SecretAgentN3al Posted February 8, 2014 Posted February 8, 2014 (edited) Is there a Arakune critque thread? If not can a mod make one? I can use some advice, i feel lile i'm at a crossroad with him. Edited February 8, 2014 by SecretAgentN3al
Mr.Biscuits Posted February 8, 2014 Posted February 8, 2014 He still has ToD combos? I thought he did like 4k now or something. Yes, any of his decent starters do 8K with just a regular super. OD super adds a ton of damage to the end of combos as well. The reason he's weak is because his neutral sucks and he can't really convert off random hits like the top tiers can. His damage is there, it's just landing that solid hit feels impossible in some matchups. Also, if you keep your burst you can squeeze out wins by just getting a homing cloud and activating OD in neutral. Against some matchups it's advised to just OD off any hit to instantly curse them and try to get them in the corner.
Argent Zero Posted February 8, 2014 Posted February 8, 2014 (edited) @Biscuit So the curse will activate if you shoot out a homing cloud and activate OD right before it hits? Also, what are your thoughts on the using the cloud that slows your opponent down? In most of my cases, the opponent starts panicking or try to avoid it by running at me. Would it be better just shooting it out or combo it in the corner? Edited February 8, 2014 by Argent Zero
Mr.Biscuits Posted February 8, 2014 Posted February 8, 2014 (edited) In OD any D move curses on hit, blocked D move gives you 50% curse. Cloud can not be blocked so that's instant curse. 5A > 5B > ODC > 5D/2D gives you 50% curse on block. Slowdown cloud is good. You use it right when you curse them to buffer bugs and negative edge accordingly. If 5D curses you immediately cancel into slowdown cloud and buffer bugs. Edited February 17, 2014 by Mr.Biscuits
mAc Chaos Posted February 8, 2014 Posted February 8, 2014 You sound a lot more positive about Arakune than before.
Mr.Biscuits Posted February 8, 2014 Posted February 8, 2014 Don't get me wrong the character fucking sucks. So many bad matchups in this game.
Argent Zero Posted February 8, 2014 Posted February 8, 2014 @ Biscuits I see... I've always cheaped out on using the distortion gauge and OD, but if using those adds another 2k~3k to combo, might as well use it in favor of bursting. Probably been blinded by the regular distortion being a little nerfed only to realize that using it with OD is better. But using OD will sacrifice a burst that'll help you when you're trapped in the corner. Your thoughts on how to get out of a corner? I've been using 5a->6b, jump and warp, sometimes CA and Distortions.
Mr.Biscuits Posted February 8, 2014 Posted February 8, 2014 OD has several uses with Arakune since it gets you instant curse. 5A > 6B > ODC > J.6B is instant curse. Generally you'll go into OD during curse combo if 1. They have burst and you'll kill with beam super 2. You're low at life and they have a lot. Doing neutral OD lets you have curse for an extended amount of time which lets you reset into more damage. You can also punish shit like wake up Infernal divider by just doing raw OD in Ragna's face. In corner If you won't kill with beam super then don't go for it. You go for D bug down > 5D > 22C > 6A > 6B > 6D and try to setup an unblockable (6D + low) or just put them in a really fucked up situation. If you need max damage you opt for D bug down > 5D > 22C > 6A > 5C > double super, of course OD for more damage longer curse. In the corner you need to just block, instant block, barrier. j.44 teleport has too much startup. Forward dash is good if they try to stop you from upbacking. Generally if they jump while you're in the corner you can escape with a forward dash and put them in the corner.
Argent Zero Posted February 8, 2014 Posted February 8, 2014 @ Biscuits Thanks for the advices Biscuits. I really never gave thought to utilize Arakune's OD too much but now that you've explained his worth with it, I need to practice with it alot more. Thank you.
Darret_Wallace Posted February 9, 2014 Posted February 9, 2014 You can also get instant recurse by doing OD fofg > jb all hits.
JacopeX Posted February 22, 2014 Posted February 22, 2014 http://youtu.be/f8b7xbD65Dw How the hell do you do the combo in 1:59 without getting an SAC? Been trying to do it. :\ I think i'm better off doing 5C>j.A>j.C>j2A>DC>5D (wallsplat) >66>6B>j6D>6D. Easier confirm and curse.
Mumm-Ra Posted February 24, 2014 Posted February 24, 2014 5A>6B and standalone 6B are considered different attacks, so they don't have SMP.
Darret_Wallace Posted February 25, 2014 Posted February 25, 2014 What do we follow up jc > fofg with mid-screen? i've seen people do stuff but i forgot.
Darret_Wallace Posted February 26, 2014 Posted February 26, 2014 ah thanks, there is one other thing, when gong for unblockable resets during curse, bell bug messes the combo up all the time if they get hit my d bug before hand, is there any stable way to stop this happening? i've had it make the opponent tech even in the middle of 2c.
Skye Posted February 26, 2014 Author Posted February 26, 2014 I don't think so, though the one thing worth looking out for is making sure d bug 1 and the bell bug hits around the same time. That's the only way I could think of stabilizing it.
Mumm-Ra Posted February 27, 2014 Posted February 27, 2014 (edited) For unblockable setups you need the D bug to hit before the bell bug and the bell bug to hitduring the first phase of the D bug, otherwise they'll tech out, so make sure you hold the button for a little while after doing 6D, something like 2C>6[D]>6]D[bug>6Bbug (for roll tech)>any low. Edited February 27, 2014 by Mumm-Ra
tetora_desu Posted February 28, 2014 Posted February 28, 2014 Anyone know how to get 2.c after a 6.d in the corner? 2.c never comes out in time .
Skye Posted February 28, 2014 Author Posted February 28, 2014 (edited) Delay 6d so that the back of Arakune's head makes contact. Bear in mind 6d > 2c is height specific and cannot be done in just any combo. You'll usually only take that route in the corner after a j.d and you can't step back to make 5d connect. Edited February 28, 2014 by Skye
tetora_desu Posted March 5, 2014 Posted March 5, 2014 Another thing I have been trouble doing was. 6b>44ab>6d>j.c>6d or i think those are the notations.
Mumm-Ra Posted March 5, 2014 Posted March 5, 2014 I don't remember that working, can you link us to a video with the combo you're having trouble with?
Skye Posted March 6, 2014 Author Posted March 6, 2014 Alright guys, I got it. The 100% midscreen to corner curse combo off an S starter. I understand it. As far as I know, there are two versions, basically the same, but just uses the respective 6b follow ups at different spots. These, I've found, are largely up to preference, the combo is a doozy, regardless. (j.4b) > 5a > 6b > iad j.4ab > j.6d > j.4b (1/2) > j.a > land 6b > iad j.2a > DC 6d > 2c > 5d (j.4b) > 6b > iad j.4ab > j.6d > j.4b > 5a > 6b > iad j.2a > DC 6d > 2c > 5d The trick is the first iad. You need to pretty much literally tap the barrier, because you need to carry a wee bit if distance before you j.d. you almost plink the barrier and j.d. after that, the test of the combo isn't that hard, it's just that first iad is imperative to execute correctly. Iad barrier too long and they'll tech, don't iad barrier, then the j.4b will most likely whiff. In my efforts there was no such thing as doing the barrier too early, the faster the better.
tetora_desu Posted March 6, 2014 Posted March 6, 2014 (edited) i think he's referring to double j6dYes Also, what's a j.4b. An air backdash with barrier? I'm still learning. Edited March 6, 2014 by tetora_desu
Mumm-Ra Posted March 6, 2014 Posted March 6, 2014 It's jumping B while holding back during an airdash, makes you fall faster to the ground, works with (almost) every move Arakune has actually. Skye wrote the notation wrong it seems, should be IAD j.4B.
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