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Everything posted by kousaka
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advantage is that it's way easy to do at the cost of like only 800-1k damage
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hey is any NYC peeps confirmed for buffalo tourney? http://www.dustloop.com/forums/showthread.php?t=7288 i can't make it to SB4 but i'd like to meet the nyc crew
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hmm interesting, it changes the angle 236C moves in but it does so little damage and requires 50% heat? If you hit with a dive and you want to use 50% heat you might as well dive RC(no dive cancel required)> land> 5b>air to ground string>6c loop. Does at least twice as much damage. However from the vid it may even be possible to continue the combo after 236C with CB bug similar to the 236C carry combos.
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this is the combo thread btw~ but you can 5C bang out of it and prolly jA/j6a at appropriate points.. 2B is also possible
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quality's pretty good, what did you use to capture?
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Mostly just damage lost since jD and 6a both have huge proration. 214A also helps space out the opponent a bit allowing for easier looping.
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hmm i don't know how useful they are since there are very huge damage options from landing a j.5d but i have seen variations of the first one in a combo vid on tager and i think they even extended it some mre with air dash forward jC air back dash jC combo'ing a million jC's together lol
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lol good shit~ taunt>CB bug setups ftw
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In order to get 6a's and 2a>5b starters you need see how they react defensively. Here's a few examples: air dash jB>land>6a overhead air dash jB>land>2a>5b>but your too far for 5D air dash jB>land>2a>2a>6a on get up: 2aa>2crc) 2aa>6a bug if they're cursed mid screen 6a right off the bat 2a>6a 2aa>6a 6a leads to alot of pain so quite often when you hit a 6a they might burst. Knowing it hurts they tend to block obvious places people do 6a. Mix it up in those places with 2a although you can't combo from them with 50% meter usually into 2c(rc). 2a>5b doesn't happen very often. If you do land a very deep jB(2)>5b(1-2)>5d will hit and u can do the combo as usual. I dont' know if that helps. As long as you know the combos it's another situation where you can confirm into big damage regardless of how uncommon it is. Might as well write about the most common situations you get into 6c loops. anti air 5c>air to ground string>6c loops (happens quite often against people who dont' space properly and/or people are predictable and you crush something with this) air to air (jA/>)j6a>(jc)>air to ground string>6c loop (random hit confirms) air throw>5d>dive combo>6c combo (happens when you punish an air dash with air throw or they jump cancel something predictably) CH cloud> j2a>CB bug>6c combo (big damage that make people cry broken) j2a CH on crossup >CB bug>6c combo j6d>CB bug>j6a whiff>j6a whiff>(jc)>j2a dive>6c loop (happens in zoning situations when people see a cloud) close 2D>CB bug>6c loop or j6a>dive combo>6c loop (hard to confirm on reaction so get into a habit of not spamming multiple 2d's and buffer in bug releases instead)
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5c is good but they can use drive B cancel and get a free punish sometimes
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I agree. This is a good example of the matchup. Both players seem to know it well. Hima doesn't drop clouds carelessly and Keita's looking for openings constantly for a CH. A lot of effort is spent to not get cursed to begin with. While Hima is constantly on defense or if there's a cloud out struggling to chase after Tao. I learned some things from this vid thanks. I will use 2B more against Tao.
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hmm good idea, we should test that
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I can link you to the T10 tourneys on youtube. I was teamed with said tao player and Zeero the Carl mod when we won the team tourney. Although there isn't any vids of me playing against the tao player, he ocved many teams and players and in there he also took out the other arakune player from sauga. Said tao player also eventually taking singles too. Obviously though everyone's skill level has increased many times over since the tourney as we've have local house gatherings and play weekly at LG
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lol u guys are all getting worked up over the smallest things.. the top local player here in toronto is a tao player.. and when i play that matchup from beginning to end i rarely get the chance to jump let alone drop a cloud. yeah there are times when i get a curse out and take his entire life bar away with a combo but in high level play there's rarely a chance when tao is not beside you for example: 1) after ib>5a>6b knockdown >> TK cloud isn't safe since they can drive up to you for CH 2) Jumping around is risky, i get hit by the upward drive CH into big damage taunt combos all day =( 3) air dash cancelling > IB jB>6a everytime.. so that leaves you to jump cancel away open to air mixups again Tao's anti air game isn't weak against arakune. Like you listed all the options b4, which was like 5 and although they all have situational uses they're not useless. It's not totally hopeless.
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I agree with these guys. Take your chances with psychic j6D/j3D on nu backdash. Psychic punish 2C any anti air swords that you train them to throw by airdash cancel/barrier blocking constantly. Desperation trade jD with a sword hit to curse them so it's easier to approach. Once your in curse/pressure relentlessly. High risk mind games or mad reaction time gambles FTW.
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Tao-Ara feels like a 5/5 matchup for me. Tao imo has a strong anti air/air to air game. It's hard to get a cloud out at times against tao. But the sheer damage Arakune can dish out can easily make all the difference. Fairly even imo.
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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.
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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. =(
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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.
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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
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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
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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
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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.
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hmm i always mess up crossup j2a>bc bug>6c etc. In the vid they did 6a>5b bug? I've been trying to use regular 5CB bug but that only works in those situations where u land in front. Also have you tried any j2a>some bugs>teleport forward after dive? Think that is a possible side change dive starter? Or maybe cross up dive teleport back? edit: been busy learning mbaa so im sorry if I haven't been around the forums much