Manas Ayus Posted October 20, 2009 Posted October 20, 2009 214214D->6D combos... That makes for some silly situations.
PhantomX Posted October 20, 2009 Posted October 20, 2009 I personally like 5a>6b out of the air super.
Effay Posted October 23, 2009 Posted October 23, 2009 What's the timing for the grab > laser super > 5D > air combo? They always tech and I don't hit them with the 5D and I get punished hard.
Irrsinn Posted October 23, 2009 Posted October 23, 2009 What's the timing for the grab > laser super > 5D > air combo? They always tech and I don't hit them with the 5D and I get punished hard. Its pretty damn easy guy, just check it out in practice mode, when they fall and you can see Arakune on-screen again, thats when you should press 5D.
Effay Posted October 23, 2009 Posted October 23, 2009 Its pretty damn easy guy, just check it out in practice mode, when they fall and you can see Arakune on-screen again, thats when you should press 5D. I pull it off in training mode all the time, but for some reason online it never works. I'm not blaming lag, I think I'm just choking, or maybe activating the laser super too early. It's weird; I can C loop online but not this... >_<
AdamNW Posted October 23, 2009 Posted October 23, 2009 In online I usually do it just before the crest of the throw.
Matt Posted November 3, 2009 Posted November 3, 2009 I've been watching some Fumo and Souji vids lately and I noticed an amazing frame trap that they have been consistently using in their matches. The frame trap starts from a 3rd of a screen away and what they did was release a C bug, j2A, then released B bug (an A bug at the end is optional). If the j2A, C bug or B bug connects, the move can combo into a j5A and then whatever you want to do from there. The frame trap can be seen at 3:41 on this video: http://www.nicovideo.jp/watch/sm8251674. One more note is that it can also be started off of an A bug, which is seen in the example I gave.
Bommlinger Posted November 13, 2009 Posted November 13, 2009 I have a question regarding the 3aa curse combo. i can't do 3aa > 5D (hold) > 214a > loop yet, because holding the D button for the whole combo is just too hard for now. I've been messing around with 3aa > 5D >CB bug > j.6A>j.2a > CB bug > loop. Sometimes it works, sometimes it doesn't because the D bug also interferes with the combo. If I add another J.6A after the first j.6A the combo becomes much more stable, but it's hard to get 2 reps + recurse of the 6C loop this way because sometimes there's a chance of teching out. Now in some videos I've seen 3aa > 5D (hold for a bit) > cb bug > j.7 (release D) > J.6A/C > j.2A > cb bug > loop. I assume the jumping back part causes the D bug to release as a 4D bug, so it doesn't interfere with the combo. But for some reason, it's extremely hard to do for me. the holding D part completely messes up my execution. Any pointers on that? Is there maybe an easier variant of the 3AA combo? I'm not in for max damage, I'm looking for a stable combo with a recurse that's somewhat easy to do. If not, I'll propably stick to 3aa > 5D > cb bug > j6a > j6A > j2A > 1xloop + recurse
ryofoong Posted November 13, 2009 Posted November 13, 2009 You could attempt to just hit 5D release at 4 and combo combo combo. Or 5D, hold D, A fakeout, release D during fakeout, combo combo combo. Normally I wouldn't go for the 3AA combo, honestly. You can actually 2AAA > 5C for an immediate air combo for slightly less damage. Though doing this consistently will eventually force you to learn corner 6C looping and/or comboing. However 2AA > 5C works wonders. Don't need to hold down anything. Will immediately combo. :D 3AA > 5C will also work if you do 2 reps if you used a CH C bug buffered from a shield to start your 3AA combo.
Bommlinger Posted November 13, 2009 Posted November 13, 2009 I'm working on pulling of the 6C corner variant consistently. pretty tough stuff tho! But I got plenty of other corner combos I can work with for now, so that shouldn't be the problem. 2AAA > 5C is all good, but the main advantage of 3aa > 5D is the immediate recurse during the combo. If you get off a curse midscreen it usually takes a bit until you're near the enemy, and you've propably used up a good ammount of the bug meter to lock the enemy down so you can reach him. With 2aaa > 5C you have to combo of a half empty (or less) curse meter, but you can actually start the 3aa combo with the last tiny bit of meter (just enough to get the a bug out) and start the combo with a full curse meter. That's why I need a consistend combo off 3aa *edit* if i attempt to release the D at 4, I'm getting 4CB bugs, since the bugs have to come out ASAP after 5D, so that's not really an option. I'm afraid there might not be a combo that doesn't require holding the D for some time. Funny thing is, the combo I've posted (with only one J.6A) does work sometimes- the D bug does hit, but I could still combo into J.2A > bug pickup. But sometimes the D Bug was still hitting after the J.2A so Cb bug pickup was impossible. After 3 hours of practice, I couldn't figure out the timing to get it off consistently. I think it might just be a positional thing.
cqrlin Posted November 14, 2009 Posted November 14, 2009 Well, the way I do the 6c is I start it off with a low j.5d > 6a (tap a again when your first bug makes contact) either 2 or 3 times to get the positioning right, to 6c > 5c > 2c. Now as soon as the 2c connects, tap 5b > 6a (that might be your problem right there.) and I can get about 2-3 rotations in with that method, you start to run out of curse before you can do 4 reps. For 6c Loop, i do 6c>5c>2c,then 2b>6a. How come i cannot connet to another 6c again. Do i need to pause a while after the 6a hit then do the 6c, or continue press 6c after the pressing 6a button.
Matt Posted November 16, 2009 Posted November 16, 2009 @Bommlinger: I went into training mode and I think I've come up with a couple of variations that would work pretty easily on the pad since you don't have to negative edge the D-bug. 3A>3A>5D>b bug>j6B>j.c/9>j5A>j2A>j2B>j2C>release C>B bug>C loop>j6A>j.c/9>j5C>j5D for 4700 damage 3A>3A>5D>c bug>j5D>6A>2 C loops>recurse 4400 damage the second combo is a bit easier Also, I might add some more variations later for more damage if I can find more damaging combos. @cqrlin: It is the timing of the 2B>6A that matters in this situation. If you do 2B/5B (same thing) to early the the opponent will be able to tech and if you do it too late the opponent will tech before the b bug connects. Imo the best timing for releasing the b bug is to release so that when it connects it will connect when the opponent hits the ground. For releasing the A bug, release it as soon as possible after releasing the b bug. To directly answer your question, do 6C immediately after you press 6A. If 6C isn't connecting you are probably releasing the bugs to early.
InspectorOda Posted November 17, 2009 Posted November 17, 2009 You can just use 4D and the D bug will whiff unless you're in the corner. Works for every combo during curse like 3AA, 6A, etc. If you're in the corner though, then you'll have to learn to release a 6D bug or just hold the D button.
Bommlinger Posted November 17, 2009 Posted November 17, 2009 I play on stick, so I'm always negative edging the bugs. I also found a similar variant to the first combo you posted in training mode yesterday. Pretty stable. It's the same up to the first jump cancel. I'm not using a 9 jump cancel, but a 8 or sometimes 7 jump cancel and doing j2a>j2c > 2x cloops+recurse Funny thing is: 4D>214a>cb bugs>6C loops is actually pretty easy, and I'm also working on holding the D bug, which is just a matter of practice. Should be good to go in a week or so. Thanks for the help guys. *edit* Here's another one: I'm in dire need of some curse pressure advice. My curse pressure is decent, but it could be better.I've read through the whole arakune forum 3 or 4 times. I can convert like 2 or 3 out of 5 curses to a Combo/Cloop/recurse on average, but I feel I could do better. I've got no problem with the inputs ( buffering the bugs, doing the barrier cancel to buffer all 4 buttons if needed), I know how to release them depending on the position of the enemy, lockdown ain't my problem, rather converting the lockdown into a combo. Sometimes a guard crush is the best I can do, especially if the enemy is far away. Could you guys post some more setups/strings/shanenigans for close range/midrange/and especially from far range? things like close range, all blocked: 3aa > abug > 3aa > a bug > 6A > 2B > LOOPS Also very interested in strings including teleports and fakeouts as seen in the combo movie "fake" Also: what about post recurse oki/pressure/setups/traps after a J.c>J.D recurse, most of the time I have all 4 buttons buffered, and the enemy is upclose. Could you guys post some of the Oki traps for that situation? I know that's A LOT to ask, but maybe we can get a nice list of setups and strings compiled for the more advanced players.
Matt Posted November 18, 2009 Posted November 18, 2009 I said it twice and now I'm saying it a third time: :8/: Did anyone read my post in the combo discussion thread?!It is a tight enough nit frame trap that you can't DP out of it, so the only character that can escape from it is Hakumen with 5D. It goes into a 5.7k+ combo with recurse at the beginning and it works from up to half a screen away. Again :8/:. Edit: Here is the one time that I have seen it fail: http://www.youtube.com/watch?v=8M-99zpsNEU @3:10 This is a really good frame trap mmkay, so let's all start using it mmkay. The usual combo that happens if the trap connects is: j5a>j5a>j5c>j5d>2 C loops>recurse for about 5.5-5.7k damage I believe. I post it and it completely gets ignored. I'm telling you guys this is a legit pressure move that is pretty damn safe. Yeah, it won't work against Hakumen but when will you ever need to do j2A on a Hakumen? If this gets ignored again I'm just gonna edit this post again and again until I have shown everytime Souji or Fumo have used this frame trap in videos, which is A LOT. The trap works from a third of a screen to a half of a screen away. Also, Bommlinger a full screen trap is just to teleport across the screen and release a C bug as you do so. Then if it connects, I don't really know what to do from there since I haven't tried it myself, but I'm pretty sure releasing a B bug and doing an air combo from there would work.
InspectorOda Posted November 18, 2009 Posted November 18, 2009 Sorry Matt, the reason most of us probably didn't respond to your post is because we've always been doing something along those lines. C bug usage is basic stuff, and after a Dive, the way to combo is usually an A and B bug.
kousaka Posted November 18, 2009 Posted November 18, 2009 what am i suppose to see in http://www.youtube.com/watch?v=8M-99zpsNEU @3:10 ? i saw forward dash through + some bugs? and the one on nico at 3:40 looks to me like he messed up cross up j2a>3a bug, if he spaced that b bug out he could probably go straight into a 6c loop
Matt Posted November 23, 2009 Posted November 23, 2009 @3:10 Fumo released the C bug too early and it allowed the Haku player to do a 5D in the opening, but the frame trap is tight enough that even though a Haku player can fit a 5D in there, a Jin or Ragna player won't be able to pull off a DP. @3:40 He didn't space the b bug out because w/out the cloud the combo usually doesn't go straight to C loop or triple dive loop, but instead it goes to j5A>j5C>j5D>C loops>recurse for about 5.8k+ damage. He probably forgot about the cloud or was just releasing the b bug as he usually does. Anyways, CS is out now, so we need to start the CS combo discussion thread! or continue it here.
kousaka Posted November 23, 2009 Posted November 23, 2009 yeah we'll need to reorganize all our threads for CT since most things will be different for arakune.. im still counting the days until we get CT. When it arrives I'll be playing it nightly testing/relearning stuff so I'll be able to test things for people/records vids/or whatever is necessary.
Skye Posted November 24, 2009 Posted November 24, 2009 Hey guys, this just hit me. What do you think about cancelling the j4B with jC to minimize landing lag, he lands much faster and can catch opponents off guard for combos, since they rely on the timing to block his stuff, we could mic up faster and even go for a tick~green~throw. Plus it gets by barriers, since you stop attacking and land in place. Good for mindgame and speedy mixups no?
Effay Posted November 27, 2009 Posted November 27, 2009 I've looked all around, and I can't find the exact inputs for good pre/post curse pressure. I've seen on videos you can do 3AA into something but I can't discern the exact inputs (especially for the bugs). Anyone care to help?
Mr.Biscuits Posted November 30, 2009 Posted November 30, 2009 I'm having trouble with 2C, RC, 5D. Do I have to RC 2C early, right after the 2C? Or late? Do the 2as before the 2C matter much when doing the combo?
Bommlinger Posted November 30, 2009 Posted November 30, 2009 5D right before they tech. Kinda late (much later than 2c > RC > j.6A) You have to hit 2c kinda deep, or 5D can't connect. The farther away you are when doing 2C the harder the combo becomes. 2axN before the 2C makes the combo much easier, but you shouldn't use 2C in any other situation anyways. *edit* not only the 5D is late, you have to RC later than if you would when doing RC > j.6A. let Arakune dive farther before RC'ing
kousaka Posted November 30, 2009 Posted November 30, 2009 yeah the 5D is very late, it's when the opponent starts to fall back down you hit them with the top of the cloud
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