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Posted

THINGS HAVE CHANGED! Go to this thread for a more complete combo list:

http://www.dustloop.com/forums/showthread.php?7968-Arakune-CS-JP-Wiki-Combos

Chances of me updating this thread now are very slim and the fact that I am not playing BB: CS very often right now means that combos posted may or may not be legit.

Again, go here if you want to see Arakune's legit comombos:

http://www.dustloop.com/forums/showthread.php?7968-Arakune-CS-JP-Wiki-Combos

Just an F.Y.I. kousaka has contributed the vast majority of the information that has gone into all of the posts.

Since there is already combo discussion for Arakune CS going on the Arakune CS thread I thought it would be nice if we had a thread dedicated to the discussion of Arakune's combos in CS, so here it is. I'll update the original post with combos, timing and anything else you guys want in it.

The new face of our hive master!

Posted Image

Please him by expanding the hive mind with knowledge about his new combos and abilities!

Exhibit D

Exhibit C

Disclaimer:

I didn't discover any of these combos. All combos in this post or links to the combos can be found in this thread.

Terminology:

IAD: Instant-air-dash- This move makes your character air dash immediately after jumping and is done by pressing 9>5>6 or by pressing 7>5>4.

Super Jump aka s.j. is when you input 19, 28 or 37 in order to jump faster and higher than a normal jump.

(j.c) is a jump cancel. This happens when you jump to cancel a move that has hit the opponent or some that the opponent has blocked. Not all moves are jump cancel-able though.

RC stands for Rapid Cancel when you press A/B/C at the same time to use 50% meter to cancel a move.

Notes:

I'll have a percentage at the end of each combo for what percent of the curse meter it fills.

Links:

http://www14.atwiki.jp/arakune/pages/63.html

Videos:

BlazBlue CS - Arakune vs Tager 0:45 Souji improvises one loop of 2c loop

Basic Arakune Loops

http://www.youtube.com/watch?v=BE_hw6v4E9M#t=2m57s

Fever Chart

Posted Image

Combos

Will Organize Soon:

2A > 2C> delay RC 5d>

(jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, hazama, tsubaki, lambda)

(jc)> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (jin, arakune, bang, hakumen)

(hjc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (tager, taokaka, litchi, bang)

noel, rachel, carl 70% only, 100% unstable

2CFC > 5A>

jA> jC> A dive> dive cancel 5d> (jc)> jA> JC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, litchi, noel, lambda)

5A> jA> jB> jC> B dive> dive cancel 5d> (jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (hazama, tsubaki)

jA> jC> A dive> dive cancel 5d> (hjc)> jA> JC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (tager, bang, taokaka)

5A> jA> jB> jC> B dive> dive cancel 5d> (jc)> jA> JC> A dive> dive cancel 5d> (hjc)> jC> jD (jin)

hakumen, rachel, carl 70% only, 100% unstable

need the last part of this combo: 3a>214C+D hold>crossup 3a bug + release 5C+D>???

Pre-Fever Combos:

2A-

[2A]xN>2C>RC>5D>hjc>jA x n>j6A>dj>jA>jC>jD (70-80%)

2A>5B>5D>(j.c)>IAD>j.4B>5A>6B>(j.c)>66>j.6D (70-80%)

5A-

5A>6B>3C>236236C>5D

[5A]xN>6B>(j.c)>66>j.6D

5AxN>6B>(j.c)>j.A>j.6A>(j.c)>j.A>j.6A>j.236C (Edge of screen)

[5A>6B>IAD>j.4A]xN

6A-

6A>5D>IAD>j.A>j.4A>j.4B>5A>6B>(j.c)>66>j.6D

6A>5D>RC>walk forward 5D>IAD JA>J4A>JA>5A>6B>J6D (100%)

6A>5D>RC>5C>JA>JC>J2A dive cancel 5D>JA>JC>JD (100%)

6A>5D>(j.c)>IAD>j.4B>5A>6B>(j.c)>66>j.6D (70-80%)

6A>2B>2A*n>2C

6A>5D

6A>5D>236236C(altitude adjustment required)>5D>hjc>JA>JC>JD 100% guage

2C-

50 meter 2C>RC>5AA>[jA>jC>j2A dive cancel>5D]x3 (120%)

3C-

3c>jD>236236C>5d>hjC>jD (100%)

3C>jc>jD (20%ish)

3C>RC>5D>jc>jA x n>j6A>dj>jA>jC>jD (70-80%)

50% heat: 3C>236236C

5C-

5C>jc>jA x n>j6A>dj>jA>jC>jD (20%ish)

6C-

6C>5C>2C>RC>5D>jc>jA x n>j6A>dj>jA>jC>jD (70-80%)

Throw-

Throw>236236C>5D>jc>jAxn>j6A>dj>jA>jC>jD (70-80%)

j2A-

j2A>5B>jc>jA x n>j6A>dj>jA>jC>jD (20%ish)

dive> dive cancel 5B>jc>JA>JC>JD

j5B-

50% heat: j4b>5a>5a>236236c

J4B>5B>5D

J4B>5A>6B>h9jc>J6D

j214214D-

j214214D>5D>JA>JC>JD 100%

Air Throw-

high air throw> j2a>j2c B dive cancel> 5d> jA >jC >jD

Air Throw>5D>jc>jA x n >j6A>dj>jA>jC>jD (70-80%)

Airthrow>5D>jC>jD ?%

Throw empty>JD> 5D> jc> JA> JC> JD 100% guage

Corner Combos-

5A>6B>jc>JA>A bird >jc>JA>JB>JC>JD

2A>5B>5D>hjc>JC> edge warp

6A>5D>hjc>JC> edge warp

J4B>5A>6B>jc>JD>5A>6B

(5A>6B> jc> JD) * 2> 5A>6B

2A>5B>5D>9jc>J4B>5A>6B>jc>JD

6A> 5D> 9jc> J4B> 5A> 6B> jc> JD

236236C>5D>jc>JA>JC>JD

3C>jc>JD>5A>6B>h9jc>J6D

3C>jc>JD>5B>hjc>JA>JC>JD

3C>236236C>5D>jc>JA>JC>JD

3C>jc>JD>236236C>5D>jc>JA>JC>JD

Fever Combos:

2A-

2A>2A>6A bug>5C>5C bug>taunt>5D bug>(hj)A dive(C hold)>A bug(C release)>dive cancel 2B(whiff)>C bug>taunt>5D bug>A bug> inba

2AA>A bug>2AA>A bug>2B>B bug>Loop

2B-

2b(3b bug 3a bug) > 2a (1/4d bug) > walk up jC > 5c bug > 4d bug down > j2c > 4d bug up

3C-

3C>236236C>5D>jc>JA>JC>JD (70%)

5C-

FCH 5C > j.AAA > j.C > j.2A Dive Cancel 5D > j.A > j.C > j.2A Dive cancel 5D > Curse loop

5C>[bird>Bird>236CD>Bird>Bird>236CD]xn

Throw-

Throw>D bug>Loop

j.A-

Dive loop is mid screen: [J1A>J1C+D]xn

j5B-

j.BC>j.D>5D>j.A>j.B(optional)>j.C>j.D

j.C-

Wheel loop 1: [J6C>236C+D]xn

Wheel loop 2: [236C+D> release C+D about halfway through 236C>land>JC>214C]xn

rising JC>c bug>JD>d bug>(a bug>jc>a bug>j.236C>d bug)xn (Fever)

Air Throw-

Air Throw>D bug>Loop

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Posted

Mixups:

FYI:

I'll organize this when more mixups are added.

kousaka wrote this:

3aa(release 1d bug) > hjC (crosses up) > j2c > 5c bug hits > 1d bug hits > 1d bug up part > loops

notes:

You can go invisible before starting this mixup.

You can go straight into ender with 5d>beam super.

tested on a bunch of a characters, lots of vid examples

1:58 http://www.youtube.com/watch?v=PPh4T...os=c3kj7Zlx8rE

0:46 http://www.youtube.com/watch?v=4SIsw...os=MyBMNWFCGhc

1:43 http://www.youtube.com/watch?v=IrYgy...os=ZKb-_dGaXw0

2:20 http://www.youtube.com/watch?v=d35tp...os=iEgtysSq_xg

1:29 http://www.youtube.com/watch?v=MzEoX...os=Kbn3-OhbpPM

I'm not 100% sure. Dennou was the only one to block the jC but the D bug right after might also be a 2nd crossup right after. If you count the number of times jin changes sides. Needs confirmation when someone manages to block it all.

1:25 http://www.youtube.com/watch?v=Uu1FU...os=FIwko-RFoho

interesting info about the j.C mixup:

hmm yeah i used hima's jC setup today all night long.. for the most part people can't seem to block it even when they see it coming.. they'll manage to block the jC but still eat C bug for some reason. Characters tested on tonight tsubaki, noel, litchi, ragna, lambda, tager, taokaka, bang

I had some issues with tager though, gotta test more but i did a jC which managed to whiff one time and the other time tager did a 360b and evaded everything somehow.

It's better them the 6a(5cd)>jC setups imo though because sometimes they tend to get hit by the 6a which prorates the combo anyway. going from 3aa>hjC always seems to guarantee a reset. Even when the combo started from C bug it still did pretty hefty damage.

Occasionally you may get a 2D when pressing 1d bug since 2aa>2d is a gatling if your timing is alittle off. I played around with using 4d bug release instead which helped a bit. Make sure your hjC crosses over. If you don't the D bug tends to whiff.

Posted

Execution:

for reals i will make ALL of this look nicer...eventually

Okay i spent an entire day testing out dive cancel combos from 2c FC and 5c NH today hoping to compile the complete list and I've realized that it's not that simple. There are character specific and some are easier then others but the key is the spacing on your jA>jC.

The jC must hit the leg area for you to land the dive in a place where your dive cancel can come out. Too close to the feet you'll miss. It's mainly the kneecaps and face that you want to aim for.

The problem in real games is the distance and spacing is never the same depending on how you hit them. We can list all the successful dive combo variations but what is actually important is being able to react and adjust the combo as you go. Knowing when to end when you know you won't be able to dive cancel.

On some characters being too close in the air will cause the dive cancel to fail. On some your too far and you'll have to superjump to continue or end the combo. The general rule is to regular 1x jA all the loops until you notice a problem in the jumps spacing. Add extra jA's if your JA's are hitting them in the face in the air. If JC doesn't hit them in the knee/face area in the air just jD and end combo If you made any of these adjustments mid combo on the final ender on last rep the will tech after jA/j6a.

So for this I might be writing up some sort of picture guide on recognizing what these situations look like. But simply put it's something that requires quite a bit experience and not memorization.

Characters like Noel and Ara have weird air hitboxes now.

So when I try:

FCH 5C > j.a > j.C > j.2A Dive Cancel > 5D > j.A > j.C

The last j.C whiffs, so I can't get any j.D action.

If I try and get j.A j.B j.C it's the j.B that whiffs.

I've tried to sjc the 5D, but I'm having no luck. :psyduck:

yeah on these characters starting from 5c, they tend to be too high on the second loop for jC to hit

you can try sjAA>JC>jD or j6B>delay jc>jA>JC>jD as enders

5c is tricky because quite often your catching them out of the air quite high up.. regular jA will give you the longer combo but quite often it whiffs and you'll have to compensate with something like jAA>jc>jC and variations to adjust the height so that your slightly above and next to them so you can jC them in the knee area

Posted

I highly doubt we'll need three posts of combos. Unless the character limit per post is like 1000. Here's a couple precurse combos from what I saw in vids though: 5A>6B>j6D (Fills 20% curse meter iirc) Throw>236236C>5D>j6A>9>jA>jC>jD (Fills about 70% curse meter iirc)

Posted

i'm goin need someone to help me check out this combo and its damage along with Irrsinn. It worked in CT too. j4b>5a>5a>236236c 3c>236236c both require 50% tension. I'm hoping both would be viable options when in uncursed mode for damage. Also, it's possible that u could chain in a 5d if u space correctly after laser super.

Posted

The combo is Throw > 236236C > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) There's not enough untechable time to go straight into j6A from an air 5D hit. Anyways, here's some other combos. jc=jump cancel hjc=high jump cancel dj=jump cancel again j6A can be left out in order to land closer to the opponent sooner for okizeme or pressure. jB might be needed between jA and jC in some comboes if the enemy is still to far after j6A or if it's left out altogether. 2A > 5B > 5D > jc > IADj4B > 5A > 6B > jc > J3/6D (70-80%) 6A > 5D > jc > IADj4B > 5A > 6B > jc > J3/6D (70-80%) j2A > 5B > jc > jA x n > j6A > dj > jA > jC > jD (20%ish) 5C > jc > jA x n > j6A > dj > jA > jC > jD (20%ish) 6C > 5C > 2C > RC > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) 2A x n > 2C > RC > 5D > hjc > jA x n > j6A > dj > jA > jC >jD (70-80%) 3C > jc > jD (20%ish) 3C > RC > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) Air Throw > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) Curse combos Cloop is done the same way and can be done after D bug launch. j6A > dj > j6A > 236C loop is done by adding a D bug after the 236C, and waiting for relaunch. 2AA > A bug > 2AA > A bug > 2B > B bug > Loop Throw > D bug > Loop Air Throw > D bug > Loop All these combos were said to work by a friend of mine, so I can guarantee they're legit. Sorry if I noted some incorrectly.

Posted

Hello everyone. Here's a legit combo, tested and proven to work. It's 5.6k++++ damage, in fever mode. 5C(or anytime the opponent is airborne) -> Bird -> Bird -> 236CD -> wait for the D bug to launch the opponent up -> Jump -> Bird -> Bird -> 236CD repeat. you can do up to around 60-80 hits. All legit.

Posted

rising JC>c bug>JD>d bug>(a bug>jc>a bug>j.236d>d bug)xn 8700 tops, someone else said 7800 or 8200 with some modifications. it depends on curse gauge, of course. from a japanese BBS. i guess this is mainly just stating that his JC overhead/crossup is still intact. i suspect the JD is unneeded, and they don't know why it prorates so well but suspect it has something to do with JC. i'm not exactly sure what's with the double a bug with a jump cancel/j.c in between(i'm assuming it means jump cancel because it isn't capitalized). it's possible that it's just trolling, so wait until you see it in a video or try it for yourself, i suppose.

Posted

[Theory] 214214D>5D>JA>JC>JD 100% metter

I tested it in CT, lets see if it works in CS.

rising JC>c bug>JD>d bug>(a bug>jc>a bug>j.236d>d bug)xn

8700 tops, someone else said 7800 or 8200 with some modifications. it depends on curse gauge, of course.

Do you mean j.236C right?

Anyways... 8700...?

What the fuck... :psyduck:

Lets apply logic into this.

There's no way you can't tech between JD and the D bug, I mean fuck how long is the C bug hitstun?!

Posted

Do you mean j.236C right?

Anyways... 8700...?

What the fuck... :psyduck:

Lets apply logic into this.

There's no way you can't tech between JD and the D bug, I mean fuck how long is the C bug hitstun?!

yeah, 236c. my bad.

i just read it and figured i'd post it here for discussion. i can't test it or anything.

i'm sure there are ways to make the first part of the combo work(releasing the d bug before actually doing j.d for example, although i don't know how slow the d bug is now), and aside from possible positioning problems there's no question that j.c>c bug>j.d would work(it even works in CT). it's the a bug>jc>a bug part that confuses me.

the bug hit timings aren't explained in there, but i am going to assume that the first a bug hit may come after the inital d bug hit, and the second a bug hits after the second d bug hit. this would boost the opponent's height so that you can 236c as you fall down from the jc'd j.C. although i find myself doubting that the first a bug would even be needed, or if it wouldn't knock the opponent out of the path of the d bug's second hit...

as i said it could have been a troll, but at the very least it's evident just by inspection that there would be a way to make a combo from jc into a wheel loop. in CT you can lead it into a 6c loop by comboing the j.C into dives and proper bugs, i would imagine you can still do the same thing in CS.

Posted

yeah, 236c. my bad.

i just read it and figured i'd post it here for discussion. i can't test it or anything.

i'm sure there are ways to make the first part of the combo work(releasing the d bug before actually doing j.d for example, although i don't know how slow the d bug is now), and aside from possible positioning problems there's no question that j.c>c bug>j.d would work(it even works in CT). it's the a bug>jc>a bug part that confuses me.

the bug hit timings aren't explained in there, but i am going to assume that the first a bug hit may come after the inital d bug hit, and the second a bug hits after the second d bug hit. this would boost the opponent's height so that you can 236c as you fall down from the jc'd j.C. although i find myself doubting that the first a bug would even be needed, or if it wouldn't knock the opponent out of the path of the d bug's second hit...

as i said it could have been a troll, but at the very least it's evident just by inspection that there would be a way to make a combo from jc into a wheel loop. in CT you can lead it into a 6c loop by comboing the j.C into dives and proper bugs, i would imagine you can still do the same thing in CS.

I wanna try this badly. I'll try to get to the arcade tomorrow to test it out.

-Tha Hindu

Posted

not sure if u guys looked, but on the japanese wiki, they have some of the combos for ara down. I translated as best as i can.

Moves to fill guage

5D when hit: 40% at guard: 17%

6D when hit: 40% at guard: 20%

2D when hit: 12.5% when the guard: 8.5% (per hit)

When JD hit: 30% at guard: 15%

236D 30%

f of g 214214D 30%

Simple combos

(Center of Screen)

2A*n>2C

6A>2B>2A*n>2C

(Edge of screen)

5A*n>6B>jc>JA>A bird >jc>JA>A bird >236C

{5A>6B>jc>J4A}*n

Curse guage combos

(Center of screen)

5A * n>6B> h9jc> J6D

2A>5B>5D

6A>5D

J4B>5B>5D

J4B>5A>6B>h9jc>J6D

dive> dive cancel 5B>jc>JA>JC>JD

2A>5B>5D>jc>J4B>5A>6B>h9jc>J6D

6A>5D>jc>J4B>5A>6B>h9jc>J6D

6A>5D>236236C(altitude adjustment required)>5D>hjc>JA>JC>JD 100% guage

Throw empty>JD> 5D> jc> JA> JC> JD 100% guage

(Edge of screen)

5A>6B>jc>JA>A bird >jc>JA>JB>JC>JD

2A>5B>5D>hjc>JC> edge warp

6A>5D>hjc>JC> edge warp

J4B>5A>6B>jc>JD>5A>6B

(5A>6B> jc> JD) * 2> 5A>6B

2A>5B>5D>9jc>J4B>5A>6B>jc>JD

6A> 5D> 9jc> J4B> 5A> 6B> jc> JD

236236C>5D>jc>JA>JC>JD

3C>jc>JD>5A>6B>h9jc>J6D

3C>jc>JD>5B>hjc>JA>JC>JD

3C>236236C>5D>jc>JA>JC>JD

3C>jc>JD>236236C>5D>jc>JA>JC>JD

Heres the japanese wiki site http://www14.atwiki.jp/arakune/pages/63.html

Translate more if you can.

Posted

Apparently, the combo i wanted to test out actually works and gains about 70% guage while comboing into our beam super. Someone test out the damage please. Its this one that i posted 3C>236236C>5D>jc>JA>JC>JD

Posted

not sure if u guys looked, but on the japanese wiki, they have some of the combos for ara down. I translated as best as i can.

Moves to fill guage

f of g 214214D 30%.

Oh for fucks sake, does the move fill 60% or 30%?

Posted

I will post some videos tonight for Arakune. primarily, basic combos posted in the thread, and that 80% damage one, if I can do it / if it's real. The air super fills 60% curse meter for sure. The ground super, I haven't tested.

Posted

I will post some videos tonight for Arakune. primarily, basic combos posted in the thread, and that 80% damage one, if I can do it / if it's real.

The air super fills 60% curse meter for sure.

The ground super, I haven't tested.

Do you mean the laser? it never cursed... is there a new super I didn't heard of? :v:

And thanks a lot Koogy I love you even more now <3.

Make sure to try out 241241D(F of G)>5D>JA>JC>JD please.

And that 8700 damage combo of course.

Posted

The air super is F of G and it isn't 241241D, it's j214214D.

I'll update the original post by the end of the weekend with everything that is on here.

Posted

100% curse off an air throw possible. The air throw must be halfway through your jump give or take a few cm. j.BC -> j.D -> land -> 5D -> j.A -> j.B(optional) -> j.C -> j.D 100% cursed. True dat

Posted

Sorry guys, had some issues last night with my machine, and couldn't record. I'll attempt to do it over the weekend, though! Here are some goals of mine: - Take some high resolution video and show off exactly how much curse you get from each D attack. - Basic combos now - Advanced combos, if I can preform them. - 100% curse combos, if possible. Create me a list of anything else you guys can think of that I can finish in about 2 hours, and I'll try my best to incorperate it.

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