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Posted

2) Dabbit didn't invent that. You simply do a high air throw without using your air dash, afterwards, you j.66 > j.c > j.2b > DC 5d > etc.

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Posted (edited)

Sorry, I didn't mean he invented it. I just meant that he's the one I see do it. Like how you would say that's my say, j.c crossup, even if you didn't invent it. But thanks. :) Works like a charm. Except against Mu. Sigh.

Edit Lol, did it once and now I can't do the damn Dive Cancel.

Edited by LordSpectreX
Posted

Fake-out cross-up for doing a pressure or for destabilize the adversary?

If it's for pressure, 214C, 214B with A bug or C bug (with that, you can time it to cross-up or not ).

If you want to destabilize your adversary, you have to do a true blockstring. The one i love to use is (when they block 2A) ==> 2A (6A release) 2A 214A (release 5B) ==> whatever you want. I still use jC because you land on the other side and the Bbug push the adversary against you, so you can jC or jC cross-up there isn't any difference in speed (just be careful to don't do it during Bbug hit).

  • 1 month later...
Posted

I've tried those cross-ups, when I can do them...they work really well. So thanks. Sorry for the late reply.

I have a really big flaw in my curse pressure now though. Most of my mixup comes from the 3A->3A blockstring. If they decide to not block the 3A, what should I do? Just go for 5C and do the challenge mode loop?

Posted

You could try to do the j.C crossup stuff, or do something like 3AA>6Abug>214A>4Dbug>[j.C(no crossup)>j.214C]/2C, it shouldn't hit them out of the setup if they don't block, unlike 214B.

  • 2 weeks later...
Posted

all the straight out jC cross up setups are usually resets.. they reset regardless of 3a's hitting or not

but the real question you should be asking is when to go for a reset..

3a>3a>5c does only like 6k.. if thats all you need to kill then whatever but it has a chance of dropping near the end if you have full curse bar..

if you need a reset to kill then do one loop then go for a knockdown and reset setup if you have lots of curse bar.. if not try and carry them to wall and go for a curse building ender with jD's/bell's/2d's and try for recurse..

in some situations you may want to go for guard break>re-curse

  • 3 weeks later...
Posted

so with psn being down i've been devoting more and more time to training mode.

on that note i was wondering if there was a trick to arakune's iad combos especially the 2a 100% VS tager

every time i try to delay it it gets IBed by the dummy and if i try it normaly i drop at the 2a after the j.4a j.a

and also is it ok to super jump in these combos or does it have to be a reg JC

thanks my fellow hive mates

Posted (edited)

Um. Why have I never seen anyone do a wheel loop with all four bugs (And the A bug used twice per loop)? Its possible ,but timing is a little tight.

I'm uploading a poor quality video I'll post soon.

Here it is. I suck at it, but its entirely possible...with a counter hit startup.

Edited by someonewhodied
Posted (edited)

for IAD 100% curse combos, the trick is to jump cancel forward, if it resets at 2a then it usually means you delayed the air dash too much.. not sure if superjump makes any different

adding more bugs to combos will just prorate the damage more.. the bulk of the damage comes from the D bug.. also you'll want to avoid tacking on 6a's for no reason as that also prorates damage... in cs1 you should be using 5c x 2 or some variation of jC/5c/2c between sets..

the only time to use all the bugs in loops is when your looping them without being near them.. basically a bug only loop which is burst proof

also from your practice vid you'll want to focus on the timing of catching them with the 6c bug.. preferably you want to catch them at head to body level so that you can walk the opponents body forward without walking under and through them....

also don't do the wheel so soon, try and perform it at the top of the jump or else you'll go right over the opponents head

Edited by kousaka
Posted

thanks, kousaka

but another problem im facing with iad combos is that i some times find my self only able to do 1 j.4a before i touch the ground.

is there such a thing as IAD'ing too fast?

Posted

yup that is exactly the issue.. if you IAD too early there's not enough time to do j4a>j4a.. the second one will become 5a usually because you've landed

Posted

Can someone be a dear :) and hook me up with CSII curse combos (the optimal ones) and links to vids featuring Eki-chan and Fumo. I can't find their vids on here and the Adakune page seems outdated.

I'll hook you up with Strats so you wont be free like Senkei. ;)

Posted

Go to the CSII Ara thread, Mumm Ra got some good combos, optimal as well.

I haven't been following videos so I can't link them.

Posted

In CS2, if you do a 6D Bell Bug and stay in place, can Tager sledge through the bell bug and hit you if he's as close to the bell bug as possible?

Posted

It might, the active frames might hit you, if you use 6d, be prepared to make Tager scared to sledge.

Posted

I got a little complicated question:

I just started with arakune, but have a little experience already. So getting down most of his combos, including the best ones for curse mode wasnt very hard.

Still, my neutral game sucks horribly. Cursing isnt even the main problem, its rather getting a good combo started once i entered curse mode.

Do you guys have some strategies for me there? especially then im to far away to get up colse immediately(especially after a j.6D)

Posted (edited)
I got a little complicated question:

I just started with arakune, but have a little experience already. So getting down most of his combos, including the best ones for curse mode wasnt very hard.

Still, my neutral game sucks horribly. Cursing isnt even the main problem, its rather getting a good combo started once i entered curse mode.

Do you guys have some strategies for me there? especially then im to far away to get up colse immediately(especially after a j.6D)

First, you have to lock your opponent down. Summon A, B, or C bugs over by your opponent to hit them if they tech or force them to block. To get over to them quickly you can wall teleport, j.6C, or use Arakune's now faster forward dash. 3C is also handy to get you over and possibly even start a combo, if you're the proper distance (enjoy it, it's basically the only time it will ever be used).

Once you're close, assuming you've kept them blocking with bugs, you can begin your mixup and pressure. 6A is your general overhead, but 6C is useful because of of its good starting proration and the fact that it removes a guard primer. j.C is extremely fast and also has fantastic starting proration; it will lead into a high damage combo if you confirm it (also removes a guard primer on block, though people rarely seem to be able to block it). Dives are also good to throw out to keep up pressure or break a primer (again, make sure to use bugs so that there is no gap in your pressure -if you're not careful, your opponent can hit you in the recovery from the dive).

2A is your standard low, but a 2B or 4B after a 6A can be be used to trick them too. 2C is also an excellent low, as it's fast, leads to high damage combos, and breaks a primer. If you use it, be SURE you that your opponent is being sufficiently pressured with bugs so you're safe during the long recovery if the 2C is blocked. You can also use Arakune's feints (mostly 214A and 214C) or forward dash for a crossup, or use 236B to turn invisible and make your mixup harder to see (be aware it will disappear once Arakune touches them with a move; hitting with bugs does not remove invisibility). Another good idea to throw out there is a tick throw, which often works and leads to big damage if successful. Simply walk up to your opponent after something like a 5A or 2A and grab them. Be sure however that you do it in a short gap in their blockstun from the bugs, or else they'll get the purple !! and can break out very easily.

If your opponent somehow manages to block all these ridiculous mixup and pressure tricks, it's pretty likely that all the j.C, 2C, 6C, dives, and D bugs will break their guard, in which case you get a free combo. For the highest damage combo, I'd recommend j.C, 2C, or just calling a D bug to start the combo (I could be wrong on this, I don't know exact starting proration values, but I believe those are 100%, except j.C which I believe is now 90%). 6C might also be a good starter in such a case but again I could be wrong. Confirm your hits into your C/D bug loop. Remember that you can't use the same move in between your C/D bugs anymore due to same-move proration being added. Use j.236C, B and A dive, and 6C rekka in your loops. You can definitely do a full combo without repeating any of those moves (repeating them in the same combo will result in lower overall combo damage). Finish it off with his laser super, and I usually follow that with a 5D > sj.A > j.C > j.D for some recurse if possible, though there are other methods of recurse. If you're really fancy, I believe it's possible to stop your loop early and work in an air super for full recurse, but that's pretty tricky if I recall correctly (I don't have CS2 yet).

/walloftext

Hope that helped you!

Edited by Avion892
Posted

Damn thanks. That really helped a lot. This should be in a first post of some general thread to help the new ones like me! Ill definetely try to implement everything into my game.

Thanks again:D

Posted

I'm having a couple of problems with CS2 Arakune.

The first is doing xxx > J.A > J.C > J.D. xxx being Laser Super > D, 5C or 2C etc. I can never get J.A > J.C to connect anymore. I've tried super jumping, delaying it, doing it as quick as possible and it just doesn't work. J.C always whiffs. The exception to this is big characters like Tager.

The second is proration during Curse Combos. I do the listed one, which is D Bug Up > j.236CD > D Bug Up > 6C > 5CD (5C6D in corner) > 2C > D Bug Up > j2ACD (j3ACD in corner) > D Bug Up > Finisher

Finisher being a curse setup, a curse reset (6B > FOG > RC > j.4B for example), or a Super. The problem is, unless the first D Bug hits directly, or I start it off a throw, the D Bug after the j.2ACD rarely picks them up. Even if It does, it doesn't allow me to do 6B because they then tech in the air. But I need to do as much of the curse combo possible so it runs out when I'm trying to do the reset. So what am I doing wrong? If I start it with anything like, say (6A > 5CD) or (2CD) or (6CD), the D bug won't lift them up.

Posted

j.c has a thinner hitbox, making it weird for finishers, if the range doesn't look right, use j.b to tug them in.

For you combos, you have to make sure that they are positioned correctly for the D bug to pick them up, so you can't be too far from them or in an awkward position, there are various methods for that, you can use the b bug to push them in further or for filler whereas the D bug couldn't pick them up. Walk into them, 2c, all vary on the situation.

Also, make sure you press d after the current d bug is off screen, otherwise it will not be summoned in time.

Posted
j.c has a thinner hitbox, making it weird for finishers, if the range doesn't look right, use j.b to tug them in.

You mean like 5D > j.B > j.C > j.D?

For your combos, you have to make sure that they are positioned correctly for the D bug to pick them up, so you can't be too far from them or in an awkward position, there are various methods for that, you can use the b bug to push them in further or for filler whereas the D bug couldn't pick them up. Walk into them, 2c, all vary on the situation.

Also, make sure you press d after the current d bug is off screen, otherwise it will not be summoned in time.

But the problem is is that I need the D Bug to pick them up after the j.2ACD. Positioning can't be the problem because it happens in the corner too, 2C isn't an option cause I need to do a finisher after that D Bug pop. B Bug is just about possible, but that means I need the curse to be there when I summon the B Bug, but for it to disappear when I do 6B > Pit Super to force a reset so the Bug doesn't hit them.

I suppose since the problem is J.2ACD, when the D Bug pops them up after the 6C5C2C gatling, should I do J.2ACD as early or as late as possible?

Posted
5D > j.A > j.B > j.C > j.D

Fixed.

But the problem is is that I need the D Bug to pick them up after the j.2ACD. Positioning can't be the problem because it happens in the corner too, 2C isn't an option cause I need to do a finisher after that D Bug pop. B Bug is just about possible, but that means I need the curse to be there when I summon the B Bug, but for it to disappear when I do 6B > Pit Super to force a reset so the Bug doesn't hit them.

I suppose since the problem is J.2ACD, when the D Bug pops them up after the 6C5C2C gatling, should I do J.2ACD as early or as late as possible?

Wait until the D bug is off screen.

That's as simple as I can put it.

If you need a pick up that badly, use 5c for insurance, but only once since it carries repeat move proration.

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