Jump to content
Dustloop Forums

CopperDabbit

Members
  • Posts

    497
  • Joined

  • Last visited

Everything posted by CopperDabbit

  1. if they're not marked use j.B to position them under you so that the j.C hits. OR If they are marked, just j.6A, jump up-forward and do j.C.
  2. List of Moves that should be abused with Arakune: 1) None of them. ... The key to playing effectively is to mix-up what moves you do and where. If you just do the same move over and over, in any situation, you're going to get your ass handed to you. Learn several moves that are effective in every situation you run across, and then use those, randomly, to lead into a combo.
  3. I use 3]C[ and 2]B[
  4. All of Hakumen's C moves destroy projectiles. And that's NOT assuming 2C only. My point is that if he is focusing on destroying a cloud, which he has to at some point, then there is no way for Hakumen to do this safely. At which point, you can get in or J.D. None of Hakumen (or anyones!) moves are safe on wiff.
  5. Tofu_bones, the attack you're talking about is Hakumen's 2C. And yes, if he tries to swat the cloud you do get a free j.D. Hakumen is at a pretty bad disadvantage in this matchup. His C moves (all of which destroy projectiles) makes for a pretty poor answer against arakune's bugs. If he tries to C the Dbug at any point, he's stuck in that animation for so long (due to the guard point effect) that you can hit him with anything from any length of the screen. Hakumen's D counters also are lacking as answers to Arakune's bugs. The primary reason for this is because he can go through a bug for free with it, but not ones that hit in succession. If he D's an A bug, for example, a B bug can come out immediately and hit him out of the recovery of the counter, for a counter hit into combo. Hakumens primary strength in this fight, if that while he is NOT marked, it's much more difficult for Arakune to do anything. And given that he can destroy clouds with minimal risk, it can be somewhat difficult to get a mark on him. The problem here is that if you do have a cloud out, he has to figure out some way of destroying it because he's not mobile enough to simply avoid them. Once he has it in his head to destroy the cloud, it leaves him vulnerable to a j.D.
  6. That would be all the rest of his combos listed in this thread
  7. If they get hit by that setup, the air super will wiff entirely because the B bug will send them up into the air. If they get hit by the C bug (and not the B) then it is possible to combo into the air super. If they block the B and the C bugs, they can jump out of the air super. Also, if the opponent is locked in block or hit stun from the D bug, the air super will not hit them. For whatever reason.
  8. I'd actually say that the 6c loop is more advanced, rather than a BnB. Some examples of bread-and-butter combos would be: 2aX3 > 2c 6a > 5D > c bug > j.D > basketball 5c > j.A > j.B > j.C > j.D throw xx super > 5D j.6A > j.6A xx 236C Those should be some good places to start.
  9. pen spin? All of Arakune's advanced combos are extensions of his BnB combos. Get the BnB's down, and then start working on the more advanced ones.
  10. That's a standard combo of mine. You can pick it up into 6Cs with little problem. Works on everyone but carl and arakune.
  11. New discovery! Arakune's 2B beats all of Jin's ice cars clean. Just do the 2B somewhat before the ice car would hit you, and you get free counter hit 2B into 5B > air combo > 6C loop. NOTE: This will just wiff if jin does the ice car in the air. But who cares, then you can get the hell away from him or do any number of other answers. 2B even beats TK.ice cars, for the record. Enjoy!
  12. Just tap 9, then press C while the stick is at neutral.
  13. Another good point of note is that his 2D is damn near useless against a dive-cancel jB. Typically what happens is that he'll autoguard three or four hits (for whatever reason he can't teleport during this) and you land and block the 2D, which is horribly unsafe on block. Due to this, they'll try to jump up, or maybe do a j.D thinking that they would have hit you, and a 5C -> air combo will ruin their day. Also, most bangs LOVE to combo into command grab. Keep an eye out for this whenever you're getting hit. Additionally, due to the lack of damage Bang is capable of producing, they have to try and keep pressure on you at all times. Reversal Super can be a good tool in defeating this. If they block it, you'll take 2-3k damage true, but they have to be wary from that point on when you have meter. This allows for reversal backdashes that actually work (OMG!) and wakeup -> throw as valid options AFTER you have them scared of the super.
  14. You think you hate V-13 Senkei? My brother is goryus T_T Just remember, there's always someone worse off than you
  15. This thread is to be dedicated to all strategies relating to the defeat of the wanted criminal: Ragna the BloodEdge. Is he what the Master has been searching for? With a strong mix-up, huge damage and (essentially) the ability to do chip damage, even while the Master has his Barrier up, how can a few insects possibly hope to keep up? Discuss this here.
  16. This should go into the beginner guide, and will be moved as such. Xefex, there are three ways that are probably the best options for you. 1) Mixup: Arakune has hugely damaging combos off of both his 6A and 2A. The first hits high, the second hits low. By constantly switching between what you do when you're next to them, you increase your chances of being able to launch into a large combo. 2) Mark them and throw out tons of bugs: Once they're marked you're able to pick up combos from just about anything. If they get hit by a random CH A bug, you can do a j.6C to get in and pick up a combo from there, for example. 3) Pressure. Don't even worry about the mixup, just get them marked and in the corner, and do arakune's corner pressure game for numerous guard crashes into damage. 4) Throw: This is part of your mixup. Use it sparingly, keep them guessing.
  17. The best strategy against tager is to hit him with projectiles and physical attacks at the same time. He has no answer for this and once you get a Dbug on the field he's screwed. Also, his Anti-air options are very limited (atomic collider isn't as good at this as one might think). So do dive-canceled j.Bs a lot, they work well. Tagers 2C will beat/trade with the jB in his favor, but he's relying on that too heavily just switch up with jD. And Ta-Dah! You've won. Also... just don't attack with 3c. That move sucks.
  18. In theory, if you are caught in the throw-loop, if you get your timing right you MIGHT be able to get out of it with his air super. Nirvana's clap has 27 active frames (I think that's right...) and the invincibility from the throw tech lasts for something like 20 frames. The super has 8 frames on invincibility on start up. So, maybe if you delay the throw tech a tad, the clap will miss? Disclaimer: I have not verified this in any way, shape or form. Can someone try it out for me? Too tired...
  19. This thread is all about beating that annoying child and his robot. A sociopath with far too much access to advanced circuitry than is strictly healthy, a serious threat for anyone that is caught in between his Marionette and himself. How do you stay out of this? What do you do once you're in it?
  20. This thread is to be dedicated to defeating the self appointed Hero of Kagutsuchi: Bang Shishigami. Renowned for his over-the-top character, nail based weapons and an indominable fighting spirit, how can he be absorbed into the Hive? Discuss.
  21. Get the hell away from them and spit out another cloud. Honestly, I don't think you should ever combo into a throw. The risk v. reward just isn't there for it. Yes, you get lots of unprorated damage. That's it. Due to the number of proration points that each throw has, you very rarely can do a useful combo afterward. Not only that, if they do tech it, Arakune: 1) Loses all projectiles on screen. 2) Loses the mark. 3) Loses any chance of re-marking. 4) Loses any pressure/momentum he had 5) Loses mixup opportunities. If the tech is not successful Arakune: 1) Gets a fair amount of extra damage. Just don't combo into throws.
  22. Not really. If I get a throw and don't have 50% meter, I typically cancel the throw into that, just because I can. Also, if you have the hover cloud out and have nothing better to do, you might just as well do it. Doesn't hurt. But, overall, not a very useful move.
  23. For those that are still unaware, the term "Negative Edging" refers to an action taking place on the release of a button, rather than the press of a button.
  24. The only thing that you can do after the 6C > 5C is 2C, it's the only thing that gatlings. It's also the most damage hit out of the three (the 1st hit does 800 [by itself], the next 1000, the next 1200) and using bugs you can do another combo after it anyway, so there's no reason not to just do 2C. Also, there's so much recovery on it, you'd have to RC the second hit to do a combo anyway.
×
×
  • Create New...