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Davo87

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Everything posted by Davo87

  1. I think in any case, its better to get the knockdown. Even doing this when your matchup is Tager puts yourself at risk. Since its BBCPEX Arakune, I understand curse is hard to get but doing this is regarded as bad habit against better players. Then again if your gamble bears no consequences then by all means.
  2. I dislike reading long string combos and sometimes would condense it further by adding a bracket (filler combo) or link to a video. Its fine to write it out from basic combos but Im all for having intermediate screen carry combos to be condensed. In future when character specific combos are listed, I would suggest to group them by common strings.
  3. Not yet. But a glitch for time stop has occurred. Something about if Araragi hits during the activation causes this...
  4. After watching this setup for Zawarudo I noticed ribcage stayed up despite barrier gauge is drained. I guess its either the perks of OD or Zawarudo itself.
  5. Not CPE but this would apply. Scroll down. http://www.dustloop.com/wiki/index.php?title=BBCP/System_Data#Ground_Movement
  6. Tenchi vs Hyunka (Rachel) https://youtu.be/LdQJTxqJ-qc?t=7317 Tenchi vs Oka (Hakumen) https://youtu.be/LdQJTxqJ-qc?t=7566 Tenchi vs Fenrich (Jin) https://youtu.be/LdQJTxqJ-qc?t=8060
  7. 2/14 -2/17 Gamechariot Asai (Izanami) vs Watakko (Hakumen) https://youtu.be/TzeuLIjTLbI Tattsan Noel) vs Azupi (Izanami) https://youtu.be/bQuwiyQtkj0?t=11 Miya (Jin) vs Azupi (Izanami) https://youtu.be/bQuwiyQtkj0?t=205 yumura (Izanami) vs Juno (Kagura) https://youtu.be/4Iq5p_pXvy4?t=10 yumura (Izanami) vs Nomio (Kagura) https://youtu.be/4Iq5p_pXvy4?t=154 Azupi (Izanami) vs VER https://youtu.be/4Iq5p_pXvy4?t=591 Tamio (Rachel) vs Asai (Izanami) https://youtu.be/bTXKwn9GTKA?t=440 Meister (Lambda) vs Izanami https://youtu.be/5-ckWsdQeXw?t=212
  8. Overdrive Za warudo along + AF EA. 5389 dmg. Possibly more if doing the j2C combo into AF EA. https://youtu.be/AbPtwrIN4_o?t=1525 Note: Overdrive count down stops but you still gain active flow. Meaning you can do a longer combo to activate active flow regardless of the span of your Overdrive gauge.
  9. Has anyone seen Active mode crush trigger used with 63214D? Izanami is probably one of the few characters where CT would land a combo. Ive seen CT used in midscreen combos a lot, but not in pressure strings.
  10. Placeholder for further details. Feel free to add. Regarding Float its possible to do the following: double jump = float airdash to float superjump then airdash to float float to jump cancel then airdash Normals: 5A (standing jab) 2A (crouching jab) Gatling to 5B, 2B, 6B. 5B (back kick) Advancing kick. Gatling to 5C, 2C, 3C and 6B. 2B (slide kick) low profile and advances. Gatling to 5B, 5C, 2C. 6A (rising jump kick) Anti-air. Can float on hit/block. 6B (overhead strike) hits overhead and kd. special cancellable. float version falls downwards in steep angle. airthrow>float>6B. link 2C (claw swipe) Fatal counter properties. Gatling to 6C and 6A. link1 link2 2CC (magatama followup) causes spin on stagger. can followup with 214B. on juggle causes upward spin. 2CC connects only on crouch state. 3C (needle strike sweep) unsafe on whiff/block. covers range and advances in float combos. float version jump cancellable. 5C (palm thrust) jump cancellable. on juggle causes upward spin. Gatling to 6A, 2C, 3C and 6B. 5CC (magatama followup) causes standing stagger. can followup with 214A. 6C (2-hit king hit) slams opponent to ground. followup with 236C in corner. On juggle causes ground bounce. link 6CC (magatama followup) groundbound. can followup with 5B. jA (air jab) jB (jumping kick) Hitbox can crossup. jC (downward strike) vertical hitbox. cancellable to j2C. combo filler after jump cancel from f.3C and f.5C. jCC (magatama followup) spikes opponent downwards. j2C (magatama swarm) multi-hitting attack. jump cancellable into float 5B from trailer. Drives: 5D/ j.5D: Toggles Normal and Active mode. In Active mode blocking is disabled. D moves can be performed during the middle of a move. e.g: distortion, normals and specials. It covers for unsafe moves such as 6A, 3C and 214B. 2D/ j.2D Fires spread outwards. link link2 4D/ j.4D Fires magatama straight forward. 1 top 2 below. Frametrap. Combos. 6D/ j.6D Fires a cluster that tracks. link link2 1D/ j.1D Fires spread of magatama angled 45 degrees downwards. Link Specials: 214A (far palm thrust) cause wall bounce. on corner its wall combo. float j.214A remains in float. -Fatal counters lead to ground bound. Combos into 5C. 214B (slide kick) on knockdown, combos into 5B or 5C. j.214B teleports to ground. link -2C FC combo. 236A (dino skull) cause blow back. Followup after 6B. Combos into 5B on corner. On counterhit forces standing stagger. j.214B (aerial skull) ground bounce on juggle. combo filler after 6A launch. 236C (fireball) 3 chargeable levels. fireball can descend 45 degrees or 30 degrees. -corner combos from 6C or 2C on juggle. link1 link2 -lvl3 fireball midscreen combo. 623B (ribcage) strike invulnerable. depletes barrier to 50% before deactivates. depletes faster while absorbing hits. (max 4 hits) link >623B (followup) launches on hit. deactivates ribcage. 41236D (homing triad laser) tracks to target and pins with laser. throw>41236D>2B is combo. -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. link. 63214D (spinning magatama) use after fireball oki. 5D>ribcage>63214D immediately. link -In active mode/overdrive can be called anytime without special cancel. Returns to normal mode. 214C (command grab) drain opponent's barrier and adds to Izanami. In active mode can followup with 214D. link1. link2. Distortions: 236236B (rising kick) reversal/combo filler. See compiliation with RC combos. 214214C (timestop throw) Lasts 3 seconds. See combos1 combos2. Izanami gains no meter during this period. Can be extended with another 214214C. 720C (fullscreen timestop) 5 seconds startup. Costs 100 meter. Lasts <10 seconds. Setup. Misc: Crush Trigger: Wall bounces on hit. link. Throw: link Airthrow: midscreen corner link2 Overdrive: All benefits of active mode with blocking. Exceed Accel: Combo from 214A or f.214A. link Notes: Float Throw has normal throw animation but catch airborne. Airdash>float to continue pressure strings. link Float auto correct in combo strings. link Float strings for mixing up. (from f.3C jump cancel to jB or just land 2B) link In Active mode, 4D can continue pressure strings off 214A. link
  11. They lose sideways mobility with the slow-down cloud. A bugs to keep them blocking. Cross them up with teleport and bugs if they barrier that much. 6A will smack them down from the air if they are not barrier blocking. In the corner, use dive to cross them up.
  12. https://youtu.be/eKLjHNBtagA?t=722 Wonder what caused her to get hit during ribcage. It did not look like it expired. Whats Naoto's move?
  13. Some Drive usage. On fireball oki, Drive > Ribcage gives access to Araragi - 63214D during the startup of ribcage. Corner setup Hitting sleepers. On 3C On 5C On 5C On j5D> 214B 63214D puts Izanami back into normal mode so its good. Do whatever you like.
  14. Litchi vs Izanami X2 https://youtu.be/eKLjHNBtagA?t=1 Naoto vs Izanami https://youtu.be/eKLjHNBtagA?t=704 16/1 Hikone Friday Matches pt1 Tager vs Izanami https://youtu.be/FfPrkVGZGSk?t=405 Izayoi vs Izanami https://youtu.be/FfPrkVGZGSk?t=1012 Hibiki vs Izanami https://youtu.be/FfPrkVGZGSk?t=1400 Jin vs Izanami https://youtu.be/FfPrkVGZGSk?t=1594 Tager vs Izanami https://youtu.be/FfPrkVGZGSk?t=1809 Izayoi vs Izanami https://youtu.be/FfPrkVGZGSk?t=2236 Kagura vs Izanami https://youtu.be/FfPrkVGZGSk?t=2435 Jin vs Izanami https://youtu.be/FfPrkVGZGSk?t=3415 16/1 Hikone Friday Matches pt2 Izayoi vs Izanami https://youtu.be/EpTxYOkYQGY?t=26 Tager vs Izanami https://youtu.be/EpTxYOkYQGY?t=248 Hibiki vs Izanami https://youtu.be/EpTxYOkYQGY?t=3452 Rachel vs Izanami https://youtu.be/EpTxYOkYQGY?t=3604 16/1 Hikone Friday Matches pt3 Hibiki vs Izanami https://youtu.be/E98munmSsCA?t=1388 Tager vs Izanami https://youtu.be/E98munmSsCA?t=1586 Tager vs Izanami https://youtu.be/E98munmSsCA?t=1938 Nine vs Izanami https://youtu.be/E98munmSsCA?t=2177 Tager vs Izanami https://youtu.be/E98munmSsCA?t=2803 Ragna vs Izanami https://youtu.be/E98munmSsCA?t=2967 16/1 Hikone Friday Tournament Litchi vs Izanami https://youtu.be/EIZt6XIgyqE?t=722 16/1 Hikone Post Tourney casuals Hibiki vs Izanami https://youtu.be/iwqTbCE1smI?t=1696 Nine vs Izanami https://youtu.be/iwqTbCE1smI?t=1968 Hakumen vs Izanami https://youtu.be/iwqTbCE1smI?t=2202 Tager vs Izanami https://youtu.be/iwqTbCE1smI?t=3098 Noel vs Izanami https://youtu.be/A5RtCR_xX5M?t=21 Nine vs Izanami https://youtu.be/A5RtCR_xX5M?t=326 Kagura vs Izanami https://youtu.be/A5RtCR_xX5M?t=692 Nine vs Izanami https://youtu.be/A5RtCR_xX5M?t=1090 Tager vs Izanami X 2 https://youtu.be/A5RtCR_xX5M?t=1360 Tager vs Izanami https://youtu.be/A5RtCR_xX5M?t=2274 Noel vs Izanami https://youtu.be/A5RtCR_xX5M?t=2527 Tsubaki vs Izanami https://youtu.be/A5RtCR_xX5M?t=2749 Valk vs Izanami https://youtu.be/A5RtCR_xX5M?t=3103 Tager vs Izanami (muted) https://youtu.be/dkZxjqHnHTA?t=2828 Tager vs Izanami (muted) https://youtu.be/dkZxjqHnHTA?t=3508 Tager vs Izanami (muted) https://youtu.be/dkZxjqHnHTA?t=4424
  15. Based from Kiryu and Sugi's video, Izanami can choose to jump cancel from 5C or 6A>float: 6A (rising kick)>f.5B>f.5C>f.3C>JC> falling j.C: example. If you jump cancel on 5C you can do f.5B>f.5C> fall>5B>5C twice but looks strict. Or getting a Fatal Counter 2C>5C>f.5C>falling j.C>5C loop corner carry. If the opponent is ground bound say after FC 214A, 214B, its 5C>6A float combos. For corner: 5C>6CC (groundslam) >214A>5C>2C>fireball.
  16. Guard point works on unblockables in BBCF such as Makoto's UB punch. But ofcos not Yukikaze. Its obvious GtoF normal based lows are going to hit mid during float otherwise it will break the game.
  17. Just to confirm the following for ribcage: blocks some distortions like carnage scissors. Lose to yukikaze. blocks EA. Has hitstop similar to GP?
  18. I see now... Arakune's bugs dont do that sort of damage alone due to proration. She only got tagged by B and C bugs.
  19. https://youtu.be/_MpKly9If6E?t=36 Anyone here know why blue health suddenly appeared? Bug?
  20. Try searching BBCP 2.0: https://www.youtube.com/watch?v=8CU37bkeML4
  21. Hi Im also new to this forum. I have started playing Arakune since CS1 and have followed dustloop forums ever since. Nice to meet you all. I play Bedman in GGXrd. @DrKatz: Zato's combos/pressure needs precise timing of negative edge along with his normals. I think with Arakune you dont need as much negative edge apart from bug setups but CD bugs use a lot of curse meter. Zato can approach from ground and air but Arakune is primarily air. In CPE: dive is risky here and jD is not a low. You will lose all curse meter within 2 combos. Just as curse meter nearly out, you already have to make setups for recursing. This can be done by crossing them up with bugs and resetting them with fog. CPE Arakune's main source of damage is the C-bug unblockable guardcrush. CPE bug combos are flawed. You must not combo 6CRekka or pinwheel more than once in a combo as it causes the combo to degrade. (They will tech earlier) I say in order to have a fair game in CPE, you need to learn precurse combos especially the fullcurse corner combos. Then your standard CD bug combos with 6C Rekka or pinwheel into a reset. Then slowly pickup stuff like C-bug unblockable crossups. I think others here will offer much better advice with CPE. Good Luck!
  22. https://www.youtube.com/watch?v=ZuDQ69O7FcQ#t=59m32s OMG, this is so messed up. So this is what happens when CP bugs go with CS system. lol
  23. I can see why Souji refrain from using mothra since curse cannot kill them at once and that 50 meter can do a lot of things. But more importantly its to RC the moment somebody guard cancel OD. I guess Mothra is too unstable for bug combos as all it does knock them away. The number of repetitions it travel along the screen is dependent on how early it can leave the screen. So you have keep your opponent mid-screen to tag them more. Secondly the amount of blockstun Mothra does kills Arakune's crossup setups. Adding that if the opponent jump barrier, it just wastes curse and meter. I think Mothra is there to dominate the horizontal space, against stuff like Izayoi OD and its more like last ditch effort to open them up should they counterassault or DP since it stays even if Arakune gets hit. People do use EA as its safer than Laser as a reversal. With the new pre-curse combo ending with wheel CD bug reset, you start with 75% curse meter. Not complaining but thats currently what you have to work with. Against light/medium characters: one pre-curse 2.5k combo > one 4.5k combo + one more reset. They are dead.
  24. So with 100 meter, you can call more than one coralian. An onslaught of coralians. With half curse meter and you call coralian, it will flutter across the screen 5 times atleast. Also more Souji. Basically the opponent doesnt really get to use OD much. 6C starter + laser combo is 6.3K Link 4B starter > APQ > OD laser 5.3K Link 4B starter is 5.2K Link 6A starter is 4.9K Link 2B starter is 4.9K Link Guardcrush 4.5k combo More Ring cloud. Link B-bug starter 4k combo During airgrab animation, cloud continues to charge. Link Freeze Flash no longer drains curse meter.
  25. I like how he is no longer a damage monster but have more tools at disposable to runaway or harass in tandem with the cloud. Btw does Mothra NOT make curse slower anymore? Vs Izayoi Vs Tsubaki Vs Kokonoe (Best of 4 matches)
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