Shyo

Beigetreten 19. Januar 2010
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zappa
vs hos, ..
upclose sword counter hit: 5S 2HS 632146HS FRC, dash jump j.S j.HS FRC j.S jc j.S j.HS j.236HS
lol MELTY
lol MELTY
c.miyako corner bnb 5A 5B 5C  2B 2C 214A 5B 5C jB jC jB jC (j623A j623C/22C) / Airthrow
c.miyako corner bnb 5A 5B 5C  2B 2C 214A 5B 5C jB jC jB jC (j623A j623C/22C) / Airthrow
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insert tight arakune wirblers here, caster infinite setups und fate cawmbos
caster
*'''2B,6C,5C, 623C, 421C'''
:''sehr gute Okizeme und Pressure Möglichkeit um auf Entfernung zu kommen''
non techbar finden
lern mal combos!


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
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
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;arakune combos (dloop forum + selbst)
;arakune combos (dloop forum + selbst)
:clean up und wikitauglich machen weil der original poster augen wie ein fuchs haben muss um das zu raffen.
: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).
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:
Warning:
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'''6C bug, 6D bug, (j236C~6D kurz warten 5C bug, landen, j.C 214C) x 3, j236C~6D, landen, 2x beam super'''
'''6C bug, 6D bug, (j236C~6D kurz warten 5C bug, landen, j.C 214C) x 3, j236C~6D, landen, 2x beam super'''
9331 dmg
9331 dmg
: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<br>
3C > J2A Dive Cancel > 5D > JA > JC > JD<br>
Dive Cancel > 5B > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD<br>
Close JD > 5D > JA > JC > JD<br>
Quote:<br>
Punish with this if you can. 100% curse<br>
Anti-Air/Air-to-Air Curse Building Combos:<br>
2B CH > 5D > J4B > 5A > 6B > J6D<br>
5C Normal Hit> JA > JC > J2A Dive Cancel > 5D > J6B > JA > JC > JD<br>
5C FC > JD > 5D > JA > JC > JD<br>
Quote:<br>
Timing of JD is really hard here. 100% curse<br>
JA (air to air)> J6A/B/C > (JC) > JA > JB > JC > JD<br>
J6A/B/C (air to air) > (JC) > JA > JB > JC > JD<br>
Air Throw > JD > 5D > JA > JC > JD<br>
Quote:<br>
JD is done as low to the ground as possible. 100% curse<br>
    * 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:<br>
236236C > 5D > JA > JC > JD<br>
Quote:<br>
Adjust left/right to bounce opponent higher to allow time to hit with 5D. Can't adjust beam on tager.<br>
214214D > walk forward 5D > JC > JD<br>
Ground Throw > 23236C > 5D > JA > JC > JD<br>
Gold Burst > 5D > JA > JC > JD<br>
Quote:<br>
Very hard when opponent is too far. Dive-cancel variations possible also.<br>
J6D > 3C > 236236C > 5D<br>
Quote:<br>
Tager Variation J6D > 3C > JD > 5A > 6B> J6D<br>
Counter Assault > 236236C > 5D> JA > JC > JD<br>
Quote:<br>
requires 100% heat. Dive-cancel variations possible<br>
CH/FC Curse Building Combos:<br>
5D CH > JD > 5D > JA > JC > JD<br>
Quote:<br>
If you go into fever after 5D, D bug will connect after JD and you can go into loops. 100% curse<br>
FAR 2C FC > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD<br>
Quote:<br>
100% curse<br>
MIDDLE 2C FC > 6A > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD<br>
Quote:<br>
100% curse<br>
NEAR 2C FC > 5A * 1-2> (JA> JC > J2A Dive Cancel > 5D) * 3<br>
Quote:<br>
100% curse<br>
JC FC > CPQ > 5D > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD<br>
Quote:<br>
100% curse<br>
While Cursed Combo Starters:<br>
2A* 2> 6A Bug > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
Use 3A>3A>5CD to release D bug<br>
6A > 2B > 2A > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
hold A after 6A > 3B > 6A Bug > 2A > 5CD to release D bug<br>
JC >5C Bug > JD > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
used for mixup from 6A string, C bug must be hold before JC<br>
JC > 5C Bug > J214C > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
used for mixup from 6A string, C bug must be hold before JC<br>
JC > 5C Bug > J214B > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
used for mixup from 6A string, C bug must be hold before JC, stabilizing variation<br>
2B > 4B Bug > 6C Set 1 > 6C Bug > 5C Set 2 > 2C Set 3 > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
1B then 6C set is 6C > 5CD > 2C to get the D bug timing<br>
3A > CPQ > 6A bug > 5C bug > 5D Bug Down > 5D Bug Up<br>
Quote:<br>
CPQ+5CD together for crossup A bug<br>
Throw > 5D Bug Down > 5D Bug Up > Loops<br>
Quote:<br>
Adjust with 4/6D Bug in corners<br>
Air Throw > 5D Bug Down > 5D Bug Up > Loops<br>
Air Throw > J6C > 236C > 6D Bug Down > D Bug Up > Loops<br>
<br>
Loops:<br>
J6C > 236C > 6D Bug*N<br>
Quote:<br>
Can change sides during combos by teleporting<br>
J2A Dive > J2C Dive > 5C Bug > 5D Bug*N<br>
Quote:<br>
Adjust D bug near corners with 4/6<br>
(Corner)236C > 6C Bug > 6D Bug Down > JC during D bug Down > 214C > D Bug Up<br>
Quote:<br>
note C bug hits first before 6D bug down, release both 6CD together midway through, also works mid screen but not on smaller characters<br>
Loop Enders<br>
D Bug Down > 6D > 236D > D Bug Up<br>
D Bug Up > 236C > 6C Bug > 6D Bug Down > Low to Ground 236D > 6D > Low to Ground 236D<br>
(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<br>
D Bug Up > 236236C > 236236C<br>
Quote:<br>
100% but does most damage<br>
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