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Posted

yeah there are some. We record vids at all our tourneys and occasionally we record casuals for study. You'll see lots of mercy rounds and other random testing during casuals though.

http://www.youtube.com/user/torontofiends

http://www.youtube.com/user/kellfire5541

Anything with kousaka or hermes would be vids of me. I usually play blue or white arakune. Zeero and I share games alot though. You can see his arakune too, he'll be the purple one.

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Posted

Can someone tell me if I'm doing it wrong somehow or what, I can't get a single fever combo down. Stuff like 5C>[bird>Bird>236CD>Bird>Bird>236CD]xn doesn't work for me, the second hit of the bird whiffs. And it just plain doesn't work at all in the corner. Help?

Posted

Stop doing bird.

Just j236CD works.

Try to push them into the D bug to keep them in position. You can use either j214c or just walk into them.

Posted
Stop doing bird.

Just j236CD works.

Try to push them into the D bug to keep them in position. You can use either j214c or just walk into them.

That works now, but for some reason still doesn't work in the corner. :(

Posted

Weird, do you make sure to release 6c and 6d bugs in the corner?

Posted
Weird, do you make sure to release 6c and 6d bugs in the corner?

Oops, I didn't know you were supposed to do 6 bugs. My bad, but it was never really written in the thread :v: Another question for you, when you have a cloud out that follows Arakune, how do you teleport to the other side of the stage?

  • 2 weeks later...
Posted

Hey, question.

Since I got my stick I've been practicing a ton of shit in CT that will move over to CS, one being dive loops.

I've been testing them on all characters and one thing strikes me with Rachel that I had an extremely hard time hitting her, I improvised with 5C (CH) > delay j2a > dive cancel 5D.

Mind testing the possibility and viability of this in CS?

Posted
So you didn't do the jA > jC? Just straight into j2A? I'll try it out when I hit up the arcade tomorrow.

Correct. And thanks.

Posted

I tried that combo out skye, and I even got it to work at least once, on Rachel. It has some serious problems tho. The biggest one being that it only works off of FC 5C, and you have to do the jump cancel then immediately j2A, so you don't have any time to hit confirm the combo. But yeah, it did combo if nothing else.

Posted

6a>5d>iad j4a>ja>2a>5b>5d>iad j4a>ja>5a>6b>j6d (midscreen)

so yeah the secret to double IAD combos is:

1) you must jump cancel forward

-otherwise you'll never reach on the second loop

2) you must delay a bit before you airdash such that your coming down from a specific MINIMUM height

-otherwise second jA wont' have time to come out

It's still a tricky combo and it's still not easy. Has issues with a variety of characters and I haven't fully tested but on tager it doesn't seem to work.

the variation combo 6A>5D>iad J4B(2hit)>5B>5D>iad JA>J4A>JA>5A>6B>J6D (midscreen)

is quite a bit easier and works on tager plus alot of other characters

-Make your you jump cancel forward, the first iad j4b is as fast as possible and low to the ground to limit it to 2 hits

-second IAD has to be jump cancelled forward and has a delayed air dash + minimum height requirement similar the the 2 iad's in the first combo

Hopefully that helps people. Did some recording of dive combos from all sorts of situations and characters but that'll will have to come much later as there's alot of combos to do and test.

I also got a chance to test some of the wiki combos that I've never seen in match vids(ie. video confirmed). The one that was bugging me since day 1.

5c FC > low jD> 5d> jA> jC>jD (100% curse).

I've attempted this shit so many times in games before and never got it to work once. Today i discovered the reason we never see this in vids. the 5C FC must hit at a very very specific height to work. It's hard to describe but i'ts lower then IAD height and anything higher then that it won't work. I recorded a vid of it working so people can see the height and that'll be uploaded sometime soon but basically it's pretty much a useless combo.

  • 2 weeks later...
Posted

Not sure if this is posted, did a quick search and nothing came up. 214cd j2a j236c ]b[. A decent mix up, the c bug will appear as soon as you appear behind him, making him block the wrong way. Can't let go of b in the 214b or else he will be in blockstun from b bug and won't be able to mix up. This also works with 214a, but 214a makes you appear to be trying to cross up anyways, so less likely to work.

What do you do after the opponent is at 90% curse and gets hit by j6d or a cloud, and they are constantly jumping back? A lot of arakune's mix up are on the ground, not sure how to approach a jumping opponent.

Posted

Not really able to picture your setup here. Your doing ground B feint the one that goes straight up right? then land jump A dive cancel into j236c somehow? and it's a crossup C bug setup?

If you go into curse from a distance and they're jumping back there are two general cases:

1. They're at the corner then throw 6A/6D bugs which should corner them stuck blocking in the air.

2. If your mid screen you want to walk backwards and drag the screen so they hit the edge. Then 6A/6D bug, teleport off side of screen falling 5b/5c/5a bugs and pressure.

edit:

Hmm tested corner loop curse combo variations from green slime kune.

5C>JC>214C was fairly easy and it didn't seem to do anymore damage then 5C/5C but seemed to work well if 6C bug catches them somewhat high up.

5C>5C>JC the timing was kinda tight and easy to drop the combo but seemed to do more damage. Need to catch them with 6C bug low to ground.

Posted

Yeah, B feint appears behind them. The C bug cross over, and the a dive/a bug is just for repositioning and pulling them back a bit for the d bug to be able to bring them back up. If not, they are able to tech before the D brings them back up, and you aren't able to walk forward to push them.

Posted

So basically it's a setup for when they do a quick get up.

You walk up 214B(release 6b bug to whiff)(tap 5cd)>land hold 5a>cross up 5c bug>5d bug>release 5a bug after changing sides.

The dive and 236c wont' really help imo since if its blocked C bug will have them in blockstun and you can't cross them up again. If you use the A bug though after you change sides you could continue into pressure again.

Minor issue compared to 214C setups. Since your on the other side already you can't move them. If the up D bug is going to miss your going to have to rely on 2b(1b whiff 4b bug). Has the advantage of changing sides so you could take the opponent to the wall if it's closer.

It'll be limited to mid screen obviously too due to teleport limitations in corner.

Just my 2 cents. 214A is probably a stronger tool for the same setup as it has the property of keeping the opponent in place.

Posted

Im not sure if this question has been answered but I recently bought a stick and im trying arakune combos out on cs. im having trouble landing his standard pinwheel loop. When exactly do I use the d bug when doing J236C? Or do I use the D bug when I don J6c?

Posted

You hold C and D while doing the pinwheel (also 6). The bird may help you to start when you're first learning the combo, or it may situationally affect whether your combo continues or not, but for the standard loop it's just j.236C [hold 6 + C + D], then let go of C and D. You'll get used to the timing quickly, it's not hard.

You don't add the bird because it may do a little extra damage to start, but it prorates like crazy. I remember I first used it when I was learning the loop, and I never did more than 5k. If/when you want extra damage, the (general!) solutions are:

In the corner: 5C x2 - once as the D bug is hitting down, again right before the D bug hits up (should roughly be right after the other)

Not in the corner: j.C as the D bug is hitting down and immediately j.214C (this will push them to make sure they are still going to get hit, while grounding you faster to jump and j.236C). Works 80-90% of the time (adjust for spacing, walk them on the first rep if you're not sure if the j.C will keep the combo going)

Again these are general ways to do the combos. These are generally simple and do pretty sick damage. There are definitely situations out there in which there are better ideas, or even situations in which those two might not work. But baby steps.

Posted

I have a question, how exactly do I dive cancel into 5D, such as after a j.C? I cannot seem to do it. Can someone give me a decently in-depth explanation?

Posted
I have a question, how exactly do I dive cancel into 5D, such as after a j.C? I cannot seem to do it. Can someone give me a decently in-depth explanation?

The combo read as this

5C > JA > JC > J2A > J2B > 5D.

Now what you want is the J2B to not come out after the J2A. In order for that to happen you need to do it close to the ground, so that instead of getting the dive you just land and instantly recover so you can do 5D. Practice it and then adjust the speed of your J2A > J2B.

Try it on Tager for starters, since it's pretty easy on him.

Let me know if it makes any sense, I'm bad at explaining shit but the basic idea is to do J2A Dive then as close to the ground as possible do J2B so that Arakune just lands on the ground and do 5D.

Posted

No, that makes sense. I've dive canceled in CT before with the j.2B, but that was into 5B. I guess I thought you had to use j.2X to cancel it, where X is the neutral attack you want to cancel into. That made a lot more sense when I was trying it, I swear :v: Still, thanks. Do you double tap or triple tap the j.2B to make sure you get it or do you just get a good sense of the exact timing?

Posted

Get a sense of the timing. If you double/triple tab, you're likely to get dive cancel > 2B.

Posted

Avion892: These guys are right, but how they do it is overly difficult. All you have to do is the normal dive cancel into 5B, but instead press B and D at the same time.

Instead of j.2A>5B do j.2A>5B/D and the 5D will always come out, ALWAYS.

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