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Posted

Yeah during the 6c loops you need to whiff the C bug before the B bug>6a bug. It works with a C bug but it makes the combos very unstable. I've tested every bug combination and you can actually loop with just CB bug or all 3 CB6A bug but they end up pretty far away to continue with a 3rd iteration and quite often will cause you to fail the recurse part. Try using 5B bug instead. 2B bugs works but it's fairly unstable depending on screen location, I find that the opponent can even sometimes change sides on you mid 6C set. The timing of B bug>6a bug changes depending on a bunch of factors. If they're rachel, noel, tager then you want to do it as late as possible. Carl, litchi needs to be earlier then usual. Everyone else is fairly lenient. It also depends on what your starting from. If you start from air to ground string you can only do 2 6c reps usually and its safer to just use 2 sets of 6C>6a bug>rest of 6C set. If I have time after exams end I'll write up my character specific notes I've gathered. I spent the last two weeks training each day on just 6C loops on all characters/situations before the TX (Toronto Tourney)

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Posted

What I want to able to do is get 2 6C reps into a j 6A - j.c - j.5C - j.5D without issue 3 reps is great but really all I want is great damage into a good recurse. Im alright with 5200 dmg :keke:

Posted

What I want to able to do is get 2 6C reps into a j 6A - j.c - j.5C - j.5D without issue

If you're lazy, you can just do j5[C] j5D.

2B bugs works but it's fairly unstable depending on screen location

This seems wrong. As far as I can tell the bugs are only effected by 4,5,6 and the vertical movement on the stick/pad has no effect whatsoever. You're probably accidentally holding down 3 or 1.

Edited for my dumb.

Posted

i find you have to delay a little bit after the last bit of the 6C loop before you jump 6A, if you do it too early the A bug still hasn't recovered from the end of the 6C loop, and you actuall yhave a decent amount of time to jus twait. Also make sure you hold C for a little bit from the last j.5C otherwise the C bug will knock them away from the j.d.

Posted

Hey dudes. I decided to pick up Arakune the other day for the fun of it. Looked in here and saw the vid for basic BnBs.

http://www.youtube.com/watch?v=_g10aHEc2HA

Would a kind soul kindly help me with the commands for the second combo (VS Rach), third one (VS Jin), and the last one (VS Bang)? As I've just started, I'm still not too familiar with what the different normals look like, so hence my inability to just compare them to a pre-written combo.They look like good and easy combos to start with that does not require a pre-cursed opponent.

Also, how does 5B combo into 5C? Am I just getting the timing wrong? I can't do it on a non-cursed opponent, and the first post that lists it does not mention a pre-cursed opponent.

Posted

Also, how does 5B combo into 5C? Am I just getting the timing wrong? I can't do it on a non-cursed opponent, and the first post that lists it does not mention a pre-cursed opponent.

I just went over the first post and I couldn't find a combo listed that says 5B combos into 5C. Could you repost it? And yes, that does only combo if they're marked.

Posted

if you land the 5b you should be able to link the 5c, it shouldnt be giving you any trouble though I havent the slighest idea why your trying to link 5b to 5c when there are a lot better options

Posted

rachel combo 2a->5B->5D->Cbug,Bbug-> jump cancel -> 6A->236C-> Cbug B bug A bug-> jump-> j.6a ->236 C -> C bug B bug -> jump -> j.c-> j.D jin combo 2a->5B->5D->Cbug,Bbug-> jump cancel -> 6A->236C-> Cbug B bug A bug-> jump-> j.a ->236 C -> C bug B bug -> jump -> j.c-> j.D 2nd rachel combo, 2a->5b->5C(release immediately)->C bug->jump cancel->J.6a->jump cancelj.6a(not positive if htose were A's or not, might have bene B or C)-> 236C -> C bug B bug -> jump-> j.c-> j.D these combo's are really bad though, in the same situations you can get a 6C loop, which in addition to looking much cooler does about 3000 more damage.

Posted

Character specific notes on JC> JD bug timings JC> JD> BC bug Ragna, Jin, Rachel, Arakune, bang, Litchi, Hakumen JC> JD> 4C bug> 5B bug Noel, Nu, Carl JC> JD> 4BC bug Taokaka JC> JD> 5C bug> 5B bug Tager

Posted

if you land the 5b you should be able to link the 5c, it shouldnt be giving you any trouble though I havent the slighest idea why your trying to link 5b to 5c when there are a lot better options

There is far too much start up on 5C for it to be combo'd into off of a 5B. According to the frame data, on CH 5B is +21. 5C has 23 frames of startup.

Posted

I'm pretty sure it doesn't link without curse and C or B bugs. If you hit them with 5B and close enough for 5C after you definitely can hit with 5D though so there's no reason to unless they're already cursed. I guess if they're cursed you can go into dive loops from it but I think 5D and hold D is the safest. You can still 6c loop them as long as you hold D to prevent D bug coming out if they're cursed. If they're not cursed you go 236B>CB bug>6c loop. In corner is probably where you might want to use it so you can side change. I still haven't figured them out yet but on a few characters j6b>jc>jA>jB>jC>jD>4CB bug changes side.

Posted

There is far too much start up on 5C for it to be combo'd into off of a 5B. According to the frame data, on CH 5B is +21. 5C has 23 frames of startup.

Ah ok, I havent tryed to link 5b -> 5c since I started learning more combos, etc

the first couple days of BB I was using j.5b into 5b 5c and it would land so I just assumed it did

Posted

I just went over the first post and I couldn't find a combo listed that says 5B combos into 5C. Could you repost it? And yes, that does only combo if they're marked.

As quoted below. Well, it's without any numbers so I assumed it was 5B to 5C, since 5C launches. Or am I mis-understanding it?

B,C jc air combo

if you land the 5b you should be able to link the 5c, it shouldnt be giving you any trouble though I havent the slighest idea why your trying to link 5b to 5c when there are a lot better options

Er, I assumed it was an easy beginner's way of comboing something faster into a launcher, like how Ragna can do 2A 5B 6A. I'm only just picking up Ara, so I thought I'd get used to something easy first :D

rachel combo

2a->5B->5D->Cbug,Bbug-> jump cancel -> 6A->236C-> Cbug B bug A bug-> jump-> j.6a ->236 C -> C bug B bug -> jump -> j.c-> j.D

jin combo

2a->5B->5D->Cbug,Bbug-> jump cancel -> 6A->236C-> Cbug B bug A bug-> jump-> j.a ->236 C -> C bug B bug -> jump -> j.c-> j.D

2nd rachel combo, 2a->5b->5C(release immediately)->C bug->jump cancel->J.6a->jump cancelj.6a(not positive if htose were A's or not, might have bene B or C)-> 236C -> C bug B bug -> jump-> j.c-> j.D

these combo's are really bad though, in the same situations you can get a 6C loop, which in addition to looking much cooler does about 3000 more damage.

Thanks a ton! I suppose those combos look easier to start practicing compared to the 6C loop, although as mentioned above, I'm just a beginner with Ara and have no idea what's really hard or not.

Character specific notes on JC> JD bug timings

JC> JD> BC bug

Ragna, Jin, Rachel, Arakune, bang, Litchi, Hakumen

JC> JD> 4C bug> 5B bug

Noel, Nu, Carl

JC> JD> 4BC bug

Taokaka

JC> JD> 5C bug> 5B bug

Tager

Excellent to know, thank you :)

Also, when you guys say [insert normal]bug, do you mean to just hit the normal, er , as per normal, and then let the bug automatically hit? Just to clarify.

For example, in the combo tolore kindly helped transcript:

2a->5B->5D->Cbug,Bbug->

So after 5D, I should just hit 5C, 5B?

Posted

Yes lol during the lag on 5d coming out, like its starting up frames, hit b c, the moves shouldnt come out, so for instance doing 2a 2a 6a 5d (bbug cbug) j.5a j.6a 236c etc etc (which is a staple combo you should be pulling) You should see the mnoves just how they are, you wont acctually see the b or c come out

Posted

It's not necessarily just hitting 5a 5b(also as a not what matter is RELEASING) you may have to use directional input. The unfortunate part about this(and why IMO arakune is harder than a lot of people give him credit for) is that the direction you input is different based on a lot of factors. The biggest one is where the enemy is on the screen. so say the combo j.D->BCA bug, is just releasing 5B 5C 5A. But if they are in the corner it's going to 6B 6C 6A, and if you are in the corner it's going to be 4B 4C 4A. Some combo's don't even work at certain screen position, for example the normal 6C loop, 6C->5C->2C->5B bug 6A bug, you are already holding 6A for mid screen, that's as far over as it gets, so once they are in the corner this no longer works. So in the example you posted it'll be 5C(release) 5B(release), mid screen, and then 6C 6B in the corner, there might be a range where 3C 3B is required. edit: I also find the 6C loop to be just as easy if not easier. The hard part about 6 C loops is all the start ups and getting the recurse. But all the combo's I transcribed could have gone into the 6C loop.

Posted

Yes lol during the lag on 5d coming out, like its starting up frames, hit b c, the moves shouldnt come out,

so for instance doing 2a 2a 6a 5d (bbug cbug) j.5a j.6a 236c etc etc (which is a staple combo you should be pulling) You should see the mnoves just how they are, you wont acctually see the b or c come out

Thanks for clearing that up! Whilst trying the combo I actually waited until 5D hit before I hit 5B and 5C, which is why it didn't seem to work properly. Now I know :D

It's not necessarily just hitting 5a 5b(also as a not what matter is RELEASING) you may have to use directional input. The unfortunate part about this(and why IMO arakune is harder than a lot of people give him credit for) is that the direction you input is different based on a lot of factors. The biggest one is where the enemy is on the screen. so say the combo j.D->BCA bug, is just releasing 5B 5C 5A. But if they are in the corner it's going to 6B 6C 6A, and if you are in the corner it's going to be 4B 4C 4A. Some combo's don't even work at certain screen position, for example the normal 6C loop, 6C->5C->2C->5B bug 6A bug, you are already holding 6A for mid screen, that's as far over as it gets, so once they are in the corner this no longer works.

So in the example you posted it'll be 5C(release) 5B(release), mid screen, and then 6C 6B in the corner, there might be a range where 3C 3B is required.

edit: I also find the 6C loop to be just as easy if not easier. The hard part about 6 C loops is all the start ups and getting the recurse. But all the combo's I transcribed could have gone into the 6C loop.

Wow, ok. Ara's much trickier to use than I thought too lol. Thanks for letting me know about the requirement of directional inputs for the bugs. I'll also give the 6C loop a shot once I manage to get his basics down. Might not be anytime soon though, I do have to keep my mains in shape =/

But once again, huge thanks to all who helped me understand this tricky little bugger (pun intended).

Posted

Praise Sony for todays PSN maintenance. This way I pretty much had to stick to practice mode, and I finally got the 2A>5B>5D>214A>CB Bug> 6C Loop Combo down. Boy that feels nice!!! If you got the timing down, it's a piece of CAKE!! I never seem to miss it anymore. Thanks to everyone in this thread who gave pointers on how to do it. (mainly the spacing of the CB bugs helped me out A LOT. You have to wait like AGES between the 2 bugs for the 6C to connect) 6A>5D>236B>CB Bugs>6C loop is next! Also getting a lot better at the J.2A>2B cancel. Maybe 2 out of 5 times. Too bad I can't do the combo afterwards (yet), but I haven't really looked into that much. 3 questions: I often seem to miss the recurse after the 2nd 6C Loop, but I can't see why, because I'm too high and the enemy is on the ground. I'm doing J.C, J.D quickly after another (just like the generic air combo and I NEVER miss the curse there, i just have to mash out C>D and the enemie is cursed) Any pointers on the J.D timing? 2.) after J.236C (cursed) I seem to have trouble piking up the enemy with the CB bugs to continue into 6C loop. I can get it like 2 out of 5 times, but I don't have a specific timing I can relate to at the moment. I figured out holding 6 seems to help, but what's the timing on the bugs? I feel like I have to release the C bug when I'm still in the air recovering. Do i have to space the bugs out as far (timing wise) as in the 5D>214A>CB Bug Combo??? 3.) What bugs and what timing do I need after a generic j.A>j.B>j.C>j.D Aircombo to pick the enemy up for a 6C loop? CB bugs don't seem to work for me, I always land on the wrong side of the enemy to continue with 6C. In videos I thought I might have seen an A bug somewhere in there. Any pointers? Thanks in advance for the help guys. Arakune is slowly becoming my main, because he's just incredibly fun to play, and J.2A>2B cancel is just heavy execution wise, which makes me want to play him even more.

Posted

1) For the ender try doing j.6A > jump cancel upforward > a bug hits > j.c > j.D. 2) Release C just before they hit the ground, then immediately tab B. 3) You can pick them up using the A bug. I do 3Cbug 2Bbug. You do need to get used to when you're going to land on the other side of them, but that just comes with experience.

Posted

1.) That's what I'm doing, at least that's what I'm trying to do :) I just mentioned the generic air combo for comparisons sake since I've got no problems getting the J.D to hit there. I can't see why the J.D doesn't hit because the enemy is too low off screen. Any special timing required? 2.) thank you, I'll try that. Untill now I was just tapping CB, guess I'll switch over to negative edging the C. That doesnt work deep in the corner tho, am I right? (which is where most of my J.236C's land, for instance after a J.3/6D Bug) 3.) so landing on the other side is actually right? I don't remember Sakuma Reizi landing on the other side, but I might as well be wrong! gotta check the videos again. I assume you mean tapping 3C > 2B as I would have no idea how to negative edge those inputs with directions.

Posted

had time to do more practicing today.. exams almost over finally so i'll have time to work more stuff out.. midscreen, hold D if already marked jD>CB bug>triple 6c loop>j6a recurse ender does way more damage then any other variants all those 6a>6a bug variants gimp damage by like 2k crossup CB bug setups after recurse mid screen jump over or dash through crossup 6CB bug gives launch>j6a>236C>CB bug>2x 6c loop>recurse still working on the details, had mixed success with dive variations corner version, jump over jB cross up 5B bug gives j6a>236C>CB bug>2x 6c loop>recurse regular dive variants definitely don't work here as 6a bug doesn't hit for you to connect them but i managed to do j2a>5a bug>dive cancel 5D but i haven't been able to do this consistently to work out the rest of the combo on block gives you 5aaa>5a bug pressure i realize this might be all confusing as im typing in a hurry. Once i get some time i will make some new threads. Prolly a thread on just 236C variants, 6c variants, dive variants. From easiest to hardest. 6c gives most damage but dive variants are very flexible for screen positioning. Still working on side change air to ground strings. From my testing so far it's character specific and will change which j6 attack to use.

Posted

mid screen jump over or dash through crossup 6CB bug gives

launch>j6a>236C>CB bug>2x 6c loop>recurse

I don't think I've seen this crossup, what is it exactly?

regular dive variants definitely don't work here as 6a bug doesn't hit for you to connect them

Have you tried jA dive variants? Most of the dive variants I use are along the lines of BC bug -> awkward launch -> 9/8/7 jAA j2A ( A bug hits) (dive hits) etc.

Posted

The cross up is just after mid screen recurse. You either jump over 6CB bug or dash through and 6CB bug as they get up. Gives a low to ground launch which would probably allow triple 6c loop. I should've tested that. I haven't tried jaa j2a. I use j6a>6a bug>(jc) back>j2a or straight out TK j2a. I need to test more here as I think it's possible to connect but i need specific bugs with back to corner to get this to connect.

Posted

The cross up is just after mid screen recurse. You either jump over 6CB bug or dash through and 6CB bug as they get up. Gives a low to ground launch which would probably allow triple 6c loop. I should've tested that.

Alright, good to know. I'll see what I can figure out too.

You're probably almost done there though.

:v:

Posted

I read through the OP a bit and I haven't found this 6a setup, 6a [a] 4[bc] (6a [a] x n) Negative edge in brackets, c bug hits into b bug and a bug bounces back for 6a juggle It racks up like 4k minimum from an overhead, omit the c bug for about an extra 1000 damage, but smaller characters usually fly too high to juggle without fixing the timing on the a bug a bit. My combo game usually revolves around this and j.d set ups for basket ball since I don't have the 6c loops down completely, but bouncing your opponent over and over is just as satisfying. Am I correct in saying that the j.d is better just because it recurses the opponent beforehand? Either way, more options is never bad.

Posted

almost all places you can fit a 6a>6a bug loop in you can fit a 6c loop in.. so if you can do that combo you listed, just do 1 rep of 6a>6a bug then 6c set

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