Jump to content
Dustloop Forums

Skye

Moderators
  • Posts

    5,264
  • Joined

  • Last visited

Everything posted by Skye

  1. Here are the brackets, also one more things; Anyone want to comment on this?
  2. Nonetheless, please, I'm open to discussions like these, hell I invite them, though I'd like them to take place in the Arakune forum. Personally I think that any non-Tager player who says that Arakune's pressure shits on them one-sidedly just isn't aware of their full scope of options, but never mind that.
  3. Rising j.b is character specific. Plus I'm interested to know why and how you think Arakune's pressure is perfect, in my and just about every other Arakune player's experience, he is more passive aggressive than he is rush down, so please, enlighten me.
  4. Really! Why do people keep bringing up the match up? No one was talking about the match up.
  5. Seriously, when the heck did we start talking about the Ragna vs Arakune match up? I for real thought we were discussing Ragna's pressure tools overall compared to Arakune's pressure tools overall. Second you seem to be putting yourself on Souji's level of play if you think the rape fest he gave you was 100% the match up and not him simply being a far superior player than you. That's some confidence. Third, bear in mind that many of Arakune's best offensive tools are gone in CP. Rising j.b, 2b > 2a, jcable 5b on block, really important stuff that made the better parts of his pressure game.
  6. I really dont want to include zoning onto the scope of an up close pressure game. Arakune's zoning tools are only useful or safe at 3/4th to fullscreen, anywhere closer and Arakune can be punished for even trying, to put it in perspective, all of his zoning tools have more than 30 frames start up except for 2d which is unsafe as hell even on normal block. Everything else you mentioned is less Arakune's pressure game compared to Ragna's and more your experience in the Arakune vs Ragna match up. You're free to believe whatever you think, but to help form context to better identify Arakune's pressure; The fruit of his pressure pre-curse involves all of his a attacks and j.b. Not to say that he is unable to mix it up and keep it fresh, but anything outside what I just mentioned is unsafe and relies on conditioning or the hope that your opponent has no clue that anytime you jump to resume pressure, you're leaving a gap that can be air grabbed, a mashed, aa'd or dp'd.
  7. Arakune does not have better pressure than Ragna. Not pre-curse. Everything he does can be barrier blocked, and unlike Ragna, he cannot stagger pressure, so once Arakune is pushed out enough, he has to jump to keep on the offensive, ironically his pressure game is over once he does. This is why you see most Arakune players jumping away once pushed out and playing keep away. Any other outcome is the opponent scared to push buttons or not knowing their options, or Tager.
  8. We're on the East side of the state. whoops
  9. Blazblue! Please come get me for casuals and teach me to drive!
  10. I thought BanchoJP recorded and upload the matches personally. Jourdal gets out from nico.
  11. I've seen it happen all the time. Heck I distinctly remember a discussion about it In CS2. Is it impractical to consider the possibility?
  12. Oh nonono, I want speaking under the pretense that Ragna was pressuring the opponent, I was talking about confirming off of 5b air hit. As in catching a failed upback. Please don't be so rash. Geez guys, I figured the context made that obvious.
  13. That is unfortunate, I remember back in CS2, the Ragna mains agreed that 5b > 5d was easier, not to mention 5b > 6a, which I think would be the better confirm anyway in CP considering tk BS can offer relaunch and corner carry. Considering the combo system, Ragna isn't at too much a loss for damage. He's probably SOL if 5b connects at max range though.
  14. Kanji, Akihiko, Chie, and my favorite, Elizabeth.
  15. Then I don't really see how his pressure took one for the team. His usual tools are still there, from what I've heard, dash cancel in pressure would result in a free hit anyway, and his 6a and 6b were/are used in situations outside of straight pressure, right? Anti-air and mixups. Okay, he lost the ability to reliably convert a failed attempt of either into pressure, but I don't think that's so damning. Perhaps there's something I'm not seeing here, but I hadn't seen Ragna players suffer at all really. Not any more than they've always been.
  16. What gatlings did he lose aside from 6b > c move?
  17. I couldn't hear any of Endless Despair II. Can't wait to get the OST.
  18. I saw the recent iterations of Ragna to be more about pressure and punishing. He always yielded results like that from what I've seen. It's also the way I play him, rely more on pressure than mixups. Imo
  19. Someone teach me how to drive. I got my permit.
  20. http://www.youtube.com/watch?feature=player_embedded&v=tK3nFG25oz0 Great work on this Alpha!
  21. I heard that he's been regarded as pretty bad, since curse doesn't last as long, so it's only worth it with maximum payoff (6-7k). I still like the new design and I see a ton of untapped potential, particularly in his now horrifyingly good corner game, but I've always been a radical thinker. Seeing Arakune lose often is nothing new, he's been doing that since CS1, I find it less depressing this time around since most of his losses were close and not 100% body montage. 5f jump returning sucks ass though.
  22. Very sorry if I come off as presumptuous by asking this, but doesn't this apply to most other characters, especially in the respect of the "block/deal with his hitboxes" line?
  23. Just stopped by to concur with making DW's post an article. It can really help shape the way some newer cats see fighting games. That is all. got away safely!
  24. Luna, contact Lumin, tell him I'm good to go tomorrow.
  25. Anyone wanna go a few rounds? I'll be on Axis' account.
×
×
  • Create New...