Dorian Posted May 25, 2011 Posted May 25, 2011 (edited) What is a loli? Punishes: Anti-airing: Zoning: Strategy: Item Strategy: Char specific details: Other details: Edited June 2, 2011 by Dorian
A.X.I.S. Posted July 22, 2011 Posted July 22, 2011 I'll share some info since I play this match a lot. This match is one of our easier ones played right with the risk of getting hit once and your in it for the long haul so I'll keep this short since I am more a less a ghost here. There are 3 things you want to do when fighting Arakune offensively: 1. Make him block something. 2. Make him scared to set up anything or zone. 3. Kill him fast. These things are easier said than done and I'll elaborate. On the defense you want to: 1. AA him. 2. Not get caught blocking. Now how do we accomplish this? Simple. At max range you have item summon, the items you want are: Hammer, Missile, Bomb, and Cat Hammer. Hammer makes it easier to close in on him and escape from his pursuit, use it wisely because he can poke you while your moving in. Missile makes him jump to avoid it, you want him to block it so do your best to make him block it. Bombs are your AA tools here if he is in the air mess with him with these, as usual make him block these, if he doesn't block then confirm it into damage and rush it. Cat Hammer says no to a lot of the things he want to do on the ground like escape or mash back dash, give him a smack and let him know you have it. Max range you want to get a item out, use pan for mystic momo since it has a nice trajectory and leads to good damage if you can pick it up. (5K if you go for the normal BnB 100p1 FTMFW!) Be careful doing this because Arakune can J.D you for it, so learn Arakune's j.D ranges so you can stand between those gaps. Bell bug is a issue run under it and get in if you see the start up, beware of 2D, you may heart car it if you are reading it. Teleports are not a threat 5A him or 2B him for the low profile, in fact you think he is gonna 5A you for any reason then abuse 2B and get your damage. Mid Range is tough business everything becomes reactionary. 2C is a great anti air here but as usual don't get baited, Arakune can 100% curse you on CH if he is close. 6A is an ok anti air but you gotta have it out early. Use items to your best discretion. Oh bat is used best here, get him off before he gets started, make him think before J.B etc etc. Close Range is one sided for both parties. Plat must get in and land a hit at this point, no more trying to make him block, its time to make him feel pain, I opt for oki but damage is fine too if you feel for it. Look out for his CA, it turns the tables really hard in this one. On the defensive IB and gtfo or take a chance and AA when he tries to repeat pressure. You see his overhead then get out the way or use the baseball bat. You cannot afford to get cursed, Little Plat can't take a beating sorry. PS. F of G is not a threat, you see super flash and your not doing anything then buffer barrier during flash and rush or if you are in the air swallow moon and laugh. I am done with this one. Enjoy.
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