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Posted

curse lockdown is pretty simple now between 3a/b.

arakune crouches under litchi 6b, 2c looks like a legit punish if she throws it out and whiffs.

6b overdrive j.6d is SUPER easy. idk why ppl are/were dropping it.

i couldn't really do the corner combo 5d invisible 6b. i guess it might be height dependent, or i was just mistiming it.

my curse pressure was really bad. like, once i locked them down, i didn't know how to mixup. Lack of watching videos => sadness

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Posted (edited)

first of all, it would be 2aa, not 3aa (bugs have changed). and second, the block stun on the a-bug looks to have changed, along with the precise placement of the c and d bugs, so the mixup is not the same. i actually was doing 5aa, and I've been seeing arakunes doing 5aa over 2aa, probably because the recovery on 5aa is faster than 2aa, and 5aa is actually jump cancellable (i.e. more mixup options)

second, i don't know for myself, but i would imagine that an extra 5a would prorate the corner combo out in an odd way, but i didn't try it. i just kept whiffing the 6b cuz they would hit the ground. i haven't seen any videos where the arakune did an extra 5a, but I've honestly been paying more attention to cp Rachel than cp arakune.

and part of what also screwed my mixup is how quickly you have to negative edge the bugs during your block strings. I kept getting 5d when I just wanted to do 5aa ]5d[ j.c .... and since 5d is no longer jump cancellable, I got into all sorts of trouble and wasted tons of curse meter.

Edited by Herbal Grey
Posted

5a > 6b works in the corner combo, the only reason I can imagine the players not doing it is because with N starters you can get a little bit of damage by doing [N starter] > 2c wallstick > 5d wallstick > 236b > 6b > 6c > 5c > 5a > 6b > j.6d > 6d

The smp applies to the moves separately, if your starter is an S starter, then you should have no reason to not 5a > 6b.

Thanks for the info, Dave. It was more valuable than you think!

  • 2 weeks later...
Posted

So now you've got less blockstun on bugs? Maybe it was the reduced hitstop BBCP is so famous for?

Posted
So now you've got less blockstun on bugs? Maybe it was the reduced hitstop BBCP is so famous for?

I don't know what your problem is, but I'll make sure not to post anymore and let you be the Arakune info master.

Posted

Chill out dude, I was just asking, since you didn't seem sure about the blockstun thing, or so it seemed the way I read it :v:

Posted

Having looked at the gatling table, I think I understand how and why players have been using 5a (or 4a) I'm there curse set ups instead of 3a.

If you take a look at it, you'll notice that 5a does not gatling into 5c, 2c, or 2d, this is what we would be buffering. Naturally we don't know how effective/hard it's going to be until console, but I'm sure these are the buffering options from 5a. I think 5c would be used for the low, and 2c~d would be for the overhead with a small variation (2c~4d) for the cross up overhead.

I recall Hiyoko doing something with just the overhead + c bug then confirmed it into stuff without any additional buffering, that's something to look into as well. It may also be necessary since it would be a waste to use all that curse meter summoning both c and d bugs (17000) for a failed mix up.

Thoughts?

Posted

To be honest I don't see 5A>4D bug buffer being that much of a problem with some practice, but like you said we'll have to wait until console release.

Posted

True, but in that case why not do something like 5a > 1d, since the game will register it as 2d, similar to 4d registering as 5d, it'll only make things easier.

Posted

buffering bugs during 5a would only serve for teleport cross-ups wouldn't they? I haven't looked at the gatling table and am going out after i've wrote this but would we need to do it for 2b mix-up as well? cos as you know our main mix up options are sj5ca > j1cd or 4b5cd and wouldn't require buffering during 5a.

Posted

Again we won't know the full details until console, you could be right, but we'll have to test it. I've seen some players do the 5/4a stagger and lock them in with a c bug to do ambiguous cross up/fake cross up, either way, buffering during 5a is likely how it's being done, at the least it can't certainly be useless.

Posted

Yeah I wasn't trying to say it had no use, i'm just unaware of its uses, even in extend. Afaik all 3 of us who post here are importing so we should be able to get lots of information and discussion going early on. Double jd is one of the first things i'd like to test out first, and how character specific it is if it is, that extra curse would make all the difference. Loving the look of our oki game as well so far.

Posted

I'm glad I wasn't the only one who noticed the oki.

I mention 5a buffering because it's used a lot in CP I'm sure it's possible in CSE, but it wasn't done in CSE. I think the new a bug is reason for it, I have theories but meh.

  • 1 month later...
Posted

Nice to see some good wins. Since the console version is around the corner, how should I whip up the combo thread, any suggestions or same as CSE combo thread?

  • 2 weeks later...
Posted
So who is everyone going to switch to when console drops? lol

I know you want to get at some of that Haku D game.

Posted
So who is everyone going to switch to when console drops? lol

:<

Real talk, you'll be missed. Competent American Arakune players are going extinct.

Posted
So who is everyone going to switch to when console drops? lol

:<

Real talk, you'll be missed. Competent American Arakune players are going extinct.

Posted

He has a corner unblockable vortex, that can easily be a corner unblockable blockstring.

That's all I'm gonna say on the matter.

Posted
So who is everyone going to switch to when console drops? lol

I'll wait to see who souji drops him for. Which looks pretty likely that he will considering I'm just now getting caught up on cp and unless I'm missing something, arakune looks dismal for the first time in ever.

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