Matt Posted September 13, 2009 Posted September 13, 2009 Arakune Calamity Trigger Combos: Notes: For releasing the C and B bug C/B means that you release them at the same time and C>B means that you release the C then B bug. For starting the third C loop (and others depending on preference) you have to press 6C then immediately release a 6A bug in order to prevent someone from teching, and in the combos it will look like this 6C/A bug. RC stands for rapid cancel. For jump canceling, any jump canceling from the ground to air won't be included in the notation for the combo (unless it's something very specific) because it is something most players do naturally, but for jumping during an aerial combo I will include when and what direction to do it in. The notation will look like this j/whatever direction a player should jump in, ex: j/8. For releasing any bugs in whatever direction 2/5/8 release the bugs all in the exact same direction, 1/4/7 release bugs all in the exact same direction and 3/6/9 release bugs all in the exact same direction. In order to get the 6B>6C bugs to connect in a corner combo you have to release the B bug just barely before you release the C bug (don't take any short pauses like doing the 2B>6A bug). About the length of the combos/Trouble with recursing: For most of these combos I would suggest not doing all 3 C loops because the timing necessary to do the recurse at the end becomes very strict. Later on I will include shorter versions of these combos that are a little easier to do. Also, if you're having trouble doing j6A>j/9>j5C>j5D to recurse the opponent, I suggest you just do j5C>j5D instead. It is much easier to do. Warning: If I don't say how much damage the combo does that means that I have not tested it out in training, so it may or may not work. Combos started without curse: -5A For these two combos you have to catch the opponent in midair. -5AA>6B>j6D>6C/6B bug>j6C>j/9>j6A>j2A>release C>B bugs>6C>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: needs to be tested -5AA>6B>j6D>6C/6B bug>j.6C>j/9>236C>release C>B bug>6C>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: needs to be tested -6A -6A>5D>236B>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5973 -6A>5D>236B>release B/C bugs>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage:5630 -2A -2A>5B>5D>214A>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5347 -5B -5B>5D>214A>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5567 -6B -Needs 50% heat: 6B>RC>5D>214A>release B/C bug>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6262 -Needs 50% heat: 6B>RC>6A>5D>236B>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6154 -2B -Needs 50% heat: 2B>2A>2C>RC>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage:6052 -5C -5C>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5580 -5C>j5A>j5B>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 4999 -6C -Needs 50% heat: 6C>5C>2C>RC>5C>j5A>j5C>j5D>release 1C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6238 -2C -Needs 50% heat: 2C>RC>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5596 -Needs 50% heat: 2C>RC>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5088 -Needs 50% heat: 2C>RC>j5A>j6A>j/9>j5A>j5C>j5D>release 1C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 4645 -3C -Needs 50% heat: 3C>RC>5D>j5A>j2A>j2B>j2C>release 5C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5274 -3C>j/8>j5D>release C/B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5142 -5D -5D>236B>6C/A bug>5C>2C>release 2B>6A bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6088 -6D I did this one for the lulz -6D>wait for the bell bug to drop down and hit the opponent>release the C bug immediately after it hits>[6C>5C>2C>release 2B>6A bugs]x3>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 7645 -2D -2D>release C/B bugs>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6595 -2D>release C/bugs>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6404 -Throw Subsection: combos started in midair: -j5A (Will always have to hit opponent in midair) -j5A>j6A>j/9>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5189 -j6A (Will always have to hit opponent in midair) -j6A>j/9>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5320 -j2A -j2A>5B>j5A>j5C>j5D>release 1C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j5C>j5D- Damage: 5045 -j3D -Starts from 1/2 a screen away: j3D>release C/B bug>sj9>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j5C>j5D Damage: needs to be tested -Air Throw -Air throw>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5739 -There are definitely more angles to start a midair combo, but I will list them later when I add more combos to the list. Combos while opponent is cursed: -5B -5B (3 hits)>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 4984 -2B -2B>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 6606 -j2A -j2A>release 3A>5B bug>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 6834 -j2A>release C>B bug>6C>5C>2C> release 2B>5A bug>j6A> release 6A bug>j9>jC>jD> release 5D bug>release C>B bug>6C/6A bug>5C>2C Damage: 5500-5700 varies -j2A>RC>release A/B/C bugs>J236C>6B>release 6B>6A bug >6C>5C>2C>j6A>release 6A bug>j/9>jC>jD>release C bug>D bug>j6a>j236C -Releasing B/C bugs -release B/C bugs>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damgage: 6931 -release B/C bugs>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 6723 Corner Combos: 5A -5A>6B>j.6A/B/C(depending on distance)>j/9>j.6A>236C>RC>j5C>j5D I'll extend this combo after I do it in training and find out the damage. Subsection: continuing a combo if you land between the corner and your opponent: 5A -5A>6B>j6A>j/9>j5A>j5C>j5D>release 6B>6C bugs>4C>5C>2C>release 2A>3C>5B bugs>4C>5C>2C>release 2B>4A bugs>j4A>j/7>j5C>j5D- Damage: 4820 Counter hit Combos: -2B -2B>2D>release C/B bugs>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6139 Subsection: Anti-Air Combos -2B -2B>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5799 -5C -5C>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5661 Distortion Drive Combos: Every single combo that has a distortion drive in it will go here. For these combos f of g is 214214D in midair and f-inverse is 236236C on the ground: -f of g -Needs 50% heat: f of g>j/9>j/9>j2A>j2B>j2C>release C>B bug>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5597 -f-inverse -Needs 50% heat: 3C>f-inverse>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 4044
Matt Posted September 13, 2009 Author Posted September 13, 2009 News/Replies to posts: Meh... this is just gonna be a list of CT combos. If ur looking for CS combos head over to the CS combo discussion thread. Read Important: If I ever mess up when posting the full length of your combos just let me know so that I can fix that. This might happen before I test any of the posted combos in training to figure out the damage for them. Arakune Calamity Trigger frame data for building the best combos: http://s1.zetaboards.com/blazblue/pages/arakune_data/
Matt Posted September 13, 2009 Author Posted September 13, 2009 Combo Videos: Arakune Combo Vid tutorial BlazBlue Arakune Throw Combo Video Arakune 6a combo using 2 reps of dives + 6c [blazBlue] - Arakune Combo Video BlazBlue Arakune Combo Video [blazBlue] - Arakune Combo Movie - Reload [blazBlue] - Arakune Combo Movie - Fake Arakune scrub
tolore Posted September 13, 2009 Posted September 13, 2009 5a(1-3 times)->6B->jump cancel->j.6a/b/c(depending on distance)->jump cancel j.6a->236 c->RC->j.c->j.d requires 50%, only close to corner
PhantomX Posted September 13, 2009 Posted September 13, 2009 I'm pretty sure near the corner you can just do the the J6a/b/c > jc > ja > jb > jc > jd > 6c/6b bug > C loop... they did it in that Reload combo video.
Abstract Posted September 13, 2009 Posted September 13, 2009 5AA6B j3/6D I'm sure there is more you can do after the j3/6D. Probably something like C bug j6C B bug jA dive loops or something.
Zodiac Posted September 13, 2009 Posted September 13, 2009 C B BUG NOT B C BUG PLEASE change this. That is a NIGHTMARE for new players - Sitting there wondering why the combo won't work because someone listed the wrong input is horrible.
InspectorOda Posted September 13, 2009 Posted September 13, 2009 You might as well go and say that all the combos listed already don't work on Carl. Just a little suggestion. You should write down how to do the Cloop, Dive Loop, and 236C Loop and then when they are needed in a combo, you can just write whatever loop is needed so it looks a lot less messy and a lot more noob friendly. Also, you should write the different bug variations for different characters, and how to do the combos during curse. It usually only requires a 4D or holding down a button for a short time, but it should help newer players. Good job making a new thread though, the other one was so messy compared to, well, every other thread on Dustloop.
Bommlinger Posted September 13, 2009 Posted September 13, 2009 J.3D/J.6D Combo: CB Bug > j.6C > jc > 6A > 2A > CB Bug > 6C Loop + recurse CB Bug > j.6C > jc > 236C > CB Bug > 6C Loop + recurse Easier Variant of the 2C RC Combo: (less damage than the 5D Combo tho, but the RC timing isn't so strict) 2C > RC > (j.a)>j.a>j.b>j.c.j.d>CB Bugs > 6C Loop + recurse the first j.a is optional and might be needed depending on your position or character you're fighting Charakter specific bugs for Air to ground combos (according to the combo thread) CB Bug (Ragna, Jin, Rachel, arakune, Bang, Lichi, Hakumen) 4C>5B Bug (Noel, Nu, Carl) 4CB Bug (Taokaka) C Bug>B Bug (Tager) not tested, just carrying over Info from the other thread.
Abstract Posted September 13, 2009 Posted September 13, 2009 J.3D/J.6D Combo Better j3D hit confirm: CB bug sj9 jA dive loops 6C loops
InspectorOda Posted September 14, 2009 Posted September 14, 2009 I meant writing the loops seperately at the top, and then when notating combos just write them like 6A > 5D > 236 > C]B[ bug> Cloop x n > Recurse. It's a lot easier to read and lot less annoying for people who already know a little about Arakune to read, which is your target right? And for combo variations during curse, I just meant something like 2A > 5 > 4D > 236]B[ > C bug > Cloop x n > Recurse. Sorry if it sounded like I was implying there weren't enough combos listed.
Mike Z Posted September 14, 2009 Posted September 14, 2009 Apologies if this is old news... Someone at FFA did 3C xx ground super today. He did it two separate times and both times it worked for pretty good damage. I'd never seen it before, and when I asked they said the computer did it and that's how they found out. I went and looked at the frame data, and WTF 3C is jcable?! So not only can you do 3C xx super, you can jumpcancel to keep it safe, and even can do 3C, j.D, C~B bugs, combo. Also it's P1 is 100. Huh.
raekw0n187 Posted September 14, 2009 Posted September 14, 2009 Apologies if this is old news... Someone at FFA did 3C xx ground super today. He did it two separate times and both times it worked for pretty good damage. I'd never seen it before, and when I asked they said the computer did it and that's how they found out. I went and looked at the frame data, and WTF 3C is jcable?! So not only can you do 3C xx super, you can jumpcancel to keep it safe, and even can do 3C, j.D, C~B bugs, combo. Also it's P1 is 100. Huh. Hey mike. Anyway heres the kicker wit 3C. Its only jcable on hit not blox. If it was, kune vs nu would change at least one match in arakune's favor. also guys Charakter specific bugs for Air to ground combos (according to the combo thread) CB Bug (Ragna, Jin, Rachel, arakune, Bang, Lichi, Hakumen) 4C>5B Bug (Noel, Nu, Carl) 4CB Bug (Taokaka) C Bug>B Bug (Tager) not tested, just carrying over Info from the other thread. We gonna stop using this as a guide for the new peeps. Reason is.....its mad broad. All those so called bug placements can be and most likely will have to be altered during match depending on how many time J.b hits. So I guess it has include all that info also.
Bommlinger Posted September 14, 2009 Posted September 14, 2009 All those so called bug placements can be and most likely will have to be altered during match depending on how many time J.b hits. So I guess it has include all that info also. I see. I haven't had much luck with those bugs either. i usually try my luck with a simple CB bug. It might or might not work, but I've had it hit on every character at some point. Arakune is just so damn position specific.... Also: It might be good, if posts in this thread were deleted, as soon as the OP is updated, or else, we'll just have another "Arakune combo thread" with tons of pages.
CopperDabbit Posted September 14, 2009 Posted September 14, 2009 Also: It might be good, if posts in this thread were deleted, as soon as the OP is updated, or else, we'll just have another "Arakune combo thread" with tons of pages. I have decided to greenlight this thread as this, as per the title, is a list of combos. The other thread is now for combo discussion. However, once I think of something clever I am gonna update the title with something about bees, to keep with the theme.
ryofoong Posted September 15, 2009 Posted September 15, 2009 I'm posting this without reading alot of this because it's like 1 in the morning. I know that you can totally do this while the opponent is cursed: 6A > 2B > B Bug > Standard air combo. I believe there are other variations but you guys figure it out Dx
PhantomX Posted September 15, 2009 Posted September 15, 2009 A simple 2B when the opponent is cursed can lead to 6A which lead to loop or recurse (not near the corners, though).
Skye Posted September 29, 2009 Posted September 29, 2009 I made a combo. It's a combo that must be done with curse ON. J2A/C-bug/B-bug/[6C loop]x1/J6A/6A-bug/J9/JC (hold C)/JD (5D bug)/C-bug (release C)/B-bug/6C/6A-bug/5C/2C. Damage: 5500-5700 (since the D bug is involved, damage may vary, but this is generally what you should expect upon completion of the combo.
CopperDabbit Posted September 30, 2009 Posted September 30, 2009 Just a friendly reminder guys, this thread is for listing combos ONLY. Discussion has another thread.
Skye Posted October 4, 2009 Posted October 4, 2009 Another Curse On combo. Requires 50% Heat. J2A > RC* (A,B and C bugs of course**) > J236C* > 6B > 6B Bug > 6A bug > [6C Loop x1] > J6A > 6A Bug > J/9 > JC (hold C) > JD > C Bug > D Bug > J6a > 236C Damage: ?? Since this combo takes advantage of forced get ups, the counter often reset (just twice), but it this in total damn near depleted all of Ragna's HP. * You cannot buffer this, immediately after the RC, quickly do J236C. ** The B Bug, from what I've tested, must connect, or they can tech. Demonstration of J2A > RC >J236C.
Matt Posted October 4, 2009 Author Posted October 4, 2009 Skye I must say your combo is very creative and sounds like a good combo to do. I'll post it, but I suggest that if you wish to play more competitively you should try this combo out because it does more damage and does not need 50% heat to be done: j2A>release 3A>5B bugs> C loops x1-4> recurse
Skye Posted October 4, 2009 Posted October 4, 2009 Okay, about my previous combo. Confirmed to work on: Ragna v-13 Tager--really hard Jin Carl Arakune Bang Hakumen Will not work on: Litchi* Taokaka** Noel* Rachel* *These characters' stagger poses puts their heads too low for the 6B Bug to connect after 6B. Solution: For these people, omit the 6B > 6B Bug > 6A Bug, so right after the J236C, go into the loop. **Her hurtbox is too weird, just don't attempt this on Tao.
AdamNW Posted October 22, 2009 Posted October 22, 2009 -5C>j5A>j5b(1 hit)>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5580, Doesn't work on: needs to be tested Bolded edit.
Skye Posted November 24, 2009 Posted November 24, 2009 -5C>j5A>j5b(1 hit)>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5580, Doesn't work on: needs to be tested Bolded edit. I think the combo should be revised to-- -5C>jA>jA>j9>jA>jC>jD>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- You get more damage out of this I'm sure, since jB prorates like a motherfucker, or if it doesn't then just-- 5C>jA>jC>jD
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