kensk Posted July 12, 2009 Posted July 12, 2009 spark volt 5c 6a 2c atomic collider walk forward 236B 236A rc 5c atomic collider 4950ish damage
Pervert_Q Posted July 15, 2009 Posted July 15, 2009 why are you guys talking about Tager vs Potemkin comparison in here? I could give you a laundry list of reasons why potemkin is better than tager but it really doesn't matter, so I'll just say you guys are hilariously ignorant and leave it at that :P here's a video of arakune matchup to discuss http://www.youtube.com/watch?v=uIvgmIWd8Qc potemkin can has unblockables ?
Tiamat Posted July 16, 2009 Posted July 16, 2009 yes but this isn't the place to talk about it. not sure how useful this is but it seems that if you do 421B you can "block" his curse attacks without being cursed
Osuna Posted July 16, 2009 Posted July 16, 2009 Yeah but the curses move so slow that it's pretty situational, also it was in the Tager dvd.
App1e5auce Posted July 22, 2009 Posted July 22, 2009 If anyone playing on XBL wants to have a few player matches to practice against an Arakune mainer, I'd be happy to. XBL: App1e5auce. 1 for the L, 5 for the S
JinSaotome Posted July 22, 2009 Posted July 22, 2009 spark volt 5c 6a 2c atomic collider walk forward 236B 236A rc 5c atomic collider 4950ish damage walk forward one step like in the usual 6C Collider Combo, I presume?
Mike Z Posted July 22, 2009 Posted July 22, 2009 Arakune-only (well Tager too but whatever): Throw xx BSledge, Collider, walk 6C->5D. Sledge, Collider doesn't work on anyone else. This does more damage than almost any other throw combo, and gives you magnetism.
Manas Ayus Posted July 26, 2009 Posted July 26, 2009 Arakune main here. I will tell you what I do against Tagers and what they do that messes me up: First off, I make sure that I get out a cloud and a bellbug, a good way to blindside an Arakune from the get-go is with a jD, now that he's magnatized you can go on your merry way about keeping him down to your liking. Once I get my opponent cursed, most of them attempt to sledgehammer through my bugs, I punish this by following my bugs and doing my spiky on Tager as he attempts to destroy my bugs. Speaking of which, I love using my downward spiky on Tagers, and my premium choice of how to curse them is through applying mixup afterward. This gets bested when I finally do go in for the curse with a 5D and the Tager player is smart enough to him me with a couple jabs before it goes off (5A). Remember Tagers, that this is a fight of patience and you are rewarded for defense and punishing. A 360 grab will take off about 35% of Arakunes health, as will a lot of Tagers BnB combos, preferably the ones that magnetize. Best of luck to you all, I can be found eating Tagers under Manas Ayus on XBL.
Dew. Posted August 1, 2009 Posted August 1, 2009 Anyone have pointers on dealing with the shield cloud or overhead cloud? For the shield cloud, a lot of Arakunes will try to teleport behind me. At this point it seems that I can immediately either sledge or v.charge to avoid getting cursed, but sledge gets punished with j.2a unless blocked, and v.charge gets punished by 2c. Either way I have to eat damage to avoid getting cursed. Is there a better way out of this? For the overhead cloud, I'm locked out of using collider or 2c, and they seem free to spam j.2a and j.2d on me all day long. Trying to sledge or 2d out from underneath it has generally proven unsafe. Can Arakune's j.2a be punished with a backdash in any fashion? Otherwise it seems I just get to wait until I've got enough heat to spinny super a j.2a (provided they're dumb enough to keep spamming it on me) unless I want to eat a curse.
HZMN Posted August 1, 2009 Posted August 1, 2009 Anyone have pointers on dealing with the shield cloud or overhead cloud? For the shield cloud, a lot of Arakunes will try to teleport behind me. At this point it seems that I can immediately either sledge or v.charge to avoid getting cursed, but sledge gets punished with j.2a unless blocked, and v.charge gets punished by 2c. Either way I have to eat damage to avoid getting cursed. Is there a better way out of this? For the overhead cloud, I'm locked out of using collider or 2c, and they seem free to spam j.2a and j.2d on me all day long. Trying to sledge or 2d out from underneath it has generally proven unsafe. Can Arakune's j.2a be punished with a backdash in any fashion? Otherwise it seems I just get to wait until I've got enough heat to spinny super a j.2a (provided they're dumb enough to keep spamming it on me) unless I want to eat a curse. Tip for the overhead cloud, try not to tech while in the air with Tager, its almost guaranteed to hit at that point.
quixotegut Posted August 3, 2009 Posted August 3, 2009 Dunno if it's mentioned or warranted, but Arakune has a burst-only-for-escape loop to watch out for. 3 hits, can't recover from it, and you don't need to be cornered. I'm thoroughly amazed with this imbalance of this game the more time I spend playing it...
4Corners Posted August 3, 2009 Posted August 3, 2009 It's really well done for the first entry in a series. Bawww more somewhere else.
ConHuevosGuey Posted August 10, 2009 Posted August 10, 2009 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. Side note: Do not attempt to use if he is diving unless you're absolutely sure he will hit the glowing edges. His dives can knock you out of it clean without trading. Gayest shit I've encountered.
Mike Z Posted August 10, 2009 Posted August 10, 2009 Dive will only knock you out of spinny super if your autoguard is gone - you can spinny a dive on reaction and it'll work.
ConHuevosGuey Posted August 10, 2009 Posted August 10, 2009 Dive will only knock you out of spinny super if your autoguard is gone - you can spinny a dive on reaction and it'll work. This I did not know. Every attempt I made got knocked out clean by it =/.
A.X.I.S. Posted August 23, 2009 Posted August 23, 2009 This I did not know. Every attempt I made got knocked out clean by it =/. its funny when they try to coast in the air near you and you start dropping spinny's and coliders on them.
Coopa Posted August 23, 2009 Posted August 23, 2009 Atomic collider is my best friend in this matchup. Magnetize and try to bs the Arakune player with as many 720 setups I know. My favorite is against a panic-striken non-techer: spark bolt from full screen away -> st. c, 6a, 2c, AC (to bring them close, but they don't tech), 2c, AC (and now they tech ) then do the 720. Lol. Mike Z. I am sorry for giving Copper Dabbit a lot of info on 720 setups. :vbang::vbang::vbang:
A.X.I.S. Posted September 13, 2009 Posted September 13, 2009 AxisTheBeast-Making Tager Tier SS one Spark bolt at a time. Chronicles of Tager: Arakune Your never Safe. this is the first thing you must remember when fighting this guy, at no point in time your not fucking safe, you have no place to run, no one hears your screams, and..you have no chance to survive make your time now... now keep this in mind when arakune starts the match, nine out of 10 arakune will double high jump back and fog, not shit you can do..tager's big ass cant reach from that distance but its a couple of tricks you can do for an attempted punish. 1. step back at the beginning and Bsledge, if he chooses to dive you will be able to block it. flaw: triple dives and shit and cross ups this is the most in your face way to get him BUT you can poke him out when he tries to mind fuck you with dives with 5A spam, even if he jumps away touching that 5A lets you get started on him..so keep that in mind. 2. let him do what he wants and let him come to you. flaw: you pussy your gonna let him zone you, get free tele, and cloud resets? nimrod! BUT if he warps behind you, you can net a 2C to punish that dive HE WILL TRY TO CROSS YOU UP WITH..that ends the bullshit early and earns you a colider combo. 3. oh god i like this one but i dont do it much, J.C it gives you a nice little boost and you can do a well timed 2C to eat dives and make arakune wanna commit suicide oh wait he just did. oh god insects! tip try your best to not get cursed, everyone knows in the ara boards that if they curse you, you'll die weeping! with that said heres some nifty moves you can punish. 3C: if he doesnt conter hit you and only if its at a certain point..you can falling J.2C it and get a combo and end the bullshit bug train. 6A: great overhead punish for him but if your psychic you can 360A or A spam it..dont get 6A looped. 6C: its annoying but any arakune doing it without bug or on block..360 that shit end that curse quick. i got a magnet yay! fuck him up! if he jumps J.D him to earn a free hit if he wants to summon cloud, use your drive to bring him to you, if he has no curse he's gonna either go toe to toe with you and curse or zone and curse..with the magnet on this 3/7 match turns into a 6/4 in your favor if done right. spinny victory earlier you guys mentioned that spinny can be eaten by dive...your right, but its times you can spinny that makes arakune feel like he made a mistake.. after tele then dive: basic arakune move if you spinny it then he's totally fucked, fell into it. his air super..you can kill him with sledge and eat the rest of it or you can get in range and spinny his ass. zomg spinny magnet...oh god if you got a magnet on arakune and he's in the air trying to cloud he eats a spinny. help i got craps I-I-I mean bugs! block..for the life of you block...if you see a cloud block..tager's ass is too big, i'll go into details next but lets say if you got bugs then 5a and 2A becomes your bff and maybe 6A if he jumps back a certain way but remember this shit isnt gauranteed. tager you fatass. 2c gets curse from cloud, collider does too..existing gets cloud as well.. in other words if a cloud is over your head then your going to get cursed...good luck. enjoy, i need more arakune fights to get back to this. anyways hopes this help.
Skye Posted September 23, 2009 Posted September 23, 2009 AxisTheBeast-Making Tager Tier SS one Spark bolt at a time. Chronicles of Tager: Arakune Your never Safe. this is the first thing you must remember when fighting this guy, at no point in time your not fucking safe, you have no place to run, no one hears your screams, and..you have no chance to survive make your time now... now keep this in mind when arakune starts the match, nine out of 10 arakune will double high jump back and fog, not shit you can do..tager's big ass cant reach from that distance but its a couple of tricks you can do for an attempted punish. 1. step back at the beginning and Bsledge, if he chooses to dive you will be able to block it. flaw: triple dives and shit and cross ups this is the most in your face way to get him BUT you can poke him out when he tries to mind fuck you with dives with 5A spam, even if he jumps away touching that 5A lets you get started on him..so keep that in mind. 2. let him do what he wants and let him come to you. flaw: you pussy your gonna let him zone you, get free tele, and cloud resets? nimrod! BUT if he warps behind you, you can net a 2C to punish that dive HE WILL TRY TO CROSS YOU UP WITH..that ends the bullshit early and earns you a colider combo. 3. oh god i like this one but i dont do it much, J.C it gives you a nice little boost and you can do a well timed 2C to eat dives and make arakune wanna commit suicide oh wait he just did. oh god insects! tip try your best to not get cursed, everyone knows in the ara boards that if they curse you, you'll die weeping! with that said heres some nifty moves you can punish. 3C: if he doesnt conter hit you and only if its at a certain point..you can falling J.2C it and get a combo and end the bullshit bug train. 6A: great overhead punish for him but if your psychic you can 360A or A spam it..dont get 6A looped. 6C: its annoying but any arakune doing it without bug or on block..360 that shit end that curse quick. i got a magnet yay! fuck him up! if he jumps J.D him to earn a free hit if he wants to summon cloud, use your drive to bring him to you, if he has no curse he's gonna either go toe to toe with you and curse or zone and curse..with the magnet on this 3/7 match turns into a 6/4 in your favor if done right. spinny victory earlier you guys mentioned that spinny can be eaten by dive...your right, but its times you can spinny that makes arakune feel like he made a mistake.. after tele then dive: basic arakune move if you spinny it then he's totally fucked, fell into it. his air super..you can kill him with sledge and eat the rest of it or you can get in range and spinny his ass. zomg spinny magnet...oh god if you got a magnet on arakune and he's in the air trying to cloud he eats a spinny. help i got craps I-I-I mean bugs! block..for the life of you block...if you see a cloud block..tager's ass is too big, i'll go into details next but lets say if you got bugs then 5a and 2A becomes your bff and maybe 6A if he jumps back a certain way but remember this shit isnt gauranteed. tager you fatass. 2c gets curse from cloud, collider does too..existing gets cloud as well.. in other words if a cloud is over your head then your going to get cursed...good luck. enjoy, i need more arakune fights to get back to this. anyways hopes this help. I shot a big ass grin reading this. For various reasons. I'll refer you to the other side of the paradigm. I personally think that Arakune is a worst match for Tager that v-13 is. You can literally start with a super jump, double jump and a cloud, concluding with a dive of your choice and there is nothing he can do about it. B-Sledge is never a concern, it has too laggy a start up and has quite low priority for it's strength. Punish it with a j.B > j.C > j.D combo--easy, or with a j.6A/B/C (depending on the range), or with a dive. A-Sledge is the bigger issue simply because it's faster, but that's only if you're close range. One thing I know is that Tager has no oki get up options on air borne foes, the best he can do is block, which is thrown down the drain with cross ups and aerial high/low block strings. If you're gonna zone then one thing you MUST look out for it the Spark Ball, which has a habit of catching you through the insect swarm. Tech trap him when air borne with bell and 6D bugs. If you're in his face, watch out for the elbow (j.2C) has extremely fast startup and is a combo starter on counter hit. During his block strings you have 3 options all after he sledge/2D. You can opt for the 5A>6B tactic--which does work unless he's planning a 360/720. You can dash back--which does work unless the magnet's on you and he's planning a 360/720. or You can jump and guard--which gets past all his follow up other than a psychic collider--which you'll see rarely. That's about all I can think of. This match up is so easy, I really feel sorry for lovable ol' Tager. Play your cards right and he really has (absolutely) no options in this match up. Now, allow me to go into detail and address some anomalies. If the magnet is on Arakune, it's not that large of a concern. A short hop cloud is safe from most Collider attempts as well as a short hop j.#D, I say Spinny is a bigger threat for Magnetized Kunes as this tags them when short hopping their bug victory machines from just about any distance. 2C will help Arakunes when magnetized as well, not very often is a smart Tager defensive when he has magnet advantage so 2C will more than often work on you guys. Spark Ball is your Deus Ex Machina, it seems to hit through a large swarm of bugs for no explainable reason, however make the right Judgment call as we can easily avoid it with a dash, high jump or teleport fake out. You need to psychic collider us more often, we will more than likely jump during your block strings as to not get 370ed or worse, it's our best option of getting away and we're screwed if we're magnetized during, keep a steady pace with it, but don't do it too often, because we can just as easily 5A>6B you guys off us and follow up with a j.6D(which will work cuz Tager's so big), so it's another judgment call. you have to make. But just wait til we learn how to Counter Assault to 2D, you'll be in for it. Don't B-Sledge unless you're sure the Arakune is scrubby (or we normal jump and j.d {and are well withing range} and you aren't cursed), B-sledging us will result in you getting a counter hit curse reset combo. B-sledge = lol u masochist A-Sledge if you must. Exit your air techs guarding, don't try for an attack if we are on the ground, that means tech trap with Bell and 6D bugs. Don't burst in the air, if you can survive to the ground, then bet on that, if you can't then bursting won't help either way, unless we're in your face (which we likely aren't). 2C a lot if we're right above you, it beat our dives if well timed. Don't try for a 720 too much, spinny is a far better option (especially if we're air borne, doing our normal shtick), in a match like this let every part of your heat gauge count. I bet it's real dis-heartening to try for an ZOMGGENESTICPERFECTNUBCRUSHTAGERBUSTER and get curse reset comboed trying, 50% heat down the drain. That's about all I can think of. Input most welcome as I am someone who doesn't mind admitting when he's wrong provided the counter argument is viable enough. I really do think Arakune is tougher for Tagers than v-13s, we have more HP, higher damage output and an actual learning curve other than Rapid Cancelling some random D move. I personally respect any Tager who has the balls to face Arakune, I usually see them resort to Nu after glancing at my D-code. Fa...ell..agers,.on...ay.Ko..noe.wi.l.conf..s.her.love..or.you.......
A.X.I.S. Posted September 30, 2009 Posted September 30, 2009 oh snaps i just realized i was doing this fight wrong, i read mike z's post...now i understand my mistakes, time to make someone cry.
Heroic_Legacy Posted October 3, 2009 Posted October 3, 2009 Might as well dump my info. I've trained so damned hard in this matchup, I've got it to a SCIENCE. You guys said there's NOTHING you can do about an Arakune that super double jumps backwards. Well, that's wrong. A new trick I found is 2D underneath their super jump. If they continue with the curse, you can collider their squiggly ass right out of it. Yes, collider reaches them. From there, magnetize, and the fun begins. The goal is obviously to not get cursed, but sometimes it's unavoidable. I actually find it easier to get cursed and continue fighting now that I'm used to it. Since when you get cursed, they are trying 2 things. 6C loop you, or Corner Loop you. Be afraid more of the corner loop, as it does craploads more damage. 6C loop is not a joke either, but if they screw up, free 720 when you tech out and they try the 6C. If you're caught in the corner, do not burst. You'll die quicker. Kinda like Carl's loop if you tech the grabs. You're better off waiting. Just normal block the D bug that comes down (Unless in dire straits). Keep standing, B Sledge when you get the chance. But, warning. Make sure it's a smart sledge, and not when the Ara is not actively doing anything. They could be buffering that giant spider beam super. And, sledge doesn't beat that. Counterhit B sledge, from there you're free, you should have magnetism, and in control of the fight again. (If you aren't dead) 6C loop, chances are if they get all the hits and successions in, you can tech, but barrier right away so you aren't killed by the damned D bug that came down. You're pretty much going to have to pray that you have a good 2C or collider here to catch Arakune through the bees. But, you have room and can still block without fear of guard break. 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. Most other normals are punishable. Stick his dives in your blender, make an Ara smoothie to celebrate your victory.
kensk Posted October 3, 2009 Posted October 3, 2009 if you 2d arakune can whiff punish with jD and you eat curse anyway. most of those solutions are huge risks that depend on the arakune player being on auto-pilot. edit: i am not saying those arent useful tips, but keep in mind its a 2-8 matchup for a reason. when you have to do shit like that and its not even guaranteed to work...
Heroic_Legacy Posted October 3, 2009 Posted October 3, 2009 most of those solutions are huge risks that depend on the arakune player being on auto-pilot. Yeah I know. If you don't play the risk reward game, you can't win vs Ara. Nothing you do vs Ara is safe, so you really have to risk the game to win the game. Playing it safe means you might as well park your giant magnetic ass in the middle of the screen and get more money out for your next time around.
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