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Everything posted by kousaka
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hahaha i should ping hfa directly lol
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hmm i'll give that tech trap a try but do u mean jB or jC? also i noticed that it's necessary depending on screen location to adjust your combo starters, during the D bug down part you have to walk into them and move them forward a bit for the up D bug part to hit
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i haven't hit with the pit super yet in CS.. i think i've hit with the AF more often then with this super.. im having a lot of inconsistencies with the combo starters on hazama and rachel and i have no idea why also in recent vids im not exactly sure how kune players are doing it but after a curse they super jump forward and i assume they hold down some buttons for bugs.. but they dont' trigger any attacks.. are they using jump startup/landing recovery or something? they typically throw a/b bugs then confirm with a c bug into combo and they do all that while moving forwards opponent
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yeah we had discussions about 4x 6c loops before but in the end they weren't useful at all.. your sacrifice the recurse ender and it doesn't do that much more damage, there are other ways to get 4x 6c loops like CH B bug or starting from the 2nd hit of a 6c set because the first 6c hit prorates starting from j.D at that range you can go directly into CB bug 3x 6c loop + recurse as for 6c loop timing it is definitely character specific.. the problem characters are tager, rachel, v13, noel and jin... you pretty much have to practice it to get the timings.. but the change is in the B bug normally.. and the 6c set timing to keep them at certain heights.. tager/rachel: b bug 6a bug needs to be spread out and delayed otherwise they go too high v13, noel and jin you need to speed up the 6c sets as they're kinda floaty and time your B bug alittle earlier and 6a bug alittle late.. what happens if you mess up frequently is the 6a bug will whiff around the enemy's head area and they're grounded but practicing is key
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so im studying the recurse ender in this vid http://www.youtube.com/watch?v=j7vZ8cjPa04 @ 9:39 and it ends with 6D bell tk 236D cloud and it builds 70% not 50% so the limit is broken here if there is even a limit that is.. although the cloud gain is delayed for when they tech or something im not 100% sure.. every take a close look
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anyone figure out a gold burst combo? something similar to the air throw combo prolly jd>5d>jA>jC>jD for gold burst insta curse action lol
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for the 236C loops you basically always do 6D bug so 236C hold 6 and press D i tried to do the corner jC 214C teleport loop and it seems you have to hold C on those but i didn't get much practice on those in the 3aa>6a bug thing still has issues in the corner but you have to be pretty deep to not hit.. im not sure wtf to do now in corner as mixup to go into loops
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spent a good 6 hours playing kune cs today... some random things i noticed almost al the combos that go into jC>jD require super jump the timing on D bugs you really gotta do it ahead of time... eg in 236C loops it's basically 236CD and 5C is 5CD.. the 6a>2b combo is actually quite easy to mess up 5a>6b>j6d will whiff alot if not near wall on rachel, and arakune afaik you can loop 5a>6b>j6d 2-3 times and if you get into curse you go straight into the 236C loops had alot of trouble doing the recurse enders to combos.. always kept getting out of course too early or too late i understand a bit of the spacing require for the loops.. if you're too close 236C will carry you underneath and quite often change sides.. will continue testing recurse stuff tomorrow
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afaik it works on everyone but carl but some characters are hard to get consistently due to hit box if you RC too early you have no choice but to j6c>(jc)>jA>jB>jC>jD>CB bug which is character specific in the CB bugs, number of hits on jB, and still doesn't work on Carl
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Okay I think we're all getting confused here. What is this 50% curse limit you guys are talking about? I haven't noticed a 50% recurse limit after a curse end. In fact the standard corner and mid screen enders now typically add 80% curse at the end and in corner you otg 5b bug to force them to block a 2D to start the next curse. From what I read from HFB's post is that it's basically the same recurse except they RC the 236C to off an extra curse hit in there allowing them to go back into curse without ending the combo and actually continue the combo. Although this sounds like a broken thing, how's the damage if you continue the combo from there? I haven't seen any vids of this happening. Are you sure they're just not teching properly? Without some reverse proration it might not be worth continuing the combo anyways. Check the CS JP wiki combo thread I made guys. All the stuff we've been seeing lately in the jp vids were on the wiki so I copied them over for everyone.
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err so it's a recurse mid combo for 50% tension? i've only seen the recurse + oki at the end of combos from nico recently
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Source: http://www14.atwiki.jp/arakune/pages/63.html Work in progress. Quick Abbreviations: wheel = y " = j236C bird = j6a, etc dive = j2a, etc PQ = P then Q = 214A, j214A, etc beam = f-inverse = 236236C cloud = zero vector = j236D CA = counter assault (RC) = rapid cancel DC = dive cancel (see faq here) (JC) = jump cancel (HJC) = hyper jump cancel IAD = instant air dash Curse Gain List: 5D hit: 40% block: 17% 6D hit: 40% block: 20% 2D hit: 15.5% block: 8.5% (per hit) JD hit: 30% block: 15% Cloud 30% FoG 30% Drive: Normals: Specials: Zoning: Basic Combos (JB) > 5A*1~3 > 6B > (HJC) > J6D (960-1000 damage, 30% curse) Corner JB(>3)> 5A > 6B> IAD Barrier Cancel JD > 5D> (JC8)> A bird> JC > JD (1553-1634 damage, 100% curse) JB(>3)> 2A> 2C> delay (RC)>5D> (HJC) >JA >JC> JD (1507~1584, 70% curse) 2A > 5B > 5D > (JC)> IAD JA*2 > J4B > 5A > 6B > J6D (1148 damage, 70% curse, Noel J4A > JA) Corner 2A > 5B > 5D > (JC)> IAD JA*2 > J4B > 5A > 6B > IAD Barrier Cancel JD > 5D (1348 damage, 100% curse, Fails on Noel) 3C > JD > 5A > 6B > J6D (1563 damage, 60% curse) Corner 3C > JD > 5A > 6B > IAD Barrier Cancel JD > 5D > JB (100% curse) 6A > 5D > (JC)> IAD JA*2 > J4B > 5A > 6B > J6D (1593 damage, 70% curse, Noel use only J4B) Corner 6A > 5D > (JC)> IAD JA*2 > J4B > 5A > 6B > IAD Barrier Cancel JD > 5D (100% curse) 2A*1~3 > Beam > 5D > Beam > (hjc) > JC > JD (100% curse) 6A > 5D > Beam > 5D > (hjc) > JA > JC > JD (~2600 damage, 100% curse, Fails on Hazama, Rachel, Tsubaki) 3C > JD > Beam > 5D > (hjc) > JC > JD (2400 damage, 100% curse) 6C > (RC) > Low JD > 5D > JA > JC > JD (1841 damage, 100% curse) JA (air to air)> J6A/B/C > (JC) > JA > JB > JC > JD J6A/B/C (air to air) > (JC) > JA > JB > JC > JD Air Throw > JD > 5D > JA > JC > JD Close to corner beam> 5A> 6B> IAD Barrier Cancel JD > 5D> (JC8)> A bird> (JC)> JA> JC> JD throw> beam > 5D> (JC)> B bird> (JC)> JA >JC> JD (~3600 damage, 70% curse) Ground Throw > 23236C > 5D > JA > JC > JD Gold Burst > walk forward 5D > JA > JC > JD CA >beam > 5D> JA > JC > JD 5D CH> JD> 5D> (HJC) > JC(5D) (100% curse directly into loops) 2C FC > 5A*2> JA> A bird> (JC)> JA >JB(2)> JC> JD (2226 damage, 30% cuse) JD> 5D> (JC)> B bird> (JC)> JA> JC> JD (1520 damage, 100% curse) J3D/J6D> 2D (724 damage, 42.5% curse) J6D> J6D (784 damage, 60% curse) J6D> 3C> beam> 5D (70% curse) Basic Curse Setups: Basic Loops: Basic Loop Enders:
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anyone work out the required bugs in the new corner loop? does 7k damage rofl.. looks like j6a>236c>6d bug> land backdash > TK 236C > 6d bug> until get to wall then corner loop is something like 236C > 6C bug >6d bug > 6d bug UP> jC > C air fake > 6d bug followed by recurse ender after d bug: asdfasdfasdf gotta test it myself edit: checked jp wiki (http://www14.atwiki.jp/arakune/pages/63.html) and fixed the combos edit2: i will translate the whole thing later, the jp wiki is well organized with air loops, and enders
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http://www.nicovideo.jp/watch/sm9119009 http://www.nicovideo.jp/watch/sm9119489 awesome
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Maximum Fiending @ Lovegety Station : GGAC | BBCT/BBCS [1/9/2010]
kousaka replied to X-Sapphire's topic in Archive
new tourney rule: everyone but carl is banned lol -
Maximum Fiending @ Lovegety Station : GGAC | BBCT/BBCS [1/9/2010]
kousaka replied to X-Sapphire's topic in Archive
i don't' think i can make Jan 9th tourney -
good shit running the brackets btw in singles, it was pretty chaotic.. most people woulda dq'ed the shit out of everyone lol.. in drunk's words.. you godlike~
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gg's to everyone~ nyc crew brought the hype, nice meeting everyone and hopefully Toronto will be able to come to a major in full force one of these days
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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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Maximum Fiending @ Lovegety Station : GGAC | BBCT/BBCS [1/9/2010]
kousaka replied to X-Sapphire's topic in Archive
yay put me down -
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.
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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
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[11/14] Rumble in the Tundra 3 Official results
kousaka replied to akazukin chacha's topic in Tournament Results
thanks to the organisers for running everything gg's to all the players i got to meet and play in BB, hopefully i'll get to see you all again at NEC and just to fill out some of the bb results.. hermes was me and i played arakune neorussell(tager), zzy(v13),comic-z(noel),butters(jin) -
You did pretty good. But the real power of arakune is being able to confirm any random hit into huge damage. Everytime you even touch the opponent, they should cringe with pain and want to quit the game =) Keep working on the combos. Once you can confirm into the combos, even if you drop them it'll be okay. Finishing your combos gives you the recurse and keeps momentum but its not as important as dishing out constant damage.
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You gotta confirm more hits into combos. All those anti air 5c's go into 3-4k combos at the least. Just jA>jC>jD>CB bug>6c loop. If your not really mid screen then use an air to ground string. On hakumen use j6a>(jc)>jA>jB(3)>jC>jD. Also air to air j6a should be confirmed into something. With no curse you can jump cancel air to ground string or at the least 236C. If you have meter to burn you can RC the 236C into jC>jD for curse. If they're already cursed 236c carry to mid screen into 6c loop. Or 236C loops in corner for recurse. Or mid screen jA>jC>jD>CB bug>6c loop or easier to do just go straight into dive loop. hit confirm 2aaa: If you notice your too far use 2c>(rc)>etc.. don't bother trying to do 5b>5d>214A .