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gwc123

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Everything posted by gwc123

  1. For 5A or 5B there is a slight delay before you do your ulti goes off to make sure they go outta blockstun. Tho its easy to mess up sometimes :s Still cant get the hang of doing unbuffered 720C tho o3o
  2. Arakune's 6A/B/C are his strongest weapons imo :P I hate diving too much because im pretty bad with dive cancel o3o So my usual attack patterns post curse is to go for clouds and some bugs for cover then do j.6C j.6A j.(6A or B) and start my ground blockstrings but it depends on how far i am from the opponent. Tho the people with DP can punish this if it becomes too predictable. But it crosses them up many times if done right its hard to get DP out even without risk of a C bug CH into 6C loop
  3. Um a quick question o3o whats the rough timing for terra brick to hit? =A= i always seem to do it too fast or too slow for it to link for some reason o3o
  4. Man havent been back on the forums for a really long time :D Time to do some catching up. Ok so whats the most common air to ground loop that u guys use now? And if u hit the guy with a j.6A while curse u can go for a j.2ABC into BC bugs into 6C loop right?
  5. Against a good NU if u do a teleport to the other side, u get hit with a combo
  6. V-13s are running amok =A= But maybe using fast decent from air to ground might help with getting near her while not staying in air for too long? Like replacing j.B with j.A in the dashing thing. Her stupid ground spikes together with her swords still slay me tho =A= dun have around around that =~=
  7. Sorry for double post T=T
  8. I think hes talking about canceling the recovery lag. Basically after u do any of the dives, as you as landing and falling into the ground u have 3 frames to hit another dive to cancel ure landing recovery and pop up immediately For dive canceling its all about practice :s 3 frames can be hard to hit consecutively lolz
  9. From what i see in the current japanese videos, the idea is to zone and try to get near them to start doing 3As then the 6A bug will cover u while u do a mix up of 6As and 3As to try and get into a 6C loop =w= But against everyone but V-13,Litchi and Rachel ill use zoning, its not like u have a choice against them.
  10. Hey emr regarding his dashing thingy where u do dash and hold 4 then do j.B if i wanna do in backwards do i dash backwards and hold 4? or do i hold 6?
  11. Theres the advanced version of dive cancelling imo where u change the location u appear AND u dive cancel oAo scary stuff man scary stuff =w= i rmb seeing hima do it a few times during a match once, nutty stuff. Im nt too sure how to do that tho, change the location of ure appearance while still dive cancelling o3o and immediately doing 5B after u cancel lolz
  12. Yea thanks lots :P for the list And thanks for the tips for 6C loops n stuff ^-^ i dont have console version so i have to do all my testing on arcade too which is kinda hard >..< Eh for the 236C loop if i get him into the corner with it do i need to use 6CB bugs or would neutral bugs do fine? cos i seem to be unable to launch them up sometimes lolz
  13. Erm one question about the 6C loop, if i loop the guy into the corner what bugs should i use to bring him up for the recurse? 6CB or 4CB?
  14. Hrms regarding the location of the bugs can someone do a list of what direction affects how they appear? :3 it might to good to know such stuff for a better keep away play =w=
  15. For a quick tip for beginners, Arakune's combos are all about his 6C Loops, and the 236C Loops, after u mastered those 2 just learn how to change from one into another, and how to start them from many different situations For example: Uncursed Opponent u hit him with j.6A so j.6A JC j.A j.B j.C j.D (CBA Bugs) 6C loop, but wether or not u can go into the loop is very situational so i guess its trial and error
  16. For the air 236C combo, what i do is tap C then B after the spinning ends. Third loop ish hard to link but i think the timing for the A bug is roughly 6C (while still holding 6) 6A bug then immediately 5C and then 2C into the third loop Right nw my biggest problem is the damn dive cancelling and also the air to ground strings
  17. Anyone knows the specifics for the air to ground to 6C loop? He seems to start it off so many things oAo and are there are specific bug directions? or are they mostly neutral bugs? cos i think i see him using 6A bug when going from air to ground :S
  18. Now if only i can use his Astral in Arcades
  19. Dive cancel is the holy grail of arakune with it u will become a force to be reckoned with. Basically ure canceling it as u dive into the ground with another dive(but this dive doesnt come up it just makes u recover really fast), no jumping no nothing else needed, then u can go for a combo And i thought the dive cancel combo was, 5B j.A j.B j.C j.D (CB Bugs) 6C loop?
  20. Whatas a 9 Dragon combo? :3 Oh btw a tournament is coming up soon in singapore and was wondering if u guys had any tips to fight against V-13 other then those already stated ^-^ any new discoveries to make the match-up better?
  21. Ah ok thanks for the 2aa 6a bug are u doing 2a 2a(hold a) 6(release a)?
  22. Yea even at close range, v-13's attacks can beat alot of stuff that arakune/rachel can throw out Its sad tho Singapore is overrun with v-13 players =A=
  23. If the opponent is cursed what are the usual combos that u guys will go for? I cant seem to do the 2AA 6A bug thing :s is it 3AA?
  24. I like to mix them up sometimes so i tend to add the 2A in before 6A xD but i get countered hit alot against mashing newbies oAo If they block 2A 6A then ill go for j.D and try to do basketball
  25. Hey um so to start he 6C loops off ground combos u can use either 2A 5B 5D 214A (CB bugs) (6C Loop) 2A 6A 5D 214A (CB bugs) (6C Loop) Am i right? because it started to confuse me when i see some people using the 236B and 214A and it made me wonder if it was specific to each combo.
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