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Posted

How about...

At the end of curse~Last possible iteration of the spin loop (j236C > D bug) > 6D (bell) 40% > (after the d bug knocks them into bell bug) 236236C > (given proper elevation) 5D 40% > jA > jC > jD 30% **> B bug > 5C > A bug (or 4A bug) > j6C > jc > j6C > j236C > D bug (spin loop).

**May not work.... I don't quite understand the bugs as well as anyone who have played it, so I can't be sure of this

Forgive my noobish logic, but that has had my mind for a while now, I'd appreciate proper testing.

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Posted

Just for now check out if 214214D>5D>JA>JC>JD works, and see if you can do it whilst bug lockdown for instant recurse please. Also the 80% combo :v:.

Posted

thats the thing though, depending on how much curse meter you have beforehand will judge if you go into fever mode in the middle of a combo. and since bugs will come out, it could mess up the combo that your preforming. unless im wrong?..... :P

Posted

Note to all. If your fever mode just ended and you are doing a combo. The maximum amount of recurse meter you can fill is 50%. So there isn't any '100%' recurse nonsense anymore

Posted

Not in frames. More like.. End of fever mode. When SOME of your bugs are still in screen, or that you are doing a combo. Maximum recurse meter filled is 50%. But once all bugs are unavailable, or your combo has ended. You can do 100% curse combos etc. You can end your combo off a surprise air throw.. Actually, or leave your opponent at around 1 or 2 guard primers at the end of your fever. Break their guard someway or another and do a 70% curse combo. Of course, these are all theory-wise. But as for the guard breaking thing. I did all those and it seem to work pretty well.

Posted

Well, infinite curse combo idea is down the drain. Oh well, at least we can score a half way thing, since Clouds don't "Hit" can we technically get extra meter from those?

Posted

Not in frames. More like.. End of fever mode. When SOME of your bugs are still in screen, or that you are doing a combo. Maximum recurse meter filled is 50%.

But once all bugs are unavailable, or your combo has ended. You can do 100% curse combos etc.

You can end your combo off a surprise air throw.. Actually, or leave your opponent at around 1 or 2 guard primers at the end of your fever. Break their guard someway or another and do a 70% curse combo. Of course, these are all theory-wise. But as for the guard breaking thing. I did all those and it seem to work pretty well.

So lets say, if you have bugs on screen, and you do F of G and before the attack ends all of the bugs leave the screen, you can fill 100% of the gauge?

Posted

Well, infinite curse combo idea is down the drain.

Oh well, at least we can score a half way thing, since Clouds don't "Hit" can we technically get extra meter from those?

I'm pretty sure 50% curse means 50% curse, not 50+xx% curse

From the sounds of it, all we need to do is use a cloud or two during curse, then start the 100% curse combo (since it's easy as shit to pull off) as soon as the curse ends. Theoretically the C bug should lock them in place as we get to jD, and when the hit stun goes away the D bug should fall and we could start the 7k+ bird combo. This would make the hardest part of the match be during the first curse, lol :v:

@Isirinn, if the bugs are on screen during 214214D, then no curse past 50.

Posted

You are at the 50th hit and the curse ended. There's a giant ring of curse above your opponent! A knockdown occurs. You immediately do the air special. All bugs have left the screen... Your special HITS the opponents, causing a mirage of bugs to fly up. Your opponent has effectively 60% RIGHT? No. It will be capped at 50%, even if the air special connects fully, and that the ring cloud touches the opponent at the very end. I could be wrong though, because this was what the local player using arakune did to me. and his curse meter capped at 50%.. so yeah.. I guess I'm probably right? HOWEVER... If ythe 50th hit, your combo somehow ends and your opponent DOES NOT TECH. All bugs left the screen... You do a air special before he techs, and the combo is considered a reset of some sort. Your combo starts from 1, it will fill up like normal.

Posted

so a combo that starts while still in fever mode (and fever mode runs out mid combo) would only restore 50% max? for example: Airthrow,[Fever mode runs out in the middle of the Animation], j.D, 5D j.A j.C j.D = 50%?

Posted

It was on get up. Not in a combo.

Posted

As I posted in the other Arakune thread...

"Here is a chart I made up using my capture card.

Arakune's curse gauge is 101 pixels long. So, I simply counted the pixels after each curse. This is 100% accurate."

I will begin working on a video once my computer decides to work properly... unfortunately, since reformating, my capture card is giving me a bunch of crap with video. >:C

Posted Image

Posted

So air super really does do 30%.... Oh well... Thanks koogy!

Posted

Looks like the japanese wiki I translated was pratically 100% correct.

Yeah, I have no idea about the air super. I'm 100% sure it was approximately 60%, because both Spirit Juice and I saw it.

Posted

Yeah, I have no idea about the air super. I'm 100% sure it was approximately 60%, because both Spirit Juice and I saw it.

But you measured it, it's 31, right?

Now I'm confused again...

Posted

Yeah, I have no idea about the air super. I'm 100% sure it was approximately 60%, because both Spirit Juice and I saw it.

Doesn't matter, u gave us info on the other moves that were correct, that's all we could ask for honestly.

Posted

You say you saw it filling 60% of the gauge, then you measure it and it fills 31%? Are you sure you don't have cataracts? :pissed:. Thanks anyways. EDIT: Other thing, I noticed that the LAST hit of F of G curses the opponent. So in theory, if you do 214214D>5D you'd only get 40% of the gauge, instead of 71% :vbang:.

Posted

Hey Taokakaism, can you check out if 214214D>5D>JA>JC>JD fills 100% or 71% of the gauge?

I could try but I don't have much time this week. I'm still schooling and there's a test all till friday. I'll see what I can do though

Posted

i thought up a number of theoretical CS non-curse combos. i can't guarantee any of them work but i tested a few in CT. please cut me some slack, because these combos are an attempt at going to lengths to get curse meter. they will likely be heavy on heat meter; arakune is going to be a character with one chance whose success it utterly dependent on getting off a curse, and so any heat meter used to get some curse meter is well worth it. if nothing else maybe this will generate some ideas for others. no one's really talking about anything new. the legend i will use is Combo number(a/b/c if it's related to earlier combos) [location on screen; ct tested notes] combo *notes 1. [anywhere, requires proper spacing(use as a punisher for very laggy moves?] 2d CH>rc>3c>jc>j.D>5a>6b>j6d 2(a). [anywhere, CT tested up to the j.6c rc] 2b CH>2d>rc>5b>j.6c>rc>5b>5d>jc>dashed jb>5a>5b>j.6d *2d>RC>5b is difficult on some characters; there's a good chance the j.6c>rc>5b>5d portion would work but i doubt you can link it to 5a due to tech proration and pushback. may be spacing dependent. 2(b). [anywhere] 2b CH>2d>rc>jump forward>j.5b *probably not that useful/worth 50 meter. as with the rest of the #2 combos, 2b can be omitted on a 2d hit with proper spacing. the main point of 2(a) is that it gets both hits out of 2d and puts you in perfect position to follow up with a dash-in j.5b for continued pressure; easier than the above and may work on more characters. probably less spacing dependent than the above. 2©. [anywhere; CT tested up to j.d] 2b CH>2d>rc>5b>3c>j.4/6d>5a>6b>j.6d *works on arakune in CT up to where i tested; haven't tested to see if it works on any other characters. 2(d). 2b CH>2d>rc>5b>j.2a>dive cancel>etc *i highly doubt this would work in CS since j.2a is apparently slowed down, but decided to include it for completion since it does work in CT. 3. [corner] (5a>6b>jd)x2?(depends on enemy height)>236236c>5d>etc *super can also be used as anti burst if you anticipate they will burst after seeing a second 5a>6b 4. [anywhere; ct tested] x>5d>super>5d>x *anti-burst; i'm sure there will be situations where you'll only need a little meter after 5d but they will burst any combo you try after that. does not work after combos with high pushback such as 2a>5b>5d, but would easily work off of 5b>5d punishers. 5. [near corner] x>5d>jc>dash-cancelled j.5b>5a>6b>rc>2c>rc>5d>etc *should work near the corner due to 5a>6b's increased untechable time. in fact, snipping that, the only "revelation" here is 6. [near corner] 5a>6b>rc>2c>rc>5d>etc *you can attach this to some above combos. i would argue that the double RC is worth it for the extra curse hit in almost all situations, or at least when it'd get you the curse up. 7. [near corner] 2c>rc>j.d>5d>etc *if this is possible, should replace the 2c followups above if tech proration allows it more to come later(i hope that's not the limit of my imagination) depending on responses and, more importantly, whether they're tested or not. and yes, i probably think about 2b too much.

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