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Posted

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.

Ah, took me a bit looking at the page to see what you were talking about. The "jc" after the C starters right? Might be a notation misunderstanding on my part. The little "jc" as opposed to the big "jC" is supposed to be "jump cancel."

All of those combos are on the first page, but I figure there are probably better combos that have been developed off of at least some of those starters burried somewhere in this thread. There are also other combos that I don't know and neither would someone who finds these boards for the first time. Just trying out an idea to get all the combos onto one page that anyone who wants to can help maintain, rather than putting all the weight on one person to update their original post.

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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.

For 6C loop, use 5B bug>6a bug.

The timing depends but on fat characters like Rachel and Tager you have to delay it as much as possible. You want to hit them as close to the ground as possible to keep the height of the combo low for you to hit the next loop.

For air combo aka air to ground string into 6C loop it depends on a bunch of factors. On nu, noel, carl you need to use 4c bug>5b bug. For tao use 4CB bug together. For tager use 5c bug>5b bug. For everyone else 5CB bug together.

All this stuff is midscreen.

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.

The first 3 combos are variations of air to ground strings.

First one is only normally used if they're already cursed near corner you can 236C wheel loop them + recurse + corner pressure.

Second one is normally used after a j2a dive cancel 5b without curse mid screen.

Third one is the most commonly used as jA>jC>jD>CB bug>2x 6c loop>recurse mid screen.

Combos 4-6 are all 3x 6c loop possible and imo all bnb combos. Off the top of my head 6a starter gives 5980 dmg as I'm so used to seeing it.

Combos 7-8 are all kinda free style atm. There are dive variants that go into 2x 6c loop that do much better damage now.

Other bnb combos that should be listed.

2aaa>2c(rc)>air to ground string>2x 6c loop>recurse

air throw without curse>5d>dive loop>2x 6c loop>recurse

Posted

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.

I gave it another try today at the arcade. I kept messing up as Arakune would come down and teleport backwards if I held 4. Similarly for 6 also.

I think im starting to see the point of 6a 5b as it won't make you teleport from dive on land. The exact button press is probably 5b>6a+6c loop start together. Will test sometime this weekend as it frustrated me all day missing these confirms.

Excuse my triple post

Posted

The first 3 combos are variations of air to ground strings.

First one is only normally used if they're already cursed near corner you can 236C wheel loop them + recurse + corner pressure.

Second one is normally used after a j2a dive cancel 5b without curse mid screen.

Third one is the most commonly used as jA>jC>jD>CB bug>2x 6c loop>recurse mid screen.

Combos 4-6 are all 3x 6c loop possible and imo all bnb combos. Off the top of my head 6a starter gives 5980 dmg as I'm so used to seeing it.

Combos 7-8 are all kinda free style atm. There are dive variants that go into 2x 6c loop that do much better damage now.

Other bnb combos that should be listed.

2aaa>2c(rc)>air to ground string>2x 6c loop>recurse

air throw without curse>5d>dive loop>2x 6c loop>recurse

lol, see? This is why one guy shouldn't be responsible for keeping up the list! For instance I don't know how to do the dive loops.

Posted

2a>2c (RC)> air to ground is pretty much redundant now with the 2a>2c®>5D>ja>dive loop>Cloop >recurse which does a lot more damage. Also, dive loop is super simple, when cursed you hit them in midair with a 2A > 2B > 2C (bugs will keep them in the combo) which then combos into cb bug > c loop

Posted

2a>2c (RC)> air to ground is pretty much redundant now with the 2a>2c®>5D>ja>dive loop>Cloop >recurse which does a lot more damage.

Also, dive loop is super simple, when cursed you hit them in midair with a 2A > 2B > 2C (bugs will keep them in the combo) which then combos into cb bug > c loop

Ok, feel like i'm missing something here. How does 2C RC into 5D? I assume you can't do it immediately after the hit so you have to delay the RC just a bit, but they seem to be able to tech and block before it connects. Also is there a jump between the j5A and "dive loop"? I'll replace combos on the list with the better damage versions as soon as I figure out how to do them myself... :)

Posted

Nah, 5D has a massive hitbox, so if you RC to near the time when they can tech, you can 5D curse them and then JC into the rest of the stuff. Yes, there is another jc after j5A, my bad. I personally like to make the second jc a 7 jump, b/c that puts me in better position to land the 2A, 2b, 2C. If you're not in good position to land all of them b/c they're too close to the ground or whatever you can also just do 2A, 2C into C loop.

Posted

Seems like I can make the dive loop work without the second jump. Just playing around I'm doing 5C>jc>air throw>land>5D>j8>j5A>fall for half a beat otherwise you end up doing another j5A>j2A>j2B>j2C its not every time, but it does work on occasion... maybe its just a fluke. Do you have to delay the 5A bug at all or will just tapping the buttons give you the right timing? I try doing the second jump after the j5A but the training dummy techs out before I can connect the j2A. Also that 2C>rc>5D is fucking sweet. Timing is a little tricky on it though.

Posted

It doesn't really matter if you jc or not after the 5A, b/c you're gonna be landing after the Dive Loop ends anyway, I find timing it easier with a jc > j2A. Once you start the dive loop just tapping the buttons will work, just make sure you hold the C/B (depending which dive you finished with) and then release them on time to go into the c loop.

Posted

I gave it another try today at the arcade. I kept messing up as Arakune would come down and teleport backwards if I held 4. Similarly for 6 also.

I think im starting to see the point of 6a 5b as it won't make you teleport from dive on land. The exact button press is probably 5b>6a+6c loop start together. Will test sometime this weekend as it frustrated me all day missing these confirms.

Excuse my triple post

My Xbox is currently RRoD. But I'll try it as soon as I get another chance. To see how much easier it is. And yeah, the 4B bug thing is kind of tricky. You have to let the 4B bug out really fast. Like, right when you see the hit flash on j2A.

Posted

Hey everyone. I've made an executive decision: From this post on, this thread is to be about his combo discussion only. That is, why use this combo instead of this one in this situation, the easiest way to perform this combo, the timing to perform the combo etc. All new combos should go to this thread:

http://www.dustloop.com/forums/showthread.php?t=7293

Thanks, and have fun out there!

Posted

while your at it, how bout making/sticky'ing a FAQ, im getting tired of answering the same questions all the time edit: I need advice on timing the B and A bugs from throw/counter assault on cursed opponents midscreen and in corner. I also played around with a while marked air throw>j2a>CB bug>1x 6c loop>recurse. The opponent goes way too far to do more then 1x 6c loop so damage wise is fairly weak. Before I used 5d regardless if they were cursed or not and just held D and did my regular non curse combo dive combo. I really want to maximize the damage from this situation though. Share your while cursed air throw combos please =D

Posted

Yeah i've been studying that alot but the quality is too low for me to really analyze the timing. Gimme tips on what you use as a timing mechanism on the 5A bug. In the vid they release an extra set of bugs first that whiff which wastes some curse meter which I'm guessing is for timing purposes.

Posted

Man I'm still working on that combo. The timing is really strict when going from A>B>A bug, but I almost have the timing down for the A>B bug. What I do is when the person fully enters Arakune's mouth, I release an A bug then the second they come exploding out I release a B bug (this isn't the exact timing, but it generally follows this pattern). The third A bug is still a work in progress. Also, I never understood why they wasted a perfectly good B bug in all of those combos.

Posted

For some reason I really haven't been having that much trouble with these combos o_O It took me a few tries to land that first A bug but then once I got a good feel for it the rest was cake. Then again, the instances where I grab someone that is cursed are rare, so I don't think it's that huge a deal.

Posted

hmm had some more time to test stuff today. All the j2a while cursed in front/crossover can use CB bug as long as you time it correctly. The things that mess it up is if you hit with an A bug before the landing which if you can adjust accordingly on reaction just hold A from j2a and then hold CB also. Practiced mid screen while cursed throw combo. Started to get it to work. First A bug comes just like Matt said when you swallow the guy. First B bug occurs when you spit. The timing of the 3rd A bug I haven't narrowed down exactly but if it's off they tech out. I can't get while cursed throw combo with back to corner to work at all. Did anyone figure out which bugs are necessary? Also the fact that there is an A bug before the actual throw, we can't use these combos in the occasion that we ground throw spit them into a cloud. =(

Posted

Thats the issue I'm having. After testing all the characters, midscreen 5CB bug works fine. However on the corners/near corners it doesn't. In particular tao, v13, noel, carl. I've been trying to modify the bugs after j2a but I end up getting the "after dive teleport" move along with the 6/4 bugs. Which caused me to try and test setups that just incorporate the teleport but didn't have any luck.

Posted

One interesting thing about the throw is that after throwing someone when you do j2B it falls slightly forward instead of slightly backwards. Maybe if you do (while the opponent is cursed) Throw>A bug>B bug>A bug>j2B that might work. If you watch the throw combo video you'll see this anomaly with j2B after a throw.

Posted

I'm posting this without reading alot of this because it's like 1 in the morning. I know that you can totally do this while the opponent is cursed:

6A > 2B > B Bug > Standard air combo.

I believe there are other variations but you guys figure it out Dx

It's better to do 6A>5D in this situation to reset the curse meter and go into 6C loop. You're not accounting for how much curse there is left.

Posted

I've been watching the two new combo videos that Harushinobi posted on youtube, Fake and Reload. There were a couple interesting things I noticed in them. The biggest thing I noticed was that you can cancel j2A into 5D. Yes, it is possible. I tested this out in training and what you have to do is as you are going to cancel j2A into 5B you have to press both B and D at the same time. Instead of 5B coming out, 5D comes out in its place. Now this is a completely useless move against grounded opponents, but if you use j2A as an anti-air you can cancel it into 5D, the 5D will connect and you can go into a dive loop and a couple c loops. Another cool thing I noticed is that if you get a counter hit with 3C if you do 236B>5A cancel into 6B, the 6B will connect. This could be extremely useful against opponents near the corner because if you get the 6B to connect you can do an air combo into a couple C loops afterward.

Posted

For the love of god, I can't figure out how to do pick up Tao after a J.C > J.D I tried every way of doing a CB Bug, but I can't get it to work like 95% of the time. Could I get some pointers please? I have no problems picking other chars up with a CB Bug after a J.C > J.D Also, what kind of bugs do I need for the pickup after j.236C in the corner? got no probs doing the CB bug pickup midscreen, but in the corner, the CB bug always seems to miss. Had no luck with 6CB or 4CB either.. I'd appreciate some help.

Posted

6CB works after the crazy legs in the corner... As for Tao, are you hitting her with the right part of the jC? I used to have issues landing the BC bugs b/c I'd "cross up" my opponents b/c of where I hit with my jC.

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