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kousaka

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Everything posted by kousaka

  1. lol holy crap i did not notice that my bad.. i'll try and fix it later tonight
  2. here's some 2C FC combos for makoto and mu Mu is pretty much the same as ragna, litchi, noel, lambda. There's 3 cases, you either hit 2c fc from really far and you have to do a B dive variation (will record this later), or you end up really really close to opponent either in front or behind them(switching sides) as shown in vid. 2Cfc>5A>(jc8)>jA>jC>j2A>dive cancel 5D>(jc)>jA>jC>j2A>dive cancel 5D>(hjc)>jA>jA>jC>jD (100%) -from the front the 5a will tend to catch the wrong direction, just replace the first j2a with j2c 2Cfc (far)>5A>jc>jA>jB(2)>jC>j2B>dive cancel 5D>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jC>jD (100%) 2Cfc>5A>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jB>jC>j2B>dive cancel 5D>hjc>delay jA>jC>jD (100%) After some experimenting, she actually has more a body type similar to Rachel. JC tends to whiff in the air so you have to use delays and superjumps. You want to catch her with 5a as high as possible. It's kinda unstable however. It's pretty easy to do the 70% combo though using B dive as second or first loop as long as you do two jA's or hjc the following to reach. ah crap just noticed the 2c fc part was cut off, might go back and record it again lol
  3. yeah u-12 is basically the same as ragna, litchi, noel, and lambda.. tager almost all the variations work i'll try and make a vid of them if i have time edit: okay looks like i remembered the makoto one wrong 2Cfc>5A>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jB>jC>j2B>dive cancel 5D>hjc>delay jA>jC>jD (100%) Vids are uploading. Will post it in video thread when they're done. see here http://www.dustloop.com/forums/showthread.php?7956-Arakune-CS-Video-and-Critique-Thread&p=731788&viewfull=1#post731788
  4. after 2a>2a>6a bug both 2c and 5c variations should be about the same low damage.. and if you air dash before 236C they should carry about the same distance to the wall i personally use 2c though because you can use this on block and force them to the wall for pressure but if you have curse early after a 2a>2a>6a bug you should go for a reset here's 2c fc on Mu 2Cfc>5A>jc8>jA>jC>j2A>dive cancel 5D>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jA>jC>jD (100%) it's pretty much same is lambda, works best if you end up really close to her and you go through her and change sides.. if you hit her from far away you'll have to adjust and use a B dive variation
  5. for makoto 2Cfc>5A>jc>jA>jC>j2A>dive cancel 5D>hjc>jA>jB>jC>j2B>dive cancel 5D>hjc>delay jA>jC>jD (100%) -she's similar to rachel in terms of hit box so it tends to be unstable at times -make sure to catch them as high as possible with 5a, and note the delay on the 2nd loop -haven't tested if it's stable for 2c at all distances, might not work for super far 2c fc
  6. the iad 4A combo works on everyone except noel and bang, and i haven't full tested iad j4b 100% but i know it works on tager/tao/ragna the iad 4a combos has some quirks though, some chars you have to superjump cancel forward instead of regular jump cancel.... and on a few chars that j6d sometimes tend to miss that still applies.. and tsubaki is weird after 5a>6b might whiff sometimes
  7. which combo? all 5d>iad combos work on tager what your probably doing is doing the airdash too soon before you've jump cancelled and ending up with a jump forward.. for 5D depending on what your following with i use a few things to help my timing for 5d>iad JA>JA i jump straight up then just air dash forward.. it's very very lenient for 5d>iad j4a>jA i hold up/forward then do the air dash a bit after i see them jump (dont' do it too fast or else second JA won't have time before you land)
  8. keep them coming skye, might want to make a playlist at this rate
  9. Toronto's slowly improving the scene by sending them one at a time to Socal to secret train XD
  10. Close your eyes and do it from muscle memory instead of watching the opponent. Thats what I do during laggier matches.
  11. Mu's banned too. 3v3 pokemon style. Anything not usable in the arcade is restricted.
  12. your correct, if your too high then they will tech out before JD hits.. this height kinda differs between characters and related to how fast they fall you have to use other options if your really high after air throw such as throwing out a cloud or the really hard to do combo air throw>A dive>C dive>dive cancel 5D>JA>JC>JD -this combo is ridiculously hard and in the most recent combo vid they show some the different ways it can fail and a work around (which i still find hard lol)
  13. yeah good reply by skye but minor correction on curse standard setups 2a>2a>6a bug>5CD>C bug>D bug (make sure it's a 6a bug, doing 3aa will give you that, also this is for mid screen only)
  14. yeah getting away from ragna with kune is a pain... the best way is to zone the crap out of him and not let him in in the first place but obviously that's too ideal lol if your stuck blocking, you basically have no choice but to block everything.. yes i know thats kinda ideal too.. here's the problem 1)you can backdash but you already know that it can be baited and dash 5B 2)you can 2c/5a at points in ragna's block strings after they dash cancel but it can be baited and ID's 3)as long as they have meter your kinda stuck blocking pressure so if you have it use Counter Assault ground stuff and Gold bursts/beam super reversals any overheads and crush it so they can't RC but yeah it's not an easy match up, defend well/zone well, curse them once, kill them in one combo
  15. damn man, where do you find these pics for avatars XD

  16. if they whiff the ID they can't RC, so stuff like 5a>dash cancel to bait ID's during block strings then 2C FC from the other side for 100% dive combo (5a>5A, 5A>6A, 5A>5D common point for CH DP) or baiting wakeup DP with backdash 2C FC for 100% dive combo (good players will rarely wakeup DP) if you do block one and they have meter its pretty risky to do anything.. you might get baited into DP>(RC)>DP gauntlet hades can be crushed with 5C if you read it right, air throw punish can be only done pretty close but good ragna's do gauntlet hades at distances that its pretty hard to punish with arakune
  17. The one in challenge mode uses JC>214C to move them forward and was the loop people used before. It's not used as much now but is still useful if you timed your 6C bug early you'll have to jC>j214C or just j214C to move them forward as you wont' be able to walk them up because of the height. But in general yeah learn hima's loop and you'll be fine.
  18. 6c loops don't do any damage so dont' bother. Wheel loops are pretty essential to arakune's game. It's not that hard to do. Quick review: 236C(hold 6CD)>release 6C and 6D together on the way down>6c bug hits>6d bug hts>move opponent*>5c>6D bug pops them up>normal jump straight up and repeat -note on the height you catch them with the 6C bug though changes how you move the opponent: 1. If it's low to ground walk the opponent forward by just walking forward then 5c them but thats optional 2. If the bug catches high you wont' be able to walk them up as you'll walk under. Do jump 214C to move them. JC>214C is optional Just repeat this until your almost end of curse or reach the corner. See recent hima combo vid. The vid is just demonstrating the biggest damage starters but the loops and endings are pretty much set in stone.
  19. yeah those are supposed to be normal jumps when you superjump you end up further when you come down on the dive and depend on the characters ground hitbox you may not be able to get a dive cancel out so its basically where the dive hits basically certain hitboxes on the edges it's too thin and there's not enough frames for the dive cancel to come out.. hence no dive cancel and you actually land from the A dive and your stuck recovering and unable to 5D
  20. Here the vids, too lazy to sort them into the correct order. http://www.youtube.com/user/torontofiends#grid/user/8A845A56D7468E7A
  21. Hey if your near in Aurora, you should come out to the arcades for some bbcs. It's not that far from you, it's on highway 7 and leslie maybe 20-30min drive.

  22. There's a few places that things can go wrong. It's not so much the timing being different for super jump and normal jump, the combo used is different. The number of JA's and 5A's required changes depending on how how close you are after hitting 2C FC. I haven't had time to finish my guide yet but for your example on Hazama. 2Cfc>5A>5A>JA>JB>JC>B dive>dive cancel>5D>(jc)JA>JC>A dive>dive cancel>5D>(hjc)>JA>JC>JD (100%) - for close up 2Cfc>5A>JA>JB>JC>B dive>dive cancel>5D>(jc)>JA>JA>JC>A dive>dive cancel>5D>(hjc)>JA>JC>JD (100%) - for further away There are timing variations on certain characters with needing to delay the jump cancel or delay the JA's. The other issue is if you change sides(all the lighter ones) or you 2C FC the opponent point blank(tao) the combo needs to be changed slightly for certain characters. Finally a few are just really messed up special cases (hakumen) or simply doesn't work (Carl, Rachel)
  23. weee good job guys! vids are uploading
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