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Posted

Gonna kick these off the ground, no time to keep waiting :yaaay:

Will update to look more professional later, when there's more info to throw around and I have time to waste with the cosmetics.

Part A: Precurse

How do I not get Bees

Subsection A

Arakune is a lot more simple this time around. Watching videos and playing with some of America's best Arakunes has shown me that the most straightforward key to winning this matchup is endless pressure and always choosing perfect oki combos. As long as you meaty him with perfect timing every wakeup, he's going to be hard pressed to get out (Is his backdash invulnerable frame 1?), and in the corner it's nearly impossible (A similar question, is his forward dash invulnerable frame 1?). Just use your nails for extra pressure and keep him locked down, if the questions to my previous questions is no and he doesn't have meter, he literally has to block right, which can get really tricky against Bang.

Noteworthy mixups

5C 6B is nice, since a lot of people are still adjusting to blocking the double overhead and if he tries to mash out 2A like many Ara's like to, you'll get a 6B CH.

Dnails 5C is fun, since it gives them enough time to jump out, but not enough time to not get hit by 5C, meaning they have to either standing block it, air-barrier block it (Which should reground them with frame advantage for you to 6A), get combo'd into 6A, or maybe mashout jab/grab. The last option is the most dangerous, but if you do a couple Dnail strings, most players won't feel comfortable with it. Combo from 5C to use is going to be 5C 6A 623B d6C j623B 2B 6C jC, IIRC. In corner, 5C 6A 623B (dash other side) 5B 2B jB(j4C?) jC.

After you've made them afraid of jumping with your wonderful 5C mix, you can get free command grabs after Dnails and on wakeup! :yaaay: Using 5C meatys all over the place, I've gotten people so scared of jumping that I never missed a command grab, in tournament. Very strong strategy, especially against American blockers.

Subsection B

Noteworthy Arakune tricks to avoid and understand

Bellbug

-Stays out on block (IIRC)

-Slowly floats down

-Is higher than graphically shown, don't be fooled (Either by grazing it in air or thinking you've already blocked it on ground)

-WILL FUZZY OVERHEAD YOU (?!)(IIRC?), so DONT CROUCH AS IT FLOATS DOWN ON YOU

(A brief explanation of fuzzy overhead; as it is coming down, you think "Oh, I'll duck this by blocking low", however, your standing hitbox is still considered active, and you get overheaded instead)

-Just block it high or 5D Guard point it (2D is slower, has less options for crossup, makes you more vulnerable)

Summary: Avoid it, you can easily stay away from it, but when it comes down to it, just man up and block it for the 10% or so curse on block. it isn't the end of the world, and if you try to get fancy you might eat a lot more curse for your trouble.

Clouds

-They can't stop the Bang now

-If you have curse gauge to work with, often it's best to ignore it completely if you see an opening (EX, he puts out cloud, follows with bellbug; you dash in as soon as he puts out bellbug, eat 30some curse, and get him under pressure)

Summary: Know what cloud does what (Air-denial cloud, homing cloud, follow cloud), and it's really straightforward. Don't respect it as much as you instinctively want to from CT, and if Arakune gets comfortable around his cloud make him pay for it.

jD

-Brings out a bug on the ground

-Makes him very vulnerable

Summary: Just watch out for it, it's primarily a combo filler, but some Arakune's use it as a very bad mixup. If they use it and are close, it's so slow startup you can jab them out of it, and if you hit them, it negates the bug. Also, you can often punish with Guard Point.

6D

-Double bug hit action

-Is most commonly used as a really bad blockstring with sole intent of raising curse

-Can be first hit IB'd to daifunka (lmao)

Summary: Not as dangerous as Ara wants you to think, just guard point it, really.

6A 5D

-Overhead to curse

-If you block it, you have to block the 5D

Summary: Reaction 2D his 6A's, you'll almost always get him on CH.

Part B

Okay I got bees what now

Block, on some wakeups maybe ashura.

I had previously said you can ignore blocking low; however, this is not the case, as his 2C (Street shark) prorates well enough to get 8-10k damage. Clearly, not good.

So, work on understanding his curse mix up game. I would still say be much more afraid of the overheads than the lows, as if you block the street shark he loses a lot of time and pressure; but if you block the jC, you're still heavily in his mix. Just keep your cool, go easy on the instant blocking (tends to drop your guard if you IB bees instead of his hit if you go for more than one every now and then) and as much as you can, run away in the air. Utilize the super double jump + air dash until he catches up.

When curse is over, return to precurse strat

Will add more later, particularly what to avoid.

Posted

If you are cursed at a distance, superjump, doublejump, then airdash. Bang exclusive that can get YOU around bugs. Watch Dora fight an Arakune to see it in action!

Posted

Bang is no longer able to gpoint his clouds? cause I feel the clouds is like air now so you run into it and nothing happens...so ya? You can no longer gpoint clouds?

Posted

Nope, you can't guard point clouds ... But that's actually a good thing, so don't be upset lol You can't guard point them because they're -worthless- for zoning. If he has a cloud, and it won't curse you, and this particular Ara thinks you're afraid of his trashy garbage cloud, you man the fuck up and CHARGE that blob of goo, next thing you know you have a perfect victory At least, that's how it's been going over in Cali. Lmao. :yaaay:

  • 1 month later...
Posted

ok from my experience the arakune around my area are adapting to bang since me, kensou ,and a few others play bang a LOT.

arakune can still run away just the same and now that he has bigger bugs its kinda hard chasing his gooey ass.

jumping into clouds may seem like a good idea at first but its situational.

if you can spare the curse meter and run through it DO it, BUT make sure you lock this bitch down or else your cursed and eating a possible 9k combo.

over all this is all bang pressure and making sure he cant take it to the air.

if he does go into the air just watch him and look for an opening to get a J.a combo starter.

and dont end combos with the crash end it with J.C. OKI the fuck outta this fucker cause his wake up game sucks all he can do is super on wakeup and thats highly punishable if you see it coming.

Posted
ok from my experience the arakune around my area are adapting to bang since me, kensou ,and a few others play bang a LOT.

arakune can still run away just the same and now that he has bigger bugs its kinda hard chasing his gooey ass.

jumping into clouds may seem like a good idea at first but its situational.

if you can spare the curse meter and run through it DO it, BUT make sure you lock this bitch down or else your cursed and eating a possible 9k combo.

over all this is all bang pressure and making sure he cant take it to the air.

if he does go into the air just watch him and look for an opening to get a J.a combo starter.

and dont end combos with the crash end it with J.C. OKI the fuck outta this fucker cause his wake up game sucks all he can do is super on wakeup and thats highly punishable if you see it coming.

I agree with this. Except, sometimes 623B leads to oki.

On their wakeup, do what you would do in CT. 2A him. You can do option select 2A2A5B for if they don't tech/roll/tech in place. Also if they jump on wakeup, just remember that meaty 2A beats it.

Posted

The one thing on wakeup is to make sure you respect his backdash.. it's pretty good, so if someone is able to use his backdash effectively, make him not want to.

Posted

Okay last time I checked here blocking low was a bad idea...but 9k is just stupid. So does that mean once your cursed you can just kiss the match good bye? Like in CT?

Posted

No, it means you should block, very, very well.

Don't worry, no Arakune in America has figured out the precurse game yet. Until they start dive cancel 100% curse combos, the match wins itself precurse, usually.

Posted

Imagine this match as if your in a time limit.

Beat him sensless before you get cursed!

Oh and FRKZ eats up curse meter for free!

Once you are cursed though watch for bugs.

Its not hard now that they are huge!

Specific bugs u need to avoid is the one that bites and makes you stay in blockstun and hitstun for days.

Avoid it and block corrrectly and its gonna be back to pressuring him and making him scared of jumping.

Posted

Here's what's really weird though, it's less of a time limit and more of a "Don't fuck up, seriously"

Against a technically perfect Arakune, the following are 100% curse without meter;

Air grab

5C

Past that I don't really know, but those are the most dangerous.

Posted

lol i played CT recently aganist arakune.

gey zoning bugs everywhere and homing cloud following me while arakune is still able to attack.

OH you blocked my Homing GEY CLOUD, doesn't matter your still cursed lol//

Posted
Here's what's really weird though, it's less of a time limit and more of a "Don't fuck up, seriously"

Against a technically perfect Arakune, the following are 100% curse without meter;

Air grab

5C

Past that I don't really know, but those are the most dangerous.

You should also REALLY beware of 2C FC IMO. There are actually a lot of meterless 100% curse combos from a ton of different starters. Aside from the ones mentioned, there is 6B CH, 3C, CH j.B if the opponent knows how to whiff cancel it, and probably a bunch more that I can't think of (check the Japanese Arakune wiki).

Posted
You should also REALLY beware of 2C FC IMO. There are actually a lot of meterless 100% curse combos from a ton of different starters. Aside from the ones mentioned, there is 6B CH, 3C, CH j.B if the opponent knows how to whiff cancel it, and probably a bunch more that I can't think of (check the Japanese Arakune wiki).

:psyduck:

Posted
Here's what's really weird though, it's less of a time limit and more of a "Don't fuck up, seriously"

Against a technically perfect Arakune, the following are 100% curse without meter;

Air grab

5C

Past that I don't really know, but those are the most dangerous.

Add 6C to that

6C>RC>jD>5D>jA>jC>jD

100% curse.

  • 3 months later...
Posted

But yeah, this matchup is still pretty tough. It's hard to catch Arakune in general still and curse is just so dangerous.

Also

Part B

Okay I got bees what now

Block, on some wakeups maybe ashura.

Uh... Arakune can wait on your wakeups and just block, if ANY bug is near you on wakeup, you get CH'd. Just be careful when you Ashura. It's fine if they're in the air, because they're most likely to use a dive or j.B

Posted

Notable that because of Arakune air hotbox generally one more j4C is allowed on him than on any other character in the loop. Also as I was trying this our in training I found out that daifunka->ashura does NOT work on Arakune for some reason. Just a warning lol

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