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Posted
Basically, you j.236CD and hold D, release as 6D.

You may be doing j.5]D[

You need to be holding forward (6) as you release D.

Ah, I let the stick go to neutral before tapping D. That could have been the problem.

So 6D is different from 5D when summoning a D bug? I learned something new. :eng101:

Thanks for the help Zong. :)

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Posted

Basically, there are 3 directions for bugs. 4, 5, and 6.

All other inputs will correspond with these. (IE 1&7=4. 2&8=5. 3&9=6.)

This will be necessary for almost everything, as with 2A > A bug lockdown, where it is actually 3A 3Abug. (or 6A bug.)

Make sense?

(^.^)

Posted
Basically, there are 3 directions for bugs. 4, 5, and 6.

All other inputs will correspond with these. (IE 1&7=4. 2&8=5. 3&9=6.)

This will be necessary for almost everything, as with 2A > A bug lockdown, where it is actually 3A 3Abug. (or 6A bug.)

Make sense?

(^.^)

Oooh, so that's why I kept seeing 3A in some of these combos.

It makes sense now. Thanks. :eng101:

Also, are Arakune's challenges practical/good? His 5C FC combo looks good to me, but I'm not sure.

Posted

5C FC = 100% curse.

j.C fC should also = 100% curse.

2C FC = 100% curse. learn all of those dive cancel loops, they're character specific. :vbang:

Usually, you want whatever > j.236C > c bug hit, d bug hit > j.C > j.214C > d bug hits up > j.236C repeat.

In some situations, you won't want the j.C or whatever, if it looks like the combo is going to drop, you can use other things to pick it up.

Also, j.C doesn't work on Carl, so you just j.214C instead, to push him forward, making sure D bug continues to hit, and will pick up off the ground.

Posted
5C FC = 100% curse.

j.C fC should also = 100% curse.

2C FC = 100% curse. learn all of those dive cancel loops, they're character specific. :vbang:

Usually, you want whatever > j.236C > c bug hit, d bug hit > j.C > j.214C > d bug hits up > j.236C repeat.

In some situations, you won't want the j.C or whatever, if it looks like the combo is going to drop, you can use other things to pick it up.

Also, j.C doesn't work on Carl, so you just j.214C instead, to push him forward, making sure D bug continues to hit, and will pick up off the ground.

That's a lot to take in. Time to hit training mode.

His air grab also leads to 100% curse, right?

And for the dive cancels, I do the cancel when I'm really close to the ground, like how I would do Tager's j.2C after a whiffed j.C after atomic collider. It seems to work well for me, is there a better way to do it?

Posted

Air grab is the easiest.

Air throw > delay j.D > land 5D > j.A > j.C > j.D

Learn it first.

The best way to do it is the way that works for you.

Litchi and Tager's loop are the same.

So are Bang, Tao, and Jin.

I just j.2A > then a frame or two after hit j.2B~5D.

Do whatever works, it's just one of those things you have to mess with on your own for a while.

Posted

I have some very general questions. I have my precurse Arakune down just fine, but once I get a curse I'm completely lost. I try to lock them down with bugs but most of the time there are huge holes in my pressure and I end up just spamming bugs trying to hit. When my opponent is cursed, how should I approach so that I can lock them down? What bugs in general do I use for lockdown? A and B and sparingly C? Also, any tips on hit confirming? I get random hits from bugs often but can never confirm them and hold my opponent down long enough to get close enough to actually combo. Once I start a loop I'm fine, it's just lockdown and hit confirming I'm terrible at :v: Kind of important things, I know. Overall once I get my opponent cursed I cannot do anything without great amounts of luck. Any tips?

Posted
Air grab is the easiest.

Air throw > delay j.D > land 5D > j.A > j.C > j.D

For the "delay j.D" part, I've been hitting j.D right before I touch the ground. It seems to work well.

Also, if I land the air throw too high/low, is this combo impossible or just harder to do?

Posted

your correct, if your too high then they will tech out before JD hits.. this height kinda differs between characters and related to how fast they fall

you have to use other options if your really high after air throw such as throwing out a cloud or the really hard to do combo

air throw>A dive>C dive>dive cancel 5D>JA>JC>JD

-this combo is ridiculously hard and in the most recent combo vid they show some the different ways it can fail and a work around (which i still find hard lol)

Posted
This, too. For decent amount of curse.

6A > 5D > IAD j.Ax2 > j.4B > 5A > 6B > IAD j.6D

In curse, my favorite set up is:

Lock down 2A A bug stuff, then.

6A > Release 4D > j.C cross up > Cbug hits > j.2C cross up > loops.

or like.. 6A > release 5D > 6B > loops.

I need to learn those invisible buffer mix ups.

I'm sorry, could I get a video of that first combo (the other one if possible)? I find it easier to learn visually.....thank you!

I have some very general questions. I have my precurse Arakune down just fine, but once I get a curse I'm completely lost. I try to lock them down with bugs but most of the time there are huge holes in my pressure and I end up just spamming bugs trying to hit. When my opponent is cursed, how should I approach so that I can lock them down? What bugs in general do I use for lockdown? A and B and sparingly C? Also, any tips on hit confirming? I get random hits from bugs often but can never confirm them and hold my opponent down long enough to get close enough to actually combo. Once I start a loop I'm fine, it's just lockdown and hit confirming I'm terrible at :v: Kind of important things, I know. Overall once I get my opponent cursed I cannot do anything without great amounts of luck. Any tips?

Im on the same boat as you! I know most of arakune's pinwheel combos, and a few 100% curse combos, but as far as actually hit confirming them, hahaha, it's all luck for me.

Hope someone helps us out! :D

Posted

Thanks Skye, that was really helpful. However they all assume my opponent is in front of me, ready for mixups and crossups. If I curse from cross-screen, which is often the case, I am still clueless as to how I'm supposed to lock my opponent down and get close enough to mixup and start the loops from them. I know wall teleport will be usefull, but what bugs should I use, how should I approach, etc.? My opponent always seems to get combos in through the enormous holes in my almost nonexistent pressure. Or if I randomly hit with a bug, which seems to happen often, do you have any general tips for confirming the hits so I can loop? Just summon basically all the bugs where they are and use j.6C or wall teleport to close in?

Posted
I have some very general questions. I have my precurse Arakune down just fine, but once I get a curse I'm completely lost. I try to lock them down with bugs but most of the time there are huge holes in my pressure and I end up just spamming bugs trying to hit. When my opponent is cursed, how should I approach so that I can lock them down? What bugs in general do I use for lockdown? A and B and sparingly C? Also, any tips on hit confirming? I get random hits from bugs often but can never confirm them and hold my opponent down long enough to get close enough to actually combo. Once I start a loop I'm fine, it's just lockdown and hit confirming I'm terrible at :v: Kind of important things, I know. Overall once I get my opponent cursed I cannot do anything without great amounts of luck. Any tips?

3C. If they are anything like the people who just back into a corner so all of the bugs are auto-blocked, that will work perfectly.

Posted
Thanks Skye, that was really helpful. However they all assume my opponent is in front of me, ready for mixups and crossups. If I curse from cross-screen, which is often the case, I am still clueless as to how I'm supposed to lock my opponent down and get close enough to mixup and start the loops from them. I know wall teleport will be usefull, but what bugs should I use, how should I approach, etc.? My opponent always seems to get combos in through the enormous holes in my almost nonexistent pressure. Or if I randomly hit with a bug, which seems to happen often, do you have any general tips for confirming the hits so I can loop? Just summon basically all the bugs where they are and use j.6C or wall teleport to close in?

I was going to tackle improvised set ups in the intermediate tutorial, but basically, you wanna use the b and a bug predominantly.

A bug combos into D bug if they're that high up.

If they're on the ground, you can use the C bug's awesome stun time to close in on them.

If you curse from full screen, then use the 6b and 6a bugs, they help. That should earn you enough time to close in and keep pressure with physical attacks and more bugs. I say only hit confirm bugs into loops if you're desperate or you're sure that the combo will kill. Otherwise, let them tech and then catch them, push comes to shove, you can do the 'Dabbit starter', that is (j)b+c > d bug.

If you're playing online, I see that working a lot. If they enjoy mashing, use 2c > 6cd bugs, works on normal hit and FC and is his BEST damage option.

Posted

Any of you guys having trouble executing ara's dive cancel 100% curse combo and/or pinwheel loop online? I can't personally do his dive cancel combo :(

Any advice of performing it online?

Posted

Close your eyes and do it from muscle memory instead of watching the opponent. Thats what I do during laggier matches.

Posted
Close your eyes and do it from muscle memory instead of watching the opponent. Thats what I do during laggier matches.

The only way I can do it.

It sucks playing characters with visual cues/ actual timing online. D:

Posted
Any of you guys having trouble executing ara's dive cancel 100% curse combo and/or pinwheel loop online? I can't personally do his dive cancel combo :(

Any advice of performing it online?

I can't even do the dive cancel combo offline. But the pinwheel loop is very easy, the reason you have trouble doing it online, I'm assuming, is because it's a real player and you get nervous? If that's the case, just try and get that out of your mind and focus on execution, that's what i do.

Speaking of dive cancels, the only reason I have trouble doing it is the super jump cancel after the first dive cancel into the 5d.....how the hell do you pull it off?! 2 > 9 is giving me a normal jump cancel....

Posted

j.2A > 2B~5D > 29j.A

make sure you're inputting the 29 right after 5D hits. It's really just like sj.cancelling any other move that's jump cancellable.

Posted
*rolls eyes* actually I was just joking around, but it doesn't matter.

On a side note, everyone please remain on topic or your posts will be modded.

Pft. This is one of the very few threads I actually post relevant info in.

To keep this on topic/about combo discussion:

Someone tell me there's notation around for this somewhere, please. I look at it and get mindfucked.

http://www.youtube.com/watch?v=rA9dNbx6LIg#t=3m7s

Another related note. In the end of that combo, he goes into a rep or two of the combo he does on Tao earlier.

sj.C > d bug up > airdash j.C > c bug > d Bug > sj.C > d bug up etc.

When the hell do I buffer D bug during that? :psyduck:

Posted
Buffer the C bug.

Jump.

j.5cd, you have to press d almost immediately after c.

j.214b, be sure to tap the button so the b bug will be release asap.

Do all this fast before the bugs start hitting, or else the game won't recognize it.

It should look like j.c > c bug > b bug . 214b > d bug

The trick is to make sure the d bug hits BEFORE the b bug finishes hitting.

Thank you very much sir. Time to figure this out once and for all.

Posted

Wow, so I went into challenge 10 armed with new knowledge... And get it first try. Thanks Skye!

Buffeting that C bug was the missing piece of the puzzle.

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