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Everything posted by kousaka
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http://www.youtube.com/watch?v=Hs79a6Sdr2Q alright boys new stuff to discuss~ first thing that stands out was @2:08 on rachel: air throw>236D>236C>CB bug>etc I can't see that doing more damage compared to just landing 5D then either dive combo or 236C combo depending on location.
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http://www.youtube.com/watch?v=Hs79a6Sdr2Q here's the youtube link for the reload cv posted by >_<
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hehe nice find~ I guess now we have to get into a habit of confirming 2C RC into dive loops. We'll slowly squeeze out every bit of damage in every situation. =P
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Ooo nice find~ Let us know what else you discover from this. If the timing is really tricky maybe a short video clip?
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very nice combo vid! covers all the positional situations for CA/throw while marked combos
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from 5C if you can confirm jA>jC>jD is universal you can also use j6a>(jc)>jA>jB>jC on everyone but Carl.. number of hits on jB is specific. Off the top of my head, tao/arakune you need jB(1) everyone else 2 or 3 is fine. You guys got all off topic on his question about dive cancel>beam super. It's useful it you want a burst proof combo. Damage wise it would be less then the air to ground>2x 6c loops which Abstract already nailed the answer between the arguing.
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well i posted about it b4 when i wrote about jC>jD but the most consistent bugs air to ground are 5c>5b on tager 4cb on taokaka 4c>5b noel, nu, carl 5CB everyone else
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i personally use souji's combo for this situation: [3aa>6a bug] x n> 5d[hold]>236b>CB bug>2x 6c loop>recurse You must hold D whenever you start on a cursed opponent and you accidentally went into a non-curse combo or else D bug carries the opponent up into the air. ie. while cursed air throw>land>5d [hold]> etc however the jp wiki lists this one in the cursed section and says it does 5200, needs confirmation: 3A>C bug>5C>6A bug>2x 6C loop>recurse *note keep in mind how much curse gauge is left when you begin combo as your not recursing at the beginning hope that points you in the right direction
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wee awesome stuff, after my exams friday I'll give them a whirl over the weekend thanks! Also got some cool variations on 2D hit confirm combos that I've been working on adding to my game. Had alot of help from dloop carl mod Zeero. After I confirm character variations a bit I'll post them. http://www.youtube.com/watch?v=dsMNJdFyYgM here's alil preview, he was just demonstrating some of the timings on the beginning hit confirm edit:i should go over some of my old combos and remove j6a's where they're not necessary for jA since i just noitced it prorates less
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almost all places you can fit a 6a>6a bug loop in you can fit a 6c loop in.. so if you can do that combo you listed, just do 1 rep of 6a>6a bug then 6c set
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The cross up is just after mid screen recurse. You either jump over 6CB bug or dash through and 6CB bug as they get up. Gives a low to ground launch which would probably allow triple 6c loop. I should've tested that. I haven't tried jaa j2a. I use j6a>6a bug>(jc) back>j2a or straight out TK j2a. I need to test more here as I think it's possible to connect but i need specific bugs with back to corner to get this to connect.
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had time to do more practicing today.. exams almost over finally so i'll have time to work more stuff out.. midscreen, hold D if already marked jD>CB bug>triple 6c loop>j6a recurse ender does way more damage then any other variants all those 6a>6a bug variants gimp damage by like 2k crossup CB bug setups after recurse mid screen jump over or dash through crossup 6CB bug gives launch>j6a>236C>CB bug>2x 6c loop>recurse still working on the details, had mixed success with dive variations corner version, jump over jB cross up 5B bug gives j6a>236C>CB bug>2x 6c loop>recurse regular dive variants definitely don't work here as 6a bug doesn't hit for you to connect them but i managed to do j2a>5a bug>dive cancel 5D but i haven't been able to do this consistently to work out the rest of the combo on block gives you 5aaa>5a bug pressure i realize this might be all confusing as im typing in a hurry. Once i get some time i will make some new threads. Prolly a thread on just 236C variants, 6c variants, dive variants. From easiest to hardest. 6c gives most damage but dive variants are very flexible for screen positioning. Still working on side change air to ground strings. From my testing so far it's character specific and will change which j6 attack to use.
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lol nice, it looks like bugs can be queued up during the super animation of bang install and they all release at the same time
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I'm pretty sure it doesn't link without curse and C or B bugs. If you hit them with 5B and close enough for 5C after you definitely can hit with 5D though so there's no reason to unless they're already cursed. I guess if they're cursed you can go into dive loops from it but I think 5D and hold D is the safest. You can still 6c loop them as long as you hold D to prevent D bug coming out if they're cursed. If they're not cursed you go 236B>CB bug>6c loop. In corner is probably where you might want to use it so you can side change. I still haven't figured them out yet but on a few characters j6b>jc>jA>jB>jC>jD>4CB bug changes side.
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[CT] Carl Clover Tactical Discussion/Questions/Help
kousaka replied to Alternate275's topic in Archive
as if getting hit by it once was not enough =D -
Character specific notes on JC> JD bug timings JC> JD> BC bug Ragna, Jin, Rachel, Arakune, bang, Litchi, Hakumen JC> JD> 4C bug> 5B bug Noel, Nu, Carl JC> JD> 4BC bug Taokaka JC> JD> 5C bug> 5B bug Tager
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at the one minute mark, it's just air back dash>barrier
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Yeah during the 6c loops you need to whiff the C bug before the B bug>6a bug. It works with a C bug but it makes the combos very unstable. I've tested every bug combination and you can actually loop with just CB bug or all 3 CB6A bug but they end up pretty far away to continue with a 3rd iteration and quite often will cause you to fail the recurse part. Try using 5B bug instead. 2B bugs works but it's fairly unstable depending on screen location, I find that the opponent can even sometimes change sides on you mid 6C set. The timing of B bug>6a bug changes depending on a bunch of factors. If they're rachel, noel, tager then you want to do it as late as possible. Carl, litchi needs to be earlier then usual. Everyone else is fairly lenient. It also depends on what your starting from. If you start from air to ground string you can only do 2 6c reps usually and its safer to just use 2 sets of 6C>6a bug>rest of 6C set. If I have time after exams end I'll write up my character specific notes I've gathered. I spent the last two weeks training each day on just 6C loops on all characters/situations before the TX (Toronto Tourney)
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JP wiki was updated today with bunch of extra comments on how to stabilize 6c loops and how to time the 6a bug in the last loop depending on character. http://www14.atwiki.jp/arakune/ Helped me a lot as I've been spending the last 3-4 days trying to stabilize triple 6c loops on all the characters.
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looks about right. Won't work in deep corners probably
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I've gone back and edited my first post on BC/CB bugs, jD/j2D, and 2B/5B bug. Hopefully that will clear up some of the questions and confusion. I only recently got a ps3 and started to get some serious training mode in so if I have time I'll do a complete rewrite on that post since I don't use alot of those combos anymore except the 6a BNB.
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Well that question was asked a few times in the thread. Which bugs actually come first. Which bugs people release first.
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There are alot of confusing, unclear, mixed notations. Mostly because things have changed over time as they were discovered. I am guilty of doing this but at times I've just copied parts from the jp wiki or the guide book thats why they may not be the same. JP wiki sometimes refers to j.D as j2D thats why I've been writing it. The mook listed the 6C loop in the official combos and it actually listed 6C>C>2C>2B>etc.. I have no idea why. I should go back and clean up my first thread but quite alot of that stuff is outdated now imo.
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
kousaka replied to CopperDabbit's topic in Archive
negative penalty is a ratio of moving forward/backward so you need to pressure without moving back. Stand in spot to zone or dash over them and back alot. -
I rarely get a confirm off CH 2B anti air but jp wiki lists it as interchangeable with 5C. So you can give the 5C anti air combo a try. CH 2B>jA>jC>jD>CB bug>6a bug>6c loop