A.X.I.S. Posted November 2, 2009 Posted November 2, 2009 shit hitting arakune on 720 is more of a risky bet than anything, at least with spinny you catch them being stupid. i also found it easy to ground arakune in 2 ways 1 is without magnetism its simple if the jump then you j.c or air throw their asses, hell you can IB this blob easy and air throw him. second is with magnetism, that D attack nonsense at mid range is a good use to pressure arakune if they never mixed up with back dash.
Heroic_Legacy Posted November 2, 2009 Posted November 2, 2009 #D at mid range vs Arakune is free curse.
Heroic_Legacy Posted November 4, 2009 Posted November 4, 2009 j.D they can just block and D you on your recovery. 5.D they can jump D and low bug you, Arakune wins the trade because curse doesn't get removed on trade hits that curse. 2.D wait, why are you doing this anyway? You want to eat Arakune's 2D? Okay.
A.X.I.S. Posted November 4, 2009 Posted November 4, 2009 i'm saying when they are already magnetised, if you jump before them then they get hit by it, i'm pretty damn sure if you connect a j.D you can do something else. 5D ok not so bright to do but you can get away with stupid online. 2D beats back dash and a fucks their jump if they try to run, other than that its useless.
Skye Posted November 4, 2009 Posted November 4, 2009 Again, J236C > Tager's JD, JB beats it too if he jumps before you. JA might beat it, but Arakune'll need some sharp timing and it's probably better to use the first two options, because they have more active frames.
ZhePrime Posted January 27, 2010 Posted January 27, 2010 A well timed can grab him out of his dive. You have to let go of before his hit box touches the hitbox on your arm. Practice it in training. Honestly, on an un-magnetized Arakune I consider this to be way too risky. I've been having some luck with a well timed 2C, which is a bit easier to time compared to AC and I find that you hit Arakune easier with it, but it can cost you bigtime if you miss (as with AC). Is this really Tager's best bet against Arakune's dives?
A.X.I.S. Posted January 27, 2010 Posted January 27, 2010 backdashing works i think...oh wait he can still cross you up on wiff. i just block and mash 5A or 2A, if he pops close to you he gets hit. i got enough whacks from dive already.
Heroic_Legacy Posted January 27, 2010 Posted January 27, 2010 Honestly, on an un-magnetized Arakune I consider this to be way too risky. I've been having some luck with a well timed 2C, which is a bit easier to time compared to AC and I find that you hit Arakune easier with it, but it can cost you bigtime if you miss (as with AC). Is this really Tager's best bet against Arakune's dives? MTW is the best option. But it's 50 heat. 2C takes a close second. If he's magnetized, just backdash and 360 it as he's going into the ground. You'll draw him in no matter where he materializes.
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