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Posted

Isn't the best combo off of 2A suppose to be 3AA > >6A bug > 6A > ]5D[ > j[C] > D bug > 214[A] > 4]C[ > 5]A[ > A bug > D bug launch? And for the 2C set up, if you have the hit confirm it lets you push the opponent closer to the corner for starters. Dunno about damage, I always try for a reset since 2A proration sucks unless it's a sure kill.

By the way, should u-12's hitbox be treated like Noel's?

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Posted
By the way, should u-12's hitbox be treated like Noel's?

Mu's hitbox is similar to Lambda's I think, the only difference (and a really weird one) is that the D bug's second phase will whiff on her, so you have to launch her yourself from the ground (with 5C, for example) for the bug to hit, otherwise she'll tech.

Posted

She does have a weird hitbox.

For example, Lambda's airthrow > RC will always put her on the right side of Mu, regardless of whether she was on the right or left when she threw her.

Posted

I hate Mu's hitbox.

How the fuck to I dive loop her.

Posted

after 2a>2a>6a bug both 2c and 5c variations should be about the same low damage.. and if you air dash before 236C they should carry about the same distance to the wall

i personally use 2c though because you can use this on block and force them to the wall for pressure

but if you have curse early after a 2a>2a>6a bug you should go for a reset

here's 2c fc on Mu

2Cfc>5A>jc8>jA>jC>j2A>dive cancel 5D>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jA>jC>jD (100%)

it's pretty much same is lambda, works best if you end up really close to her and you go through her and change sides.. if you hit her from far away you'll have to adjust and use a B dive variation

Posted

For the Makoto FC2C, I can't seem to get in range for the jC to connect after jB unless I superjump, which allows her to tech before the j2B dive hits. I also tried to use Bang's 5AA 2CFC combo and it didn't work. Am I doing something wrong? I only got to try it in battle a few times though, so there's a good chance I just did it wrong.

And for the u-12 combo, about what height is the 5A relaunch suppose to take place? I remember trying a vertical jA > jC a few times at the highest possible height but couldn't get it to connect. Is it the same way the combo is done on Ragna, Litchi, Noel, and Tager?

On a side note, I've been using 2CFC > 5A > jA > jB > jC > j2B > 5D > delay jA > jC > j2B > 5D > Run away cloud on Makoto since I can't find a way to connect into that last jD out of the corner. Anyone wanna see if it's possible to extend? @_@

And thanks for all the info everyone. =3

Posted

yeah u-12 is basically the same as ragna, litchi, noel, and lambda.. tager almost all the variations work

i'll try and make a vid of them if i have time

edit: okay looks like i remembered the makoto one wrong

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

Vids are uploading. Will post it in video thread when they're done.

see here http://www.dustloop.com/forums/showthread.php?7956-Arakune-CS-Video-and-Critique-Thread&p=731788&viewfull=1#post731788

Posted

Sometimes on FC2C Arakune ends up facing the same way as u-12 also. I never even knew jA could hit behind him until now. :psyduck: Anyways, the combo I use when this happens is FC2C > 5A > jA > jC > j2C > 5D > etc. Is this the best one to use or is there a better one? And the vertical jA one only seems to work if you cross up the opponent, so do you use the jA > delay jB one when it doesn't?

Posted

Yeah i'll post the other situation when you hit 2c FC too far using B dive variation later tonight. THe JA>jc8>JC variation works on both sides as long as your super close.

Fixed the makoto vid, realized some things after testing it extensively. I've never played a Makoto player though but it's probably safer to go for 70% similar to Rachel.

Posted

can someone link to a bug only combo? An online arakune did it on me and it's great if you want to have guaranteed damage with no threat of getting bursted. Trying to pick it out from the number notation is hard and I haven't found it yet.

Posted

here Oda: Mu 2c FC from far away

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

-note the 2 hits of JB, tested this and 1 hit would fail dive cancel 3 hits caused tech which i didn't know

until i tested it extensively

vid will be up shortly http://www.dustloop.com/forums/showthread.php?7956-Arakune-CS-Video-and-Critique-Thread&p=731788&viewfull=1#post731788

i should go back and test the far 2c fc combo on litchi, lambda, noel, ragna because i never noticed how many hits of JB i used and i didn't take note of it before in my notes

Posted

Actually, the version I was talking about for a non crossup hit only has jB hit once, but it still connects. I delay the jB a lot to compensate though, so it's probably needlessly more difficult. I found it the easier out of the two though. And I'm pretty sure the vertical jA combo works regardless of distance for Ragna, Litchi, Noel, etc. I've never had it whiff before no matter how far away I was. :O

Anyways, thanks for taking the time to make all these videos, especially the Makoto one. Finding a 100% combo for her was torture since I can't read moon runes and don't remember Arakune's combo physics at all anymore due to my hiatus. @_@

Posted

hehe i've had many times where i hit 2c fc and was too far for vertical JA to hit or 5a caught on the wrong side.. one of these days i might start showing vids on how the combo can fail and how to adjust for them.. because the real skill after awhile is being able to react and adjust to them as they happen in matches.. im just not sure i know enough of them to write about it

Posted

Actually, depending on the distance 2C hit, I usually find a way to still get the vertical jA to hit by adjusting the launching height of the 5A. I'm not sure if I can remember them off the top of my head anymore, so I'll go in training mode when I have time to test them out again. Usually if I'm really far I just go for 6A or 5D relaunch though.

...Or I can just be remembering this wrongly after all this time. Don't take my word for it until I confirm this works again. :psyduck:

Posted

Only thing I've ever been able to do to adjust for vertical jA , is FCH 2C > walk slowly forever (lol) > 5A > vertical j.A

It'd be neat to be able to do it with adjusting 5A, but I just don't see it.

D:

Posted

Sorry guys, I'm a scrub and totally remembered wrongly. The 5A height adjustment thing doesn't help get the vertical jA too connect at far distances like I remembered. Must have been for something else, but I don't remember since it's been too long. >.< Still, if you're too far away for the vertical jA you might as well go for a 6A or 5D relaunch for an easy 100% curse.

Posted

Hmm well you can adjust 5a such that you can get jc8>ja. Sometimes they're kinda high up (situations where you can just 5D them) and you can kinda walk up a bit before you do 5a depending on the char and if you can react to it.. but either way is fine since you'd still have to react to the situation and adjust.

Posted

Hey, what's the 100% corner combo?

Wasn't it [5a > 6b] IAD jd > 5d > ja > jc > jd?

I couldn't do that. Too hard.

So I made an alternative.

I made IAD 5d > ja > jc > j2a > DC 5d > sja > jc > jd

Does 1920 if I recall, 100% curse, works on everyone (I'm assuming including Makoto).

For Arakune, Rachel and Carl, you are required to j/9 to hit them with the jc. Everyone else, you can j/8.

It won't work on some characters if you super jump the first air combo.

Posted

Okay, I remembered what that 5A adjustment thingy was for. It was this thing I noted with Noel's hitbox for when the vertical jA and 6A/5D won't connect, and you have to use the jA > delay jB combo. You have to relaunch her low and not high or else the j2B will whiff. I guess it's kinda bad that I remembered something about 5A relaunch for when vertical jA fails and didn't even remember that vertical jA could fail. I need more practice. :psyduck:

And for the corner combo, you'll be forced to use the IAD jD variant if you start the combo off with jB > 5A > 6B, so it's probably better to learn both. Oh yeah, and you'll have to skip the jA before jC if you get 4-5 jB hits.

Posted

Hey so for which characters do the dive combos with 100% curse work on? Aafter the second 5D I can't do the last curse since jC whiffs...I tried playing around with jA>jA>jC>jD or jA>jB>jC>jD but neither works (normal or high jump)...

Posted

Dive loops are character specific, there should be a separate thread for that.

Or drag Matt or Dabbit to edit the first post with all the details.

Posted

Some characters' 100% loops are wayyyy too situational to be practical in almost any real match.

Thus, we sacrifice that for a stable 70% with oki.

Carl, Rachel and Arakune (to a lesser extent) come to mind.

Posted

Arakune 100% loops are totally viable all the time! :D The:

2C -> RC -> 5D -> Release 6B, 5CD -> (J.236C -> Release 6CD) x3 -> (J.236C -> Release 6CD -> 5C -> 5C) X2 -> Double laser.

Works against laggy moves on IB all the time!

And if you don't have meter you can 5D -> j.D -> 5D -> j.C -> j. 214C -> Release 5CD -> (J.236C -> Release 6CD) x3 -> (J.236C -> Release 6CD -> 5C -> 5C) X2 -> Double laser. If the 5D is a counter hit!

And if you have curse at any point in the above 100% curse combo you can do:

5D -> Release 5CD

5D -> j.D -> 5C -> Release 5CD

=DDDD

On a kind of related note!~

Does anybody end their curse loops in 6A -> 5C -> Double laser besides me?

Posted

On a kind of related note!~

Does anybody end their curse loops in 6A -> 5C -> Double laser besides me?

Hima 4 life

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