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Everything posted by InspectorOda
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Valkenhayn's hitbox seems stupidly skinny, just like Hazama's. I've only used Hakumen against him though, but it still seems like that's the case even with Hakumen's combos. Next time I get the chance, I'll try and use Hazama's curse combos on him and see if they work. And yeah, Valkenhayn's ground to air is awful, I seriously think his 5A is better than his 2C as an antiair.
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Okay, all u-12 FC combos end with jc > jA > jC > j2A > 5D > hjc > jA > jC > jD after the first 5D. For 5C, you can do any of the following starters : FC5C > jc > delay jA > jB > jC > j2B >5D FC5C > jc > jA > delay jB(1) > jC > j2B >5D FC5C > jc > jA > jB(2) > jC > j2B > 5D All of these have strict timing and will usually only work on a mid to close range 5C hit, not far. If you get a far hit, just go for 70% after the starter. For 2C, there are three different combos depending on the distance you hit u-12, and where she is after the 5A relaunch (always go for the highest possible relaunch). If she's in front of you, then do FC2C > 5A > jc > jA > delay jB(1) or jB(2) > jC > j2B > 5D. This combo doesn't work at extreme long distances, but for those you can just 6A or 5D into an easy 100% curse anyways. If you crossed her up during the 2C, then do FC2C > 5A > 8jc > jA > jC > j2A > 5D. If she's behind you when you use 5A (extremely situational, but it can happen), then do FC2C > 5A > 8jc > jA > j2C > 5D. If you want FC combos for everyone except console characters, the jwiki lists them along with helpful notes, assuming you can read Japanese. I'm pretty sure kousaka and Zeero made tutorial videos for every character also, so you should also check the video thread.
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[CS2] Arakune's Loketest Metamorphosis Discussion
InspectorOda replied to Mumm-Ra's topic in Archive
The max damage for 6A starter is 8-9k. And yeah, it definitely says that jC was weakened. I think it says something about 30% weaker in there, but I'm not sure since I can't read Japanese very well. 9k to 6.3k is about a 30% damage decrease though, which could be the result of a heavily nerfed P2. Still, you should probably get someone fluent in Japanese to translate it. Look on the bright side though, 6.3k is still amazing damage. =3 -
[CS2] Arakune's Loketest Metamorphosis Discussion
InspectorOda replied to Mumm-Ra's topic in Archive
Is that the old generic 6A > jC combo? If it is, then the damage really didn't change at all assuming it says the combo does 6.3k. I highly doubt they're talking about the jC starter, or else they would have stated it right off the bat. And 6A > jC DOES combo. If anything, they're saying the P2 for jC was decreased a lot. -
[CS2] Arakune's Loketest Metamorphosis Discussion
InspectorOda replied to Mumm-Ra's topic in Archive
Does this really warrant a thread if that's the only information out right now? Now, time to be a hypocrite and post my thoughts on this. Darn it, less curse on block? I already have to rely on that and clouds to get curse since everyone I know blocks every single thing Arakune can possibly throw out. Personally, I think Arakune should have a 75% cap on curse. That way, his full dive cancel combos wouldn't give instant curse but only an extra 5%, which would still be worth getting because you never know when it's going to come in handy. The damage nerf is definitely necessary, and personally I think he should cap out at 6-7kish per curse combo. In return, give us the old 2B or some good normal to use precurse. 5B with vacuum property please ASW! =3 -
Uhh, you do know there are 100% curse combos for both 5C and 2C FC for u-12, right? Sorry I can't repost them here though, I hardly ever play against u-12 since there's no local u-12 player around here so I don't remember them. I do remember though that you either have to use a delay jB (1 hit) or a 2 hit jB during the combo. I'm sure someone else here knows the combo though. By the way, a little question of my own. Is u-12's hitbox just really glitchy in general, or was her hitbox designed to totally screw over Arakune and /\-11, and who knows who else?
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Oh, that's what you meant. Yeah, even in the corner the combo only does about 8-9kish if 6A hits, but hitting with a kill combo starter such as 2C, throw, and even an instant jC cross up or not isn't very reliable, since they are all extremely easy to block aside from the none cross up jC. At least with constant mix up you can almost guarantee a hit in 16 seconds into 50% recurse and 5k minimum damage. It does turn into a guaranteed kill if the opponent blocks 6A 100% of the time though, which is probably why I use them so much over high damage starters. And you're almost guaranteed to do at least some residual damage precurse. I reserve jC as a desperate kill tool personally.
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Uhh, what do you mean by the 6A has to be blocked? I get the full combo to connect even with 6A > jC. It has to be an instant 5D press in order for the D bug to hit before jC hit stun ends though. I just went in training mode to verify and the 6A > jC, 6A > 6B, and 6A > 3B combos all connect on 6A hit, with the appropriate bugs locking the opponent down in block stun if the strings are blocked. These even work after one rep of 3A > 3A > 6A bug. :Edit: The last 3 videos posted on Adakune's Youtube channel with the blue Arakune all have this combo work fully too.
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According to the jwiki, using jC, 2B, or 6B after a 6A is the way to go. Autopilot mixup that fully combos on hit as long as you activate the D bug at the same time as the 6A. You get frame advantage if it's fully blocked too. =3 I think I 've posted them before, but the combos are 6A > ]5D[ > j[C] > > D bug > 214[A] > ]4C bug[ whiff > ]5A bug[ after cross up > D bug launch, and 6A > ]5D[ > 6 > D bug > cross up dash > ]5A bug[ after cross up > D bug launch. You can make the B bug whiff in the second combo if you're too lazy to hold down the button the whole combo. Only way I can connect a combo since the people I play block Arakune effortlessly.
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Ya, but as I said fakeouts are really gimmicky against him. 2CFC from Ragna hurts badly. And his 2C whiff cancel is pretty retarded still. Anyways, I guess what I'm trying to say is full on rushdown isn't good, but rushing down in moderation with heavy zoning is usually the way to go.
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Okay, I remembered what that 5A adjustment thingy was for. It was this thing I noted with Noel's hitbox for when the vertical jA and 6A/5D won't connect, and you have to use the jA > delay jB combo. You have to relaunch her low and not high or else the j2B will whiff. I guess it's kinda bad that I remembered something about 5A relaunch for when vertical jA fails and didn't even remember that vertical jA could fail. I need more practice. And for the corner combo, you'll be forced to use the IAD jD variant if you start the combo off with jB > 5A > 6B, so it's probably better to learn both. Oh yeah, and you'll have to skip the jA before jC if you get 4-5 jB hits.
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Stuffing an attack is what I mean by if you see an opening, go ahead and rush him down. o_o And Ragna's other priority normals such as 6A will guarantee that you can never jump in on him, screwing over all attempts to get in and rush down other than 214 fakeouts, which are really gimmicky against Ragna. I said a good Ragna is impossible to rush down, one who's baiting you and not the other way around. Mashy and spammy Ragna's are just a free win for Arakune anyways. Still, stuffing an attack is generally easier to do zoning anyways. Plus there won't be any attacks to stuff at all if the Ragna is smart enough not to mash full screen length away if you're zoning, and baiting you if you're close but not yet in his range. :O
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Sorry guys, I'm a scrub and totally remembered wrongly. The 5A height adjustment thing doesn't help get the vertical jA too connect at far distances like I remembered. Must have been for something else, but I don't remember since it's been too long. >.< Still, if you're too far away for the vertical jA you might as well go for a 6A or 5D relaunch for an easy 100% curse.
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Haha, ya I know I should probably be more active in the community since fighting games are dying in general, but I really just don't have the time anymore. I usually just play casually with people in my area now, and I definitely won't be able to make it next weekend. I was looking forward to it for a while now, but I knew that things would come up. Good luck at T11 if you're entering though.
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A good Ragna will absolutely destroy you if you try and rush him down. You shouldn't devote that whole style of play to even a single round, but only quickly attempt it if you see an opening and then run. Zoning him is definitely your best shot at cursing him unless the Ragna has really slow reflexes and can't stuff out anything you attempt at close range.
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Actually, depending on the distance 2C hit, I usually find a way to still get the vertical jA to hit by adjusting the launching height of the 5A. I'm not sure if I can remember them off the top of my head anymore, so I'll go in training mode when I have time to test them out again. Usually if I'm really far I just go for 6A or 5D relaunch though. ...Or I can just be remembering this wrongly after all this time. Don't take my word for it until I confirm this works again.
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Actually, the version I was talking about for a non crossup hit only has jB hit once, but it still connects. I delay the jB a lot to compensate though, so it's probably needlessly more difficult. I found it the easier out of the two though. And I'm pretty sure the vertical jA combo works regardless of distance for Ragna, Litchi, Noel, etc. I've never had it whiff before no matter how far away I was. :O Anyways, thanks for taking the time to make all these videos, especially the Makoto one. Finding a 100% combo for her was torture since I can't read moon runes and don't remember Arakune's combo physics at all anymore due to my hiatus. @_@
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Sometimes on FC2C Arakune ends up facing the same way as u-12 also. I never even knew jA could hit behind him until now. Anyways, the combo I use when this happens is FC2C > 5A > jA > jC > j2C > 5D > etc. Is this the best one to use or is there a better one? And the vertical jA one only seems to work if you cross up the opponent, so do you use the jA > delay jB one when it doesn't?
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For the Makoto FC2C, I can't seem to get in range for the jC to connect after jB unless I superjump, which allows her to tech before the j2B dive hits. I also tried to use Bang's 5AA 2CFC combo and it didn't work. Am I doing something wrong? I only got to try it in battle a few times though, so there's a good chance I just did it wrong. And for the u-12 combo, about what height is the 5A relaunch suppose to take place? I remember trying a vertical jA > jC a few times at the highest possible height but couldn't get it to connect. Is it the same way the combo is done on Ragna, Litchi, Noel, and Tager? On a side note, I've been using 2CFC > 5A > jA > jB > jC > j2B > 5D > delay jA > jC > j2B > 5D > Run away cloud on Makoto since I can't find a way to connect into that last jD out of the corner. Anyone wanna see if it's possible to extend? @_@ And thanks for all the info everyone. =3
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Isn't the best combo off of 2A suppose to be 3AA > >6A bug > 6A > ]5D[ > j[C] > D bug > 214[A] > 4]C[ > 5]A[ > A bug > D bug launch? And for the 2C set up, if you have the hit confirm it lets you push the opponent closer to the corner for starters. Dunno about damage, I always try for a reset since 2A proration sucks unless it's a sure kill. By the way, should u-12's hitbox be treated like Noel's?
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Finally able to free up the time to pick up BB again after several long busy months. Just to make sure I'm still up to date, is his standard block string still 3AA > 6A ]5D[ > j[C] or 6B with 3A or 2 > CPQ and jC crossup mixed in between? Or are there better ways to pressure now? Oh, and is there a way to 100% curse Noel reliably on a FC5C other than 5A relaunch yet? My hit confirm isn't up to par anymore so I want a lazy way to always combo her while still jump canceling on block to make it safe. And anything special I should know about regarding u-12 and Makoto's hitboxes? Haven't had much time to try training mode out on them.
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Stop trolling.
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I've been trying to figure out how to do the 3AA > A bug > 2B > B bug > C bug > 5C > D bug starter. Does the C bug hit before, after or at exactly the same time as 5C? It's hard enough trying to get a C bug buffered in between a 2A, so I've just been doing 3AA > A bug > 2B > B bug > 6C > 5C > D bug, which prorates like hell.
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Spent some time playing CS. Some random things I noticed. Sorry if anything is a repeat. -jC > j2A > Dive Cancel 5D works. Basically, Dive Cancel 5D combos OTG. Depends on positioning and opponent hitbox though, but seems to work in the corner all the time. -Any bug can still be summoned after curse runs out as long as the button is released before the meter runs out. -100% curse off Air Throw works on most characters even above IAD height. -C bug actually launches for the loop. -Rekka has terrible proration. -Lockdown is ridiculous now. Main problems so far for me. -v-13 and Hazama are extremely annoying to approach. -Why the hell is Litchi immortal now. -236B does not guard break.
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That's probably because in online play, timing a correct D~B is extremely hard. Offline, 5C will never work against Tao. For 2B, if you score a CH, they'll have huge untechable time so you should be able to use hjc > jA > etc. For Tao you'll need to hit confirm if it was a grounded or aerial hit though because her D can be retarded sometimes. For grounded hits, you'll need to do a 2D very quickly though. By the way, the reason 2B doesn't work well for you is probably because of input lag online. Same reasons why using D~B is hard online. EDIT: Does anyone know when CS discussion can start for matchups? By now everything that is possible has already been said for CT.