it's his turf. Jin abilities allows him to put his opponent almost anywhere he needs them to be.
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