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Posted

I need some help with some ideas to use the fake outs. What do you guys end up using them for, any good uses in mind games, get in closer, surprise grab moves? Minus the 5d cancel, I don't really use them that much, trying to see where I can fit them in and for what.

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Posted

All of the information is in the other thread. I know of no way to explain it more clearly than what is in that thread, and what is in the beginner guide.

Posted

i know theres another thread on this but i need more detail

how do you ( or whats the easiest way to ) cancel j.2A into 5B

Pretty sure it only works on counter hit.

Posted

Pretty sure it only works on counter hit.

He's referring to the dive cancel, in which if you time 2B in a certain 3 frame window you'll get 5B immediately, allowing you to continue the combo off a simple j.2A with no counter hit. No easy way to do it..just practice it.

Posted

check the other thread but you basically do a second dive right before you land.. the landing interrupts the dive and you recover faster... doesn't have to be j2b dive, any dive you haven't used yet

Posted

I need some help with some ideas to use the fake outs.

What do you guys end up using them for, any good uses in mind games, get in closer, surprise grab moves?

Minus the 5d cancel, I don't really use them that much, trying to see where I can fit them in and for what.

Mmmmmm the one I've been using a lot is 214c. It's about the same distance as a forward dash, but just a fake then u hop back to ur starting spot. Great if u set up with a forward dash into something beforehand, then next time do the 214c. The opponent will most likely wiff something thinking "ahaha what a bad dash, i saw that coming" but it's really a fake and u punish.

Some good setups for forward dash are: With the circle cloud that follows you, on an opponent that is running at you, or in various situations in the corner (you in the corner or your opponent).

Just some food for thought.. And make sure you don't get grabbed out of it.. It's best to make sure you don't pop up right on the other char.. Keep a little distance unless they are in the corner and u can't help it but wanna cross up..

Posted

try 2D, although it's hard to confirm you can go into a 6c loop from 2D(1st hit)>CB bug>6a bug>6c

Posted

what exactly is dive canceled j2a/b/c, is it the same as other dive cancels air forward dash->j1a/b/c? and what does it do exactly?

Posted

oh wow, i totally though i was on the last page when i was reading page 8, I feel dumb now. Thanks for answering my question before i asked it, then showing me where it is!

Posted

So i never realized this and keep hearing, but is it true when I have my opponent cursed, if we trade hits he stays cursed?? Tried reproducing this in training but couldn't do it and quit fast.. But I just dont get how if I get hit, my curse wont go away?? True or?

Posted

So i never realized this and keep hearing, but is it true when I have my opponent cursed, if we trade hits he stays cursed?? Tried reproducing this in training but couldn't do it and quit fast.. But I just dont get how if I get hit, my curse wont go away?? True or?

I think what's happening in those situations is someone is getting hit by something that recurses and doesn't disappear immediately after Arakune is smacked. jD is the textbook example of this.

Posted

it depends on the attacks, taking abstracts example of j.d against say v-13. If v-13 shoots you with a sword as you j.d her, if the sword hits, then the j.d hit's she'll be cursed even thoug hboth of you got hit. If the j.d hits, then the sword hits she'll curse and then uncurse when you get shanked.

Posted

sorry if this has already been asked but

whats the best way to keep pressure other than using the air dash B thing

You can use j6A/B/C mixed with Barrier Dives and jB to keep the heat on. I see Hima do that a lot. 6A can work if you have trained your opponent to block. 2D is okay if you're at a far enough range. It can be used as one last surprise poke. I find that jump cancel/teleport 5D is a rather nice trick. It's gimmicky so use it sparingly.

Posted

Hey guys, I'm a Tager and Tao player but I'm trying to pick up squiggly now too! Yeah bees! I'm having some trouble with negative penalty. That stuff hurts. Do you guys have the same problem? Since Ara's keep away game is so important, I'm looking for good ways to approach without actually engaging the opponent. I've been using airdash -> j.B a lot, which seems pretty safe, but gets predictable quickly. I've also tried j.2A, but it seems like the game doesn't count Ara's leap forward against your negative penalty since you're not actually holding forward on the stick. Either way it doesn't seem to help much. What does everyone else use? Abstract's post above is already some help... but these red lines are hurting me as much as the other guy is :gonk:

Posted

Hey guys, I'm a Tager and Tao player but I'm trying to pick up squiggly now too! Yeah bees!

I'm having some trouble with negative penalty. That stuff hurts. Do you guys have the same problem?

Since Ara's keep away game is so important, I'm looking for good ways to approach without actually engaging the opponent. I've been using airdash -> j.B a lot, which seems pretty safe, but gets predictable quickly. I've also tried j.2A, but it seems like the game doesn't count Ara's leap forward against your negative penalty since you're not actually holding forward on the stick. Either way it doesn't seem to help much.

What does everyone else use? Abstract's post above is already some help... but these red lines are hurting me as much as the other guy is :gonk:

Summon a cloud, 6D, walk in or dash in under safe cover.

Posted

You can also try poking with jD when you feel you're in a safe situation. I highly recommend, if they're marked, using j.6C to get in on them and then mix them up. If you do it properly, accompanied by the other bugs, it's possible to dash in using j.6C, jB, 2aaa, 2D as a legit block string combo. No negative penalty worries + really good guard crush + easy hit confirms into combo.

Posted

negative penalty is a ratio of moving forward/backward so you need to pressure without moving back. Stand in spot to zone or dash over them and back alot.

Posted

Hey guys, as an Arakune beginner I was wondering what some of the first techniques are that I should be practicing, i.e. first BnB combos to get down, best things to practice in training mode etc. etc. Maybe something like this would be useful in the first post? It has a ton of great information but doesn't really point me in what direction to go with it all. Any help would be appreciated =)

Posted

Alright, sweet, thanks for the help on the negative penalty stuff. It's slowly coming! I can do the 6c dealie and the recurse outro, but the intro strings are still giving me some trouble :psyduck: so many bugs :psyduck: must practice...

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