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Posted

How are bumpers in this matchup? Ive been having a lot of arakune trouble, and I was mostly trying to snag them out of the air since they don't seem to stay on the ground long enough for me to catch em. Sounds like most of you guys advocate staying low and playing the waiting game, but I was thinking 7, 8, and 9 dashes off of bumpers might let you get up there and knock them down, or better yet command grab. I suck with bumpers atm so I can't trust my results to tell me much, any thoughts?

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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.

Exactly, it's another air battle. Bang can go higher than Arakune with bumpers, but that's very strict placement, so it's really an air battle. Bang should be using alot of j.B and j.As. Though Ara has some alright air moves as well as his annoying teleport :/
Posted

from my experiments, they're ok for mixup purposes, but often bumper dashing will just make you eat a cloud or bellbug or some other nonsense which will just end with you cursed. however sometimes you can get some clutch opportunities and tech on a bumper and zip through the one tiny hole in Arakune's screen full of crap and get an easy hit. However, thats pretty rare, so I wouldn't try it too much. Just stick with a setup like A B 2B 2C 6D fireknuckle -> B Bumper -> 3 or 6 dash off of it into mixup of choice

Posted

Though another big part of this matchup is getting Arakune to RESPECT you on his wakeup instead of jumping EVERY GOD DAMN TIME (like every Arakune) So 5C, 6B, 5A, and even IAD j.623C. The only way to get to Arakune is make him scared of jumping on getup so you have him controlled pretty well. Also, I find Drive nails necessary in this matchup. They're your trump card to getting out of most situations, especially curse, or a Camping Arakune with a screen full of crap. Though this is one of my hardest matchups :(. I lose to several flowchart Arakunes cause they just run all day and I can't get a decent knockdown on them.

Posted

Though another big part of this matchup is getting Arakune to RESPECT you on his wakeup instead of jumping EVERY GOD DAMN TIME (like every Arakune) So 5C, 6B, 5A, and even IAD j.623C. The only way to get to Arakune is make him scared of jumping on getup so you have him controlled pretty well. Also, I find Drive nails necessary in this matchup. They're your trump card to getting out of most situations, especially curse, or a Camping Arakune with a screen full of crap.

Though this is one of my hardest matchups :(. I lose to several flowchart Arakunes cause they just run all day and I can't get a decent knockdown on them.

This is right. When you get momentum against Arakune you need to keep it going at all costs even if you have to blow some drive nails. He doesn't take much to go down so just don't let him jump out.

@The earlier post saying this is an air battle: you better hope this isn't an air battle since a good Arakune will wipe the floor with you if you try to go air to air with him or render it meaningless by diving. I find the most success in this matchup staying on the ground, and if I go in the air, it's following a B shuriken or drive shurikens.

  • 3 weeks later...
Posted

I don't think you'll be using Daifunka outside of combos anyway in this match. Ara can just be so damn safe, and unless you're lucky you won't be dashing through the BEES.

Posted

especially curse, or a Camping Arakune with a screen full of crap.

Usually if they're trying to camp full screen and throw stuff out, I just stay put until they run out of meter. Watch carefully to make sure you don't get hit by something, especially close cloud > edge teleport shenanigans, but otherwise just wait for curse to run out.

EDIT: It also helps if you're not trying to IB bugs in laggy online play. Q.Q

  • 3 weeks later...
Posted

i had a few matches vs arakune the past few days and i think that the best option is to keep him on the ground. and once there, stay closest as possible to him, the only thing to worry about is the rage of his 2A.

Posted

2D or 5D on the second hit of Ara's 2D is a godsend in this fight.

He can escape the corner trap this way? Would you use B teleport to get behind him at that range?

Posted

He can escape the corner trap this way? Would you use B teleport to get behind him at that range?

Yes, I think 6D can also work.

Posted

I've had someone Daifunka through the second hit of the 2D worm as the D bug started to come down. Ara's 2D has ridiculous cooldown. serge, we should play, I need more high level Bang practice... whenever I encounter you in ranked you leave XD

Posted

Yes, I think 6D can also work.

Is there any benefit to using 6D over 2D? Spacing issues with the teleport maybe?

Also this is going to be really basic shit I know it, but how are you supposed to tech if you get caught out of the air by bugs? I keep getting rejuggled by bugs (D bug hurts) after teching, which suggests to me that I'm missing something really easy or obvious.

Posted

I've had someone Daifunka through the second hit of the 2D worm as the D bug started to come down. Ara's 2D has ridiculous cooldown.

serge, we should play, I need more high level Bang practice... whenever I encounter you in ranked you leave XD

Ara's are like my kryptonite right now. But yeah, just hit me up.

And for the 6d, it's more that the autoguard starts at frame 1.

Posted

Is there any benefit to using 6D over 2D? Spacing issues with the teleport maybe?

Also this is going to be really basic shit I know it, but how are you supposed to tech if you get caught out of the air by bugs? I keep getting rejuggled by bugs (D bug hurts) after teching, which suggests to me that I'm missing something really easy or obvious.

If the D bug catches you above it and you're in its arc you're pretty much screwed, d bugs are super slow though, and easy enough to avoid as long as you don't jump right into them. Ara's A bug (the one that comes at an Arc from behind the opponent) is super spammable b/c it uses up very little of the curse meter, and it can set up for other bug hits. B/C bugs (come from behind Arakune or the ground) as well as D bugs use up a lot more meter and cannot be spawned as frequently. Basically, make sure not to run into D bugs and watch the A bugs closely b/c we'll use them to lock down air game and hopefully set up for dive loops.

Your best bet is to attempt to instant block on the ground and then wait for a chance to move.

Posted

If the D bug catches you above it and you're in its arc you're pretty much screwed, d bugs are super slow though, and easy enough to avoid as long as you don't jump right into them. Ara's A bug (the one that comes at an Arc from behind the opponent) is super spammable b/c it uses up very little of the curse meter, and it can set up for other bug hits. B/C bugs (come from behind Arakune or the ground) as well as D bugs use up a lot more meter and cannot be spawned as frequently. Basically, make sure not to run into D bugs and watch the A bugs closely b/c we'll use them to lock down air game and hopefully set up for dive loops.

Your best bet is to attempt to instant block on the ground and then wait for a chance to move.

If I am hit in the air by bugs other than D bug however, which way should I be teching? I tried not teching at all like you would handle Tager, that just got me hit more. Teching straight down is better in this situation than side tech in the air? I've had mixed results with both.

  • 5 weeks later...
Posted

I've noticed Arakune LOVES to be in the air. If you notice your friendly neighborhood ara neutral teching and jumping after 6D 9623B when you try to 2A, IAD command grab him. It's a beautiful thing. Just don't be predictable with it =p

Posted

I've noticed Arakune LOVES to be in the air. If you notice your friendly neighborhood ara neutral teching and jumping after 6D 9623B when you try to 2A, IAD command grab him. It's a beautiful thing.

Just don't be predictable with it =p

If they're trying to jump out constantly then 2a into while standing bnb works just fine. Ends in knockdown and good positioning. Much less risky than iad command throw, although I will use it after 2b occasionally to keep arakune's honest.

  • 2 weeks later...
Posted

Dammit Bang pisses me off. This match up feels in no way in Arakune's favor, perhaps on the theory that he has more options, which is give or take a crap view point. Arakune has less options than people give him credit for in this match up. For one, he can get locked down easily, he has no get up options except for his super--so we have to wait through a beating to even get that far, once Bang locks Arakune down, there's little to nothing he can do about it, but tech and hope to get some leeway. Second, Bang's JA > Arakune, because of his superior air mobility, Bang can just JA spam and not only beat out Arakune's aerials but prevent him from trying anything, in order for Arakune to beat him, he has to do his move far in advance. Arakune has 2 distinct advantages, his damage output and his cloud shield, both of which can't be exploited nearly as much as he can. Since Arakune has no ground rushing abilities, he can't lock Bang down after a combo and there are times where Bang can Burning Heart his way fresh out of pressure. FRKZ = Bang Wins, more damage, added air mobility, can dash out of combos. Arakune's precurse pressure is laughable, Bang's 2D beats Arakune's ADC JB, Arakune has no real block string precurse and his mixups are shit, Bang really shouldn't have a problem avoiding curse off the back, if Arakune jumps, run and JA spam to combo, which is instant lockdown. I don't know, perhaps I'm just the worst fucking Arakune player in the entire BB scene, but Bang causes nothing but trouble and the match up feels nothing in my favor. Bang always has options (even if it's just standing there and doing nothing) and can easily punch through the holes in Arakune's precurse game. Not only that, but he can easily reduce his options to 0 simply by locking him down with his BnB. And this is why I hate Bang, because he's a liar. 7-3 my ass.

Posted

no offense, but if you think arakune-bang is unfavourable for ara, you must be playing bangs that are a lot better than you. on a side note, furinkazan vs. arakune is a terrible idea. oh and coming here and arguing about the matchup, what's the point? are you asking for advice? or venting your anger? the latter would be a waste of time.

Posted

no offense, but if you think arakune-bang is unfavourable for ara, you must be playing bangs that are a lot better than you.

I didn't say it was unfavorable for Arakune, I said he doesn't have as much of an advantage as people are making it seem, the Bangs I fight seem to find a way around everything, and I've been following these match up discussions by the book--from experience, Bang has options in just about every situation.

That and he wins once he locks Arakune down.

on a side note, furinkazan vs. arakune is a terrible idea.

I'll take your word for it....

oh and coming here and arguing about the matchup, what's the point? are you asking for advice? or venting your anger? the latter would be a waste of time.

Both, actually.

  • 1 month later...
Posted

Because my brother plays Arakune and he's my biggest competition I'm going to put some of my observations here. DISCLAIMER : I'm not a tournament level player. -A and B bugs (the ones that come from either side of the screen) are both unblockable in the air without IB/barrier -Arakune's landing animation makes him short (he splashes as he touches ground) so 5A as he's landing can whiff, use 2A, 5B, or 2B instead -Arakune's shield cloud (the one that stays on top of him) is incredibly annoying and basically your only option against it if he's playing defensively is throw shurikens and hope he forgets to block or guardpoint it (5D is best) and hope he forgets to throw. :vbang: -When you're approaching from the ground, be ready to barrier cancel your dash or jump since his 2D and j.D can both come out before you can stop your dash regularly -Oki > damage! Keeping him locked down is much better than a few hundred extra damage so be sure to end combos with 623B and j.C whenever possible. be ready to turn random hits into knockdown (eg. catching him out of the air with 5A > 5B, follow up with j. A > j. B > dj. B > dj. C) -Steel Rain (umbrella super) is useful if you can predict him throwing out a cloud/teleporting/other slow move -Throwing Arakune while cursed will remove curse even if he throw breaks it so purple throw away! -KNOW your most damaging combos to go into off of random hits, you're gonna be working hard to get in so make it count -The air version of 623C has a generous grab range so use it to punish stupid cloud attempts -RC'ing an air 623C into a combo can be a good choice because it does good damage and gives you oki -Arakune's throw > spider laser > curse does a bunch AND leaves you cursed so be ready to break throws. He can also do this off his CA so if he has 100% meter so watch for it -Sometimes bursting early to get out of being cursed is the better idea depending on how confident you are in your pressure game. Dora does this a lot because (I think) he'd rather have oki/advantageous position and take 50% more for the rest of the match then eat a 5000~ damage combo that ends in recurse. -CA is your friend. -Arakune's 2B has basically no hitbox and his 5C has lots of invincibilty so be careful of predictable air approaches -Be careful of when Arakune has a pile of stuff onscreen and jumps way up, you'll be stuck trying to block shit you can't see. Play it safe and watch out for his j.D (KNOW the animation for j.D!) -Be ready to IB daifunka when under pressure, a lot of his moves have long recovery time so you can catch him out for using 2D, summoning bellbug, etc. -Don't throw out stupid shurikens from long distance hoping they'll hit when you're cursed -FRKZ and bumpers are really high risk since they can easily let you fly into things without being able to block, but can be good if you can keep the momentum on your side. -Get the bellbug out of the way if possible by jumping into it and blocking -Clouds can give you something to teleport off of with your D moves, but can be punished if they see it coming -Arakune > Bang in the air for the most part so try to avoid air to air with him -His spikes in the air beats out everything you have except for j.C from directly above him, I've had some success with 2D'ing it, but only when I was right at the edge of it's hitbox -His bird move in the air starts fast and travels far and beats out everything you have except a lucky j.D -His dive moves are very irritating because they can cross you up from almost directly above you making it hard to judge AND they lead to curse and damage. 2D can beat it sometimes if you start the 2D right as he's hitting the top of his arc. He can also teleport left or right after landing and doesn't have to pick the direction until late in the move so don't commit too far one way or the other until you're sure. Best hope for catching him after in my experience is dashing 5B because of it's range and speed but it's still iffy. -Don't approach from the air while cursed, there's too much that can go wrong

  • 2 weeks later...
Posted

This match up is wrong. One end is a blob, the other a ninja. One has bugs, the other has nails, one can fly, the other can, move really, really fast. Is there any guaranteed way to knock ara out of the air? Or should I just wait until I have to block low and punish when he whiffs? Weird thing, 2C has actually beaten out daifunka several times for me, don't know why and don't care, but t gets real ugly after knockdown.

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