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Posted

I think im the only active US arakune player that goes to tournaments.

Ill take all information under consideration once I get the game next month. I am still watching arakune gameplay (very little amount :( ) and I guess my eyes were not deceiving me. I was trying to be hopeful and at the same time not wanting to jump to conclusions to avoid looking like a fool to call Arakune weaker. But there is very little he has in comparison to other characters. No one has been able to adapt and get consistent results with Arakune. If he's this fucked over by the console changes, then i'm done with BB. But it's gonna take so much for that to happen.

Im not dropping this character no matter what. Expect a long post from me. But these are all a good start, guys. :)

 

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Posted

I would love to be good enough for tournament play. I certainly hope to get better and do it so maybe I will see you at some tourneys some day in the future.

I do feel you though, i felt like arakune didn't have much of a tournament presence to begin with and if the overall result is her's nerfed then thats sad.

On a more positive note I'm not too convinced we are actually stuck with this version for long term. Remember with CP 1.0 became 1.1 fairly quickly.

Posted

I haven't been to anything in 2015, but I was at UFGTX and EVO last year.

Posted

Thank you Skye definitely looking forward to that video.

 

And thank you to both of you your input is INVALUABLE and will save me a ton of grey hairs. I'm going to give all this a try when I get home. Also the TK explanation, that makes alot of sense, and is very nostalgic haha. I was definitely doing j4a j4b and the j4b was never happening because I was landing. I was actually trying to TKj4a j4b before.... Gonna see how stable this is for me once I stop doing that.

 

quick note, j2a DC, the DC can be done with any other j2X right? for example j2a then j2a right as I land. Or maybe I don't fully understand DC.

 

Its nice to have these new combos i feel like we can curse faster midscreen without using meter/CT like before, but goodness the meter drops so fast now. And it doesn't seem like you can do cd bug > 236cd > cd bug > 6c 5cd 2c > cdbug, anymore :( can anyone confirm this? my dummy keeps recovering during the rekkaken after 6c so its not a c bug timing issue the 6c just doesn't seem to pin them down long enough.

 

The dive cancel is done by inputting 2X of any button other than the one you used for the current dive.

 

And yes, they tech out after the 6C.

Posted
The dive cancel is done by inputting 2X of any button other than the one you used for the current dive.

 

So after j2a, you DC by doing j2b or j2c? and it has to be just before you land right?

I guess I have to ask, why can't it be the same one? 

 

in other news I actually started landing this yesterday. Still havent quite gotten the hang of the 6a 5d starter but with just normal 6b or 6a 6b just for practice sake, I've been getting the rest after that. Finally getting the spider to connect at the end was very satisfying.

Posted

And yes, they tech out after the 6C.
 

 

so lets say, cd bugs, j236cd cd bugs, what is generally the best followup to replace 6c at this point? just get off as much recurse as possible? maybe 5d spider or something? 6c rekkaken was easily my favorite part of curse combo so it makes me really sad.

Posted

So after j2a, you DC by doing j2b or j2c? and it has to be just before you land right?

I guess I have to ask, why can't it be the same one? 

 

in other news I actually started landing this yesterday. Still havent quite gotten the hang of the 6a 5d starter but with just normal 6b or 6a 6b just for practice sake, I've been getting the rest after that. Finally getting the spider to connect at the end was very satisfying.

 

Yes, if you do j.C>j.2A, you input j.2B or j.2C when you hit the opponent who is floored. j.2X can be cancelled into other j.2X moves of different buttons on hit, and (from what I can tell) the startup of j.2X has Arakune sink a bit before rising up and then arcing for his dive. The dive cancel is just taking advantage of these two properties - you're cancelling a j.2X hit into a different j.2X move, but then the slightly sinking animation of Arakune has him land on the ground before he can rise, so he lands and can do whatever.

 

 

 

 

so lets say, cd bugs, j236cd cd bugs, what is generally the best followup to replace 6c at this point? just get off as much recurse as possible? maybe 5d spider or something? 6c rekkaken was easily my favorite part of curse combo so it makes me really sad.

 

 

 

To be honest, I'm not sure - I still haven't been able to play training mode with him as much as I would like as some friends wanted to play. I'm not sure if 5D>22X works still due to the change in D-bug. I have some ideas on what to do, but I'll need to actually sit in training mode with it which will probably happen tonight. But it seems for curse combos, you'll have to do rekka as your starter if you want to be able to use that and j.236C in the same curse combo unless C/D bug starter is just bad now and it can be used off 2C/4B/6A. WIth the changes to how much curse C and D bugs take again, you might just have to set up for recurse or if you're near the opponent with starter and have meter, just go into super with j.236C>C-D Bug>6A>5C>super if it will kill.

Posted

I reckon, if this helps though. I feel like the video you introduced already had good curse startups.

 

If anything, Arakune's concept is simple, guard crash to kill.

Posted

welp, after some fiddling around, it looks like you can't get pinwheel>rekka off of C bug or D bug starters. It works with 6A, 4B, 2C, B bug, j.C, etc. With some modification, you can still combo normal curse from C or D bug starter though by releasing a B bug in the middle of the rekka.

 

So for example,

C-bug hit>D-bug hit>j.236C>C-Bug>D-Bug>6C>5CB>2CD>ender

 

It's pretty tight on curse meter though because of the changes =/ Keep in mind, corner would be 6CB>3CD, etc.

 

And additionally, you can't end in 6A>5C>super off of C-bug or D-bug starter, but 5C>super works. All other starters, 6A>5C works.

 

Also, the usual 5D>22X>6A>5C ender doesn't seem to work after pinwheel and rekka anymore since after a spider hit, they kinda float and then fall. But it still works after either pinwheel or rekka.

 

 

Unless this was shown in the combo video above D; i hadn't watched it yet

 

 

Edit: Also, did j.C get a proration nerf? I don't seem to be getting as much damage off it as some of the other starters, but maybe I messed up my combo slightly. Also, I'm not home at the moment to test, but does bees super still hit low at any point? Or is it all just pure projectiles now that can be blocked either way?

Posted

Ok, after some more tinkering around in training mode in trying to make bees work. Not sure if any player used this yet or if someone mentioned it, but if you have 50 meter and corner, you can setup into guaranteed* recurse possibly? (*if Bees RNG is with you, I really hate the inconsistency of this super)

 

Whatever>C bug hit>6C>6CD>2C>j.236CD>5D>22C>6A jump cancel>bees

 

Don't do this against Izayoi and Arakune who have 50 meter.

 

If done at proper heights, they have to immediately tech into the bees super which will build curse as they block, you can block all 9f reversals, and you can then tag them with a 22C or 5D, and they should be re-cursed (RNG pls). Depending on starter, you also get upwards of 6.7k damage or so as well prior to the recurse.

Posted

What were the curse combos that everyone was using? I find in the corner, off of most starters, you can't get the j.236C loop and then the 6C loop without them dropping out. The only curse combo I've seen is where Fumo reverses this order off a mid screen C bug guard break and does a 6C loop then a j.236C one.

Posted

What were the curse combos that everyone was using? I find in the corner, off of most starters, you can't get the j.236C loop and then the 6C loop without them dropping out. The only curse combo I've seen is where Fumo reverses this order off a mid screen C bug guard break and does a 6C loop then a j.236C one.

 

Hmm, in my testing, you could get pinwheel and rekka off most standard starters (6A, 4B, j.C, 2C, B-bug). I haven't tried j.B or 2B, so I'll try those when I get home. It doesn't work off C-bug and D-bug starters unless you add a B-bug in the middle of the first and 2nd hit of the rekka. I never bothered trying to do it off 5A or 2A because of the proration and starting damage.

 

 

Edit: It seems that B-bug starter doesn't work either, I must've accidentally added another B-bug while doing the combo and mis-remembered. 2B works, but I couldn't get j.B to work. I suppose universally, they just nerfed bug starters for curse combos.

Posted

Hmm, in my testing, you could get pinwheel and rekka off most standard starters (6A, 4B, j.C, 2C, B-bug). I haven't tried j.B or 2B, so I'll try those when I get home. It doesn't work off C-bug and D-bug starters unless you add a B-bug in the middle of the first and 2nd hit of the rekka. I never bothered trying to do it off 5A or 2A because of the proration and starting damage.

 

 

Edit: It seems that B-bug starter doesn't work either, I must've accidentally added another B-bug while doing the combo and mis-remembered. 2B works, but I couldn't get j.B to work. I suppose universally, they just nerfed bug starters for curse combos.

 

thanks for that info very helpful ill do some testing as well. I haven't been experimenting so much as I have been trying to fine tune my inputs and get consistent with the basics

Posted

lmao less work for me right?

 

I just wanted to point out in this video that they are doing the jcBird ja ja jb jc route off of a 5a starter and they are doing the j2b dive which keeps you on the same side. Is this out of date or is this all actually possible?

Posted

It might be character dependent or just involve many slight delays. Usually when done, the j.2B leaves you really close to the enemy, so I wouldn't doubt that be inserting a few more delays in certain attacks, you could definitely hit with j.2B. I haven't really tried it with most of the cast though.

Posted

I just wanted to point out in this video that they are doing the jcBird ja ja jb jc route off of a 5a starter and they are doing the j2b dive which keeps you on the same side. Is this out of date or is this all actually possible?

Should be. The timing is just real difficult

Posted

I didn't notice changes to 6b until now, it has upper and mid guard point. Also raw 6b and 5/6a follow up are treated the same now so they affect each other with smp, raw 6b is no longer jump cancellable on block.

Posted

So after dabbling with Arakune for a week or so, I kinda understand why Skye has given up on Arakune.

 

I would of accepted the shorter curse time, but the overall nerf to the curse system, the change in j214A (teleport), and getting at least 4 hits with the drive (3 if you combo in the spiders, which is better now), the damage output is just... bad.

 

Even if you can manage to guard crush with the C bug (which takes a chunk out of your curse meter), if the opponent has the burst option that's the end of that.

 

Still, we probably have a major update or another installment over the horizon, so hopefully this phase will past by. Oh I miss the CP1.01 days already. 

Posted

So after dabbling with Arakune for a week or so, I kinda understand why Skye has given up on Arakune.

 

I would of accepted the shorter curse time, but the overall nerf to the curse system, the change in j214A (teleport), and getting at least 4 hits with the drive (3 if you combo in the spiders, which is better now), the damage output is just... bad.

 

Even if you can manage to guard crush with the C bug (which takes a chunk out of your curse meter), if the opponent has the burst option that's the end of that.

 

Still, we probably have a major update or another installment over the horizon, so hopefully this phase will past by. Oh I miss the CP1.01 days already.

Sad to hear that ... :( my new sub is a fail lol

Posted

Sad to hear that ... :( my new sub is a fail lol

Oh...b, but Amane's beautiful like a butterfly. I only summon a grotesque butterfly (?)

 

But no worries. It's just the usual "adjusting to the new update (full price) and getting salty" phase. It'll pass. I swear.

 

...man Arakune's hard this time around. That j214A is really killing me

Posted

whats the change to the j214a? I haven't noticed the difference yet.

 

Yeah I'm sad to hear arakune is relatively weak right now, but I'm gonna stick with him through thick and thin. Hes my boy for life just gonna do what I can with what I got hehe.

Posted

whats the change to the j214a? I haven't noticed the difference yet.

 

Yeah I'm sad to hear arakune is relatively weak right now, but I'm gonna stick with him through thick and thin. Hes my boy for life just gonna do what I can with what I got hehe.

j214A = teleport.

 

before: teleports you forward, good coverage. Usually appear behind the enemy. Kinda similair to Azrael dashing behind you. And we all know how that feels.

 

Now: teleports you a forward. Doesn't have any coverage and you can't teleport behind the enemy (unless you execute it when you're point blank range away from the enemy). In my opinion, that was what made Arakune airborne (and help keep up with Tao and Mu, personally)

 

Jeez... didn't the Top JP player Souji gave up on this character in this installment? Can't find a single video using Arakune CP2.0

Posted

 

 

Still, we probably have a major update or another installment over the horizon, so hopefully this phase will past by. Oh I miss the CP1.01 days already. 

Yeah that is what I was saying, remember CP 1.0? X.0 is never the real game it always ends up being X.1 so lets wait for 2.1 before we draw any conclusions hehe.

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