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Posted

The Expert tutorial is uploading now.

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Posted

I'm new around these parts, and have a quick question for anyone willing to listen. After cursing and having my opponent and having them take a trip on the elevator I'm left with what seems two good choices. The first being a Double DD ender and hopefully finishing the match. The second being setting up for an easy recurse. As of now I have gotten into the habit of ending a non lethal loop with j3a -> j3cd -> land -> j236d -> j6d (hits right as dbug is about to lift) -> land and finish with two bellbugs. The first one connecting on the relaunch of the d bug, and another to prevent a jump out. It pretty much sets me up with the good old corner trap and against most characters this works wonders. The question is, when against someone like Tager this works to a certain extent. I remember seeing a video of an ending involving placing the d bug so as to prevent a forward roll, while having enough time to jc the opponent after the final launch. After canceling the jc, he went into the air DD. Needless to say I was speechless the first time I saw this, and now I would like to check into the possibilities it provides... But after reformatting my PC I have lost the link.

So, has anyone else seen this video? After spending many hours trying to recreate this I'm unable to get the bell bug where it needs to be. I have spent quite a while looking on youtube for it and have come up with nothing. I don't remember who was playing off the top of my head, and its a shot in the dark... but if anyone has seen it please be so kind as to point me in the right direction.

  • 2 weeks later...
Posted

Just upgraded to 1.02 and I'm having a problem getting the dive cancel to work when I'm not in the corner. Granted I haven't played in a few days. My set up isn't the normal far 2C ( fatal counter ) to 2A ->j5a ->j5C -> j2a -> dive cancel. Instead I usually just 5C ( fatal ) -> j5a (2X) -> j5C -> j2a -> dive cancel to 5D. I usually get it about 80% of the time but for some reason, I can only get it to work while the dummy is in the corner. Anyone have this problem? Sorry if my nomenclature is off.

Posted

they're character specific.. it depends on what part of the hitbox you hit them.. in the corner this changes a bit and things that normally work might not or vice versa

Posted

Ah, so it's more than simply canceling after landing j2a/j2b. I completely misread what it meant in terms of character specific, i thought it had more to do with whether you could hit them with a j2a or j2b ( i.e. your opponent landing too far away for a j2a vs too close for a j2b ) instead of where you hit them. Thanks Kousaka

Posted

So played against a Valk for about 2 hours today online. As far as elevator loops go his body is amazing!!! Now on dive cancel curse combo's not sure since when ever I fatal countered/anti-aired him he bursted :( so yeah sorry i can't report on that.

The match-up is still early in the process but he scary fast.

Posted

on noel it's pretty unstable but

5c NH> (HJC) > JA * 2-3> (JC9)>JA>JC>A dive> 5D>(HJC)>JA>JC>D

if your close enough 5C>beam>5d>JA>JC>JD

dunno about corner but probably possible.. maybe even possible with an RC 5d

edit: yeah RC 5d works.. 5c NH>(HJC)>JA>JC>A dive>(RC)>5d>(HJC)>JA>JC>JD

Posted

Is there anyway to actually perform Arakune's astral without it being a complete joke?

I Honestly think his is the worst. I used to think Carl's and Arakune's were equally bad, but i found out with the right placement or if you Barrier Burst them into it, its actually do-able.

Iv tried the tip to hold them with bugs or turn invisible. But it either does the wrong Astral, They escape from my bee's, or they die from my bee's.

Any tips to do this without every one laughing into the mic "OH! He's trying it again!!"

....Also anyone think that Arakune's and Carl's astarls that are alot harder to actually pull off then the others, look the worst too?

Posted

don't use it, it's pointless.

and even if you set up the few ways to combo it, the actual astral is random, so it's not worth it.

Posted

Lol, what an idiot.

EDIT- That you NEO wtf were you thinking? :psyduck:

Not to put you on blast or anything, lol. It just makes me laugh. :kitty:

Posted

I noticed in all the jC combos that it's stated that you have to be holding C down prior for it to work. I found a variant where you do not need to. You simply do:

3AA [blocked] 6A [blocked] jC~BD 214[a] 5-a- for midscreen.

The second A Bug will come down and stabilize the loop for you.

Did anyone know about this?

Posted

My usual shit is 3a > 3a > 4D (5D bug is buffered) > pause > j.C > C Bug and D Bug hit > 214B B bug hits > continue loop. I only use it on Tager, against everyone else I just super jump C cross up. It does work on everyone though.

Posted

You can just tap 5D the same time you use 6A, and then just do jC/jC crossup/6B/3B to mixup and start a combo. For the jCs, just hold down C and let go at 4C during the 214A, then use the A bug after the crossup. For 6B, just let the 6B bug whiff, dash under the opponent, then tap an A bug after the crossup. 3B should be pretty self explanatory. All of them fully combo if the 6A lands also, except for jC crossup of course.

Vid example: http://www.youtube.com/watch?v=heUklMc7cU0&feature=related

1:09 for crouching jC combo

2:00 for standing combo started off 3B

Obviously, you can reset if you delay the jC, but the damage from the full combo is good nonetheless.

Pretty off topic note here, but might as well since I also found it in my bookmarked vids. Here's the j3D blocked curse setup I was talking about in the question thread.

http://www.youtube.com/watch?v=QpU2uEFpBec&feature=related

Ya, the Haku could have just countered the j3D, but note only is that easy to bait but unlikely to happen because of how rare this setup is. Just leaving it here since it seemed like no one knew what I was talking about all that time. Think about it, would you rather have someone like Haku close to you or far away where he can just cut your bugs and end your curse harmlessly? :v:

Posted

If you wanted to mix up/reset into the j.c starter, you'll use the methods they listed.

The method I provided was if you wanted to say "fuck the mix up" and try j.c off the back.

Posted

Oh yeah, forgot this one. Funniest reset/mixup of them all. 3 > 3A > 6A bug > 236B invis > B bug > ]C[ bug > ]D[ bug > whatever you want. Try any mixup you want including jC, the opponent is stuck in block stun and unable to see you, and then the C and D bug will either pick up a combo from whatever you used, or keep them in blockstun for further mixup. Pretty hard to setup, but Godlike when you can. =3

Don't have a vid of this bookmarked, but you can probably find one easily by watching Hima vids.

Posted
Oh yeah, forgot this one. Funniest reset/mixup of them all. 3 > 3A > 6A bug > 236B invis > B bug > ]C[ bug > ]D[ bug > whatever you want. Try any mixup you want including jC, the opponent is stuck in block stun and unable to see you, and then the C and D bug will either pick up a combo from whatever you used, or keep them in blockstun for further mixup. Pretty hard to setup, but Godlike when you can.

This is in one of the arakune combo videos. Variation of midscreen 3a>3a>6a bug>236B(tap 5CD)>5BCD bugs>dash through> mixup

In that vid they use 6a and 2b as the high low as you can get in multiple attempts while jC/2c high low you get one attempt.

Posted
Oh yeah, forgot this one. Funniest reset/mixup of them all. 3 > 3A > 6A bug > 236B invis > B bug > ]C[ bug > ]D[ bug > whatever you want. Try any mixup you want including jC, the opponent is stuck in block stun and unable to see you, and then the C and D bug will either pick up a combo from whatever you used, or keep them in blockstun for further mixup. Pretty hard to setup, but Godlike when you can.

This is in one of the arakune combo videos. Variation of midscreen 3a>3a>6a bug>236B(tap 5CD)>5BCD bugs>dash through> mixup

In that vid they use 6a and 6b as the high low as you can get in multiple attempts while jC/2c high low you get one attempt.

Posted

Was it Hima's combo video? =P

Isn't it better to go for either 2C or jC/jC crossup? Might as well go all out for damage since the whole point of this setup is invisibility, and you lose that after only one mixup attempt anyways. :v:

Posted

I'm having some trouble though with these C Bug less jC starter variants, with the standard blockstring variant. It seems Like I have to release D bug quite a bit earlier than when I do the jC for that variant to work. Is that correct?

Also, I can't get the crossup version to work at all.

D:

The current version I can do reliably requires no prior holding down of buttons, but it requires you to have B,C, and D bug ready when you hit with jC. It's not too hard to arrange, but I would rather not be stuck with this. Am I misinformed in assuming most of my mixup with curse comes from jC/low mixups? I know you can start the loops from 6A [blocked] -> j6A/B/C, but the damage seems quite a bit lower. And you can do silly things like 3AA (blocked (A bug blocked) 5B (blocked) (B bug blocked) -> j6A land in front/land behind while dropping C and D Bug on them.

But most of the videos I see seem to have Arakunes mainly using jC starters.

Posted

it's not in hima's vid.. hima's combo vid is prolly the least useful of them all.. it mostly shows how to maximize curse building combos straight into loops without prorating as much at the cost of meter.. imo not too practical..

it's this vid: http://www.youtube.com/watch?v=rBQTMpfCc4g @5:03

it's imo the best arakune vid.. it shows the regular normal setup.. followed by alt variations to react to how the opponent blocks the setup

Posted

For the C bugless variants, you have to do an instant 5D tap the moment you use 6A, or else the D bug won't pick up the combo/blockstring in time.

Also, someone actually made an educational combo video? It has practically every setup there is in there. :O!!! Anyways, seems like the reason they used 6A or 2B instead of something else is because after the dash under crossup, they have no time to pick up a high damage combo starter. Dunno though, I could be wrong. This setup is way too hard to start up reliably in battle. @_@

Posted
My usual shit is 3a > 3a > 4D (5D bug is buffered) > pause > j.C > C Bug and D Bug hit > 214B B bug hits > continue loop. I only use it on Tager, against everyone else I just super jump C cross up. It does work on everyone though.

why 214b for the extra scaling. His j2c should be perfect move after a j.c hit every time. Some cases 214c is good as well since it doesn't bring another bug out.

I also have been fucking with into fever combos from 2a-2c(rc)-5d(60% curse filled or more): What do you guys do? after the 5d i tap 6b then simultaneously hit 5c and 5d. Getting me around 8000 after 2 beam supers.

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