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Skye

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Everything posted by Skye

  1. Bmen tweets of Hyde buffs. 22c wraps at the end of the screen (big buff) Orbiter and Lotus can be CS'd (big buffs for high level play) 2a delay window increased (biggest buff) Nerfs 3b range shortened Something about FF > a orbiter not comboing.
  2. Maybe on block now? Iirc he could only do it on hit.
  3. I haven't watched the video but I imagine you cancel into another drive then barrier cancel it. As for the x > 6dc > dp, it is very difficult with 3c and I don't think it's worth it tbh. If the untech time it's wonky like that you can do the combo as usual but after the dp go into 2c > 5da > 6da > 3c > 6dc > 1db orb oki. I've had very successful results with it and its still good damage. The 3c link is tight so practice it. You can also opt to omit 6dc and just go straight into 1db after 3c if you're worried about untech.
  4. Recording is done, just need to find a decent video editing software that won't make my wallet cry.
  5. lmao less work for me right?
  6. I haven't been to anything in 2015, but I was at UFGTX and EVO last year.
  7. That first combo is a doozy, first off you have to be point blank, any amount of spacing can cause the combo to drop at various points from at the very beginning to somewhere in the middle. Ok so you 6a > 5d > iad j.a > j.4b, it's important that you do not j.4a, it just won't work. I usually got 2 hits on j.b before landing, if you're high enough you might get 3 hits, but the untech time is jank, if you're too far away, the iad j.a will drop. Go right into 6b, this is another spot where the combo will drop if you're too far away, 2 hits on j.b got me the most consistent results, 3 hits ran the risk of hitstun running out. So 6b > j.6d just do it, no iad, it's not necessary in this version and it will almost always involve a combo drop, since they ground slide instead of hard knockdown. After the j.6d this is where the combo can get difficult. You j.6c (I was wrong about the j.6b), dj.forward > j.aa > j.b (3) > j.c Let's break this down. First off if you're not close enough on the 6a the combo is essentially over after j.6c, if you are close enough then here's how it works; Delay your jump, it's a very very small delay, one that you won't get the hang of until you've grinded it out, it's helpful to look at Arakune after his j.d animation to get a hold of the timing. Delay too long, opponent will tech, delay too short and your j.aa will never connect. Next you want to j.6c as high as possible without whiffing. It's pretty precise, but doable. Too high and your j.b (3) > j.c will whiff, too low and the opponent will be too close to the ground after your j.c and j.2a won't connect. Master this. Next you j.2a > DC > 6d > delay 282b. At this point you just need to make sure your delay is perfect, Do a 5c combo into this so you get it in your muscle memory. Afterwards congrats you have curse the opponent and scratched off almost 2k in health. I'm making a video guys, there's more. I'll be sure to include curse set ups too, no part 2 needed!
  8. https://twitter.com/Skye_pls/status/592904137508925441
  9. https://www.youtube.com/watch?v=8CU37bkeML4 6a > 5d > iad j.a > j.4b > 6b > j.6d > j.6b > dj.aa > j.b(3) > j.c > j.2a > DC 6d > tk j.22b b+c > 22a > 5a > 5b > j.a > j.6a > dj.a > j.c > j.2a > 6d > tk j.22b 5c > j.a > j.c > j.2a > DC 6d > delay j.3d > 6a > 5d > j.236d The 2c combos I really don't think are practical, but I'll note them anyway. (corner) 2c > delay 6d > 236b > 6b > 2d > 5d > j.6d > 6d (corner) 2c > delay 6d > CT > 5c > 6c > 5c > 5a > 6b > 2d > 5d > j.6d > 6d (4k precurse :o) (corner) 2c > delay 6d > j.d > 6d > j.6a > dj.c > j.2a > DC walk forward > 6d > 6b > 2d > 5d [CURSE ACTIVATED] > 6[d]~bc > delay 2c~6]d[ (corner) 6a > 2b > 5b > 2c > delay 6d > 236b > 6b > 2d > 5d > j.6d > 6d (corner) 6a > 2b > 5b > 2c > delay 6d > j.d > 6d > delay jump > j.6a > dj.c > j.2a > DC walk forward > 6b > 2d > 5d [CURSE ACTIVATED] > 6[d]~bc > delay 2c~6]d[ (corner) 5a > 5b > 2c > delay 6d > 6b > 2d > 5d > 2d (corner) b+c > 6b > 2d > 5d > j.6d > 6d (corner) b+c > 22c > 5a > 6b > 2d > 5d > j.6d [CURSE ACTIVATED] 6[d] > j.236[c] > 6]cd[ > 6]b[ > rising j.b (in corner) 5c > j.a > j.c > j.2a > DC 6d > delay j.d > 6a > 2c > delay 6d > 6b > 2d > 5d [CURSE ACTIVATED] > 6[d]~bc > delay 2c~6]d[ The setplay; buffer c during the dash, release during the 5aa, jump and j.664c, cross up guard crush. 6c > 5dc > 2c > d bug > j236cd > c bug > d bug 1 > 22b > d bug 2 > 6a > 5c > 236236c Disclosure: These were notated directly from the video, I did not practice them.
  10. I'm changing characters. Kagura and Bang look super fun in this version and if all else fails I've been subbing Jin since CT, might bump him to main status. The curse changes killed it for me. Loss of rising j.c, c and d bugs costing more curse meter, Arakune is now working to hard to get the kind of damage other characters get much easier. This version already started off on the wrong foot for Arakune with 3 God damn murakumos. I really don't think Arakune got buffed from 1.1. Precurse is debatable, but I would call it a lateral movement (not better or worse, just different), but curse is a definite nerf. Bear in mind that I think CSE had the best precurse. 6a into 100% curse anywhere, rising j.b, midscreen 6d. I remember I was very optimistic and CP 1.0 Arakune's precurse with the new tools, but looking back, CSE was way better and probably my favorite version of Arakune, probably even over CT, not sure.
  11. Men, it's been a fine time leading these forums, but CP2 Arakune is not the Arakune I feel in love with, so it is with great sorrow to announce that I will be retiring my Arakune indefinitely (maybe until they make him fun again), as such I already put in my resignation of Arakune moderator in the staff forums, so look forward to a new mod in the coming days/weeks. If you think you can do the job, pm shtkn, let him know. I'll still be around to answer questions until my knowledge becomes outdated, but that'll be it, I'm not invested in him anymore and you guys deserve better.
  12. Avoid snakes. Don't do obvious jump ins, Hazama has great AAs that can't be punished on block. Hazama is hard.
  13. If the BB guard bonus is anything like Persona's it applies to small gaps too. With Minazuki you can repeatedly do [2a > 5b > 2b > 2ab > 214a > 4a > 4ab] x N so as long as you have 25 SP to spend and around the 2nd rep the guard bonus kicks in, Sweep is not air tight if IB'd and neither is 4a > 4ab, even on normal block. There isn't a big enough gap for a move to actually come out, with a few exceptions it'll usually end in the blocker getting FC'd, but it's a gap.
  14. If I had to guess they just removed a part of the hitbox that hits crouchers. It's still an overhead, but a rising j.c will whiff on crouchers.
  15. Hi. A few things really hurt Arakune, starting with the bigger stuff J.c no longer hitting crouchers is the actual nail in the coffin, removing a major, quintessential part of his curse mix up C and D bugs cost more curse meter, meaning you have either limited options or time to open your opponent up, combined with the nerfed mix up, it's a nightmare from an Arakune player's perspective. Nerfed proration on 2c reduced the reward from the what little high low you have now, so with the shorter combo and higher scaling, the reward for curse is about 3-4k if you open them up right away, this may not sound like a big deal, but keep in mind that Arakune NEEDS curse to do damage, and his playstyle revolves around struggling to get curse to reap that cathartic payoff of doing big damage to counterbalance his glaring flaws pre-curse, so in a nutshell he's working super hard to do have the chance to do damage in set intervals where other characters can get the same or more damage with just meter or a good confirm [Ragna, Hakumen, Jin, Nu, etc] OR have good enough pressure, mix up and/or stage control to where damage doesn't matter as much [Nu, Kokonoe, Valk, Litchi, Relius. There are other nerfs, but those nerfs when combined together puts Arakune in a wheelchair CS1 Rachel style. I think the gameplan for the character was to make curse easier to obtain but less rewarding per curse period, kind of what they did in CP1.0, but the buffs to building curse is not enough and comes at a cost of resources, I wouldn't count those as buffs persay, because in the grand scheme of things these buffs and nerfs did nothing to helps any of his MUs. Edit: if anyone is wondering, the name of the curse game is cross ups and guard crushes, guard crush leads to the most curse damage, but the set ups are very gimmicky and range dependent. tl;dr ver. Arakune has to work very hard just to reap the rewards that some (read: most other) characters get for free/considerably less work.
  16. The cross up was always there, it's more important to use now since Arakune's high/low game is severely weakened, so now its better to go for cross up guard crushes. The vacuum effect has existed since the tiny c bug in Calamity Trigger. Hitstop is a term that refers to the amount of frames that you or your opponent is froze in during an attack landing. Hitstop it's not counted toward hitstun/blockstun. Check out the wiki for a better/in depth explanation.
  17. Facts about c bug. It always vacuums, you can use it for cross ups. The hitstun is average, it's the hitstop that lasts for days. C bug works like Crush Trigger, it needs to be barrier blocked or it will crush guard. I don't know if the frame data changed on it from 1.1 as far as the numbers go besides costing more curse meter and being noticeably slower on start up.
  18. Lol I mean theory crafting a game is one thing, but this discussion launched from the guess of an announcement, not even an actual announcement.
  19. Yeah we see that CPE is gonna be a hit with plenty of intelligent discussion with people already talking about the next iteration before we even get our hands on the current version (pls stop).
  20. Someone throw me a few combo videos and I'll annotate them when I get the chance.
  21. It's a projectile too.
  22. You're doing it wrong. An early 5b will either beat it outright or trade in your favor. 2c has so much active frames you can throw it out way early. And if you're really unsure just growler. If your AAs aren't working then you are trying them too late.
  23. To answer what moves are N starters, I will answer it quicker by telling you what moves are not N starters. 5a, 2a, j.a, j.b, ground throw and air throw are all S starters, you'll get a shorter combo than with N starters. f of g (j.214214d) is a VS (very short) starter, this you're not meant to combo from this, though its possible for a very brief time. Everything else is an N starter.
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