Abstract Posted December 11, 2009 Posted December 11, 2009 [near corner] 2c>rc>j.d>5d>etc *if this is possible, should replace the 2c followups above if tech proration allows it I was actually wondering about this. I was also wondering about a CH 5C variant. Since 5C is a fatal counter, I was wondering if the CH would give enough time to through the jD out.
lunaris Posted December 12, 2009 Posted December 12, 2009 I was actually wondering about this. I was also wondering about a CH 5C variant. Since 5C is a fatal counter, I was wondering if the CH would give enough time to through the jD out. i don't think there's enough untechable time after a normal 2c for jd to hit(i was pretty tired when i wrote that post...), but your fatal counter combo should work. the second combo below, or rc>5d>super>etc(if possible after 2c; doesn't seem to work in CT at least on some characters), might work with 2c though. EDIT: i just tested in CT and i actually did get 2a>2c>j.d to work in the corner(and everywhere else but then you're too far to do anything, although it's more burst-proof and sets up a blocked 2d, but if they have burst you should use your heat for the super anyways). i'm a little amazed. this one is pretty obvious and may have been discussed: [corner] 5a>6b>jc>j.2a>dive cancelled 5d>standard 5d combo *super might be usable after 5d for an extra 5d and some damage. alternatively, the combo below might work at the end of the standard 5d combo, but i think there'd be too much proration. [j.d combo hit off of relatively low height, anywhere] j.d>rc>falling j.a>5a>6b>etc. or j.d>rc>falling j.a>5b>air combo *this is more or less a combo part rather than a combo itself as arakune has a lot of ways to chain into j.d. depending on height, the falling j.a can be omitted in the rc>ja>5a version. using j.5b for maximum hits and delaying jc in air combos makes this combo easier as it results in a total decrease in height. i'm curious if this combo would tech prorate too much for anything to follow after 5a>6b midscreen. [anywhere] ground super>RC>j.d>5d>standard air combo *just wanted to note that by RCing you can probably turn a super hit into a 100% curse combo(31+31+40=102, according to koogy's chart) with 100 meter. you might have to sacrifice a bit of damage on the super for it to work, though. i'd also like to note that now that pre-curse proration is not really an issue, arakune will benefit from throwing j.5b(max hits) and j.6x in combos wherever he can(previously you would exclude them to avoid proration if possible). this is because the attacks build meter well and pre-curse damage is minimal. seems like arakune can do a lot with 100 meter outside of curse.
Mr.Biscuits Posted December 16, 2009 Posted December 16, 2009 Re-curse?????? While cursed J.236C Loop, Last D bug hits (no more curse meter) 5D > 236236C > 5D,> j.a > j.c > j.d. I seen a vid where an Arakune does the combo up to the beam super, but instead of doing another 5D he goes for 5B and then drops the combo. Was it because 5D wouldn't connect in that sequence?
Skye Posted December 16, 2009 Posted December 16, 2009 You can't technically recurse, you can only get up to 50% until they tech/get up for the first time after curse.
Skye Posted December 16, 2009 Posted December 16, 2009 Not sure if this was posted, but ther 100% curse meter combo is confirmed. jb+c (air grab) > j.d >strict timing> 5d > j.a > j.c > j.d. That gets 100% meter I also has a theory combo which is basically the same thing, except instead of an air throw, it's a FC 5c, plus with reverse proration, it could score bigger damage using this.
Mr.Biscuits Posted December 17, 2009 Posted December 17, 2009 Not sure if this was posted, but ther 100% curse meter combo is confirmed. jb+c (air grab) > j.d >strict timing> 5d > j.a > j.c > j.d. That gets 100% meter I also has a theory combo which is basically the same thing, except instead of an air throw, it's a FC 5c, plus with reverse proration, it could score bigger damage using this. It has been posted. You have to note that the Air grab has to be some what close to the ground, or they'll tech and J.D will wiff.
kousaka Posted December 18, 2009 Posted December 18, 2009 anyone work out the required bugs in the new corner loop? does 7k damage rofl.. looks like j6a>236c>6d bug> land backdash > TK 236C > 6d bug> until get to wall then corner loop is something like 236C > 6C bug >6d bug > 6d bug UP> jC > C air fake > 6d bug followed by recurse ender after d bug: asdfasdfasdf gotta test it myself edit: checked jp wiki (http://www14.atwiki.jp/arakune/pages/63.html) and fixed the combos edit2: i will translate the whole thing later, the jp wiki is well organized with air loops, and enders
Hellfromabove Posted December 18, 2009 Posted December 18, 2009 There IS a recurse. Mike Z and I have tested it out. The way I have been able to do it is while they are in the D loop combo. While you are doing 236C you're supposed to call the D bug almost simultaneously. When it starts to hit first RC. Follow this up with a cloud and then land. Wait a while until the D bug starts bringing them to the floor, right before they hit the floor do a j.5D. This adds to the meter but D bug still hits them to the floor. Right before the D bug uppercuts out of the ground do a 5D. If done properly you can recurse them. What's great about this method as well is that you can CONTINUE THE D LOOP as well. When you do preform a successful D loop combo it should give you a bit over 50% meter so RCing shouldn't be a problem. -Tha Hindu
Skye Posted December 18, 2009 Posted December 18, 2009 Whoa, wait. How does that bypass the limit? This is most interesting.
kousaka Posted December 18, 2009 Posted December 18, 2009 err so it's a recurse mid combo for 50% tension? i've only seen the recurse + oki at the end of combos from nico recently
lunaris Posted December 19, 2009 Posted December 19, 2009 There IS a recurse. Mike Z and I have tested it out. The way I have been able to do it is while they are in the D loop combo. While you are doing 236C you're supposed to call the D bug almost simultaneously. When it starts to hit first RC. Follow this up with a cloud and then land. couldn't you just find a way to combo the cloud off of a j.C instead of rcing 236c? or maybe j.C>jc>cloud>j.d>d>etc(for height to cloud>j.d). ex: after fumo does 236c without j.6x in a wheel loop, he is able to connect with j.C and a c bug(although i would think you can use j.6x if you want to). instead of comboing the j.C into a fake teleport you could combo it into a cloud and j.d on the way down. because of the C bug hit you might even be able to delay the D bug a little to give you more time to cloud>j.d>5d. http://www.youtube.com/watch?v=j7vZ8cjPa04 at around the 7:10 mark he starts a wheel loop where he uses j.C. this doesn't seem like something you'd need 50 meter to do, unless maybe you need to use 50 meter to get 100% curse out of a bug combo because of some rule imposed by the game? but that seems a little unlikely.
kousaka Posted December 21, 2009 Posted December 21, 2009 Okay I think we're all getting confused here. What is this 50% curse limit you guys are talking about? I haven't noticed a 50% recurse limit after a curse end. In fact the standard corner and mid screen enders now typically add 80% curse at the end and in corner you otg 5b bug to force them to block a 2D to start the next curse. From what I read from HFB's post is that it's basically the same recurse except they RC the 236C to off an extra curse hit in there allowing them to go back into curse without ending the combo and actually continue the combo. Although this sounds like a broken thing, how's the damage if you continue the combo from there? I haven't seen any vids of this happening. Are you sure they're just not teching properly? Without some reverse proration it might not be worth continuing the combo anyways. Check the CS JP wiki combo thread I made guys. All the stuff we've been seeing lately in the jp vids were on the wiki so I copied them over for everyone.
Skye Posted December 21, 2009 Posted December 21, 2009 Well, basically after a curse, the meter gain is capped at 50% until they tech/get up. It's been confirmed by both luna and koogy, apparently HFA and MikeZ found a way to bypass that and recurse them whilst in a combo after curse. I'm personally confused as to how that works. Is it the rapid cancel that resets something?
kousaka Posted December 22, 2009 Posted December 22, 2009 spent a good 6 hours playing kune cs today... some random things i noticed almost al the combos that go into jC>jD require super jump the timing on D bugs you really gotta do it ahead of time... eg in 236C loops it's basically 236CD and 5C is 5CD.. the 6a>2b combo is actually quite easy to mess up 5a>6b>j6d will whiff alot if not near wall on rachel, and arakune afaik you can loop 5a>6b>j6d 2-3 times and if you get into curse you go straight into the 236C loops had alot of trouble doing the recurse enders to combos.. always kept getting out of course too early or too late i understand a bit of the spacing require for the loops.. if you're too close 236C will carry you underneath and quite often change sides.. will continue testing recurse stuff tomorrow
Mr.Biscuits Posted December 22, 2009 Posted December 22, 2009 Ok so no buttons need to be held down when doing 236C loop? Just do 236CD? What about directional inputs when around corners and stuff? are they the same as in CT?
kousaka Posted December 22, 2009 Posted December 22, 2009 for the 236C loops you basically always do 6D bug so 236C hold 6 and press D i tried to do the corner jC 214C teleport loop and it seems you have to hold C on those but i didn't get much practice on those in the 3aa>6a bug thing still has issues in the corner but you have to be pretty deep to not hit.. im not sure wtf to do now in corner as mixup to go into loops
Mr.Biscuits Posted December 22, 2009 Posted December 22, 2009 What about 6A > 5D > j.B > 5A - 6B > j.6D? Any specific timing on this? And is it possible to do another 5A-6B if near the corner? also what about 5A - 5D?
Hellfromabove Posted December 22, 2009 Posted December 22, 2009 Well, basically after a curse, the meter gain is capped at 50% until they tech/get up. It's been confirmed by both luna and koogy, apparently HFA and MikeZ found a way to bypass that and recurse them whilst in a combo after curse. I'm personally confused as to how that works. Is it the rapid cancel that resets something? I need to test this more. It's very hard to get a CS machine all to myself so I may practice if you know what I mean . I tried going to the closest arcade as well in the morning to practice before anyone got there but I couldn't spend 10 min on the machine before some ass hat got on . Even though I get 30 some odd wins I hate it since I feel like I'm not getting better. Yeah, I'm getting character practice but I still want to learn shit with him to the point where I can pull things out of my ass on the fly like I used to in CT. -Tha Hindu
kousaka Posted December 22, 2009 Posted December 22, 2009 anyone figure out a gold burst combo? something similar to the air throw combo prolly jd>5d>jA>jC>jD for gold burst insta curse action lol
Hellfromabove Posted December 22, 2009 Posted December 22, 2009 I've never had to gold burst but I do have one when cursed. Just gold burst then press D. Bam, you go straight into D loop combo. Also, if you need to green burst while fevered just hold the direction the opp is at and burst. They will fly and hit the wall then the D bug will grab them. You can start D loop off this as well. I know burst combos prorate but you can still get a fair amount damage off of it and also there are mind games you can play. -Tha Hindu
kousaka Posted December 22, 2009 Posted December 22, 2009 so im studying the recurse ender in this vid http://www.youtube.com/watch?v=j7vZ8cjPa04 @ 9:39 and it ends with 6D bell tk 236D cloud and it builds 70% not 50% so the limit is broken here if there is even a limit that is.. although the cloud gain is delayed for when they tech or something im not 100% sure.. every take a close look
ryokoalways Posted December 22, 2009 Posted December 22, 2009 The limit is broken because Ren teched. I do believe there is a 50% limit. Go watch the sunday alpha tournament that was posted today. Find any Souji vid and you should be able to confirm it. There are plenty with him.
Mr.Biscuits Posted December 22, 2009 Posted December 22, 2009 http://www.nicovideo.jp/watch/sm9166731 around the end of the vid Fumo does a combo and the bar stays at 50%.
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