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Abstract

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Everything posted by Abstract

  1. So, you throw out everything including the kitchen sink, the toilet, and that bathtub that's way too small to really fit a whole person?
  2. You can throw a bunch of stuff out and slowly press forward using jD. Or, you can use j6A/B/C + BC bug to lock them down and begin pressure. Now that they're cursed, dive is even better than it used to be. You can also use j6A/B/C + BC bugs at the proper time to crossup.* A great trick to keep people guessing is using j6A to approach and then doing backdash + barrier then doing 6A/B/C again and beginning pressure. Or you can go into dives from there. Etc etc etc. Instead of the unblockable you should run: 3AA (blocked) 6A (A bug is blocked) (6A is blocked): jA 4B+C [A] -A- jA (A bug hits) j2A j2B j2[C] -C- -B- 6C loops 2B 6C loops. As a 50/50 mixup. *If you cross them up with the most ambiguous spacing your hit confirm is: 4 -B- + -C- 8AA** (A bug hits) j2A j2B j2C 6C loops **Straight up jump jA When your back is touching the edge of the screen, 44.
  3. I second Tager as a form of penance for playing top tier. Emo tears.
  4. Womp, AA j6A and j6C BnBs are: j6A (A bug hits) j2A [C] -B- -C- 6C loops and j6C 9 jA (a bug hits) j2A j2[C] -B- -C- 6C loops Or did I get a thing wrong?
  5. You could just release B and C right at same time, right when jD hits. That's what I do at least.
  6. That should work, but I would bet my foot that you're messing up the dive cancel. If you release the B or C bugs close enough together, the order doesn't matter. Edit: The only combo where I've noticed the order of B and C bugs are important is things like 2a5B 214a CB bug, where B bug is should always to be released second to maximize stun time and make the combo much easier.
  7. Terribly sorry everyone. I can't believe I missed this thread. Anyways, how useful is going for jD trades in this matchup, ala V-13?
  8. Honestly, I'm thinking it's character/spacing dependent. I have to experiment with it more. Like I was saying though, there's probably an easier/more consistent followup. I use that one from the video. Ground throw >B bug > 6A bug > j2A > BC bug > 6C loops
  9. So, seeing as how I have no Rachel experience, and we don't have a Rachel thread, I thought I'd start one. What's the best way of tackling a solid Rachel player? How do you approach? How do you cover your rush down once your curse her? What's the best way to curse her?
  10. So, seeing as how I have no Rachel experience, and we don't have a Rachel thread, I thought I'd start one. What's the best way of tackling a solid Rachel player? How do you approach? How do you cover your rush down once your curse her? What's the best way to curse her?
  11. You can use j6A/B/C mixed with Barrier Dives and jB to keep the heat on. I see Hima do that a lot. 6A can work if you have trained your opponent to block. 2D is okay if you're at a far enough range. It can be used as one last surprise poke. I find that jump cancel/teleport 5D is a rather nice trick. It's gimmicky so use it sparingly.
  12. It doesn't. 5B calls the B bug, which knocks them up, then you mash 6A until 6A hits and the 6A bug comes down. Then you 6C loop. There are other followups and I think that one only works at really close range though.
  13. I think what's happening in those situations is someone is getting hit by something that recurses and doesn't disappear immediately after Arakune is smacked. jD is the textbook example of this.
  14. I use 5A5B5A (b bug hits) 6A (6A bug hits) 6C loop. I think that may be what Copperdabbit was talking about. Edit: I just realized we don't have Arakune's standard curse pressure mixup anywhere in this thread. Or apparently, this forum for that matter. Here we go then: 3AAA (A bug hits) 6A [All blocked] then you can follow up with: 2B (b bug hits) 6A (a bug hits) 6C loops Or jA 4B+C [A] (short pause) -A- jA j2A j2B j2[C] - B- -C- 6C loops If you have about full curse meter you can do another rep of 6C and then end it with 2-B- 6-A- -C- jC jD for big damage and recurse. And to show off. There's probably an easier variant you can do based off of 236C. I would guess the easier variant is: jA 4B+C jA j6A dj j6A 236C BC bug etc. Or something along those lines.
  15. Badguy, I regret to inform you that all the combos you listed seem to be weaker variants of the dive and 6C loops, or the exact same thing as the dive and 6C loops. The timing varies depending on how close to the ground you are when you hit them.
  16. Ehhh...sort of. Every once in a while, like once every one or two weeks, we'll play. Mainly because I live right next to him, so it's really easy for both of us. Yeah, I've been considering how to approach, and it seems it's almost always a bit of a gamble in this fight. Although don't take my word for it on that, approaching people properly is my worst area in fighting games in general. Nevertheless I shall continue pontificating undaunted! I think in this matchup you really have to use Arakune as a trapping character. Like, you want to get the most out of surprise j3/6D, 2D punishes, cloud crap, bell bug bullshit, and 2B counterhits. Oh that's another thing I found out, 2D is great for punishing blocked DPs against Jin.
  17. I seem to have trouble getting in on Jin. Is a more defensive approach recommended? I mean, I can connect with dives often enough, but overall I get punished in my approaches a lot. I think my playstyle is currently overly aggressive. Oh and Dabbit, the Jin in question is Alt/Pat, if you have any advice for fighting him specifically, that would be great. IIRC you've played him quite a bit.
  18. They can do all three. Here's an important tip: always always always always barrier the dives. Don't IB them. If you barrier the dives he'll have to cancel into j2B if he wants to be able to teleport behind you. If he does crossup forward dive he'll be able to cancel into j2C again, but he'll be deprived of the teleport mixup and your life will be that much easier.
  19. SRK forums may be a joke but that's Kensk, he's in the IRC channel all the time. That being said, I'm pretty sure he's talking out of his ass on at least some of those. Arakune needs a nerf, but I wouldn't say he's OP. As for unblockables, I've heard Smilax talking about some 214C unblockable. But I don't really know the details.
  20. The curse BnB is 3AA(A bug hits) 5D etc. You don't need a 5B. This combo can also hit from much farther. Curse pressure is things like 3AAAA 6A/j5D or going for dive crossups or or or there are so many options.
  21. I just tap B and C really quickly. Err...I don't. I do 6BC bug into 236C loop then recurse. I think there's a way to get dive loop to pull them out of corner so you can continue, but I don't really know that. Err...That question is basically "How Do I Play Arakune?".
  22. Damn. I was hoping that would work. Alright. Good to know then. That fact about the D bug rules out ironclad pit setups in general though it seems. If it can't connect(The pit that is) while they're in blockstun, does that extend to other attacks? I bet it does. I'll do some testing later and find out.
  23. Well...that's pretty much the core of the character. You can use them to cover your approach and begin rush down. Or, you can use a combination of them, clouds, bell bug, and jD to zone people. Hey guys, I was wondering about unblockable setups with Arakune. Anyone know how how good 5 2[C] (blocked and 2C doesn't come out, it's just so you can hold C) -B- jump -C- Pit Super is? I haven't had the opportunity to test it. Although I'd think D bug would be the most sure fire way to set it up.
  24. I've been working on this too and I can't for the life of me figure out which distance is the appropriate one.
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