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Everything posted by InspectorOda
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Exactly, there are only subtle differences but the basic methods of dealing with each situation are fundamentally the same. It's not like she gained x move which beats all of Ara's moves at y range and he now has to adapt by using z move to counter it. It just takes a bit more effort on Ara's part to get the curse and maintain it, while it takes less effort for Noel to kill Ara before he gets the opportunity to. @LordSpectreX If you've already locked them down, then there's no need for any 3A presses whatsoever. Furthermore, you only need a maximum of one 3A, which you can easily make counter assault proof with a simple 4B bug while still retaining the ACD bugs for mixup. After that, the standard jC/fakeout setups should automatically catch Noel's attempts to counter assault out of pressure. Edit: Might as well get some basic examples up to give you an idea. 3A > 4B bug > 6A[C] > jC > C bug > j2C]A[]D[ > A bug > 2C > D bug > etc If she CAs this at the 3A, she'll get locked down by the 4B bug and you can still use this mixup after confirming it. If she CAs at the 6A, the C and A bug will lock her down automatically as jC whiffs, giving you plenty of time to continue pressure. If she CAs the jC, it's already too late for her to escape. 3A > 214C > A bug > C bug > ]4AD[ > 4A bug > 4D bug > etc Standard easy mode setup here, but same concept as if she CAs at the 6A on the previous setup listed above. If she just got cursed and you're in an oki position, you can just forget all this and use a standard 214 > ]5B[ or 5D bug > 6C bug > 4A bug > jC to give you plenty of time to react to her CA if she manages to block it. This isn't even considering resets too. There are plenty of ways around her CA. Now Tao's in CS, that was truly stupid to lockdown. @_@
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Guys, this matchup is barely any different then it ever was before. Only Noel's damage has really change (only off of specific moves also), and the fact that you can't auto pilot backdash on her drive. About her counter assault, 3AA is not even close to the only form of mixup. Other mixups can catch her escape attempts for free, specifically fake out mixups and several of the jC setups. Just lock her down with something like B bug > C bug so she can't D mash, then go nuts. Oh, and you can always use other bugs to cover you in addition to the generic 3AA > 6A bug if you expect a counter assault. It's not that much harder than baiting any other character's counter assault really, it's just more dangerous if you mispredict. Both Tao and Noel could have done this in CS (heck, even CT) also, same concept to bait and punish back then as it is now.
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The jwiki is here. Haven of information if you can read it since it's also the main board for the jp players. http://www14.atwiki.jp/arakune/ @Lumination 1) Negative Edge and only use specific setups instead of randomly unleashing bees everywhere. Simple example for full screen lockdown is ]B[ bug > ]C[ bug. Easy to hitconfirm into a full combo and on block lets you mixup. During pressure strings, setups are everything again. Check the combo thread or the jwiki for tons of them. 2) You should only input the IAD after a visual confirmation that Ara has jumped. Easy example is inputting a superjump early during a 5D, letting the stick go to neutral, and only tapping 66 after you see Ara has finally left the ground.
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Nope, it's possible to make some of the hits miss on neutral throw. Just wait till the opponent is at the apex of the throw, then use f-inverse and hold back. Then, just go straight into jC rather than jA. Then it's just jD, f of g, or Dive Cancel.
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The first problem seems to be because of the hit stun scaling on f-inverse. Just move back to make a few hits miss, and you're good to go. If you want an example, watch Ara's Challenge Mode #9. For the second problem, the C bug should not be coming out on 6C. You're either releasing C much too early during the wheel, using 6C much too late, or are holding down 6C instead of tapping it. Oh, and don't walk up too close to ensure that you don't cross up. An easy alternative to the D bug problem is just using something to manually pop them up, like u-12 in CS1. If you want the D bug to pop them up, there's a specific time you have to release the D bug to get the correct positioning for it to do so. Just experiment with different timings and you'll find it. =P
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[CSE] Arakune Technical & Gameplay Discussion Thread
InspectorOda replied to kousaka's topic in Archive
Guess I'll just copypasta the beginner curse mixups I posted in the CS1 thread. Gotta start somewhere, right? @_@ 6A[C] > jC > C bug > j2C]A[]D[ > A bug > 2C > D bug > etc 6A > quick D tap > j[C] > D bug (1) > 214[A] > ]4C[ Bug whiff > D bug (2) > j236C]A[D > A bug > etc (C bug takes longer to respawn now, so A bug compensates) 6A > quick D tap > 4 > ]6B[ bug whiff > Dash Cancel > D bug > etc 3AA]4D[ > A bug > jC > D bug > etc 3A > 214C > A bug > C bug > ]4AD[ > 4A bug > 4D bug > etc 3A > Throw > lololol @Senkei: For the C bug to hit on the last hit of the Rekka, just hold down the 5C portion longer. 6C bug is more stable most of the time, so releasing it as ]3C[ so you can quickly go to the 2C portion of the Rekka is probably easiest. @Stafy: Use 6B to reset midscreen, 6A to reset in the corner, and jC or jC > jD to reset airborne opponents. -
Mmk, thanks everybody. One more question, which 100% curse combo is better, the one with jA > j4AA or j4AA? Or is it based on hitboxes? They're both pretty easy, so I guess it doesn't really matter, but meh. xD
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65D? o_o
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We need a CS2 combo threaddd.... Haven't been able to play much, but here's a quick list of some of the basic mixups from CS1 that I was able to get to work in CS2 with all changes necessary made. Generally, it seems the D bug is too fast to sneak in a second mixup now. =( 6A[C] > jC > C bug > j2C]A[]D[ > A bug > 2C > D bug > etc 6A > quick D tap > j[C] > D bug (1) > 214[A] > ]4C[ Bug whiff > D bug (2) > j236C]A[D > A bug > etc (C bug takes longer to respawn now, so A bug compensates) 6A > quick D tap > 4 > ]6B[ bug whiff > Dash Cancel > D bug > etc 3AA]4D[ > A bug > jC > D bug > etc 3A > 214C > A bug > C bug > ]4AD[ > 4A bug > 4D bug > etc 3A > Throw > lololol I'll try out oki and resets later. =P I do wanna ask though, is there a specific timing in the rekka portion of Ara's curse combo to make the C bug connect midscreen? I usually do 6C > 5CD > 2D, but then the C bug whiffs. =o
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From what I gathered from fighting her a few times, the best time to approach her seems to be when she has the frying pan and hammer. She can definitely outzone Ara with the lion head and missiles, and the bat makes rushing in stupid. The bombs seem to be the worst for me so far though. The triple bomb covers so much space and limits Ara's approach so much its ridiculous. Oh, and getting hit by a raw CH dolphin from practically anywhere on the screen seems to be at least 5-6k damage if she can rapid. 7-8k if she has hammer or frying pan. Seems like this will have to be a really patient matchup. Flowchart for me so far is: Hammer/Frying Pan - Do whatever but stay away from corner Missiles/Bat - Wait/bait them out Lion Head - RTSD Bombs - Mash backdash like no tomorrow Is this the correct way to play this matchup, or am I just plain wrong?
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Probably don't even need to ask, but all the optimal combos and resets are the ones listed on the jwiki, right?
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Corner reset is 6A > 214 > ]6C[ > ]5D[ > ]6B[ after the cross up. Basically, 6A and and 6C bugs stop rolls and allow cross ups and OTGs, the 6B bug whiffs, and the 5D bug should ideally be delayed as long as possible before the teleport cross up in order to allow jC/6B/2B/etc mixup. Works in CS2 also, but ]5D[ is a bit harder to delay since the bug moves so fast now. Of course, there are other variations off of things like jC, but this is the most simple version there is. Edit: Forgot to say that you should buffer the C and D bugs during 6A so you can mix an empty vertical jump with 214B. This reset is a lot easier to block than it seems once people get used to it.
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Just realized you can do double jump impossible dusts in this game with the launcher button. Dunno if it serves any point though. Sentinel jS > 5S > Double Jump > jS > OTG Assist > 5S > jBB > jC > jS > 236A > 214 Super > 236 Super already breaks 900k though.
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[CS2] Arakune's Loketest Metamorphosis Discussion
InspectorOda replied to Mumm-Ra's topic in Archive
端JCめくりからは車輪>6C3段>ダイブの順番で6800前後だった。 6C3段目はCSのままなら乗算75だからできたら2段目以内でコンボいくか、6C3段を最後に持ってくるかが多分威力伸びそう。それとも補正切りダブルアップ狙うか… If I'm reading this correctly, jC starter in the corner > j236C > rekka > dive combo hits about 6.8k. Not really sure though, my jp is awwwful. If it's true though, we've still got a lot of potential to hit higher damages if this basic combo already does this much. Isn't the rekka's P2 awful? It says something about the proration from the last hit of the rekka, but I can't really make it out. 6A>5D>低ダJ4A>JA>5B>5D>低ダJ4A>JA>6B>J6Dが可能(・∀・) 恐らく2A>5B>5D始動でもいける。 Also, it says that since jB hitstun is awful now, IAD combos after 5D will only use the jA > j4A variants. It appears that getting 100% is possible on both 6A and maybe 2A hits by completely skipping the 5A after the second IAD to go straight into the new 6B. -
Pay close attention to where each jc is so you don't get mixed up with jC. Tao close FC2C combo is FC2C > 5A > jc > jA > jc > jC > j2B > 5D > hjc > jA > jC > j2A > 5D > hjc > jA > jC > jD. Edit: Need to clarify, by close I mean using 2C right next to her to cross under her. This is also a more stable and higher damaging variation than the older combo.
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If I remember correctly, /\-11 is the only 8jc character that has major problems when doing the far variants, only able to get 70% max. Might be wrong though, been ages since I got to play a good /\-11.
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On the topic of 214C crossups, use 3A > 214[C] > 6A bug > 5C bug > 4A bug > 4D bug as the standard combo. Why America still doesn't use this easy upgraded variation is beyond me. It's better than the 5C bug > 5D bug combo in every way, allowing you to do jC mixups up to two times if neccessary on block, or any other high/low mixup of course. And for fighting against characters with DPs, start a blockstring with an A or C bug, then mixup if close or do j2A > A bug > mixup if far away. All hit confirmable into combo of course.
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Yup, C bug is best for catching tech rolls on midscreen resets. For the 6A corner reset though, it's probably better to use the C bug to start the combo since it will catch neutral tech, no tech, and back roll (lol) while a simple A bug will catch forward rolls.
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I personally prefer the C bug variants because B bug proration is dumb. B bug is better used to catch tech rolls along with A bug though A bug alone can accomplish that task, and making the opponent start blocking is usually worse than going for the instant crossup from the C and D bugs into mixup. If your opponent knows the Ara matchup and all his shenanigans, take any hit you can get. It all goes into 7K+ anyways. 6A > 214B only works well in the corner though. =(
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[CS2] Arakune's Loketest Metamorphosis Discussion
InspectorOda replied to Mumm-Ra's topic in Archive
j4B got attack level nerf? Won't that make FC combos on characters like u-12 (jB(2)) or Makoto (jAA > jB) obsolete? Or anyone where jB is used on the second rep or where delays are involved? Also, time to learn those 5D > jA > j4A combos instead of the easy mode jB combos everyone. =3 -
[CS2] Arakune's Loketest Metamorphosis Discussion
InspectorOda replied to Mumm-Ra's topic in Archive
Is the cloud lasting for 6 seconds the nerf we thought was a 6 cloud per round limit? Or are they both coupled together? -
Check the JP Ara wiki, it has every loop for every character except console characters, albeit only on close range FC2C's though. For farther ranges, if 6A or 5D won't connect then just use the FC5C combo for the specific character. Kou and Zeero have tutorial videos for every character for almost every situational hit also, so check those out too.
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Phantom Breaker (Now coming to arcades)
InspectorOda replied to Hecatom's topic in Misc Fighter Central
Caught my interest. Just clarifying though, does anyone know if this is gonna get an arcade release... or be region locked? -
You can only get 70% off of super high air throws. D= For Dive loops though, the way the dive hits a knockdowned character is an easy way to tell if you need to RC or not. A cancellable dive hits a lot higher than a non cancellable dive which appears to hit deep. Just try different variations on Noel and you can easily recognize the difference. By the way, it's impossible to get jA > jB > jC > jD after j2A > j2C > 5D to connect on half the cast if you dive cancel instead of RC. =(
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The setup Abyss posted was always the setup for the crossup jC after 6A. It allows you to actually mixup for a much longer time if the opponent blocks, unlike the 4D version. It allows you to choose spacing on hit much better also, choosing which side you want to carry the opponent much easier. The only new setups in the combo video are the ridiculous jC only mixups, the 6A mixups have always been a standard for Ara.