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Posted

I don't think i made a post on all the character specific dive loops. I did comment on a few of them but I have yet to figure out some of the chars. Especially tsubaki sorry. Is there a specific character your having trouble with?

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Posted

Okay i spent an entire day testing out dive cancel combos from 2c FC and 5c NH today hoping to compile the complete list and I've realized that it's not that simple. There are character specific and some are easier then others but the key is the spacing on your jA>jC.

The jC must hit the leg area for you to land the dive in a place where your dive cancel can come out. Too close to the feet you'll miss. It's mainly the kneecaps and face that you want to aim for.

The problem in real games is the distance and spacing is never the same depending on how you hit them. We can list all the successful dive combo variations but what is actually important is being able to react and adjust the combo as you go. Knowing when to end when you know you won't be able to dive cancel.

On some characters being too close in the air will cause the dive cancel to fail. On some your too far and you'll have to superjump to continue or end the combo. The general rule is to regular 1x jA all the loops until you notice a problem in the jumps spacing. Add extra jA's if your JA's are hitting them in the face in the air. If JC doesn't hit them in the knee/face area in the air just jD and end combo If you made any of these adjustments mid combo on the final ender on last rep the will tech after jA/j6a.

So for this I might be writing up some sort of picture guide on recognizing what these situations look like. But simply put it's something that requires quite a bit experience and not memorization.

Posted

How about just an up front sj.c > j.2a?

Like lets say the 5c hit, you super jump in position and jc, then dive, then use it again after the 5d.

Posted

ON some characters you'll be able to get one dive cancel but on most you'll travel too far and hit them at the toes and fail the dive cancel due to the superjump.

The plain sjC variations are mainly used after beam super > 5d >sjC > dive cancel > 5d but you can't really combo the ender for full curse unless you have the opponent bouncing up the entire time which lowers the hits and damage. Also depends on the hits before beam super if any. Counter assault > beam super is the most stable way. Anything starting from JB is highly unstable. 5a>6d>beam super is dependent on character.

Sometimes you can use it after gold burst walk forward 5d. But it'll depend on how far your are and if you hit them out of the air.

Posted
I don't think i made a post on all the character specific dive loops. I did comment on a few of them but I have yet to figure out some of the chars. Especially tsubaki sorry. Is there a specific character your having trouble with?

Characters like Noel and Ara have weird air hitboxes now.

So when I try:

FCH 5C > j.a > j.C > j.2A Dive Cancel > 5D > j.A > j.C

The last j.C whiffs, so I can't get any j.D action.

If I try and get j.A j.B j.C it's the j.B that whiffs.

I've tried to sjc the 5D, but I'm having no luck. :psyduck:

Posted

yeah on these characters starting from 5c, they tend to be too high on the second loop for jC to hit

you can try sjAA>JC>jD or j6B>delay jc>jA>JC>jD as enders

5c is tricky because quite often your catching them out of the air quite high up.. regular jA will give you the longer combo but quite often it whiffs and you'll have to compensate with something like jAA>jc>jC and variations to adjust the height so that your slightly above and next to them so you can jC them in the knee area

Posted

Well, if they're too far away wouldn't a j6a > j/9 work to get closer to them?

Posted

Yeah, I just saw FCH 5C > j.AAA > j.C > j.2A Dive Cancel 5D > j.A > j.C > j.2A Dive cancel 5D > Curse loop.

I'm going to try and work this out.

Also. Did you guys see super high air throw > j.2A > j.2C > j.2B or something?

2 dives hit, but I'm not sure what the player was trying to do.

Is there a way to get all 3 to hit, and dive cancel the last one into 5D?

Interesting...

Posted

yeah thats the really high air throw combo

high air throw> j2a>j2c B dive cancel> 5d> jA >jC >jD

I've seen it attempted, and i've tried it myself but was never able to land the dive cancel. Need to experiment but might be some timing specific to how high you are. Sometimes the j2c will whiff completely. The timing on the cancel is different because your not hitting them off the floor but in the air so there's more a delay after the hit.

Posted

Yeah, I've dive cancelled from that high before.

Only problem is I went to 2B instead of 5D like I was trying.. :vbang:

It helps to pay no attention at all to when you actually hit them in this situation, I guess, and start focusing on when your sprite is entering the ground.

This might be common knowledge, but I'm unaware, so I apologize if it is:

Can you dive cancel a dive whiff? :psyduck:

Posted

you can't dive cancel the whiff thats why it's unstable because the timing can cause the dive to whiff sometimes

Posted

Maybe, he's his sub.

Aren't you planning on subbing CS kune?

Posted

I've been thinking about this for a while, now i need confirmation, you still cancel the dive with 5B, right, but in the buffering process, you press 5D?

Posted

Kousaka, can you notate this for me?

I apologize.

http://www.youtube.com/watch?v=BE_hw6v4E9M#t=2m57s

When do I buffer D bug, and which number is it (1/2/3)?

Also, when does the C bug come out? Is it just from j.C? From there, which j.2C do I use (j.1/2/3C) or does it even matter? At that point, every bug has already been summoned, right? C dive won't change anything.

I know 2B and 2A weren't supposed to hit, right? They block that, and you get j.C starter?

Once again, I apologize. Arakune is still a little foreign to me, but I'm getting there.

Posted

2b(3b bug 3a bug) > 2a (1/4d bug) > walk up jC > 5c bug > 4d bug down > j2c > 4d bug up

This is hima's most recent setup. I made a big post about it a few pages back. You must release the D bug first before you jump during recovery of 2a. The 5C bug comes out from pressing JC. The dive doesn't release anything but you can release 6ab bug here if they manage to block it.

http://www.dustloop.com/forums/showpost.php?p=623202&postcount=344

Posted

So the first A bug isn't buffered into the actual 2A hit.

Thanks, I really appreciate it.

It's going to take some work, everytime I try to buffer dbug into 2A I actually get 2D to come out too.

I have to treat it like a kara, I guess?

Posted

just do 2A 4/5D, 2A doesnt gatling into 5D so you wont have that problem with the 2D. If you do 1D then you need to do it really early else you get 2A2D gatling.

Posted

I'm using 3B(kara3A). 3A(Kara3D) Release at 1D.

I'm sure there are hundreds of ways to do this.

Also, I'll try with 4 instead of 1. The fact that it doesn't gatling might help.

Thanks Kousaka, got it down.

Posted

I imagine, you should be buffering C and D when curse is first on.

I also though the C bug was always buffered before jc not on the jc.

Like hold c > release > jc/5c/whatever > c bug. It seemed the most logical, because I thought the c bug has some really long delay after release...

Posted

in most setups C bug is buffered, such as the 6a(5c bug)>jC(D bug)>5c bug setups>5d bug etc etc

in this one it doesn't though, the C bug does become a crossup from you changing side on them during the dive

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