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Matt

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Everything posted by Matt

  1. THINGS HAVE CHANGED! Go to this thread for a more complete combo list: http://www.dustloop.com/forums/showthread.php?7968-Arakune-CS-JP-Wiki-Combos Chances of me updating this thread now are very slim and the fact that I am not playing BB: CS very often right now means that combos posted may or may not be legit. Again, go here if you want to see Arakune's legit comombos: http://www.dustloop.com/forums/showthread.php?7968-Arakune-CS-JP-Wiki-Combos Just an F.Y.I. kousaka has contributed the vast majority of the information that has gone into all of the posts. Since there is already combo discussion for Arakune CS going on the Arakune CS thread I thought it would be nice if we had a thread dedicated to the discussion of Arakune's combos in CS, so here it is. I'll update the original post with combos, timing and anything else you guys want in it. The new face of our hive master! Please him by expanding the hive mind with knowledge about his new combos and abilities! Exhibit D Exhibit C Disclaimer: I didn't discover any of these combos. All combos in this post or links to the combos can be found in this thread. Terminology: IAD: Instant-air-dash- This move makes your character air dash immediately after jumping and is done by pressing 9>5>6 or by pressing 7>5>4. Super Jump aka s.j. is when you input 19, 28 or 37 in order to jump faster and higher than a normal jump. (j.c) is a jump cancel. This happens when you jump to cancel a move that has hit the opponent or some that the opponent has blocked. Not all moves are jump cancel-able though. RC stands for Rapid Cancel when you press A/B/C at the same time to use 50% meter to cancel a move. Notes: I'll have a percentage at the end of each combo for what percent of the curse meter it fills. Links: http://www14.atwiki.jp/arakune/pages/63.html Videos: BlazBlue CS - Arakune vs Tager 0:45 Souji improvises one loop of 2c loop Basic Arakune Loops http://www.youtube.com/watch?v=BE_hw6v4E9M#t=2m57s Fever Chart Combos Will Organize Soon: 2A > 2C> delay RC 5d> (jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, hazama, tsubaki, lambda) (jc)> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (jin, arakune, bang, hakumen) (hjc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (tager, taokaka, litchi, bang) noel, rachel, carl 70% only, 100% unstable 2CFC > 5A> jA> jC> A dive> dive cancel 5d> (jc)> jA> JC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (ragna, litchi, noel, lambda) 5A> jA> jB> jC> B dive> dive cancel 5d> (jc)> jA> jC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (hazama, tsubaki) jA> jC> A dive> dive cancel 5d> (hjc)> jA> JC> A dive> dive cancel 5d> (hjc)> jA> jC> jD (tager, bang, taokaka) 5A> jA> jB> jC> B dive> dive cancel 5d> (jc)> jA> JC> A dive> dive cancel 5d> (hjc)> jC> jD (jin) hakumen, rachel, carl 70% only, 100% unstable need the last part of this combo: 3a>214C+D hold>crossup 3a bug + release 5C+D>??? Pre-Fever Combos: 2A- [2A]xN>2C>RC>5D>hjc>jA x n>j6A>dj>jA>jC>jD (70-80%) 2A>5B>5D>(j.c)>IAD>j.4B>5A>6B>(j.c)>66>j.6D (70-80%) 5A- 5A>6B>3C>236236C>5D [5A]xN>6B>(j.c)>66>j.6D 5AxN>6B>(j.c)>j.A>j.6A>(j.c)>j.A>j.6A>j.236C (Edge of screen) [5A>6B>IAD>j.4A]xN 6A- 6A>5D>IAD>j.A>j.4A>j.4B>5A>6B>(j.c)>66>j.6D 6A>5D>RC>walk forward 5D>IAD JA>J4A>JA>5A>6B>J6D (100%) 6A>5D>RC>5C>JA>JC>J2A dive cancel 5D>JA>JC>JD (100%) 6A>5D>(j.c)>IAD>j.4B>5A>6B>(j.c)>66>j.6D (70-80%) 6A>2B>2A*n>2C 6A>5D 6A>5D>236236C(altitude adjustment required)>5D>hjc>JA>JC>JD 100% guage 2C- 50 meter 2C>RC>5AA>[jA>jC>j2A dive cancel>5D]x3 (120%) 3C- 3c>jD>236236C>5d>hjC>jD (100%) 3C>jc>jD (20%ish) 3C>RC>5D>jc>jA x n>j6A>dj>jA>jC>jD (70-80%) 50% heat: 3C>236236C 5C- 5C>jc>jA x n>j6A>dj>jA>jC>jD (20%ish) 6C- 6C>5C>2C>RC>5D>jc>jA x n>j6A>dj>jA>jC>jD (70-80%) Throw- Throw>236236C>5D>jc>jAxn>j6A>dj>jA>jC>jD (70-80%) j2A- j2A>5B>jc>jA x n>j6A>dj>jA>jC>jD (20%ish) dive> dive cancel 5B>jc>JA>JC>JD j5B- 50% heat: j4b>5a>5a>236236c J4B>5B>5D J4B>5A>6B>h9jc>J6D j214214D- j214214D>5D>JA>JC>JD 100% Air Throw- high air throw> j2a>j2c B dive cancel> 5d> jA >jC >jD Air Throw>5D>jc>jA x n >j6A>dj>jA>jC>jD (70-80%) Airthrow>5D>jC>jD ?% Throw empty>JD> 5D> jc> JA> JC> JD 100% guage Corner Combos- 5A>6B>jc>JA>A bird >jc>JA>JB>JC>JD 2A>5B>5D>hjc>JC> edge warp 6A>5D>hjc>JC> edge warp J4B>5A>6B>jc>JD>5A>6B (5A>6B> jc> JD) * 2> 5A>6B 2A>5B>5D>9jc>J4B>5A>6B>jc>JD 6A> 5D> 9jc> J4B> 5A> 6B> jc> JD 236236C>5D>jc>JA>JC>JD 3C>jc>JD>5A>6B>h9jc>J6D 3C>jc>JD>5B>hjc>JA>JC>JD 3C>236236C>5D>jc>JA>JC>JD 3C>jc>JD>236236C>5D>jc>JA>JC>JD Fever Combos: 2A- 2A>2A>6A bug>5C>5C bug>taunt>5D bug>(hj)A dive(C hold)>A bug(C release)>dive cancel 2B(whiff)>C bug>taunt>5D bug>A bug> inba 2AA>A bug>2AA>A bug>2B>B bug>Loop 2B- 2b(3b bug 3a bug) > 2a (1/4d bug) > walk up jC > 5c bug > 4d bug down > j2c > 4d bug up 3C- 3C>236236C>5D>jc>JA>JC>JD (70%) 5C- FCH 5C > j.AAA > j.C > j.2A Dive Cancel 5D > j.A > j.C > j.2A Dive cancel 5D > Curse loop 5C>[bird>Bird>236CD>Bird>Bird>236CD]xn Throw- Throw>D bug>Loop j.A- Dive loop is mid screen: [J1A>J1C+D]xn j5B- j.BC>j.D>5D>j.A>j.B(optional)>j.C>j.D j.C- Wheel loop 1: [J6C>236C+D]xn Wheel loop 2: [236C+D> release C+D about halfway through 236C>land>JC>214C]xn rising JC>c bug>JD>d bug>(a bug>jc>a bug>j.236C>d bug)xn (Fever) Air Throw- Air Throw>D bug>Loop
  2. With all these changes, is BBCS still gonna have LOTS of timeouts?
  3. Matt

    [CS1] Arakune Combo Discussion Thread

    Avion892: These guys are right, but how they do it is overly difficult. All you have to do is the normal dive cancel into 5B, but instead press B and D at the same time. Instead of j.2A>5B do j.2A>5B/D and the 5D will always come out, ALWAYS.
  4. For those of you who don't know what 4r5 is talking about, he is talking about fuzzyguard. Xenozip also wrote a little thing about it on his blog: http://xenozipnotes.blogspot.com/2010/04/fuzzy-guard.html Here is the video from Xenozip's example, so you can see what it looks like in actual play: http://www.youtube.com/watch?v=QC83KGp8ti0&feature=player_embedded
  5. Matt

    [CS1] Arakune Combo Discussion Thread

    I'm on a trip somewhere and can't use the computor much. If you just put them in a list I'll make a section called: 100% Combos and copy and paste them there. Why? Because Arakune's 100% combos make him go from slightly underpowered to slightly overpowered?
  6. Matt

    BB:CS Match-Up Chart

    smooshman, I have a feeling I know what you are trying to say. THIS is the kind of DP you want to do on wakup: http://www.youtube.com/watch?v=QG6jjYOf-aM&playnext_from=TL&videos=b2nruJcpMB4. I mean if Jin got a DP super like THAT, that costs 25 tension, man things between Jin and Litchi would totally even out. amirite!?
  7. Matt

    The Fighter Mentality

    I was never talking anything other than fighters. I didn't exaggerate anything you said: You made the exaggerations yourself. Strategy is more important than reaction. I'll say it. To use strategy is to employ the use of things like: controlling space, mixups, meter management, setups and a hell of a lot more that applies to the use of different mechanics that exist within different fighting games. Strategy is what leads to higher levels of play. Yeah being able to react to stuff is important. But knowing how to react to what the opponent is doing and in what way is even more important. Knowing how to force the opponent to second guess himself and control how he reacts is also important and another part of strategy. Hell, if fighting games were entirely mindless reacting, the so called mindgames wouldn't even exist. Something like walk up>throw would NEVER even happen in fighting games because really the opponent would just hit the guy walking up to him out of reaction. Suggesting there is no strategy in fighting games is the same as saying that people don't think while playing, and that is just not true. Also, practice is important at getting good at all things in life. "If you don't play this game you're not going to get better" This statement is not retarded, it is true.
  8. Is there any practical use for slashback?
  9. Matt

    The Fighter Mentality

    I had a long post, but screw it. Sponson, I hope you enjoy staying in your lala land. Fighters aren't all about reaction, strategy and execution are also huge parts of fighters too. You may not believe that, but whatever *shrug*.
  10. Matt

    [CS1] Arakune Combo Discussion Thread

    I updated the original post. I added stuff all the way up to page 38. Half of it is posts or straight up copy and pasting. I'll make it look nicer soon. Sorry for being lazy today :O. Also, kou I gave recognition for all the stuff you added since you are the Arakune combo MASTAH!
  11. Matt

    The Fighter Mentality

    So what you're saying is that people should put in small amounts of practice, go completely off of reflexes and have no strategy in mind? That's gonna win you some matches.
  12. Matt

    The Fighter Mentality

    Wow. Just wow. I am so amazed by this post, SO ASTOUNDED, I just HAD to log on to say something about this post. Penguinlordthreesevenninetwo, you have left me SPEECHLESS!
  13. Matt

    [CT] Arakune Combo Thread

    Yo, you are like 8 months late. The combo is probably in here: http://www.dustloop.com/forums/showthread.php?t=7293 and you can ask how to do it here: http://www.dustloop.com/forums/showthread.php?p=627699#post627699.
  14. Matt

    BB:CS Match-Up Chart

    I'm just curious, has anyone ever been able to walk up to you and throw you?
  15. Matt

    I-No Combo Thread (Accent Core)

    Thanks for the info Honnou and bucklemyshoe!
  16. Matt

    I-No Combo Thread (Accent Core)

    What are the combos that you NEED to be able to do at the highest levels of play (regardless of difficulty)?
  17. Matt

    [CS1] Arakune Combo Discussion Thread

    I added it to the second post. From now on, the second post will be for mixups, first for combos and the third is to be determined. Also, I accredited you in the first post. If you or anyone else tell me what they are, I'll add them.
  18. Matt

    BB:CS Match-Up Chart

    Alright, thanks for spelling it out for me. I just had it confused because I was remembering some Sirlin stuff I read a while back and he made God tier out to be this totally unconquerable group of characters that completely dominated the cast. Then, when I looked at S tier in tier lists, from my experience, the characters were overpowered but not unbeatable. Yeah I read Sirlin and believed it ;(.
  19. Matt

    BB:CS Match-Up Chart

    Whatever. I gives up. Clearly Bang is too good. He IS God Tier, it only makes sense that way. If he wasn't that good, people would not need to spend pages complaining about him. Write up walls of posts arguing about how his 5A is too good. Seriously, Bang is just so good I am gonna avoid BB: CS because I just can not handle his manliness.
  20. Matt

    BB:CS Match-Up Chart

    If we look at a straight up numbers comparison Bang is not even close to being considered God Tier. Dhalsim (ST): 6.6875 average matchup in his favor Rei (HnK): 6.25 Kakyoin (Jojo's): 6.55 Bang (BB:CS): 5.75 Hell these characters aren't even the God tier in their own respective games. They are just the top tier. As you can see Bang doesn't even come close to being as overpowered as top tier characters in other games if you were to look at straight up numbers. All of this info was based off of the most recent and accurate matchup charts. Also, I think Zero000 is just trolling. I call bullshit until a link is given.
  21. Matt

    BB:CS Match-Up Chart

    If I remember correctly worldjem didn't even change the chart to fit the American views. He just took the original chart and averaged out any disagreements. Also, if you subtract Hazama and Tsubaki from the chart Bang is only 90 above balanced, the exact same score Rachel received in CT. For Litchi, she ends up being at 75, exactly what Arakune had in CT. Yeah, that is overpowered, but is that truly ridiculous. At most I would consider Bang and Litchi to be S tier. Godtier is simply absurd. Especially when you compare Bang and Litchi's strengths to God tiers in other games (ie: Jojo's, MvC2, ST, etc.). I still believe that Bang and Litchi are overpowered, but not so ridiculously overpowered that they dominate the cast.
  22. Matt

    BB:CS Match-Up Chart

    Bang. Ridiculous. LOLOLOLOLOL. It's funny that people make Bang out to be this Godlike, "ridiculous" character when he's not. If that tierlist is trustworthy, he has four 6.5 matchups, two 6.0 matchups and the rest are nearly even. How exactly is that ridiculous? Edit: Also, what the hell is up with all these ellipses? I mean seriously, every other post has them.
  23. Matt

    [CS1] Arakune Combo Discussion Thread

    Okay then. Seriously though, if any of you guys want something to make it into the first post, just let me know now. Any combo, video, explanation etc., tell me and I'll add it.
  24. Matt

    [CS1] Arakune Combo Discussion Thread

    But but Jojo's is teh awesomeness. Aside from horrible balance, the game has some really solid character design (gameplay-wise) and mechanics. Also, I bet you played Old Joseph. OVADRIVE! I have updated the first post a little bit. If anyone feels that something is missing, just let me know.
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