mediterranean Posted July 3, 2009 Posted July 3, 2009 Okay, I have a friend who is very good with Arakune, and I cannot beat him in a 2/3. I can get him a few times if he accidentally bursts early or something. But honestly, I don't have much of a strategy against Arakune. Arakune is very confusing in his movements, dashes, as well as moves in general. I do my best to dodge/get away from his little poison mist things, if i do get hit by one. I get the freaking locust storm for almost the rest of match. I mainly just try to keep up the pressure, and get desperate with BK, (which helps). Oh, and Arakune's little [3 hit (i think?)] combo on the ground where, he turns into a big spike and does this backflip (my best explaination, I hope you got the picture) is extremely annoying, any defense? Post your Arakune strategies, as well as good things for a Ragna user to keep the pressure up and avoid the bugs! All input/thoughts are appreciated. Thanks Dustloop!
Zero000 Posted July 3, 2009 Posted July 3, 2009 Why the hell does that one Ara move when he dives down at you clash with C Inferno divider
mediterranean Posted July 3, 2009 Author Posted July 3, 2009 Oh man, you don't understand how confused I was when I thought that was the perfect counter to that move. I was so wrong.
RoK the Reaper Posted July 3, 2009 Posted July 3, 2009 Well, I've found with Arakune, the best thing to do is to RUSH the living shit out of him. Spam 5B, into 6B into 3C, and pick him up. Come with 6B if you have to for overheads once you expect it. Jump in with 5C and Grab if you can. Once you get Cursed, pray you can hit him with hell's fang, Inferno Divider or Carnage Scissors. He seems to get raped when he's getting hit so, I just so rush down and Rapid Cancel your life out.
Siefer Posted July 3, 2009 Posted July 3, 2009 He seems to get raped when he's getting hit so, I just so rush down and Rapid Cancel your life out. Uh...a lot of people get raped when they get hit, that's how you kind of win. The problem sometimes (like against V-13) is landing that hit...
vedasisme Posted July 3, 2009 Posted July 3, 2009 An important thing to do is accept that Arakune players will be rewarded for their skills before you. You are going to lose many more matches against arakune. However, it's important to have the mentality of figuring out: -how to block his moves. Arakune seems like he's all about crossup, his dive can go forward or back, and I think straight down, and he's got a goddamn teleport. He's going to hover up in the air all day hoping to curse you so he can fling bees at you for the next 20 seconds. -which of his moves are punishable. Arakune's landshark comes out fast and hits low, but its super-punishable on block (kinda like May's 3k). I don't really know about his highs though...it seems like Arakune can get airborne quite easily, so I don't have any advice about that yet. -how he responds to your behavior. Arakune could warp back and forth all day, but obviously that's not safe. It has a bit of recovery. When and why do Arakune players warp? Can you trick them into trying to warp behind you, only to discover they've warped into the waiting arms of a huge combo? I guess I ended up rambling a bit, but I'm trying to keep myself from getting frustrated by listing out the way that (I think) will lead to people accepting that Arakune can fuck with you as much as Eddie, but you can still beat him if you know what you are doing.
jei. Posted July 4, 2009 Posted July 4, 2009 I generally find that as long as I am not cursed, I can be very liberal with the C and D inferno dividers. Try your best to get the solid hits (ones that you can followup). Since most of the Arakune players I've played like staying in the area above me, I try to dash under them and find a good angle to throw out the DP. They actually land quite often but the damage that you can get from the 236C -> 236C -> 5B -> 623D -> etc. isn't so great, so you'll have to wait for Arakune to be grounded if you want to dish out real damage. oh and don't try to carnage scissor out of the curse. It's highly unlikely that you'll make it past all the random crap going on. ... that's about all the advice I can give. There have been sometimes when I am COMPLETELY locked down in the corner while cursed (arakune player continuously uses this projectile move at mid-distance and bees doing their thing). All I can do is block and every time I get guardcrushed. Any tips on what to do in this situation?
Tsak Posted July 4, 2009 Posted July 4, 2009 i like how arakune can lock the whole screen down with moves that all use the same button omg so gay
vedasisme Posted July 4, 2009 Posted July 4, 2009 There have been sometimes when I am COMPLETELY locked down in the corner while cursed (arakune player continuously uses this projectile move at mid-distance and bees doing their thing). All I can do is block and every time I get guardcrushed. Any tips on what to do in this situation? Theoretically you could try to jump-fortress defense, and try to air-dash in between hits. I've seen it work before, but I'm not sure how reliable that is. The arakune I play against doesn't do that corner lockdown...yet.
Tsak Posted July 5, 2009 Posted July 5, 2009 no that really doesn't work (the lockdown is literally /wrists if you have already bursted and you will probably lose) only real way to escape that crap is IAD burst or something lulz of that nature
Siefer Posted July 14, 2009 Posted July 14, 2009 This match-up is pretty retarded. Arakune is pretty retarded. If anyone has something to add to this, I'm all ears, because this match-up is pretty retarded.
Tsak Posted July 14, 2009 Posted July 14, 2009 yeh well the only thing that really works is keeping yourself uncursed and seriously bursting once you get cursed to get uncursed is really good but its very risky if you can't reapply pressure on him chicken block dives so you can't cross you up and it gives free heat basically the matchup is probably in ragnas favor while not cursed while cursed its like 9.5-0.5 or something equally retarded since if your cursed all he has to do is summon a cloud and then summon bell and your screwed the bugs on the screen that hit you in the air (either unblockable or air unblockable i dunno which) corner rape isn't even needs but it will just end the job quicker
jiyuna Posted July 14, 2009 Posted July 14, 2009 Spam Gauntlet Hades in the air. Arakune's gameplan is to jump away like a bitch and throw out clouds/dive spam. The first part of GH hits above ragna and also carries him nearly full screen; this hits Arakune out of dive/cloud and is untechable on CH, so you have plenty of time to land before him and position yourself for a 4000 damage bnb. If you see Arakune jump, 99% of the time you should throw out air GH. Once you're cursed: just start thinking about the next round.
Tiamat Posted July 14, 2009 Posted July 14, 2009 use tiger knee GH or just jump and do it according to the situation? or both?
Abstract Posted July 18, 2009 Posted July 18, 2009 -how to block his moves. Arakune seems like he's all about crossup, his dive can go forward or back, and I think straight down They can do all three. Here's an important tip: always always always always barrier the dives. Don't IB them. If you barrier the dives he'll have to cancel into j2B if he wants to be able to teleport behind you. If he does crossup forward dive he'll be able to cancel into j2C again, but he'll be deprived of the teleport mixup and your life will be that much easier.
RoK the Reaper Posted July 18, 2009 Posted July 18, 2009 In all honesty, this match-up is pretty retarded, I have to agree with this guy. Arakune is even worse to fight against (Once Cursed) than a really good V13; though, I really should've taken that match against HellFromAbove. This is what I know about this Match-up. Arakune is a character that relies on cursing you to win; period. It is nearly impossible for Arakune to stand a chance if his projectiles aren't on you, but he has so many different ways it's nearly impossible to stay uncursed for the length of an entire round. Ragna, not being able to destroy clouds I believe (Does Hell's Fang destroy cloud's? I haven't tested it), also, the fact he runs makes him hard to hit. My best thing? Rush, Rush and Inferno Divider like you wouldn't believe. Rapid cancel on guard, try to grab him, get as MUCH damage in as you possible can and avoid bursting early. If you get cursed again (You will) you are pretty much going to die. It's good to run away and predict when you should rush in, but if you are CURSED, avoid the corner. His Corner Trap is too good and will rape you, incredi-hard. So stay away from that. All in all, I say this is a pretty good match-up as long as you don't get cursed and pick your times to strike. Also, whenever, WHENEVER Arakune has 50% heat, always be looking to throw break, no matter wh ere he is, BE LOOKING to Throw break. Everyone loves the Throw>Distortion Laser Spider Thing>Curse. So I say just watch-out for that and you should be fine.
Magnet Posted July 19, 2009 Posted July 19, 2009 Hmmmm....maybe I can add some imput, since i dabble in Ragna alongside Arakune, ill throw in some observations of mine. -GH is good as long as you dont wind up trading with clouds. i really wouldn't use it too much as an Anti-cloud tool unless you can time it perfectly. Trading with a cloud thats out and not cursed? good. Trading with a cloud and winding up cursed? Bad. I would say the closer to the ground arakune is when you do the GH, the less likely you are to trade, since you wont have to waste time jumping up to catch him when hes REALLY high up, something Arakune is pretty good at doing. -Unsure if Ragna's 6A beats arakunes AD Canceled J.B (Aka the spikes). worth testing, since J.B is a major part of Arakunes pressure. -I know its easy for me to say this, being an Arakune player, but you really dont wanna wind up cursed in the corner. That can pretty much spell the end of the round if the Arakune knows how to keep you there. -There are two major things to watch out for in Arakune's blockstrings/mixups: 1. Midscreen unblockable Via two 2A's, with the A bug (comes from your side of the screen, onto your head) forming the unblockable. 2. a really short J.D, which is a quick, nasty low that curses you. Both of the above mentioned lead to recurse. -If Arakune does a J.D really high in the air and it wiffs...PUNISH HIM HARD!! I beleive he is completely helpless all the way to the ground . Hell's fang works, and might even net you a counterhit into big damage. this is situational, obviously. if there is a bunch of crap in front of you that prevents you from advancing, it may be unwise to attempt to go through it. However, If Arakune does do the mistake of an unprotected high air JD, that could be the mistake that swings the match in your favor. -If Arakune has 50% heat, and your pressuring him, be mindful of his counter assault, which is a throw. if he has 100% heat, he can counter assault into Spider DD, and curse you afterward...which will absolutely suck.
VR-Raiden Posted July 19, 2009 Posted July 19, 2009 Air Gauntlet Hades really works wonders in this match up. I also really like j.D, and sometimes 6D in this match cause of the huge area around/above they hit. Once I'm cursed, I don't really have much of a game plan. It mostly consists of throwing out random ID/GH, sometimes it catches him Try to keep moving and be ready for him to teleport out of the corner. As its been said, watch for those throws.
Mihe Posted July 20, 2009 Posted July 20, 2009 for that mid air spike move arakune does, inferno divider goes straight through it, though 6a just clashes with the first hit (then you get raped) 6a does fuck up that mid air shark thing though.
Manas Ayus Posted July 26, 2009 Posted July 26, 2009 Arakune main here to tell you why this is such a hard matchup for you and what you can do to swing it in your favor more. Ragna is a rushdown character in many aspects including his speed and his special inputs such as 214A and whatnot. Unfortunately, I am generally waiting for these moves to come out so I can punish them with clouds, bellbugs, or a well-timed 2D (spitbug). Ragna does not have the range to zone Arakune (obviously) and even though he is very fast, Arakune can move higher than he can, and teleport to cancel out the fact that Ragna will move so fast. Arakune can only teleport through the air though, so when you see him beginning to jump towards the back of the screen realize that he will teleport and make sure you punish accordingly (Inferno Divider?) IB's and punishment are your friends in this match-up. Take any change you can to get combos on him and make him feel as though the air is unsafe. If he can't go in the air, he can't make clouds. If he can't make clouds, then you're safe to block and not get cursed. If you need an Arakune to spar against, I can be found on XBL under Manas Ayus. Good luck!
Magnet Posted July 27, 2009 Posted July 27, 2009 I need to retract something I said earlier with an apology -2a into A bug is NOT an unblockable my bad. im really sorry about that. anyhow, maybe this will help... -GHing while ara is on the ground may be a bad idea. Ara's 2B is turning out to be a fantastic anti-air if timed right, and the last thing you wanna do is give ara a counterhit like that, since it will most likely lead to curse. and that leads to . also, it seems it will also beat out Ragna's J.C if you space it poorly. i guess GH might work as an anti-cloud-spawining tactic if you psychic it, but once again, you wanna watch out for trading with the cloud. Video reference: http://www.youtube.com/watch?v=ix-Zb57eX10&feature=channel. for the GH, its in the corner @1:25 to 1:30 for the J.C, its @1:55-2:00
Xill Posted August 5, 2009 Posted August 5, 2009 Don't dash into Curses. I know its really common sense but you'll still do it. You have to really keep some good control over Ragna and make his Gauntlet Hades hit. Its not about being on the same line in the air with Arakune. Not at all. If you are, you should be ending up cursed. You wanna be dashing below him so you can get your Gauntlet Hades or I.D out. If you catch Arakune on the ground, mad pressure with jump cancels and dash cancels and mix ups. If you get curses, go defense ASAP. The only time I try to hit him is with an I.D. when hes in the air and close with some silly attack. Also, don't get caught by his grabs or his silly big overhead combo. If you block it, you get a free punish. Oh, and watch out for his Low hit when hes in the air. Lil curse spike hits your feet. You can try to move but i'm a fan of just blocking it or already being in the air.
TheParadox Posted August 6, 2009 Posted August 6, 2009 I know for a fact that Ragnas 6A beats out Arakune's dives, the only problem I'm having with this is, knowing which side he's gonna land on... his cross-up dives are just so annoying. And seeing as how I'd probably run into a cloud, or be forced to block one, it makes air-to-air kinda dangerous. Arakune seems to have a dash/backdash with annoying retarded teleport properties *kinda like slayer*, which they can also go immediately into if they land with their dive. I usually get a free 5B into a combo on wake up from those, i dont know if he's slightly vulnerable as he appears out of the ground or if its just the Arakune not blocking.
Siefer Posted August 6, 2009 Posted August 6, 2009 I know for a fact that Ragnas 6A beats out Arakune's dives, the only problem I'm having with this is, knowing which side he's gonna land on... his cross-up dives are just so annoying. And seeing as how I'd probably run into a cloud, or be forced to block one, it makes air-to-air kinda dangerous. Arakune seems to have a dash/backdash with annoying retarded teleport properties *kinda like slayer*, which they can also go immediately into if they land with their dive. I usually get a free 5B into a combo on wake up from those, i dont know if he's slightly vulnerable as he appears out of the ground or if its just the Arakune not blocking. Unless you know the dive is going to land in front of you, I think it's better to chicken block the dives. The guy above mentioned it, but you have really good control of Ragna in air-to-air situations avoiding clouds and other bullshit. Despite that, you're still going to be cursed every now and then. Arakune has recovery frames after a teleport, you can punish him. It's stupid how he can go into a teleport right after a dive though... EDIT: I also want to note that Ragna's 6A does not always cleanly beat out the dive (it will sometimes clash).
Shinobi Posted August 7, 2009 Posted August 7, 2009 Unless you know the dive is going to land in front of you, I think it's better to chicken block the dives. The guy above mentioned it, but you have really good control of Ragna in air-to-air situations avoiding clouds and other bullshit. Despite that, you're still going to be cursed every now and then. Arakune has recovery frames after a teleport, you can punish him. It's stupid how he can go into a teleport right after a dive though... EDIT: I also want to note that Ragna's 6A does not always cleanly beat out the dive (it will sometimes clash). Not too familiar with this 'chicken blocking' term. I'm assuming you mean barrier blocking or perhaps jump barrier blocking?
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