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Everything posted by Abstract
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And is +2 frames on block!
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Haha. That really opens up a ton of options pressure wise. It also makes getting curse a lot easier.
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Your pressure is better now too, right? Because it seemed seriously lacking in that vid. Pre-curse especially.
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
Abstract replied to CopperDabbit's topic in Archive
I'm on pad too. It's kind of tough but eventually you'll get a feel for working around it. They're using the barrier to buffer button presses. -
Airthrows in your combos? BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! You really need to optimize your combos. You could be getting so much more damage than you currently are.
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Heeyy. That combo at 1:43 against Noel is one of my staples. Dive -> BC bugs -> 6C loops is one of my favorite tricks. Note however, that it was a crossover dive he did 6A bug. It's actually much easier on crossover dives to simply use a single 4-B- bug. That Bang combo off of A bug CH was really cool. Anyone think it would be worth it to develop more practical variants? Also, that 5D combo at the end on Ragna seems to be an interesting burst bait option. But I don't know if it's that practical. Oh another question, can 5AA6B j3/6D only hit in/near corner? Or can it be done midscreen too?
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5C CH is either 5C jC jD 5C jB jC jD j2A 5B jA jB jC jD Airthrow dj jA jB jC jD
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A: Who said I was talking about 2D? B: Stop being sarcastic and confrontational. C: There are numerous ways to combo into 236236C for the kill when you have the appropriate amount of meter. And the most effective ways to kill someone before they can use burst to get out of your combo is most certainly a useful thing to discuss. No. Never did I mention going straight to j2A, I specifically mentioned jA/j5A variants. The jA/j5A causes the combo to pro-rate less so it does more damage in the end. You should be able to get 2D BC bug j6B/C 8jA j2A j2B j2C 6C loop -> recurse in almost any spot. It should be noted that against certain characters, Jin, Ragna, and some others. You can use j2A 5B jA jC jD BC bugs 6C loops (x2) recurse instead for more damage. The same applies to 2B counter hits. It's iffy for 5C counter hits because sometimes they'll be too high for it to work.
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To prevent bursts and kill. You shouldn't bother with j6A if you can find a working jA variant. The damage is better. Err...No.
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
Abstract replied to CopperDabbit's topic in Archive
Yeah. If I recall how the command interpreter works though, doesn't that little trick turn (holding down B) what was initially a 3 frame window into an 8 frame one? -
[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
Abstract replied to CopperDabbit's topic in Archive
D'oh. Hitconfirm was the wrong word. I just find it harder to jump jA after the 5B when I'm holding down the button for some reason. Probably because of the whole playing on pad thing. -
[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
Abstract replied to CopperDabbit's topic in Archive
I've actually got it to the point where I can just tap B. I find holding B makes it a bit tougher to hitconfirm. -
Ooooh. I like this thread. I've always thought 2B was underrated, and I didn't know it could combo into 2D on ground CH. Now I shall be using it MUCH MUCH more.
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Is it just me or are Carl and Taokaka best bug launched off of aircombos with 4-B--C- instead of the standard trajectory?
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I always thought that if Ara hung out at the right ranges without throwing shit out like a goofball, it made the vast majority of cloud destruction attempts unsafe. Most/No? Make up your mind!
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Hey guys, I finally got live working. I'm Labolas. I have no mic, people keep booting me.
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3D hitconfirm: 3D sj9 jA dive loop 6C loops x1 recurse.
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I've just noticed that for some of the close-up dash crossup attempts, you can use a single 9A/ jumping forward jA into dive loops. It's kinda tricky though. That first combo... I use the third one all the time. I am totally stealing the fourth.
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After some testing, I've been having success with 8/7*A (A bug hits) j2A j2B j2C variants. It's actually the same combo I use for j6A/B/C crossups. Another more consistent variant that works for dashes done closer: j6A 8AA j2A j2B j2C etc. Also, for a dive cancel combo if you used C/B bugs before the dive hit: j2A 5B jA j2A j2B j2C 6C loops. The thing about is I'm not always sure whether to use jAA or just jA. Usually I wing it. I find it's a great way to get abare in some tough spots. *9 rarely works
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Alright, good to know. I'll see what I can figure out too. You're probably almost done there though.
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I don't think I've seen this crossup, what is it exactly? Have you tried jA dive variants? Most of the dive variants I use are along the lines of BC bug -> awkward launch -> 9/8/7 jAA j2A ( A bug hits) (dive hits) etc.
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If you're lazy, you can just do j5[C] j5D. This seems wrong. As far as I can tell the bugs are only effected by 4,5,6 and the vertical movement on the stick/pad has no effect whatsoever. You're probably accidentally holding down 3 or 1. Edited for my dumb.
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I see Souji use it rarely I think. But I don't know whether it's this or something else that makes the difference between him and Hima. After rewatching the match I don't think that's what does. It seems to me that it was just Hima being impatient. I saw him use it quite a bit against Aoniku, Souji that is. I'm going to second the recommendation. But use it in moderation, with barrier cancel, teleport, jB, and dive cancel shenanigans.
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It was actually supposed to be 8 jA though. For a straight up jump. D'oh. I typed it wrong. A better variant is 3AAA 5D 214A CB bug 6C loops GOOD NEWS EVERYONE, I FOUND AN EASIER FUZZY VARIANT THAT USES THE EXACT SAME AMOUNT OF CURSE AND DOES THE EXACT SAME AMOUNT OF DAMAGE AS THE ONE I WAS POSTING ABOUT EARLIER*: jA [4]jC(whiff)~B -4- jA 8 j2A j2B j2C BC bug 6C loops *For pad players anyways I also found a simpler 5A hitconfirm For far away: 5A B+C (throw whiff) (CB bug hits) 8 jA j2A j2B j2C 6C loops Close 5AA 5C~B (The 5As shouldn't cancel into 5B or C if done right) (CB bug hits) 8 or 7 jA (depending on spacing) j2A j2B j2C 6C loops.
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
Abstract replied to CopperDabbit's topic in Archive
Actually, if you learn the dive loops too, it's very easy to turn a random bug hit or CH into 6C loops. Anyways, when I get someone cursed, what I usually do is throw out a D bug and a bunch of A bugs. Switching between 5 and 6A. Occasionally I'll throw out B or C bugs to keep them scared or use them to approach. But I also like to save those in case I need the curse meter and if I want to use them in a combo. I'll also poke with jD and 2D to keep them scared of recurse and dive loops/236C loops. Throwing out a bell bug is good too, as it's really what sets up those 5C CH setups Shinsua was talking about. Different clouds set up different things. HoverC is great for making your jD and 2D pokes safer. ShieldC is well...you can do a ton of things with that. For example, it gives your j6A/B/C shenanigans an even bigger boost. HomingC is also great for setting up those 5C CH situations.