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Posted

Hey I'm sorry, I'm having trouble getting Arakune's 5B and 5C to combo any suggestions?

Also I note x N used in the some of these combos just wondering if I could get clarification on what that meant.

5C doesn't combo into 5C. It does however combo into 5D.

x N means it's a loop and you repeat it as many times as you are capable of or as you feel appropriate.

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Posted

I've got a question, I've searched and can't find an answer.

http://www.youtube.com/watch?v=9JUzdPbwW-I

How does the Arakune get a curse off at about 0:50 right here? I don't see an animation for anything at all. Looked at the frame data, and apparently you can Jump cancel 5D, but he went right into a 5B, which isn't on his revolver action table...

I'm sufficiently confused.

Posted

People really need to look over what they post. You're all messing up on notations which then confuse those who come in here for info.

Posted

i was fighting some Arakune in a mirror match online and they used this air throw combo on me air throw -> 5D -> A bug j.2A (time this so you cross up on the other side of them) -> j.2B (B bug comes out and hits as well) -> j.2C for reference it does 3707 on Noel. The C bug loop combo posted earlier does more damage but it seems like setting it up sometimes misses while this seems more consistant if you get the timing down. Just another option. If it was already posted then oh well EDIT: I just tried it on Litchi and I cant get it to work meaning it might not work on other characters too. So far it only worked on Arakune and Noel. Maybe its not that great afterall. Oh well

Posted

air throw>land 5D>j6a>A bug>(jc)>j2a>b bug>j2b>j2c>BC bug>6C3 set>BC bug>j6a>a bug>(jc)>JC>JD 4955 damage well here's the one from the jp wiki which i haven't personally practiced yet but seems like the best option

Posted

Do you guys have any useful rapid cancel combos? So far the only ones I've got are: 2aaa2c (pause) RC 5B jA jB jC jD BC bugs LOOOOOOOOOOOP 6C 5C 2C(RC) 5D j6A (a bug hits) jc j6A 236C BC bugs LOOOOOOOOOOOOOOOOOP (or recurse)

Posted

Do you guys have any useful rapid cancel combos? So far the only ones I've got are:

2aaa2c (pause) RC 5B jA jB jC jD BC bugs LOOOOOOOOOOOP

6C 5C 2C(RC) 5D j6A (a bug hits) jc j6A 236C BC bugs LOOOOOOOOOOOOOOOOOP (or recurse)

Sometimes I RC the 6C loop if it'll finish them off because I haven't quite gotten those combos down you listed, though they're pretty much always better if you can do them.
Posted

If i get a 6c rekka off without curse I RC the 3rd hit-> 5c-j6c-(jumpcancel) j.c -j.d

Posted

if i hit with a 6c loop and have no curse but do have meter i will ALWAYS rc into more damage, its totally worth it. i follow the cancel with either 5c> combo, 5d >combo or or another set of 6c loops if its not nu, noel or carl. i like to mix it up just FFS. also, even though i know how much everyone hates this move i like to use 3C (jc) j.5D into marked combo of 6c loopy goodness. its a trick for sure but since these are already losing matches and since 3C goes underneath projectiles and has good range, its a staple of my game versus nu and rachel... pretty much dont use it at all versus any other characters though, and it gives them something to worry about rather than just being able to play the AA spacing game all day. -dime

Posted

im really struggling with 2aa>6a bug>5d>236B>BC bug>6c loop more often then not, somewhere between BC bug and 6c loop i release a d bug that carries my opponent up into the air and although 1 6c loop will hit usually, i can't recurse.. i know normally 5d doesn't release a bug since they're not cursed yet, but recursing with 5d is more of an issue.. anyone test around with 5d + directions? maybe i can release it and have it whiff, or worst case hold 5d the whole combo lol

Posted

im really struggling with 2aa>6a bug>5d>236B>BC bug>6c loop

more often then not, somewhere between BC bug and 6c loop i release a d bug that carries my opponent up into the air and although 1 6c loop will hit usually, i can't recurse..

i know normally 5d doesn't release a bug since they're not cursed yet, but recursing with 5d is more of an issue.. anyone test around with 5d + directions? maybe i can release it and have it whiff, or worst case hold 5d the whole combo lol

I just hold 5D the whole combo. That combo is actually the reason my D button is now mapped to R.

Posted

thx, i'll give it a try next time holding D the whole combo.. has anyone practiced 6C loop from 2D? 6700 damage tensionless damage o.0 straight from jp wiki 2D(first hit)>BC bug>6A bug>6C loops x 3>JC>JD sometimes needs 4BC bugs, but really hard to get working consistently.. not sure how to compensate because you hit 2D from all sorts of difference distances.. also it's hard to hitconfirm a 2D while curse is on.

Posted

thx, i'll give it a try next time holding D the whole combo.. has anyone practiced 6C loop from 2D? 6700 damage tensionless damage o.0

straight from jp wiki

2D(first hit)>BC bug>6A bug>6C loops x 3>JC>JD

sometimes needs 4BC bugs, but really hard to get working consistently.. not sure how to compensate because you hit 2D from all sorts of difference distances.. also it's hard to hitconfirm a 2D while curse is on.

I've been working on this too and I can't for the life of me figure out which distance is the appropriate one.

Posted

I'm having a hard time doing air combos, such as JA> J6A> (jc)> JA> JB> JC> J2D which involves jump cancel. When should one do the jump cancel?

Posted

the jump cancel comes at exactly where you listed after j6a but it'd be helpful if you could tell us what is it that happens? does the combo whiff near the end? you can't connect jA after the jump cancel? are you getting j6a again after jump cancelling? depending on the opponent character, and how your starting the combo it could miss at jC, and you usually don't need the first jA sometimes when you jump cancel forward you can accidently do another j6a which can be prevented by holding 7 or 4 after jump cancelling

Posted

hmm don't know what to say, if you cancel the j6a right away into a jump cancel you should be able to hit the jA without any issues unless you were too far away which is common when you start from an j6a air to air hit

Posted

6a > 5D > 236B invis > BC bug > 6C loop 6a-5d(c bug)-6c-6c-2c(a, b bug)x 2-3 -J.6a-(jc)-J.c- J.2d am i missing something with these combos? After the 5D lands, I can hit with the c bug or the BC bug, but theres too much lag for me to string in the 6C. I've tried holding back the c bug or BC bug till the last possible frames, but I still can't get this combo to work. I've even seen this combo done in several videos and yet still no luck replicating it. Any ideas on where I'm going wrong or just how to do it properly?

Posted

if your bugs dont' hit correctly they tech out before you hit 6C.. i got to spend some time practicing this specific combo recently to test variations of button holds and stuff and found that releasing C bug before B seems to be more stable. 6a>5d>236B invis (hold b+c here)>CB bug(release C slightly first)>6C loop (hit 6C right after you release B bug but you will see 6C hit after B bug)

Posted

thanks man, appreciate the advice a shit load. I was almost starting to believe it wasn't possible or it was only possible in teh arcade version. On a another note though, anyone got any suggestions for perfecting the j.6a cancel into standing 5B? I'm talking about the non-counter hit one btw. I've been practicing this one for a couple of days now, but I can't get it consistently or even close to it.

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