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lunaris

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Everything posted by lunaris

  1. schank, i see what you're saying and that i misinterpreted your comment about arakune not having any corner combos. my bad. i edited my other post so that the beginning is worded differently. however, i saw someone(s) asking for ways to do the 6c loop in the corner, or to start it in the corner, and that's who i made that post for, not just to refute your statement. oh and uh, yeah heh... my bad on 5a>6a. correcting that now. also, i don't believe you can do 5a 6b jc j.6c anywhere but in the corner(as the opponent flies away too fast), so it is at least a combo restricted to the corner(although the rest of the combo can be done mostly anywhere). it's definitely true that it's nothing crazy, but it's easily hit confirmable and comboable from j.b; i can't think of another way to combo into a 6c loop on an uncursed opponent in the corner from j.b. thegame4ever, the 5a>5b combo starting in the corner is done in one match of the souji(arakune) vs dora(bang) sets. you can find them on youtube pretty easily, just lookup "souji bang dora" or something on youtube. you might have to watch most of the matches to find it, though; regrettably i don't remember which one, but it's there. as to the other combos, i can't think of anywhere they're recorded. i would record a demonstration of myself doing the combos but i don't have any recording equipment. souji might do them at one point in those videos. more importantly, if you watch his videos you can see how he uses a dive combo to avoid going into the corner. also, the method of starting a 6c loop in the corner from 2a that i listed in my last post might not work well if your curse meter is running low. in that case, you can do 2a>6c bug+5c>jc>j.6c>jc>j.c>j.6d>6bc bugs>6c combo>5cba bug>6c loop, but keep in mind this gets them out of the corner. or 2a>5b>5d>214a>6bc bugs>6c loop, if you're close enough. however, if you have nearly full curse meter doing a simple 6c loop with bc bugs will do more damage and you still get the curse reset at the end with j.6c j.c j.d.
  2. if they aren't cursed, to set them up or perform 6c loops in the corner... 5a>6b>jc>j.6a/b/c(c works best usually)>jc>j.5a>j.5c>j.5d>6bc bugs>6c combo>5c5b5a bug>6c loop it works very consistently, and you don't even have to be that close to the corner. it's great if j.5b connects when you're facing a corner. naturally any combo(of low length) in a corner ending with j.6c>jc>j.5a>j.5c>j.5d can extend into this combo. also, as you can see, if for some reason you're doing a 6c combo while you're in the corner(but facing away from it), you can use the order of 5c5b5a bugs to get them far enough away to continue with a standard 6c loop. a problem i once experienced while practicing the above was that the enemy would get a little too far for the third hit of the 6c combo to hit after the 5cba bugs. if this happens simply time a 6a bug in the second iteration of 6c so that they don't get knocked too far away before the third hit. if they're cursed this the above combo can be a little more difficult because the a bug from j.6 or 5a can interfere but you can probably just go straight from 6c(air)>jc>j.5c>j.5d anyways. alternatively, to simply do a 6c loop in the corner, you can use 6b>6c bugs instead of 5b>6a. that notation is a little awkward because the 6c bug actually hits before the 6b one, but you need to release the 6b bug first(and later than bugs in a normal loop). specifically, a useful combo involving the above paragraph is [facing corner]2a>5/6b>6b bug(optional)>6c loop(modified as in the above paragraph)+6c bug. the only difficulty in this combo is that if you release the 6b bug at the wrong time it can hit after the first hit of 6c, allowing the enemy to tech. solutions around this are simply not releasing the 6b until needed, allowing the 6b to hit 2-3 times before cancelling into 6c, or otherwise delaying 6c. hope that was clear. it probably wasn't, but the information is there.
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