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kousaka

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Everything posted by kousaka

  1. not really but from ground throw>beam super if you wanted to milk damage instead of air throw just go straight into 5D>j.A>j.A>236C>D bug.. timing on 5D is tricky and easy to miss but it gives damage and recurse but some alternatives are: <to milk damage> near wall 5AA6B>j6a>jc>j6a>236C 5B>j.A>j.A>236C <recurse without 5D> 5B>(air to ground string)>j.C>j.D you could also just try some single 5a or 5b and do an air throw tech trap
  2. or they can just break out of the air throw after the super
  3. you should be careful spamming 2d twice in a row against people.. if they know their matchups they will just IB the first 2D and IAD out before 6D starts to get low enough. Even worse if they super through it. Had that happen to me vs tager, ragna, jin, bang
  4. can you find the ones that work with carl/taokaka in the same scenario? =D
  5. You can't loop 6C deep in the corner AFAIK since the bugs hit earlier and allows them to tech. If your 6C loop moved you into the corner you should go straight into a recurse or a loop or two of 236C loops. If your near the corner and facing I usually go with 6CB. If your near corner and your back against it 4CB. Some characters are more lenient though. But experiment and let me know if you discover any exceptions with certain characters. I haven't had a chance to play the console version yet, still waiting on it to arrive so I'm going but what I've tested on the arcade.
  6. Have you calculated the damage? AFAIK 6A>5D is one of the more damaging starters, adding those extra hits particularly 2A before 6C loops would only lower the damage but I could be wrong. 3rd 6C loop can be character dependent and number of previous hits dependent. You usually need a 6A bug thrown in right after 6C to get it. The 3rd loop is kinda risky so quite often i don't even go for it unless i know it will kill them. You rather have the recurse and knockdown.
  7. i think we need to do some clarification in the guide because alot of arakune players seem to be confused on the term dive canceling since it was used earlier for cancelling the airdash to fall downward,then again later to cancel recovery in air dives.

  8. im not sure what exactly your referring to. At 5:18, nothing unusual is happening. I see a j.2a dive cancel into 5b. I see a j6a over the opponent into j.2c dive. Are you referring to doing the birds in the air and how he can go one way and then come back? You can do that in a few ways but easiest is to j.6a over, double jump the j.6a back the other way
  9. You can't really loop 6C in the corners once you reach it. The reason is not that the bugs don't hit, it's that they hit earlier and higher allowing them to tech. Thats why if you get to the corner you usually go for recurse + pressure.
  10. im not exactly sure what you mean. But you can control the bugs a bit with the directions forward/back and down. C bugs come from the bottom mid of the screen. D bugs come from the top. eg./From 236C going towards the corner you can hold forwards corner to connect BC bugs.
  11. im gonna point you towards hellfromabove's awesome post on arakune's astral finish http://www.dustloop.com/forums/showpost.php?p=388169&postcount=40
  12. The generic dive cancel combo is indeed 5B j.A j.B j.C j.D (CB Bugs) 6C loop. There are also variants that go into the 3 dives into BC bug 6C loop but you change directions. There's no control over which zero vector that comes out. I'm talking about dive cancelling the landing lag with a second dive. The scenarios I gave is for using different dives to cancel it with and the pros and cons of each dive if you mess up with them you can still salvage something out of it.
  13. you still want to go into 6c loops but using a different starter. If you start from 2a, you can do 2aa>a bug>2aa >a bug> 5d> 236B > BC bug >6c loop. Mid screen only. You can also do 2aa>c bug> 5C > air to ground string > 6c loop
  14. if you do the starters that curse while they're already curse such as 2a>5b>5d or 6a>5d then the bugs from these will mess you up usually. If they're already cursed you need to confirm into different combos.
  15. Nice. Okay just watched through it. The j6a is actually j2a on that combo so there really is mistakes. Also the j.D>6a combo actually doesn't use the 6a bug but it used a 2C bug. You can see a 4A bug fly over and whiff.
  16. ohh in that case we should have someone check some of the other tutorials too. I didn't realize they didn't have them fully proof read and edited first edit: the j.D>6a one will work but it's just missing the 6a bug which if it wasn't already on the screen then you'd get it regardless unless you held 6a. I'm surprised you got the combos to work though. Especially in the corner since j.D>6a should only connect near mid screen. the j6a im still curious about. Does the dvd actually perform the combo? Can you post a clip of the beginning?
  17. I think there's a few errors in your combos. You should double check them. Like the one from j.6A (counter) you probably mean j.2A counter/dive canceled. Or j.D>6A>6a bug. etc. I've never tried the console ports yet but I didn't even realize they had a tutorial. But these tutorial combos kinda look like the combos people were discovering when the game first game out.
  18. j.236C air to ground > BC bug I hold the C then hold B during the move. Then when I land i release both. In the corner hold forward. The 3rd 6C loop will depend on a bunch of factors such as screen location, the opponent hit box, and number of hits in the combo. But you definitely need a 6a bug after 6C on the third loop. I rarely go for the 3rd loop now though unless i start from 6a>5D>236B
  19. oh im referring to cancelling the dive move's recovery when you land by cancelling into a second dive. It's a 3 frame window after you land so it's easy to mess up and it changes if you hit/whiff/counterhit the opponent since the timing before you land changes slightly. but basically you jump and do j2a dive immediately then when you land (after hit or counterhit or whiff) you do j2b or j2c. Any dive that hasn't been used. The examples kinda go into the advantages of which one you use to cancel with. Obviously though if you can get the timing of dive cancelling down then it's all pointless. But even at a high level, jp players will miss them sometimes. In the air you can combo into dives with/without curse. Having curse though allows you to land and go into 6c loops. Without you get nothing but knockdown. The dive order is generally j2a > j2c > j2b > bc bug if cursed> 6c. I haven't practiced this particular combo myself but it has the advantage of changing sides before going into 6C loops allowing you to land more as you'll be mid screen more.
  20. hey with the dive cancels, you dont' necessarily have to cancel j2a. You can cancel any of them as long as you have a dive you haven't used. example 1: j2a>j2c>cancel to j2b on land to combo i typically use this now since if i mess up the cancel where j2a>cancel j2c and the timing was wrong j2c dives me away to safety. example 2: j2a>j2b>cancel to j2c this is still useful though since you can get a hit on j2b when you mess up the dive cancel on j2b on land and get a second dive on the spot that hits, you can salvage this mistake into a combo by cancelling into j2c on land
  21. well alot of the combos we've picked up from watching japanese vids or through the japanese wiki http://www14.atwiki.jp/arakune/pages/15.html those should get you started in terms of his combos, for actual gameplay you should turn to match vids on youtube or nicovideo.. lots of great links in the forum here if you have any questions, our arakune mod or one of the arakune regulars can probably answer them for you or point you to the answer if it's already been answered

  22. the timing changes depending on if they're standing/crouching? maybe thats why i mess up the soulji combo sometimes and get supered. Since if they're standing they get hit by the 6a bug earlier then if they were crouching. i'll go take note of the opponent when i confirm into the combo next time
  23. nope i just release immediately and hold 3 during both two 2a's it's more like 3aa > 6 walk up a tiny > 3aa you can confirm this after first A bug > second set of 2a into combo, if not you can generally block but i've had instances where I mess up and got supered/uppercut between my reps
  24. i've been using this 2aa 6a bug combo as my bnb while opponent is cursed you can do 3aa, that will work but you have to be near mid screen
  25. ahh thanks for clearing up the specifics on the bug for me
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