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Posted

I thought since alot of other people are posting matchup threads, I'd post one that I was curious about :P. What are the basic starts for Jin when fighting Teh Blob?

Posted

The easiest sure-fire way to have a good start-up against Arakune is to knock your opponent silly once you hear, "The Wheel of Fate...". Just a solid blow to the jaw, works wonders. LOL Alright in all seriousness the only success I've had against Arakune is denying his cloud cover. As long as you don't get crimson bugged you should be fine. IB then DP if you do get it once, he is close, try to peck with an (A/B) ice edge if you cant do that. If he's floating in air, he can't block so an anti-air DP to get him grounded. Past that I usually get whomped on so I too would like to know.

  • 1 month later...
Posted

The easiest sure-fire way to have a good start-up against Arakune is to knock your opponent silly once you hear, "The Wheel of Fate...". Just a solid blow to the jaw, works wonders.

LOL

Alright in all seriousness the only success I've had against Arakune is denying his cloud cover. As long as you don't get crimson bugged you should be fine. IB then DP if you do get it once, he is close, try to peck with an (A/B) ice edge if you cant do that. If he's floating in air, he can't block so an anti-air DP to get him grounded. Past that I usually get whomped on so I too would like to know.

http://www.youtube.com/watch?v=lsA8NV0NOLw

Posted

Well all I know is Arakune is a horrible matchup for Jin...

Take a look at this video:

He does pretty good against Rachel but for Arakune he literally can't do anything.

http://www.youtube.com/watch?v=WpojxvrD460&feature=PlayList&p=C6A366E74D90FBC3&playnext=1&playnext_from=PL&index=3

I don't know if that's an accurate video.

Fio isn't that good of a rachel player. Buppa didn't get amazing till sometime between March and April. And Isa has always be retardedly good with Arakune (at least as far as I can remember).

It's like saying Tager has no chance in hell against nu because Inoue could perfect FAB. Has some truth to it, but ultimately not really accurate.

Posted

Yeah, that vid is really old. That DOES showcase what happens when you get cursed, but thats hardly a good example of the matchup as it is today. Arakune excels when he's in the air, and Jin's fabulous DP set will let you control his air movement wonderfully. You can also try to hit him out and rush him down with a projectile, and you can C/D DP his dives if you're quick as well. Unfortunately, I don't know this matchup well enough to say anything else, but its really not bad at all.

Posted

Yeah, that vid is really old. That DOES showcase what happens when you get cursed, but thats hardly a good example of the matchup as it is today. Arakune excels when he's in the air, and Jin's fabulous DP set will let you control his air movement wonderfully. You can also try to hit him out and rush him down with a projectile, and you can C/D DP his dives if you're quick as well.

Unfortunately, I don't know this matchup well enough to say anything else, but its really not bad at all.

Ty help a lot.

Posted

My experience against a good Arakune (I think he plays for the SBO team from Taiwan): Don't play afraid. You actually have to be pretty aggressive because You do not want arakune to get to dictate the tempo. Granted my win percentage was still really low, but at least I wasn't getting walked over (At this point it's less a matchup problem and more of a "I am not as good as him" problem). Also, frame trap the hell out of him (so you can stay close). If you manage to get in, make it worth it. Don't let him get away after like 5 seconds.

Posted

Here's my quick break down of the Arakune match: Why is this fight such a bitch? Upon curse Arakune can completely control the match and make very nasty come backs. On top of this he has a good keep away game with many ways to just out run. This means that playing on defensive while curse only allows him to maintain control and momentum of the match which forces you to find ways to rush in but ultimately you'll be eating his offensive game during this process. On top of this control Arakune has a good keep away game that allows him to keep him safe. Thus, we are at a point of how to approach this match. General Breakdown of the match: Much like any character that can out zone Jin and keep a distance game, you want to play aggressively and stay on them as much as you can. These type of characters have a bad close game so once you get in there don't let up. Detailed Breakdown of the match: In my experience Arakune's game relies on him being in the air but some set ups can be done from the ground as well. Thankfully Jin has an incredible counter to his air game with Fubuki (DP/SRK). B Fubuki invicibility frames don't occur at the start of the move but has great range while C Fubuki has invincibility frames at the beginning but limited range. B Fubuki's invincibility frames happening later than sooner is actually good in this match as Arakune will eat the Fubuki when he goes for air setups like j.D. Although he gets hit by the Fubuki the j.D will still carry through and you'll see the bug from behind that hits low. Thankfully, the invicibility frames will cause the bug to go right through you. I cannot stress the importance of Fubuki in this match up as it stuffs a lot of Arakune's momentum and if he blocks it it forces him back onto the ground for a rush in/frame traps. Part of Arakune's air game is mixing up your blocking with j.2A/B/C while swarming you. It's a bit annoying as you can't really tell, which way its coming from due to the height and distance this is performed. However, C Fubuki's will knock him out of this clean and give you a counter hit you just have to keep an eye on how he's approaching you as a reverse block will force you to input Fubuki in the opposite direction to compensate otherwise you'll do an Ice Car instead, which if it does happen will transport you safely away but puts the distance to Arakune's favor. Keep in mind the timing for C Fubuki is not strict here as the invincibility frames happen at the beginning. I actually recommend timing it later as the closer he is to the ground when you nail with the CH C Fubuki the better chance you have to combo into 5C. The higher he is the faster he can tech out. Jin's Ice Wave super will also stop Arakune's air shennagins at full screen away so don't be afraid to use this move. A lot of the times when I have a Arakune player on the defensive they always do a jumping block, which messes with your hi/low games. Frame Trap them with 5B's and if they barrier block to push you away A Ice Car or A Fubuki to get them back on the ground and in striking distance. Careful with the A Ice Car's though because they can IB it and punish you with a Rekka loop, which will deal a ton of damage (around 50% off of your life if he gets in 3 Rekkas) and leave you in a cursed state. Getting cursed is a natural part of fighting Arakune so you have to find a way to deal with this. Ideally you want to pressure him so that he can't do this but this doesn't always happen. All Arakune players have a pattern when they curse you so you have to keep an eye on the pattern to find ways to close the gap and get back on the offensive. I recommend that you don't go on the defensive in corner as it allows Arakune to get in close and spam his 2D and 6D traps. You're pretty much screwed at that point as he'll Guard Break you if you continue to block but the pressure from the 6D prevents you from jumping over. I'll try to High Jump dash/Ice Car but chances are he'll throw a curse cloud or the anti-air D bug. On occassion you can bite the bullet and try to take a hit in the air and tech towards Arakune or if you are really good at IB try to IB and High Jump Dash out. Keep your defense up during the time you are cursed and keep an eye at what's coming at you and what the Arakune player is doing. If he starts jumping he's most likely going for j.D or air dash in with B if he's close by, just straight jump to avoid j.D or block low. A blocked j.D pushes you towards Arakune and he'll go for 6A overhead to get you into his BnB's. Remember to block but the more favorable thing to do is IB and punish. Part of Arakune maintaining dominance during a curse is setting up his offense/defense game through clever use of the bugs and curse clouds. All of these moves have set animations and last for so long before the Arakune player has to set them up once again. Maintain your defense and look for that small gap in his offense to get in close. Part of the lock down is throwing in 6D (the falling bug) to lock your air game. This has a lot of startup to it and leaves Arakune vulnerable. Keep an eye on what he has in the front of him and if it looks clear you can Ice Car your way in and start applying pressure. If he's got curse clouds covering his Body it's not safe to do a B/C/D Ice Car. If he's out of range do an A Ice Car to get out of his pressure and try to close the gap some more. Getting in striking range of Arkaune will make him nervous and he'll try to retreat to get his zoning game again. A/B Fubuki if he jumps back, at worst you trade and you'll be in a cursed state while Arakune will be sent flying in a CH state. You'll be able to tech out faster than he can and can start closing the gap. The better alternative for Arakune in that scenario is to IAD j.B for pressure into his mix ups. Fubuki's will help out but the timing in this scenario is strict. Late A Fubuki's will get stuffed as I've had j.B go right through an A Fubuki and tag me. B Fubuki should stuff that but the timing needs to be precise as it comes out slower and it's invincibility frames only last for a short period of time while Arakune's j.B has a lot of active frames to it. I have yet to test C/D Fubuki out so I can't say whether it should be able to stuff j.B but in theory it should work with C Fubuki requiring an early timing and D Fubuki should be more laxed in the timing. You can IB the last hit of his j.B and then punish afterwards or jump block the j.B and then try to back dash/IABD out of there but this gives Arakune control of the match as he's in zoning range. EDIT: Edited for corrections as someone was kind enough to point out that A Fubuki has no invincility frames to it and CH C Fubuki can be combo'd with 5C without a dash. Updated with more tactics and removed whatever was inaccurate.

Posted

A/B Fubuki invicibility frames

CH C Fubuki the better chance you have to combo into a dashed 5C

623A has no invincibility frames whatsoever and you don't dash after scoring a 623C counter hit -- 5C will combo from 623C(CH) without moving and you can super-jump cancel the 5C into an air combo ending in either an air 214B or a ground 214B/high-low mix-up.

Posted

Er...I recall the tutorial video on the Blu-ray saying that A/B Fubuki had invincibility frames later on in the move. I'll have to review to see if I was just imagining things. Yeah, I noticed that you could combo 5C without dashing much later after that post. EDIT: Just rewatched it and yea they were talking about B Fubuki. My bad...

Posted

Used B Fubuki playing against my friend who mains Arakune today as Killey suggested earlier, and it worked fantastic. My friend was sent immediately flying to a corner and I was able to heavily pressure him and keep his Arakune under control. Also, a alternative for when Arakune is trying to curse you is to send a slow projectile on the ground at him. Depending on the player, they'll either block or try to dodge the projectile. My friend would jump in the air and come towards me if I did that. So, I would either use B Fubuki when he approached my side, or, jump in the air and do a quick slash at him. This tactic forces the Arakune to get in the air and to most likely dash towards your side. On another note... 2B worked quite well at times too. When Arakune does 3C I believe it is... The move where he goes into the ground and moves a certain distance. 2D would at the right distance always be able to get my friend when he tried that move. Usually once I froze him, I would use 6/4C spam. Yeah, I'm a real pro aren't I?(Need to learn combos badly lol)

Posted

Hmm...I might to have test how good 2B is against that 3C. 2B hits behind Jin so it's quite possible to tag Arakune while he's trying to teleport behind you much like someone trying to tech roll behind you but seems a lot more risky plus I don't think high level Arakune players use 3C that often if at all.

Posted

Hmm...I might to have test how good 2B is against that 3C. 2B hits behind Jin so it's quite possible to tag Arakune while he's trying to teleport behind you much like someone trying to tech roll behind you but seems a lot more risky plus I don't think high level Arakune players use 3C that often if at all.

Really? I never knew 2B hits behind Jin.. that sounds like a good idea.. I should throw out more 2Bs. Well thanks for that info :D

Posted

Okay, I've just picked this up recently and have only been playing Jin a short amount of time. I don't need basics, but I'm still at super-incredibly-scrubberific level. As such, I only have one question about this matchup: What do I do against Arakune players that just teleport like 90% of the time? I haven't lost to one that does that yet, but it's still incredibly annoying and I was wondering if there was some magical Jin thing I didn't know that shuts it down.

Posted

Honestly, if you have the life lead don't chase after them because you are only setting yourself up for taking stupid hits. Also, specify how they are teleporting (ground teleport or air teleport). If they are teleporting away from you a well timed Ice Car will nail them upon recovery. The thing is you don't want to simply run after them if they are teleporting around because you can nail them upon recovery if you are close by when they teleport behind you.

Posted

Not chasing when I have the life lead I was doing, and yeah I guess I should've specified more about the teleporting. Mostly it's the ground teleporting. A lot of times I like to just wait in one spot and follow the camera zooming to see if the Arakune is coming in close or teleported away. Close I can deal with usually, but when they're teleporting far away both in front and behind I'm not quite sure what to do. I throw out ice blades, but they never make it before the Arakune player teleports again. Ice Car sounds potentially useful though if I can get the timing on it though, since I haven't tried that yet. So would it just be better to wait for them to come to me? I'm just worried that it'd give the Arakune time to set up clouds.

Posted

I don't find this matchup to be too hard, don't get bee'd and it goes pretty well.

well have u been playing GOOD arakunes? o m3gatron o is my gt i would love to see u play sum1 i kno

Posted

well have u been playing GOOD arakunes? o m3gatron o is my gt i would love to see u play sum1 i kno

well have u been attending GOOD classes? xxxxxxxxxxxXXXXxxS3phirothxxxxxxxoXXXX is my gt i would love to see alot of these guys get off the site

Posted

well have u been attending GOOD classes? xxxxxxxxxxxXXXXxxSephirothxxxxxxxoXXXX is my gt i would love to see alot of these guys get off the site

I lol'd; but you should have gone for Sephiroth with a 1 instead of an 'i', or maybe type it in aLt-CaPs.

I tend to use DP's a lot in this match; I like to use them to stuff aerial approaches and the D version seems to beat out crossup dives. Also the A version is great to control the air and punish random shit in the air. Also IceWave is good, it says no to pretty much anything Ara does in the air.

Posted

Jin has the mobility to manuver and the tools to close the gap. This matchup is 5:5 for a reason. Arakune isn't going to get to do his shit if you know yours.

  • 3 weeks later...
Posted

question wat do u do when arakune has the cloud around him am i just pose to wait tell he mives and it comes of or attack but when i attack i get cursed? wtf with that

Posted

That cloud is pretty irritating not a whole you can do about it too. Your best options that I know of so far is to use aerial C Swords and zone with 5D/2D to hope you can nail him when he's doing some set up. Be careful if he's in the corner as he'll try to teleport behind you to have the cloud follow him and catch you from behind. The way to avoid this is to actually jump over him or you can duck under it depending on what Arakune is doing. You can also catch him in a block string of 2A, 2A, 2B, 3C and if you time this right the 3C will push out of the cloud's range. It's a BS cloud because that thing lasts for a good portion of the match so you can't really try to avoid it until it disappears.

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