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Posted

Does anyone really use his Equals Zero move for much of anything? I'm aware of the setup for it into the invisible Astral Heat, but is it good for anything else? I rarely find myself using it and I practically never see it in any of the other Arakune matches I watch. It doesn't seem that great for mind games / mixups / shenanigans because it's still pretty easy to see his silhouette.

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Posted

Does anyone really use his Equals Zero move for much of anything?

I'm aware of the setup for it into the invisible Astral Heat, but is it good for anything else? I rarely find myself using it and I practically never see it in any of the other Arakune matches I watch. It doesn't seem that great for mind games / mixups / shenanigans because it's still pretty easy to see his silhouette.

Not really. If I get a throw and don't have 50% meter, I typically cancel the throw into that, just because I can. Also, if you have the hover cloud out and have nothing better to do, you might just as well do it. Doesn't hurt. But, overall, not a very useful move.

Posted

although i know its not a big deal, i like to use it if the opponent is cursed. throwing bugs at them for lockdown. the invisibility just adds to the chaos for the other player imo. but thats about all ill use it for

Posted

Hey emr regarding his dashing thingy where u do dash and hold 4 then do j.B if i wanna do in backwards do i dash backwards and hold 4? or do i hold 6?

Posted

Hey emr regarding his dashing thingy where u do dash and hold 4 then do j.B if i wanna do in backwards do i dash backwards and hold 4? or do i hold 6?

If you're doing it while backdashing you still hold 4.

Posted

Ok, for the life of me, I cant figure out why I cant do arakunes DDs. I can do everything else without any problem, but when it comes the the DD, they just dont come out. Even in training it shows that im inputting the correct buttons, but nothing happens. Is there some kinda trick im missing out on?

Posted

Ok, for the life of me, I cant figure out why I cant do arakunes DDs.

I can do everything else without any problem, but when it comes the the DD, they just dont come out.

Even in training it shows that im inputting the correct buttons, but nothing happens.

Is there some kinda trick im missing out on?

50% heat?

Not to be a smartass or anything, but i sometimes set my heat gauge to normal and forget about it while trying to pull some DDs off in practice.

Posted

50% heat?

Not to be a smartass or anything, but i sometimes set my heat gauge to normal and forget about it while trying to pull some DDs off in practice.

Yea I have it set to 100%, and even mid fight i just cant pull it off and 50%+. I can pull them off using the special stick, but thats no way to learn, and most games online dont let you use it.

Posted

Hey guys, simple question that I hope hasn't been asked before. What are you guys using to punish characters with slow recovery, especially after blocking a gattling chain? I'm starting to get used to blocking strings by rushdown characters, and i want to punish properly. Any advice? Thanks

Posted

Hey guys, simple question that I hope hasn't been asked before.

What are you guys using to punish characters with slow recovery, especially after blocking a gattling chain? I'm starting to get used to blocking strings by rushdown characters, and i want to punish properly.

In an ideal situation, if they're close enough you can go for 5b 5d 214a BC Bug 6C loop. If they're too far but you believe they have enough recovery you can go for 6a 5d 214 BC bug 6C loop.

Or you can do 5C CH into air combo. Or 2C CH into 5B into aircombo if you're far away enough and they have enough lag.

I have a question, what do you people do once your opponent is cursed? Do you normally zone and such, or do you use them to cover your approach and run hilarious rushdown? I find the latter to be much more fun.

Posted

I have a question, what do you people do once your opponent is cursed? Do you normally zone and such, or do you use them to cover your approach and run hilarious rushdown? I find the latter to be much more fun.

Depends

If its jin, I zone

If its anyone else, Hillarious rushdown that usually starts with a j.5b into all that 6c loopage though sometimes ill stop after 1 loop, and back off (I notice a lot of players are starting to burst after 1 set of 6c loops)

Posted

I have a question, what do you people do once your opponent is cursed? Do you normally zone and such, or do you use them to cover your approach and run hilarious rushdown? I find the latter to be much more fun.

From what i see in the current japanese videos, the idea is to zone and try to get near them to start doing 3As :) then the 6A bug will cover u while u do a mix up of 6As and 3As to try and get into a 6C loop =w=

But against everyone but V-13,Litchi and Rachel ill use zoning, its not like u have a choice against them.

Posted

If its jin, I zone

Yeah, same, and the person I play most often is a Jin player. No rushdown funtimes for me. There are definitely times where it's better just to zone. Like, against Hakumen, or Tager.

Posted

I usually go for zoning after a curse, trying to get a re-curse (or combo into re-curse) in. From my experience, you do not have to worry about getting close and personal during curse since that is basically what your opponent wants to do in an attempt to get rid of it. Try to make his way towards you as hazardous as possible. Just be cautious if you are facing characters like Ratchel and V-13 (or if you are fighting a mirror-match) since they can hit you out the blue from pretty much any distance, and you should be doing okay. But even if you are zoning most of the time, you can still go "all out" once in a while and attempt to throw your opponent off their guard and break their "groove". But play however you want to... most of Arakune’s attacks work great both when used on the offensive and the defensive, plus his mobility (transports, drops, fake-outs, etc.).

Posted

Lately I've been finding myself having trouble setting up combos with arakune in games online and was wondering what techniques you guys use to set up or how you get into his combos and such.

Posted

Did you check out the sticky combothread? Practice in training mode? Take a combo, and break it down, like 1-2 moves and train them, then go on and add the next 1-2 moves.

Posted

I mostly mean in matches when i'm getting pressured and stuff, I've practiced alot of arakune combos and tryed to come up with some myself its just setting myself up in matches i'm having trouble with. I guess i mean tactics more then combos

Posted

Well, I guess it takes alot of practices and knowing the match-ups. You just need to take it easy, find a good situation and put that combo to use, I guess. You can either wait for the opponent to make an mistake, or you could try and force a combo on him. I am pretty new to BB though, someone with a little more knowledge would probably have an better answer.

Posted

This should go into the beginner guide, and will be moved as such. Xefex, there are three ways that are probably the best options for you. 1) Mixup: Arakune has hugely damaging combos off of both his 6A and 2A. The first hits high, the second hits low. By constantly switching between what you do when you're next to them, you increase your chances of being able to launch into a large combo. 2) Mark them and throw out tons of bugs: Once they're marked you're able to pick up combos from just about anything. If they get hit by a random CH A bug, you can do a j.6C to get in and pick up a combo from there, for example. 3) Pressure. Don't even worry about the mixup, just get them marked and in the corner, and do arakune's corner pressure game for numerous guard crashes into damage. 4) Throw: This is part of your mixup. Use it sparingly, keep them guessing.

Posted

I, myself, go in guns ablaze trying to land a combo directly very sparingly. Your first and foremost goal should always be to get a curse on to the opponent of which you can lead almost any hit into a combo. Just bide your time, go for re-curses and make the enemy try to come to you and take any opportunity to get past his or her defence. As CopperDabbit said, random bugs work wonders. A j.1/2/3D can as well, very easily, lead into a 6P-loop into 6C-loop. But try not to get predictable and vary your techniques; for example you can throw in a random 2C into RC if you have the heat (can lead to 6C-loop) or other risky stuff just to mix things up. Big combos aren't everything though even though Arakune sure has devastating ones. "Many small ponds make a lake" - you can chew of your opponent's life-bar a pixel at the time and still win.

Posted

New Player here , I decided to main arakune , but Im having trouble getting away when cornered and pressured , whats the best way to get away ?

Posted

-jump into the corner and backdash to teleport to the other side -use backdash/forward dash -2C under and away but more often then not it will come down to good defense, instant block/barrier instant block

Posted

Thanks I will try that , Starting to get the hang of Arakune after a few matchs online , now need to work on the combos , Wich combo you recommend to master first ?

Posted

The basic combos are easily found in the combo-thread, but the following are good to start with: 5C>air combo 2A>5B>5D>236B>B,C bug> air combo 2Ax1~3>2C>RC>air combo These can also, when you get the hang of them, lead to the feared 6C-loop. And while we talk about the loop... ... even though that it is recommendable that you learn it (see the combo-thread for closer details) as soon as possible it can be a little daunting at first. Until you can use it properly, though, you can always do Arakunes easier to pull off - but less rewarding - 6A-loop (j.2D>land>6P>6P bug>6P>6P bug>6P>6P bug>...). This can also easily lead to the 6C-loop when you get the hang of it; for example: j.2D>land>6P>6P bug>2B>6C-loop And once again, I really just could recommend you to go to the combo-thread for more stuff... We are all very happy to help you out if you have any more questions.

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