Shyo

Beigetreten 19. Januar 2010
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(19 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 1: Zeile 1:
insert tight arakune wirblers here, caster infinite setups und basic combos und nachher noch
zappa
*test
  **shin combos gegen rei


*'''2B,6C,5C, 623C, 421C'''
may, midscreen, closeup, ghosts
:''sehr gute Okizeme und Pressure Möglichkeit um auf Entfernung zu kommen''
6P, 2D, 236D FRC, j.P x n, j.D
non techbar finden


lern mal combos!
throw into corner (wallbounce), ghosts


(may) 6P, 236D FRC, ?5S j.P mash j.D?


'''3 Sterne Midscreen in Fatal KO'''
upclose sword
*'''214CE, 2B,5C, CDE, 214214, 236CD
Achtung, diese Combo nutzt eine Eigenart der Engine aus: CDE, 214214C muss so ausgeführt werden, das man am Gegner vorbeiboostet und dann den Super aktiviert. Der Gegner wird dann an einem Vorbeifliegen, vom Super getroffen werden und wieder zurück fliegen. Danach steht man genau in der Reichweite für Fatal KO. Genaue Eingabe und Timing unbekannt. Geht gegen: Rei, ..<br/>
http://www.youtube.com/watch?v=VCa2mpPgRXk#t=2m10s


(may) 5S 2S 2HS j.HS FRC j.HS 5S
dash upclose sword : 5S 2HS 632146HS FRC,...


(may)  ...dash jump j.S j.HS j236HS RC j.S j.HS j236HS (226 dmg)


(may)  ...dash 5S 2HS j.S j.S j.HS


;arakune combos (dloop forum + selbst)
(hos) ...dash jump j.S j.HS FRC j.S jc j.S j.HS j.236HS
:clean up und wikitauglich machen weil der original poster augen wie ein fuchs haben muss um das zu raffen.


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).
vs hos, sword, corner, standing:


About the length of the combos/Trouble with recursing:
5S 2S(1) 2HS 29236HS RC 5S 2HS aircombo
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:
5S 2HS(1) j.HS FRC j.HS FRC j.HS j236HS RC 5K 2HS j.S j.S j.HS
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
vs crouching potemkin
-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
corner, raoh, counter hit: 5D 236S~S, 2H, 214S (2h, 214S muss so weit oben wie möglich treffen), RC, 236S~P, dash up 6H, 236S~K, 6H
-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
vs crouching may, bischen weiter weg
-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
midscreen, raoh, counter hit: 5D, IAD, 236S (Reverse Last Edguy) RC..?


-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
midscreen, gegner zwischen zappa und hund (weit entfernt)
-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
[6P 2S 2HS RC] x3; 2D 8D j.P...
-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
vs anyone? ghosts (extrem spacing abhängig)
-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
6P 2D 236D 5P
-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
vs slayer, ghosts, corner, stück weit entfernt
-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
forward j.S (instant overhead), j.236k, FRC, j.K, ..
-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
lol MELTY
-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
c.miyako corner bnb 5A 5B 5C 2B 2C 214A 5B 5C jB jC jB jC (j623A j623C/22C) / Airthrow
-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)
j.623C, 22C, 623A, 214B, 22C 623A, 214B, ABC, 236236B, 421A, 623C, 236236B, 421A, 22C, 623A, 214B, 22C, 623A, 214B, dash, 2A 2A, 2B, 5B 214A, 2B, 5B, 2C, 214C, dash, 5B, 2C, 5C, 62314C lol 100% combo video caster
-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
http://www.youtube.com/watch?v=DI0QbG2qHxg
-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
leysritt
-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
5B 6C 2C 236C 6C 2147C 623C activate jB jC falling jA 5A 5B/6B? 623A 2369C 236236A
200% meter 1 life bar
http://www.youtube.com/watch?v=WdUljzrVAG8


-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.
shin
'''3 Sterne Midscreen in Fatal KO'''
*'''214CE, 2B,5C, CDE, 214214, 236CD
Achtung, diese Combo nutzt eine Eigenart der Engine aus: CDE, 214214C muss so ausgeführt werden, das man am Gegner vorbeiboostet und dann den Super aktiviert. Der Gegner wird dann an einem Vorbeifliegen, vom Super getroffen werden und wieder zurück fliegen. Danach steht man genau in der Reichweite für Fatal KO. Genaue Eingabe und Timing unbekannt. Geht gegen: Rei, ..<br/>
http://www.youtube.com/watch?v=VCa2mpPgRXk#t=2m10s


Combos while opponent is cursed:
xup 5b, 2a 5c CD e f5C 214CE 5D jA jC jA 66 jD 5D AB


-5B
CDE (c)5C 5D 214CE 5D jA, jA, land, jA, jA, land, jA, jB, AC ?
-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
vs jagi left corner


-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




;Continuum Shift Combos:
;Continuum Shift Combos:
:ebenfalls umformatieren und noch weiter ausm forum suchen
Source: http://www14.atwiki.jp/arakune/pages/63.html
Uncursed JB combos:
(JB) > 5A*1~2 > 6B > J6D
Quote:
Requires low air dash J6D sometimes
    * J6D whiffs on Hakumen, Rachel
    * Works on Arakune, Hakumen and Rachel near corner
(JB) > 5B > 5D > IAD J4B > 5A > 6B > J6D
Quote:
JB has to be close.
    * Variation (JB) > 5B > 5D > IAD JA*2> J4B > 5A > 6B > J6D
    * Bang, Noel, extra low air dash required on variation
JB on ducking character > 5B > 5D > IAD J4B > 5A > 6B > J6D
Quote:
Works best in corner
(JB) > 2A *1-3 > 2C > RC > 5D > JA > JC > JD
Quote:
Delay the RC after 2C. You want to move forward a little until opponent is coming back down before RC
    * Variation 2A *1-3 > 236236C > 5D > JA > JC > JD
    * 2A > 5B > 5D > 236236C does not work due to distance
Corner JB > 5A > 6B > IAD JD > 5D > J6A > (JC) > JC > JD
Quote:
Deep corner. Don't need to barrier. Jump straight up for J6A. JB(2) you can do J6A > (JC) > JA > JC > JD
    * Variation JB(3) > 5A > 6B > IAD LAND > 5D > JA > JC > JD
    * 100% curse
(J6A/B/C) > JB > 236236C > 5D > JA > JC > JD
Curse building combos:
2A > 5B > 5D
Quote:
Close followup IAD J4B > 5A > 6B > J6D
    * Variation followup IAD JA * 2 > J4B > 5A > 6B > J6D
6A > 5D > IAD J4B > 5A >6B >J6D
Quote:
Variation 6A > 5D > IAD JA*2 > 4B > 5A > 6B > J6D
    * Bang, Noel use IAD JA
    * Variation 6A > 5D > 236236C > 5D > JA > JC > JD
    * Make sure to adjust beam to move opponent higher
    * 100% curse
3C > JD > 5A > 6B > J6D
3C > J2A Dive Cancel > 5D > JA > JC > JD
Dive Cancel > 5B > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD
Close JD > 5D > JA > JC > JD
Quote:
Punish with this if you can. 100% curse
Anti-Air/Air-to-Air Curse Building Combos:
2B CH > 5D > J4B > 5A > 6B > J6D
5C Normal Hit> JA > JC > J2A Dive Cancel > 5D > J6B > JA > JC > JD
5C FC > JD > 5D > JA > JC > JD
Quote:
Timing of JD is really hard here. 100% curse
JA (air to air)> J6A/B/C > (JC) > JA > JB > JC > JD
J6A/B/C (air to air) > (JC) > JA > JB > JC > JD
Air Throw > JD > 5D > JA > JC > JD
Quote:
JD is done as low to the ground as possible. 100% curse
    * Very high Air Throw > J2A > J2C dive cancel > 5D> JA > JC > JD
    * Use when too high to hit with JD on the way down.
Situational Curse Building Combos:
236236C > 5D > JA > JC > JD
Quote:
Adjust left/right to bounce opponent higher to allow time to hit with 5D. Can't adjust beam on tager.
214214D > walk forward 5D > JC > JD
Ground Throw > 23236C > 5D > JA > JC > JD
Gold Burst > 5D > JA > JC > JD
Quote:
Very hard when opponent is too far. Dive-cancel variations possible also.
J6D > 3C > 236236C > 5D
Quote:
Tager Variation J6D > 3C > JD > 5A > 6B> J6D
Counter Assault > 236236C > 5D> JA > JC > JD
Quote:
requires 100% heat. Dive-cancel variations possible
CH/FC Curse Building Combos:
5D CH > JD > 5D > JA > JC > JD
Quote:
If you go into fever after 5D, D bug will connect after JD and you can go into loops. 100% curse
FAR 2C FC > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD
Quote:
100% curse
MIDDLE 2C FC > 6A > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD
Quote:
100% curse
NEAR 2C FC > 5A * 1-2> (JA> JC > J2A Dive Cancel > 5D) * 3
Quote:
100% curse
JC FC > CPQ > 5D > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD
Quote:
100% curse
While Cursed Combo Starters:
2A* 2> 6A Bug > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops
Quote:
Use 3A>3A>5CD to release D bug
6A > 2B > 2A > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops
Quote:
hold A after 6A > 3B > 6A Bug > 2A > 5CD to release D bug
JC >5C Bug > JD > 5D Bug Down > 5D Bug Up > Loops
Quote:
used for mixup from 6A string, C bug must be hold before JC
JC > 5C Bug > J214C > 5D Bug Down > 5D Bug Up > Loops
Quote:
used for mixup from 6A string, C bug must be hold before JC
JC > 5C Bug > J214B > 5D Bug Down > 5D Bug Up > Loops
Quote:
used for mixup from 6A string, C bug must be hold before JC, stabilizing variation
2B > 4B Bug > 6C Set 1 > 6C Bug > 5C Set 2 > 2C Set 3 > 5D Bug Down > 5D Bug Up > Loops
Quote:
1B then 6C set is 6C > 5CD > 2C to get the D bug timing
3A > CPQ > 6A bug > 5C bug > 5D Bug Down > 5D Bug Up
Quote:
CPQ+5CD together for crossup A bug
Throw > 5D Bug Down > 5D Bug Up > Loops
Quote:
Adjust with 4/6D Bug in corners
Air Throw > 5D Bug Down > 5D Bug Up > Loops
Air Throw > J6C > 236C > 6D Bug Down > D Bug Up > Loops


Loops:
'''6C bug, 6D bug, (j236C~6D kurz warten 5C bug, landen, j.C 214C) x 3, j236C~6D, landen, 2x beam super'''
J6C > 236C > 6D Bug*N
9331 dmg
Quote:
Can change sides during combos by teleporting
J2A Dive > J2C Dive > 5C Bug > 5D Bug*N
Quote:
Adjust D bug near corners with 4/6
(Corner)236C > 6C Bug > 6D Bug Down > JC during D bug Down > 214C > D Bug Up
Quote:
note C bug hits first before 6D bug down, release both 6CD together midway through, also works mid screen but not on smaller characters
Loop Enders
D Bug Down > 6D > 236D > D Bug Up
D Bug Up > 236C > 6C Bug > 6D Bug Down > Low to Ground 236D > 6D > Low to Ground 236D
(Corner)D Bug Up > J2A Dive > J2C Dive(whiff) > 6C Bug > 6D Bug Down > 6D Bell Bug > 236D > D Bug Up > off the ground 6B Bug > 2D
D Bug Up > 236236C > 236236C
Quote:
100% but does most damage
376

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