kensk Posted October 3, 2009 Posted October 3, 2009 that really isnt true though. doing risky stuff to win works when it does, and being safe works when it does. playing safe beats him anticipating your risky off the wall shit. by your logic you might as well mash.
Heroic_Legacy Posted October 3, 2009 Posted October 3, 2009 Well then excuse my experience here. Playing safe usually gets me guard broken looking back on most of my matches before Ara specific training. Cause nothing's worse than an Arakune's jumping spikes beating everything and chewing up guard libra. Playing risky does get me in deep shit when I'm wrong or mistime a j.D, but so far for me it's worked far far more often than playing it super turtle safe and sledge only when he decides to call something out. To each their own.
A.X.I.S. Posted October 3, 2009 Posted October 3, 2009 this fight is a bigger fight of patience than nu, if you see a cloud find a whole to punish and don't go to far, arakune's are easier for me to deal with but i need a means to land that 720.
Gujin Posted October 4, 2009 Posted October 4, 2009 Ironic, cause' I'm an Arakune main always having trouble with Tager xD But i'm trying to sub Tager, and this really helps
Skye Posted October 4, 2009 Posted October 4, 2009 6C loop is not a joke either, but if they screw up, free 720 when you tech out and they try the 6C. Oh, dear, that's too risky, 6C (first hit), Arakune has air borne properties,so if you time it wrong, then you waste 50% heat, again, Spinny is a FAR better option in this match up period. If you 720 an Arakune, then you either Tech Trapped him or he's stupid. If you aren't cursed, and Ara learned that cursing while magnetized = combo for you, they'll play counterhit combo into curse on you. Early 2C as mentioned early solves just about everything. j.D is godly here, as it's great for hurting Arakune. If an Ara gets the cloud that follows it, 90% of the time, they'll teleport behind you. Collider or super jump airthrow. They'll never try it again. Arakune's options while magnetized: Tiger Knee fog or J.D-to evade Tager J.Ds J236C to Punish Tager J.Ds J.B Spam to punish full screen colliders. Dive to punish full screen colliders. Low Jump J6A, B or C to teleport. True, our fog shield is handy for teleport mind games, but we have more options to better utilize it. I also discovered that we can back dash out of your block strings before getting magnetized.
ShinsoBEAM Posted October 4, 2009 Posted October 4, 2009 I also discovered that we can back dash out of your block strings before getting magnetized. This is why I hate this match. Ya gotta be careful though if we have meter we can spark on reaction easily and if we predict we can 2D. Also during 6C loop when exactly are you grounded, I mean if its a solid blockstring tager can easily buffer a 720 during the block and instant block instantly before.
Red Star Posted October 4, 2009 Posted October 4, 2009 This is why I hate this match. I have been hating most parts of this match lately. I either guard too much and don't deal damage or I get stuck going for risky stuff trying to trap the Arakune. Watching the 6C loop eat so much of my life puts me back into guarding a lot. Only time I seem to win is if the Arakune screws up big and eats the 720 or something. Is there any big things to look for other than the stuff mentioned earlier in the thread? I don't want to miss any opportunity to punish a screw up.
Mike Z Posted October 4, 2009 Posted October 4, 2009 6C can be 360B/720'd on the 2nd/3rd hits - there is always a hole, and only the first part is airborne.
Skye Posted October 4, 2009 Posted October 4, 2009 6C can be 360B/720'd on the 2nd/3rd hits - there is always a hole, and only the first part is airborne. Correct. But no smart Arakune is going to attempt a 6C loop up front, the bulk of his entire combo game revolves around set ups into the 6C loop, so it's always gonna be in the middle of a combo he's doing.
kensk Posted October 4, 2009 Posted October 4, 2009 offering advice if openings present themselves is never bad, you just simply cant count on them. humans do make mistakes, and its good to know the strongest option you have when they do make them
Leo7 Posted October 5, 2009 Posted October 5, 2009 6C can be 360B/720'd on the 2nd/3rd hits - there is always a hole, and only the first part is airborne. Or you could even Atomic Collider the first hit if you're psychic. But yea, most Arakune's are probably just going to combo into 6C.
-Papercuts Posted October 5, 2009 Posted October 5, 2009 Spinny is a FAR better option in this match up period. If you 720 an Arakune, then you either Tech Trapped him or he's stupid. I also discovered that we can back dash out of your block strings before getting magnetized. Yeah, I really hate that. Magnetizing Arakune helps a ton, but it's really hard when they can backdash away from all of his slow magnetism attacks. Best options seem to be j.D and sparkbolt, but it's also hard to land a spark bolt if they pay attention...not to mention easily baited with all the stuff he can do to suspend himself in air.
A.X.I.S. Posted October 5, 2009 Posted October 5, 2009 if he is magnetized then spin super or 720 kills backdash..spinny beats the tele games too seeing how tager follows him and he's the size of fucking hurricane katrina.
Mike Z Posted October 5, 2009 Posted October 5, 2009 Personally, I love Arakunes that mash on backdash. (Here's lookin' at you, HFA!) If Tager figures out that Arakune is mashing backdash out of blockstrings, Tager can stop going for safe strings and instead go for backdash punishes, which are moves that are slow enough to hit Arakune if he is simply mashing backdash. Because his backdash is sooooo slow, there are a few options: - 2D - 6C->etc - BSledge - my favorite because you can either do 2B->2C xx AC etc, or simply go back into pressure and repeat the trap until Ara stops mashing backdash, then 720. Also as mentioned, 720(hold) or 360A(hold) will automatically catch Ara out of a backdash if he's magnetized, so stopping a string early and doing a 720 tends to work a lot.
-Papercuts Posted October 5, 2009 Posted October 5, 2009 Personally, I love Arakunes that mash on backdash. (Here's lookin' at you, HFA!) If Tager figures out that Arakune is mashing backdash out of blockstrings, Tager can stop going for safe strings and instead go for backdash punishes, which are moves that are slow enough to hit Arakune if he is simply mashing backdash. Because his backdash is sooooo slow, there are a few options: - 2D - 6C->etc - BSledge - my favorite because you can either do 2B->2C xx AC etc, or simply go back into pressure and repeat the trap until Ara stops mashing backdash, then 720. Also as mentioned, 720(hold) or 360A(hold) will automatically catch Ara out of a backdash if he's magnetized, so stopping a string early and doing a 720 tends to work a lot. Haha, wow; I'll keep that in mind.
Skye Posted October 5, 2009 Posted October 5, 2009 DOHOHOHOHO. Personally, I love Arakunes that mash on backdash. (Here's lookin' at you, HFA!) If Tager figures out that Arakune is mashing backdash out of blockstrings, Tager can stop going for safe strings and instead go for backdash punishes, which are moves that are slow enough to hit Arakune if he is simply mashing backdash. Because his backdash is sooooo slow, there are a few options: - 2D - 6C->etc - BSledge - my favorite because you can either do 2B->2C xx AC etc, or simply go back into pressure and repeat the trap until Ara stops mashing backdash, then 720. Also as mentioned, 720(hold) or 360A(hold) will automatically catch Ara out of a backdash if he's magnetized, so stopping a string early and doing a 720 tends to work a lot. Yeah, that'll work, it's a good thing we have more options, you may also want to watch out for his ground C teleport. (214C), he fakes a forward dash, that gets by Sledge, 2D, 360 and 720, Spinny owns it though, again, much more viable. Arakune can also forward dash through blockstrings, just something to look out for. And if Arakune is good at instant blocking, then you may not want to block string at all. And we still have our Counter Assault, which is really good vs Tager because it's a grab, and Arakune has no problems getting heat. It is best to keep Arakune close when the magnet is on as he has plenty of options at long range when magnetized, close up, not so much. It's a two side guessing game up close, unless Arakune knows how to IB. EPIC EDIT: Tagers, listen closely... You can 720 our dive. Time it right, you can 720 the dive and it will work.
IronTager Posted October 9, 2009 Posted October 9, 2009 My Person and Basic Experience with Arakune... RAPE! I was doing well, kicking some ass, mindin my own business when all of the sudden, some Jin player who doesn't even main Arakune (on his tag) thought "Hey, this is a Tager player. Let's use Arakune because that's one of his worst match-ups!" And so he did... Anyhow, this is pretty much how the battle went. He moved away from me. He used his cloud. Spammed some projectiles. I sledged. He jumped in the air and sprayed a curse cloud out and kept teleporting to get away from me. He used his down A, B, or C and kept cancelling out of it to get away from me and go back into the air. Rinse and repeat (Except I didn't really sledge as much... I tried to magnetize him but some really dumb stuff happened like when I used Atomic Collidor, instead of landing into my hand, he flew all the way across the screen AWAY from me which obviously didn't help my game much) Anyhow, suggestions? By the way, I did go up against the guy again, I think he got confident and went to play Jin. I tore him apart.
kensk Posted October 9, 2009 Posted October 9, 2009 DOHOHOHOHO. EPIC EDIT: Tagers, listen closely... You can 720 our dive. Time it right, you can 720 the dive and it will work. dive canceling into dive, staying in the air, using jB, the fact that dive is a crossup mixup and the need to use a buffer makes this pretty not viable
Skye Posted October 10, 2009 Posted October 10, 2009 dive canceling into dive, staying in the air, using jB, the fact that dive is a crossup mixup and the need to use a buffer makes this pretty not viable Seriously, time it right, I won't even connect. You will though. Viable or no, take what you can get. Tager's whole approach on this match up is "pretty not viable".
HZMN Posted October 11, 2009 Posted October 11, 2009 EPIC EDIT: Tagers, listen closely... You can 720 our dive. Time it right, you can 720 the dive and it will work. Assuming it completely whiffs and being able to buffer the 720 in time to catch the recovery. The fact that Arakune can cancel a dive on block into another dive to either get away or cross up almost kills the practicality of this tactic
ShinsoBEAM Posted October 11, 2009 Posted October 11, 2009 Assuming it completely whiffs and being able to buffer the 720 in time to catch the recovery. The fact that Arakune can cancel a dive on block into another dive to either get away or cross up almost kills the practicality of this tactic I think he is saying we can in theory use our 5 frames of invincibly though his dive, but... if he cross's up our 720 whiffs, and I don't even want to think about the timing maybe if we could do standing unbuffered 720s easy it would be a different thing. Sorry Im going to stick do doing a spinny super on reaction to dive much easier guaranteed damage.
naikou Posted October 29, 2009 Posted October 29, 2009 Spark Bolt doesn't get rid of clouds - even the one that floats along the ground and looks like it should count as a projectile. I am a sad tager.
Heroic_Legacy Posted October 30, 2009 Posted October 30, 2009 If you manage to hit Arakune doing something with that spark bolt, the cloud disappears.
brningpyre Posted October 31, 2009 Posted October 31, 2009 The 720 on reaction to dive only seems helpful against the D dive, where its invulnerability protects against the bug from behind. For those of us who can't do an unbuffered 720, the 720 on reaction to dive is useful at least against okizeme dives, I think.
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