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Posted

Has anyone found a use for 6B? The hit stun on it is neat, I really wish 6B -> JD -> D -> jA -> jC -> jD worked, but alas, it was not meant to be. Maybe on counter hit, but I can't imagine a practical way to get counter hits out of 6B. =P

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Posted

The primary use i've seen for 6B is two things: 1) That actually combos on block so if you're fighting against an uppercut character they can't DP in between hits and 2) a low attack while Arakune is still standing. It would be awesome of that combo did work but oh well. I just wish I could get 6B > IAD dash cancel B > 5a > 6B > j.d would work. Haven't managed to get the dash cancel B to work tho...

Posted

The primary use i've seen for 6B is two things: 1) That actually combos on block so if you're fighting against an uppercut character they can't DP in between hits and 2) a low attack while Arakune is still standing. It would be awesome of that combo did work but oh well. I just wish I could get 6B > IAD dash cancel B > 5a > 6B > j.d would work. Haven't managed to get the dash cancel B to work tho...

I've done it before, but it might of been Counter hit 6B.

6B is good if you've trained your opponent to block high expectinga 6A.

Posted

you can get 100% curse from 6B on counter hit 6B CH> jD> 5D> jA> jC> jD i hit 6b by accident all the time

Posted

lol read my post on the last page or so, or maybe it was in discussion, but I have the same problem, I am convinced his IAD is harder than on other characters. "The primary use i've seen for 6B is two things: 1) That actually combos on block so if you're fighting against an uppercut character they can't DP in between hits" Combos into what? Other than counter hit. The only thing I've been able to combo it into is jB, which is completely useless on the ground without the dash.

Posted

So in my dive loop I have room to put a 5C inbetween loops. Staring with the first dive in the loop j1A, j1CD, 5C, 7 (jump back) j1A.... Its hard to tell, will this give me more damage or less do you guys think? Theres more than enough room for the 5C, fills that spot where you're just standing there lookin dumb.

Posted

lol read my post on the last page or so, or maybe it was in discussion, but I have the same problem, I am convinced his IAD is harder than on other characters.

"The primary use i've seen for 6B is two things: 1) That actually combos on block so if you're fighting against an uppercut character they can't DP in between hits"

Combos into what? Other than counter hit. The only thing I've been able to combo it into is jB, which is completely useless on the ground without the dash.

Sorry, I meant 6A > 6B.

Posted

okay so the latest combo discussion on jp forums is this weird dive taunt combo variation starting from 2a. I haven't seen it yet and I don't know what it's supposed to look like. Someone want to try and make sense of it. 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(not sure what they mean?)

Posted

doesn't say, but i might as well post the other news items location specific 5a>6b>3c>beam super>5d but i suspect inba means your supposed to do some variation of that taunt loop back and forth

Posted

Question: In fever mode when I do 3aa, 5C+D more often than not after the D bug hits on the way down the oppoenent can tech before it hits them back into the air on the way up? Any ideas? Also when you do the the 5C+D part what is ara meant to do? 5D or 5C or 5C>5D? thanks

Posted

when you do 5C+D, whats supposed to come out is 5C tongue lick followed by 5C bug and 5D bug. You press them almost together since the bugs have some startup. if the D bug whiffs on the way up there are a few things that cause this and you'll have to compensate: 6D bug and 5D bug have different angles when they come down and up: -5D comes straight down and straight back up pretty much -6D however comes from behind and goes diagonally forward, then comes back up at a steeper angle You will need to be able to react to which bug you used, if you used 6D you should move the opponent forward during the Down part of it so that it will hit. You will also need to make this adjustment on smaller characters due to the hitbox.

Posted

when you do 5C+D, whats supposed to come out is 5C tongue lick followed by 5C bug and 5D bug. You press them almost together since the bugs have some startup.

if the D bug whiffs on the way up there are a few things that cause this and you'll have to compensate:

6D bug and 5D bug have different angles when they come down and up:

-5D comes straight down and straight back up pretty much

-6D however comes from behind and goes diagonally forward, then comes back up at a steeper angle

You will need to be able to react to which bug you used, if you used 6D you should move the opponent forward during the Down part of it so that it will hit.

You will also need to make this adjustment on smaller characters due to the hitbox.

Oh no it's not that the D bug is off angle and doesn't hit them but that after the D bug hits them multiple times and they are on the floor they can tech before the rising D bug comes out of the ground.

I'll try and make a video of it.

Posted

j4b can lead to a lot of things depending on distance, if you land close enough to do 5a 5a you probably should go straight into super: j4b>236236C>5d>jC>jD (70% curse) from 3c you can get 100% curse: 3c>jD>236236C>5d>hjC>jD meterless (60%): 3c>jD>5a>6b>j6D you can combo into 3c from j6D at certain distances: j6d>3c>236236C>5d

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