lunaris Posted January 21, 2010 Posted January 21, 2010 i think we can safely assume the dive loop has been around for awhile(for starters, it's been in the wiki, hasn't it?). the idea has even been mentioned in a CS thread sometime last year. i highly doubt it will make the wheel loop obselete because the wheel loop results in better positioning and does very good damage itself(the one in the hakumen video did something between 9.2 and 9.8 if i remember right), and if it was going to i'd think it would have done so already. but if it really does do significantly better damage i can't imagine why we haven't seen it before this. it seems to have nearly equal gauge building potential. could we get a test done comparing a dive loop and wheel loop done under ideal conditions(start of curse, off of j.c, etc.)?
kaworu Posted January 26, 2010 Posted January 26, 2010 Sorry to ask this like some random scrub but does anyone have the exact notations for both the Wheel loop and the Dive loop? I have checked through the thread and have found bits but it would be really helpful to have them both listed and ways into them as I have my first opportunity with BB:CS tonight to try this stuff out extensively. Thanks a lot guys. Would really appreciate the help.
Hellfromabove Posted January 26, 2010 Posted January 26, 2010 I like the spinning loop more, it looks nicer . You're avatar is so serious? What oh what is Arakune contemplating?! -Tha Hindu
kousaka Posted January 26, 2010 Posted January 26, 2010 Sorry to ask this like some random scrub but does anyone have the exact notations for both the Wheel loop and the Dive loop? I have checked through the thread and have found bits but it would be really helpful to have them both listed and ways into them as I have my first opportunity with BB:CS tonight to try this stuff out extensively. Thanks a lot guys. Would really appreciate the help. exact inputs Dive loop is mid screen: J1A>J1C+D Wheel loop 1: J6C>236C+D (no timing really required just keep mashing 6D) Wheel loop 2: 236C+D> release C+D about halfway through 236C>land>JC>214C (works best in corner, fails on some people mid screen)
kaworu Posted January 26, 2010 Posted January 26, 2010 Thank you Kousaka. A real help So ways into these loops would be from stuff like: 2AA>A bug>2AA>A bug>2B>B bug> wheel loop 1? What are the main ways into these? Do you combo into them off say the last hit that cursed them like you did in CT ala 6A, 5D, 214A, Cbug, Bbug, 6C loop? So in CS if you have 60% curse built up and you land 6A, 5D you would then do? Or is it certain combos you have to land seperately after you have gone into fever? Or do you look for a random bug hit and try to hit them with a j.236C+D? Sorry about all the questions.
kousaka Posted January 26, 2010 Posted January 26, 2010 you basically want to confirm hits into D bug or 6D bug. This can be achieved from random bugs full screen and just teleporting over. You can also use cursed blocked strings to try and confirm a hit into 5C+D for C bug D bug. You can confirm random air hits into j6a>j6a>236C+D. There are alot of situations to list and it will take some experimenting. Use wheel loop 1 for most situations. Wheel loop 2 requires more accurate timing and height adjustment so dont' go straight into it unless you land a clean starter. Most times you can do one loop of wheel loop 1 then do wheel loop 2's. They're all somewhat interchangeable depending on screen location and character.
Irrsinn Posted January 26, 2010 Posted January 26, 2010 So I hit 11.1k. -Tha Hindu Is it the dive loop with two supers at the end?
Hellfromabove Posted January 27, 2010 Posted January 27, 2010 Dive loop, 2 supers at the end. Start off with j.C. I believe I got around 164 hits. Also, I have tried to incorporate a third dive into the loop. It doesn't seem to do that much more damage, maybe only a few hundred more. The first rep is very good, gets you 5.5k but after that it prorates like shit. So if you're low on curse meter and can only get 1 rep in I suggest doing it with 3 dragons. I also found a lot of other cool things that I'll share with you guys soon. -Tha Hindu
kaworu Posted January 27, 2010 Posted January 27, 2010 Thanks for the help Kousaka, I tried it all out last night and nearly everything came together ^__^ Couple of questions though: 1. I could land the wheel loop off a random D bug hitting but when the opponent is blocking your barrage of bugs what can I press to combo into the D bug to break their guard? Like if i do 6A or 2A and either one lands what gatling or bug inputs would be best to combo into a D bug and start the loop? 2. Also I was doing 2AA (Abug) 2AA (Abug) but didn't know what then to press to combo them into a D bug as it's start up is quite long before it appears. Thanks again.
kousaka Posted January 27, 2010 Posted January 27, 2010 When the opponent is blocking you have to use gimmicks and mixups. Two standard high lows are: 3aa>5c+d 6a>3b>3a>5c+d crossup 3a bug: 3a>214C+D hold>crossup 3a bug + release 5C+D> 6a uses is best done if you've already thrown out C+D bugs: You can combo from 6a if you smack them just as D bug is going down. If they block it you can do 3b or jC>214B/C In corner things are weirder because 6a bug doesn't combo as well. So you'll have to get more creative.
Skye Posted January 27, 2010 Posted January 27, 2010 A bit of theory fighter, here, but it would be pretty okay to 6a > 9j.c after doing the 6a > 3b > 3a, if it fails. I've seen that work in a lot of videos.
kousaka Posted January 28, 2010 Posted January 28, 2010 yeah you can but you need to throw C+D bugs before jC so as long as you buffer some before that and it's not on cooldown also confirmed the full 2c FC into dive loop combo on ragna today.. the full triple dive cancel 100%.. using both 5aa and 5d had some issues getting it to work on jin though
Honnou Posted January 28, 2010 Posted January 28, 2010 Dude all your combos are ok, but they are nothing compared to Hellfromabove's Naan & Curry combos
Mr.Biscuits Posted January 28, 2010 Posted January 28, 2010 Hellfromabove is the worst Arakune player on here. It's all about Skye-kun.
Hellfromabove Posted January 28, 2010 Posted January 28, 2010 Dude all your combos are ok, but they are nothing compared to Hellfromabove's Naan & Curry combos LOL DUDE, you're making me fuckin' hungry. -Tha Hindu
Kratos Posted January 28, 2010 Posted January 28, 2010 Hie i'm new to BB and want to begine as Arakune. I'll be very glad if someone tell me the best way to configurate my joystick. Is it possible to do all loop(i saw 2) on joy and is it real to become good Arakune player? In GG i play as Eddie and even do loop on ps2 pad, so i'm ready to hold some buttons and quick inputs:)
kaworu Posted January 28, 2010 Posted January 28, 2010 also confirmed the full 2c FC What is 2c FC? I presume it's 2C (shark along the floor) and FC is Fatal Counter does that mean chucking out 2C when you know your opponent is going to hit buttons is viable? Also when you guys are doing DBug relaunch do you space yourself then do neutral j.6C > 236C+D or do you do a forward jump or a super jump?
kousaka Posted January 28, 2010 Posted January 28, 2010 yeah 2C FC is the shark move and fatal counter. You can use it to punish moves that are too far for jD or 5D to go into 100% curse combo. D bug relaunch you can do a few ways. If you changed sides landing you can just do the combo back and forth. You can carry them across the screen by just landing and dashing back to the original side then j6c>236C+D. Use a regular jump. Time your jump with the end of the down part of the D bug. Jump straight up around when the D bug up part hits. On smaller characters jumping forward will cause you to go over or under them during 236C sometimes
kaworu Posted January 28, 2010 Posted January 28, 2010 Fantastic help as usual, explained well too. you should write an Ara FAQ as I am sure it would help anyone thinking of using him. yeah 2C FC is the shark move and fatal counter. You can use it to punish moves that are too far for jD or 5D to go into 100% curse combo. I's that 100% curse combo after 2C FC: falling j.D>5D>j.A>j.C>j.D? Time your jump with the end of the down part of the D bug. aaah I have been trying it as soon as they are launched rather than waiting. When the 236C+D hits do you mash 6D? I mean is the moment you press 6D during 236C+D the perfect time to chuck out 6D or is it worth pressing a few times?
kousaka Posted January 28, 2010 Posted January 28, 2010 no the 2c FC combo has a lot of variations depending on distance but they're all in the form of some ground launcher into (jA>jC>j2a dive cancel>5d)*2-3 and all go into 100% curse. If your trying the j6c>236c loop you can just mash 6d. As long as your pressing it after the cooldown of the D bug which you may have thrown earlier doing the launcher or confirming random bug hits. If your trying the advanced 236C loop. You do 236C then hold down both C+D and 6 and then release both at about halfway through the loop. The timing kind of depends on the height and character. The C bug will hit first then D bug will come down after in which you can do your jC>214C and still have time to wait for the D bug up part. note that you can't change your mind mid way as j6C releases the C bug you need.
Abstract Posted February 1, 2010 Posted February 1, 2010 Two standard high lows are: 3aa>5c+d 6a>3b>3a>5c+d You forgot the lovely set of options you get off of blocked 6A. Are these less good now?
lunaris Posted February 2, 2010 Posted February 2, 2010 i've found the following bug combo in the corner: d bug>a+b bug>c bug>repeat(all bugs are their 6 version) with delays marked: d bug>(delay until after initial hit)>a+b bug>(delay)>c bug>(smaller delay)>repeat it's also possible to add in extra a bugs after the c bug for more damage. i suppose it'd be most useful either when your opponent gets guard crushed(as d bug guard crushes), a bug hits in the corner(you'd probably have to adjust depending on the bug), you use an offensive burst in the corner, or you want an anti-burst combo in the corner. i suppose if you were really good at it it may be possible to use it to try multiple cloud summons in an attempt at getting a cloud that will near-guarantee recurse, since you can end the combo in a knockdown. whether that would be worth giving up wheel or dive damage is another question. you can change this into a wheel/dive loop at any point a D bug hits. and yes, i have confirmed this(not that it is anything miraculous), but i don't have a video. highest i've gotten red was about 80 hits for ~6k dmg(starting with d bug). i haven't tested whether this is possible from a wheel loop or not, but i know fumo often does something similar(albeit short) at the end of his loops to buy time to set up a cloud/bell bug and position himself. i would also not be surprised if there is a midscreen version with a similar/identical(excepting delays) rotation.
kousaka Posted February 2, 2010 Posted February 2, 2010 been experimenting with the dive cancel combos some more.. the delay in the cancel is different depending on the character.. the bigger characters you have a bigger window to cancel where as the tiny ones like noel you almost have none and it's much harder... you really have to adjust the height of the first part into the first dive else you'll whiff.. the rest you can just superjump edit: has anyone been keeping up with jp wiki updates, the 236C>C bug>D bug combo is basically the new bnb combo. They figured out you can do it on everyone regardless of location. On noel, tsubaki, hazama, carl, lambda arakune, you have to skip jC and move them forward and adjust them for the D bug up part to hit also there has been some new wheel loop variations. replacing jC>214C with just 2C apparently gives 1k more damage but is way more unstable due to the lower height requirement for 2c to push the opponent forward, i haven't tested this yet or seen vids of it
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