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Posted

Here is how I do it:

5C, jc, j.5A, j.5C, 2A as soon as you HEAR j.2A hit press 2B, and then let your stick go to nuetral and press 5D

The cancel is pretty lenient, you need to be quick about hitting 5D though after pressing 2B

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Posted

Dtruth ==> Do you use the good dive variation before the J5C? You can't always cancel your dive, there is few conditions for each characters.

By the way,do you do it after a J5C? A Dive on a standing opponent will don't hit him with a 5D, you must cancel with 5B (and the timing for have a 5D become most difficult, for no result).

Posted

I have been trying it by doing the combo 5C, jc, j.5A, j6A, jc, J.5A, j.5C, J.2A on Ragna. I always try to cancel with J.2B and I stopped holding 2 after the initial J.2A since it was getting me nowhere instead Ive been trying to J.2B on hit then 5D. I will try the simpler combo dgowen uses and hope for the best.

Posted

When doing dive loops, there is a height adjustment, that means if you j.c them too high or too low, you won't be able to dive cancel in time (or the dive will whiff).

Try the on in training mode, where it's 5c FC > ja > ja > jc > j2a > dive cancel 5D.

You gotta kara the 5D, so you press 2, then do 5bd.

What happens is you dive cancel 5b, then kara from that and do 5D instead. Naked to the human eye, but that's pretty much what's happening.

Posted

^

Thank you for the help, I finally hit it. Am I suppose to memorize that height on the J.C to do this out of this specific combo?

Posted

More or less.

You'll be memorizing the combo rather than the height.

Posted

Ok I do have a stick in my possesion not a great one the cheap tekken6 hori wireless , and im having a hard time with the stick in general like with a simple 5c j6c jc j6c 236c my execution is terrible and i spent hours on just that simple move i get it 1 out of 10 trys so sad, any tips plz? or can it be that my stick sucks and i should wait to save on a TE stick and till then not even try using a stick.

Posted

I know someone who had a Tekken 6 wireless hori, and he played with it just fine (before it crapped out on him months later).

If it's new you more than likely just need you hone your execution, but save up for a TE (or an SE with parts to mod in) asap.

When I first tried Arakune on stick, I had huge issues myself, namely with the execution of his aerials, since he has so many of them, precision is a big deal when playing him.

Just keep at it, don't rush yourself.

Posted
I know someone who had a Tekken 6 wireless hori, and he played with it just fine (before it crapped out on him months later).

If it's new you more than likely just need you hone your execution, but save up for a TE (or an SE with parts to mod in) asap.

When I first tried Arakune on stick, I had huge issues myself, namely with the execution of his aerials, since he has so many of them, precision is a big deal when playing him.

Just keep at it, don't rush yourself.

The aerials are exaxctly my issues ,and yeah it is fairly new since bought it when it came out but never used it .
Posted

Hi I was wondering about arukune. I never played him before so, but I want to try him out. Right now I wanted to play with someone who can keep pressure and zone (not lamda 11 though). Is arukune good at doing this?

Posted

Hi guys. So Im really really new at this so plz bare with me. What is all the 2a 5c 6jc stuff mean for starters? (Never mind found it) also what are the better sticks to use for this and other games. I wish they hadnt changed Arakune in CS from the way he was in CT but I guess he was too broken. All help is appreciated and sorry again for the Noobishness

Posted

Arakune is a keep away/rush down character. In order to be effective with him you must master his 2 forms.

1st form: His precurse state, while very weak in this state he has great air movement, helping him avoid and curse the opponent. This is the hardest part to master especially against great zoners and rush down characters. Building up curse meter and not getting KO'd is the name of the game.

2nd form: Fever mode, he becomes one of the best characters in the game with this form. Your lock down ability is amazing, your mix-up is awesome and your damage out-put and meter gain is off the charts.

Posted

sounds a lot like a.b.a ... whoops sorry... Well anyway, I noticed when in curse mode, you can distance your bugs when you attack.. I wish that was explained in the video lol.

In pre-curse, does arukune have good pokes on the ground or is he better in the air?

Posted

His 5a and 5b are decent pokes, but nothing special.

His best poke is j.b.

If you're talking about my videos, I went under the assumption that you already knew, or would at least figure it out, when I instruct to hold 6 to release the 6 variation of bugs.

Posted

Arakune has no good ground pokes. Some are just better than others. His Air pokes are mediocre, and against the wrong characters, they're pretty nonexistant as well (coughlambdacough)

I'm gonna run some basic thoughts, so others feel free to correct as they see fit.

On the ground, 5A and 2A are relatively slow, but their range is decent. They're your midrange pokes. Sometimes, 2A goes under certain moves, because unline most 2As that aim for the opponent's shins, Arakune's goes across the ground. So it can stop certain moves like Hell's Fang. 5A is good for the reason that if it hits, you can use 6B to send them to the other side of the screen, hit them with j.D and set up Cloud/Bell Bug Trap.

2C is pretty good tool if they're moving towards you in order to pressure, and jumping will cause more problems. This is good against Noel, Ragna and Makoto especially. And Tager, but for different reasons. Just don't do it randomly.

Does anyone have any use for 5B? I almost never, ever use this move, but the way it looks, I feel like I should be using it for something.

Posted

5b is definitely useful, it's not his fastest poke, but the range and hitstop is decent to use, multi hitter, so the hitbox is good for it's active frames, jump cancellable, if you can score a counter hit, you can do into other thins, but in most cases, 5a is the better option.

His 5a is of average speed, 6f, jump cancelable, 3 gatlings, so it's easy to hitconfirm.

2a isn't that good, it's slow enough to be a nuisance if you're trying to apply pressure, negative on block so you have to commit to a gatling, it's not jump cancellable. Against smart players, 2a won't get you very far.

Posted

So in what type of scenarios is 5B good in. Rushdown based? i.e Ragna is running towards you.

Plus, with 2A, after 1, 2 or 3 hits, depending on the range, you can't even gatling into 5B -> 5D afterwards. The only practical use I find 2A has is using 6A afterwards, then 5D. But even that is dodgy, and I used to do it far to much in CT. Gotten out of the habit now though. :v:

Posted

If someone barrier blocks 2a, it's useless, and if they even see Arakune stand up for a 6a, they can hit him out of it. The person I practice with most often can block all of Arakune's overheads on reaction, save for instant j.c, so 2a is a subpar idea.

5b has an acceptable amount of range, attacks have to be perfectly spaced to beat it out, and even if he was outspace, Arakune has no other moves to help him either way at such range.

If barrier blocked gives Arakune space, it's +2 on block, hit's crouchers and is jump cancellable. It's a far better option, save for the insignificant set back that it's 1 frame slower than 2a.

5b is better than 2a vs an opponent who actually knows Arakune in pretty much every situation.

Posted

With 50 heat I often catch the people i play against with a 2a-->2c rc after j4b pressure. Outside of that the only other time I use 2a would be on my opponents wakeup, just because i like to keep them guessing.

Posted
His 5a and 5b are decent pokes, but nothing special.

His best poke is j.b.

If you're talking about my videos, I went under the assumption that you already knew, or would at least figure it out, when I instruct to hold 6 to release the 6 variation of bugs.

Yeah I did figure it out myself after a bit. I also notice when in curse, you can almost combo anything to loop.

So are there combos that can curse people without CH or FC?

Posted

There are two easy ones.

Airthrow -> Delay j.D -> 5D -> jc -> j.A -> j.C -> j.D

and

214214D -> Delay 5D -> jc -> j.A -> (j.B, so you don't have to high jump) -> j.C -> j.D

Posted

Here are a couple more neat ones... check the vid thread for more, but I have hit the one several times and am trying to build confidence in doing the other 2:

6A, 5D, 236236C, 5D, jc, j5A, j5C, j5D

6C, rapid, j5D, 5D, jc, j5A, j5C, j5D

6C, 6C, 2C, rapid, 5D, jc, j5A, j5C, j2A, j2B cancel to 5D, sjc, j5A, j5C, j5D

Posted
Here are a couple more neat ones... check the vid thread for more, but I have hit the one several times and am trying to build confidence in doing the other 2:

6A, 5D, 236236C, 5D, jc, j5A, j5C, j5D

6C, rapid, j5D, 5D, jc, j5A, j5C, j5D

Holy hell, thank you.

Posted

Idealistically, what is the most damaging starters for the 236CD -> Walk -> 5C -> 236CD loop method? Regardless of complexity of the starter. Thanks. :3

Posted

Those are follow ups, and it's in general a better follow up than others, unless you can find some way to throw 2c in there.

Any starter will do.

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