Avion892 Posted July 24, 2010 Posted July 24, 2010 In addition to a decent ground normal I'd like to have j.D trade and hit low again also Maybe I'm just being greedy but I don't think it's unreasonable considering his other nerfs.
lunaris Posted July 24, 2010 Posted July 24, 2010 I think there is two problems with that Dacid. 1) If you do use that as a reset at the end of curse, the first combo is going to prorate so badly you probably might not even make above 3.4K. The only standing curse combo's i've seen have a higher chance to do even much less than that. I saw ara hit a ceiling of 2K when he started with 2B for curse and standing in that video. 2)Because of the height requirement on it, I makes it hard to combo after it. Even at the lowest height, all you have time for is maybe 6C>C>2C or j.6A>j.A>j.C>j.D Sixty percent curse isn't bad, plus there's the chance of some more on oki, but the damage beforehand isn't worth only about half a curse meter. as to 1, i don't think it really matters how much damage the combo does at the end of a curse if it puts you back into curse mode. granted you might not want to start a reset like this off of something with good proration or with a lot of time left on the curse, but there are many setups which don't prorate well in the first place and there are definitely faster ways of getting the necessary proration for the super than what was shown in that video. as to 2, you can easily link super straight to 5d. i can't really test it easily, but i suspect a resetted super would be able to combo into a 5d>jc>j.c>dive>etc 100% curse combo. i could see using this as a reset/general combo route if you're at a large life disadvantage going out of curse. a good example would be if you're near death and hit with 2a near the end of curse, as combos from 2a don't do much damage(without a lot of curse) and prorating the combo enough to get the super to reset would probably just be a few 3aa reps. whatever the case, it seems pretty situational since you would have to be able to time the super for the curse's end very well, especially given how much damage arakune can do even with just 1 or 2 reps of a combos off of his other high/low mixups(2c/j.c) in curse. in fact, i just tested it, and all it takes to prorate enough to reset the combo using the super is 3 3a reps(one with 6a>2b added, one with just 6a added). the exact combo is: 3a>6a bug>3a>6a>3b>6a bug>3a>wait>3a>6a bug>3a>wait>3a>6a bug>3a>6a+5c bug>jc>super it's fairly fast, and you could alter the speed of the combo to compensate for different lengths of available curse time by using c bugs or simply prorating with 3a instead of adding in extra attacks like 6a and 2b. keep in mind that the super adds curse on its 14th(last?) hit, so if you time the reset properly you start out with 20% curse on the resetted combo. good thinking, dacid, although it looks situational. if people can get this down, it should give arakune a way to refresh his curse if he takes awhile in catching his opponent.
Afro-Demon Posted July 24, 2010 Posted July 24, 2010 Actually, I finally decided to stop being lazy and checked ara's combo thread. It turns out that j.214214D>5D>j.A>j.B>j.C>j.D works despite the height requirement. This could easily make ara rise up in the tier list. The only problem is that the opponent is out of combo at that point. How much curse meter would ara need to make around 8K of damage? He would need to waste some of his time getting around the opponent's blocking, but it is still an effective re-curse theory. About the dive after the j.C thing, I don't know exactly what it is, but there is something about a hit-box issue that either makes this difficult or impossible. It hit them consistently but the 5D doesn't always work. It works every time in the corner however.
SynapticTrigger Posted July 31, 2010 Posted July 31, 2010 Is that simple looking 100% damage combo in the previous video actually possible? Though I guarantee it's pretty situational if it is. Still haven't seen CS in stores yet... =[
Coopadaddy Posted August 2, 2010 Posted August 2, 2010 Wow those combos into party bug to start the party make me love the squiggly all the more
tazdingo Posted August 3, 2010 Posted August 3, 2010 http://www.youtube.com/watch?v=NL8h-Mi6tSU Found this in the Gamefaqs message boards... I don't know if this has been posted before but it's fairly new...
dgowen Posted August 11, 2010 Posted August 11, 2010 Hey fellow kune's! I have a couple vids of my scrubakune... in a few words, I'm pretty lame and am just starting to 'get' CS arakune. I'm getting better about reducing dive spam (since it results in great oppurtunities to die) and installing my mixup game, but I still need a lot of work. Here are a couple vids of what I consider my BEST playing. I wanna be a legit kune and no longer a lame-kune, so please provide some help if there is any salvaging my game play: http://www.youtube.com/watch?v=Oo1zMk8S5lU http://www.youtube.com/watch?v=Ip8Xo73RoMg PS: I love the kune dance in the combo vid copperdabbit posted.
CopperDabbit Posted August 11, 2010 Posted August 11, 2010 Um... wow. Okay. First thing you need to do, dgowen, is learn how to do the iad dive cancel. The correct motion is 964. Jumping like you were in those videos against semi-decent+ players is going to get you killed in no time. As a general rule, you should be hitting with at least 2 drive moves each time you get a random hit in. There are exceptions of course. However, this ties into my next point: you need to learn the good combos. Just sit down in training mode with a list from the combo thread here and learn all of his bread and butter combos. Some examples include: 6A > 5D > iad dive cancel B > 5A > 6B > iad > j.6D 2aaa > 2c > RC 5D > jc9 > jA > jC > jD j.B+C > j.D > 5D > jA > jC > jD Also, each time I saw you doing the pinwheel loop, it looked like you were trying to do the one shown in Arakune's Challenges. Do NOT do those combos. Instead, when you do the j.236C wait until a little bit before it's done, keep holding 6, release C, release D. Also, take out as many of the j.6A/B/Cs are you can in that combo.
Skye Posted August 11, 2010 Author Posted August 11, 2010 Dabbit, either I lack the credentials or I don't know how, can you rename this thread to "Arakune CS Video and Critique Thread"? Million thanks. And to follow up on Dabbit's advice, I got tons to tell you. First and foremost, if you wanna play Arakune, the FIRST thing you MUST learn is his movement, which you don't seem to have down. Arakune can be very fast if you know how to move him right. You need to learn how to dash downward. It's easy really, when you execute a dash hold 4 and do either a barrier or an attack, you'll float downward. It doesn't matter what kind of dash you do, hold backwards when doing it, this help speed up your movement. j66-4b is Arakune's main form of approach. Very important. Next is your setups, you do seem to mash a lot when you have curse. be calm, learn to Negative Edge/Buffer bugs, you can do so plenty of ways, even without brandishing an attack. You can barrier buffer bugs, which was one of the main ways to do so in CT, you can launch an attack to buffer a different bug, for example doing j6b[c] on whiff. You'll perform j6b perhaps to close in on an opponent, and at the same time, by holding the c button, the c bug is NE'd without a c attack coming out. It's really a matter of common sense, go in training mode and experiment. Truth be told for most set ups you don't need to NE if your fingers are fast enough. And for some set ups, most notably j.c set up, you only need to NE the C bug. Next on your setups in using the attacks in synchronization with bugs. Try a very standard setup, 2a > 2a > a bug > 5cd > c bug > d bug Very easy to hit confirm and can net you a good 5-6k. Like NEing, physical setups really are a matter of common sense. Learn to dive cancel. It is essential if you want to capitalize on Fatal Counters. Practice on Ragna, then once you understand the basic execution, come back here and we can talk about character specific dive cancel combos. Try 5c (FC) > ja > ja > jc > j2a > [hold 2 and release withing 3 frames of connecting, and press 5bd] dive cancel 5d. It's a pretty weird kara cancel, but once you get it right, it's simple muscle memory. The science of it is you execute a different unused dive close to the ground, so the game reads it as a ground attack, then you kara from that into 5d. So if you do j2b, you have to dive cancel with either 5a or 5c. And if you so j2a > j2b, you have to dive cancel with 5c since it's the only unused dive available. Personally, I dive cancel with 5c almost all the time, because it's easier for me for some reason. It's in good practice to IAD after a 5a > 6b, because sometimes a simple j6d won't cut it and will whiff on some characters. IADing after the 5a > 6b and then doing j6d, this will cover that issue. Autopilot 5C, if they're jumping at you, or dashing at you, do 5c, it's jump cancellable on block, so there isn't a real reason not to if they are closing in, well there is, and we learn those reasons by trial and error of autopiloting it. That's about all I can remember to tell you.
kousaka Posted August 12, 2010 Posted August 12, 2010 yeah good reply by skye but minor correction on curse standard setups 2a>2a>6a bug>5CD>C bug>D bug (make sure it's a 6a bug, doing 3aa will give you that, also this is for mid screen only)
dgowen Posted August 12, 2010 Posted August 12, 2010 Wow, a lot of great advice! Thanks. I feel like you both were far too nice on me though I agree, as I posted in a different thread I found a lot of success with Arakune in BB:CT despite not having a good core of game play skills. I'm finding I need to dig those up first, and then maybe I can improve. Movement is a key issue of mine... I want to incorporate more j.X6 (where X = A or B or C) like I see a lot of the good 'pro' arakune's doing. Didn't even know j.44, and holding 4 and attacking will drop me quicker, great stuff. I do just mash when I get a curse... it's pretty pathetic. I don't have a good post-curse game plan aside from "swarm and pray" Another huge area of concern is 'post-curse didn't quite kill the opponent yet'... I dunno what to do... keep trying to go for the curse? Try and KO in some other way. But again, thanks for the tips you already provided, It'll probably be a couple weeks before I post another video, and hopefully it won't be AS bad *Note* I DO try and go for 2A, 2A, 5CD etc etc, but I found more success doing 2A, 6A, 5CD since I feel like most anti-kune players are expecting the low attacks (that is when I'm not mashing) Also, yeah, I use the trial mode combos because I haven't gone into training mode much and the trial combos just kind of clicked. I have hit the 236[C], press D and release C half way through... Just not confident enough to do it online yet.
LordSpectreX Posted August 12, 2010 Posted August 12, 2010 Another huge area of concern is 'post-curse didn't quite kill the opponent yet'... I dunno what to do... keep trying to go for the curse? Try and KO in some other way. In this scenario, I usually give up on clouds and try to kill the opponent with j.66/4B and Hitbox Bugs (6D etc).
CopperDabbit Posted August 12, 2010 Posted August 12, 2010 I disagree. If they have no life left and you re-curse them, there's almost nothing they can do to win. I say, ALWAYS go for the curse. You'll likely kill them in process anyway...
Dacidbro Posted August 12, 2010 Posted August 12, 2010 Definitely default to re-curse set ups; finish for pure damage only when you are comfortable enough with Arakune's damage off of all the different proration starters and etc to literally know if you can kill or not. Even if someone only has 200 life, if they're not cursed, they have the potential to put you on a steep slippery slope towards losing, quickly.
LordSpectreX Posted August 12, 2010 Posted August 12, 2010 I disagree. If they have no life left and you re-curse them, there's almost nothing they can do to win. I say, ALWAYS go for the curse. You'll likely kill them in process anyway... I never said don't try to curse them. I'm just saying I try to use clouds as little as possible because they leave you vunerable to attack and continued pressure. Kill two birds with one stone and try and curse them with moves that hurt them.
Skye Posted August 13, 2010 Author Posted August 13, 2010 Practice your recurses. Utilize your movement and time your attacks, you should have more than enough time to cloud for recurse.
Skye Posted August 14, 2010 Author Posted August 14, 2010 http://www.youtube.com/watch?v=kUqy7VxjBBo Good for those beginners.
Skye Posted August 18, 2010 Author Posted August 18, 2010 http://www.youtube.com/watch?v=kUqy7VxjBBo Good for those beginners. http://www.youtube.com/watch?v=EnHagRj_9wY Good for those beginners who have gotten the hang of things.
ZONG_one Posted August 18, 2010 Posted August 18, 2010 Skye. +34 points for including Severin's godlike fan art in your video.
kousaka Posted August 18, 2010 Posted August 18, 2010 keep them coming skye, might want to make a playlist at this rate
Skye Posted August 19, 2010 Author Posted August 19, 2010 Kou, Zong, if there's anything you think I should cover, then I'm open to suggestions.
ZONG_one Posted August 19, 2010 Posted August 19, 2010 Stuff with a godlike starter. Different setups for & Differences between j.C crossup and non-crossup starters. :]
Recommended Posts