Kuuhaku Posted May 12, 2011 Posted May 12, 2011 (edited) Overview Arakune is (supposedly?) not as scary as he was in CS1. However, this match up was never super butt for Rachel since he is by design weak to zoners. The game plan is to knock him to the ground (6A is a great tool for this) and get him to the corner like everyone else. I imagine Rachel's new really tall air grab is also very useful for this. Tips/Misc Use 6A to knock him out of the air.j.C can also be used to knock him out of the air.Pumpkin makes Arakune really sad. Character Specific Combos JPN Match Up Videos Here Edited May 12, 2011 by Bohemian Polka
swordiris Posted November 25, 2011 Posted November 25, 2011 j.C works well when Arakune is flying around. Also, don't get cursed. If you do, it is helpful to have 50 heat for a Tempest dahlia so his curse meter drains while he gets pummeled. B Lobelia works well too. TD makes his invisibility move a joke.
KoopaDoopa Posted November 27, 2011 Posted November 27, 2011 I usually use sj.8D into barrier to escape curse... Is this viable? Also, CA instead of TD if Arakune is point-blank. You'll get smacked in the face and not one bat will come out.
swordiris Posted November 28, 2011 Posted November 28, 2011 I usually use sj.8D into barrier to escape curse... Is this viable? That is a unique approach. I think it would confuse the Arakune player unless you play with him often. If you are going to use that, aim your j. 2C with wind accordingly. Arakune dosen't have many guard primers so if your aim is dead on he will lose about two.
Tari Posted November 28, 2011 Posted November 28, 2011 Wind is a viable escape option for escaping from curse, though Arakune will probably try to not give you a chance to jump. If you get airborne, be prepared to burn barrier while blocking. Trying to use winded j.2C on Arakune during curse is an incredibly dangerous idea. Unless you are incredibly confident that it will connect, do not do it.
Herbal Grey Posted December 1, 2011 Posted December 1, 2011 (edited) Trying to use winded j.2C on Arakune during curse is an incredibly dangerous idea. Unless you are incredibly confident that it will connect, do not do it. lol, so you should only do it if you're an incredible player tempest dahlia "works" against arakune during curse, but a good arakune will slap you with the bugs long before you can use the move. unless you're incredible, i either try to wait out the storm or counter-assault after a 2a/6c if you want to use meter @Koopa. I agree wind is a good option, but you have to be careful because sometimes i like to combine an 8d with a 7/9d to escape a corner, move around, etc and i often get slapped with a negative warning (which can be dangerous). often i'll take the negative warning though because so much of the curse is gone by the time i hit the ground. Edited December 1, 2011 by Herbal Grey
kotokot Posted December 2, 2011 Posted December 2, 2011 Arakune is supersad about this matchup. Even VER have serious problems with Rachel. And some random things about this matchup: -poles is really painful for Arakune, sword iris disables his teleports in neutral game -his AA works very bad in this matchup. You can use 1D/2D/3D if he does 5C and block/punish it. Don't use j.2C, you will be cursed. His 2B works pretty good, it low profiles most jump ins, but it's hard to use on Rachel with wind. 5A is nothing special, but 70% curse if you eat this as AA. -his reversal super/CA are very good and superfast. And he can combo CA into 100% curse when he have 100% heat. CA have short range and works only if you on ground. -6C can be used like Noels 2D, but isn't retarded. -run away when you cursed, this makes arakunes salty:'(
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