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Heroic_Legacy

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Everything posted by Heroic_Legacy

  1. If they are right up next to you when they backdash, just hold 360A or 720C. You'll catch them as they land from it.
  2. Hey SKD, my Tager wants some revenge soon. No chance at burst 720'ing you, but I can guarantee to show you half of my 720 tricks.

  3. I did burst to 720 twice yesterday. Felt so good. As much as I hate this matchup it feels so good knowing you can stomp that Tsubame into the ground and chuck Litchi into the corner staffless, with 50% missing or already dead.
  4. Hey hey, Zuji, I'm happy for you and everything, and I'mma let you finish, but My Tager's got some of the best 720 setups of all time! OF ALL TIME!

  5. Well then excuse my experience here. Playing safe usually gets me guard broken looking back on most of my matches before Ara specific training. Cause nothing's worse than an Arakune's jumping spikes beating everything and chewing up guard libra. Playing risky does get me in deep shit when I'm wrong or mistime a j.D, but so far for me it's worked far far more often than playing it super turtle safe and sledge only when he decides to call something out. To each their own.
  6. Yeah I know. If you don't play the risk reward game, you can't win vs Ara. Nothing you do vs Ara is safe, so you really have to risk the game to win the game. Playing it safe means you might as well park your giant magnetic ass in the middle of the screen and get more money out for your next time around.
  7. Might as well dump my info. I've trained so damned hard in this matchup, I've got it to a SCIENCE. You guys said there's NOTHING you can do about an Arakune that super double jumps backwards. Well, that's wrong. A new trick I found is 2D underneath their super jump. If they continue with the curse, you can collider their squiggly ass right out of it. Yes, collider reaches them. From there, magnetize, and the fun begins. The goal is obviously to not get cursed, but sometimes it's unavoidable. I actually find it easier to get cursed and continue fighting now that I'm used to it. Since when you get cursed, they are trying 2 things. 6C loop you, or Corner Loop you. Be afraid more of the corner loop, as it does craploads more damage. 6C loop is not a joke either, but if they screw up, free 720 when you tech out and they try the 6C. If you're caught in the corner, do not burst. You'll die quicker. Kinda like Carl's loop if you tech the grabs. You're better off waiting. Just normal block the D bug that comes down (Unless in dire straits). Keep standing, B Sledge when you get the chance. But, warning. Make sure it's a smart sledge, and not when the Ara is not actively doing anything. They could be buffering that giant spider beam super. And, sledge doesn't beat that. Counterhit B sledge, from there you're free, you should have magnetism, and in control of the fight again. (If you aren't dead) 6C loop, chances are if they get all the hits and successions in, you can tech, but barrier right away so you aren't killed by the damned D bug that came down. You're pretty much going to have to pray that you have a good 2C or collider here to catch Arakune through the bees. But, you have room and can still block without fear of guard break. If you aren't cursed, and Ara learned that cursing while magnetized = combo for you, they'll play counterhit combo into curse on you. Early 2C as mentioned early solves just about everything. j.D is godly here, as it's great for hurting Arakune. If an Ara gets the cloud that follows it, 90% of the time, they'll teleport behind you. Collider or super jump airthrow. They'll never try it again. Most other normals are punishable. Stick his dives in your blender, make an Ara smoothie to celebrate your victory.
  8. When sandwiched, you get the shit end of the stink indeed. You have 3 ways to get out of that ABC6D loop. IB Carl's 5C or that 6B. If done correctly, you'll also IB the punch and you can MTW or jab spam out of it. The third way is to find a gap between that 6D and the 5A, and 360A that shit. But, depending on his greatness, that may fail.

  9. It's the only combo from throw that actually works on him. Collider 6C cannot be followed up unless pre-magnetized. Even then, it might whiff so, Fuck Carl. 720 should never be used though, MTW is 99x better in the fight simply due to the fact you can IB MTW to screw his blockstrings. Or to autoblock a j.2c.

  10. I tried. Any of my advice work or did you just say screw it and let science do the rest?

  11. How'd you lose? Run it down for me.

  12. Need me to random up them brackets for the pods?

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