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Abyss

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About Abyss

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    France
  • PSN
    Abyssnight
  1. In my opinion, the best use for 5D is to do it only one time in a "row" (curse build). Since in one combo you can get 70% at least (or let's say that you earn 30% then 40%), the second time (if you've already do one) you do 5D in his guard, you will curse him. After that, you see what you want to do. When this situation come up, I still use 236B (release 6B/6A) to keep him close, then begin the pressing. If he doesn't use barrier, you may go to jC pressing without beginning with 2AA (or else). As you're invisible, it's a great fast guard opening. If he use barrier (very often), well just use 2AA or whatever and go into mix-up.
  2. I think it's better to use other loop for one reason: Heat. Also, I found it way more easy to do in corner than mid-screen, because in mid-screen the timing is a little strange.
  3. Yeah, he go to the opposite side and I jump on the wrong. But as I said, It's a situation that doesn't come often. Still it's annoying when you know that you can have at least 70% curse from it.
  4. It's the contrary for me, because of what I've said. And I took the abit to always do the j2B DC... So it's shit. Thankfully, I don't hit the adversary very high often. But I like the vacuum effect for 6A > 5C > 236236C ending. You still got maximum damage from the DD.
  5. I see where we misunderstand. I speak about a normal 5C, not a 5C FC. About the airthrow combo, it seems that the timing change depending on the perso for the j2B. If it's legit against all character, I will say it. (But I think If you wait before doing j2B, it will be okay). Also, it's better to do jA > jC > jD to finish it because the bell bug is very unstable because of j2A prorate. It's possible to do Airthrow > backIAD > j2A also, but i found it a little more hard than the previous.
  6. I just try it on Ragna, I will test it against other character but i think it will work on everyone: Airthrow > IAD > j2B > j2A > DC > 5D > [jA > jC > jD] or [jA > jB > jC > j2B > DC > 2C > 6D] (If you do the 6D too later he will be able to tech before hitting the bell). The tips here is that you can delay the j2B > j2A in order to see the ground and be able to DC more easily (be careful, J2C DC get a different timing than j2B or j2A). ps: Waiting doesn't solve my problem with 5C when the adversary is too close and too high from me ,but at least I can do 5C jC jD
  7. It's right that i didn't try to just wait a little... will do that if it work. I do Bdive on all since as you say it work, it's just that sometimes i couldn't because of the vacuum effect (i really hope that's waiting is the solution).
  8. Well, it's more that I can't combo with efficacity: I have to jump straight, and i can't do combo with dive cancel, I can only do jA > doublejump > jA> jC > jD... Maybe it's just me, but still ><
  9. Am I the only who think that his new 5C is just horrible and shit? Seriously, I can't combo if i hit too high or if the adversary is too close in the air... the former 5C was really better ><
  10. Abyss

    [CS1] Arakune vs. Ragna

    You have to be sure he will deadspike to forward dash no? I guess if he do 2D instead, you eat it (But well, now he can't combo without RC and have to do it immediatly, so this isn't really dangerous I guess).
  11. No, the 2A (release 6A) 214C isn't the same. Because this is the A insect which cross-up, and it's more quickly. Against Tager it's an instant cross-up. I guess you can do whatever if the proration is okay for jB reset. But you have to add 50 curse meter before. Curse pressure and other can be discussed in Arakune general I guess, but a topic isn't a bad idea.
  12. My "fake" combo re-curse doesn't work, i've already say it to you =/ You have to get 50% curse before the DD > reset. The original is the best to do. But if you can, you still can do (supposed you've already do jC and j236C before, ending loop here) ==> j236C (release 6C/6D) > 5D > jc > (D bug up) > jD > 6B > hjc > jC > DD > RC > jB I don't really use it, because I rarely need to do it. For curse pressure, you can also do for a cross-up ==> 2A (release 6A) 214C (release 5C/5D). You're allowed to continue the pressure after that without 2A. You can also had the rekka cross-up, actually you can cross-up with 6C [5C] 2C or with 6C 5C [2C] ( [*] mean the hit which cross-up). You didn't write corner pressure, it's very important also. You will have a ton of work if you want to add everything he can do during curse, good luck !
  13. Well, for curse with overhead starter you have: 6A > 5D > IAD > j4AA > 2A > 5B > 5D > IAD > j4AA > 5A > 6B > j6D ~ 6A > 5D > IAD > j4B > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D ~ 6A > 5D > IAD > jAA > j4B(two hits) > 5B > 5D > IAD > j4AA > 5A > 6B > j6D ~ 6A > 5D > IAD > jA4AA > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D I use the fourth, because it's the most easy for me.
  14. Abyss

    [CS1] Arakune Video and Critique Thread

    Maybe it's just me, but i think you have a game plan too predefined. It might be why you get a lot of problem to be unpredictable. I don't have a video right now, but experience is your best way to understand the fight.
  15. Abyss

    [CS1] Arakune Video and Critique Thread

    Well, you have to found how the opponent react. In general, i use a lot of airdash cancel, it help me to spacing and the adversary has to anti-air very early. so when i do a super jump they whiff the anti-air and i punish. Summoning cloud isn't a good thing if you don't have the advantage. I think against rushdown character you must have done a 5A>6B j6D before putting a cloud or a bell. By the way, why do you want to do a jD high in the air? it's unsafe as hell. if this isn't for baiting anti-air, use it very close to the ground. I've heard by Smezel you're a "zoning" Arakune, I guess that's why you have problem with rushdown character, but you must be in advantage before going for zoning.
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