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Posted
Can anyone explain how to do that corner reset where he teleports behind his opponent, and also the bug placements? i think it could be 6a (during d bug) 214a(6acd bugs), or maybe i'm totally wrong. Also it's not recommended to use against hakumen is it?

I looked in the other threads and couldn't find this specific reset.

technically, when i do it, i do 6a - release 5a bug - 214b [hold b] - release 6c bug - release 5d bug ... don't release 5a bug immediately or it won't catch the roll properly, but a rather quick release will still catch it.

if performed properly, you should get a teleport reset that will automatically combo ppl trying to roll out of the corner while also allowing you to do an instant overhead j.c if they wake up and block the cross-up .... (or whatever mix-up you choose, no one in america has managed to block this entire mix-up consistently against me though, so i'd say just stick to the instant overhead, since it still combos even if it isn't the combo starter)

it is important to hold the b-bug down or find a way to release it safely without screwing things up the whole time...when i do it, i wait until i'm pinwheeling them back to the corner to release it toward the opposite side of the screen so it doesn't screw up the combo.

oh, one more thing, i tend to barrier block after the cross-up (right before j.c'ing them) just in case they do dp-option select for the other side, in which case you can still hit them with the a-b bugs after baiting the dp (or holding a and b down until pinwheel and releasing them backward during your combo as mentioned)

it technically can work on hakumen, but you have to vary it up because yeah a regular wake-up 5/2d will hit you (which is why i tend to do something slightly different sometimes). however, 95% percent of hakumens don't know anything about this reset, so what i would do is just do 6a - press acd during 6a - jump cancel - release 6acd = = = and wait to punish a wakeup d (this wouldn't bait a roll though, so you just have to make a judgement call and fool around with the reset yourself)

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  • 5 weeks later...
Posted

as in jc the combo starter? i can never actually do this in a match, but assuming you're midscreen, i have the most luck with tap j5c and j5a extremely fast, then quickly press j1c and j1d. Obviously the c inputs come first so it lets you jc and j2c. This all needs to be done really quick, there's probably a better way of doing it though.

Posted

For j.C to be used as a starter in a curse combo you need to buffer the summon the bugs before actually doing the j.C. For example, 3AA>summon 5CD bugs>j.C>Bugs come out, j.C can't be used in any other way unless you get a Fatal Counter.

Posted

I think he means the cross up j.c combo, which is a challenge mode combo. This combo is much more difficult on pad (speaking from experience) because you have to first super jump over your opponent then press and release j.c while releasing the a bug as soon as you hit them with j.c.....After you've hit them with j.c (And released the a bug) press and release j.1cd .....what should happen is the following

j.c (press and release 5a) j.1c (press and release 1d) ..... from here u can do j.236cd and your regular combo

PS. Skye if u read this I won BB at revelations. Trophy plz ;)

Posted
I think he means the cross up j.c combo, which is a challenge mode combo. This combo is much more difficult on pad (speaking from experience) because you have to first super jump over your opponent then press and release j.c while releasing the a bug as soon as you hit them with j.c.....After you've hit them with j.c (And released the a bug) press and release j.1cd .....what should happen is the following

j.c (press and release 5a) j.1c (press and release 1d) ..... from here u can do j.236cd and your regular combo

PS. Skye if u read this I won BB at revelations. Trophy plz ;)

This is what i was trying to say. Grats, will there be any vids?

Posted
This is what i was trying to say. Grats, will there be any vids?

oh i see. i misread your post, yeah, i would agree with everything you said, and just add that it has to be a cross up j.c or else the a-bug won't hit properly

and naw, they didn't use twitch to stream it, and i doubt they recorded the matches. sadness.

Posted
oh i see. i misread your post, yeah, i would agree with everything you said, and just add that it has to be a cross up j.c or else the a-bug won't hit properly

and naw, they didn't use twitch to stream it, and i doubt they recorded the matches. sadness.

i wasn't aware of any cross up, i'm guessing that's why even japanese players never block it, how does that work then? is it sj9 jc?

Posted

i've had relative success with it now, thanks. NEXT question, that air grab where you can't do 9>jc, why is this? i'm pretty certain this is due to height, i see you need to do j2a but i'm a bit stuck after that, when do you dc and stuff? thanks again. (I'm also aware the timing on this is supposed to be very tight)

Posted

Well if you mean super high air throw, it probably means that you double jumped before that, so you can't jump after the throw. Like you said, the timing is very strict, i'd rather airthrow>cloud, it always hits them.

Posted

Do any of you have a link to an Arakune combo video where "Still Alive (from portal)" played in the background?

I can not find it on youtube anymore.

  • 4 months later...
Posted

1) What challenges in challenge mode are practical? I feel like i'm wasting my time with some of them.

2) I'm having a hard time connecting j.a>j.c>j.d on the second jump after the dive cancel into 5d>j.a>j.a. It keeps dropping every time I try to time or input differently at every attempt I can. Closest I get is hitting one j.a right before the dummy techs out of it. What can I be doing wrong? I have no idea how I did it before.

Posted
1) What challenges in challenge mode are practical? I feel like i'm wasting my time with some of them.

2) I'm having a hard time connecting j.a>j.c>j.d on the second jump after the dive cancel into 5d>j.a>j.a. It keeps dropping every time I try to time or input differently at every attempt I can. Closest I get is hitting one j.a right before the dummy techs out of it. What can I be doing wrong? I have no idea how I did it before.

1. None of them. Go to our combo thread.

2. Don't do a second jump. Super jump after the 5d and do j.a > j.b (2) > j.c > j.d.

Posted

1. Actually i found s of them are useful combos, except 15, that one's a waste of time and next to impossible to do right anyway. 13 is the combo you will be doing most of the time during curse, i think 10 and 11 are dive cancel stuff so that's good to learn. 14 is hard you should learn but there is a way to make it easier, for that i like to do 6a > 5d > airdash Ja > j4aa > 2a > 5b > 5d > airdash Ja > j4aa > 5a > 6b > j6d. Alternatively just ignore what i said and go to the combo thread.

2. As skye said, though i think this might not work on a few characters, maybe i'm wrong and i just mess up. In any case I always super jump after 5d in your scenario, you can do jaa> dj > ja > jc > jd.

Posted

Lol I never did CSE challenge mode.

I still recommend he check the combo thread.

  • 5 months later...
Posted
What is the frame data for Arakune's forward dash? Can you meaty him out of it?

He can be hit out of it, the teleport doesn't happen until frame 7.

  • 2 months later...
Posted

The only time I use Arakune's forward dash is when the opponent is cursed.

Anyways, may I have some tips on how to chase my opponent down while they are cursed? If my opponent is running, I generally like to throw a forward C and D bug so it would keep my opponent is place, but I am sure there are other tools.

Last question, how many frames is his 6 A? I have been counter hit out of it a few times.

  • 2 weeks later...
Posted

As of CS2, Arakune has no real worth while loops except for the burst proof corner 6d loop.

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