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Posted

That's probably because you release b and d bugs without holding 6 as you do it, hence why it misses.

After you curse your opponent with 6b> j66d, you should be able to catch your opponent with the b bug and then the D bug should do the same.

Or, it can also be your timing of how you buffer, which takes practice. Try tapping 6b and 6d while Arakune is in his j.d recovery animation where we can't do absolutely anything in the air until he lands.

 

 

thanks for your help i think you are right.

so this assumes that if i KNOW the curse will be activated, i dont just j66d, i j66bd?

quick question though, after the 6b > j66bd, what are you using to close the gap? should I 66? or am i misjudging the distance and the j236c is doable from where i land after j66bd?

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Posted

thanks for your help i think you are right.

so this assumes that if i KNOW the curse will be activated, i dont just j66d, i j66bd?

quick question though, after the 6b > j66bd, what are you using to close the gap? should I 66? or am i misjudging the distance and the j236c is doable from where i land after j66bd?

 

The answer to your first question is yes, for your last one generally combos that go into j6d curse aren't worth going into j236c for damaging combos, instead you should go for the reset. once you get the b and d bug confirm you should either forward dash then do 41236a or super jump forward and do it in the air, try to hold in a bug long enough during this move so it doesn't disrupt the combo. If midscreen you should after the slowdown cloud do 5aa 6a, if the 6b > j6d put them in the corner then instead of 5aa > 6a just go for 2c (4 hits) 6d for unblockable setup. Also when i say the damaging combo isn't worth going for you should go for it if your opponent doesn't have much health left and can thus, kill. It's been a long time since i've played properly but i think i remembered this stuff correctly.

Posted

2d 1 hit is fucking disgusting.

And why the hell did he get 100% curse meter and curse didn't activate?

Depending on how that could be a really cool change to activate curse whenever you want to as long as curse is full.

Posted

The answer to your first question is yes, for your last one generally combos that go into j6d curse aren't worth going into j236c for damaging combos, instead you should go for the reset. once you get the b and d bug confirm you should either forward dash then do 41236a or super jump forward and do it in the air, try to hold in a bug long enough during this move so it doesn't disrupt the combo. If midscreen you should after the slowdown cloud do 5aa 6a, if the 6b > j6d put them in the corner then instead of 5aa > 6a just go for 2c (4 hits) 6d for unblockable setup. Also when i say the damaging combo isn't worth going for you should go for it if your opponent doesn't have much health left and can thus, kill. It's been a long time since i've played properly but i think i remembered this stuff correctly.

 

 

thank you your right the b bug is helping connect things and also holding d until after the curse is too so that i can do j236c after the the dbug2 and/or follow up with a reset.

 

Since i am trying to take your advice and try to learn the curse setups i was wondering if someone could help me understand:

 

  • 5aa (stagger pressure) ​5a > j.cd > a bug > c bug > j.2c > d bug
    • Standard curse set up, easy, predictable, babby's first curse set up.

 

everytime i do this the d bug is whiffing and so is j2c can someone explain what this should look like?

i have tried delaying the j2c as well. should i do the jcd as early as possible? or maybe go more on top of the oponent? or maybe even past their head a little?

 

the setup later down in the section seems to land more consistently because it uses j1cd instead of j2c

Posted

2d 1 hit is fucking disgusting.

And why the hell did he get 100% curse meter and curse didn't activate?

yeah but it seems 2d pulls the opponent on hit now, let's see how that goes.

and yeah no idea about getting full curse and the thing not activating, maybe the curse values changed?

  • 3 weeks later...
Posted

This looks too good to be true.

Is this really the final changes, or did they not include the changes to normal attacks in the famitsu post?
 

Arakune
  • C Bugs now have a guard crush effect.
  • f of g now works like a placement move.
  • Activating Overdrive while Curse Gauge is available results in an immediate curse.
Posted

 

This looks too good to be true.

Is this really the final changes, or did they not include the changes to normal attacks in the famitsu post?

 

Arakune
  • C Bugs now have a guard crush effect.
  • f of g now works like a placement move.
  • Activating Overdrive while Curse Gauge is available results in an immediate curse.

 

 

Here's the video for the changes above. Arakune changes will be explained at around 3:47.

 

https://www.youtube.com/watch?v=vq7UUxd4DZk

 

No normal changes have been posted unfortunately. 

Posted

These are big changes.

I'm already thinking of blockstrings that can go into f.g and then into curse mix up.

C bug guard crushing changes the way we approach cross ups almost entirely. I almost don't care about the j.c nerf at this point. Plus in a pinch we now have a new overdrive, with raw or ODR can be used to punish a variety of stuff from anywhere on screen with minimal curse meter. It's good to have something that actually helps in bad MUs.

Posted

New overdrive is pretty cool, but I'm not seeing new fog getting that much use even after the buff, the opponent can still burst during the super if they bocked it, and using 50 meter to see if you would get some curse (because now it doesn't give full curse on the last hit) seems a bit to much. Let's see if you can combo out of it easier now.

Still, better than before when you went for dat punish and the opponent managed to block.

Posted

New overdrive is pretty cool, but I'm not seeing new fog getting that much use even after the buff, the opponent can still burst during the super if they bocked it, and using 50 meter to see if you would get some curse (because now it doesn't give full curse on the last hit) seems a bit to much. Let's see if you can combo out of it easier now.

Still, better than before when you went for dat punish and the opponent managed to block.

You can still burst in blockstun? I thought they replaced that with ODR.

Even if they can, they would have to burst immediately. I'm just theory crafting, but if it's an option, I'll use it.

Posted

Found gameplay footage of Arakune in twitch

http://www.twitch.tv/central804/b/576264996

(7:47:00 - 9:08:14)

-6b > j6d works in the corner, kinda works midscreen, but the reduction of knockdown properties has really hurt many possibilities. I saw 6b> j 6d > j6c being used.

- 5C > ja > jc > j2a> dc > 6b > j6d > 6d

-d bug > into recurse no longer possible now that it seems to be techable

- 2A > 2C not possible only works if CH

- jb > 5a > 5a > 6b > j6d hard to do. May not work midscreen it seems and the combo may work better if off of counter hit.

- 2c NO LONGER WALL SPLATS

- C bug changes really do show as you can see arakune players dropping curse combos more frequently. Thinking of just going for resets after descending.

- Curse bugs cost a lot more meter. Back to 1.0.

- d bug 2 > 6b> f of g not possible

- 5d > 2d is a decent blockstring for curse meter chip

- Curse resets before 2.0 not looking good in 2.0

- 2c > 6d > ja > jc > (dont know what else since the arakune player bursted)

100% CURSE COMBOS (Corner only)

We're still alive in the corner.

1) 6b > 2d > 5d > j.6d > 6d CURSED

2) 6b > j6d > 5D > 2d > 6d CURSED

3) 2c > 6d (a bit delayed) > 5a > 6b > j6d > 5d > 2d CURSED

-New combo - 5c > j a > j.c > j.2a > 6d > j. 3d (If you jump cancel too early, the bell bug does not appear.)

- 22 a/b/c are air techable on hit

- j.214 a/b/c have all been changed. Distance is much shorter on a and b but 214c has longer distance. :\

- NEW COMBO (BBCS COMBO) : 6a > 5d> IAD j.4a > jb > 5a > 5b > 2c > 6d

- Noticed that d moves do less curse meter increase. It took like four d confirms to curse rather than the usual 3.

-Curse combos are much more techable than ever. So reset as much as possible and cover all options

-ODing on block is too good.

-throw > 6d > jd

>2C > 6d has very different timing it seems

- Arakune's timing in his combo are much harder it seems.

- I think J.c did get changed. IT looks weird. The animation of his J.c looks shorter and moves very awkwardly. Probably why no one used it during curse mixup

- Ideas:

I think you're gonna want your opponent to block 5D because you can totally keep your opponent guessing with teleports, jump cancel, 3c, forward dash, 2d, etc. So many different ways.

5D > jd on block

5D > 3c > ct > 5c > air combo > j2a > 6d > j3d

f of g > 5a > 5a > 6a > 41236a

I can already see Arakune being soooo much different. YOu have to play much more conservatively with Arakune and need be a little tricky with him here and there.

Posted

Oh boy, we get to relearn the character again.

Posted

This is only day 1, I doubt that Arakune's curse combos are so bad that we'll have to rely on resets and that's it. Give the japs some time, they'll make a breakthrough like always.

Posted

I saw a 2c starter with full curse only go to 4k and he lost oki. Aside from CT or super ender, I'm not seeing much in doing a full combo.

Posted

By the way, I edited my post. When I said jump cancel 6d, I meant you need to let the bell bug hit or else it wont combo into j.3d for 50% curse

Also, they changed the air teleports. Not ground. My bad.

Posted

The C bug guard crush seems really strong despite the bug flashing before it becomes active, I see a lot of people get hit by it, and if he has enough curse meter he can still get damage even with the guard crush scaling. 

It definitely seems like you have to work harder to get curse outside of the corner; 4 confirms instead of 3 seems to be the norm midscreen, and curse meter also seems to get consumed a lot faster in 2.0. I'll be interested to hear what Japan has to say about him in a few weeks when they've figured more stuff out. 

Posted

Everyone but souji and eki chan have been tight lipped about the whole thing. Eki chan doesn't really understand how to use him in neutral anymore. I asked him and He said Arakune feels find of weak, but hold out hope for new development since 2.0 is still fairly new. Souji said he was sticking it out with him, but in the latest set of videos, which was streamed last night he was back to Valkenhayn. I've yet to see fumo, VER, hiyoko, or kimuchan.

Posted

Everyone but souji and eki chan have been tight lipped about the whole thing. Eki chan doesn't really understand how to use him in neutral anymore. I asked him and He said Arakune feels find of weak, but hold out hope for new development since 2.0 is still fairly new. Souji said he was sticking it out with him, but in the latest set of videos, which was streamed last night he was back to Valkenhayn. I've yet to see fumo, VER, hiyoko, or kimuchan.

 hiyoko - https://www.youtube.com/watch?feature=player_detailpage&v=YG9zkIdys0M#t=267

VER - https://www.youtube.com/watch?v=L6VSIj6r9Ds&feature=player_detailpage#t=750

 

hiyoko seems to have adapted best so far but nobody seems to have really figured him out, also i swear the reach on 6b has been shortened, seems to be whiffing a lot on standard standing 5a confirms

Posted

watching that ft5 was pretty disheartening, at least the veterans seems to know what's going on.

 

A and B bug use so little meter now holy shit, I guess they really want them to become the lockdown tools.

Posted

Are we still holding out for new development?

He still looks rip to me.

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