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Skye

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Everything posted by Skye

  1. My inner Sonic fanboy is meh, but my inner FG player is intrigued at this due to the attempted middle-ground between competitive and casual.
  2. He has a corner unblockable vortex, that can easily be a corner unblockable blockstring. That's all I'm gonna say on the matter.
  3. It's heavy because Kill Rush is used quite often to close distance, it's a neutral tool as well as an offensive one, my problem is that KR doesn't track vertical positions, so the move will come out if only the horizontal requirements are met, so some up backing can get us in a lot of trouble. Or at least me, lol. I do like how Cyclone level influences more moves, like c duck/weave and 2c, those are going to be VERY interesting. I'm also intrigued about Sonic Punch, and the new applications of 5c and 5d. The 2 Persona cards are meh, they recover fast enough to hardly be a problem, unless in very specific situations. We need videos.
  4. iirc, there is a higher damage version that could net you around 4k (a hook) to almost 6k (SB). Feel free to test this out. lvl 3 a/sb hook > duck > unblockable b hook > weave > dp > [5b > j.b] x2 > [5aaa > cork (midscreen) / 5aa > sweep > a KR > cork (corner)] Of course you can break 6/8k with meter.
  5. Many a new BB player came to us with the same mindset. Barely any of them are still around. It's just my personal projections, but he has no high low mix up, a slow command grab and no meterless DP. His normals also seem too....limited, sure he gets a lot of meter, but I think that due to that, he's super meter dependent by design, you're gonna have to use a super or CT to break 3/4k unless you get "that one starter". Could be wrong! Wouldn't be the first time.
  6. :< Real talk, you'll be missed. Competent American Arakune players are going extinct.
  7. :< Real talk, you'll be missed. Competent American Arakune players are going extinct.
  8. Can't wait to watch these, thanks!
  9. So peeps, Kill Rush recovery puts him in FC state.... That's heavy. But on the plus side, it seems that 2c is a practical combo tool, and it inflicts silence for about 2-3 seconds, I think is this really good as some characters require their persona to do their dps. It seems our combo routes have expanded to more than 5b loops.
  10. Akihiko is a rushdown character. yes, but it's important to note that he's more of a pressure character than a mix up character. Not to say that he lacks mix up, but it's more about putting pressure on the opponent and scaring them and taking advantage of them from there. Akihiko has good damage, even better damage conversion, a great offensive airdash and a few really good low profile/guard point tools to close gaps between you and your opponent. The downside is that he has low range, is pretty meter dependent as far as mix up goes and the player needs to keep it fresh and Akihiko by design can easily fall into predictable routines. That said, the first thing to get down pat is his movement option, learn how to do the lowest possible IAD, practice ducking, weaving, SB versions of both and to know when to do them when it's beneficial. Weaving low profiles a few attacks, mostly forward moving projectiles and a few moves here and there, you can use this move to make an opposing move whiff and punish it, it's most practically to make the following whiff; Narukami 5b, 5c, 2c, fireball Yosuke 5a Mitsuru coup, 5a, 5d Yukiko 5b Elizabeth 5b Kanji chair super (the chair throwing part) Naoto bullets (forward only) There are probably more, but it's good to experiment, if you know your opponent is going to go for these moves, you can weave them and make it whiff. Aikihiko's ducking is even better in the low profiling department. He goes even lower, the offset to this is that he moves forward and can't sustain the animation, so ducking is more of a commitment and mostly a hard read than simply reaction, Ducking can go under all the aforementioned moves plus; Narukami 5a Again, could be more, but I'm going off the top of my head right now. SB Weave has some invul, can go through most dps in the game and can cross up if the situation is right, I use it mainly to force a button and punish on whiff. It's not frame 1 though, so don't use it to get out of meaties. SB Duck is more aggressive and is used for Akihiko's infamous cross up, it's very fast, but no invul. Once you have movement down, it's time for combos, go ahead and head over to the Combo thread and give them a go, be sure to ask any questions you may have about them. As far as combo staples you'll need to get the 5b > j.b loop down. Make sure your j.b is delayed just right, usually at the apex of your jump. That's your skeleton, if anyone else has anything to add, feel free! Welcome to Akihiko. P.S. it's A hook > duck > grab.
  11. Good luck. I've gotta feeling that he's gonna be mad try-hard.
  12. Nice to see some good wins. Since the console version is around the corner, how should I whip up the combo thread, any suggestions or same as CSE combo thread?
  13. No one plays Hyde anymore? What happened?
  14. The air dash is low and people auto-pilot low blocking for ground strings. It's that simple and why shouldn't they, his sweep may be on the slow side, but it is too fast to block low on reaction either way.
  15. As of CS2, Arakune has no real worth while loops except for the burst proof corner 6d loop.
  16. Could you translate, please?
  17. iirc it forces standing.
  18. That's his new 2c, which is apparently an AA grab.
  19. There was a reason, a very understandable reason from a business perspective; To help optimize region specific sales, since each version was exactly the same with both English and Japanese vocals and story dialogue, if you imported, you'd have literally no reason to buy it once it came out in your area. Also makes sense when you figure that Atlus parent company was in a financial pinch. With no (alleged) stateside release, no worry to optimize region sales numbers. I don't think this is even the case though, just a silver lining if it was.
  20. I went through each and every page to get here. Not too hype until more info comes out. Akihiko's changes seem interesting, especially the new low profile move. lol at the Atlus rep statement. Even if it's true (and I doubt it is) there would be no reason to region lock it.
  21. I wish someone would YT it (unlisted) and link it.
  22. I'm glad I wasn't the only one who noticed the oki. I mention 5a buffering because it's used a lot in CP I'm sure it's possible in CSE, but it wasn't done in CSE. I think the new a bug is reason for it, I have theories but meh.
  23. Again we won't know the full details until console, you could be right, but we'll have to test it. I've seen some players do the 5/4a stagger and lock them in with a c bug to do ambiguous cross up/fake cross up, either way, buffering during 5a is likely how it's being done, at the least it can't certainly be useless.
  24. I happily direct you to the wiki. The answers are all there.
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