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Posted

I appreciate the advice I have gotten so far, so I'm not trying to sound bitchy or ungrateful, but no one is answering the specific question.

When Arakune happens to get the cloud that follows YOU on the ground, and walks behind it and Bellbugs, and I DON'T have Spark Volt, what is the best option? I listed a number of things I HAVE tried, and how they ended up with me in a worse situation than I would've been in had I just accepted the fact I was going to get hit by the cloud. To me it really appears that the best option at this time in the game is to simply deliberately get hit by the follow cloud, because attempts to avoid it end up far far worse. I have tried jumping, super jumping, jumping with barrier guard, and backing up. All scenarios end up with Arakune getting either curse meter from another move AND the cloud, or me getting a Negative Warning... AND getting hit with the cloud anyway, and then possibly ANOTHER move that grants curse meter.

Up until this point, I am trying to get in on him while being mindful on what cloud he has out vs. how it reacts. A lot of Arakune's like to try to throw you when they have the high cloud. The one that is a big ring that follows them, I see a lot of them jumping up and doing air teleport behind me so it comes at a 45 degree angle in an attempt to hit me with it. I try to keep him from getting curse meter while trying to get him magnetized to limit some of his options. However, when he SPECIFICALLY gets the cloud that comes straight at me, I am unable to find a way around it. All attempts make the situation worse. It looks like I should just let it hit me and accept the fact that's it's a free hit for him and continue the match. I appreciate any advice on any match-up that will help me better myself, but I really am specifically looking for THIS answer. If no one has it, that's perfectly fine. But I'm sure by now someone has figured it out, but just hasn't posted it yet cause the specific question hasn't been pointed at with a big "ANSWER THIS PLEASE" sign until now.

Don't get me wrong, it's not like this one thing ruins my whole match and makes it 9-1 Arakune or anything crazy like that. But understanding ways around what's going for each little thing is going to make the whole match play a lot smoother. And I want to know anything I can do to keep the match in my favor to the best of my options. And right now, this one cloud is a scenario I don't have a clear answer for, and I want to be sure there isn't one before I just start walking into like an idiot if I'm just missing something really obvious.

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Posted
I appreciate the advice I have gotten so far, so I'm not trying to sound bitchy or ungrateful, but no one is answering the specific question.

When Arakune happens to get the cloud that follows YOU on the ground, and walks behind it and Bellbugs, and I DON'T have Spark Volt, what is the best option? I listed a number of things I HAVE tried, and how they ended up with me in a worse situation than I would've been in had I just accepted the fact I was going to get hit by the cloud. To me it really appears that the best option at this time in the game is to simply deliberately get hit by the follow cloud, because attempts to avoid it end up far far worse. I have tried jumping, super jumping, jumping with barrier guard, and backing up. All scenarios end up with Arakune getting either curse meter from another move AND the cloud, or me getting a Negative Warning... AND getting hit with the cloud anyway, and then possibly ANOTHER move that grants curse meter.

Up until this point, I am trying to get in on him while being mindful on what cloud he has out vs. how it reacts. A lot of Arakune's like to try to throw you when they have the high cloud. The one that is a big ring that follows them, I see a lot of them jumping up and doing air teleport behind me so it comes at a 45 degree angle in an attempt to hit me with it. I try to keep him from getting curse meter while trying to get him magnetized to limit some of his options. However, when he SPECIFICALLY gets the cloud that comes straight at me, I am unable to find a way around it. All attempts make the situation worse. It looks like I should just let it hit me and accept the fact that's it's a free hit for him and continue the match. I appreciate any advice on any match-up that will help me better myself, but I really am specifically looking for THIS answer. If no one has it, that's perfectly fine. But I'm sure by now someone has figured it out, but just hasn't posted it yet cause the specific question hasn't been pointed at with a big "ANSWER THIS PLEASE" sign until now.

Don't get me wrong, it's not like this one thing ruins my whole match and makes it 9-1 Arakune or anything crazy like that. But understanding ways around what's going for each little thing is going to make the whole match play a lot smoother. And I want to know anything I can do to keep the match in my favor to the best of my options. And right now, this one cloud is a scenario I don't have a clear answer for, and I want to be sure there isn't one before I just start walking into like an idiot if I'm just missing something really obvious.

Honestly, the absolute best thing to do in this scenario is to back up and charge a spark bolt. If you fully charged it, then the Arakune would either change his method, giving you an opportunity to jump over the cloud, or he would eat a spark bolt. If you didn't get to charge it fully, the Arakune probably would start to play more aggressively(Like trying to shark you) to prevent you from charging the spark bolt. If he kept homing in on you and didn't change his tactics, while you didn't charge your bolt, then are are a lot closer now to having a spark bolt, and will have to take the cloud like a man.

Posted

With his air DD (where the bugs come out of the ground), how is that blocked. Is it an overhead, or is it something you need to jump to avoid? I keep getting hit by it when I feel like I'm blocking, but I can't say 100% what I've been doing when it hit me.

Posted

ara's air DD is terrible but it is unblockable.

really if you see him do it and he doesn't have a bell bug or your not cursed then collect your CH j.2C.

also if ara summons any cloud just walk through it and accept the meter, seriously if you jump your giving him free curse meter and if you walk you can at least IB his J.D's which will allow you to move in with him having very little curse, you cannot avoid the bullshit ara will throw at you however you can power through it.

Posted

so basically, from reading all of this thread and playing various arakune's. It seems like no matter what happens, you will get cursed at least once in each round(unless the ara sucks of course). You can walk through curse, you can sledge it, i guess you could try to jump it but you're getting cursed either way. So what it all comes down to is awesome/ridiculous blocking(while curse is going on) and spark bolt...and luck. Sooo thats all I got, anyone got anything good?

Posted

well, if you get in and keep the pressure on him from the beginning of the round, you'll never get cursed.

Posted

this is true, but I'm sure you know i'm about to ask "How do you get in?" Without getting fully cursed anyways. Most good arakune's will stay away from you as much as they can, and I don't really blame them for doing so. I'm not trying to be a smartass or anything, I just want as much info on the match-up that I can get.

Posted

Don't worry I was being a smartass myself.

Personally, I just try to get Kune magnetixed once. Either via spark, 5D, 2D, etc. (preferrably not Spark). Once he's magnetized he should be less willing to jump and less willing to press buttons on the ground. If you do 5D at good distances, you can sometimes CH him out of certain D moves (works especially well against random low to the ground j.D's, it'll trade in your favor). That said, don't spam 5D too much cause you'll get Fatal'd by the shark into 100% curse combo, or get hit by 3C.

People also already mentioned the fact that Ara's anti-air has start up so if you mix-up your jump in timings you can sometimes beat the 5C (j.B and j.2C) though I personally just opt never to jump in on Arakune. Another unreliable method is super jump in, barrier block the eventual 5C, let him jump cancel it. At this point, if he's magnetized or if he jumps toward you unmagnetized, anti-air him (Collider or 2A). If he sees you empty jumping a lot, the Kune player will probably try to air grab you, so just make sure to react and tech the throw so you don't get cursed.

  • 2 weeks later...
Posted

Just 2c the crap outta him, I be getting fatals out the ass because they cant stop jumping. and if they barrier block the 2c you could still AC them after 2c has made contact if there high enough, just remember when they start doing there pressure when they start off by using 5a when their close they always tend to jump forward to do J.b, once you see that jump 2c is your best friend. also if their magnetized throw some AC when they jump, you might catch them if there dumb but if they say on the ground just voltic charge a lot to get that spark bolt if there far from you and 5d, just like the other guy said you might get a CH.

  • 1 month later...
Posted

The only real good fuzzy Arakune has is instant j.C. Otherwise Arakune is really easy to block in curse. Yeah sure he has crossup shenanigans but once you know his teleports it isn't hard to watch out for them. And instead of eating 10k you'll end up eating maybe 4-6 leaving you with life instead of failing to block and dying because of it. And since curse meter doesn't run out while he's being hit (Man that'd make this matchup so easy) hitting him is just getting positioning to not get looped.

Posted

yea thats what gets me, the instant j.c crossups during curse pressure. I'm usually fine with blocking lows and that ground overhead during curse tho.

Posted
yea thats what gets me, the instant j.c crossups during curse pressure. I'm usually fine with blocking lows and that ground overhead during curse tho.

god I hate that j.c its fast and unexpected.

Posted
The only real good fuzzy Arakune has is instant j.C. Otherwise Arakune is really easy to block in curse. Yeah sure he has crossup shenanigans but once you know his teleports it isn't hard to watch out for them. And instead of eating 10k you'll end up eating maybe 4-6 leaving you with life instead of failing to block and dying because of it. And since curse meter doesn't run out while he's being hit (Man that'd make this matchup so easy) hitting him is just getting positioning to not get looped.

lol Heroic. You always make everything sound so easy. :P

Posted

As a warning, I have talked to a few good Kunes, and their strategy during curse is often to bring you to one primer before they start mixups, that way, if they don't hit you, they can immediately GC you and re-curse. Be aware if they're trying this because you will only have a small window to push buttons before you go back to blocking.

Also, in my somewhat salty opinion, you don't so much play the arakune matchup, as just kinda show up.

Posted

my fucking god you guys are still talking about this? for fucks sake this is all you need to know.

if he's in the air then your options are:

backdash

2C

collider

2A

block

use to your descretion.

B sledge gadget does not work on arakune because of his janky air hitbox.

if your cursed then block low and react to overheads and teleports...he uses the teleport to cross you up with the C bug which will do 8k to you if you don't block it right.

his jump cancelable moves on ground are: 5A>6B, 6A, and 5C, the only one thats a thread here is 6A which also gatlings into a low 2B or 6B both you should be expecting.

you have a good deal of time to react to the j.c, after you block the j.c expect a teleport or more ara shenanigans.

seriously! must we continue this?

anyways my view on this match up is this: you don't play the match up shit just happens and you roll with it.

Posted
The only real good fuzzy Arakune has is instant j.C. Otherwise Arakune is really easy to block in curse. Yeah sure he has crossup shenanigans but once you know his teleports it isn't hard to watch out for them. And instead of eating 10k you'll end up eating maybe 4-6 leaving you with life instead of failing to block and dying because of it. And since curse meter doesn't run out while he's being hit (Man that'd make this matchup so easy) hitting him is just getting positioning to not get looped.

Clearly haven't played a good Arakune

Also you guys should get good at IB'ing his 5a and doing yours. That will beat 5a > 6a, but if he does 5a > 6b you'll block. It should stop 5a > 5d as well.

2A/5A is your only hope!

Posted
That sums up my experience with this game anyway.

Who plays Ara well then?

Get.. at.. mee...?

:kitty:

Lag might be a bitch though.

Posted
Get.. at.. mee...?

:kitty:

Lag might be a bitch though.

Wouldn't lag make it harder to block Ara? Hmm. Add me on PSN. I'll be online eventually.

Posted
Wouldn't lag make it harder to block Ara? Hmm. Add me on PSN. I'll be online eventually.

If I could even curse you, I suppose.

Lag makes dive loops hard, and IB > 5A hard.

I need both of those for tager matchup.

  • 2 weeks later...
Posted (edited)

ok ok guys you got me.

your still having big trouble with the ara match up so I'll talk about it.

Tager vs ara: 4-6/3.5-6.5

things you should do: walk forward, sledge or VTC j.D's, don't get cursed, be patient, AA appropriately, stay out of the air if you can help it.

things you don't do: sledge stupidly, 2D, move backwords, and waste spark.

things you should watch out for or avoid:

2C: this move...disrespectful and nasty it's a fast move coming out at 14F and will beat a lot of your pokes he can combo from it for 100% curse. (doesn't have to FC on tager.) this move is really active trust me even if you backdash it your more than likely gonna get hit by its ending active frames, either block it or yomi 4D it, you can 5C it at the start of it but its not really rewarding to do so.

5C: Ara's best AA and the one you will see the most in this match, this move is a problem...a big problem.

5-25F invul meaning no matter what poke your using its going to beat it. (he can afford to be late because tagers jump's are slow.)

he can go into 100% curse with FC and if you block it he can jump cancel or use 5D->run away to curse and escape making this the sole reason why you shouldn't high jump in this match....

air grab: 100% curse if your at mid height...so don't get air grabbed.

counter assault:I know what your thinking? how can his counter assault be threatening? its a grab and if he has 100 heat it will lead into curse.

trust me this is gonna be the one you will get salty about.

j.B: ara's normal pressure tool...its not so much a threat as it is annoying, he can link this into his normal BnB so don't get hit by it, you can situationally AA it or backdash it or just IB it.

6D: bell bug, another anti jump tool on tager, nets the biggest curse, and will make you want to sledge it...let me put it this way, this move will get you killed, this move got me killed...for god sakes don't sledge it right when he summon's.

your gonna whiff and get cursed.

Back dash: haha this is a big problem, why? because it has little recovery and will get him out of your pressure almost for free but if you magnetize arakune its not too bad, you see he has very little recovery on it making it hard to spark him but if you have him magnetized and he wants to backdash you can smack him with 5D or use j.D to pull him back in.

there I just told you what to look for in this match.

might edit first post with this meh.

couple things: MTW beats teleports and backdash magnetized.

720 kills backdash magnetized.

5D on magnetized kune rapes his ground zoning to an extent.

Ara has no wake up option's next to super.

these should be noted also you can do double collider combo's like 2C xx collider->J.C whiff->J.2C->2B xx collider.

my god Mike old notation boggles me. -_-

Edited by A.X.I.S.
Posted

Only thing is airthrow isn't 100% only at mid height.

There's a super high variation if Ara hasn't used his double jump.

This is all semantics, of course. Just don't get airthrown.

Posted
Ara has no wake up option's next to super.

these should be noted also you can do double collider combo's like 2C xx collider->J.C whiff->J.2C->2B xx collider.

my god Mike old notation boggles me. -_-

Oy, it's easy. Normal to special is xx. Normal chain to normal is ->. Anything else, links or jumps or whatever, is a comma.

Anyway back on topic, you forgot to mention he can also jump cancel standing 5D. And Tager's counter assault during curse isn't safe...

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