Hellfromabove Posted December 29, 2009 Posted December 29, 2009 Here HFA, is a question Kousaka posted earlier. Skye answered it earlier, but I would like to see an answer from someone who has had a lot of hands on experience from the game. Ah, okay. Well, in CT there were certain bugs that you would usually call out to juggle opponents etc. I believe they are naturally started calling out the same bugs in CS as well (I know I did). You can do like B bug, A bug, then C bug which should position them off the ground and be able to let you start a D loop. Plus with the C bugs massive start up you should have plenty of time to do anything after that. Usually I see them whiff an A with this but never a B or C move since they are doing all the buttons almost simultaneously. -Tha Hindu
kousaka Posted December 30, 2009 Posted December 30, 2009 yeah i haven't been able to ever get a FC with kune yet.. played around with gold burst today.. did standard 5d>jA>jC>jD the C bug startup is kinda long.. it's like 1 almost 2 seconds i think.. i managed to do the corner jC>214C hits.. it helps to just hold 6 the whole time.. only did it on noel today.. still more testing required
Irrsinn Posted December 30, 2009 Posted December 30, 2009 Arakune's 5C is a confirmed Fatal Counter too HFA.
Hellfromabove Posted December 30, 2009 Posted December 30, 2009 Arakune's 5C is a confirmed Fatal Counter too HFA. Ok if it is then the combo should work. I would just do 5C xx jc xx j.D > 5D > j.A > j.B > j.C > j.D. Also, not sure if you guys knew but while Tager is standing you can land 5A > j.A > j.B > j.C > j.236C. I'm gonna check and see if instead of j.236C I can do j.2A xx DC xx 5D. Shit would be hot. -Tha Hindu
PhantomX Posted December 30, 2009 Posted December 30, 2009 What's the difference between a fatal counter and regular counter/how are they performed differently?
Hellfromabove Posted December 30, 2009 Posted December 30, 2009 What's the difference between a fatal counter and regular counter/how are they performed differently? FCs are only certain moves that each char has. They are the same as a counter except they have massive hit stun and recovery as well. -Tha Hindu
Skye Posted December 30, 2009 Posted December 30, 2009 And reverse proration, hit with a Fatal Counter, 8/10 you'll be doing a high damage combo.
lunaris Posted December 30, 2009 Posted December 30, 2009 FCs are only certain moves that each char has. They are the same as a counter except they have massive hit stun and recovery as well. -Tha Hindu according to stunedge's post in general discussion(http://www.dustloop.com/forums/showthread.php?t=7828) the exact definition is 2 additional frames of recovery for every following move in the combo, so you can't expect anything too outlandish. apologies if this is outdated info. and skye, again according to stunedge's post, there is no reverse proration. unless new info has arisen, if i remember right that was just a guess people were making.
Hellfromabove Posted December 30, 2009 Posted December 30, 2009 And reverse proration, hit with a Fatal Counter, 8/10 you'll be doing a high damage combo. Wait... are you talking about FC having reverse proration? If you are you must be on crack. FC does not have this. Thanks lunaris. -Tha Hindu
Irrsinn Posted December 30, 2009 Posted December 30, 2009 And reverse proration, hit with a Fatal Counter, 8/10 you'll be doing a high damage combo. I thought that was just a rumour?
Skye Posted December 30, 2009 Posted December 30, 2009 Wait... are you talking about FC having reverse proration? If you are you must be on crack. FC does not have this. Thanks lunaris. -Tha Hindu That was what I was told, and I only just now have been told otherwise. seemed pretty convincing that it was true after seeing Tager do a 5k combo off of a FC 2c.
Hellfromabove Posted December 30, 2009 Posted December 30, 2009 That was what I was told, and I only just now have been told otherwise. seemed pretty convincing that it was true after seeing Tager do a 5k combo off of a FC 2c. Uhh... Tager does 5k off practically anything now. On another note, Mike Z and I were testing stuff tonight and it seems that there is a BURST SAFE curse combo. How is it burst safe you ask because you can do it from CLEAR ACROSS THE SCREEN!!! Alright so this is a little tough to remember and is probably the most intricate and complicated combo you will ever have to learn. Ready? From across the screen: 6D bug, wait for them to get popped up 6C bug, repeat I know, it's a fuckin' brain teaser. Anyway, yeah, this combos into itself. If you have full curse meter you can get about 6k starting off with the D bug. The C bug on hit will move them closer to you every time so you will have to back up a bit each time. Also, I like to back dash while doing the 6C portion as to not throw out a physical 6C, this makes Arakune's hit box bigger and they may be able to burst and hit you with the outter portion of the burst. This is just to prevent that from happening. Also, since you are doing 6D bug you can jump and do it which means you can keep summoning clouds until you get the one you want (either hover over head cloud or homing cloud). At the end of the combo it seems pretty simple to just get them recursed by getting hit by cloud and a D move then spamming moves from across the screen. Yeah, guess Arakune just loved CT Nu's style and wanted to copy it. -Tha Hindu
kousaka Posted December 30, 2009 Posted December 30, 2009 hehe is there a way to go straight into this combo from the normal combo starters? 3aa>6c>c bug>d bug?
InspectorOda Posted December 30, 2009 Posted December 30, 2009 I've been trying to figure out how to do the 3AA > A bug > 2B > B bug > C bug > 5C > D bug starter. Does the C bug hit before, after or at exactly the same time as 5C? It's hard enough trying to get a C bug buffered in between a 2A, so I've just been doing 3AA > A bug > 2B > B bug > 6C > 5C > D bug, which prorates like hell.
kousaka Posted December 30, 2009 Posted December 30, 2009 i've been using 3aa>6a bug> 5c> C bug> D bug everything just kinda hits together at 5c.. then i usually walk foward and move the opponent during D bug down hits
dehumanizer Posted December 30, 2009 Posted December 30, 2009 have you guys been able to figure out combos right after curse. Say suppose you do 5c>j6a>jc.>j5a>j5b>j5c>j5d and you notice that ur curse meter fills exactly after the j5d, is it possible to continue the combo or are the bugs too slow? I don't think i've seen anyone really connect after a curse, more like mixing up after they curse into combo.
CopperDabbit Posted December 30, 2009 Posted December 30, 2009 have you guys been able to figure out combos right after curse. Say suppose you do 5c>j6a>jc.>j5a>j5b>j5c>j5d and you notice that ur curse meter fills exactly after the j5d, is it possible to continue the combo or are the bugs too slow? I don't think i've seen anyone really connect after a curse, more like mixing up after they curse into combo. The start up times on all of the bugs have been increased fairly substantially. So, I don't believe that it's possible to combo with bugs in that particular setup. You also may not want to, as the damage scaling at this point could potentially be bad enough that you're just wasting meter...
kousaka Posted December 30, 2009 Posted December 30, 2009 yeah i think C bug startup is too slow if you begin curse on the end jD to continue
Hellfromabove Posted December 30, 2009 Posted December 30, 2009 hehe is there a way to go straight into this combo from the normal combo starters? 3aa>6c>c bug>d bug? Yes, as long as you can make D bug or C bug hit then you can start it off whatever. have you guys been able to figure out combos right after curse. Say suppose you do 5c>j6a>jc.>j5a>j5b>j5c>j5d and you notice that ur curse meter fills exactly after the j5d, is it possible to continue the combo or are the bugs too slow? I don't think i've seen anyone really connect after a curse, more like mixing up after they curse into combo. Ahh... hmm... I've done some stuff but everything seems to prorate like shit. I'll post it up later since I'm gonna be late for work but it involves 3 dragons. Oh, also, I have a combo for D loop that involves 2 - 3 dragons (dives). It just depends on the size of the opp. -Tha Hindu
Irrsinn Posted December 31, 2009 Posted December 31, 2009 Hey HFA, can you test if 214214D>5D>JA>JC>JD works, and how much gauge does it fill?
Matt Posted December 31, 2009 Author Posted December 31, 2009 That combo is on the first page and it says it fills 100% gauge.
Irrsinn Posted December 31, 2009 Posted December 31, 2009 Oh, sorry, is there any video of it? I don't think so but I can hope.
Matt Posted December 31, 2009 Author Posted December 31, 2009 Don't keep your hopes up. No top level player in their right mind will ever use j214214D (except for trolling purposes). It's extremely easy to punish, a waste of meter and there are other far better moves to use in the same situations. It might end up in a combo video though (maybe).
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