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kousaka

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Everything posted by kousaka

  1. well i personally can't do any of the advanced throw while cursed combos but this one is the bnb 6c one. while cursed ground throw>B bug>A bug>superjump backwards jA>4A bug>(jc)>j2a>j2c>CB bug>6c loop + recurse ender and it's like 7k damage.. the most damaging combos Arakune has all come from while cursed ground throw i think doesn't work on carl, rachel http://www.youtube.com/watch?v=r7lqRnwXkF0 at 0:05
  2. oh okay so like 5a>5b>5b bug?>6a>6a bug>6c loop? i'll give it a test this week edit: wait or is it 5aa>b bug>6a>6a bug>6c loop?
  3. lol i want to see this video as i can't even imagine it it is [6c(1st part only)>6a bug] x 5>(rc)>6D im not sure what either of you mean actually.. how does 5a5b5a combo? is that in the revolver table?
  4. http://www.dustloop.com/forums/showpost.php?p=413879&postcount=81 it's that
  5. hmm i was watching some of my own casual matches recently and i noticed i accidentally combo-ed mid screen from 5a>6b>(jc)>4a bug>j6a>236c>etc i went back and tried to recreate it but didn't have any luck but it's kinda interesting though since normally 5a>6b only combos in the corner. Does anyone have a mid screen while cursed combo starting from 5a?
  6. try 2D, although it's hard to confirm you can go into a 6c loop from 2D(1st hit)>CB bug>6a bug>6c
  7. check the other thread but you basically do a second dive right before you land.. the landing interrupts the dive and you recover faster... doesn't have to be j2b dive, any dive you haven't used yet
  8. usually it's a C bug and u follow up with 3aa>6a bug pressure..just hold the C from j.5C,j.2D You can get creative with bugs by dashing through and trying to cross up also
  9. you wont' get any "crazy combos" here.. we go for damage and practicality.. if you want flashy check out the most recent combo vid http://www.dustloop.com/forums/showpost.php?p=401482&postcount=29 but i warn you u'll have to be pretty consistent at repeated dive cancels
  10. I'm not saying there's no combos. It's that they're not worth the damage usually unless you kill them. You can loop 236C>6BC bug in corner usually once and sometimes twice but that crap is better spent for a recurse and pressure. The real questions you should be asking is how do I compensate combos to face the middle all the time. You can change j.D to land on the other side, or use dive/dive cancels instead of air to ground strings to change sides but this is best left for an advanced thread. You can see some of these dive cancel side change options in the most recent combo vid.
  11. You generally go for recurse right away since you can't do a 6c loop in the deep corner since A bugs will miss.
  12. j6a>a bug>j5c>j5d you need the A bug from doing j6a to keep them from flying away
  13. I've done it against Zeero in casuals before with a delayed tech on the second throw and air super but it was only in the corner. We went back to training mode to try and get it to work mid screen but no luck. From the frames it was exactly enough to get out with 0 frames of leeway hence you need the delayed tech. But not sure how the corner played a role.
  14. here's the two i use mid screen air throw>5d>j6a>a bug>jc>j2a>b bug>j2b>j2c>bc bug>6a bug>6c loop x 1>ender facing corner air throw>5d>j6a>jc>j6a>236C>6BC bug>j.CD
  15. well the best use is for RC 2C>air to ground string>6c loop <-- this will happen alot throw>super is handy counter assault (aka dead angle attack) situational a few times I needed a guaranteed dive cancel and just RC'ed a j2a into 5b to finish a match today i was studying souji vs dora bang set and noticed souji try a few things with RC. He hit air to air j.a>j6a>236C without a mark... then RC 236C into jc jCD but dora bang bursted out so I'm not sure what would've happen
  16. it's j2a dive cancel into 5B I've practised it in set attack strings so I could memorize the timing on normal hit. I still struggle with it trying to cancel on reaction but it's a 3 frame window from just before you land. Just keep practising.
  17. if your bugs dont' hit correctly they tech out before you hit 6C.. i got to spend some time practicing this specific combo recently to test variations of button holds and stuff and found that releasing C bug before B seems to be more stable. 6a>5d>236B invis (hold b+c here)>CB bug(release C slightly first)>6C loop (hit 6C right after you release B bug but you will see 6C hit after B bug)
  18. hmm i'll clarify for you, that first combo i think he made a lil typo and it's supposed to be 2A>5B>5D>236B>B,C bug> air combo -so you actually curse in the combo, go invisible and throw BC bug out right after -air combo im not exactly sure what he means but you can 5C>air combo or typically you would do a 6C loop here by 6P he means 6A the overhead attack
  19. hmm don't know what to say, if you cancel the j6a right away into a jump cancel you should be able to hit the jA without any issues unless you were too far away which is common when you start from an j6a air to air hit
  20. -jump into the corner and backdash to teleport to the other side -use backdash/forward dash -2C under and away but more often then not it will come down to good defense, instant block/barrier instant block
  21. the jump cancel comes at exactly where you listed after j6a but it'd be helpful if you could tell us what is it that happens? does the combo whiff near the end? you can't connect jA after the jump cancel? are you getting j6a again after jump cancelling? depending on the opponent character, and how your starting the combo it could miss at jC, and you usually don't need the first jA sometimes when you jump cancel forward you can accidently do another j6a which can be prevented by holding 7 or 4 after jump cancelling
  22. thx, i'll give it a try next time holding D the whole combo.. has anyone practiced 6C loop from 2D? 6700 damage tensionless damage o.0 straight from jp wiki 2D(first hit)>BC bug>6A bug>6C loops x 3>JC>JD sometimes needs 4BC bugs, but really hard to get working consistently.. not sure how to compensate because you hit 2D from all sorts of difference distances.. also it's hard to hitconfirm a 2D while curse is on.
  23. im really struggling with 2aa>6a bug>5d>236B>BC bug>6c loop more often then not, somewhere between BC bug and 6c loop i release a d bug that carries my opponent up into the air and although 1 6c loop will hit usually, i can't recurse.. i know normally 5d doesn't release a bug since they're not cursed yet, but recursing with 5d is more of an issue.. anyone test around with 5d + directions? maybe i can release it and have it whiff, or worst case hold 5d the whole combo lol
  24. i pretty much only RC variants of the 2 combos abstract listed
  25. air throw>land 5D>j6a>A bug>(jc)>j2a>b bug>j2b>j2c>BC bug>6C3 set>BC bug>j6a>a bug>(jc)>JC>JD 4955 damage well here's the one from the jp wiki which i haven't personally practiced yet but seems like the best option
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