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Posted

I've seen everyone say BC,

I just tap B and C really quickly.

What do people put in when doing the 6C loop in the corner?

Err...I don't. I do 6BC bug into 236C loop then recurse. I think there's a way to get dive loop to pull them out of corner so you can continue, but I don't really know that.

but confused what to do if they're cursed.

Err...That question is basically "How Do I Play Arakune?".

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Posted

Err...That question is basically "How Do I Play Arakune?".

Well I mean with eddie you trap em with mawaru and you apply your mixups. How do you apply pressure while you're near them with curse that allows you to combo? If i try to do 2A>5B>5D>236B while they're cursed, I have no problem with holding down D, but the B bug will come out when I dont want it to. Any remedy to this?

Posted

I'm struggling with the bugs after an air combo that goes into 6C loop. Which bugs do I use exactly? I've seen everyone say BC, CB, CBA, CA and BCA. The opponent almost always recovers after the jD, before the 1st bug hits.

As soon as you do jD hold BC, then when you land release em both. Doesn't need timing like 5D>236B (C hit first, then B follows). Better to release BC then hit them when you land so you don't perform any frames, and go directly into 6C.

Posted

Well I mean with eddie you trap em with mawaru and you apply your mixups. How do you apply pressure while you're near them with curse that allows you to combo? If i try to do 2A>5B>5D>236B while they're cursed, I have no problem with holding down D, but the B bug will come out when I dont want it to. Any remedy to this?

The curse BnB is 3AA(A bug hits) 5D etc. You don't need a 5B. This combo can also hit from much farther. Curse pressure is things like 3AAAA 6A/j5D or going for dive crossups or or or there are so many options.

Posted

it seems odd to think about but i have noticed alot of people simply do not understand how the bugs work

Posted

The curse BnB is 3AA(A bug hits) 5D etc. You don't need a 5B. This combo can also hit from much farther. Curse pressure is things like 3AAAA 6A/j5D or going for dive crossups or or or there are so many options.

Ahh thank you that is exactly the information I wanted. Going to practice this now.

Posted

I don't understand how to land j5c in air combos. Is it a double jump or something? I always find myself to their right or underneath them. If it's a double jump then I always end up doing 6c by accident and can't get back to neutral c quick enough.

Posted

if they're not marked use j.B to position them under you so that the j.C hits. OR If they are marked, just j.6A, jump up-forward and do j.C.

Posted

You generally go for recurse right away since you can't do a 6c loop in the deep corner since A bugs will miss.

Posted

I just wanna say i think it's crazy that the game has been out so long and Arakune doesn't have a corner combo.. I know the few other chars I play against IRL have some nice corner shenaniganz, and sure.. Arakune has his ridiculous 2D 6D and bugs lockdown in the corner.. but no solid way extra damaging corner combo like almost every other character and 2d fighter. But yeaaaaa I'm way too lazy to go into training and find one.. Just saying ;) I guess 6C loops are just THAT devestating

Posted

I'm not saying there's no combos. It's that they're not worth the damage usually unless you kill them. You can loop 236C>6BC bug in corner usually once and sometimes twice but that crap is better spent for a recurse and pressure. The real questions you should be asking is how do I compensate combos to face the middle all the time. You can change j.D to land on the other side, or use dive/dive cancels instead of air to ground strings to change sides but this is best left for an advanced thread. You can see some of these dive cancel side change options in the most recent combo vid.

Posted

Some people on SRK are bitching about Arakune and saying he's overpowered (this isn't a question of whether he's OP or not, I don't really know. Not enough experience or skill to really judge):

http://forums.shoryuken.com/showpost.php?p=7102839&postcount=211

I know of one of his unblockables (http://www.youtube.com/watch?v=-IOZE9niikE) but it's plural, so what are his other ones?

Also, apparently he has guaranteed guard break strings, and mixups you 'can't react to'. Can anyone here confirm this, or is he just talking out of his ass?

These things are probably pretty advanced (if they in fact exist) and it'll be awhile until I can do them, let alone incorporate them into my game, but it's still good to know.

Posted

What Zato said If Im not mistaken, there was a time the SRK forums tried to tell me Gen should always beat out Sagat, because hes got just as much power but is higher in mobility. . . So. . .ya. . . About that. . .

Posted

if they aren't cursed, to set them up or perform 6c loops in the corner... 5a>6b>jc>j.6a/b/c(c works best usually)>jc>j.5a>j.5c>j.5d>6bc bugs>6c combo>5c5b5a bug>6c loop it works very consistently, and you don't even have to be that close to the corner. it's great if j.5b connects when you're facing a corner. naturally any combo(of low length) in a corner ending with j.6c>jc>j.5a>j.5c>j.5d can extend into this combo. also, as you can see, if for some reason you're doing a 6c combo while you're in the corner(but facing away from it), you can use the order of 5c5b5a bugs to get them far enough away to continue with a standard 6c loop. a problem i once experienced while practicing the above was that the enemy would get a little too far for the third hit of the 6c combo to hit after the 5cba bugs. if this happens simply time a 6a bug in the second iteration of 6c so that they don't get knocked too far away before the third hit. if they're cursed this the above combo can be a little more difficult because the a bug from j.6 or 5a can interfere but you can probably just go straight from 6c(air)>jc>j.5c>j.5d anyways. alternatively, to simply do a 6c loop in the corner, you can use 6b>6c bugs instead of 5b>6a. that notation is a little awkward because the 6c bug actually hits before the 6b one, but you need to release the 6b bug first(and later than bugs in a normal loop). specifically, a useful combo involving the above paragraph is [facing corner]2a>5/6b>6b bug(optional)>6c loop(modified as in the above paragraph)+6c bug. the only difficulty in this combo is that if you release the 6b bug at the wrong time it can hit after the first hit of 6c, allowing the enemy to tech. solutions around this are simply not releasing the 6b until needed, allowing the 6b to hit 2-3 times before cancelling into 6c, or otherwise delaying 6c. hope that was clear. it probably wasn't, but the information is there.

Posted

Also, apparently he has guaranteed guard break strings, and mixups you 'can't react to'. Can anyone here confirm this, or is he just talking out of his ass?

SRK forums may be a joke but that's Kensk, he's in the IRC channel all the time. That being said, I'm pretty sure he's talking out of his ass on at least some of those. Arakune needs a nerf, but I wouldn't say he's OP.

As for unblockables, I've heard Smilax talking about some 214C unblockable. But I don't really know the details.

Posted

lunaris do you mind linking to any videos which demonstrate what you said? I can't visualize what you're talking about. Thank you in advance.

Posted

Stopped reading at 5a>6a..... Haha na j/k But just saying.. all that huge text and sorry but I wouldn't call that a good corner combo. You can do that shit midscreen... Corner combos are shit like using Nobiru instead of Mawaru in the corner.. not only for less Eddie meter, but MORE DMG!! Or ya know some Testament 5H to net to aircombo and then some badlands and do it all over again. Like Arakune's corner lockdown shit with 2d, D and B bug, and 6D!!! Stuff that doesn't work midscreen, but produces something way beyond normal limits because of the corner stopping knockback. Or some random Ragna I played online that kept juggling me with some random 75% corner combo.... because I was IN THE CORNER. So sorry.. no.. that isn't a good corner combo. I wanna see some like.. 5c, 6b bug, 5c, 6b bug, 5c, 6b bug (OBVIOUSLY DOESN'T WORK) or something that does some bizzare dmg cuz it's CORNER ONLY! Yea it's late as fuck I'm still kinda drunk but just sayin.......

Posted

schank, i see what you're saying and that i misinterpreted your comment about arakune not having any corner combos. my bad. i edited my other post so that the beginning is worded differently. however, i saw someone(s) asking for ways to do the 6c loop in the corner, or to start it in the corner, and that's who i made that post for, not just to refute your statement. oh and uh, yeah heh... my bad on 5a>6a. correcting that now. also, i don't believe you can do 5a 6b jc j.6c anywhere but in the corner(as the opponent flies away too fast), so it is at least a combo restricted to the corner(although the rest of the combo can be done mostly anywhere). it's definitely true that it's nothing crazy, but it's easily hit confirmable and comboable from j.b; i can't think of another way to combo into a 6c loop on an uncursed opponent in the corner from j.b. thegame4ever, the 5a>5b combo starting in the corner is done in one match of the souji(arakune) vs dora(bang) sets. you can find them on youtube pretty easily, just lookup "souji bang dora" or something on youtube. you might have to watch most of the matches to find it, though; regrettably i don't remember which one, but it's there. as to the other combos, i can't think of anywhere they're recorded. i would record a demonstration of myself doing the combos but i don't have any recording equipment. souji might do them at one point in those videos. more importantly, if you watch his videos you can see how he uses a dive combo to avoid going into the corner. also, the method of starting a 6c loop in the corner from 2a that i listed in my last post might not work well if your curse meter is running low. in that case, you can do 2a>6c bug+5c>jc>j.6c>jc>j.c>j.6d>6bc bugs>6c combo>5cba bug>6c loop, but keep in mind this gets them out of the corner. or 2a>5b>5d>214a>6bc bugs>6c loop, if you're close enough. however, if you have nearly full curse meter doing a simple 6c loop with bc bugs will do more damage and you still get the curse reset at the end with j.6c j.c j.d.

Posted

another question about his astral heat. i saw the post about invisibility, bugs, etc. but it never said how to control which of the three patterns he does. i've been trying buttons, direction, everything but it just seems random how he moves. is there a confirmed way to control it yet?

Posted

I saw the 5a>5b combo and perform it, but it is nothing crazy as you said. The dive combo however, that looks extremely crazy but I don't know how to perform it 100% since i'm confused as to what bugs are necessary in that combo. Also in your notation for 6c loop in corner, after the j.C shouldn't it be j.5D instead of 6D? I'll try these out now and see which one fits me best, thank you for your help.

Posted

I saw the 5a>5b combo and perform it, but it is nothing crazy as you said. The dive combo however, that looks extremely crazy but I don't know how to perform it 100% since i'm confused as to what bugs are necessary in that combo.

Also in your notation for 6c loop in corner, after the j.C shouldn't it be j.5D instead of 6D?

I'll try these out now and see which one fits me best, thank you for your help.

yeah, 5a>6b is simply a way i wanted to share to start the loop in the corner since it combos off of a staple aerial. as to the dive combo, it goes:

... 2c(end of a 6c rep)>5b bug>6a bug>j.6a+Xa bug(doesn't usually matter)>jc(oftentimes you have to jump backwards to get the right spacing for the next hit)>j.2a>j.2b>b bug>j.2c>bc bug>6c loop.

however, depending on the number of hits in the combo and the different moves you used in the combo(some moves reduce the required amount of time required to tech in a combo by much more than others; someone correct me if i'm wrong here), you may have to make some variations. for example, in some combos you can do it just as i have written above. however, in others, it can help to delay the j.2b, and against some characters you might need to delay the B bug after the j.2b. common sense would suggest that it may also help to delay the j.2c, and you might try experimenting with adding in A bugs before the j.2c as well although i haven't made any use of either of those personally.

a special note that i haven't tested much is that the dives seem especially easy to whiff on carl... after fighting him recently for an extended period of time i'm surprised there aren't really any comments on this forum or in his matchup thread about combos vs carl(for example j.5c seems extremely easy to whiff with; this presents a problem when trying to recurse after a 6c loop and in many other places) beyond "it doesn't work vs carl." maybe it's just me.

Posted

you wont' get any "crazy combos" here.. we go for damage and practicality.. if you want flashy check out the most recent combo vid http://www.dustloop.com/forums/showpost.php?p=401482&postcount=29 but i warn you u'll have to be pretty consistent at repeated dive cancels

My definition of crazy would be exactly that, DAMAGE + practicality. Like look at eddie's corner shadow gallery loop corner, or the j.D nobiru hit shadow gallery 1 hit frc that latif loves to do, something along those lines. And I can't dive cancel reliably in a match, just seems too hard. You know it's hard when even japanese are blowing the dive cancel in matches.

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