Jump to content
Dustloop Forums

Matt

Members
  • Posts

    157
  • Joined

  • Last visited

Everything posted by Matt

  1. http://www.dustloop.com/forums/showthread.php?t=6634
  2. Use her drive that's a direct answer to his evasion. It's fast enough to catch Arakune on his recovery from all of his evasion moves. Also, take all this stuff to this thread http://www.dustloop.com/forums/showthread.php?t=6634. You can complain there and no one will argue with you.
  3. Taokaka has an answer for everything but a lock down on curse and curse on block. The only two things that contribute to this is the great guard break ability that the D-bug has and simply put clouds have curse on block, both of which I agree are cheap (and will probably be fixed). Here's the thing though the Arakune vs. Taokaka match is naturally a very close match up and of the few videos I've seen of Arakune vs. Taokaka the Arakune player was forced to use this cheap tactic simply to keep the Taokaka player at bay until they could strategize. If they didn't do this they would be absolutely crushed by the Tao player or it would be a very neck and neck battle. I say it's still a 6-4 match up. The only reason why it seems harder is because it requires more patience and precision.
  4. Alright, I just found it annoying that you talked about it like there was nothing for Taokaka to do. If you watch the video you posted closer you would see that while cursed the Taokaka player would go on the offensive at times and then get immediately punished with a C/B bug that usually lead to a combo and recurse. It was a dumb move that happened several times in the first round, which is why the player got utterly destroyed. Also, with the whole Taokaka can't do anything against Arakune there are actually a lot of things she can do. When she's close enough she can use her drive to attack an Arakune player pulling out a cloud. She can use her drive to go over the bell bug or if there's an overhead cloud she can airdash into the bell bug, IB the bell bug and then go on the offensive. When Arakune is approaching with j5B, she can IB it and when he lands get a counter hit with a poke that should lead into a combo. When Arakune does the dragon move she can back dash to avoid it. This makes it so that the Arakune player can't cancel j2A, so he'll sink into the ground and on the loooong recovery time she can just start a free combo. All I'm saying is you present it as impossible while it's very possible. Although, I'll concede a little and say it's 6:4 in Arakune's favor, but it is no worse than that. Arakune's worst match ups are reserved for Hakumen 7:3, Bang 6.5-7:3-3.5 and Tager 7.5:2.5.
  5. Back dashing is a bad idea. The amount of recovery there is on a back dash is so high that it gives the Nu players free hits. I say do what the pros do jump, barrier block, airdash cancel, barrier block until you're close enough to attack. If the Nu player is running away too much take your chances with jD and if it works use the curse to lock her down so that you can safely move in without her escaping.
  6. 1. It's Fumo 2. Second round was very close and either one could have won 3. At worst it's still 6:4 Arakune's favor 4. Stop playing against Arakune if you're gonna complain so much
  7. Tao can get past everything he sets up easily and once a Taokaka player has control over the match it can spell out a game over for the Arakune player. But if you are so set on it being impossible, I would say it's no worse than 6:4 in Arakune's favor.
  8. Tao vs Arakune is 5:5. You don't think so, learn to block.
  9. Yeah gg's last night. The combo thread is still a work in progress, but once it's done I assure you it will be AMAZING.

  10. I play Hakumen too. I play him half of the time now because most people are refusing to play against Arakune.
  11. I don't get why so many people think that the Hakumen v Arakune matchup is so bad.
  12. I pretty much agree with it. Although the Tager vs Nu match up is more like 1:9 in Nu's favor if the Nu player doesn't take any chances and plays correctly.
  13. So... are we supposed to say something about the matchups or just stare at the chart and try to make sense of it with its pretty colors?
  14. PSN: Mateo_C2 Arizona, USA
  15. I've been watching the two new combo videos that Harushinobi posted on youtube, Fake and Reload. There were a couple interesting things I noticed in them. The biggest thing I noticed was that you can cancel j2A into 5D. Yes, it is possible. I tested this out in training and what you have to do is as you are going to cancel j2A into 5B you have to press both B and D at the same time. Instead of 5B coming out, 5D comes out in its place. Now this is a completely useless move against grounded opponents, but if you use j2A as an anti-air you can cancel it into 5D, the 5D will connect and you can go into a dive loop and a couple c loops. Another cool thing I noticed is that if you get a counter hit with 3C if you do 236B>5A cancel into 6B, the 6B will connect. This could be extremely useful against opponents near the corner because if you get the 6B to connect you can do an air combo into a couple C loops afterward.
  16. One interesting thing about the throw is that after throwing someone when you do j2B it falls slightly forward instead of slightly backwards. Maybe if you do (while the opponent is cursed) Throw>A bug>B bug>A bug>j2B that might work. If you watch the throw combo video you'll see this anomaly with j2B after a throw.
  17. Man I'm still working on that combo. The timing is really strict when going from A>B>A bug, but I almost have the timing down for the A>B bug. What I do is when the person fully enters Arakune's mouth, I release an A bug then the second they come exploding out I release a B bug (this isn't the exact timing, but it generally follows this pattern). The third A bug is still a work in progress. Also, I never understood why they wasted a perfectly good B bug in all of those combos.
  18. The timing for all of the throw/counter assault on cursed opponents are shown in this video http://www.youtube.com/watch?v=pewrI7c8qTA. Edit: keep annotations on for the video and it will tell you where the combo is being done.
  19. Combo Videos: Arakune Combo Vid tutorial BlazBlue Arakune Throw Combo Video Arakune 6a combo using 2 reps of dives + 6c [blazBlue] - Arakune Combo Video BlazBlue Arakune Combo Video [blazBlue] - Arakune Combo Movie - Reload [blazBlue] - Arakune Combo Movie - Fake Arakune scrub
  20. News/Replies to posts: Meh... this is just gonna be a list of CT combos. If ur looking for CS combos head over to the CS combo discussion thread. Read Important: If I ever mess up when posting the full length of your combos just let me know so that I can fix that. This might happen before I test any of the posted combos in training to figure out the damage for them. Arakune Calamity Trigger frame data for building the best combos: http://s1.zetaboards.com/blazblue/pages/arakune_data/
  21. Arakune Calamity Trigger Combos: Notes: For releasing the C and B bug C/B means that you release them at the same time and C>B means that you release the C then B bug. For starting the third C loop (and others depending on preference) you have to press 6C then immediately release a 6A bug in order to prevent someone from teching, and in the combos it will look like this 6C/A bug. RC stands for rapid cancel. For jump canceling, any jump canceling from the ground to air won't be included in the notation for the combo (unless it's something very specific) because it is something most players do naturally, but for jumping during an aerial combo I will include when and what direction to do it in. The notation will look like this j/whatever direction a player should jump in, ex: j/8. For releasing any bugs in whatever direction 2/5/8 release the bugs all in the exact same direction, 1/4/7 release bugs all in the exact same direction and 3/6/9 release bugs all in the exact same direction. In order to get the 6B>6C bugs to connect in a corner combo you have to release the B bug just barely before you release the C bug (don't take any short pauses like doing the 2B>6A bug). About the length of the combos/Trouble with recursing: For most of these combos I would suggest not doing all 3 C loops because the timing necessary to do the recurse at the end becomes very strict. Later on I will include shorter versions of these combos that are a little easier to do. Also, if you're having trouble doing j6A>j/9>j5C>j5D to recurse the opponent, I suggest you just do j5C>j5D instead. It is much easier to do. Warning: If I don't say how much damage the combo does that means that I have not tested it out in training, so it may or may not work. Combos started without curse: -5A For these two combos you have to catch the opponent in midair. -5AA>6B>j6D>6C/6B bug>j6C>j/9>j6A>j2A>release C>B bugs>6C>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: needs to be tested -5AA>6B>j6D>6C/6B bug>j.6C>j/9>236C>release C>B bug>6C>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: needs to be tested -6A -6A>5D>236B>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5973 -6A>5D>236B>release B/C bugs>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage:5630 -2A -2A>5B>5D>214A>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5347 -5B -5B>5D>214A>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5567 -6B -Needs 50% heat: 6B>RC>5D>214A>release B/C bug>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6262 -Needs 50% heat: 6B>RC>6A>5D>236B>release B/C bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6154 -2B -Needs 50% heat: 2B>2A>2C>RC>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage:6052 -5C -5C>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5580 -5C>j5A>j5B>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 4999 -6C -Needs 50% heat: 6C>5C>2C>RC>5C>j5A>j5C>j5D>release 1C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6238 -2C -Needs 50% heat: 2C>RC>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5596 -Needs 50% heat: 2C>RC>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5088 -Needs 50% heat: 2C>RC>j5A>j6A>j/9>j5A>j5C>j5D>release 1C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 4645 -3C -Needs 50% heat: 3C>RC>5D>j5A>j2A>j2B>j2C>release 5C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5274 -3C>j/8>j5D>release C/B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5142 -5D -5D>236B>6C/A bug>5C>2C>release 2B>6A bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6088 -6D I did this one for the lulz -6D>wait for the bell bug to drop down and hit the opponent>release the C bug immediately after it hits>[6C>5C>2C>release 2B>6A bugs]x3>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 7645 -2D -2D>release C/B bugs>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6595 -2D>release C/bugs>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6404 -Throw Subsection: combos started in midair: -j5A (Will always have to hit opponent in midair) -j5A>j6A>j/9>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5189 -j6A (Will always have to hit opponent in midair) -j6A>j/9>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5320 -j2A -j2A>5B>j5A>j5C>j5D>release 1C>5B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j5C>j5D- Damage: 5045 -j3D -Starts from 1/2 a screen away: j3D>release C/B bug>sj9>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j5C>j5D Damage: needs to be tested -Air Throw -Air throw>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5739 -There are definitely more angles to start a midair combo, but I will list them later when I add more combos to the list. Combos while opponent is cursed: -5B -5B (3 hits)>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 4984 -2B -2B>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 6606 -j2A -j2A>release 3A>5B bug>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 6834 -j2A>release C>B bug>6C>5C>2C> release 2B>5A bug>j6A> release 6A bug>j9>jC>jD> release 5D bug>release C>B bug>6C/6A bug>5C>2C Damage: 5500-5700 varies -j2A>RC>release A/B/C bugs>J236C>6B>release 6B>6A bug >6C>5C>2C>j6A>release 6A bug>j/9>jC>jD>release C bug>D bug>j6a>j236C -Releasing B/C bugs -release B/C bugs>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damgage: 6931 -release B/C bugs>j6A>j/8>j2A>j2B>j2C>release C>B bugs>6C>5C>2C>release 2B>6A bugs>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D Damage: 6723 Corner Combos: 5A -5A>6B>j.6A/B/C(depending on distance)>j/9>j.6A>236C>RC>j5C>j5D I'll extend this combo after I do it in training and find out the damage. Subsection: continuing a combo if you land between the corner and your opponent: 5A -5A>6B>j6A>j/9>j5A>j5C>j5D>release 6B>6C bugs>4C>5C>2C>release 2A>3C>5B bugs>4C>5C>2C>release 2B>4A bugs>j4A>j/7>j5C>j5D- Damage: 4820 Counter hit Combos: -2B -2B>2D>release C/B bugs>6A>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 6139 Subsection: Anti-Air Combos -2B -2B>j5A>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5799 -5C -5C>j5C>j5D>release 1C>5B bugs>[6C>5C>2C>release 2B>6A bugs]x2>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5661 Distortion Drive Combos: Every single combo that has a distortion drive in it will go here. For these combos f of g is 214214D in midair and f-inverse is 236236C on the ground: -f of g -Needs 50% heat: f of g>j/9>j/9>j2A>j2B>j2C>release C>B bug>6C>5C>2C>release 2B>6A bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 5597 -f-inverse -Needs 50% heat: 3C>f-inverse>5D>j5A>j2A>j2B>j2C>release C>B bugs>6C/A bug>5C>2C>release 2B>6A bugs>j6A>j/9>j5C>j5D- Damage: 4044
  22. Seriously... It's 2B>6A as fast as possible because if you are doing it to slow the opponent can just tech out of it. First of all just do 5C>j5A>j5C to start out your combo just because it's easier to do, it prorates less and it's faster to do than the other aerial combo (it won't work on all of the characters though). Second, the combo should look like this 5C>j5A>j5C>j5D>1C/5B>C loops. Also, just practice and experiment in training, it's not like you will have all of the combos mastered after a couple hours. Edit: seriously can you guys ask these questions in the Arakune beginner guide because this section was meant to be for combos and now it is all mucked up with questions in the wrong thread. There should really only be combos, combo videos and discussion on which inputs work best for specific characters in this thread.
  23. Because you can learn the basics for all of Arakune's other combos and the ones in the video are super easy to start out with.
  24. Seriously just master all of the combos in the combo video that came with the limited edition of the game. All of these combos are utter crap but they do teach the basics of all of Arakune's combos. I would suggest having mastery of these combos before moving on to the better combos that are listed in this thread. Edit: @ez the last three combos are listed on the first page of this thread and the first three are impossible to do. For the last three, I don't know what you are doing, but the only thing I have ever seen anyone be able to do after jC connects (when the opponent is not cursed) is jD.
  25. I guess, it just seems like the story is breaking its own rules by allowing Haku-men to exist.
×
×
  • Create New...