Skye Posted November 28, 2010 Posted November 28, 2010 I have the same issue. Really, you just need to chill in training mode and practice doing it in that direction.
Senkei Posted December 3, 2010 Posted December 3, 2010 http://www.youtube.com/watch?v=4rdgvxV0gPI Ok so found out a new strat i've seen Souji use but never understood why. In the vid above it is done before he gets 75% curse from an IAD combo. Notice when he comes in at 1:04 he drops his air dash with an air grab. How this applies: Players that are jump happy during block strings get air grabbed immediately. Yes they can break it but it happens so fast and unexpected you can get at least 75% curse from it. I used it without really understanding it's uses until who I was playing tried to jump out. Very good pre-curse strat. Now related to comboing Mu i've noticed the least riskiest move to pick her up to start the loops his just plain old 5d. 5C should be used after that but it really helps when just the D bug hits her and you need a pick up without risking a A, B or C bug messing up your combo. 5D also has great range as a normal so it makes sense to really apply this to your game. It may prorate worse than 5C but Mu's life isn't large at all.
Abyss Posted December 3, 2010 Posted December 3, 2010 (edited) For the air dash cancelled with an air grab, i don't think it's very good to use this, it's better to IAD barrier cancel. If the adversary doesn't jump, he can hit you on reaction. But the big problem is if he want to grab i guess. He has seen you grab, so he wanted to grab also, but you've done the grab in the air so you get throw countered (not still but it can be). With IAD barrier cancel you can avoid those things, and still airgrab if he jump after it. It will be less unexpected, but more safety i think. If the player jump everytime like a frog, yeah that's right it's a great strategie. Edited December 3, 2010 by Abyss
Skye Posted December 3, 2010 Posted December 3, 2010 That's one way to look at it, but the air grab doubles as an anti jump out, if they like to chicken block, you pretty much have them. Plus a barrier is a more easily visual cue that you're up to something, a quick air grab is harder to notice and if you IAD right, the sound cue will throw them off, similar to Ragna's 6d[delay]d mix up. Barrier is good for baiting DPs, but if you're on the offense, air grab would be the better choice. At least in my opinion.
Mr.Biscuits Posted December 3, 2010 Posted December 3, 2010 It's good but risky as fuck. Only do that shit against players that respect your pressure... Who respects shit in BB?
Skye Posted December 3, 2010 Posted December 3, 2010 Absolutely no one. At least we'll know what to do if we ever got to Japan.
Senkei Posted December 3, 2010 Posted December 3, 2010 The people I play respect my pressure game so yeah. I also didn't say to use this every time guys so I guess it's my fault for realizing the general public doesn't think like I do. Thanks Skye for better explaining the uses. I just thought it was obvious. Biscuits: Stay free <3
Stafy Posted December 7, 2010 Posted December 7, 2010 What are some crossups I could use besides 6A j.C and 214ABC?
Abyss Posted December 7, 2010 Posted December 7, 2010 Well... You can J2A for do a fake cross-up or cross-up (it can work with J2B also) but J5C and teleport are their best cross-up i think. You can cross-up with 6C also, but it's situational. And if you want to cross-up in the corner, use 3C.
Stafy Posted December 10, 2010 Posted December 10, 2010 (edited) So, in preparation for CS2 I've began to do j.4A j.A 5a6b ect. However, I have noticed you can put in a 2A 5B 5D. On Ragna, I can do 70-80% for sure, but I feel you can follow up after the second 5D in this combo: 6A 5D IAD j.4aa 2A 5B 5D. Is it possible, or should I just go for 5A 6B j.D? EDIT: Nevermind, I found it out. 6A 5D IAD j.4aa 2A 5B 5D IAD j.4aa 5a6b j.6D Edited December 10, 2010 by Stafy
babygotback Posted December 11, 2010 Posted December 11, 2010 How the fuck are you preparing for cs2 if there's no vids yet?!
Stafy Posted December 11, 2010 Posted December 11, 2010 His normals are about the name. There is also practicing the loops you can do since you can't pinwheel forever. Also, the 6A combo is confirmed to work in CS2 anyway, but 5A6B is just replaced with Arakune's new 6B, which is just his old gatling from 5A.
Stafy Posted December 12, 2010 Posted December 12, 2010 6B was his old 6B followup from 5A. 4B is replaced by the old 6B low.
CopperDabbit Posted December 13, 2010 Posted December 13, 2010 What are some crossups I could use besides 6A j.C and 214ABC? This works in CS (and there's a ranbat vid from the last NCI that shows me doing it against Chun) and should still work in CS2, but the timing for the D bug might be different.: While already in curse mode: 6A > immediately tap C, then tap and hold A > walk forward a few steps > ]A[ > 6C > 4C+D Remember to do the 6ACA as quickly as possible. You do NOT want the 5C to come out. If you do this right, the 2nd hit of the 6C 5C crosses up and hits from the other side. Doesn't work on Hazama, Tsubaki, Tager, Carl or Lambda. Possibly Mu as well, haven't tried it on her.
Skye Posted December 13, 2010 Posted December 13, 2010 Good quick cross up is just tk j.214cd point blank.
DemiiPoet Posted December 18, 2010 Posted December 18, 2010 (edited) Is there a certain way that one is suppose to do (jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, hazama, tsubaki, lambda)? My A dive or 5d tends to land too far away from the opponent (currently trying on Tsubaki). Should I be executing the jc -> j.a -> j.c faster or something? Edited December 18, 2010 by DemiiPoet
kousaka Posted December 18, 2010 Posted December 18, 2010 tsubaki and hazama are special cases thats why, on tsubaki if you start with A dive it'll tend to miss completely.. you need to use a B dive variation on the first one
SH-Junkie Posted December 19, 2010 Posted December 19, 2010 This works in CS (and there's a ranbat vid from the last NCI that shows me doing it against Chun) and should still work in CS2, but the timing for the D bug might be different.: While already in curse mode: 6A > immediately tap C, then tap and hold A > walk forward a few steps > ]A[ > 6C > 4C+D Remember to do the 6ACA as quickly as possible. You do NOT want the 5C to come out. If you do this right, the 2nd hit of the 6C 5C crosses up and hits from the other side. Doesn't work on Hazama, Tsubaki, Tager, Carl or Lambda. Possibly Mu as well, haven't tried it on her. Is there anything else that crosses up just as well b/c this is a cool little trick
AdmiralKorngold Posted January 19, 2011 Posted January 19, 2011 Most of you probably already know this stuff, but I made a vid of different setups for the dive loop. If anyone is looking for ideas for set ups (and I hope they still work in CS2)....... http://www.youtube.com/watch?v=Qe9ED7l9N7Y I may be missing some stuff, but I just threw together my 100% curse tricks.
Mumm-Ra Posted April 3, 2011 Posted April 3, 2011 (edited) So I came up with this setup for bot CS1 and CS2: On a blocking opponent... 3AA pressure>236B>5Bbug>5Cbug>214B Then you can either do... 4Dbug>5Abug>hj.C/2C, overhead/low5Dbug>5Abug>hj.C crossup overhead Works on everyone, you have to get closer for it to work on barrier block, of course. This doesn't have any holes in it, if you time it well, if you do 2C the D bug will keep pushing them against you, so its completely safe, and you can make the j.C safe itself by throwing a A bug in there. This is mid-screen, obviously. Edited April 6, 2011 by Mumm-Ra
Erik Posted April 4, 2011 Posted April 4, 2011 (edited) hello again fellow arakune users. just recently i attended Blazing NCI, and Copperdabbit tried to teach me how to dive cancel. Well i finally got the hang of it, but now i need to know what to follow up the combo with. i can do: 5c, j.air.5a, air.5a, air.5c, air.2a, divecancel, 5d. Whats the best way to combo after that? Edited April 4, 2011 by Erik
Skye Posted April 4, 2011 Posted April 4, 2011 hello again fellow arakune users. just recently i attended Blazing NCI, and Copperdabbit tried to teach me how to dive cancel. Well i finally got the hang of it, but now i need to know what to follow up the combo with. i can do: 5c, j.air.5a, air.5a, air.5c, air.2a, divecancel, 5d. Whats the best way to combo after that? First, you can trim down your terminology to j.a (for jumping a), etc. Second, you simply do in normal situations, j.a > j.a > j.c > j.2a > DC 5d > j.a > j.c > j.d.
Erik Posted April 4, 2011 Posted April 4, 2011 First, you can trim down your terminology to j.a (for jumping a), etc. Second, you simply do in normal situations, j.a > j.a > j.c > j.2a > DC 5d > j.a > j.c > j.d. ah. ok. thank you!
InspectorOda Posted May 11, 2011 Posted May 11, 2011 We need a CS2 combo threaddd.... Haven't been able to play much, but here's a quick list of some of the basic mixups from CS1 that I was able to get to work in CS2 with all changes necessary made. Generally, it seems the D bug is too fast to sneak in a second mixup now. =( 6A[C] > jC > C bug > j2C]A[]D[ > A bug > 2C > D bug > etc 6A > quick D tap > j[C] > D bug (1) > 214[A] > ]4C[ Bug whiff > D bug (2) > j236C]A[D > A bug > etc (C bug takes longer to respawn now, so A bug compensates) 6A > quick D tap > 4 > ]6B[ bug whiff > Dash Cancel > D bug > etc 3AA]4D[ > A bug > jC > D bug > etc 3A > 214C > A bug > C bug > ]4AD[ > 4A bug > 4D bug > etc 3A > Throw > lololol I'll try out oki and resets later. =P I do wanna ask though, is there a specific timing in the rekka portion of Ara's curse combo to make the C bug connect midscreen? I usually do 6C > 5CD > 2D, but then the C bug whiffs. =o
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