Senkei Posted May 6, 2009 Posted May 6, 2009 This will be Arakune's Combo section, so any new shit on Arakune dealing damage or questions can go here. I have this old vid from early on to show you some of his basics for air combo's and a easy 6a loop: http://www.youtube.com/watch?v=_g10aHEc2HA He has much more powerful ones now that involve his 6c rekka looping over and over again for massive damage. Vid Example (starts @3:05): http://www.youtube.com/watch?v=FJY2apOFmDw Some BnB's taken from True_Tech's site: B,C jc air combo 2A x N, 2C low hit start up, end with 2C if you're too far away to hit D for the curse throw, f-inverse, (need notation for the follow up) Low J2D> C> air combo 6C> C> 2C> (rc)> 6C> C> 2C 2D> 3C> f Inverse (236236C)> D air combos JA> J6A> (jc)> JA> JB> JC> J2D JA> J6A> (jc)> JA> J6A> y. two-dash JA> J6A> (jc)> JA (× 1 ~ 3)> air throw> y. two-dash 6A aka Basketball combo *Notes from Fubarduck D> (6A> A ) × n> see notes for ender - You start it from a low-altitude j.2D. So you can get it off IAD j4B mixups, OR by comboing low A, 5B, 5D, C bug, j.2D (confirmed) - You don't have to hold 6. Just tapping 6A will give you the correct timing. - You do the next 6A right when the bug is hitting them. - You can either end it with j2C, j2D (to refill your curse meter) or 5D, jA, 236B, D bug for max damage. 6C loop combos Here's how to do the general 6C loop though. [6C > C > 2C> 2B bug > 6A bug] x 2-3 > j6A > A bug > jc > jC > jD (Near Corner) DC jB > 5A > 6B > jump cancel > j6C > jump cancel > j.A,B,C,D > [3]C bug, B bug, A bug > (at this point you've hit the corner and now are on the other side of them from where you started) 6C > C > 2C [during this move do a SUPER early] 6Abug, 1Bbug > j.6C > jump cancel > J.C,D. General Starters into 6C loops 2a > 5B > 5D > 214A fakeout > BC bug > 6C loop 6a > 5D > 236B invis > BC bug > 6C loop 2a x n > 2C (RC) > j6C > jc > jA > jA > jB > jC > j2D > BC bug > 6C loop near corner 5a > 6B > j6C > jc > jA > jB > jC > j2D > BC bug > 6C ender j2D > BCA bug > 6C loop j3D/j6D >BC bug > j6C > 236C > BC bug > 6C loop CH j2A/j2B/j2C > 5B > jc > jA > jA > jB > jC > j2D > BC bug > 6C loop throw combos Throw > 236236C 5D Air Throw > Land > 6A > 5D > JC > j.6A > JC > j.5B > j.5C > j.D Air Throw > Land > Laser Super > 6A > 5D > JC > j.6A > JC > j.5B > j.5C > j.D Air Throw > j.9 > j.c > j.d > CB bugs > 6C loop. Air Throw > j.9 > j.b > j.c > j.d > CB bugs > 6C loop
CopperDabbit Posted May 6, 2009 Posted May 6, 2009 Here's one I've been mucking around with: (Near Corner) DC jB > 5A > 6B > jump cancel > j6C > jump cancel > j.A,B,C,D > [3]C bug, B bug, A bug > (at this point you've hit the corner and now are on the other side of them from where you started) 6C > C > 2C [during this move do a SUPER early] 6Abug, 1Bbug > j.6C > jump cancel > J.C,D.
kousaka Posted May 6, 2009 Posted May 6, 2009 These are the bnb's I use: starters: 2a > 5B > 5D > 214A fakeout > CB bug > 6C loop 6a > 5D > 236B invis > CB bug > 6C loop 2a x n > 2C (RC) > j6C > jc > jA > jB > jC > jD > CB bug >6A bug> 6C loop near corner 5a > 6B > j6C > jc > jA > jB > jC > jD > CB bug > jC >jD jD > 6a >6a bug > 6C loop j3D/j6D >CB bug > 6a bug> j6C > 236C > CB bug > 6C loop CH j2A/j2B/j2C / dive cancelled> 5B > (jc) > jA > jB > jC > jD > CB bug > 6a bug >6C loop cursed starters mid screen 3aa > 6a bug> 3aa > 6a bug > 5D (hold)> 236B > CB bug > 6c loop you must hold 5D for the duration of the combo or D bug will carry them up air throw mid screen air throw > land > 5d > j6a> 6a bug > (jc) > j2a > b bug> j2b > j2c> CB bug > 6a bug> 6c loop Now for the 6C loops. You usually can't relaunch into more 6C loops without being mid screen or back against corner. The CB bug before it requires holding 4 if your near corner sometimes depending on character. I've still yet to work out all the character details. 6C loop: Here's how to do the general 6C loop though. [6C > C > 2C> B bug > 6A bug] x 2-3 > j6A > 6A bug >(jc) > jC > jD (I usually just do jC>jD though) edit: less damage but jC>jD without the j6a is required in some situations Here's some things I've noticed so far, the timing needs to be spaced out so that certain bugs don't mess you up. Too many hits before it can break the combo. You can usually only get 2 loops + recurse but sometimes you can squeeze a 3rd for only a bit more damage and even 4 which is flashy I delay 6C > C part as slow as possible then hold 2C wait for the opponent to ground slide then 5B>6A in one flick motion. edit: don't hold 2C, C bug makes combo less stable, whiff the C bug in the 6C set instead Doing the 3rd 6C loop requires an extra A bug inserted after the initial 6C hit. I haven't figured to full timing on this but the times that I've fluked it I've pretty much did 6C~6A in one flick. edit: timing of 6A bug is character specific, you want it to hit right before or at the same time as second hit of 6C set
Senkei Posted May 6, 2009 Author Posted May 6, 2009 Thanks for the Combo's fellas!!! I'll get some more shit in once i get the game... Keep it up!!!!
Opit Posted May 9, 2009 Posted May 9, 2009 Hey guys, I`m new around here, this is my first message =P I am currently in Japan and started playing BB a few days ago. I started out with Ragna just to get used to system but i moved to Arakune very quickly ^^ Anyway, i got a question about the combos: when you say for example doing BC bug, does it mean doing B bug and after C bug, or doing only one of them according to the position on the screen? Thanks in advance, -O
kousaka Posted May 9, 2009 Posted May 9, 2009 I personally do C bug then B bug but I'm not too sure if it makes a difference. I drum roll across and keep the two bug hits pretty close together.
Opit Posted May 10, 2009 Posted May 10, 2009 Ah, thanks a lot! I tried to do the 2a > 5B > 5D > 214A fakeout > BC bug > 6C loop combo, but i can`t connect the 6C loop after the BC bug. Any ideas or tips on how to do that right? To be more accurate, my problem with that combo is that after the BC bug, the opponent can wake up in air and dash backward before i can connect the 6C. It`s harder than i thought, lol...
kousaka Posted May 10, 2009 Posted May 10, 2009 The timing can be tricky and is easy to miss in a few places. Mainly the BC bug must be done immediately after 214A fakeout. Also you must do 6C immediately after 214A animation ends which can be tricky at first visually since it's a fakeout which is probably the problem your having if they tech out and block your 6C. Sometimes the bugs can miss depending on where you are on the screen and the opponent, but I've noticed that if you hold the 4 from the fakeout and do 4BC bug sometimes it'll connect. I still need to work out exact locations/character specific bug adjustment. Will focus on these when the console release is out.
Opit Posted May 11, 2009 Posted May 11, 2009 The timing can be tricky and is easy to miss in a few places. Mainly the BC bug must be done immediately after 214A fakeout. Also you must do 6C immediately after 214A animation ends which can be tricky at first visually since it's a fakeout which is probably the problem your having if they tech out and block your 6C. Sometimes the bugs can miss depending on where you are on the screen and the opponent, but I've noticed that if you hold the 4 from the fakeout and do 4BC bug sometimes it'll connect. I still need to work out exact locations/character specific bug adjustment. Will focus on these when the console release is out. I usually hit with the bugs, so i guess my problem is doing the 6C too slowly... Anyway thanks for the tips, I`ll go spend some time practicing in the arcade today Oh, and just for the record: for some reason i can always land that combo perfectly on Tager, i guess it`s because of his huge hitbox.
CopperDabbit Posted May 11, 2009 Posted May 11, 2009 Air throw combo! j.B+C > j.9 > j.c > j.d > CB bugs > 6C loop. I have no idea if I used the proper notation for a jumping upforward. Is the combo clear enough?
kousaka Posted May 11, 2009 Posted May 11, 2009 Air throw combo! j.B+C > j.9 > j.c > j.d > CB bugs > 6C loop. I have no idea if I used the proper notation for a jumping upforward. Is the combo clear enough? I've been using this recently. You can't jc if you already jc before the air throw obviously but I found that the j.D can miss depending on how high up you are and requires a delay before j.D. I've tried to link the 6C loop in this combo a few times but I found that I couldn't do more then 1 loop and quite often the first one just whiffs completely on certain characters. Might be too high and not enough time to land to 6C not totally sure yet.
CopperDabbit Posted May 11, 2009 Posted May 11, 2009 Hmm... don't know what to tell ya Kousaka. Actually, what it might be is in that I primarily go for throws in the corner, so the j.d will always hit on every character. But I can still get the 6c into ender, so I'm not sure what the problem is there.
gwc123 Posted May 17, 2009 Posted May 17, 2009 Hrms so for the BA bugs in the 6C loop you need to hold 4 as you summon them? and do you need to hold any directions for the 214C loop BC bugs? Sorry i have problems getting them to loop
CopperDabbit Posted May 17, 2009 Posted May 17, 2009 What I do is at the start of the 3rd hit of the 6C, 2]b[, immediately followed by 6]a[. As for the 214C loops, you do not, just leave the stick at neutral.
gwc123 Posted May 18, 2009 Posted May 18, 2009 oh okies thats really helpful ^_^ hopefully i can get it down soon xD
xomhollamox Posted May 28, 2009 Posted May 28, 2009 sup senkei, this is ben the pot plyr in south FL. neways the combo in 3:05 in the vid(first post) is tht on counter? im strtin to pick him up slowly.
kousaka Posted May 28, 2009 Posted May 28, 2009 it's not counter he did 5a to 6a doesn't connect but a mixup 6a5d 214A feint BC bug into 6C loop
gwc123 Posted May 29, 2009 Posted May 29, 2009 Hey um so to start he 6C loops off ground combos u can use either 2A 5B 5D 214A (CB bugs) (6C Loop) 2A 6A 5D 214A (CB bugs) (6C Loop) Am i right? because it started to confuse me when i see some people using the 236B and 214A and it made me wonder if it was specific to each combo.
kousaka Posted May 29, 2009 Posted May 29, 2009 214A and 236B is fairly interchangeable, it actually creates some spacing for the 6C combo.. im not sure if there's any special cases.. but you can combo without either 214a and 236b technically but it tends to fail alot imo there's no 2a before 6a
gwc123 Posted May 29, 2009 Posted May 29, 2009 I like to mix them up sometimes so i tend to add the 2A in before 6A xD but i get countered hit alot against mashing newbies oAo If they block 2A 6A then ill go for j.D and try to do basketball
CopperDabbit Posted May 29, 2009 Posted May 29, 2009 The basketball combo sucks. Off of j.D, just do 6A (a bug hits) -> 6C loop.
kousaka Posted May 30, 2009 Posted May 30, 2009 i actually find that the basketball combo off j.D has one good use and that is to crush bursts.. you do either 1 or 2 iterations of basketball loop into beam super to crush a burst and if no burst comes go into one rep of 6C loop into recurse
Hellfromabove Posted June 6, 2009 Posted June 6, 2009 The basketball combo sucks. Off of j.D, just do 6A (a bug hits) -> 6C loop. Yup, basketball is a thing of the past. i actually find that the basketball combo off j.D has one good use and that is to crush bursts.. you do either 1 or 2 iterations of basketball loop into beam super to crush a burst and if no burst comes go into one rep of 6C loop into recurse Dude, isn't that kind of risky? You're basically wasting meter there if they don't burst. You'll probably get at the most with that super then like 2k and with 1 loop of C maybe add another 300 or so. C loop his ass. -Tha Hindu
kousaka Posted June 6, 2009 Posted June 6, 2009 your not baiting burst, you can super on reaction and crush it
Recommended Posts