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Posted
Some arakune ended Galileo's 20 win streak at acho

http://www.youtube.com/watch?v=2DLukt6Tonw

And then he won some more (this guy is pretty sick from a non arakune player's perspective)

http://www.youtube.com/watch?v=H3wpzMfw58Q

http://www.youtube.com/watch?v=JHSaRplfkRk

also my first time seeing mountain dew arakune in CS

Holy shit. Someone please, teach me how to play like this! hahaha. It seems like I truly must master IAD combos to be truly effective with Arakune.

Speaking of which, even while watching videos and Kou's I can't seem to pull of IAD combos. I comprehend the concept and movements necessary in my head, however when i actually try and execute 964jb or ja i end up double jumping of dashing forward. Is there a trick I'm missing?

Thank you

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Posted

No one can teach you but yourself.

Posted

any footage or notes of whats happening to your combo would help in giving you guys advice

you can try other input though,

for 6a>5d>jc(9)> iad combos i tend to hold 9 until i see myself jump then just 66 j4a>ja. Timing is actually not that fast. If your too low second jA wont' come out, too slow it'll blue beat. Don't worry about these combos so much if you don't get them though at first.

for 6a>5d>iad JA>JA>j4b i jump straight up jc(8) and tap 66 air dash pretty quickly. Used in easy bnb's except for noel/bang.

for 6a>5d>iad JB i tend to jc(7) then air dash if im close enough for it. I only use it for noel and bang.

for any kind of air dash jD>5d or air dash barrier land 5d i always use jc(7) you'll need this in your bnb's.

Posted

Sorry that the expert tutorial is taking so long.

My semester started a week ago and I'm busy with Java programming and HTML, so I use my leisure time for--well, leisure.

I hope to have it whipped up before my birthday (10th). I'll be sure to make use of the upcoming labor day weekend.

Posted
any footage or notes of whats happening to your combo would help in giving you guys advice

you can try other input though,

for 6a>5d>jc(9)> iad combos i tend to hold 9 until i see myself jump then just 66 j4a>ja. Timing is actually not that fast. If your too low second jA wont' come out, too slow it'll blue beat. Don't worry about these combos so much if you don't get them though at first.

for 6a>5d>iad JA>JA>j4b i jump straight up jc(8) and tap 66 air dash pretty quickly. Used in easy bnb's except for noel/bang.

for 6a>5d>iad JB i tend to jc(7) then air dash if im close enough for it. I only use it for noel and bang.

for any kind of air dash jD>5d or air dash barrier land 5d i always use jc(7) you'll need this in your bnb's.

well, when i try and pull off a basic iad combo like 2a>5b>5d>iad>j4b>etc i end up either not jumping, jumping and not air dashing, or jumping and air dashing, but not pulling off the j4b and just doing a normal jb. When i actually do pull off an iad into j4b it turns into a blue beat combo. My strategy has been tap 9 until i see arakune jump then 66 into j4b....i guess me execution is messy?

Thanks kou.

Posted

I just understand clearly how is the timing for IAD with a Jump cancelable hit, so:

Kingslime==> Normally with 9, waiting and 66 you can obtain a red combo, but you can also wait before jumping and do 96 J4B.

If you (jc) early, you must IAD with 66 because you don't jump directly, but if you (jc) later, you can just 6 for obtain the IAD.

I think you should try the 6A 5D (retarded jc) 96 j4b. It come out faster i think, and closer to the ground.

I didn't still get my IAD because i was doing 5D (jc9) 6 too faster (now i still get it, so it must be that, i search in training a little because Kousaka was doing (jc)9 66 for an IAD, and I wasn't understanding, so thanks to you =p).

Posted

yeah it's good that you figured it out in training mode.. it's hard to explain the diffferences.. there's such a large window after 5d for j4A that it's easier to do jc9>66 because the other method is too fast. But for j4b you need jc9>6 because it has to be done fast as possible.. when you do j4b>5b(1)>5d it's almost mashed in

Posted

So wait a minute....I have to delay it a bit for it to work? O.o

I keep doing jc9>6 and I'm not getting a dash at all.....which is why i do jc9>66>j4b but it always blue beats...

Argh! I wish there were a tutorial video or something. This IAD stuff is seriously ten times harder for me to learn than ANY of arakune's combos......

Thanks for the help guys.

Posted

hmm during curse, green burst doesn't prorate like it normally does if done right.. when you burst you can release bugs and the bugs hit them before your burst hits them so the starter isn't the burst but it's the bugs hence not prorating severely.. it depends on how/where/when you burst though

Posted
hmm during curse, green burst doesn't prorate like it normally does if done right.. when you burst you can release bugs and the bugs hit them before your burst hits them so the starter isn't the burst but it's the bugs hence not prorating severely.. it depends on how/where/when you burst though

This is one trick that may save you the match BAD if done right. Runs it back HARD on anyone bold enough to interrupt you during curse.

Posted

I just have one question when it comes to the jump C mix up. When I usually go for the mix-up its during the 3a-3a block string. Once those bugs hit as soon as I hit 6a I instantly tap either 5D(Regular) or 4D(crossup). It's done so early in the 6a animation its doesn't cancel into the gatling. This doesn't require me to negative edge and it still gives me my mix-up potential since i can do 6B,2B from 6A.

Any problems you guys see in this method? Because it works quite well for me.

Posted
I just have one question when it comes to the jump C mix up. When I usually go for the mix-up its during the 3a-3a block string. Once those bugs hit as soon as I hit 6a I instantly tap either 5D(Regular) or 4D(crossup). It's done so early in the 6a animation its doesn't cancel into the gatling. This doesn't require me to negative edge and it still gives me my mix-up potential since i can do 6B,2B from 6A.

Any problems you guys see in this method? Because it works quite well for me.

Don't seem like an issue.

That however is for mix ups.

If you wanted to go right into the jc/j4c, then it more than likely has to be NE'd.

Still a great idea, I'll need to practice that.

Posted
I just have one question when it comes to the jump C mix up. When I usually go for the mix-up its during the 3a-3a block string. Once those bugs hit as soon as I hit 6a I instantly tap either 5D(Regular) or 4D(crossup). It's done so early in the 6a animation its doesn't cancel into the gatling. This doesn't require me to negative edge and it still gives me my mix-up potential since i can do 6B,2B from 6A.

Any problems you guys see in this method? Because it works quite well for me.

Only problem would be actually hitting with the 6A and then hitting with J.C and having them both combo instead of J.C resetting.

Posted
Only problem would be actually hitting with the 6A and then hitting with J.C and having them both combo instead of J.C resetting.

my 6A is usually blocked though haha, but they still combo either way if you hit the C and D together just not into the massive damage jump C does by itself.

also in the corner to do the cross-up jump C you hit 5C and for the over head its 6C

Posted

According to the jwiki, using jC, 2B, or 6B after a 6A is the way to go. Autopilot mixup that fully combos on hit as long as you activate the D bug at the same time as the 6A. You get frame advantage if it's fully blocked too. =3

I think I 've posted them before, but the combos are 6A > ]5D[ > j[C] > > D bug > 214[A] > ]4C bug[ whiff > ]5A bug[ after cross up > D bug launch, and 6A > ]5D[ > 6 > D bug > cross up dash > ]5A bug[ after cross up > D bug launch. You can make the B bug whiff in the second combo if you're too lazy to hold down the button the whole combo.

Only way I can connect a combo since the people I play block Arakune effortlessly. :v:

Posted

yeah oda, those are the standard mixup setups.. but i just want to point out that it has to be a blocked 6A otherwise the D bug will miss as the opponent gets pulled in towards you..

if you do hit with the 6a you have to confirm into 3b(whiff 6b bug)>5c>5c bug>5d bug(from when you did 6a)

from the 6a>6b dash through setups more often then not 6b will get blocked but once you dash through the opponent they will be stuck blocking the 5D for you to mix high low to break guard (video examples were in the recent combo vid with the two endings)

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