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Posted

What situations is that useful in Oda? It'll miss entirely mid screen, in the corner the j3D would likely not miss, but they'd have an age and a half to hit you.

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Posted

Wouldn't the 70% be better though?

It's not gimmicky, works anywhere and....is not gimmicky.

Posted
Plus, 2A -> 5B -> 5D is very unreliable on barrier block or from maximum range.

It's an easy hit confirm. If you're too far you'd opt for 2c followup or further pressure. If you mean in a block string then no, there's better shit then 2a > 5B > 5D.

Posted
It's an easy hit confirm. If you're too far you'd opt for 2c followup or further pressure. If you mean in a block string then no, there's better shit then 2a > 5B > 5D.

Of course I meant blockstring, silly. Why else would they be barrier blocking? :psyduck:

Posted

No, it's better to use j3D on 2A > 5B > 5D hit and not block because it will force your opponent to either tech the stagger and block or take the hit. It's usually just used for when you miss the IAD, especially on Noel or Bang. It's useful though if your opponent will get cursed if he blocks the j3D, and you want the opponent close rather than on the other side of the screen after 5A > 6B.

Still, trying to continue pressure after a 5D gets blocked is pretty bad against most characters anyways.

Posted

Is it a fact that a sole 2C Fatal Counter -> 6CD bug into 5C Curse Loop is the most powerful? It killed Tager before I even had the chance to pull out two supers. It was hype yo.

Posted
No, it's better to use j3D on 2A > 5B > 5D hit and not block because it will force your opponent to either tech the stagger and block or take the hit. It's usually just used for when you miss the IAD, especially on Noel or Bang. It's useful though if your opponent will get cursed if he blocks the j3D, and you want the opponent close rather than on the other side of the screen after 5A > 6B.

Still, trying to continue pressure after a 5D gets blocked is pretty bad against most characters anyways.

That's misguided.

I'd prefer them fullscreen, gives me space to zone, especially vs Bang.

Your gimmick leaves holes for reversals, I'll take the guaranteed combo over gimmick canyon.

Posted

Okay, my first sentence is phrased really poorly. I meant that it is better to use j3D to follow up 2A > 5B > 5D on hit rather than as a blockstring, since most people assumed I was talking about a blockstring. I don't mean it's better to use j3D instead of the full 70/100% combo.

Still, this setup doesn't leave any holes for reversals at all, no reversal outside of meter based ones have enough range to punish this, especially since the j3D becomes a meaty. And space to zone is totally unnecessary as the only time you'd use this intentionally is if it would put them straight into curse on block, allowing you to get them into a guaranteed blockstring and mixup sooner. The only other time you'd ever want to do this is if you failed to combo and confirmed as such. In this situation, you'll have already done either a 8 or 9 jump, and using j3D with decent space away from the opponent will usually be safer than continuing the jA/jB combo as a blockstring while also allowing you to build a bit of curse meter. Or you can have perfect execution, but even the Japanese drop combos occasionally.

I've actually seen quite a few Japanese players use j3D in this manner, so I highly doubt it's a gimmick. It's more like a back up plan or insurance. :v: No character can punish an instant j3D meaty on block anyways. This is highly situational and will hardly ever be used outside of combo fail anyways. Then again, America has no execution so it's all good. :yaaay:

Posted

I think getting push away + j.3D + cloud/bell summon is still much more valuable.

And you can do the combo on bang wtfff.

Noel is the only one it doesn't work on.

Posted

Why would you need to get a bell bug and cloud up during curse? =O

And why did I mention Bang with Noel? I was probably only thinking of who the easy jAA > j4B combo works on, since it doesn't work on those two. @_@

Edit: Oh, are you talking about his normal IAD combo? Yeah, of course the full combo is better than using j3D, that's why I said only use j3D if you realize you can't IAD in time to connect the combo. Other than that, I already said what the only valid situation to use j3D is, when it is a guaranteed curse on block after 5D hits.

Posted

It works on bang, that's what I'm saying.

And I'm saying bell/cloud because that combo only gives you 70%.

:psyduck:

Ok.

But I don't see why you'd ever do that still, even if

1.) 5D hit, and

2.) you didn't confirm your airdash.

Summon something, get a late airdash and pressure a little more. I dunno.

Arakune can be played a million ways, whatever works for you is good enough.

Nevermind, lol.

tl;dr: Just don't miss your airdash. :v:

Posted

For my first question about bell bug and cloud, I thought you meant doing that once the j6D puts them into curse, since I assumed you were comparing it to the j3D putting them into curse on block setup. @_@

And it works on Bang? It only works on 9jc and not 8jc though, doesn't it. :v:

Yup, if you don't mess up the combo you'll almost never have any use for this. Still, it can happen, and it's at least a valid alternative if you want to stay away from the opponent like the plague rather than late airdash in to pressure.

And if both methods get curse, it's just a matter of preference how far away you want your opponent, so yeah. Just bringing up a possible alternative here.

I don't think there's a need for me to post anything about it anymore though, I'm just reiterating myself a million times now. @_@

Posted

Play how ever you want but try not to sacrifice damage or setups because you can't execute something. Instead go into training mode and learn it, because some matchups you need to capitalize on every chance you get (lambda, Hazama, Litchi, etc)

Posted

Umm, I know how to execute every single thing Arakune has in his arsenal perfectly. >.< I was just suggesting an alternative curse setup off of 2A > 5B > 5D, as well as a back up option in case you fail a combo for whatever reason. Honestly though, there isn't much of a chance of someone have 85% curse after a 5D hit anyways, so I've only ever used it maybe ten times out of thousands of matches. I love to rush down after getting curse though, so maybe that's why I try and capitalize on minor details such as reaching the opponent two seconds earlier. :v:

For Bang, I usually just use 9jc > j4A > jA, since I personally reserve jAA > jB for 8jc only. They're both pretty easy combos though, so I guess it doesn't matter either way. =O

Posted

I just started to pick up BlazBlue CS again after i playied it for the first week and then quit on how different Arakune was since the first.

But since the Patch has came out, i started to play again, since i havent playied since i realy havent playied since CT, alot of my combo's are messed up, wtih the new bug's, hitboxs, ect.

So i thought id ask something simple to start with, an easy curse loop. Iv been using.

6A > 5D > j.5d and repeat.

This getts bland and predictable fast and wanted more easy, straight up curse loop.

Sorry if this isnt the right thread, new too Dustloop...

Posted

If the combo counter turns blue, it's not a real combo.

5D > j.d will never combo unless 5d is on CH.

Check the combo discussion on actual curse loops.

Posted

LOLOLOLNOBUTSRSLY how DO you use Arakune's j.C/2C as Fatal Counters into Curse? I've RC'd 2C but I can't do much with it, and um....j.C, I have no clue.

Posted

J.c FC > j214c > 5d > sj.a > j.c > j.2a > DC 5d > sj.a > j.c > j.d

2C FC > 5a > j/8a > j.c > j.2a > DC 5D > sj.a > j.c > j.2a > DC 5D > sj.a > j.c > j.d

The red font is the standard notation, but dive loops are character specific, that notation won't work on everyone, check the OP video thread and the combo discussion thread for other characters, and ask around if worse comes to worst.

Posted

hey, I'm kinda noob-ish with Arakune, and so I'm not really good with his combo's involving bugs. is there any easy (and i mean REALLY easy), beginner curse combos you guys can recommend? i got all his damage effective combos down, and combos INTO curse down. just need the final nail in the coffin.

Posted

Err...getting into curse and doing the curse loop is all you need.

Her's the formula.

Starter -> j.236CD -> Walkforward -> 5C (before D bug relaunch) -> j.236C -> Walkforward -> Repeat until end of curse then 236236C if you want after the D bug's relaunch.

Starters include;

3a,3a, 5CD

6A. 5D, BCD

5C, j.214B, D Bug

2C 6CD Bug

5D CH, 6C Bug, 5D. Bug

Posted
hey, I'm kinda noob-ish with Arakune, and so I'm not really good with his combo's involving bugs. is there any easy (and i mean REALLY easy), beginner curse combos you guys can recommend? i got all his damage effective combos down, and combos INTO curse down. just need the final nail in the coffin.

Good for those beginners.

About as easy as they get, pal.

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