Mumm-Ra Posted July 24, 2014 Posted July 24, 2014 A couple of other questions: 1) All of the pre-curse combos in the video from the first post still work in 1.1, right? 2) For the curse combos, shown here: After the d bug hits at the end do you look into another j.236[cd] and repeat? If not, they seem a bit short. 1) They should, there were no changes to Arakune's normals in 1.1 as far as I'm concerned. 2) Arakune's curse combos got considerably shorter in CP due to Same Move Proration and bugs costing tons of meter now, but you can add either Midscreen: >5D (just before the D bug rises)>22B>6A>... >>5C>laser(x2 if available) for the kill >>6B>6D for recurse shenanigans Corner is the same, but you should use 22C instead of 22B. These enders should only be used after you ran out of curse meter or are going for the kill, otherwise you should run corner carry/unblockables instead.
Rikir Posted July 25, 2014 Posted July 25, 2014 The j.4a+b should actually be j.44a+b, as in air backdash, wich puts distance between your opponent and you, allowing the second j.D to hit. For the combo to work you need to do the first j.6D as close to the ground as possible (via barrier air backdash) to be able to do the second j.6D quickly enough for it to hit the opponent. It is possible, so if it doesn't work just keep trying. Oh geez, really? I interpreted that as j.664a+b, this makes much more sense. Thank you!
Mumm-Ra Posted July 25, 2014 Posted July 25, 2014 In the combo section, if a combo says refer to part 3, does that mean I can go into one of the curse combos listed?It means that the opponent is now cursed and you can run any of the mixup setups listed in part 3; THEN you can go into a curse combo Regarding your 5C>RC>5D question, i'm not a big fan of that combo (there's way better, meterless combos) but I believe that you must RC>5D very fast after the third hit of the 2C since the hitstop of the first four hits is pretty short, it's a matter of timing, so keep practicing until you get it, or don't since you really should't be doing that combo
imashbuttons Posted July 25, 2014 Posted July 25, 2014 It means that the opponent is now cursed and you can run any of the mixup setups listed in part 3; THEN you can go into a curse combo Regarding your 5C>RC>5D question, i'm not a big fan of that combo (there's way better, meterless combos) but I believe that you must RC>5D very fast after the third hit of the 2C since the hitstop of the first four hits is pretty short, it's a matter of timing, so keep practicing until you get it, or don't since you really should't be doing that combo Okay, thank you! And one more question: Is there a place that shows the corner curse mixups? The OP only shows the midscreen ones.
Mumm-Ra Posted July 25, 2014 Posted July 25, 2014 The OP's pretty outdated, the best place to look is in the video thread, either combo videos or actual matchups, most mixups from CS still work in CP (with some adjustments on a few) so you could take a look at some CS videos too.
Shockna Posted July 27, 2014 Posted July 27, 2014 Since the curse combos start with j.236C, is it intended to get into that with a typical C bug > D bug link, or are there other moves that lead into j.236C?
Mumm-Ra Posted July 27, 2014 Posted July 27, 2014 There's a few ways to go into Wheel (j.236c), like j.D in the corner, a stray A bug, etc. Most setups use the Cbug/Dbug or Bbug/Cbug duos as starters though.
imashbuttons Posted July 27, 2014 Posted July 27, 2014 I wish I could play Arakune's neutral better. ( ._.)
Argent Zero Posted July 31, 2014 Posted July 31, 2014 I wish Arakune's neutral better. ( ._.) Fixed lol
Mumm-Ra Posted August 1, 2014 Posted August 1, 2014 Well there's the instant curse combos but that pretty much is shoving OD into any combo that goes into j.D for the curse, also you could do the corner recurse (uses 50% meter) wich is curse combo>OD>FoG (pool super)>neutral j.B (all hits). This recurses the opponent because the opponent is forced to tech before the last hit of Fog wich is unblockable after the super goes into it's animation iirc. The important ones are the instant curse ones though, anything that goes into 5A>6B>OD>j.6D>6BDbugs>SJ or forward dash>slow cloud>land 6A for oki, 5C>(j.AxN)>j.C>OD>j.D>5Dbug>land>6A>slow cloud, etc.
Argent Zero Posted August 2, 2014 Posted August 2, 2014 I missed the fatal 5C instant curse combo that could be pulled off back in the old days. But like what Mumm-ra says, anything that leads to J6D is easy OD. The easiest OD combo would be 4JB => 6B => OD activate => J6D. Really helps to do it early on in the game from my experience (more time to recover the burst gauge).
imashbuttons Posted August 4, 2014 Posted August 4, 2014 I'm trying to think of a list to where ODing on characters early on would be beneficial. Definitely Nu and Mu, for sure.
MetaWaddleDee Posted August 4, 2014 Posted August 4, 2014 Don't forget that you can use OD to stay in curse mode longer. Perhaps the most important use of Arakune's OD in my opinion.
Shockna Posted August 5, 2014 Posted August 5, 2014 Speaking of OD... https://twitter.com/jiyunaJP/status/496481418122244096 https://twitter.com/jiyunaJP/status/496497762473504770 I may have chosen an awesome time to pick up Arakune. -snicker-
MetaWaddleDee Posted August 5, 2014 Posted August 5, 2014 Speaking of OD... https://twitter.com/jiyunaJP/status/496481418122244096 https://twitter.com/jiyunaJP/status/496497762473504770 I may have chosen an awesome time to pick up Arakune. -snicker- I was hoping for some buffs on Arakune... but... HOLY SHIT!! :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR:
Argent Zero Posted August 5, 2014 Posted August 5, 2014 WTF!? I'm pleased to see some possibility, but really am skeptical that ARC will go through with it.
Master Of Chaos Posted August 5, 2014 Posted August 5, 2014 If they weren't going to go through with it it wouldn't be on the command list.
Mumm-Ra Posted August 6, 2014 Posted August 6, 2014 It's a loketest, don't go nuts over this (yet) guys.
Shockna Posted August 6, 2014 Posted August 6, 2014 It's a loketest, don't go nuts over this (yet) guys. Even if they do go through with it completely (say, pre-curse OD curses automatically by filling up curse gauge, and curse continues after OD is over), would it be as apocalyptically bad for other characters as some of the people on the CP2 thread in the gameplay forum (as well as people on other CP forums) are making it sound? In particular, I'm thinking of one claiming that this change by itself would invert matchups with the Murakumo units/Rachel to be in Arakune's favor (and others claiming this would be the return of CT Arakune; I'd just about hope they're right, I loved CT Arakune >.>).
Argent Zero Posted August 6, 2014 Posted August 6, 2014 Just hope they don't mess with his other moves negatively just for this though. Instant curse isn't worth it if his ATK goes down the drain or something... Edited: Since some new information is coming in about Arakune, might as well post it here. About the OD curse、green curse gauge => OD => that's how much curse you get. Source http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1381592759/l50 Comment number 671 https://twitter.com/oOitatiOo/status/497197643546652672 Edit 2: Gathering all Arakune changes. Neutral Changes Change in OD: read the above Dbug: it goes back up faster Negatives so far: 2A => 2C Gatling Route eliminated 6B => j6C doesn't connect j214214D doesn't search During OD, all D attacks only charge 50% One hit curse combo route eliminated. Positives: 5D can be jump cancel C bug is slower but can cause guard crush. Sources: http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1381592759/l50 https://twitter.com/maneater_dgr Changes aren't final. Only the first location test. If anything, the nerfs and buffs seem very extreme. Hopefully, ARC will try to balance it out.
Hogni Posted August 7, 2014 Posted August 7, 2014 What does it mean 6b, j6d doesn't connect? I am new to this game and and arakune and from watching vids, this is his main combo route without curse. I used to play tao in ct and while not being very good i loved this game. Than CS dropped and all combos had to be learned from scratch and this continued with every single sequel. Why are they doing this?
Mumm-Ra Posted August 7, 2014 Posted August 7, 2014 It means 6B>j.6D doesn't combo anymore, back to the CT days? These changes aren't so bad, the only one I really dislike is FoG not tracking anymore, hope they change it back. C bug guard crushing sounds pretty strong,I don't believe it'll stick. Also yay 5D JC! Hopefully these CT like changes mean that CT j.D is back (god I wish).
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