AdmiralKorngold Posted March 12, 2012 Posted March 12, 2012 I apologize if I'm not being clear. Well, I've checked most of the threads, I know how to combo, I know how to pressure, I know his neutral.... I suppose what I'm trying to get at exactly is this; whats the best way to actually approach when you get them in curse? You know so, that the enemy is locked down and I can actually get them into a pressure situation. Like, I just don't get it. Every time I get curse I just kinda hit all the buttons and attempt to move this character across the screen, but he controls so... bleh. lol If you are having trouble closing in during curse, put them in insect blockstun and you can start a mixup. On a side note, add my psn if you wanna hang out in a Kune lab. Really for anyone who wants to swap recipes, etc. I am searching for >ness in situational curse setups.
Herbal Grey Posted March 12, 2012 Posted March 12, 2012 idk if there's a challenge mode thread, but i have a problem with challenge 15. i'm fine with 6d rc 2c release b c d but then the c bug comes out during j.6c when it doesn't come out in the demonstration (it's supposed to come out in the j.236c i assume). is there a way to cancel a bug from coming out? or am i doing something wrong and the c-bug shouldn't be coming out
kousaka Posted March 12, 2012 Author Posted March 12, 2012 im not familiar with the trial mode, but does it go into something like j6c>236c? if so it's probably not a j6c and is actually j6a
Herbal Grey Posted March 12, 2012 Posted March 12, 2012 i thought maybe it was just an a before, but it's j.6c and yea j.6c j.6c j.236c release cd etc
kousaka Posted March 13, 2012 Author Posted March 13, 2012 (edited) okay just tried it out myself.. i see what you mean~ the key is to not let the D bug do all the hits.. if you wait for all the D bug hits before continuing onto j6c the C bug will get released during the j6c>j6c part. So as soon as the D bug starts to hit continue with j6c>j6c. make sure you do the 6c set close enough and after the D bug pops them up the A dive/C dive loop you have to time such that A bug hits first 5c>super>d bug>5c super -make sure the D bug comes at the very end of the first super.. and the second 5c comes just before d bug pops them back up Edited March 13, 2012 by kousaka
takadanobaba Posted March 17, 2012 Posted March 17, 2012 Hi, long time reader but first post here Well I've picked up arakune .. firstly I'm trying to get used to the basics so I started the challenges .. and have some specific trouble, may be someone can help me understand where I'm doing things wrong I cleared the trial 10 but still have trouble doing it consistenly, my biggest trouble are j2C, 2B , D .. I can't connect D that often, is there a trick ? usually I just mash D as soon as the 2B is done upon landing. Second problem, after D, jAA, j ACD .. in the second jump, I can't connect the C, it whiffs very often. any tips ?Next is trial 13 .. just the beginning, jC, release CAD, 2C to dive .. eventhough I can combo this, it never register because I can't clear the "no command" after it .. it seems I don't sumon my bugs in the right timing/order ?Trial 14, overhead, D, then iad B .. is it just super fast ? or is there a specific method ? .. during D I hold 8 then immediatly tap 66, hold 4B.. I can combo this part only 1 time out of 10 tries.About the last trial, I have the same problem as Herbal .. C bug is coming too early .. and after the spin it'll not come again .. Kousouka, I tried your way .. it doesn't work because if you do j6C during the down part of the D bug, you don't register the "no command". When I look at the demonstration they start j6C after all the up hit of the D bug .. I think we have to sumon C bug really late so we can j6C,6C without the bug to come out .. I tried to do this but I'm not good enough for now haha .. Thanks for your help.
Skye Posted March 17, 2012 Posted March 17, 2012 I've never touched Challenge mode in CSE, but I can help you with some things. Your challenge 10 hurdle seems like a simple issue with Dive Cancelling, for all the details of DCing correctly, check the OP. The next Challenge 10 issue is range with connecting with j.c. Try a super jump, or if that doesn't work, do j.a > j.b (1 or 2 hits) > j.c > j.d. Trial 14 is yes, fast, the j.b link is pretty tight, but doable if you can't manage the j.a link because you're doing it too fast. Do it this way, don't worry, Challenge mode should register it as correct anyway. 6a > 5d > IAD j.a > j.4b
huey253 Posted March 22, 2012 Posted March 22, 2012 how do you preform the rising jB into combo like here http://www.youtube.com/watch?feature=player_detailpage&v=ZdMzq_2aIkY#t=148s
Skye Posted March 22, 2012 Posted March 22, 2012 5a j.b > double jump > IAD > j.4b The double jump and the IAD must be done very quickly. Very technical.
kotokot Posted April 8, 2012 Posted April 8, 2012 what about char specific combos? 100% curse combos from 2A 2C rc 5D seems like does not works on all chars. And i lost in last tournament because tager eats too much hits from 236236C(in that match was other strange things, like collider magnet on wall teleport) =(
Skye Posted April 10, 2012 Posted April 10, 2012 What exactly is your question? You posted so much stuff I don't know the specifics of what your problem is.
kotokot Posted April 10, 2012 Posted April 10, 2012 all char specific stuff:< noticed that on some chars sometimes does not works sj.A>j.C>dc 5D and works j.A>j.C>dc 5D. Something like this :<
Skye Posted April 10, 2012 Posted April 10, 2012 It's in general in good practice (at least for me) to always super jump. It stabilizes on all characters except Rachel, which may need a j.b (2) in between the combo. As for the distortion on Tager, you do at times need to change your combo up. If all the hits get in, you can end with 6b > j.6d. Since CSE character specifics have been more or less out the window. Usually if something went wrong then it's a spacing specific matter rather than the character.
DemiiPoet Posted April 20, 2012 Posted April 20, 2012 (edited) Shouldn't it be noted somewhere that Arakune's IAD isn't an actual IAD, but instead a quickly imputed air dash? The faq explains how to do the latter, but doesn't clarify that it isn't an actual IAD. Edited April 20, 2012 by DemiiPoet
Skye Posted April 20, 2012 Posted April 20, 2012 Shouldn't it be noted somewhere that Arakune's IAD isn't an actual IAD, but instead a quickly imputed air dash? The faq explains how to do the latter, but doesn't clarify that it isn't an actual IAD. It's the closest thing to an IAD that he has, and it's the best term to use. It gets old and tiring on the fingers to always type (especially in combo notations) low air dash/lowest air dash/whatever.
DemiiPoet Posted April 22, 2012 Posted April 22, 2012 True. Another question/observation (sorry for all the nitpicky-ness):The FAQ suggests holding the 5c of Arakune's rekka (6C>5C(hold)>3C(release C + tap 5D) ) while the Technical thread doesn't (6c > 5c > 3c > tap 6d > 6c bug > 6d bug). I'm just learning these, but both seem to work because it's actually the 5c bug that's hitting in the 6c > 5c > 3c > tap 6d > 6c bug > 6d bug combo, not the 6d bug. Of course, I could be missing something.
kousaka Posted April 22, 2012 Author Posted April 22, 2012 the first one is the correct one~ (in corner tap 6D) the second one is what a lot of people thought the input was (including me) but it's not correct.. although it will work sometimes (especially in corner)
DemiiPoet Posted April 22, 2012 Posted April 22, 2012 Thanks And another question: What exactly is it about an IAD that makes this this combo work? 5a > 6b > (lowest possible) j.6d > 6b > IAD j.d > 5d
kousaka Posted April 22, 2012 Author Posted April 22, 2012 5a>6b>iad jD>6b>iad jD>5d the key is you need to jump cancel 6b into air dash, and air dash cancel usually with barrier then jD... it's easier this way since if you air dash cancel with jD it's easy to get j4d by accident the other key is you can't have too many A hits before it otherwise too much proration and they will tech at 5d usually
DemiiPoet Posted April 22, 2012 Posted April 22, 2012 I suppose what I meant was, why wouldn't a normal jump cancel work instead of an IAD?
kousaka Posted April 22, 2012 Author Posted April 22, 2012 you need that falling momentum from the airdash cancel, normally if you do JD on the way up you kind of float up a bit~ if you do it that way you'll prolly still hit with 6b but they wont' be as high for the next part
Skye Posted April 22, 2012 Posted April 22, 2012 True. Another question/observation (sorry for all the nitpicky-ness):The FAQ suggests holding the 5c of Arakune's rekka (6C>5C(hold)>3C(release C + tap 5D) ) while the Technical thread doesn't (6c > 5c > 3c > tap 6d > 6c bug > 6d bug). I'm just learning these, but both seem to work because it's actually the 5c bug that's hitting in the 6c > 5c > 3c > tap 6d > 6c bug > 6d bug combo, not the 6d bug. Of course, I could be missing something. After we discovered the new notations, I sort of forgot to replace that in the Technical thread. My bad.
DemiiPoet Posted May 6, 2012 Posted May 6, 2012 (edited) 5a>6b>iad jD>6b>iad jD>5d the key is you need to jump cancel 6b into air dash, and air dash cancel usually with barrier then jD... it's easier this way since if you air dash cancel with jD it's easy to get j4d by accident the other key is you can't have too many A hits before it otherwise too much proration and they will tech at 5d usually I guess I'll practise this combo too/instead, though honestly I don't see how it's easier, especially with the extra IAD. Why would I dash cancel with barrier? Edited May 6, 2012 by DemiiPoet
Skye Posted May 6, 2012 Posted May 6, 2012 Why would I dash cancel with barrier? DC stands for Dive Cancelling.
DemiiPoet Posted May 6, 2012 Posted May 6, 2012 DC stands for Dive Cancelling. I know, but Kousaka said ". . .and air dash cancel usually with barrier then jD." DC/dive canceling was never mentioned. So I'm wondering why would I dash cancel (I'm assuming IAD) with barrier.
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