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Posted (edited)

Just played a F7 MM with an arakune player from Ottawa.

This matchup is pretty shitty for Arakune it seems. She gets in really fast and he can't really setup his bullshit. J.B(when you're below him) and 6A are the bane of his (aerial)existence.

Be careful for cloud + teleport behind you bullshit though. Just jump and airgrab him if you see that shit coming. DP when he tries overhead+curse and just try to get him in the corner fast.

Two things to be really wary about imo:

1) Airgrabs: He can airgrab into 100% curse so really watch out for that.

2)100 meter arakune: He can counter assault your ass into beam super + follow up combo for 3k damage and 70% curse meter. 100 meter arakune is scary, so beware of that shit.

When your cursed, block low. Watch out for his overhead. Bugs don't crossup, so block on the same side when he teleports behind you. It's a fake crossup, don't fall for it. Block low, you can react to his overhead. I find most people trying to guess and getting blown up. Also, be careful about double overheads. Keep reacting to the overheads and be wary of throws. If you're in the air, you better be barrier blocking, cause one of his bugs is air unblockable.

Oh yeah, his 3C or whatever the input is(I call it shark rush) goes under Comet Canon for fatal counter so you might not wanna abuse that when he's grounded.

You can bait that by doing 236A and nothing after. If your bait is successful, congrats, you get a 2C fatal counter.

Edited by Nini Heart
Posted
his 3C or whatever the input is(I call it shark rush)

2C

3C makes him sink into ground and reappear farther forward (like a normal dash) and do a low attack when he re-appears.

  • 1 month later...
Posted

Dunno if this is the right thread for this, just redirect please if its the wrong one, thanks.

Lost pretty badly to an arakune player, heck even the arakune boards are all lolling at how horrible my game was (which was true, no air throw tech-ing, bursting at the wrong place at the wrong time) For more dissing info please check here

Though I'm not really sure what they meant by doing footsies against arakunes. I dont like risking throwing air to ground moves for fear of 5C.

Anyway here is the match vid, feel free to look at the rest and the entire channel.

Kinda feel like lol for losing this badly on two occassions (winner's finals and grand finals)

thanks in advance

Posted

5C is super slow. You can throw J.B and recover before 5C hits you. I don't wanna be mean but you did look really free. It's funny cause I just played a Kune in Winner's Finals of a tournament I traveled to!

Also if you want critiques, head to the Makoto critique thread.

Posted

5c might be super slow, but the invul it grants is a lot.

Nah its not mean. BAd is bad, horrible is horrible, even I am admitting that, thats why i posted that video link there to get some help in improving my squirrel game.

Redirected my question to the critique thread, thanks

Posted (edited)

If you think Arakune likes to spam 5C, you can counter it. Makoto has one of the most insanely good anti-air baits in the game (j2C), so take advantage of it. Also if you're low enough to the ground, you can do something like falling jCC > 4AB. If he tries to 5C you and you're low enough, you'll cancel the landing recover and block it.

You shouldn't be in the air a lot against arakune though. Makoto has some really nice options to stop his air to ground approach (parry, 6A). The key to winning is taking it slow, avoiding his curses and blowing him the fuck up when he makes a mistake. Punishes against holding up back to escape everything are really important against him.

Edited by Eshi

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