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Posted

The next tutorial will be up later this week.

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Posted

I think I read somewhere that there's problems doing 6A>5D>236236C>5D>jA>jC>jD on Rachel, Tager and Hazama, I tested that for a bit and you only have to wait a second before doing the 236236C for it to work on Rachel and Hazama.

It doesn't work on Tager though.

Posted
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....

Well I dont have trouble doing the loop itself. I have trouble trying to cross my opponent up and getting the loop. Like sometimes i will cross them up and input lets say 1dc bug if im behind them so it will hit them, but then it will go to qualm instead of hitting them or the d bug just misses and the escape and i just cant get them in the loop after that.

Posted

cross them up with j.C and 4D.

ex: 6A~4]D[ > j.C cross up > c bug hit > j.2C > d bug hit. or something like that. Not sure if D bug hits before or after j.2C, but that shouldn't matter.

Posted

Ok hope this tid bit of info helps.

Now I have a question and this sounds noobish...so srry if I ask, but...wtf can arakune do when ur opp is not cursed?

I know 100% curse combos its just that...does he have anything else? Like besides playing the field and waiting till ur opp is cursed then loop and win.

I just end up loosing horribly b4 i can get my opponent cursed. Even when i get my opponent cursed i have a tough time crossing them up (still trying to get used to arcade stick) and i loose regardless.

Posted

He has all kinds of stuff.

5A > 6B = j.6D, and cloud/party bug. Obstacles on the screen are hard to avoid.

Control your space. Try and put them in position to block j.D etc, while they're trying to avoid cloud and bug.

You have the best air movement options in the game.

You've got j.B mix up.

5A whatever.

5D on block.

You can condition to jump out of the 5D, then airthrow their jump out.

And on anything that ends in j.C > j.D, you have great options for dp bait, high low stuff, throw stuff.

Basically, you just want to get them cursed, but under no circumstances do you want to throw cloud > party bug and just hope they run into enough of them.

Posted
He has all kinds of stuff.

5A > 6B = j.6D, and cloud/party bug. Obstacles on the screen are hard to avoid.

Control your space. Try and put them in position to block j.D etc, while they're trying to avoid cloud and bug.

You have the best air movement options in the game.

You've got j.B mix up.

5A whatever.

5D on block.

You can condition to jump out of the 5D, then airthrow their jump out.

And on anything that ends in j.C > j.D, you have great options for dp bait, high low stuff, throw stuff.

Basically, you just want to get them cursed, but under no circumstances do you want to throw cloud > party bug and just hope they run into enough of them.

i know about the 5a 6b j6d combo. Its just like....there no damaging non curse combos..well at least none i know of.

Posted

His FC dive loop does 3k average.

That's about it without meter though.

Posted

That's because you want to get them in curse.

lol.

The only thing I would actually say is good damage out of curse are dive loops and spider super stuff.

EDIT- ahh skye you ninja'd me.

Posted

Hey, was wondering how does the timing of the IAD loop combos work? If I input the IAD after the 5D too early, it ends up being a normal forward jump, but then if IAD too late obviously the combo doesn't connect... I'm wondering if this combo only works on Tager? But even practicing on him I'm still having trouble...

Posted

which combo? all 5d>iad combos work on tager

what your probably doing is doing the airdash too soon before you've jump cancelled and ending up with a jump forward.. for 5D depending on what your following with i use a few things to help my timing

for 5d>iad JA>JA i jump straight up then just air dash forward.. it's very very lenient

for 5d>iad j4a>jA i hold up/forward then do the air dash a bit after i see them jump (dont' do it too fast or else second JA won't have time before you land)

Posted

Almost everyone.

All I know is that Noel is a no go for j.A stuff. But it works on Carl and Rachel, and they're short.

Posted

Did the hima crossup got old already? Does your opponent block all of your mixup? Then fear not, for this blockstring I've been messing around works wonders, on all the cast! This blockstring is legit, and it will even activate the guard bonus you get after 7 seconds of constant blocking, the bad news for your turtler opponent is that you can guard crush everything with it -even Tager- and still deal about 7k on most characters and 6K on Tager after the guard crush, with the possibility of meter gain.

[3AA>tap 5D>214B>A bug hits>tap 5C>B bug hits>C bug hits>D bug phase 1 hits>Crossup j.C>j.2C>D bug phase 2 hits]xN

This crosses up three times per repetition and breaks three primers in a legit blockstring mid-screen, its harder to land on some characters than others since they have a smaller horizontal blocking hitbox (Like Jin). If anything hits, great, if jC hits, even better, if nothing hits, you're probably fighting some kind of psychic lunatic... that will get his guard crushed to bits.

Now, of course you can do 6A instead of 3AA, or instead of j.C you can turn invisible while the D bug's first phase hits, or even do some nifty 6C crossup shenanigans (although those whiff on most characters, like Jin and Carl, for example*), or just go for high-low mixup, or instead of j.2C you can do j.2B, or 214B, or 214C... hell, I don't know! Oh, and you can go for a green throw between repetitions.

*6C crossups will whiff if you do tap 5D, since the first phase of the D bug pushes them too far away for the 6C>5C followup to hit after a successful crossup. To fix this issue you mustn't tap the 5D at the beginning of the string and hold the 5C:

3AA>214B[C]>A bug hits>B bug hits>5]C[>6C>tap 4D>C bug hits>5C followup>D bug first phase hits>2C followup>D bug second phase hits

Be careful, since this blockstring isn't really air tight like the first one.

Posted

the iad 4A combo works on everyone except noel and bang, and i haven't full tested iad j4b 100% but i know it works on tager/tao/ragna

the iad 4a combos has some quirks though, some chars you have to superjump cancel forward instead of regular jump cancel.... and on a few chars that j6d sometimes tend to miss that still applies.. and tsubaki is weird after 5a>6b might whiff sometimes

Posted

[3AA>tap 5D>214B>A bug hits>tap 5C>B bug hits>C bug hits>D bug phase 1 hits>Crossup j.C>j.2C>D bug phase 2 hits]xN

3AA>214B[C]>A bug hits>B bug hits>5]C[>6C>tap 4D>C bug hits>5C followup>D bug first phase hits>2C followup>D bug second phase hits

Be careful, since this blockstring isn't really air tight like the first one.

I'm testing your first string, and I don't think it works, maybe I'm doing it wrong. The 214B doesn't seem to cross up since they are in blockstun from the B and D bugs. Even if you hold the B bug the D seems to keep them blocking, and because of this the j.C doesn't work as well. I believe for cross ups to work, you have to leave enough room for the auto block to end.

For the second one, I was also able to keep blocking one direction and end up blocking the whole string. The c bug hit > 5C follow up kept them in blockstun.

Posted

I tested the string on every character, it works. You have to crossup before the opponent starts blocking the B and D bug, otherwise it doesn't work, you're probably tapping the 5D too soon, make sure to do it right after 3AA/6A, you have to be quick.

For the 6C crossup to work, you have to hit 6C just before the 5C bug hits, so it pushes the opponent towards you and the 5C followup ends up crossing up.

I'd do a video but sadly I don't have a capture card.

Posted

Finally able to free up the time to pick up BB again after several long busy months. Just to make sure I'm still up to date, is his standard block string still 3AA > 6A ]5D[ > j[C] or 6B with 3A or 2 > CPQ and jC crossup mixed in between? Or are there better ways to pressure now?

Oh, and is there a way to 100% curse Noel reliably on a FC5C other than 5A relaunch yet? My hit confirm isn't up to par anymore so I want a lazy way to always combo her while still jump canceling on block to make it safe. And anything special I should know about regarding u-12 and Makoto's hitboxes? Haven't had much time to try training mode out on them.

Posted

u-12's hitbox is fucked so D bug on it's rise up won't hit her at all. As a result you will have to pick her up with a normal that knocks her into the D bug. Makoto's body is pretty much free.

Posted
Makoto's body is pretty much free.

Find a FCH 2C Dive loop for her yet? ...because I sure as hell haven't.

Posted

for makoto

2Cfc>5A>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jB>jC>j2B>dive cancel 5D>hjc>delay jA>jC>jD (100%)

-she's similar to rachel in terms of hit box so it tends to be unstable at times

-make sure to catch them as high as possible with 5a, and note the delay on the 2nd loop

-haven't tested if it's stable for 2c at all distances, might not work for super far 2c fc

Posted

Okay I was talking with Severin the other day about my string and he asked me if I tested it on every kind of guard there is, and turns out Barrier Blocking ruins it. So I modified it a little bit, and it should still be air-tight (and it should still work) on all characters (I only tested it on Tager and Ragna so I'm not sure):

[3AA>tap 5CD>214B>A bug hits>B bug hits>C bug hits>D bug phase 1 hits>Crossup j.C>j.2C>D bug phase 2 hits]xN

Since barrier pushes you back, now you have to tap C earlier for the C bug to hit the opponent, pushing them towards you again, making it able for the 214B to crossup. Making the j.C and j.2C hit is a little harder on barrier though.

The wonderful thing about this is that if they try and protect their last primer with barrier, they'll deplete their barrier meter, entering danger status. Now, if you break their guard and hit them with a high P1 move, like 2C, you'll get 9-10k of damage on most characters and 7k on Tager mid-screen!

Isn't that great?

Posted

Thanks, Kou.

Also, off the top of your head, can you tell me what you think about hit confirming with 2A?

I always did the whole, 2A > 2A > 6A bug > 5C > C bug > D bug thing.

But lately, I've been messing around with 2C instead of 5C.

Can you tell me any advantages, if any, of doing 2A > 2A > 6A bug > 2C > 6B bug > 6C bug > 5D bug?

I can't test right now, so I can't look at damage output for both. I would hope there is something better about this set up, because it just looks so much cooler.

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