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Posted

Can someone explain me, why in this CPE video, after 2C-6D - the bell-bug doesnt come out? is there somekind of cancel?

https://youtu.be/8CU37bkeML4?t=1m1s

There's a period of time from when you hit with 6D where you can special cancel or jump cancel before the bug comes out. If you notice, the 6D after the 2C is a delayed one instead of the usual midscreen 2C>6D which has the body hit whiff as the 2C launches.

Posted (edited)

so, there is just delay 6D and i need to get this timing?
or there is 6D - some invisible special move input to cancel it - then 6B?

And where have CP combo thread gone? there were some CPE combos, cant find this thread

Edited by Capablanca
Posted (edited)

so, there is just delay 6D and i need to get this timing?
or there is 6D - some invisible special move input to cancel it - then 6B?

And where have CP combo thread gone? there were some CPE combos, cant find this thread

 

In the particular combo you asked for, it's (whatever)>2C>delay 6D>236B>6B. In certain other combos, it may be 2C>delay 6D>immediate cancel into whatever or it may be 2C>delay 6D>delay cancel into whatever. It depends on whatever combo route you're doing, but in corner, if you do 2C, you typically do a delay 6D if the 2C is near the beginning as your goal is to hit with the body hit of 6D so you get your cancel options, as if you do a 2C>6D immediately, only the bug will come out since you don't actually hit with 6D. And there's no updated thread for combos IIRC; there were some transcribed a couple pages back. I think overall, they're pretty easy to learn even without looking a few pages back if you understand how the combos should be flowing together to get curse meter. Curse combos are short regardless and pretty basic as well.

Edited by Elemenope
Posted (edited)

Can someone explain me, why in this CPE video, after 2C-6D - the bell-bug doesnt come out? is there somekind of cancel?

https://youtu.be/8CU37bkeML4?t=1m1s

I understand your pain...trust me. This took me a while to get. If you cancel into something whether it be another move, or jump, or something immediately then you will not get a bell bug. In this case they used or rather cancelled into 236b.

When you start getting into the pains of doing 6d > Jump spider (j22c) then you are going to have the opposite problem. You will likely be doing the spider too early and cancelling immediately into it. You will have to get used to the timing but you want just a slight delay to allow the bell bug to materialize.

Edited by GoBL1N
input was wrong
Posted

 

https://www.evernote.com/shard/s579/sh/3e45991a-8736-4f39-9050-6d67a0f86413/32e865d3ce742f4133b91131235dce95

BBCP 2.03 Arakune write up in Japanese. Can anyone translate? Some of this notation stuff interests me.

Reposting with complete translation note.

Basic Guide:

~>= the beginning of a combo, will begin with the starter mentioned prior.

Dive Cancel (DC): must do in general combos, a crux for when doing a Dive Reversal>6B combo (when you appear on the reverse side of the opponent when doing dive attacks)

jc: jump cancel (JC = jump C attack)

Mid-screen F starter Combo(5A, 2A, JA, JB)

 

~>(5A, 2A)>5B>2C>6D

 

Charges 25% Curse gauge, will widen the distance gap btwn you and the opponent so following up with a Gas is safe. J3D will be a blue beat for anything other than an emergency recovery. Use C Permutation for back roll recovery. Use B Permutation and 2D for forward recovery, and 2C or 3C for non-recovery action (when opponent is just laying there). For pursuing emergency recovery, J3D>2C>3C with j3D being your safest pursuit. 2C can’t be punished in this situation so it’s a 50/50, but for 3C, it will lead to a sure punishment. When pursuing with a 3C, you should use OD cancel to activate curse or else the risk isn’t really worth it.

 

~>5A>6B>J6D>Bird>Bird>Wheel

 

A basic combo for any Arakune, will charge 25% curse gauge and help carry the opponent to the corner. If you can’t do the Bird Combo, this is your staple combo. After the combo, use 2B to pursue any opponent doing a forward recovery. Use 2A>5A>6D for any opponent that fails to recover and to charge even more curse.

 

5A>5B>5D finisher or > -- 3C> =0 or Permution

 

                                                jc Air Dash J4B>5B>2C>6D

 

 For when you use 5D and it connects/doesn’t connect. Either 5B1>5D or 5B3>5D.

 

When finishing off with 5D, use Zero Vector, Permutation, Party Bug set up; jcdAir C Permutation will cover everything from emergency recovery, crushing any momentum from a forward recovery, or just simply some on who fails to recover. Following up with a Ground C Permutation instead of a j22C: has a slower startup, will connect to J3D upon hit, won’t be able to pursue delayed recovery, and for anyone who fails to recover will be a blue beat.

 

When finishing off with a 3C: will be right next to an opponent so do what you will.

 

When continuing from jc Air Dash J4B: charges 25% more curse, for if you can pull it off.

 

~>5A>6B>J6D>Bird>JA>JA>(JA)>JB>JC>Dive>6D>j22C

 

The Bird Combo, will charge 90% curse gauge. The combo route may differ depending on character. Also the combo may differ from the user, JA*3>JB1>JC. As an Arakune user, try pulling this off until you have some confidence in Arakune.

 

C Bird>dlJA>JA>JB>JC  will connect against: Ragna, Jin, Tager, Azrael, Bullet, Litchi, Makoto, Tsubaki, Nu, Mu, Izayoi, Lambda, Kagura, Platinum*, Rachel* (*Only with A Dive)

 

B Bird>dlJA>JA>JB>JC will connect against: Hazama, Terumi, Bang, Noel

 

Walk forward then A Bird>dlJA>JA>JB>JC will work against: Hakumen (JB2), Tao

 

For those that are not listed, are unknown

 

Corner F Starter Combo (5A, 2A, JA, JB)

 

~>6B>2D>5D>J6D>6D

 

The combo will work against all characters, one hit curse combo. However, 6B>2D may miss against certain characters (example: Kokonoe). Use 5A to adjust range when starting Combo. J6D is a must because doing 5D>JD will not connect against some characters (Ragna).

 

~> 5A>2C>6D>6B>2D>5D>2D (Same attack Combo)

 

                     J22C>5A>6B>2D>5D

 

If you carried your opponent to the corner with 2, this is your best combo to do a one hit curse combo. If you want to efficiently down the opponent, use J22C and avoid using the same hit combo. Also, if you do a 6D when an opponent forward recovers after the second 2D in the same hit combo, 6D will connect from the back; best used for when you want to reset the combo.

 

~>5A>5B>2C>6D>Back Jump>J6D>6B>2D>5D

 

An F Starter One hit curse combo that can mess up because of many things: 5A usage, 6B Delay, 2D not connecting, etc. The combo will work better if you can minimize the amount of moves you use at the beginning (example: for a JB Starter, ~>5B>2C or 5B1>2C)

 

Mid-Screen N Starter (6A, 5B, 4B, 5C, 3C, JC, 5D, 6D, Dive, J6ABC (2C can only be followed up with 6D or rc so has been omitted)

 

6A>5D>J4B>J4A>JA>5A>6B>J6D>Bird>JA>JA>JB>JC>Dive>6D>j2CC

 

A 6A One hit curse combo that becomes the usual Bird Combo. Unless you’re trying to kill the opponent, this is going to be your base; will also connect even if the opponent is carried into the corner. Even if 6A>5D gets guarded, there’s a 1 frame advantage for Arakune.

 

5C>JA>JC>Dive>6D>J3D>(6A)>5D

 

The easiest anti air starter combo that charges 75% curse. 6A will hit cleaner if you walk forward a wee bit after you use Dive.

 

5C(CH)>5D>JA>JB>JA>JB>5A>6B>J6D>Bird>JA>JA>JC>Dive>6D<j22C

 

Requires getting a counter hit, but the best one hit curse combo off of 5C.

 

5C(CH)>j22B>5A>5B>JA>JB>JC>B Dive>6D>j22C

 

ω< Derp

 

Corner 5C>JA>JC>B DIVE>walk forward>6B>2D>5D>J6D>6D

One hit curse combo, as long as 5C hits, Arakune can do anything he pleases. If the opponent tries to get out by air dashing, 5C will prevent them from escaping + curse starts. This is the basic 5C combo, however 5B will wiff against some characters.

 

Corner 5C>JA>JC>A DIVE>6D>air dash JB>J4A>JB>5A>6B>2D>J6D>6D

One hit curse combo that connects against all characters. Floaty. Depending on the air dashes height, you have to be careful how many times J5B hits, practice a lot.

 

Beginning slightly nearer to the edge from where your opponent spawns 5C>C BIRD>JA>JC>A DIVE>go behind them>6D>air dash>JB>J4A>JB>5A>6B>J6D>5D>2D>Bird>Bird>Wheel.

One hit curse combo that carries a lot. If you delay the jc after the C Bird, you’ll be able to carry the opponent further. Press 1 to do the A Dive after the JC. If you’re a little too near the edge, switch with B Dive>6D for better control. The height of the A Dive>6D differs so make haste when you try to connect it with the JB. Very hard to pull off, but rewarding.

 

5C>6D>dlJ6D>Bird>JA>JA>JB>JC>Dive>6D>Air Dash>JB>J4A>JB>5A>6B>J6D>5D>2D

One hit curse combo, no really feasible, character restricted.

 

3C(CH)>Invisible>2A>5B>JA>JB>JC>A DIVE>Get Behind>6D>Air Dash>JB>J4A>JB>5A>6B>J6D>5D>2D

One hit curse combo that’s only restricted when 3C counter hits. The combo time is also very short that even trying to connect Bird>Wheel is questionable. 3C(CH>Invisibility can also be followed 2B, 6B

 

2B>5B>2C>6D

 

2B>5B>Air Dash>J4B>5B>2C>6D

 

Beginning slightly nearer to the edge from where your opponent spawns and aerial hit confirm 2B>5B>JA>JC>A DIVE>6D>Air Dash>JBJ4AJB>5A>6B>2D>5D>J6D>6D

One hit curse combo that’s possible since it’s a N Hit starter. You need to confirm that 2B hits in the Air. Since the 2B is a N Starter, you can go into the 5C combos. Great for punishing forward recovery.

 

2B (Aerial hit)>5B>5D>C Bird>Air Dash>JA>JB>5A>J6B>J6D>Bird>JA>JA>JB>JC>DIVE>6D>J22C

 

A one hit curse 2B Starter combo that doesn’t require positioning. Only tall characters will get hit if you do instead 5C>Non C Bird. When doing Bird>Air dash JA, input 9 to do the jc and connect the JA easy. Even if the opponent is short, 5D>Air Dash>JB>J4A>JA>JA will bring the opponent down to continue the combo. But there’s really no need to learn this combo due to the difficulty.

 

5D>Bird~> will connect against: Ragna, Hazama, Terumi, Relius.

5D>Air Dash>JB~> will connect against: Litchi, Tsubaki, Izayoi, Makoto, Bullet, Bang.

Both ways will connect against: Tager, Azrael, Hakumen.

 

Neither ways won’t connect against: Jin, Rachel, Tao.


Others unconfirmed.

 

5B(CH)>5C~>


Refer to the 5C combos. The only move that will connect to 5C. For 5B Starters, following up with 5D, 2C is better and more realistic. However, trying to connect with 5D requires spacing so 2C becomes the easier of the two, though you’d still have to rely on RC to connect. Also, 5B Starter’s Arakune’s fastest with the least amount of move proration, so it can reach up to 5K with the use of CT, 6K with the use of 75% Heat. With 5B Starters, you need to keep in mind of heat. Other than that, 2C(rc) is sufficient.

 

Corner 6D>J3D>Bird>JA>JA>JB>JC>A Dive>Get behind>6B>2D>5D.

A combo that utilizes 6D’s anti-air properties. You probably won’t use it that much, but it’s always good to know a combo starting from 6D.

 

Mid-Screen 6D(fc)>J3D>Walk forward>6D>J3D

One hit mid-screen curse combo. Not too difficult to pull off, but trying to get a fc from a 6D is unrealistic.

 

JC(fc)>Dive>6D>J3D>6A>5D

JC starters need to be fc’d if you want to use them. Though trying to start something with JC or throwing out a raw JC is rare to begin with.

 

Mid-Screen A Dive>5B>JA>JA>JB>JC>B DIVE>6D>J3D>Bird>Bird>Wheel

Really not feasible but out of the N starters, Dive starts have the longest combo time for Arakune. However, Dives count as same attack so be careful. When in the corner, A Dive reversal>6B will connect. But, if the opponent burst, it’ll put you in the corner. Also, if other factors are included after the Dive’s knock back (example, Dive guarded>6D>Party Bug Guarded or D Bug) immediate RC leads to Arakune appearing in front of opponent. By doing a delayed RC, Arakune will appear behind, something to keep in mind.

 

Heat Gauge Combos

When you want raw fire power. Arakune doesn’t use his heat gauge unless you’re doing JC>Fg. Basically, use the gauge during N Starter combos. However, if the curse gauge is charged 50%, using your heat gauge for F starter combos is also something you want to keep in mind. F Inverse Starters: Mid-Screen>6D>J3D>Bird>Bird>Wheel. Corner F Inverse>(5A)>6B>2D~> one hit curse combo. Don’t’ have too many so information is much appreciated.

 

JB>5A>5B>5D>Air Dash>J4B>2C>RC>Bird>JA>JB>JC>Dive>6D>j22C

A JB Starter that uses 50%heat for 90% Curse charge. If 5B>5D is too difficult to pull off, replace it with 5B>2C (Curse gauge charge down to 65%). F Starters have low combo time so be careful. Using 3C>CT>5D is also an option after 5B>5D.

 

F Starter >5A>5B>5D>3C>CT>5D

With F Starters, 3C>CT won’t connect with 5C.

 

Mid-Screen N Starter>2C>RC>Bird>JA>JB>JC>A Dive>Get behind>6D>Air Dash>JBJ4AJB>5A>6B>2D>5D>2D (Same attack combo)

Combo time near the end is pretty short so be careful (especially when trying to connect 2D>5D>2D) 5D>J6D won’t connect because of time constraint. Can carry the opponent from where you spawn to the corner near the opponent. Anything less, 2C>rc>Air dash>BJ4AJB will lead to 6B wall corner, so you can try ending the combo with the Wheel.

 

N Starter near corner>5D>3C>CT>5C>6D>J3D>Bird>JA>JB>JC>Dive>6B>2D

With an N Starter, you can do a lot with 3C>CT. If you’re OK with a shorter combo time and same attack combo, you can switch out Dive>6B with Dive>6D for a one hit curse combo. If you delay 3C, you can carry more.

 

High Power Combos. These combo do not care about starters. They are however very hard to pull off and only focus on pure raw power. Some combo can also charge curse.

 

Corner 5A>6B>A Dive>CT>6CCC>RC>6A>5C>6D>C Bird>A Bird>Wheel

Uses 75% Heat for 4343 Dmg. Highest output for 5A.

 

Mid-Screen 6B>4B>6CCC>RC>4B>JC>B Dive>CT>5C>6D>C Bird>A Bird>Wheel

75% heat for 4536 Dmg. For finishing the opponent off mid-screen.

 

Throw>CT>6CCC>RC>5C>6D>Bird>Bird>Wheel.

75% heat for 4775 Dmg. For finishing the opponent off with a throw.

 

Near corner 5B>2C>6D>cancel with CT>5C>6CC>5A>6B>A Dive>Walk forward>6D>A Bird>A Bird>Wheel

25% for 5009 Dmg. Easy to follow up after the 5B Hit confirm. You can switch 6B>A Dive for 2D for over 4000 Dmg and curse charge.

 

Near corner 5B>2C>6D>CT>6CCC>RC>5C>JC>B Dive>6D>A Bird>A Bird>Wheel

75% for 5680 Dmg.

 

Near corner 5B Anti-air(CH)>CT>6CCC>RC>5C>6D>JC>B Dive>6D>6B>A Dive>6D>Wheel

75% for 6232. If you use 6A before 5C, dmg will increase at the cost of stability. On a side note, if you block Kagura’s Fafner on the ground, 5B Anti-air CH will occur.

 

 

Going on the offensive with Curse. Without knowledge of C Bug’s guard crush properties and how Arakune attacks against wake ups, the opponent’s going to have a hard time. By using AC or BC bugs at the same time, and then followup with a multi-hit move, you can force the opponent to guard another C bug and keep up the pressure. Also using the C Bug’s knockback in creating pressure is another factor to keep in mind. By utilizing these, you may be able to come up with your very own guard strings.

 

Mid-Screen

5A>5A(Hold and release C)>A Bug>Forward Dash>C Bug

The simplest guard crush. You can adjust the timing to your likings. If the opponent successfully guards, you can follow up with a B Bug or if Guard Crush activates, you can pursue with a 6C. Also counters Guard Cancel tactics. You can replace the forward step with Air dash J4C, PQs, or not use the C Bug as a guard crush, but use a overhead to break through the opponents defense. With simple options like these, it’s pretty easy to trip an opponent up. Below are moves that can be used when forcing guard crushes or tripping up opponents, use for reference sakes.

 

l  Forward Dash, dl Forward Dash

l  Forward Air Dash J4C, Back Air Dash J4C (allows Arakune to quickly get back to the ground. Can be used to follow up with a quick low attack, the forward version can cause a crossover hit so be careful)

l  APQ, BPQ (APQ’s movement afterwards is a crossover. If you’re really close, APQ will activate a crossover, doesn’t seem strong but with BPQ’s presence, its usage rises)

l  JAPQ (position hard)

l  Rising JC (if you’re close and with C Bug’s knockback, the JC becomes a crossover. Follow up with a B Bug and such)

l  6C (C Bug’s knockback + opponent’s crouching = 6C Crossover. Only works for crouching)

l  Forward Jump>B Dive (when B Dive connects, Arakune goes a wee back in the 4 Direction. Jumpin forward will cause B Dive to act as a crossover and Arakune will appear in front of the opponent. When Diving, press 2D for the D bug to follow up. Starting the combo with a B bug also is a safe follow up at the sake of dmg. It can reach 7k but there are more practical, safe ways to do so)

 

5A>5A>A Bug Guard confirm>CPQ(Hold and release BC)

If you let go of C fast enough it becomes a crossover but that requires timing and practice. By cutting down 5A once, A Bug becomes a crossover + you’ll have invincibility frame + opponents DP wiffs. Even if you don’t use 5A but rather use CPQ on an opponent waking up, it’s annoying. A rather hard-to-counter guard crush. {Translator’s note: As said here, one of my favorite tactics to use on wakeups, whether at the corner or mid-screen. You’d be surprised how many people get baited by this tactic}

 

5A>5B (Hold and release C)>forward step cancel>A Bug>B Bug>C Bug>A Dive

Not a Guard Cursh but rather a mid-screen startup. The C Bug positions the opponent just right for A Dive to become a crossover. If you do manage a guard crush, confirm and pursue.

 

5A>5A> =0 (Hold and release 5BC)>Forward step or something

5A followed up with a =0 or slow cloud makes it harder for the opponent to escape or block. Akin to the CPQ tactic.

 

5A>5A> =0 (Hold and release 5B)>2D(hold and release 5CAD)>Forward Step>Overhead of your choice.

A =0 followed up by a 2D plus cross over options. 2D keeps Arakune invisible.

 

5A or A Bug hit confirm>5A>5A>A Bug>4B(Hold B)>A Bird(Hold A)>Air Dash JC (Release ABC)

For your typical people who thinks it’s safe just to get hit by the A bug. The 4B will cause the opponent to wake up, then followed by a Bird, finally reset the combo with a JC. Depending on the timing, JC will become a crossover; because you’re air dashing, it’ll hit crouching opponents easy, and even if they block JC, the C Bug’s there to break the shield. If you do JC right over them, they can’t tell whether the C bug is coming forward or from behind, and if you do a reversal JC, then the B Bug’s knockback will make the opponent guess if the C bug’s coming from front or behind.

 

Corner Combo

Mid-Screen Combo ~> Bird>Bird>Wheel>CD Bug>6D>D Bug>6B

The basic of basics. If you carry to the corner you can set up the party bug for an unblockable 2C Setup or Dive Crossover. Can also use 2B. The opponent has three options to break out of this setup. 1) Wake-up DP (the most common). 2) Forward recover. 3) Delay recover. Wake-up DP will beat 2C unblockable setup but will lose to Dive Crossover. Forward Recover will get punished by 2C, but the party bug will hit and cause a blue beat plus Dive Crossover will wiff. The Delay recovery suffers from the same dilemma as forward recovery.

It may seem that there’s a lot of holes the opponent can use to escape, but if you still have Curse, a forward recovery can be punished by 6B>B Bug. If they’re going to do a wake-up DP they have to do it immediately or else an unblockable setup or a crossover overhead is waiting for them. Plus, if they have slow cloud, forward recovery’s useless.

When you do a 2C and have 20~30% curse left, follow up with a B and D bug. Or if you do a crossover Dive, use a 6D Bug. This will clear out the curse gauge and let you re-curse the opponent for 4500 Dmg; do not use this when Arakune has no more curse, the risk is not worth it. However, in Tager’s case, if you do a 6D Bug, since he’s too big the party bug will hit. To compensate, use Rising D Bug>5D>6D. In Azrael’s case, Growler has a 1F GP so 2C unblockable is useless against him. In Kagura’s case, his DP is a down hold so it’ll be difficult for him to pull off and his DD doesn’t have invincibility at the first Frame so rush in there. In Hakumen’s case, 2D can’t protect him from the onslaught.

 

6B(Hold and release 6BC)>APQ

Crossover combo. The moment APQ warps, the C Bug becomes a crossover guard crush. For 6B to cause a block string, use A Bug, another 6B, 2B, 3C, etc. For wake-ups, just by doing APQ+BD Bug is quite hard to read.

 

6D Finisher (Curse Start)>2D(Hold and release 6CAD)>Forward step or CPQ

You’ll be a little salty if the opponent bursts during your forward step, but in general, the forward step will reap in more rewards. Forward step will be able to counter any overheads from Relius, Ragna, Tager, Hakumen, Carl, Kagura [sentence doesn’t have context]. Even if C bug gets block, you can recover by doing a 8J to cause the D Bug to attack front. Then followup with a B or C Dive to do a crossover. Even if you don’t end off with a 6D, just do a 2D Guard confirm and spew out AC Bug, you can be random with the timing. Shooting out 2D fast against a wake-up can punish forward recovers (blue beat for those who’s just laying there). Be careful when trying to use JB against an opponent who’s guarding a crossover D Bug because the JB may wiff (Hazama).

 

Corner 2D (Hold and release 6CAD)>A Bug>B Bug>D Bug>6D (set party bug)>2C

An unblockable using 2D. When they block, use 5B>6B Bug>2C~. When guard crush activates, use 2B wiff>6 B Bug>6CCC~. Aerial hit, use 6CCC~. Ground hit, use 6B>6CCC~. Many possibilities to do.

 

That’s all for now. If there’s any error that pops up, I’ll edit it. Thank you.

 

  

  • 1 month later...
Posted

Hey, I know there is a combo from throw that gets you 100% curse, but I haven't seen it notated. It's something like throw 22b 5a ? I can't connect the 22b or 5a after throw though. Also, what's the best throw combo for when the opponent is cursed. Is it just d bug from throw and then filler? Thanks in advance.

  • 2 weeks later...
Posted

Iirc it's bc > 22b > 5a > 5b > j.a > j.c > j.2a > 6d > j.3d
The throw is special cancelable. Do 22b as early as you can.

Posted (edited)

You can do what Sky said or there is one where you can get 2 spiders in, guaranteed full curse.

throw > 22b (like skye said as early as possible) > 5a (before they land) > 5b > (spider hits) > ja > j6a > JCja > JCjc > j2a > dive cancel > 6d > j22b

 

The only other full curse i can think of is a non throw but the execution is kindof brutal, its off a 6a starter. Would look like this:

6a > 5d > iad > ja (not j4a) > j4b > land > 6b > j9d > land > j9c > JCja > JCja > JCjb > JCjc > j2b/a > dive cancel > 6d > j22b

Edited by GoBL1N
  • 3 weeks later...
  • 1 month later...
Posted

Hey guys. I'm a Zato player from Xrd, and I'm trying to learn Arakune in CPE. Can someone point me in the right direction for learning his basic combos. neutral game, pre-curse, post-curse mixups, etc.

I mained the character in CT, but that was ages ago. And I'm having a lot of trouble executing things like j.6C > j.A > etc. It seems you have to release the stick immediately to prevent yourself from getting j.6A. Is this character's execution harder than Zato? Because I'd love to learn him, but I don't want to put as much time into BB as I am GG.

Thoughts? Thanks all!

Posted

Hi Im also new to this forum. I have started playing Arakune since CS1 and have followed dustloop forums ever since. Nice to meet you all. I play Bedman in GGXrd.

@DrKatz: Zato's combos/pressure needs precise timing of negative edge along with his normals. I think with Arakune you dont need as much negative edge apart from bug setups but CD bugs use a lot of curse meter. Zato can approach from ground and air but Arakune is primarily air.

 

In CPE: dive is risky here and jD is not a low. You will lose all curse meter within 2 combos. Just as curse meter nearly out, you already have to make setups for recursing. This can be done by crossing them up with bugs and resetting them with fog. CPE Arakune's main source of damage is the C-bug unblockable guardcrush.

CPE bug combos are flawed. You must not combo 6CRekka or pinwheel more than once in a combo as it causes the combo to degrade. (They will tech earlier)

I say in order to have a fair game in CPE, you need to learn precurse combos especially the fullcurse corner combos. Then your standard CD bug combos with 6C Rekka or pinwheel into a reset. Then slowly pickup stuff like C-bug unblockable crossups.  I think others here will offer much better advice with CPE. Good Luck!

Posted

Thanks, I really need a place to start learning. I've found several tutorials on pre-curse combos via youtube and nicovideo. But I haven't seen anything explaining Arakune's optimal combos or mix-ups post curse. And it seems the directory is outdated.

Hopefully, in CF he will be a bit easier to pick up. But I want to start familiarizing myself with Arakune and learning him now so the transition is easier. Anyone else have advice? (Thank you Davo!)

  • 2 months later...
Posted

I have picked up CPEX again to dust off my Arakune and get ready for CF. Lately in some of my online matches I have been having an issue pressuring my opponent after filling the curse gauge.

They have been jumping away backwards and barrier blocking in the air. Constantly jumping away and barrier blocking the bugs. I have tried air throws which work well, until they catch on. Are there any other options to answer this kind of evasion during curse?

Posted

They lose sideways mobility with the slow-down cloud. A bugs to keep them blocking. Cross them up with teleport and bugs if they barrier that much.

6A will smack them down from the air if they are not barrier blocking. In the corner, use dive to cross them up.

Posted

Thanks for the tips! I will definitely try them out. I have a tendency not to use the slow down cloud, but I should start making it a habit. Also, I tend to launch D bug too often when I have not hit confirm anything which makes my curse run out quickly. Its great if it catches them not blocking...

After I wrote the post I was also considering cross-ups and the slow cloud would really help with that. I'll pound it out a bit in the training room.

Posted

Can anyone give me a bit of advice when it comes to dive cancels? I have tried to do some research and it is all a bit vague (something about a 4f link?), also the link in the OP of this thread seems to be broken...

I am working on this combo from a few posts above:

~>5A>6B>J6D>Bird>JA>JA>(JA)>JB>JC>Dive>6D>j22C

Basically what I have been doing is practicing the combo right up to the jC and instead of dive cancel, insert f of g (j214214D). So I have a good grasp on the combo, but I can't seem to get the hang of dive cancels.

Is there an easier way to practice the dive cancel technique? I tried just setting the opponent to be jumping in the training room so I could just walk up and j2A. Can someone describe the sequence of inputs or link a tutorial on how to dive cancel?

  • 2 weeks later...
Posted

Taken from the Q&A/FAQ thread, which has this in the OP.

 

Q. Dive Cancel, wat do?

 

Dive Cancelling (or DC for short) is when you cancel a dive move with another too close to the ground for it to come out. When performing a dive (j.2a/j.2b/j.2c) upon contact with the opponent, you have a 3 frame window to input another dive, when done close to the ground, it cancels and turns into a ground attack, you can then buffer/kara the attack into anything you want, so to do [j.a > j.c > j.2a > DC (Dive Cancel) 6d], once j.2a connects, you tap 2 and press b or c then press 6d. So it will look like 2/c,6d. Dive cancelling can go into any ground action/command. Remember that if you used the dive, you can't cancel with that button, for instance if you did j.2b, you cannot DC with b, you must use a or c, provided that you did not use j.2a or j.2c.

If you are to practice Dive Cancelling, then I recommend 5c (launch) > j.a > j.c > j.2a > DC 5d
Note that since dive launches now it's less crucial to learn dive cancelling than it used to be.

Posted

Thanks for the reply :)

I did come across the part that you quoted, but I am still a bit confused by it. I still have not been able to consistently land the DC.

Quote

 upon contact with the opponent, you have a 3 frame window to input another dive, when done close to the ground, it cancels and turns into a ground attack

So 3f link once the first dive connects, and the 2nd dive has to be done close to the ground... so does that mean the first dive should be done lower as well? Like, as the enemy is falling? Do you tap 2 then C in that 3f link once the dive connects, or is the C input more delayed until you get closer to the ground?

Quote

Note that since dive launches now it's less crucial to learn dive cancelling than it used to be.

Just curious - is this in reference to CF or CPEX?

Posted

The dive has to connect close to the ground, the closer to the ground the easier the dive cancel is. That's why I recommend the combo I did, because j.c knocks down so j.2a will hit close to the ground. Have you watched any videos on how dive cancels work? It seems you have trouble visualizing it.

 

And Dive cancels haven't been staples for the character since CSE.

Posted

So, in the combos just a few posts up on this page, from the translated text, is there a dive cancel in there, or can the moves follow up directly from the dive without using a cancel due to the launch properties?

eg:

~>5A>6B>J6D>Bird>JA>JA>(JA)>JB>JC>Dive>6D>j22C

Will I be able to connect JC>Dive>6D without a DC?

I may be overthinking it and inserting extra inputs for the DC when it isn't necessary... I have seen some CPEX combo videos and have watched some of Souji's gameplay, but that last part of the combo happens so quickly. Just trying to wrap my head around it.

I appreciate the info/advice. I picked up Arakune in CP and CPEX, used to play Lambda in CSE.

Posted

I went back last night and tried the combo without trying to insert DC inputs and I was able to get the jC>Dive>6D link. Thanks for opening my eyes! I thought all of these combos including dives all had implicit dive cancels in them... no wonder I was having such a tough time with them!

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