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Posted

Ok, guys. Here are all of the combos taken from the Arakune generic thread.

BnB's

5c- J.a-(jc)-J.a-J.b-J.c-J.2d

6a-5d(c bug)-6c-6c-2c(a, b bug)x 2-3 -J.6a-(jc)-J.c- J.2d

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

RC Combos

2a x3 > 2c > RC > j.6C > jc > j.a > j.b > j.c > j.d > (brief pause) > 3]cb[ > 6c > 5C > 2C > 2]b[ > 6]A[ > j.6c > jc > j.C > j.d

Turns out we didn't do a lot of talking about specific combos. Oh well.

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Posted

I've been doing some testing lately on character specifics. Mainly on the air string that is required to go from air to ground into 6C loop. I haven't got down a proven list yet but since the situation seems to change all the time in game you kinda have to react accordingly. If they're too far you need j6C and jc into the air string, depending on the character/height. You need variations of j.ACj5D, j.A5BCD, j.AA5BCD. Carl I whiff the air string all the time. Still experimenting. Soulji Special: (while cursed) 2aa >6a bug > 2aa >6a bug >5D recurse>236B invis> bc bug >6c loop etc This looks to be much easier to confirm then our old classic combo which I still use. 2aaa > 2c bug >5C > air to ground string + CB bug OR j6a>236C + CB bug > 6c loop

  • 2 weeks later...
Posted

If the opponent is cursed what are the usual combos that u guys will go for? I cant seem to do the 2AA 6A bug thing :s is it 3AA?

Posted

i've been using this 2aa 6a bug combo as my bnb while opponent is cursed you can do 3aa, that will work but you have to be near mid screen

Posted

nope i just release immediately and hold 3 during both two 2a's it's more like 3aa > 6 walk up a tiny > 3aa you can confirm this after first A bug > second set of 2a into combo, if not you can generally block but i've had instances where I mess up and got supered/uppercut between my reps

Posted

So I found out 2 days ago that Arakune does not have 1 but 2 unblockables. Unblockables: 1. Summon a hat (6D). Hat must be blocked high so you can do 2A. If they block low you get a curse, if they block high you get a hit. 2. Summon a hat (6D). At the right moment do a j.5D. Either way they block they get cursed. Corner trap game just became a heck of a lot better :yaaay:. -Tha Hindu

Posted

I don't feel that those unblockables are really worth using, except in some very situational cases. The big problem that I see with them is that the timing needed for the low hit changes depending on if they decide to stand block, or crouch block. They stand up, they'll block the 6D earlier, and crouching it will be later. It's always good to have an additional option, so you might as well try it out a few times.

Posted

I don't feel that those unblockables are really worth using, except in some very situational cases. The big problem that I see with them is that the timing needed for the low hit changes depending on if they decide to stand block, or crouch block. They stand up, they'll block the 6D earlier, and crouching it will be later. It's always good to have an additional option, so you might as well try it out a few times.

Yeah, tried them out and it seems where they are most effective is in the corner mainly. 2A version is for pressure while the other is just a fast mix up game. Of course 6D is very very slow and no one is going to let you keep pressuring them until it hits so corner trap would be the best solution here. Maybe that's why we haven't seen these in any videos :?:.

-Tha Hindu

Posted

the timing changes depending on if they're standing/crouching? maybe thats why i mess up the soulji combo sometimes and get supered. Since if they're standing they get hit by the 6a bug earlier then if they were crouching. i'll go take note of the opponent when i confirm into the combo next time

Posted

the timing changes depending on if they're standing/crouching? maybe thats why i mess up the soulji combo sometimes and get supered. Since if they're standing they get hit by the 6a bug earlier then if they were crouching.

i'll go take note of the opponent when i confirm into the combo next time

To clarify, what I meant was that with the unblockables HFA posted, is they stand up the 6D will hit much sooner than if they were crouching. I don't think the soulji combo is under the same restriction.

Posted

Whatas a 9 Dragon combo? :3 Oh btw a tournament is coming up soon in singapore and was wondering if u guys had any tips to fight against V-13 other then those already stated ^-^ any new discoveries to make the match-up better?

Posted

Question. Is it possible to use Insect Swarm summons while your Astral is activated? O_O

Alright, so I am really glad you had me try this out. It seemed in the beginning that Arakune's Astral Finish was just really crappy and would never be able to hit anyone until now. After seeing all that it is able to do it seems that it is most likely the best non-comboable Astral in the game.

:eng101:

First off if you have not seen the Astral Finish here it is below:

http://www.youtube.com/watch?v=fkPIMjnvWzA#t=3m40s

Basically Arakune turns into a Huge blob ball with a huge eye and the user can control him to shoot straight forward two different times, appear and bounce doing a V shape three different times, just fall straight down three times, or jump down and bounce three times trying to finish the opponent off. Arakune will attempt the Astral 3 times each time reappearing on the opposite side. The Astral is "blockable and "Barrierable" also however but not the whole time. Here is the list of things that happens to the opponent if they are touched by the Astral:

Confirmed Hit: Death

Barrier: Kills Barrier Gauge for opponent and they are sent into Danger Mode

Block: Guard Crush

Insta-Block: Guard Crush

Now don't think that every time this Astral hits the opponent it does multiple hits. It does one clean hit/ touch to make the above happen so it's not like the opponent will lose partial barrier and such.

On to the fun stuff :keke:

If the opponent is cursed before the Astral goes into affect Arakune is still able to summon bugs as normal. This is very good to lock chars down and makes hitting them with the Astral all the easier but that's not all. It seems that if you do 236B before going into Astral that the Astral is COMPLETELY INVISIBLE!!! Now, I don't mean invisible like Arakune usually is when he activates 236B because in his normal form he still has the aura smoke around him which helps the opponent know where he is. In Astral form there is no aura, no nothing. Also, the background turns black for most the time being which makes locating the outline of the invisible Arakune even harder so opponents won't know if they should duck, block, or just stay stationary. Dealing with the invisibility and the bugs at the same time will make them want to :vbang::psyduck::vbang:.

Where's your messiah now?

Hope this helped.

-Tha Hindu

Posted

And here we were thinking it was the shittiest Astral in the game. :psyduck:

GG.

thanks for testing it out and letting me know, btw. Into the guide it goes. Wooooo!

NP. GOOD LUCK SOLDIER!!!

-Tha Hindu

Posted

Wow Awesome combos! I'm also new to BB and I'm trying all these combos out, Hopefully to improve my game.

Learning the 6C loops will give you the ability to make people hide under their bed and whimper softly.

Also, since I didn't understand the other explanation at all, and consequently spent two hours trying to learn a curse loop where I was hitting the opponent with c bug + 2b, b bug, 6a a bug into reloop*, here is a simplified version that I managed to get working. I think it only works on certain characters though.

(6c 5c 2[c] -c- -b- ) xN

In certain cases:

(6c 5c 2[c] -c- -b- 6[a] ( tiny pause) -a- ) xN

AddenDUMB: I'm not sure if the pause is best before or after you release a. I think it's best after.

Then ja 6a ja jb jc j2d for ender, this is the standard air combo ofc. If you're opponent is still has curse, you may want to go for hilarious things.

*I actually can get everything to hit, but I when I try to continue the loop I always end up smacking them with 5c instead of 6c. I imagine if you delayed the a bug a little you might be able to get it to work.

Also, does anyone have any good curse options off of random 5a? So far my best is:

5a -b- a j6a air combo shenanigans.

Edit:

MUAHAHAHAHA, I AM SUCCESS

You can combo into 6c loops off of 5a by:

5a 5a (very very very quickly press B during a 5a) 5a 6a (b-bug hits) (a-bug hits) 6C loops

Tested on Ragna. It seems to be pretty character specific.

Posted

whats the best way to do is atral cause i feele stupid!:toot:

I think it isn't really that important, if you read Hell's post however, ideally they'll be cursed and you'll be invisible therefore, if they are already cursed:

236b and go for eeeeeeeeeeeeet

Or

3aa 6a 5d 236b N to Infinity

If they are not already cursed:

2a 5b 5d 236b N to Infinity

Posted

HellFromAbove: Your last post regarding feinting the astral has got to be the best ara post I have read, ever. Well, along with the first one that has all the combos haha Again, and here we were thinking this astral was useless.. *sigh BTW, where can I find some sweet BlazBlue artwork for an avatar??? Thanks guys :yaaay:

Posted

HellFromAbove:

Your last post regarding feinting the astral has got to be the best ara post I have read, ever.

Well, along with the first one that has all the combos haha

Again, and here we were thinking this astral was useless.. *sigh

BTW, where can I find some sweet BlazBlue artwork for an avatar???

Thanks guys :yaaay:

Thanks, much appreciated.

-Tha Hindu

Posted

The recent set of Dora Bang vs Souji vids is quite interesting. Everyone should check them out.

After watching these, I just realized that I am in fact doing the 6C loops wrong. It still works...but I'm doing something that's...not them.

(6C 5C 2[C] (-C- -B- (bug hits)) 6[A] [4]-A- -4- (-A- bug hits) ) xN

I always have to input 6C 5C really fast to avoid over lapping with the next C bug's release.

Got some videos to share as well. I'm not pro but that didn't stop it from being fun.

You should learn your options off of 2a:

2a 5b 5d 214a BC bugs 6A a bug 6C loops

2aaa 2c

2aaa 2c RC AIRCOMBO

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