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  • 2 weeks later...
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Posted

Does anyone know the notation to doing j6a > IAD j4b without using a double jump? I've seen it done quite a few times during ground blockstrings and I have done it a few times by accident but can't manage to do it intentionally.

Posted

That's impossible. You are double jumping, just doing super fast so you wouldn't notice it.

That said it's j.6a > j.964b

Posted

LOL yeah I figured this out just now and was gonna edit my post but thanks though.

Still trying to master j.d 2x. Xp

Posted

What do we follow up jc > fofg with mid-screen? i've seen people do stuff but i forgot.

 

 

Iirc release d bug > 5aaa > 41236a

Touching on this: I've found a useful technique to corner carry into unblockable setup after midscreen F of G, thanks to a combo video made at the end of 1.0, though I cleaned up the unnecessary bits.(still a great vid period)

j.C > F of G > 5AA > 6A > (2B) > B Bug > j.6B > j.6B > 236[CD] > ]CD[ > C Bug > D Bug 1 > 2C 4 Hits > 6D > Unblock

It does no extra damage whatsoever after F of G, but it carries from midscreen to corner and leaves you with some curse meter left to work with once the unblockable setup is out (or you can burn it like in the video, but I found that 5.6k into 6A > 6D was totally reasonable to do off the remaining meter as long as the unblock was a success). No real good way to turn it around as of yet, but I'll keep looking at it to see if B Bug can't be dashed to etc.

  • 2 weeks later...
Posted

Hey guys, sorry if this is already in the thread somewhere. Too lazy to search. Since cp.1 has come out i haven't really put a whole lot of time into figuring out arakune's new stuff. but now im trying. im having trouble though with ending his combo's properly now.

 

before the update, i could do: in the corner, full curse combo, dbug1, 5d, dbug2, 22c, 6a, 5c, 6d. (or if 50meter - super instead of 6d.) but now that doesnt work past 2 reps of curse. 

 

i was wondering if there's a new snazzy way to end curse combos?

 

Would appreciate the help. Thanks. 

Posted

You could always do 6a > 6b > 6d instead. LOL

But anyways, I can name a few ways form the top of my head. This is assuming you have actually used all 3 reps and still have some curse meter left. I can name very few different ways you can use that last bug > an ender but why would you? It gives you the opportunity to recurse, set up for resets, unblockables, etc. In fact, that is one of the biggest benfits from the curse buff. It makes recurse and unblockable sets up a lot more possible.

For the recurse, reset them with a D Bug 2 confirm and catch them with a full curse corner combo.

For Unblockable, use 6D bell bug (overhead) as a set up, and with the right timing to d bug NE plus your use of strings into lows, you should be able to perform a corner unblockable.

Try going for more resets this time with more reps available if confirmed. Make sure you use slow cloud to keep them from teching away from corner. Easiest way to set this up is during c/d bugs or off 2C wall splat > 5D > 41236a > curse oki/mixup attempt

A question: Do you want to know ways to end combo like the way you mentioned or by using up the rest of curse meter? Because there are many ways but wanted to make sure before I went on.

Posted

ok i gotcha. so basically in this version, because curse lasts a bit longer, you mostly wanna go for resets. i got no problem with my resets and unblockables. 

 

but yeah, i'd like to know ways to end combos for once curse meter has run out. 

Posted

Hey I need an EVO Arakune roll call.

Posted

So about the double j.D ender after 6B stuff, is it only off an anti-air hit that it's consistent? I've gotten it off the ground before but it seems to be extremely hard to do.

Posted

You have to be point blank 6b for the ground version to work properly. 6a > 6b is usually the safe route.

Obviously air hit is the easiest because of the added untech time before the hard knockdown.

Posted

Just familiarize yourself with j.44a/b/c until you begin to get the hang of the movement and timing. Then start pianoing a>b to form a j.44 barrier to get the most similar result. Then start doing this > j6d as quick as possible to get yourself right above the ground and then do another J6d.

This is all done on whiff, btw.

Now that you are comfortable with the movement and physics of the j44 barrier, try j6d x2 on the opponent. I don't think it really matters how you combo into the 6b, I managed to get results with several kinds of confirms into it.

This worked for me. Hopefully it works for at least some of you who are still struggling with making the most out of 6b confirm and not having to do j6b > cloud > j6d/22b and c or try to do that midscreen 100% combo that I think is the most impractical thing ever. LOL

If you want a 100% curse combo midscreen, just do 5a>5b>5d>3C>CT>6b> j44barrier > j6d > j6d. XD

Posted

Looks like it crossed up. Very ambiguous.

Posted

I think embryoko made a video about\t it. I managed to do it by accident at times.

Posted

Looks like it crossed up. Very ambiguous.

Okay. Since I'm new to the game, I didn't know if stuff like that crossed up in the corner or not. Thank you.

Posted

Having trouble getting 5D to combo after 2C RC. Any tips on this?

YOu don't need to RC anything between those two.

Just so i'm sure, are you talking about 2C wall splat > 5D?

Posted

A couple of other questions:

 

1) All of the pre-curse combos in the video from the first post still work in 1.1, right?

 

2) For the curse combos, shown here:

 

Midscreen Versions

  • j.236[cd] > 6]cd[ > c bug > d bug > 6c > 5c > 2cd > c bug > d bug
  • j.236[c] > 6]c[ > c bug > 6c > 5cd > 2c > d bug

Corner Versions

  • j.236[cd] > 6]cd[ > c bug > d bug > 6c > 5c > 3cd > c bug > d bug
  • j.236[c] > 6]c[ > c bug > 6c > 6cd > 2c > d bug

After the d bug hits at the end do you look into another j.236[cd] and repeat? If not, they seem a bit short.

Posted

Looking at the combo list:

5a (air hit) > 6b > j.4a+b > j.6d > j.6d

Is this combo even possible? The j.6D bug launches your opponent closer to you, so the only way I can see this hitting is if both j.6D bugs hit at the same time. I trust my execution, but maybe im just doing something wrong.

Posted

The j.4a+b should actually be j.44a+b, as in air backdash, wich puts distance between your opponent and you, allowing the second j.D to hit. For the combo to work you need to do the first j.6D as close to the ground as possible (via barrier air backdash) to be able to do the second j.6D quickly enough for it to hit the opponent. It is possible, so if it doesn't work just keep trying.

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