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Posted

Discuss the Tsubaki vs Arakune matchup here.

Things to watch out for:

  • Curse and huge damage off of it. If he gets fever mode, it's not even worth attacking.
  • 5C anti-air.
  • Air throw, leads to fever mode if they know what they're doing.
  • BUGS

Things you can use:

  • Since his curse cloud has no hitstun anymore, don't be afraid to go through it just to get in.
  • Anti-air 2C
  • If he has cloud and bug bell set up, feel free to charge.
  • Use 236X or 214X to get in if you must.
  • 5 months later...
Posted

I find a lot of use in j.236 (all versions depending on distance) and j.214C.

Arakune will typically look to establish a zone of cloud and bell bug or will attempt to stay in the air as much as possible to avoid your ground rush. j.236 gives a nice lead to move forward and j.214 can often angle past bell bug and catch Arakune mid air movement.

Posted

This can be taken two ways: With proper spacing, you can get past all that stuff. But if the Arakune has proper spacing, going in like that won't work, and he gets a free combo on you.

  • 3 months later...
Posted

If I saw correctly, J236D > J214D gets rid of his air bug(s). If he gets you in curse mode you need to have extremely good blocking to avoid him mixup game. It's frustrating but if you can do it, you have nothing to worry about honestly.

Make sure when you're charging you know when to avoid his bug that appears behind you. They do that ocassionally.

  • 4 months later...
Posted

Lately I got a huge problem against him.

Mostly he build his curse meter quickly and I end up in corner in 10sec and eat a 7k combo...

Any ideas?

Relunx

Posted
Lately I got a huge problem against him.

Mostly he build his curse meter quickly and I end up in corner in 10sec and eat a 7k combo...

Any ideas?

Relunx

Treat him like a zoning character. Don't charge except maybe on a knockdown. Get up in his grill and stay there. He has landing lag after his cloud in the air, so if he thinks he's "safe" throwing it out from across the screen, prove him wrong with 236X. Keep momentum. Don't let him try any blockstring shenanigans, because they'll get him curse. DP fearlessly. Counterassault ASAP if you find yourself blocking. Arakune is defensively terrible, and he's going to try to run away a lot. Don't let him. DO, however, be wary of reversal Space Laser if he's starting to feel the pressure too much.

If he wants to move in and try to play with his spikes (j.B) or The Bird, you can stuff him with carefully timed 2C, or less carefully timed 623B - 623B has its invulnerability frames late in the animation (Basically once you get off the ground) and will blow right through his spikes.

Of course, this is all from my experience with some dubious Arakunes - most of them know 1-2 ways to get curse (Usually "cloud and bug" and a blockstring/combo with 5Ds), and a big damage curse combo, and not much else. If you fight one who's actually good, I'm unprepared to give advice.

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