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InspectorOda

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Everything posted by InspectorOda

  1. D~B > 4k+ Damage CH Combo. NEVER use 5C against Tao unless you wanna die, only use 2B to AA. Stay away from Tao when you have a ceiling cloud. She'll out-prioritize you up close even with the cloud, but zoning is much more effective since she can't escape as easily anymore.
  2. SBO 09 TOUGEKI VIDEOS Get them before they disappear from Youtube. http://s1.zetaboards.com/blazblue/single/?p=361314&t=1429990 Dora versus Satoshi was the best match I've ever seen in my life. Fumo makes many epic comebacks also.
  3. The combo is Throw > 236236C > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) There's not enough untechable time to go straight into j6A from an air 5D hit. Anyways, here's some other combos. jc=jump cancel hjc=high jump cancel dj=jump cancel again j6A can be left out in order to land closer to the opponent sooner for okizeme or pressure. jB might be needed between jA and jC in some comboes if the enemy is still to far after j6A or if it's left out altogether. 2A > 5B > 5D > jc > IADj4B > 5A > 6B > jc > J3/6D (70-80%) 6A > 5D > jc > IADj4B > 5A > 6B > jc > J3/6D (70-80%) j2A > 5B > jc > jA x n > j6A > dj > jA > jC > jD (20%ish) 5C > jc > jA x n > j6A > dj > jA > jC > jD (20%ish) 6C > 5C > 2C > RC > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) 2A x n > 2C > RC > 5D > hjc > jA x n > j6A > dj > jA > jC >jD (70-80%) 3C > jc > jD (20%ish) 3C > RC > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) Air Throw > 5D > jc > jA x n > j6A > dj > jA > jC > jD (70-80%) Curse combos Cloop is done the same way and can be done after D bug launch. j6A > dj > j6A > 236C loop is done by adding a D bug after the 236C, and waiting for relaunch. 2AA > A bug > 2AA > A bug > 2B > B bug > Loop Throw > D bug > Loop Air Throw > D bug > Loop All these combos were said to work by a friend of mine, so I can guarantee they're legit. Sorry if I noted some incorrectly.
  4. Option select via 1/4 ABC destroys throws in this game, even aerial tech traps. This alone already destroys the need to react to a throw 99% of the time. Predicting throws is quite easy once you get the hang of it, and with a +10 frame tech window, throws are really hard to land without something like input lag from online screwing you over. Anyways, some general advice on this matchup, never full screen teleport or you die. Period. Don't use dives unless you can dive cancel or have a shield cloud, or you'll die. If you predict a bell bug and you're in range, j6D or 3C before he recovers and you'll win. Try using the overhead cloud, as an Arakune without aerial options is nothing. Most of the time though, stay the heck away precurse. Arakune's defensive options destroy his own offensive options. Don't really feel like posting much else at the moment.
  5. Sorry Matt, the reason most of us probably didn't respond to your post is because we've always been doing something along those lines. C bug usage is basic stuff, and after a Dive, the way to combo is usually an A and B bug.
  6. You can just use 4D and the D bug will whiff unless you're in the corner. Works for every combo during curse like 3AA, 6A, etc. If you're in the corner though, then you'll have to learn to release a 6D bug or just hold the D button.
  7. 214214D does not OTG.
  8. What is this I don't even. Well, I use it to travel from one side of the screen to the other, making me pretty close to the ground quickly. Maybe that's why. It was just a fun way to move across the screen and hear Arakune laughing at the same time. Never did try using it seriously though, but I've seen Hima's crazy crossup setups with it. Basically, the ceiling cloud limits them to IAD, dashing, or a long reach/moving type attack. All you need to do is crouch, and if they dash, 2D. If they IAD or use a movement based attack, 2B, or even 5C occasionally, will beat it. If they try and use something like Litchi's 6B with absurdly long range, punish with jD. It was always my favourite cloud, seems pretty terrible to be put in a situation like that. I hate how I'm limited to Dive/236C loops because of it though.
  9. For Litchi and Jin, I almost never Dive. Especially against Jin since 623C just pisses me off all the time. Instead, I try and use the homing and ceiling cloud to limit movement, and then try and get a jD or 2D to hit into Cloop, as well as anti-airing IADs. The ceiling cloud works especially well against Jin, since his only options would be to use an IAD or Ice Car, but 2B stuffs both out. Litchi will usually get desperate and try and get a random staff hit, so when she sets the staff she's open for a jD. I usually bait DPs by doing Air Dash Cancel Barrier after one instant jB, and to mixup I use TK 214C, or 214A/B into the 2A > 5B > 5D string. It's a pretty unsafe gimmick though. After landing a curse, I usually get a ton of C bug counter hits so it usually becomes easy then, but when using 3AA always put a C bug or B bug right after unless you want to eat a DP. Other than that I always zone the heck out of them, since any hit will go into a Cloop anyways, especially during curse. 2B and C bug beats all attack attempts during curse anyways. I don't know much about Arakune's j6A/B/C moves though, stopped using them outside of combos/baiting long ago. People I play would purposely jump into them, Instant Block, then Air Throw attempt. Heck, I'm pretty sure that worked without Instant Block too.
  10. Wanted to post this since it's really entertaining to watch Arakune mirrors in my opinion. http://www.nicovideo.jp/watch/sm8372626 (Fumo vs Dora, Fumo vs Souji) There are a lot more vids from the tourney, but this one should be pretty exciting for people here since everyone on this board seems to love Souji, and Fumo won SBO.
  11. I meant if you jump, you get Air Thrown, but if you try and use Bees to cover you, you'll get a Haku Counter or Yukikaze to the face. That being said, I've just figured out that j2A > Dive Cancel 2B > C Bug > 3AA is amazing. It's hard to get the Dive Cancel into 2B instead of 5B though, since I'm too used to Dive Canceling correctly. If 2B lands then you can go into 2B > B bug > 6A > 6A Bug > Cloop or add a 5D into Dive Loops if you need curse. And if it's blocked then you can go straight into 3AA pressure.
  12. Believe me, I know exactly how to use Arakune's bugs. It's just that, well, the people I play will Instant Block the whole Dive Cancel chain so that 5B loses its frame advantage on block, and then the CB6A bug set up after will be useless because of invincibility frames from Hakumen's D or DPs. Using Bees after the Dive Cancel on Haku will be suicide, and if you don't and jump then you just get Air Thrown, and other characters can just DP. Granted the opponent will have to be really good at guessing for Hakumen's D. I do attempt Dives if they don't have enough heat to RC on block with DPs though, or if they're Litchi and can't RC a DP. If they do RC and their name is Ragna, they'll be in range for an Air Throw on block too if you jumped. Most of the time, with 50% Heat, I'll just eat a Counter Assault to the face though. Dives are Godly against some characters such as Tager, Bang, Taokaka, and Carl however. And also v-13 and Rachel during curse. Other characters though, 3AA is much safer to start pressure. I dunno, maybe the people I play have too much matchup experience against Arakune, since I've played them way too many times. I just wish I could Dive Cancel into 5A from j2A. Or maybe it's cause they're playing seriously while I usually just auto-pilot Arakune since he's so easy to use. By the way, I usually play against a Litchi, Hakumen, Jin, and Ragna so I'm probably biased into not thinking Dives are not as Godly as people think. Dives are great against most of the cast, but against the people I play, not so much. And it's definitely not as funny as looping 3AA. I did take Arakune online a few times though, and Dives absolutely destroyed there. I only played low levels though, but I did play against Kyle from the Carl boards once and Dives seemed to be Godly during the match. Nothing works online though so I just Dive spam online since my internet is crappy, and I get frustrated not being able to Dive Cancel online. In my head I just think, I'll start playing seriously when I get a Dive cancel, but I never do and then I rage. On a side note, the 2A > 2C > RC > 5D combo will work perfectly and easily with a super jump cancel for jA instead of a normal jump cancel. Can't believe I never thought of it.
  13. But I never said I couldn't Dive Cancel. It's just that after a Dive Cancel, there really aren't many options to what you can do next. Almost always you'll want follow up with a jump on block, and since most of the people I play Insta-Block the whole chain, I get an Air Throw to the face which leads to losing curse even when I tech it. By the way, I just learned today that you could Dive Cancel into Throw. How strange, too bad it's useless.
  14. I used to abuse that until I realized I was getting farther away from them, and I usually play against a Litchi and v-13. I've been punished for doing that several times against Ragna, Jin and Hakumen. Stupid Yukikaze countering a bee that came from behind. Dunno if any other characters can punish without insta-block and invincibility frames. I only j2C away when I'm desperate now. I don't like moving back more though after the dive, but if I tele forward I just get killed because the C bug delay isn't over yet. Darn it I need to learn to edit my posts faster.
  15. @Skye You're right on the fact that it doesn't need to be started right when curse starts. It didn't register in my mind that a recurse was midway through the combo, I must be getting blind or something. Guess that means you should ignore the part about running out of curse meter at the end of the combo also. I guess that's what I get for posting at 3:00 in the morning while writing an essay. Anyways, I wasn't bashing it, I was just criticizing it. The fact that I numbered it was actually because I was doing that in my essay, so I kind of transfered it over here. Sorry if it sounded provocative, that wasn't the intent... or was it? Now that I am thinking straight though, I shall contribute more criticism and tips. Instead of releasing the D bug, you could hold down D and continue with one more repetition of Cloops ending in another recurse. Damage will be about the same, though slightly less, but you get full curse out of it. Arakune's pressure during curse almost always yields 5k+ damage combos, but dives usually aren't the best way to get it since the opponent will already be on the defensive, so they will generally be much to slow against a good player. And if it's predicted you'll be eating an air throw. On block you'll have to teleport away or cross up, which if predicted can be punished even with CB bugs ready. If you're Japanese and never miss a Dive Cancel, go ahead and spam dives though. Best combo starters that are also the best ways for pressuring up close while curse is on are 3AA, 2B, 6A only if you've trained your opponent into blocking, instant jA or jC, or Air Dash Cancel jB (Don't try this again on block unless you wanna be killed, but that goes for its general precurse usage too doesn't it?). TK j214C instant crossup into CB bug might as well be called an unblockable as well, but most opponents will be blocking long enough for you to pull off that stunt if they're desperate and cursed. Lastly, baiting attacks and getting a hit with CB bugs or a Counter C bug gives Godly damage. {3AA > C bug > 6A > 2B x N} is an amazing blockstring for non barrier users and is what you should try to be using most of the time during curse, or some other safe block string. All combo starters above lead into Cloop with recurse, and ones that do not curse at the beginning of the combo like 2B or instant jA/jC will be too fast for the opponent to react to most of the time. The actual combos should be in this thread somewhere if you don't know them. In fact, all of this info should be, but since I don't wanna waste this huge post I'm gonna put it up anyways. Basically, these should be safe pressure options. In my mind Dives are more of a gimmick to use rarely during curse, but maybe that's because I play an insta-blocking beast all the time. tl:dr? Too bad, I needed something to do other than more essays.
  16. First of all, it's gotta be done right when curse starts, which means the dive will never hit. Secondly, it uses all the curse meter so you can't end with recurse. Recurse >>>>>>>>>>> Damage unless it's a sure kill. Finally, Arakune has much safer and effective combos during curse that do more damage while starting and ending with a recurse.
  17. Won a match using this epic loop recently. [Taunt] > CB bug > ]A[ bug > jAA > A bug > j2A > D bug > [RC] > [Taunt] > CB]A[ bug > D bug hitzzzz It looks freakin epic. Not to mention I beat a v-13 with it. Squishy D > Spammy D. Inspired by Kusoru.
  18. Oooh I just thought of something. What if Carl's father Relius was actually Arakune? He mysteriously vanished from out of nowhere, is really smart, and would have made Nirvana at Sector Seven thus explaining why Litchi knows so much about Nirvana. As for the part about being a puppeteer, does controlling BEES count?
  19. I love using 214C and 3C on predicted 5Ds. It screws up their gameplan and causes them to panic all the time, and resorting to j2DD most of the time. That means a free cloud summon, jump in, or forward dash. Not to mention if you hit with 3C you can combo straight into a Cloop.
  20. I didn't say that CA to escape pressure is a good idea either, just that it would probably work better than a 2B against a good v-13. If they go into jump pressure via j2DD or j214D©, 2B is not gonna work very well since confirming whichever one is used will be nigh impossible, and if you 2B to try and dodge a j2DD you think is coming and they throw out a j214D, you're screwed and will eat a big fat combo. At least CA gives you Invincibility frames. And only an idiot would use 4DD after 5DD block confirm on Arakune, or most characters in general, outside of mind games ala TK j214D. Seriously though, against a good v-13 player it is usually better to just man it up and block rather than taking the easy way out, since it could screw you over quite badly. Go ahead and spam 2B on scrubby v-13's though, it works wonders every single time.
  21. And what happens when they don't 4DD and go into Command Dash, 214D©, Gravity Well, or Aerial Pressure? 2B doesn't work on everything. It might be better to use CA to try and escape against good v-13's, or at least ones that bother hit confirming 5DD.
  22. I meant writing the loops seperately at the top, and then when notating combos just write them like 6A > 5D > 236 > C]B[ bug> Cloop x n > Recurse. It's a lot easier to read and lot less annoying for people who already know a little about Arakune to read, which is your target right? And for combo variations during curse, I just meant something like 2A > 5 > 4D > 236]B[ > C bug > Cloop x n > Recurse. Sorry if it sounded like I was implying there weren't enough combos listed.
  23. You might as well go and say that all the combos listed already don't work on Carl. Just a little suggestion. You should write down how to do the Cloop, Dive Loop, and 236C Loop and then when they are needed in a combo, you can just write whatever loop is needed so it looks a lot less messy and a lot more noob friendly. Also, you should write the different bug variations for different characters, and how to do the combos during curse. It usually only requires a 4D or holding down a button for a short time, but it should help newer players. Good job making a new thread though, the other one was so messy compared to, well, every other thread on Dustloop.
  24. In the second combo movie, at 3:05. Dive Cancel into teleport throw? How the heck did that happen?
  25. Whoa, I guess it was already known. Inside the recent Tokido vs Reria vids, he uses it in this video at 7:38. There's a video reference now for those who wanted proof it exists. http://www.nicovideo.jp/watch/sm8176472
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