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Everything posted by Skye
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Things to look out for: Neutral Item Toss (214d) - Dodge or block this, on hit (especially CH) it gives Platinum instant momentum from anywhere, if you got Yomi, punish it with j.d or f.g. Missiles - Dodge, another free approach for Platinum. Bomb - Pay attention to the trajectory, another move to dodge. j.c - Hard move for Arakune to get around, dodge or block, namely dodge, since it has enough hitstop to make you second guess the frame data. 6a - Not that big a hassle, slow and the invincibility comes to the party late, avoid like any other Anti air 2c - The real anti air you should be avoiding, yomi it out with j.d, the invincibility/low profiling on this move is insane and is special cancellable for frame trapping into Heart Car Your Oki Unless she has bat or meter, chase her down. Cure Dot Typhoon has no recovery after the active frames are gone, avoid, do not block, stay a safe distance and 2c at just the right time, if you have meter, f.g the spinning bitch. As always, punish late tech attempts with 5d. Her Oki Don't get put in this position, ever. Best option is wake up > block. Backdash can be reacted to and punished with Heart Car (236b), still has it's uses though. 5a is the opening pressure string, -1 and hit crouchers (Fuck you Arc). Plus that, 2a and 2b catches rolls and j.236c > j.b is a great corner oki too. Plus that, command grab, normal grab, missiles and bombs make Platinum's oki extremely frightening anywhere for Arakune. Misc. Tips Avoid her, IB Barrier her 5a staggers and get out of there. Play a run and zone game. Discuss.
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What to look out for: Neutral A DP - a staple in the Arakune match up. Used for yomi and punishing bad movement on Arakune's end. Hishouken/Air Hishouken (236x/j.236x) - Main zoning tool, watch out for targeting, prioritize dodging rather than blocking. 2d - Another zoning tool, back dash and punish. B DP - used when Jins are not confident about A DP, more of a reversal than an anti-air. EX Air Hishouken (j.236d) - Don't get hit by this move in recovery, keep a sharp eye out for it. Corner - Stay out of it. Your Oki C DP - Duh, Dodge or block and punish. D DP - Duh, Dodge or block and punish. Don't try to mess with Jin on wake up, return to neutral and zone. If you catch him trying to late tech point blank, 5d him for added curse meter and an important lesson. His Oki Neutral Tech and block, it's one of the more boring options, but it's one of the safest, Jin's mix-up isn't that scary, learn to block 6a and tech throws, there. If you're sure about it, backdash. Misc. Tips IB everything, it's Jin. Don't let him safely Jump Cancel, it resets his pressure. IB Barrier 2a strings. Discuss.
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Get it? Herpes? Herp? Herp Derp? Ragna? I know, I'm terrible. Anyway, things to look out for: Neutral 5b - Duh, watch out for passives Ragna who like to space this move. 5c - Decent spacing tool TK GH - Works more than you think, especially if you have troubles reacting to it. Don't get CH with this. j.a - Stuffs Arakune in neutral j.c - It was buffed way good, avoid this attack, time your 5cs right. j.d - Some Ragnas like to use this as an air to air if you're above him, watch out, it's CS1 good again. Corner - Stay out of it. Your Oki Inferno Divider - bait it, or do neutral jump > j.214c to make it whiff/misinput. If you catch him trying to late tech point blank, 5d him for added curse meter and an important lesson. His Oki Neutral Tech and block Backdash if you feel it. Misc. Tips IB Barrier everything, then backdash, it's Ragna. Learn to spot Dead Spike Pressure, forward dash it on reaction and punish, or j.4b it. Play more of a zoning game, Ragna's attacks are better than yours, most times you stuff him will just be bad timing on Ragna's end. Discuss.
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Can we get under her skin? Discuss.
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Seems easier than CS2/CS1. Discuss.
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Not that bad, just don't get fullscreen. Discuss.
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Fuck this match up, still. Discuss.
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Things to look out for: Neutral Snakes (any d move) - Free approach + powerful zoning tool. Stay fullscreen here. The best option is really to let Hazama come to you. Chasing him down will only get you killed by his many many anti airs. Gasshoukyaku (214d~b) His preferred anti air on Arakune, just pick your air approaches wisely. Very wisely, it's too fast to react to, so punishing it with j.d (or f.g) is more of a yomi thing. Your Oki Do whatever if he doesn't have meter. 5d meaty the fucker and go from there. With meter, just be a little more careful. Most Hazamas tend to save their Hotenjins for combos anyway. His Oki Neutral tech > backdash. Misc. Tips Keep a look out for his IAD cross up, it's a free get-out-of-hazama free card. Keep your pressure short, sweet, but original. Hazamas mash. It's usually only a matter of time.
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Axis always says that I'd be extremely deadly with any abstract character I'm serious about using, because my Arakune is supposedly that good and awkward. What the hell, when CSE hits console, I'll fuck with him.
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You can embed videos by using [video][*backslash*video]. Well, first off, you can work on your movement, a better Hazama would have ate you alive. You seemed to have either missed an air dash (input) or missed the 4 (input) that made you float down. Master that, screw ups can be a defeat vs better opponents. You're pressure was kinda weak, not that I can blame you as Hazama is mashy by nature so it's always good to keep it air tight and short, but I recommend rising j.b > j.4b, Hazama lacks a short notice answer to that, so it's good, plus if he's mashing, CH can lead to the whole string red beating and going into 5a > 6b > j.6d (5a > 2a > 2c > 6d in CSE). Work on your execution and confirms, you should be able to go into 100% curse off of a 6a, and at least 70% off a 5a, you went for easier, herp confirms like 5a > 6b > etc. 5a on air hit goes into j.a > j.c > j.d, better positioning and with better execution, 5a > sj.a > j.c > j.2a > DC 5d > sj.a > j.c > j.d. Curse confirms too, you lacked effective mix up, your comboing was good and so was your unblockable reset attempts. But mix up is where it's at, I have an old curse set up video on my YT channel, it's super primitive and is from CS1, but most of the set ups are still applicable thus far in CS2 (and CSE). Take a look at them and hop in practice mode. Other than that, you performed well. Which reminds me, I'm not sure if I posted this, but it's some footage of my day 2 CSE Arakune vs a guy in the scene who went to Chicago for school. Let me know how I performed. I could use some ideas when fighting patient jumpy Jins.
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He is, I was even thinking about picking him up.
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I didn't know that. Thought it was one of those Japanese boarding school full of perverts and easy chicks with more herpes than CS1/CSE Ragna.
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How are you posting then?
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ラーキッ!!!
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Grip, nigga.
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That makes no sense, Hands have thumbs.
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Rachel is a bad match up by design, avoiding her is actually pretty hard to do if they're locking you down right. Since CT I found that forward dashing helps in this match up better than most, but in good moderation, it's unaffected by wind and gets by Lobelias easily, making you harder to touch, command dashes do the trick too, but again in moderation. Getting curse on her is the same as getting curse on any zoner, you need to get in or get lucky with f.g. When you get in, imagine you're the Saints at the Superbowl, 3 words. FUCK THEM UP. Of course that's easier said than done, just try your hardest, use your best mix ups when you get in. Watch out for chair and you're set. 3c is a bad move, don't rely on it too much, you don't want that move blocked or on whiff, it is good for catching overconfident douchebags on the ground derping, so use it only when you know it will hit. Followups from 3c include: j.d > 6b > j.6d For short notice confirms, like "oh shit, that hit!?" j.2a > DC 5d > sj.a > j.c > j.d For good confirming. F.g if you have heat for it.
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Nigger Hitbox