CakeWasBannedd Posted June 12, 2010 Posted June 12, 2010 Is there something I'm doing wrong in this combo, or is the timing just really strict? 2a 5b 5d jc iad j.4b 5a 6b..... I can't get the j.4B to hit, or my iad just doesn't come out at all. Any help?
kousaka Posted June 12, 2010 Posted June 12, 2010 There's no timing to it. Just keep the iad low as possible, make your your jump cancelling the 5d and if your close enough then you should be able to connect. That combo is unstable sometimes starting from 2a depending on the distance. It's best to learn the easy combo though. 2a>5b>5d>iad jA>jA>j4b>5a>6b>j6d the airdash causes you to float up a bit, won't work on noel
ZONG_one Posted June 13, 2010 Posted June 13, 2010 I've seen it where it's just IAD j.4B against noel. Is that situational, or is that the Noel specific combo? I have hard time not letting them tech the j.4B.
kousaka Posted June 14, 2010 Posted June 14, 2010 It's a noel specific. iad ja>ja tends to whiff on Noel. Sometimes you'll need IAD j4a>ja on Noel instead too.
dehumanizer Posted June 15, 2010 Posted June 15, 2010 wut did i just see?!?!?! http://www.youtube.com/watch?v=TpjuJw_hiV8 skip to 8:40 EDIT: combo is 6a>5d>iad> j4b>5b>5d>iad>ja>j4a>5a>6b>j6d looks a lot easier than here's a pro combo sighting that was posted on the jp wiki before as super difficult 0:35 http://www.youtube.com/watch?v=npJrG6YYpf8 6a > 5d > iad j4a > ja > 2a > 5b > 5d > iad j4a > ja > 5a >6b > j6d Can also be started from other things like 2a > 5b > 5d, CH JB(2hit)>(J4C cancel)>5b>5d Won't work on noel, hakumen or bang. They're very strict but worth a try.
kousaka Posted June 15, 2010 Posted June 15, 2010 yeah that combo showed up on the jp wiki too but i haven't had time to test it myself yet.. but according to the wiki notes 6A>5D>iad J4B2hit>5B>5D>iad JA>J4A>JA>5A>6B>J6D(1724,100% curse) mid screen only (not sure why) works only on tager、bang、hakumen、jin、rachel、taokaka、ragna、arakune untested/unstable so far on everyone else but i agree it does seem easier as long as j4b can hit under 2 hits it should be no problem
ZONG_one Posted June 15, 2010 Posted June 15, 2010 6A>5D>iad J4B2hit>5B>5D>iad JA>J4A>JA>5A>6B>J6D(1724,100% curse) but i agree it does seem easier as long as j4b can hit under 2 hits it should be no problem In order to ensure that, should we be 7jumping? I'm feeling like whether we 7/8/9 jump, it can have a huge effect on standing D combos. EDIT- j.4B will have too many hits in the corner. That's why it's midscreen only. I'm about 95% sure.
ZONG_one Posted June 16, 2010 Posted June 16, 2010 This latest combo makes me cry a lot Because it only requires you to not block an overhead, which is way more likely than FCHitting Bang with anything? So it's what... 2 100% guaranteed on ground. ~5+ 100% guaranteed in air. So many ways to get curse, it's ridiculous! What will they think of next? :] EDIT- Kou, is there a way you can add a small section to the OP for 100% tested combos? If you don't think grouping them that way is smart, it's fine. Just a thought.
Dacidbro Posted June 17, 2010 Posted June 17, 2010 They're going to cap it to 75% in one combo with the console rebalance. Mark my words.
BearsAreScary Posted June 17, 2010 Posted June 17, 2010 Can somebody elaborate on the CS dive cancel a bit? I've read every thread, but the closest description I got of it is that you hit j.2B as your j.2A (hit confirmed only, yes?) is landing. Yet there is no animation for the j.2B? In the videos I watched of these combos, the Arakune will j.2A, then follow it up with what looks like the CT dive cancel (3 frame window) to combo. Are there perhaps 2 different dive cancels, one similar to the CT one and a new CS version? Am I just really confused or an idiot? Possible....but from what I've seen players like Souji do, I really want to upgrade my 30% curse combos to 100% curse. I apologize for if the best responses/solutions are, "Just play around with it and you'll understand" - I only play in the arcade with a lot of high-level players constantly stepping up to the plate, so it's really hard for me to sit down and work out tactics like this that require a lot of practice in training mode. Thanks!
Matt Posted June 17, 2010 Author Posted June 17, 2010 EDIT- Kou, is there a way you can add a small section to the OP for 100% tested combos? If you don't think grouping them that way is smart, it's fine. Just a thought. I'm on a trip somewhere and can't use the computor much. If you just put them in a list I'll make a section called: 100% Combos and copy and paste them there. They're going to cap it to 75% in one combo with the console rebalance. Mark my words. Why? Because Arakune's 100% combos make him go from slightly underpowered to slightly overpowered?
ZONG_one Posted June 17, 2010 Posted June 17, 2010 Can somebody elaborate on the CS dive cancel a bit? I've read every thread, but the closest description I got of it is that you hit j.2B as your j.2A (hit confirmed only, yes?) is landing. Yet there is no animation for the j.2B? In the videos I watched of these combos, the Arakune will j.2A, then follow it up with what looks like the CT dive cancel (3 frame window) to combo. Basically, kara 2B > 5D a split second after your dive OTG's them. It's hard to explain, literally just a split second. (it's truly as your sprite enters the ground, I believe, but don't use visual cues on this.) The 2B > 5D is basically as fast as a kara though, so if it's not coming out, just try doing the 2B faster or slower off of the OTG. It's all muscle memory from there. I can't elaborate on CT vs. CS dive cancel, as I did not touch Arakune in CT. Hopefully someone else will be able to help you with that one.
Dacidbro Posted June 17, 2010 Posted June 17, 2010 Why? Because Arakune's 100% combos make him go from slightly underpowered to slightly overpowered? No, because it's a stupid mechanic. "Oh I got that one hit I was looking for, forget his other moves." If they are smart they will enhance the importance of his shitty moves and reduce the importance of his currently amazing ones (Air grab, etc)
CopperDabbit Posted June 17, 2010 Posted June 17, 2010 "Oh I got that one hit I was looking for, forget his other moves." Says the master of 5A.
Dacidbro Posted June 17, 2010 Posted June 17, 2010 That's a lot different, but I do agree that his 5A mix is too strong.
ZONG_one Posted June 17, 2010 Posted June 17, 2010 This isn't the Bang Combo thread. Arakune totally makes full use of his normals. He relies on them for mix up. And when you jump out of his 2A shit, be ready to tech the air throw. I'd be more upset about his FCH moves than his airthrow. :] You know, you can get 100% on every FCH he has.
Dacidbro Posted June 17, 2010 Posted June 17, 2010 Yeah, I do. But those at least make sense to get 100% curse on. :d There's an accomplishment to accompany the success, you hit him during his attack with a good read. Air grab is just a 7 frame aerial, well, it hit again.
ZONG_one Posted June 17, 2010 Posted June 17, 2010 Haha. Most of his FCH has to be on reaction (punishing DP's, IAD, etc,) since they're too slow to gamble on. o.O But yeah. Airthrow is pretty dumb, but I just look at it like this. You can't tech 5C, 2C, or j.C. (You also shouldn't be getting hit by those very frequently, either. haha.) Not saying you do get hit by them (like some people ,) since I doubt you have started IADing much since our last sessions. I would like to play you, now that My ara is getting much better.
Dacidbro Posted June 17, 2010 Posted June 17, 2010 I used to get hit by 5C a lot.. thankfully I got to play dabbit a large number of times and figured out if you cross it up he dies. Other than that, no, none of those moves are particularly scary. It's the air grab that is. :c
kousaka Posted June 17, 2010 Posted June 17, 2010 the dive cancel is pretty much the same in CT as in CS except it only works on hit hence why you see it on combos only now where as before you see it in block strings. Your doing j2a then after you hit them and just before you land you cancel into j2b which won't come out since you'll land and it cancels the recovery frames of the dive. You then follow with 5d/5b/whatever. So button wise, it's j2a>hit opponent>cancel into j2b>land (cancels j2b's recovery)>5d/5b It's also not specific to any dive. You can dive cancel into any dive you haven't used in yet. Normally you can do each dive once, ie J2a>j2b>j2c. ie. j2b>hit opponent> cancel into j2a>land(cancels j2a's recofery)>5d/5b That should shed some light for you.
ZONG_one Posted June 17, 2010 Posted June 17, 2010 Sorry if this variation for FCH 2C 100% on Noel has been posted, but I'm so excited I got that dumb bitch I can hardly stand it. FCH 2C > 5A> 8j.A > j.C > j.2A > dive cancel 5D > 9.jc > j.A > j.C > j.2A > dive cancel 5D > 9.sjc > j.A > j.A > j.B > j.C > j.D. God, I hate her air hitbox so much.
Skye Posted June 19, 2010 Posted June 19, 2010 I'd like to see kou in action, any chance one of you can score some videos?
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