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Posted

I go for knock down with b bug (assuming knockdown isn't already present) and oki with a bug, then mix them up. I don't bother with "into fever" combos. They're never rewarding unless done at the bottom of the ninth.

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Posted

pretty much what you do.. use 6b bug>5cd bug when midscreen into one loop then probably knockdown with jD>5b bug for knockdown into reset depending on the situation..

keep in mind the corner confirm from out of air 5d into loop is different and the normal one doesn't work because 6b bug won't reach in time

Posted
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.

I uhh...don't. I throw out Bell bug. Then release 6A bug and 4B bug, or 4A and 6B bug, for lockdown. Then begin pressure/wait for bell bug to drop for unblockable.

Though my Arakune is ULTRA-MEGA-HYPER JANKY right now.

Posted

5D > j.A > j.C > 5C bug> j.6D > 5D bug.

or 5D > tap 5B+D bugs > 6C bug. <- this is standard into fever for something like 6A > 5D curse.

Or if you want to reset or whatever.

j.A > j.C.

Landing tap 5B and 5A bug.

Then 214CD.

Hits a lot of people, and if blocked, allows for pressure/mixup.

  • 1 month later...
Posted

Could someone tell me how the high air throw combo looks like? I can't really get it from the notations.

Posted

Maybe a character and a half height or below.

Anything higher has to be airdash > j.C > j.2B I believe.

Posted

Low height - low j.d > 5d > (j.a) > j.c > j.d

Medium height - 5d > j.a > j.c > j.2a > DC 5d > j.a > j.c > j.d Dive Loop (works on the characters in which *low height* is unstable)

High height - j.66 > j.c > Dive Loop (starting with j.2b instead of j.2a)

If you got that pimp status you can do j.2a > j.2c > DC 5d > etc etc on high height, but it's way harder.

Posted

The max/min height for the 100% air throw combo is slightly different depending on the character's weight and hitbox. On some you can get away with higher then usual and on some you can't. Timing is also finicky with certain characters. Best way to learn it is to practice it on the entire cast at varying heights.

Posted

You can only get 70% off of super high air throws. D=

For Dive loops though, the way the dive hits a knockdowned character is an easy way to tell if you need to RC or not. A cancellable dive hits a lot higher than a non cancellable dive which appears to hit deep. Just try different variations on Noel and you can easily recognize the difference.

By the way, it's impossible to get jA > jB > jC > jD after j2A > j2C > 5D to connect on half the cast if you dive cancel instead of RC. =(

Posted
You can only get 70% off of super high air throws. D=

I'm pretty sure you can get 100% based on the character.

If not, then I'm sad.

That would mean I'm remembering something that didn't happen. D:

Posted

hmmm yeah i dont' think i've ever been able to get 100% off the super high air throw either... using air dash jC>b dive combo or A dive>C dive>dive cancel 5d.. maybe it works on tager lol or maybe its possible in corner

  • 2 weeks later...
Posted

Sorry if this has been posted before, but I couldn't find anything with DL's search.

Is there a particular reason why j.a -> j.6a usually comes out as j.a -> j.a (referring to Arakune's challenge mission #4)? I'm relatively sure that I'm inputting the j.6a cleanly after the j.a, even waiting a bit between the two but more times than not, just two j.a's come out :/

Am I doing something wrong here?

Posted

Either you are, or you're controller/stick is messed up.

Posted

I use that as mix up. It's good shit.

It goes, 6a*[5d] > j.214b > b bug* > a bug* > d bug 1* > j.c

* denotes the attack is blocked.

On some characters you need to jump forward and do j.c

But default it's j.8c.

Posted (edited)

I personally prefer the C bug variants because B bug proration is dumb. B bug is better used to catch tech rolls along with A bug though A bug alone can accomplish that task, and making the opponent start blocking is usually worse than going for the instant crossup from the C and D bugs into mixup. If your opponent knows the Ara matchup and all his shenanigans, take any hit you can get. It all goes into 7K+ anyways. 6A > 214B only works well in the corner though. =(

Edited by InspectorOda
Posted

I learned that the c bug catches rolls way better and it's a fuckton of a lot easier to hit confirm.

Posted

Yup, C bug is best for catching tech rolls on midscreen resets. For the 6A corner reset though, it's probably better to use the C bug to start the combo since it will catch neutral tech, no tech, and back roll (lol) while a simple A bug will catch forward rolls.

Posted

I'm not sure if this has been mentioned, but I saw a A-Cho match with Souji and he did this neat little midscreen Curseless combo. 2A > 5B > 5D > 9(Must be a 9 jump) > IAD > j.4AA > 5A > 6B > j.6D

Posted

We are, with gdlk execution, you can get 100% of a 6a.

Posted

Oki, short for okizeme is attacking the opposing character on their tech/get up.

That's the gist of it.

Posted

Anyone have any slight advice on how to properly do the follow up from a 5d curse on the ground like into the iad j4b-5a-6-b or iad ja-ja-4b?

Going towards the right I have no problem, but facing the other direction i'm having trouble. I hold the joystick in-between my pinky and ring finger so going to the right feels very natural but going to the left is horrid.

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