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Posted

What are the best options that arakune has to punish a backroll wakeup? I usually use 2D to fill my curse gauge, but aren't there better options?

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Posted

Arakune has no real set method for dealing with those, nothing is fullproof.

My usual options are.

Attempt a meaty 2a, if they roll wrong, they get caught in the active frames, and then you confirm into 5b/5a > j.a > j.b(2 hits) > j.c > j.d. Because of the start up and active frames on 2a, this is surprisingly not very reliable, as 2a will just whiff most of the time.

5d, catches all rolls in the corner, but loses hard to late tech, and you don't want to sit through 5d recovery.

2d gets some cheap curse meter in.

IAD j.4b, in my opinion your best option precurse, it catches the tech and forces emergency tech and you can go into a blue beat 5d > j.a > j.c > j.d combo if they refuse to. If they forward roll, you're pretty out of the loop then. In most cases (not vs zoners), just use that time to get a cloud out or something.

The day they give Arakune precurse oki will be a sad day for every character who is not Arakune.

Posted

Thx for the tips, Skye. One more thing, what is the best usage of kune's 2B? I never use this normal, but i think it has its purpose, right?

Posted

It's a situational AA for some characters and it's good for curse mix up.

Posted
Thx for the tips, Skye. One more thing, what is the best usage of kune's 2B? I never use this normal, but i think it has its purpose, right?

2B is a good normal for curse mixup since it is very sneaky. Good high low curse mixup 6A(high) > 2B (low). Outside of curse it's rarely used, it's a good normal to use here and there after 6A (blocked) since 6A > 5D is not a true block string and you can get mashed by Sledge and reversals. 6A (high) blocked > 2B (low) hit > 2A > 5B > 5D. It's a pretty good string to do here and there but it is a distance confirm, I use it against Tager a lot since some of the better Tager's will Sledge the 6A > 5D string. I know in the new game I will use 6A > 2B a lot more since you can confirm into 2A > 2C > 6D after the 2B and you have a lot more space to confirm this combo.

  • 2 weeks later...
Posted

hey guys, I've never played Arakune before (used to main litchi), and Ive been interested in this dude now in CSE, ive got a couple of questions for you from a total arakune n00b:

1-. What combos/setups/anything really, should I practice in CS2 that are useful in CSE?

2-. What are the general things that I should be practicing and learning about Arakune?? (movement and zoning?)

3-. In tons of videos, ive seen people get curse combos off any random bug hit, for me that looks kinda hard and needs tons of memory, is that correct?

4-. The curse combos are always the same or always different? asi in, those loops that ive seen.

thanks for your patience =)

Posted
hey guys, I've never played Arakune before (used to main litchi), and Ive been interested in this dude now in CSE, ive got a couple of questions for you from a total arakune n00b:

1-. What combos/setups/anything really, should I practice in CS2 that are useful in CSE?

2-. What are the general things that I should be practicing and learning about Arakune?? (movement and zoning?)

3-. In tons of videos, ive seen people get curse combos off any random bug hit, for me that looks kinda hard and needs tons of memory, is that correct?

4-. The curse combos are always the same or always different? asi in, those loops that ive seen.

thanks for your patience =)

He is mainly the same in CS2 and CSE except for a few minor things. Curse combos are the same, bnb changed a bit with the addition of 2C > 6D.

If you picking him up, movement should take priority.

Hit confirming bug hits are easy as long as you know how to negative edge the proper bugs. All of that is learned from practicing in training mode. Once you get the confirm, you just go into the D bug and loop them.

Posted (edited)

ok so, where should I begin? I can do the basic combos without curse. But is there a post or anything where I can see an explanation of his loop? (or a video), I see the notations but idk how to do it

EDIT: I found those vids from CS1, the loop setups, is the CS1 loop different from the CS2/CSEX one?

Edited by Diveman
Posted

curse combos are easiest part of aracune, just go for wheel>rekkas>divekicks>recurse/super

learn movement, cursing, punishes, mixups

Posted

Diveman, check the OP of the combo thread, then hop in training mode.

Posted
hey guys, I've never played Arakune before (used to main litchi), and Ive been interested in this dude now in CSE, ive got a couple of questions for you from a total arakune n00b:

1-. What combos/setups/anything really, should I practice in CS2 that are useful in CSE?

2-. What are the general things that I should be practicing and learning about Arakune?? (movement and zoning?)

3-. In tons of videos, ive seen people get curse combos off any random bug hit, for me that looks kinda hard and needs tons of memory, is that correct?

4-. The curse combos are always the same or always different? asi in, those loops that ive seen.

thanks for your patience =)

Another big thing you need to learn as Arakune is learning how to get out of the corner safely. Granted you never want to get in the corner to begin with but you will be put there sometime. He has a few ways of getting out; burst, super, counter-assualt, IB "matchup dependent move." You will be rewarded for using your bursts intelligently, for example bursting when haz does 214d~C after he uses 50 meter for hotenjin rather then when he gets in on you the first time.

Now I have a couple questions about BBCE arakune:

Apparently there were rumors about his jump being faster and his teleports and backdash recoveries being reduced. Is there any validity to that?

Posted

Apparently there were rumors about his jump being faster and his teleports and backdash recoveries being reduced. Is there any validity to that?

Not yet, but you usually get an eye for things like that getting faster. Even the Japanese are speculating that.

  • 2 weeks later...
Posted

Hey, for j.C instant overhead > curse loop combos, what's the best way to consistently combo off the j.C? From what I've gathered, it seems best to double-tap C while starting the jump to get the C bug out early enough to hold the opponent in place for the D bug. Is there a better way to do this?

Posted

Not to my knowledge. I usually avoid that particular set up or do it a different way for the sake of consistency.

My usual tactic is 6a > 214bcd > cross up j.c/j.c/2b/4b

Posted

Hold c down before you do jc so that when you do the actual move you negative edge the bug.

Examples.

6a (hold c) > jc > 5c bug

3a>3a (5c hold)

But with time you'll do it on any move before a planned jc without any thought.

To combo from it you do a d bug and some sort of movement. The c bug should hold them long enough for it to combo.

Examples.

C dive whiff 5a 5d bug

4d bug J214c

4d bug j214a

Sent from my Nexus S using Tapatalk

Posted

They look gay.

Any alternatives?

I figured we could go for hard knockdown with j.236c or let them fall/tech into a cloud.

Posted

It's really better to do the dive cancel combo, cause you gain a lot of curse and time to get a cloud.

If it's the dive cancel you don't get, I can't help. But if you don't get the 5D after that (5B instead), press simultany B and D. For some reason, it's 5D that will come out and not 5B.

I think the better way to do after an airthrow is ==> airthrow > j2A > j2C > DC > 5D > hjc > jA > jB (one hit) > jC > j2B > DC > 6B > J6D

I still do at the end 6B > back IAD > j6D. Because you land faster, and you can spell a cloud safely. But well, i say "I still do" but it's more "I will do".

Posted

the easiest is air throw> air dash JC> b dive dive cancel>5d>jA>jC>jD

you have to adjust the timing of the airdash and jC depending on the character hitbox and weird stuff sometimes happens in the corner

Posted (edited)

But it does not work on CSEX I've seen. Didn't say because before they were talking about it, but I was saying that for CSEX.

Edited by Abyss
Posted

i think the combo still works in csex, i tried it at nec and it seemed to work fine~ i also did a variation from just plain double jump jC into the same combo..

also ive been reading up the jp wiki again lately.. there's a weird combo posted here:

空投げ>即空中前ダバリガ>受身とれるぎりぎりにBダイブ>rcJD>5D前hjc>JA>JC>JD

-seems to be the air dash JC combo except after B dive it rapids in JD for 100% curse... not sure why they would do that because i thought you could just JC into pit super.. jD>5d is alittle more burst safe and i know jC super can be punished if bursted properly (ie. 720).. but doesn't seem that practical

Posted

So im pretty new to this game, and I have been messing with Arakune for the past few days. One of my favorite things to do is f inverse after a throw, following up with j.2.

Is this viable, is there more damage to add onto it? Thanks for any help.

  • 2 weeks later...
Posted

236236c after a throw is viable. Most normal follow ups is 5d > stuff, if the hit count exeeds 30 though, there is nothing more you can do after 5d.

  • 5 weeks later...

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