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Elemenope

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Everything posted by Elemenope

  1. That's just the timing I'm used to, I'm not purposely trying to take advantage of the advanced input buffer or anything. Keep in mind that hurtboxes also play a role in it (although I don't feel the effect is as pronounced as for the 6B>j.6C>j.A portion). Try it on a different character if you can't seem to get the link, so you get adjusted to the timing.
  2. It's just timing for me. You could probably try some sort of visual cue on Arakune, but I find visual cues with horizontal screen movement to be annoying for me.
  3. It's a slightly awkard delay, a bit slower than the corner 6D>bug>j.6A route I believe, I can't remember. If the timing is still tough, just break down that part into a normal combo troubleshooting: A) If the bug doesn't come out but spider comes out, you're jump cancelling too early B) If the bug comes out, but spider does not combo, you're not doing TK spider fast enough (or you're doing ground spider, but this shouldn't happen) C) If bug comes out, but they tech before hitting it, you're doing 6D too slowly (This shouldn't happen with dive cancel variations I believe due to the nature of the route, barring any combo timer techs) If you want to practice it more easily, instead of doing the long combo route, just do 5C starter into air combo into dive>dive cancel>6D>tk.spider.
  4. It might be character dependent or just involve many slight delays. Usually when done, the j.2B leaves you really close to the enemy, so I wouldn't doubt that be inserting a few more delays in certain attacks, you could definitely hit with j.2B. I haven't really tried it with most of the cast though.
  5. Hmm, in my testing, you could get pinwheel and rekka off most standard starters (6A, 4B, j.C, 2C, B-bug). I haven't tried j.B or 2B, so I'll try those when I get home. It doesn't work off C-bug and D-bug starters unless you add a B-bug in the middle of the first and 2nd hit of the rekka. I never bothered trying to do it off 5A or 2A because of the proration and starting damage. Edit: It seems that B-bug starter doesn't work either, I must've accidentally added another B-bug while doing the combo and mis-remembered. 2B works, but I couldn't get j.B to work. I suppose universally, they just nerfed bug starters for curse combos.
  6. Ok, after some more tinkering around in training mode in trying to make bees work. Not sure if any player used this yet or if someone mentioned it, but if you have 50 meter and corner, you can setup into guaranteed* recurse possibly? (*if Bees RNG is with you, I really hate the inconsistency of this super) Whatever>C bug hit>6C>6CD>2C>j.236CD>5D>22C>6A jump cancel>bees Don't do this against Izayoi and Arakune who have 50 meter. If done at proper heights, they have to immediately tech into the bees super which will build curse as they block, you can block all 9f reversals, and you can then tag them with a 22C or 5D, and they should be re-cursed (RNG pls). Depending on starter, you also get upwards of 6.7k damage or so as well prior to the recurse.
  7. welp, after some fiddling around, it looks like you can't get pinwheel>rekka off of C bug or D bug starters. It works with 6A, 4B, 2C, B bug, j.C, etc. With some modification, you can still combo normal curse from C or D bug starter though by releasing a B bug in the middle of the rekka. So for example, C-bug hit>D-bug hit>j.236C>C-Bug>D-Bug>6C>5CB>2CD>ender It's pretty tight on curse meter though because of the changes =/ Keep in mind, corner would be 6CB>3CD, etc. And additionally, you can't end in 6A>5C>super off of C-bug or D-bug starter, but 5C>super works. All other starters, 6A>5C works. Also, the usual 5D>22X>6A>5C ender doesn't seem to work after pinwheel and rekka anymore since after a spider hit, they kinda float and then fall. But it still works after either pinwheel or rekka. Unless this was shown in the combo video above D; i hadn't watched it yet Edit: Also, did j.C get a proration nerf? I don't seem to be getting as much damage off it as some of the other starters, but maybe I messed up my combo slightly. Also, I'm not home at the moment to test, but does bees super still hit low at any point? Or is it all just pure projectiles now that can be blocked either way?
  8. Yes, if you do j.C>j.2A, you input j.2B or j.2C when you hit the opponent who is floored. j.2X can be cancelled into other j.2X moves of different buttons on hit, and (from what I can tell) the startup of j.2X has Arakune sink a bit before rising up and then arcing for his dive. The dive cancel is just taking advantage of these two properties - you're cancelling a j.2X hit into a different j.2X move, but then the slightly sinking animation of Arakune has him land on the ground before he can rise, so he lands and can do whatever. To be honest, I'm not sure - I still haven't been able to play training mode with him as much as I would like as some friends wanted to play. I'm not sure if 5D>22X works still due to the change in D-bug. I have some ideas on what to do, but I'll need to actually sit in training mode with it which will probably happen tonight. But it seems for curse combos, you'll have to do rekka as your starter if you want to be able to use that and j.236C in the same curse combo unless C/D bug starter is just bad now and it can be used off 2C/4B/6A. WIth the changes to how much curse C and D bugs take again, you might just have to set up for recurse or if you're near the opponent with starter and have meter, just go into super with j.236C>C-D Bug>6A>5C>super if it will kill.
  9. The dive cancel is done by inputting 2X of any button other than the one you used for the current dive. And yes, they tech out after the 6C.
  10. TK is Tiger Knee which in this context is the abbreviation used for doing air specials as close to the ground as possible by inputting a jump somewhere in the input of the move. It's usually doing by inputting the jump at the end of the motion, but because jump cancellable stuff, you can input the jump anywhere during the move+hitstop and do the motion to have a TK'd special come out, which is why variations such as 228C and 282C work instead of just 822C for tk.22C.
  11. 282C is more reliable for me for that specific combo route as I feel it's a more natural timing for the jump cancel and getting a TK'd spider out. You're not supposed to be doing j.4A, just IAD>j.5A>j.4B. Arakune should rise slightly from the natural airdash arc, j.A should hit, then a normal gatling into j.4B to have Arakune fall with the j.B gatling. Doing j.4A causes you to whiff j.4B as you're doing now.
  12. If your main issue is that the bell bug does not appear when you do the j.22C input, then it's a matter of you're jump cancelling too early - you should delay your jump cancel slightly more. If your issue is that the bell bug comes out, but they touch the ground before j.22C hits, try doing 282C for the input instead of 822C or 228C or jump cancel earlier. As for your issue with getting the j.4B to land after the 6A>5D>iad j.A, there's a slight delay after the 5D and your airdash. The iad should be done as early as possible while the j.A should be done as late as possible I find so that Arakune is closer to the opponent for the followups. If your j.4B whiffs completely, then it might be due to hurtbox issues of the opposing character. If you only get 1 hit of j.4B and can't go into 6B as a result, then you're going into j.A>j.4B too early I believe. I haven't really messed around with some of the other routes like 6D>j.D yet, just mainly the 5D>iad j.A route and some ghetto corner 100% curse routes I found before I saw the above video and getting used to the j.236CD timing again, but I assume the timing for 6D>j.D is similar to the 6D>tk 22C route just slightly delayed since spider comes from above to hit after opponent touches bell bug as opposed to the ground bug from the j.D. I'll probably put more training time with him after work if some friends don't want to play when I get home if you need more visual aid or have questions about something though. As for j.2A vs j.2B, j.2A is consistent it seems. I haven't really tried j.2B, but I will later, since the corner push is appreciated to a degree - I really wish we had j.C ioh for curse. Depending on how much curse you have and how close to the corner you are, you can do j.2A>walk under>5D>(tk.22C/j.D/2D) I believe for curse.
  13. http://gfycat.com/ElementaryNearAphidHere's a gif of the combo with inputs. It's definitely easier on some characters than others. I had a hard time doing 6A>5D route against Jin for example, but on Azrael, it was really lenient.
  14. C bug comes out later, D bug rises sooner after sinking into the ground. A bug feels off, but I didn't use it much in training mode, so I can't say with 100% certainty. I don't remember about B bug. If you do IAD, after 6B, it has to be a very short one, otherwise they'll tech out I believe - haven't really messed around with Arakune a lot since game has came out, been focusing on valk. But from the small amount of play time I've had with him, that was my finding. As for the j.6C>j.A combo followup, I haven't been able to do it off of 6A>5D>j.A>j.4B>6B starter, but have been able to do it off of normal 6B starter, but I've never had an issue with it off of 6B starter. Once I get home from work, I'll mess around with the timing of some things for the 6A>5D starter and get back to you on it as I really want to keep Arakune something to use when I don't feel like playing Valk. But if you're having issues with a plain 6B starter, i'm not sure what tip to give you as I've found it rather consistent. If I had to guess, I'd say you probably have to walk forward slightly at some point or wait slightly longer after you jump but before you do j.6C.
  15. If you're having issues doing 2147B, try (7/8/9)214B or vice-versa if you're having issues with inputting the jump before the 214. Personally, I find the second way easier in BB, but that's just me.
  16. I don't think anybody would say the curse changes are a buff in CPE =/ but that's just my perspective.
  17. You just do the input again, it's just more noticeable in 2.0 since spider is faster. As for curse activation, in one of the early 2.0 videos where Mori was playing Arakune, he got full curse but no activation I believe; but the very small list of videos I saw after that when 2.0 was actually released, it seemed like normal, so dunno :V
  18. Story Mode Completion: 100,000 Tutorial Mode Completion: 20,000 Mission Mode: 300 per completed mission Challenge Mode: 1000 per completed Challenge Versus: 100 per round won for the winner (at least against the CPU it is) Arcade: Variable amount I think, I got like 4136 or something when I first did it, not sure. Tutorial: 0 total for time spent. Netplay player matches seem to give 0, not sure about ranked considering how hit or miss the netplay is at the moment. Currently, I just have Axl vs Potemkin, 1 round, 30 second, beginner, 5P on turbo. 14 win streak so far :V
  19. For the first one, the j.C should hit in front as an instant overhead, and I sort of plink it and usually get it I believe. I don't really remember just from memory, but haven't played in a bit due to Mu learning and university. If you can't get it consistently this way, it's okay to do 1]D[, it should work regardless I believe. As for the second, yes, it's j.4]B[.
  20. From my experience, it's easier to insert a slight delay in the air series instead of immediately chaining everything so that they're brought low enough for 66B. As for that combo, you shouldn't need to press D after the j.C considering you aren't d-canceling out of anything.
  21. Decided to leave the merkava army to play Yuzu, and it's a struggle for me ;.; She just feels so incredibly awkward in neutral with her attacks and range x.x I suppose a lot of it is just learning the proper situations for batou and confirming off it (which I don't do since I suck at the moment x.x ) but it feels like quite a challenge regardless. It feels like i'm trying to do too much in neutral perhaps with her techniques, mainly d-canceling too early and picking bad times/screen positioning for teleport. I'll probably end up sticking with her regardless since playing her is actually fun and rewarding when you do win, but until then, i'll be crying in a corner ;.;
  22. Which is false, as anybody who played Merkava has tried it. The wiki has incorrect information throughout it to be honest. Like 6[C] causing a wall bounce, even though anybody who has done 6[C]>214B>CS in the corner knows this doesn't happen; or the input for fireball being j.236X when it's j.214X; 4C being able to be held to delay timing which doesn't work; hitstun being 1.5x on counter-hit and 2.0x on High Counter when this is not true at all either; and throw tech window being 14 frames when I'm 100% positive it's at least 15 frames.
  23. Hi, I've added preliminary frame data at http://goo.gl/jfBgN3 until mizuumi gets the frame data up. Some of it may be off by a frame or so due to how my PC was reading the recorded video, but I *think* most of it should be correct. I'll try to get the supers tomorrow when I get a chance.
  24. Thanks ^w^, this kind of helped me a lot actually in terms of figuring out how the crossup prevention worked (or at least how I think it works) and helps me think more about how to open people up as merkava up close (as I think that's what most people's problems seem to be)
  25. Is there any way to force the training dummy to shield block instead of just regular block without recording?
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