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Posted

Skye hurry up and put curse mixups up. I tried messing around with him and not being about to 2B > 2A is really ass. I know 2B > 2C is the shit and all but I need that 2a to buffer 5D/4D :(

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Posted

I'm working on it now.

Just for you here are the notations, you use 5a instead of 2a, and the regular version does not require NEing.

5a > j.c > j.1cd

Because the way the a bug works now, if you do 5a and go straight into j.c, the a bug will combo right afterwards allowing the c bug to red beat. C bug has some extra push so a 4d bug will suffice.

This version I'm not sure is the regular way to do it, but I tested it and it works, this is the cross up version.

5aa stagger > 5a > 4ad > walk forward delay j.c > j.2c

This will cross up.

A different version using 5d bug instead of 4d bug;

5aa stagger > 5a > 5ad > walk forward delay j.c > j.2c

This one is a lot more ambiguous as you can do either j.c or cross up j.c, the follow ups are different on hit, but you're enough of a veteran to make it work after that.

The trick to both of those is to kinda plink 5a and 5d so only the 5a animation comes out. after that, it's simple.

Let me know if you run into any trouble.

----

Now I have a question, just some more feedback.

I threw up some more pre-curse combos, does it look too clunkly?

Is it okay as it is or should I group them up more, something like;

5a/2a Starters

5a/2a Starters are put together because there are no 2a specific combos, most combos that work with 5a will work with 2a. For the sake of consistency, 5a will be displayed as the starter. You can also starts these combos with j.4b, then go into 5a (ex. j.4b > 5a > 6b > etc).

  • 0~10,000 Curse Midscreen
    • 5a > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse)
    • 5a > 2a > 5b > 2c > 6d (adds 20,000 Curse)
    • 5a > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse)
    • 20,000~30,000 Curse Midscreen
      • 5a > 5b > 2c (3) > RC 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 75 heat, adds 40,000 Curse. refer to Part 4)
      • 5a > 5b > 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 25 heat, adds 40,000 Curse. refer to Part 4)

      [*]40,000~50,000 Curse Midscreen

        [*]5a > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse. refer to Part 4)

        [*]5a > 5b > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse. refer to Part 4)

        [*]5a > 2a > 5b > 2c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse refer to Part 4)

        ??

Posted (edited)

Don't really like the big pink "CURSE ACTIVATED" to be honest.

Shouldn't be more easy and esthetic to put in green every part of the combo which belong to curse mode? Would be clear for everyone I think, since you did put on green how much curse gauge you need to do so.

Though it really come down to my preference, too much colors and different size of letter are bad on my opinion.

Edited by Abyss
Posted

The "CURSE ACTIVATED" part will come in handy when I start making videos of every combo/blockstring/reset/etc I post here.

Posted (edited)

well our astral is pretty legit now, i've done a few combos into it, sj9 j5ca j1cd 632146d, 2aa 5cd 632146d and whatever j236c delay 5d bug 632146d

EDIT: courtesy of VER on twitter a couple of 6b FC combos have come to light, i'll test them in the next few days. Google translate says:

(FC)> J6D> J3D> Birds> JA> JB> JC> dive> 6D led 6B

6B (FC)> J6D> 5A> JA> JB> JC> B Dive> 5D> 2C> 6A> 5C> 6D

Edited by Darret_Wallace
Posted (edited)

The first combo sounds legit, however on the second I don't see how to do this unless it is in corner.

~~~~

Wanted to confirm something, about full curse combo in corner using 2C first:

I can pull it effectively if I don't do too much A move, like 5A > 2A > 5B > 2C...

However, if I do 5A > 2A > 5A > 2A > 2C... I can't link 6B after the 5D; 5a > 6b work, but the opponent can tech before j6D hit.

So just wanted to be sure that this combo can miss if there is too much proration before using the 2C, or if it just me.

To put it clear, I speak about this combo : starter > 2C > 5D > 236B > 6B > j6D > 6D (which I replace with 2C > 6B > j6D > 6D when I did too much hit before 2C). I know I can also just go on the 5A > 6B > j6D > bird > jC > dive etc... combo (and not starting 2C), however sometimes you can't touch with 6B but you can with 2C so.

~~~~

Also, love and hate new A insect, he's awesome to keep enemy on the ground, but in corner he doesn't hit if the opponent is crouched. Didn't found any real pressing without using D insect in corner because of that. Did someone found an alternative? Though if you hit you'll hurt, keeping the more curse gauge you can during press is still better on my view.

Edited by Abyss
Posted
well our astral is pretty legit now, i've done a few combos into it, sj9 j5ca j1cd 632146d, 2aa 5cd 632146d and whatever j236c delay 5d bug 632146d

EDIT: courtesy of VER on twitter a couple of 6b FC combos have come to light, i'll test them in the next few days. Google translate says:

(FC)> J6D> J3D> Birds> JA> JB> JC> dive> 6D led 6B

Tested. This works. It's really wonky with the double j.d because unlike any other combo where you have to IAD back, in this one you have to IAD forward. The rest of the combo is pretty simple though.

6B (FC)> J6D> 5A> JA> JB> JC> B Dive> 5D> 2C> 6A> 5C> 6D

This one is even wonkier, because connceting 5d after dive, even using Dive Cancelling, is tricky, but it's okay since we don't 100% need this combo to work, as there are easier follow ups that can score curse in the corner.

@Abyss

There are two variations of S starters into curse, if you are close enough go into 5a > 6b > j.6d > 5d > 236b > 2c > 6d, this combo might be easier, if you are in a position where you must use 2c, I guess the only advice is to not use as many a attacks, go into your confirms quickly.

In other news. 5a/2a > 5b > 2c is fucking amazing.

We have real max range 5a/2a confirms now.

Posted
Skye where are my curse mixups nigga? How do I connect 5A > 6B > J.Dx2? I know there's some air dash shit but idk the notation.

I'll be writing up on curse combos and mix ups today, and I'll start recording pre-curse combos.

Posted
Skye where are my curse mixups nigga? How do I connect 5A > 6B > J.Dx2? I know there's some air dash shit but idk the notation.

The notation is starter > 6b > j9 > j44ab > j6d > j6d

It's extremely difficult though.

Posted
Is it really that difficult? Doesn't seem to be. Is it harder than 100% curse combos in CSE?

100% curse combos weren't difficult for me in CSE, i think i can do double j6d once in every 20 tries, on the left side of the screen. If you have some super secret technique please share!

Posted

That would be me.

And you're welcome.

Posted

K, all the combos are linked to the visual demonstration, unless you're using the Hazama forum theme, it should be looking nice.. I'll be writing up on Curse stuff later today, right now I need a small break.

Posted

So I've been playing a lot of Arakune now I have the game. He does feel noticeably weaker with curse being so short. Forces you to play more tactically. My friends say they are not intimidated at all since I can't fill the screen willy nilly while I approach. Is curse really that short or am I just using it poorly? What are you using to get in and open them up?

Posted

Curse is really short when you use D bug, and in a less measure C bug.

First, depend on how you curse your opponent, you can avoid this situation. If you got the opponent cursed with 5A > 6B > j6D, use 6B/6D bug etc...

If you curse your opponent during a combo, always prepare an oki situation, or at least get the closets you can from them. Skye video cover the most of it.

If you curse him with a cloud, "random" j6D or else, then your best tool is to set up the slowing cloud.

This one will always be a homing cloud, since the slow is pretty hard, your opponent can't go on you with a simple dash.

With that, hold your A button: when you see your opponent jumping, release it. Do 5A (or 2A you see) and hold it up again.

You do this and stay far away, since the curse deplete really slowly now, if you don't use bug you can wait a moment.

When he get hit by the cloud, you just go on him with wall-teleport or high-jump, using only A insect to make him stay on the ground.

If he try a airdash on you while the homing cloud is here, welcome them with a B bug or jump back then IAD j4B, depend on the situation.

~~~~

And if you curse them with 6D mid-screen, The best thing to do I think is setting 6A bug, dash, and hold B during dash to use Bbug on them depend on their wake-up.

Posted (edited)

Finally got CP, how do you do 200 hits with this thing in challenge mode? It's killing me inside, I only manage 172 so far :(

Edit: 179 :toot:

Edited by Mumm-Ra
Posted
So I've been playing a lot of Arakune now I have the game. He does feel noticeably weaker with curse being so short. Forces you to play more tactically. My friends say they are not intimidated at all since I can't fill the screen willy nilly while I approach. Is curse really that short or am I just using it poorly? What are you using to get in and open them up?

Curse works similar to Eddie's shadow gauge in Guilty Gear. Each move (bug) takes a percentage of the gauge. I believe the exact figures are posted somewhere. You only use the C and D bug if the next mixup attempt will lead to a combo. I have been saying it for months, Arakune is hot garbage.

Arakune has a few nice things but they took too much away in return. Counter Assault is nerfed to shit, 6B, 5D, J.B not being jump cancellable on block fucking sucks. In older games you can do meaty 5D to stop upback and wakeup back dash. In this game if they block you're forced to go into shitty 3C or forward dash.

His new 22ABC move is a shit zoning tool. Character is really depressing now :(

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