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Posted

Nope, jA > jC > jD has huge proration if used in a combo, much more than the dives' proration if used during a combo. The dives only have 80% proration if used to start a combo. Also, the Dive Loop's damage is almost the same as the Cloop, so the damage of a Dive Loop will compensate for it's starting proration if used as a combo starter, though I don't know when a Dive Loop will ever happen without a startup. By the way, does anyone know any good air to ground strings for Carl when he's uncursed? The best thing I can find is just j6C > j6C > 236C, but that doesn't curse without a rapid cancel.

Posted

By the way, does anyone know any good air to ground strings for Carl when he's uncursed? The best thing I can find is just j6C > j6C > 236C, but that doesn't curse without a rapid cancel.

5C CH is either

5C jC jD

5C jB jC jD

j2A 5B jA jB jC jD

Airthrow dj jA jB jC jD

Posted

I've been lurking here for a while but haven't really gotten around to posting until now. Anyways, I found a new combo off of 2A > 2C > RC that does much more damage. Instead of going into j6C or straight into jA, you can do 2A > 2C > RC > 5D > jA > Dive Loop > Cloop > Recurse for about 1000 more damage than j6C and a few hundred more than jA > jC > jD. For those who are wondering, it does about 5.6k damage. :yaaay:

You have to time the 5D for exactly the point before the opponent techs for the Dive Loops to connect with jA, or you can just use the j6A > 6A bug variant of the Dive Loops if you do an early 5D, though it does less damage overall. I've tested this on Noel, Ragna, Jin, Hakumen, and Bang and it works on all of them. I'll test the rest of the cast later, but it will definitely whiff Carl.

Ooo nice find~

Let us know what else you discover from this. If the timing is really tricky maybe a short video clip? :yaaay:

Posted

Nah, the timing isn't hard at all when you use the j6A variant of the Dive Loops, since the range of 5D is so big. The jA version has a bit stricter timing, since you need to be extremely close to the opponent and thus needing to let your 2C carry you closer, but making sure your opponent can't tech. The timing is pretty close to how it would be if you just go straight into jA > jC > jD, just a little bit more delayed. I suppose you could just do jA > j2A > CB bug if you're not in range for a Dive Loop, not sure about how much damage that would do though. Need to wait till Friday to start testing stuff some more. I'd rather not make a video unless absolutely necessary though, my house is always freaking loud and I don't have a capture card so the quality will suck. :vbang: Thanks for the Carl combos by the way. Never did know how to fight that guy.

Posted

The timing isn't very hard at all. I'm having more issues getting the jA after the D to combo into the Dive loop than I am landing the D itself, but I've gotten it a few times, so I can attest to the fact that it's legit. It's super easy with the 6A, but I'm going to assume that prorates a lot more.

Posted

Making the jA connect close enough to get out the Dive Loops is the reason why the 5D has pretty strict timing. The only time it seemed to work for me was if the 5D hit right before they could tech out of the 2C. Really, it isn't that hard to learn though, it's practically the same as the Air Throw > 5D combo.

Posted

hehe nice find~ I guess now we have to get into a habit of confirming 2C RC into dive loops. We'll slowly squeeze out every bit of damage in every situation. =P

Posted

Heeyy. That combo at 1:43 against Noel is one of my staples. Dive -> BC bugs -> 6C loops is one of my favorite tricks. Note however, that it was a crossover dive he did 6A bug. It's actually much easier on crossover dives to simply use a single 4-B- bug. That Bang combo off of A bug CH was really cool. Anyone think it would be worth it to develop more practical variants? Also, that 5D combo at the end on Ragna seems to be an interesting burst bait option. But I don't know if it's that practical. Oh another question, can 5AA6B j3/6D only hit in/near corner? Or can it be done midscreen too?

Posted

hmm i always mess up crossup j2a>bc bug>6c etc. In the vid they did 6a>5b bug? I've been trying to use regular 5CB bug but that only works in those situations where u land in front. Also have you tried any j2a>some bugs>teleport forward after dive? Think that is a possible side change dive starter? Or maybe cross up dive teleport back? edit: been busy learning mbaa so im sorry if I haven't been around the forums much

Posted

Hey abstract this vid will answer your question nicely- http://www.youtube.com/watch?v=97eHOKCgu60. He does it midscreen on Rachel at 1:07.

Ok, gotta know how they pull off the combo into Astral Finish... that was sick. Plus I'd appreciate it if someone could give me the notation for the j2a>j2b>j2c>6c loop combo. The corner 6c loop would be handy too. Really someone just needs to update the damn OP already... :)

Posted

hmm i always mess up crossup j2a>bc bug>6c etc. In the vid they did 6a>5b bug? I've been trying to use regular 5CB bug but that only works in those situations where u land in front

Yeah. I don't even use C bug in that situation. It seems to mess up the combo for some reason. Just 4B bug. And yeah I think they did do 6A 5B.

Posted

I can't believe there still isn't an updated list of all the recent combos, max dmg combos, decent dmg BnB combos. I still get the shivers when I read BC bug in a combo (that cost me about 2 weeks of useless practicing untill I found out it's actually CB Bug) Dive loops are missing, specifig bug directions for different chars, corner combo variants, and so on. We basically need a complete combo directory for our bee guy. Of course it's all in this thread, but it's definitely not organized in a useful fashion. I know it's a ton of work, and I'd definitely be willing to help out organizing some of the combos from this huge thread but some of the regulars in this thread would propably be a better choice for that task, since I only know the basic stuff. Noone up for that task? I think it would be of great help for the Arakune community.

Posted

Ok folks, I put up a GoogleDocs page.

http://docs.google.com/View?id=dd3bmw5d_9czmxc2dg

No information there yet, but I think it will make it easy if we all have one link to bookmark and one page to edit. I am a newb so I'll post the newbie combos I use. If this turns out to be a good idea then I'll give editing permission to anyone who wants it. No google account necessary, I would just need your email.

Posted

i second that idea, i'm trying to pick up arakune as a second and i have no idea what combos i should be learning lol.

Seriously just master all of the combos in the combo video that came with the limited edition of the game. All of these combos are utter crap but they do teach the basics of all of Arakune's combos. I would suggest having mastery of these combos before moving on to the better combos that are listed in this thread.

Edit: @ez the last three combos are listed on the first page of this thread and the first three are impossible to do. For the last three, I don't know what you are doing, but the only thing I have ever seen anyone be able to do after jC connects (when the opponent is not cursed) is jD.

Posted

Because you can learn the basics for all of Arakune's other combos and the ones in the video are super easy to start out with.

Posted

Hi, I'm having some trouble with some basic Arakune combos, and I'm hoping someone can help me out. For his 6C loop, I'm having trouble connecting the 6A bug, his 2B bug will hit, but not his 6A (not reliably, it'll happen like once every 15 times), when exactly should I be inputting the 2B/6A? Likewise, for air combo (j.a-j.b-j.c-j.d) into 6C loop, I can't get the C bug to hit. Any and all help would be appreciated, I apologize if this has been asked before, but I'd rather not navigate through 30+ pages looking for it.

Posted

Seriously... It's 2B>6A as fast as possible because if you are doing it to slow the opponent can just tech out of it. First of all just do 5C>j5A>j5C to start out your combo just because it's easier to do, it prorates less and it's faster to do than the other aerial combo (it won't work on all of the characters though). Second, the combo should look like this 5C>j5A>j5C>j5D>1C/5B>C loops. Also, just practice and experiment in training, it's not like you will have all of the combos mastered after a couple hours. Edit: seriously can you guys ask these questions in the Arakune beginner guide because this section was meant to be for combos and now it is all mucked up with questions in the wrong thread. There should really only be combos, combo videos and discussion on which inputs work best for specific characters in this thread.

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