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Posted

I feel like Nicolas Cage in this matchup.

It won't help much but here are some tips to start with:

IMO This matchup can be split into 2 "parts": While you aren't cursed, and while you are cursed.

Uncursed:

-Use D nails to cover you while you try to get close. Making Ara block 1 of them will vanish a cloud that is in the way, but will also bring him down from the air to you, as you want him grounded. If there's a cloud above you, TK the D nails.

-Normally Ara can't crouch below 5A and 5B so they are good starters.

-Don't waste the super gauge on every random combo. Save the auto-combo super for combos that won't scale it badly, so it will do some real damage.

-Use the auto-guard of D attacks to get rid of clouds you don't want to try to get around. Mix different teleports or none to avoid whiff punishment.

-Pay attention to which way to block Ara's dive moves. If he hits with a dive you can be really screwed, but if you can block it you can start pressuring.

-2D is a good tool and your most reliable option for an anti air vs both the dives and j.b . Again, mix different teleports or none to avoid whiff punishment.

-If you succeeded getting close to him, play super offensive and stay in his face. It's harder for him to get you cursed at zero range. Go berserk with the TK nails if you have to.

-If he made a ring cloud you it's pretty obvious he will want to teleport to the other side to make it hit you, so don't let it catch you off guard.

-FRKZ can be nice as long as you don't get cursed.

Cursed:

-Don't waste your nails going for a desperate hit. It won't work...

-Burst is your 1st get out of jail card.

-Counter Assaults are you 2nd and 3rd get out of jail cards. Save your super gauge for them.

-If you are at throw range and have a chance, try to regular throw him. Even if he evades, or even if you evade his throw, the curse will be removed.

-At far range just block low till it passes but watch out for guard break attempts and for re-curse attempts.

-At close range block low, be careful from his overhead and look for chances to jump backwards.

-If you managed to get him in a block string while cursed, at least be thankful Bang is good in mixups... 6B doesn't give a good reward in damage but it's a surprise overhead that can be used after 5C (Mix it up with 2C). You just need to get 1 hit in so you can get rid of the curse so it's a good tool to have.

-If you have the nails for it, the most reliable way to get a curse removal from a block string you started is to JC a normal into TK nails, land dash and regular throw while he's stuck blocking the nails (purple "!!" that will be evaded but who cares your ass is saved :yaaay:)

Feel free to add more info.

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Posted

whenever you block Arakunes 2C from up close - probably from a combo miss on his behalf - go for your strongest combo vs. crouch. Arakune's 2C is insanely unsafe on block. In this situation use: 5B,2B, 2363214C if you have the heat. note: 5A will whiff. Note: if you are cursed or arakune has 50% heat, don't bother. edit: 5A will whiff against ara if he did 2C.

Posted

Good thing that I've heard: -Do not burst when caught in his laser super. You will still get hit, now taking more damage. It is important to know when to tech, especially because, any 50% or plus heat of his can go towards that easy super. -From what I remember, Arakune's air game is better than Bang's, and jumping up at him isn't the smartest idea. However, I recall that when he throws out the aerial cloud that chases you, you COULD jump and air dash toward him attacking. As far as I can guess, he is a little bit vulnerable doing the time you spits the cloud and you dash towards him. Though not exactly recommended. - ^ Relating to the above, it might usually be best to fight as much as you can on the ground. -Arakune is one of the few characters out of: Tager, Haku-Men, Litchi, Ragna, and himself, that get hit by Bang's 6C easier than others. Hitting him with that could lead into a simple aerial combo. Also, since I don't know. What does TK'd mean?

Posted

Tiger knee. It means you do nails in a motion like 2369 so you don't have to input the 236 while already in the air - meaning you can do it lower to the ground.

Posted

@Shiri: Oh, okay. I knew what the Tiger Knee motion was lol. I use it all the time, especially in other fighters as well. I just had no idea what TK stood for. Thanks for clearing that up though. I know Arakune's love to air dash cancel a lot. Especially their j.B, the spikes. That is something to be aware of. Good to know for those of you that didn't know that Arakune doesn't have to go up with his air dash.

Posted

Arakune players thoroughly love making every attempt possible to jump out of pressure, it isn't potemkins heat fist, but I had great success with psychic iad 623c's tonight. Catching Arakune for a nice chunk of his health every time he jumps. Keep in mind that when Arakune is in the air, you can't see his low attack drive moves, so unless he's approaching you, it's a better idea to block low, as reacting to him turning into a spitball can be frustrating at times. B Nails are excellent tools in this fight, tking them can cause an Arakune to think he has an opening, only to be stuck blocking from the explosion. If you think Arakune is about to lay a cloud, and you really have to get in on him, psychic tk drive nails can pick him out of the air, however it's risky and I don't really advise it unless it's a dire situation. BE READY TO BREAK THROWS. Arakune has a decent throw range, and throw > distortion > curse can cause the match to be a very uphill battle. Once Arakune is locked down you need to keep him that way, he doesn't have a dp, and wakeup distortion is pretty bad for him, you can react to its startup and block. If Arakune is about to jump and you aren't comfortable with psychic 623c attempts, j.a to bring him back down before he curses you. Also high risk, but it's a higher risk allowing Arakune to run all over the place. One of the problems bang players have is that they want to jump up to arakune when they're cursed, it normally ends up with bang eating combos. Try to stick on the ground if you can when you're cursed, eventually arakune has to land, he can't fly. Keep in mind that if you're close to him, a throw removes your curse, and even if it's a throw break, the curse is removed.

Posted

I don't know if I ever want to jump when cursed because of that 30ish hit bug. I find most success (though general for Bang but still) is not him letting move, constant pressure maintained so he has as little time free as possible.

Posted

I hate fighting him so much. He seems so much like a marvel character with all the stuff he has on the screen.

Posted

Heya, just thought since im partially a bang player as well as an arakune player i might throw in my two cents if that was okay....though other arakune players are going to go outside and beat my squishy self for this. -Arakune has some nasty shenangians when it comes to his approach, But there is a catch: his best ways to approach you while you are cursed and uncursed is from the air, namely, in the form of his Jump-Dash B-Cancel (Aka the spikes). dont quote me on this, but a properly done 2D might be able to beat it if you teleport with it, though i need to test it. -Arakune, from what I know, has four main ways of escaping pressure if hes got an opening: Backdash, Foreward Dash,5A->6B, and jump. 10stars is right IMO on how to deal with jumping, but the teleports can be pretty frustrating to deal with. if you think hes going to teleport, try using a nail of your choice to either force him to block or punish him. WATCH OUT FOR TELEPORT FEINTS. These can lead to nasty, icky setups and damage, so i'm going to stress 10stars point on being ready to throw break, as some of the feints can put him right back in your face. -If arakune has 100% heat, and he's blocking your stuff, be ready: his Counter Assault is a throw. it also can combo into his super, and that leads to curse, which sucks. if you think hes going to do his counter assault, and you bait it and it misses, punish him HARD. -If you do get cursed, and hes got you blocking, make sure to watch out for two things in particular: his midscreen unblockable (which is done with two crouching As, the A bug then forms the unblockable) and his J.C->JD off some of his JCable normals. both lead to big damage and possible recurse. Counter Assault can help you deal with both if your quick, but i need to test that. -In my opinion, as a squishy, D and B-nails are the scariest thing in the world to me, though that may be from lack of experience against bang. -Arakune has some decent air-to-air and air to ground, but his ground-to-air in my opinion is questionable in the form of his 5C. yeah, its big and scary, but you've got a mean crossup possibility in the form of J.4C and two air dashes. though i've heard things about his 2B being an anti-air as well... -while arakune doesnt have a reversal, his 5A-6B is pretty nasty. if the 6B hits after the 5A, it will send you sailing to the other side of the screen, which is most likely where you don't want to be. fortunately, the 5A can be crouched under, so lows will cause it to wiff, allowing you to pummel him with bang's FISTS OF JUSTICE! -Be wary of crossup dives. if he dives regularly and it wiffs, he recovers pretty quick, so be ready for it, as it can be tricky to punish. if he teleports after the dive, be ready to react to that too. remember: if he hits you with a blocked dive, he can IMMEDIATELY cancel it into another dive of a different button, so if he did a foreward dive, he can only do a neutral or backward dive afterwards. Arakune's will sometimes dive immediately after throwing out a cloud, so remember that too. -If an Arakune wiffs a JD from high in the air,I believe hes helpless all the way to the ground. Make him pay for the mistake of a high-air JD. That's my advice, hoped it helped, and remember: i am a squishy of JUSTICE!!:AR::BANG: P.S: ill try to post how to deal with bugs next time.

Posted

Its Band hes a ninja He should be able to punch each individual bug from the air before they even appear on screen, right? Anyway. . . Id like to re-confirm the effectiveness of auto-guard punishing. . .it. . .it. . .really hurts. . . I dont know if its been stated already, but 2D > J.D > 236C > J.D > (The elbow that lifts into the air, cant remember input) > J.63236C = Big Owie

Posted

match opener: d.j.A or j.A if you suspect he will jump right away. pressue from there - more j.A, j.B, j.C, land before him, or go into j.623C and so on. in general, j.A is quite vital (as long as you don't jump right into an arakune that's about to summon a cloud...)

Posted

kay, the stupid air dog thing, where he plummets straight down, or down forward/downback on an arch. If you know these are going to land on bang, they can be punished with 2d, or 5d > A teleport. 2d is much better obviously. You have to input 2d as soon as you see him go on his arch down. Note: That if you teleport while doing 2d, it will whiff. You only need to teleport on 5d.

Posted

something i remembered when watching your vid vs. the arakune, 10stars: - when you are semi-corner pinned (semi = the arakune can't do it perfectly), wait for the spit move (arakunes 6D i think), then super on reaction if there is a gap at all. i was able to 2/2 times yesterday when i tried it. of course, if the ara is perfect in his pin, i guess you are screwed ^^

Posted

something i remembered when watching your vid vs. the arakune, 10stars:

- when you are semi-corner pinned (semi = the arakune can't do it perfectly), wait for the spit move (arakunes 6D i think), then super on reaction if there is a gap at all. i was able to 2/2 times yesterday when i tried it.

of course, if the ara is perfect in his pin, i guess you are screwed ^^

Yeah I really don't have alot of matchup experience against Arakune, and I really didn't expect biscuits to throw the guard crush loop out, didn't think he learned it yet, but i was impressed and then thought of ways around it. I couldn't find the gap that you just mentioned though, so now I know for later, appreciated.

Posted

the corner pin is somewhat easy, unfortunately =( sicfi pulled it off on me on our first day playing, then again, he's an eddie vet. there are even some aras who dont even know proper combos, who sometimes get a win off me - it's quite depressing. curse is so strong, even in the hands of a noob.

Posted

kay, the stupid air dog thing, where he plummets straight down, or down forward/downback on an arch. If you know these are going to land on bang, they can be punished with 2d, or 5d > A teleport. 2d is much better obviously. You have to input 2d as soon as you see him go on his arch down. Note: That if you teleport while doing 2d, it will whiff. You only need to teleport on 5d.

does 2d take care of the crossup?

Posted

does 2d take care of the crossup?

2D is extremely unreliable against aras dives, since its horizontal hitbox is so terrible. you could use it to get out of the way (2D, C teleport), but that might be a bad idea, giving him room.

Posted

Heya, just thought since im partially a bang player as well as an arakune player i might throw in my two cents if that was okay....though other arakune players are going to go outside and beat my squishy self for this.

-Arakune has some nasty shenangians when it comes to his approach, But there is a catch: his best ways to approach you while you are cursed and uncursed is from the air, namely, in the form of his Jump-Dash B-Cancel (Aka the spikes). dont quote me on this, but a properly done 2D might be able to beat it if you teleport with it, though i need to test it.

-Arakune, from what I know, has four main ways of escaping pressure if hes got an opening: Backdash, Foreward Dash,5A->6B, and jump. 10stars is right IMO on how to deal with jumping, but the teleports can be pretty frustrating to deal with. if you think hes going to teleport, try using a nail of your choice to either force him to block or punish him. WATCH OUT FOR TELEPORT FEINTS. These can lead to nasty, icky setups and damage, so i'm going to stress 10stars point on being ready to throw break, as some of the feints can put him right back in your face.

-If arakune has 100% heat, and he's blocking your stuff, be ready: his Counter Assault is a throw. it also can combo into his super, and that leads to curse, which sucks. if you think hes going to do his counter assault, and you bait it and it misses, punish him HARD.

-If you do get cursed, and hes got you blocking, make sure to watch out for two things in particular: his midscreen unblockable (which is done with two crouching As, the A bug then forms the unblockable) and his J.C->JD off some of his JCable normals. both lead to big damage and possible recurse. Counter Assault can help you deal with both if your quick, but i need to test that.

-In my opinion, as a squishy, D and B-nails are the scariest thing in the world to me, though that may be from lack of experience against bang.

-Arakune has some decent air-to-air and air to ground, but his ground-to-air in my opinion is questionable in the form of his 5C. yeah, its big and scary, but you've got a mean crossup possibility in the form of J.4C and two air dashes. though i've heard things about his 2B being an anti-air as well...

-while arakune doesnt have a reversal, his 5A-6B is pretty nasty. if the 6B hits after the 5A, it will send you sailing to the other side of the screen, which is most likely where you don't want to be. fortunately, the 5A can be crouched under, so lows will cause it to wiff, allowing you to pummel him with bang's FISTS OF JUSTICE!

-Be wary of crossup dives. if he dives regularly and it wiffs, he recovers pretty quick, so be ready for it, as it can be tricky to punish. if he teleports after the dive, be ready to react to that too. remember: if he hits you with a blocked dive, he can IMMEDIATELY cancel it into another dive of a different button, so if he did a foreward dive, he can only do a neutral or backward dive afterwards. Arakune's will sometimes dive immediately after throwing out a cloud, so remember that too.

-If an Arakune wiffs a JD from high in the air,I believe hes helpless all the way to the ground. Make him pay for the mistake of a high-air JD.

That's my advice, hoped it helped, and remember: i am a squishy of JUSTICE!!:AR::BANG:

P.S: ill try to post how to deal with bugs next time.

Cool, I will have to play more in order to really get this down. Thanks for the tip everyone

Posted

quoting myself:

i suggest you all watch the hima arakune vs. dora bang matches i linked, really good strategies & combos there.

- j.A (counter hit) vs. cloud summon combos into j.D, land, relaunch

- j.B,j.C,j.623B combos in most situations against arakune

- i noticed that dora bang inputs his TK palm thrust with 7 instead of 9, if he screws up, a back-jumping C comes out, which is good in the corner - nice angle to air dash and still apply pressure. so his motion probably is: 6237B.

oh, and about my 2D being unreliable statement: still holds true, but dora uses it constantly vs. arakune iad.j.B - it almost always whiffs though, but it seems to be save more or less, even when absorbing & whiffing against the j.B hits.

Posted

Played against an Arakune that constantly did dive attacks, and teleported away on block. Couldn't get to him before he was able to jump backwards again. What should I be using besides nails to pin him down? Trying to find ways to close distances like that without using up nails, but he teleports so far away after a blocked dive.

Posted

Jump a lot and hit buttons. It works when you're cursed or not. Arakune doesn't have Anti-air for SHIT so take advantage of it. Also IAD command grab.

Posted

Erm....i need to correct myself on something.

-2A into A bug is NOT an unblockable. *smacks head* so dont be afraid of it unless your already hit, since it is a bit of a loop.

:( my bad? i really didn't mean to give false info. ill try to spread the correction around a bit.

also, I believe that arakune does have anti-airs in the form of his 2B and 5C, but in this matchup its not particularly useful, since bangs J.C and J.4C seem to be at a perfect angle to stuff them both. though ill have to test that.

Addition: After watching a few Ara match videos, i can tell now that 2B is DEFINITELY at least a decent anti air at some angles. seen it beat out Ragna's GH. Looking into it more now.

Addition again:...wow, nevermind what i said. 2B stuffs J.C from DIRECTLY ABOVE.

example: http://www.youtube.com/watch?v=CeBxurFd3_0 at 5:24

....wow, ara's 2B must have almost no hitbox. yikes :gonk:. looks like ara does have an anti-air.

Posted

Erm....i need to correct myself on something.

-2A into A bug is NOT an unblockable. *smacks head* so dont be afraid of it unless your already hit, since it is a bit of a loop.

:( my bad? i really didn't mean to give false info. ill try to spread the correction around a bit.

also, I believe that arakune does have anti-airs in the form of his 2B and 5C, but in this matchup its not particularly useful, since bangs J.C and J.4C seem to be at a perfect angle to stuff them both. though ill have to test that.

Addition: After watching a few Ara match videos, i can tell now that 2B is DEFINITELY at least a decent anti air at some angles. seen it beat out Ragna's GH. Looking into it more now.

Addition again:...wow, nevermind what i said. 2B stuffs J.C from DIRECTLY ABOVE.

example: http://www.youtube.com/watch?v=CeBxurFd3_0 at 5:24

....wow, ara's 2B must have almost no hitbox. yikes :gonk:. looks like ara does have an anti-air.

Well Ara's 5C takes forever to come out though. he doesn't have a quick anti-air and Bang can cross up on his 5C by going over him and doing j.4c. Arakune has a bunch of invincibility when his tongue is out like that, he beats most air attacks, but as I said it's mad slow.

I was playing Arakunes at C3 last weekend, and all of them had the same complaint that Arakune has no reliable Anti-air. So to the skies!

Posted

ill have to agree with you on the 5C taking forever to come out. its an okay anti-air at best, but still... you gotta admit that 2B looks scary, I'm afraid of it and i play arakune. I guess the gimick is that it has strict timing. So i guess this becomes a battle of who can hold the skies better in this matchup, since almost all of arakune's safe approaches are from the air.

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