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Posted

Oh, my mistake. He doesn't say anything about barrier, just stopping your momentum from the air dash with j.d.

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Posted
Oh, my mistake. He doesn't say anything about barrier, just stopping your momentum from the air dash with j.d.

But he did say something about barriers, which is why I asked...

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

Posted

*reads all of it*

I see.

I don't know myself, I'll test it out tomorrow.

Posted

barrier helps to fall faster. It works without barrier in most cases, though if you failed timing for iad barrier can help you.

Posted

iad barrier is necessary for some combos. the most common use i've seen is when kunes have corner combos that end in iad land 5d...this requires barrier so kune can fall faster

i was testing close to corner combos today. this requires barrier iad 5d:

2a 5b 5d iad j.4aa 5a 6b iad j.2a DC 6b iad j.d 6b iad {with barrier} land 5d

however, this isn't the most practical combo as you could just do j.d straight into 5d, but adding the 6b does optimize it.

Posted (edited)

When ending a curse combo with j.2acd, is it j.2a[cd] > release CD bug when close to the ground or is it j.2a > j.2cd?

Because if I do j.2acd most of the time the C bug won't come out, and the D bug will never come out, but I could be doing something wrong.

Tried to look up some videos of Arakunes doing the full curse combo, but everyone just stops at the rekka part for resets/killing the opponent with super so~

edit: nvm, I guess I was doing the A dive way too early, I should be inputting j2acd right after the D bug relaunches the opponent right? also, am I actually supposed to end up on the other side when doing A dive?

Edited by _Sey
Posted

edit: nvm, I guess I was doing the A dive way too early, I should be inputting j2acd right after the D bug relaunches the opponent right? also, am I actually supposed to end up on the other side when doing A dive?

Yeah you were doing it too early.

And you're not supposed to cross up, the cross up version is harder to pull off and you sacrifice corner carry.

Time you jump so that you're pushing the opponent in the air, then do j.3ac > d (midscreen only). I recommend jumping back before you do it when you're in the corner.

Posted

sorry if already posted but do some conditions have to be met to do dive cancel? i've noticed sometime japanese players will just jc > jd rather than do the dive cancel, which doesn't curse the opponent. It doesn't work for me sometimes as well, whether that's down to bad execution or not i don't know.

Posted

There's an awkward science to dive cancelling, it's also timing specific depending on the character. It's often easier to opt out for a little curse meter than risk dropping the combo and get no curse meter.

Posted

So I'm actually not sure where else to ask this, so I will here. I'm pretty new to playing Arakune and in fact didn't start using him at all, let alone as a sub, and I'm having a bit of trouble understanding some of the notations. Be warned though, some of these questions are probably pretty stupid and basic.

While I get that j.4a for instance would be an example of something done through an air dash (though it would look from the notation to be an air dash backwards which, as a novice with him sounds kind of confusing and a far cry from the Noel style I've been used to since CT, or even the Taokaka things I've picked up off and on), and I get that [*c] means to be close to them, some other things have me a little confused. With stuff like j.2acd or j.3acd, is it saying to do the A attack followed by C, followed by Curse, all while in the air/middle of the movement? And does the same sort of thing apply with [j.236[cd] > delay release 6cd?

And with 214b or 214c referring to the teleport, is a 214bcd notation referring to using any of those in the situation, or the b teleport followed by 5C and 5D? I know a lot of these are stupid, but after a bit of looking around I couldn't really get a specific answer on them so I was hoping someone could help me out a bit. Thanks.

Posted
So I'm actually not sure where else to ask this, so I will here. I'm pretty new to playing Arakune and in fact didn't start using him at all, let alone as a sub, and I'm having a bit of trouble understanding some of the notations. Be warned though, some of these questions are probably pretty stupid and basic.

While I get that j.4a for instance would be an example of something done through an air dash (though it would look from the notation to be an air dash backwards which, as a novice with him sounds kind of confusing and a far cry from the Noel style I've been used to since CT, or even the Taokaka things I've picked up off and on), and I get that [*c] means to be close to them, some other things have me a little confused. With stuff like j.2acd or j.3acd, is it saying to do the A attack followed by C, followed by Curse, all while in the air/middle of the movement? And does the same sort of thing apply with [j.236[cd] > delay release 6cd?

And with 214b or 214c referring to the teleport, is a 214bcd notation referring to using any of those in the situation, or the b teleport followed by 5C and 5D? I know a lot of these are stupid, but after a bit of looking around I couldn't really get a specific answer on them so I was hoping someone could help me out a bit. Thanks.

j.4x (in combos) refers typically to an air dash forward. Although for movement purposes, you can go backwards with it too.

Notations like j.3acd refer to the buttons you have to push. Since in curse, you have to push a button to summon a bug, and the general direction that you hold the stick (forwards/backwards) dictates where the bug is summoned. So you need to be holding forward to summon the bugs in the corner, which explains the 3 part of the notation. What you are trying to do is dive > a bug hits > c bug hits > d bug hits. You do not land and perform 5c and 5d. press c and d while doing j.3a.

Same for command teleports.

Posted (edited)

Is there a particular reason why I should use a super jump in

5c > sj.a > j.c > j.d

instead of a normal jump cancel?

And any particular reason why I should let j.b hit twice instead of just once in this combo?

5c > j.a > j.b (2 hits) > j.c > j.d

Edited by DemiiPoet
Posted

It's because of j.c's hitbox. It won't connect if Arakune isn't close enough. There are two ways to resolve this.

The first is to super jump, it gives Arakune more horizontal momentum than a normal jump would. The downside is that at times, even this is not enough.

The second is to normal jump and j.b, it pulls the opponent in and allows the j.c to connect. 2 hits is usually the standard, because any more hits will scale the combo too hard (and on some characters the j.c will whiff anyway if all 5 hits connect), so it's in good practice to always do 1 or 2 hits in these kinds of combos.

Posted (edited)

Hey, I'm new to BBCSE, and BB in general, and finally picked arakune to play (after trying everybody). I looked in this thread and the dustloop wiki arakune page, but are there any staple bnb's I should definitely know/practice, or just try some of the stuff listed on the pages I mentioned?

Edited by scottzorus
Posted

The combos listed under "Basic Combos" are pretty much staple bnbs right there. You should practice those, take a look at the movement section (Movement is very important to playing Arakune), and when you're comfortable, head to Curse combos and Curse setups.

Welcome to the Hive.

Posted

The first is to super jump, it gives Arakune more horizontal momentum than a normal jump would. The downside is that at times, even this is not enough.

Ah, that's why I never noticed a different. Since CS, I've gotten into the habit of super jumping every time I jump. Thanks.

  • 2 weeks later...
Posted
5a j.b > double jump > IAD > j.4b

The double jump and the IAD must be done very quickly. Very technical.

this is gonna sound dumb, but clarifying just in case anyone else thought this/had this problem, when i originally read this, in my head i was thinking j.b 8! iad j.4b which is incorrect. it is double jump forward (so a 9 instead of 8) or else it won't be fast enough to beat anti-airs.

Posted

You can actually go in any direction and it'll be just as fast, plus you may need to do 8 instead of 9 at times in case of it crossing up.

Posted (edited)

i should try to record myself doing it so u can critique. like, it could just be my execution is higher on 9, but like i can do it a LOT faster with 9 [like i just tried it on netplay and hakumen can't even mash d hard enough out of it]. also, when i use 9, i don't have to press forward twice to get airdash (only 9 6 then j.4b), which also contributes to why i can do it faster.

edit: after more time in the training room. i can only do it after 9 because of that fact that you only have to press 6 once for the airdash to come out. there's no way i'll be able to do it after 8 that quickly.

Edited by Herbal Grey
Posted
i should try to record myself doing it so u can critique. like, it could just be my execution is higher on 9, but like i can do it a LOT faster with 9 [like i just tried it on netplay and hakumen can't even mash d hard enough out of it]. also, when i use 9, i don't have to press forward twice to get airdash (only 9 6 then j.4b), which also contributes to why i can do it faster.

Everyone says this but I just can't get it to work. I can IAD with every other character using 9 -> 6 but with Ara i just get a jump forward. This is why I'm 50/50 with his 100% curse combo cause sometimes my hand just doesn't move fast enough to do 8 -> 66 -> j.4b before they recover :( but I'm a scrub anyway lol.

Posted
Everyone says this but I just can't get it to work. I can IAD with every other character using 9 -> 6 but with Ara i just get a jump forward. This is why I'm 50/50 with his 100% curse combo cause sometimes my hand just doesn't move fast enough to do 8 -> 66 -> j.4b before they recover :( but I'm a scrub anyway lol.

a couple things. first, i think you're talking about something different than i am. i'm specifically talking about arakune's "second" jump which is different than the first jump. on the first jump, you must press 6 6 to get an airdash. second, for arakune's full curse combos you need to jump forward not straight up. third, you should try using a different full curse combo than the j.b one because the timing is much more strict than the normal j.4aa one and it doesn't work when you hit with 6a from far away. if you don't know the j.4aa combo refer to the combo thread.

Posted

Figures one of my first posts would fail and derail. Thanks for the tips anyways.

ps. Where the heck did the combo thread end up? Archives?

Posted (edited)
Figures one of my first posts would fail and derail. Thanks for the tips anyways.

ps. Where the heck did the combo thread end up? Archives?

not a fail/derail lol, i just had to clarify my own question/problem.

also, yeah, the combo thread is sorta mixed into the gameplay thread i guess, so i'll just copy and paste from there

6a > 5d > IAD j.4aa > 2a > 5b > 5d > IAD j.4aa > 6b > j.6d => the basic and most reliable combo for full curse from 6a

...although until i got very comfortable with airdashing with arakune, i did a simpler combo for 70% curse (and i actually still use it on chars like noel because their hitboxes are too hard for me currently to combo consistently). generally, as long as i'm getting a good amount of curse off of confirms, i'm fine...like 100% curse confirm isn't necessary to play very solidly with arakune

6a > 5d > IAD j.a > j.4b > 5a > 6b > j.6d

Edited by Herbal Grey

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