Skye Posted August 30, 2010 Posted August 30, 2010 If you're good at Ibing, Arakune can jump out of some of his slower moves and jd. Worked for me a few times, but out of caution of TKGH, it may not be the best idea. Maybe throw out a test ja just in case.
Badguy Posted August 30, 2010 Posted August 30, 2010 not really sure if everyone is aware of this but should you land a 5C you can do this combo for 100% curse... 5C > JC > j.A > j.C > j.2A > DC > 5D > HJC > j.A > j.C > j.2A > DC > 5D > JC > j.6B > JC > j.C > j.D FYI: this combo only works on litchi, ragna, tager to my knowledge.
Skye Posted August 30, 2010 Posted August 30, 2010 We know about FC 5C loops, and the one in challenge mode works on Ragna.
LordSpectreX Posted December 19, 2010 Posted December 19, 2010 I have a really big problem with this matchup now. It's not so much has to do with defense as it does have to do with Zoning. Belial Edge. If I try to zone Ragnas like how it has been suggested in this thread, then they usually high double jump and go right over my bellug, 2D or cloud. It's seems nearly impossible to beat it out with a 5C, if it CAN be beaten out with a 5C. Belial Edge seems to have body property and amazing priority. No air attacks beat it. Pinwheel, J.6a, j.b, j.a etc all lose to it. It's safe on block, and even if it whiffs, it's really hard to punish unless the spacing is really lucky. So, what exactly should I do against this tactic? I don't mean to punish it, I'm sure that's quite hard. Just what should be my general strategy to avoid this approach?
Abyss Posted December 19, 2010 Posted December 19, 2010 (edited) If you want to zone him, cannot you IAD back barrier cancel and 2D when he comes to the ground with belial? I never had to do pure zoning against Ragna i've fought, i guess the aerial nuage will dissuade them to do this. But i think you can just jump back and J5B him when he had landed. If he like to dragon, protect and 2C (or 5D in this situation). Edited December 19, 2010 by Abyss
LordSpectreX Posted December 19, 2010 Posted December 19, 2010 Yeah, but when they land, they sometimes like to do 5D, which usually beats j.b because of it's range and priority. And the problem with IAD BD 2D is that Belial Edge seems to have ridiciously short recovery time. I've tried stuff similar to this, and they just end up jumping and doing j.c into a 4k combo.
Skye Posted December 19, 2010 Posted December 19, 2010 Good Ragnas will not just do a naked Berial edge, Arakune can 5C that on reaction, which goes into 100% curse, not to mention that BE is easy to IB and punish, which is more curse meter. If you air IB Berial Edge, there is nothing Ragna can do about your punish.
LordSpectreX Posted December 20, 2010 Posted December 20, 2010 You can 5C it? Cor', I must of been timing it really badly. Alright, thanks. Sorry that ended up being pointless. I honestly thought you couldn't. :P
Skye Posted June 28, 2011 Posted June 28, 2011 CS2 write up time! There are some solid Ragnas in MI, and I sub him myself, I'm confident that this is 6-4 in Arakune's favor. Arakune's Offense Sans ID spam, this is golden, 5a > 2a is good if they are trying to find a spot to jump out of, if they like to barrier block, you can do IAD j.4a > j.a to regain lost space or you can go spastic and do rising j.b > j.4b, his 6a has to be timed very well to stuff his jump ins now. Air grab range is really good and helps in an air to air bout and an anti jump out, j.a's increased attack level helps for pressure in air to air and air to ground (as stated above). During curse it's the same shtick as ever, bait ID, mix him up hard. If you have meter, the floor will be lava for Ragna, he will jump around a lot and not feel too confident about pushing buttons when on the ground, use your superior air movement well. From a zoning standpoint, you can pretty much do the same to him, except his constrictions are more full screen than they are midscreen. Arakune's Defense -is so much better now, I don't know what they did from CS1 to CS2, but 2b works again as an anti air, Ragna can not jump in on Arakune unless he plans to space his j.c the best he can, j.a, j.c and j.d will be stuffed outright, j.b will trade in your favor, on CH, you can do 5a > air combo. You can forward dash Dead Spike pressure and punish it easy, Ragna's mix up isn't scary, and it's still backdashable for free in most areas. The best part of this change in the match up is Ragna's damage output, you no longer eat 4k + corner oki if you fuck up, so the match is less tense. Of course you do have your fair share of issues in the corner, backdash is useless in the corner, forward dash has to be done decisively, and jump outs need to be picked wisely. All and all, Arakune has a much easier time than he did in CS1, the room for error is lighter and your options are plenty.
Abyss Posted June 28, 2011 Posted June 28, 2011 You have to be sure he will deadspike to forward dash no? I guess if he do 2D instead, you eat it (But well, now he can't combo without RC and have to do it immediatly, so this isn't really dangerous I guess).
Skye Posted June 28, 2011 Posted June 28, 2011 You can react to the Dead Spike with forward dash, no Yomi required. If you're not confident, you can backdash it (outside of corner), but you lose your chance to punish unless you mash it out early.
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