If an opponent is cursed, the B+C~236236C~j.2Ax3~236C can be linked for a longer combo with a properly timed C bug to hit the opponent as they’re coming down. When you input 236C you hold C and release it before the opponent is on the ground to restart another combo, ie: 2Ax3~5C~… Whatever.
Same concept can be applied to regular combos, as shown in several of the combos(I believe) in the DVD.
When cursed, a very effective combo is the CB~j.2A/B/C~j.2A/B/C~2C. The reason I say this is because as you are preforming this you can summon A/B/C/D bugs to bridgethe gap between start up and recovery times of the dives and sweep.
The reason I think it’s so good is because this combo takes up the whole screen and can be difficult for someone to get out of, ESPECIALLY tager.
I have to go into training and solidify a combo layout to share with you guys. As of rght now it’s random, but I’m sure I’ll be able to come up with a nice and long combo “a la” squiggly crimson swarm.
so can someone explain to me how the fuck you space out
2a > 5b > 5d>…
and
6a > 5d >…
when rushing down etc? because it seems there are almost NO situations where these are any sort of useful. cause u can’t do them after an air dash 4b or anything.
I’ve been getting some wins out of scrub strats, like curse->6a lockdown or 3d 3d 6d corner traps, lots of teleport->throw-> super->curse
Beats the average button masher, but when I go up against a real player I get rocked. I don’t want to get in a hard to break habit of using this simple stuff and not progressing.
Learn what bugs do what, when to run away and when to rush down. What combos into throw. How to abuse air throw shananagans. C loop and it’s setups. Properties of moves on counterhit. How to go from basketball combo to relaunch to recurse to DBC > 6a bug mixup
Also i think the 2a > 5b> 6d > teleport is a punisher combo, thats about the only use i see it being.
You know Im getting irritated at the idiots online who run in and start mashing shit… Its getting really irritating. Considering I dont think Ara has anything fast enough to fucking push them except away for like 5c. or maybe Super jumping or w/e… Not to mention I hate that dial-a-combo bitch noel.
For some reason I find it hard with ara to get the chance to setup a ground combo… considering people like to be faggots and mash till their fingers bleed.
I feel your frustration. Most annoying players are deff Noel and the Nu’s that like to sit back way on the opposite side and stuff you with swords. Still trying to find an efficient way of getting out of those sword combos.
Noel: you really have to stay high in the air as much you can and try getting them with j.1/2/3D because at double jump height they can’t see it coming. If that succeeds, start the bug hail right away before you hit the ground to cover yourself from punishment on recvery. I figure a C bug followed up with a B or D should keep them in hit stun until you’re down there and ready to setup a combo.
Nu I’ve learned that you have to fakeout and pressure with cloud mind games. Corner trap does not work. Shell hail swords on yyou and won’t stop, unless you’re lucky enough to even land a hit when she’s in the corner trap.
By the way, I’ve used that tactic midscreen in a match and it works great. Only difference is that you have to make sure you summon the overheard cloud to keep them locked in. Only distorions like Ragna’s rush distortion will get through the trap. It’s effective but very hard to set up.
I’m also having problems, a bunch, with Litchi players. That staff is god damn annoying.
Any suggestions guys ?
Aside from glide canceling into j.5B what’s another good form of pressure?
I’ve found that reducing space between you and your opponent with j.6B/j.2A gets punished often so I have a hard time rushing in sometimes (he also has a crappy dash).
And on the ground is what’s his best form of pressure? I’m using 2A x N > 5B to push them away when they’re blocking. After that, I don’t know what else to do!
I’ve yet to play the game, but I do have some experience with all the GGs
Joining a tournament today, I need quick day 1 shit to abuse! I’ve already seen the tutorial and trying to grasp at what I should abuse besides the corner lockdown with bugs and that uh… j.D, 6A (x6)… combo.
Are you pressuring with curses as well? Most players against Arakune are playing to not get cursed. j.D attacks are good and if p then q shenanigans should be used to bait attacks and punish accordingly. Learn the spacing of his 3C move so you know you can do that instead of dashing in (I think they look the same until the 3C move hits).
Entering a PSN toruney on Monday with my buddy Viache. We’re an Arakune/Ragna team but there seem to be so many Sol-Bloodguys (and Arakunes. onoes mirror match) signing up. Any character specific stuff you guys know about Ragna? I’ll be training a lot with my teammate for this matchup.
So I curse, then what? Do i just try to angle all bugs towards them while pressuring with glide cancels/jabs/D shenanigans? Push them into a corner for the trap?
I have a difficult time with Ragna for some stupid reason, when I shouldn’t. Stay in the air as much as possible, or learn his high-lows so you can block his combos and counter hit, but I like to throw clouds and use j.1/2/3D to curse them and have a window to start. Combo.
Most I can say is learn ragna’s high-lows combos and see what rag players use most.
I have found that nicely timed fakeouts can screw the opponents strategy. If you’re fighting a rushing ragna/litchi or even a zoning Nu/rachel can crush their tactics.
The only difference between these twotypes of opponents is that with rushing opponents ideally you want to use fakeout/air tactics an with zoning opponents you have to use fakeout/pressure tactics.
The problem with Rachel players is that they can pressure just as easy as they can zone with the rod/lighting annoyigness. With her, you have to play it by ear and improvise accordingy.
As far as the 2Ax3~5B~5D curse combo goes, I replace 5B with 5C and it makes it not only work but it’s also effective because even if they block an you whiff the 5D, you have enough room to escape, ie: double jump, 7~236D curse.
Tager has been kiking my ass lately. I’ve been playing some pretty smart/patient tager’s.
I was reading on dustloop someone came up with a setup for his astral… apparently… if your invisible when you do the astral… the astral ends up being COMPLETELY invisible.
Yeah Im having much more success with the 2b -> 6a