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Posted

Hmm might be good to make some notes on Arakune's challenge missions. On mission#10 the last one, 2d curse then walk up jC(D tap)>B teleport(release 5b)>5c bug>5b bug>5d bug> into wheel+6CD bug>jC>214c loops x 2-3 then 2 dive loops in corner to beam x2.

Just note to people that the beginning has a strict timing to the 5d tap otherwise they tech and block the D bug.

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Posted

What I actually did for mission 10 to avoid missing the d bug was to delay my b teleport a few frames. The reason for this is that c bug gives a lot of stagger, so you don't need to worry about chaining c bug to b bug. However, the chain time for b bug to d bug is a little shorter. So by delaying your b teleport, you give more time for the d bug to come out.

Also in the same mission, there is a part in the same combo where you have to do j2a>release a>j2c>release c and d. The harddest part was probably the timing of the c and d bug here. A suggestion of mine is to release c/d bug as you see you a bug barely about to rebound from the floor. Remember to release on in directon 3 btw.

On a side note, can anyone help me out on the 5c double dive loops. I'm trying to do a 100% off a normal 5c no FC. So far, I'm doing it almost exactly like the challenge, except I can't seem to get the final last hits to combo. Here's what my combo looks like 5c>ja>jc>j2a>j2b>5d>ja>jc>j2a>j2b>5d>ja>jc>jd All of it works well except the final ja>jc part. It bluebeats during the jc. I've been trying to get it to combo by altering the last part by using ja>jb>jc>jd to no avail. I'm also high jumping after the 5d to connect btw.

Posted

You can't get 100% curse off normal hit 5C, it'll blue beat on the last part exactly like your experiencing. So just stop and end the combo after 1 dive cancel for 70%.

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.

yeah i noticed that the bird prorated like crazy so i just do j236c by itself. Thanks for the tip about the 54c when d bug is coming down then back up again.

Is there any other loops besides pinwheel that can be done? I tried a dive loop but I dnt think im getting the timing of the d bug right on that 1.

Posted

You actually can get 100% curse off of 5C, but it requires 50% meter. So, you can do: 5c jc jA jC j.2A dive cancel 5D SJ j.A j.A j.C j.2A dive cancel 5D j.6A j.6A 236c RC jC jD

Posted

So, hypothetically, say I 5a 6b j6d and finally get my opponent cursed..... I rush in drooling for a d bug loop and my opponent is hanging out in standing block.... What do you guys initially go for to start a curse combo? Now that jd hits mid, I am at a loss for knocking them into a d bug launch.

Posted
So, hypothetically, say I 5a 6b j6d and finally get my opponent cursed..... I rush in drooling for a d bug loop and my opponent is hanging out in standing block.... What do you guys initially go for to start a curse combo? Now that jd hits mid, I am at a loss for knocking them into a d bug launch.

You get them in block stun then go in for mixup.

Posted

3A > a bug coming > 214CD > a bug hits > 5c & 5d bug hit.

3A 3A > A bug > 6A > 4D bug > j.C cross up > j.2C re cross up

(You can use 5D bug if youre not going to cross up with the j.C)

dunno, there's lots of mix ups.

Posted
You actually can get 100% curse off of 5C, but it requires 50% meter. So, you can do: 5c jc jA jC j.2A dive cancel 5D SJ j.A j.A j.C j.2A dive cancel 5D j.6A j.6A 236c RC jC jD

cant i just do: 5c ja jc j2a dive cancel 5d [sj] ja ja jc j2a dive cancel 5d [sj] ja ja jc jd?

Thats 100% right there but with no RC required.

Posted
cant i just do: 5c ja jc j2a dive cancel 5d [sj] ja ja jc j2a dive cancel 5d [sj] ja ja jc jd?

Thats 100% right there but with no RC required.

Only with FC 5C. Regular 5C they'll tech out.

Posted
Only with FC 5C. Regular 5C they'll tech out.

ahh ok thanks for that little tid bit of info. When i said dive loop I met a dive loop when ur opponent is already cursed. Saw this video on youtube here...

http://www.youtube.com/watch?v=Bbd9_1AzoDE

Idk if im timing it wrong or im using the wrong input for the D bug. Would it be a 5D bug of a 4D bug?

Posted

This might just be me, and I haven't taken it into practice only from experience trying it randomly online, BUT has anyone else noticed that Tsubaki's hitbox for hitting with the j2a after the j.c in the 5c combos seems to have a very specific height? Maybe this is just me being crazy though :psyduck:

Posted

Tsubaki and Noel have a bullshit hitbox for dive cancel loops.

FCH 2C is better for them. I don't think 100% is even stable on FCH 5C for noel/tsubaki.

@ SH, I believe it's 5 D bug. You'll input as 2 D bug, as you are doing dives.

Someone please correct me if I'm wrong. Also, I never see anyone use that loop anymore.

Posted
This might just be me, and I haven't taken it into practice only from experience trying it randomly online, BUT has anyone else noticed that Tsubaki's hitbox for hitting with the j2a after the j.c in the 5c combos seems to have a very specific height? Maybe this is just me being crazy though :psyduck:

Fuck noel and tsubaki's hitboxs. I was trying this out in practice mode day of games release and never have I scream "ARE YOU KIDDING ME!!!" so loud b4 in my life

Posted
@ SH, I believe it's 5 D bug. You'll input as 2 D bug, as you are doing dives.

Someone please correct me if I'm wrong. Also, I never see anyone use that loop anymore.

Ok Ill try that out..maybe im getting the timing wrong after all....but why doesn't anyone use this loop anymore?

Posted
ahh ok thanks for that little tid bit of info. When i said dive loop I met a dive loop when ur opponent is already cursed. Saw this video on youtube here...

http://www.youtube.com/watch?v=Bbd9_1AzoDE

Idk if im timing it wrong or im using the wrong input for the D bug. Would it be a 5D bug of a 4D bug?

do 4 bugs. So you would do J1A > J1CD. in corner you'd do 6 bugs.

The loop is unstable on a few characters is what I'm guessing.

Posted

Good shit biscuits, thanks for the correction.

No one does that loop, because the other one pushes to the corner, where re curse is a lot easier, and you can get some kind of trap action going.

Posted
You actually can get 100% curse off of 5C, but it requires 50% meter. So, you can do: 5c jc jA jC j.2A dive cancel 5D SJ j.A j.A j.C j.2A dive cancel 5D j.6A j.6A 236c RC jC jD

I just tested it and they tech after the last 5D on the first j6a.

I tested jA>236C>(RC)>jC>jD but they tech the jD.

Did test on Tager, normal hit, and air tech. Reduced the number of JA's on the bnb dive combo just in case but it's the same.

Posted
You actually can get 100% curse off of 5C, but it requires 50% meter. So, you can do: 5c jc jA jC j.2A dive cancel 5D SJ j.A j.A j.C j.2A dive cancel 5D j.6A j.6A 236c RC jC jD

doesn't work. :psyduck:

Posted
Ah ok I gotcha. I am to assume same goes for arakunes phalanx loop (j5c loop)?

I still see that rarely. I'm not sure the reason for it, maybe Kousaka can answer. That one still does some push to the corner, though. Maybe it's if they're scared the combo will blackbeat before the D bug can come back up? (Like how they throw that extra 2B in sometimes, because of that.)

Posted

No Zong hit it on the mark. JC>214C is unstable on characters that have weird ground hitboxes so it's not used as much as the others which are more stable in general.

As for why dive loops aren't used, it's because you can squeeze more damage if you manage to take them to the wall for 5c>5c>wheel loops

Also tested 5C FC on noel and tsubaki and it's pretty unstable past 70%. 5C FC is pretty weird because it depends alot on how far they are when you hit them. If they're too far it's generally a B dive variation and superjump. Close you do regular jump A dive variation. Really really far you have the odd IAD>land>5a variations which I haven't tested much.

Maybe Zeero can figure something out later tonight.

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