Skye Posted October 4, 2009 Posted October 4, 2009 Here--http://www.youtube.com/watch?v=TCY20Db2D14 I also edited it into my other post in the combo thread.
InspectorOda Posted October 4, 2009 Posted October 4, 2009 That's your problem right there. Do things that aren't jump. If you've got curse, you can use the bugs to pull them back in and maintain pressure. Unless you miss your dive cancel into 5B on block because you're a boob. C bug is great for stuffing those attempts to jump up and airthrow. B Bug can work too, but it pushes them back, but that should put them in a great place for 2D. Or you could just do what Hima does, and 2D. That being said, 3AA 6A (A bug blocked) (6A blocked) to jA/2B is probably your nastiest pressure setup still. Believe me, I know exactly how to use Arakune's bugs. It's just that, well, the people I play will Instant Block the whole Dive Cancel chain so that 5B loses its frame advantage on block, and then the CB6A bug set up after will be useless because of invincibility frames from Hakumen's D or DPs. Using Bees after the Dive Cancel on Haku will be suicide, and if you don't and jump then you just get Air Thrown, and other characters can just DP. Granted the opponent will have to be really good at guessing for Hakumen's D. I do attempt Dives if they don't have enough heat to RC on block with DPs though, or if they're Litchi and can't RC a DP. If they do RC and their name is Ragna, they'll be in range for an Air Throw on block too if you jumped. Most of the time, with 50% Heat, I'll just eat a Counter Assault to the face though. Dives are Godly against some characters such as Tager, Bang, Taokaka, and Carl however. And also v-13 and Rachel during curse. Other characters though, 3AA is much safer to start pressure. I dunno, maybe the people I play have too much matchup experience against Arakune, since I've played them way too many times. I just wish I could Dive Cancel into 5A from j2A. Or maybe it's cause they're playing seriously while I usually just auto-pilot Arakune since he's so easy to use. By the way, I usually play against a Litchi, Hakumen, Jin, and Ragna so I'm probably biased into not thinking Dives are not as Godly as people think. Dives are great against most of the cast, but against the people I play, not so much. And it's definitely not as funny as looping 3AA. I did take Arakune online a few times though, and Dives absolutely destroyed there. I only played low levels though, but I did play against Kyle from the Carl boards once and Dives seemed to be Godly during the match. Nothing works online though so I just Dive spam online since my internet is crappy, and I get frustrated not being able to Dive Cancel online. In my head I just think, I'll start playing seriously when I get a Dive cancel, but I never do and then I rage. On a side note, the 2A > 2C > RC > 5D combo will work perfectly and easily with a super jump cancel for jA instead of a normal jump cancel. Can't believe I never thought of it.
kousaka Posted October 4, 2009 Posted October 4, 2009 Here--http://www.youtube.com/watch?v=TCY20Db2D14 I also edited it into my other post in the combo thread. hmm interesting, it changes the angle 236C moves in but it does so little damage and requires 50% heat? If you hit with a dive and you want to use 50% heat you might as well dive RC(no dive cancel required)> land> 5b>air to ground string>6c loop. Does at least twice as much damage. However from the vid it may even be possible to continue the combo after 236C with CB bug similar to the 236C carry combos.
Skye Posted October 4, 2009 Posted October 4, 2009 However from the vid it may even be possible to continue the combo after 236C with CB bug similar to the 236C carry combos. You cannot C Bug, you can B/A bug, which is why in my combo, you follow that up with 6B > 6B Bug > 6A Bug, and that goes into a loop. However, I mentioned a few characters cannot be hit with the 6B bug, so in that case, just go into the loop after J236C. The details are in the combo thread.
Abstract Posted October 4, 2009 Posted October 4, 2009 B is probably your nastiest pressure setup still. Believe me, I know exactly how to use Arakune's bugs. It's just that, well, the people I play will Instant Block the whole Dive Cancel chain Uhh...I think I missed that part. About the Instant Blocking thing. Hurr a durrrr. Go me. Anyways, in that case then you're completely right. And his 3AAA pressure is much better than the dives. Actually in general it's better than the dives, but against a lot of people, the dives are also very good. But if they can IB the whole thing, then sadface, don't use them. nd if you don't and jump then you just get Air Thrown How about jump + bees? Shouldn't it disrupt their jump trajectory enough and make them pause long enough that you could get away during the airthrow attempt? D bug especially. Of course you'd probably want like 5A6B instead of BC6A. Then it should whiff if they're on the ground but clock them if they jump? Not sure, I'll need to test. Of course then you probably lose your pressure. Am I missing something else really obvious? Of course Ragna could probably DP through that. Litchi too. And Jin. Though you could also probably barrier during the jump while releasing bees.
InspectorOda Posted October 5, 2009 Posted October 5, 2009 I meant if you jump, you get Air Thrown, but if you try and use Bees to cover you, you'll get a Haku Counter or Yukikaze to the face. That being said, I've just figured out that j2A > Dive Cancel 2B > C Bug > 3AA is amazing. It's hard to get the Dive Cancel into 2B instead of 5B though, since I'm too used to Dive Canceling correctly. If 2B lands then you can go into 2B > B bug > 6A > 6A Bug > Cloop or add a 5D into Dive Loops if you need curse. And if it's blocked then you can go straight into 3AA pressure.
Abstract Posted October 5, 2009 Posted October 5, 2009 That being said, I've just figured out that j2A > Dive Cancel 2B > C Bug > 3AA is amazing. Sir, I think this is one of my new favorite tricks. What do you use to approach the Litchi and Jin instead of dives? They're one of my favorite approach tools. Even post-curse, because a hit's an easy 6C loop, and I don't play many people who IB the string so j2A 5B Bugs into pressure has always worked for me. So I use them alot. Sometimes pre-curse I'll run j2A -> 5BxN as a blockstring for shits and giggles. It works on WAY too many people and it's hilarious. I find they're some of the tougher characters to get in on even using the dives. Do you just use 664jB, 664 barrier to bugs, and j6A/B/C +BC bugs? Do you zone until you get a bug hit/CH into combo/knockdown and then use that to approach? I find the latter strategy is often very effective. You dance around in their face with barrier canceled air dashes and j6A/B/C for crossups till you get a bug hit. And go into combo or just let the bugs knock them down. I suspect if you're lazy and don't mind wasting curse meter, D bug + BC bug will lock them down just fine even if they block. I'm trying to come up with more consistent ways to get in on them. And I try to dive sparingly online, because dive cancel is so much harder there.
InspectorOda Posted October 5, 2009 Posted October 5, 2009 For Litchi and Jin, I almost never Dive. Especially against Jin since 623C just pisses me off all the time. Instead, I try and use the homing and ceiling cloud to limit movement, and then try and get a jD or 2D to hit into Cloop, as well as anti-airing IADs. The ceiling cloud works especially well against Jin, since his only options would be to use an IAD or Ice Car, but 2B stuffs both out. Litchi will usually get desperate and try and get a random staff hit, so when she sets the staff she's open for a jD. I usually bait DPs by doing Air Dash Cancel Barrier after one instant jB, and to mixup I use TK 214C, or 214A/B into the 2A > 5B > 5D string. It's a pretty unsafe gimmick though. After landing a curse, I usually get a ton of C bug counter hits so it usually becomes easy then, but when using 3AA always put a C bug or B bug right after unless you want to eat a DP. Other than that I always zone the heck out of them, since any hit will go into a Cloop anyways, especially during curse. 2B and C bug beats all attack attempts during curse anyways. I don't know much about Arakune's j6A/B/C moves though, stopped using them outside of combos/baiting long ago. People I play would purposely jump into them, Instant Block, then Air Throw attempt. Heck, I'm pretty sure that worked without Instant Block too.
Abstract Posted October 5, 2009 Posted October 5, 2009 Instant Block, then Air Throw attempt. Heck, I'm pretty sure that worked without Instant Block too. That is...incredibly weird. I don't even know how you spaced them so that happens. I am trying to picture this, and my brain rebels at the concept. I always make sure the j6A/B/C ends with me being in the perfect spot for falling jB or a little behind it. So it should end before it reaches that spot where they can jump IB airthrow you. And the BC bugs to lock them down should just prevent jump attempts flat out. So yeah...I'm quite confused. ceiling cloud to limit movement I actually hate getting the ceiling clouds. They've always seemed very silly to me. I always try to get the shield cloud then scrape them with it by doing aerial backdash barrier right in front of their face. Or I would use homing cloud to setup CH setups or make zoning safer. Since being forced to approach from the air makes CH easier to get. The Jin's I've played would throw out a projectile or just straight dash out and poke with 5D when hover cloud was there. They would also IAD, but I haven't played them after I found out how good 2B. So things might be different now. It sounds like you've played with better people than me though...so yeah. Take what I say with grains of salt. I have the same idea with you. Great! Thanks for sharing. Glad to hear you're using this: I plan to keep it much more aggressively up-to-date than has been the case in the past, but don't hesitate to let me know if you find errors or need clarifications. Ms. Bot, I'd like you to bear my children.
InspectorOda Posted October 5, 2009 Posted October 5, 2009 I have the same idea with you. Great! Thanks for sharing. Glad to hear you're using this: I plan to keep it much more aggressively up-to-date than has been the case in the past, but don't hesitate to let me know if you find errors or need clarifications. Une simulation pret personnel en ligne, Un calcul taux pret personnel en ligne, Demande financement et demande credit personnel What is this I don't even. That is...incredibly weird. I don't even know how you spaced them so that happens. I am trying to picture this, and my brain rebels at the concept. I always make sure the j6A/B/C ends with me being in the perfect spot for falling jB or a little behind it. So it should end before it reaches that spot where they can jump IB airthrow you. And the BC bugs to lock them down should just prevent jump attempts flat out. So yeah...I'm quite confused. Well, I use it to travel from one side of the screen to the other, making me pretty close to the ground quickly. Maybe that's why. It was just a fun way to move across the screen and hear Arakune laughing at the same time. Never did try using it seriously though, but I've seen Hima's crazy crossup setups with it. I actually hate getting the ceiling clouds. They've always seemed very silly to me. I always try to get the shield cloud then scrape them with it by doing aerial backdash barrier right in front of their face. Or I would use homing cloud to setup CH setups or make zoning safer. Since being forced to approach from the air makes CH easier to get. The Jin's I've played would throw out a projectile or just straight dash out and poke with 5D when hover cloud was there. They would also IAD, but I haven't played them after I found out how good 2B. So things might be different now. Basically, the ceiling cloud limits them to IAD, dashing, or a long reach/moving type attack. All you need to do is crouch, and if they dash, 2D. If they IAD or use a movement based attack, 2B, or even 5C occasionally, will beat it. If they try and use something like Litchi's 6B with absurdly long range, punish with jD. It was always my favourite cloud, seems pretty terrible to be put in a situation like that. I hate how I'm limited to Dive/236C loops because of it though.
PhantomX Posted October 10, 2009 Posted October 10, 2009 So I'm just wondering if anyone else likes the j2a dive cancel > 2c > rc > triple dive loop > c loop > recurse or if it's just me.
Abstract Posted October 12, 2009 Posted October 12, 2009 I've seen some American Arakunes use 6A 5D jD BC bugs 6C loops. Is there any advantages over 6A 5D 214A BC bugs 6C loops?
kousaka Posted October 12, 2009 Posted October 12, 2009 advantage is that it's way easy to do at the cost of like only 800-1k damage
gwc123 Posted October 12, 2009 Posted October 12, 2009 Arakune's 6A/B/C are his strongest weapons imo :P I hate diving too much because im pretty bad with dive cancel o3o So my usual attack patterns post curse is to go for clouds and some bugs for cover then do j.6C j.6A j.(6A or B) and start my ground blockstrings but it depends on how far i am from the opponent. Tho the people with DP can punish this if it becomes too predictable. But it crosses them up many times if done right its hard to get DP out even without risk of a C bug CH into 6C loop
AdamNW Posted October 16, 2009 Posted October 16, 2009 I haven't bothered to try it yet, but would this be a viable combo?: j.A > jB > jC > 214214D, [6C > C > 2C> 2B bug > 6A bug] x 2 > j6A > A bug > jc > jC > jD I highly doubt the opponent will live through it, considering the 50 heat requirement.
Skye Posted October 16, 2009 Posted October 16, 2009 I haven't bothered to try it yet, but would this be a viable combo?: j.A > jB > jC > 214214D, [6C > C > 2C> 2B bug > 6A bug] x 2 > j6A > A bug > jc > jC > jD I highly doubt the opponent will live through it, considering the 50 heat requirement. Try it first.
Irrsinn Posted October 16, 2009 Posted October 16, 2009 What is OTG? Off The Ground combo, meaning it hits your opponent when he's grounded, example: ICE CARZ. For j.214214D to work, your opponent as to be standing/crouching. Anyways, I don't know if this as been posted yet, but j.214214D is one great 6C loop starter, it also is hilarious.
Skye Posted October 16, 2009 Posted October 16, 2009 Got it, in that case, could it serve as a tech trap in the same scenario?
Irrsinn Posted October 16, 2009 Posted October 16, 2009 If you mean if it works when the teching animation its over, yeah, it works.
shyo Posted October 16, 2009 Posted October 16, 2009 how do you go from j.214214D into the C loop? most of the time your enemy is way to high to hit them again (the 3rd hit whiffs). Do you have to juggle them around a bit with the bugs?
CopperDabbit Posted October 16, 2009 Posted October 16, 2009 I haven't bothered to try it yet, but would this be a viable combo?: j.A > jB > jC > 214214D, [6C > C > 2C> 2B bug > 6A bug] x 2 > j6A > A bug > jc > jC > jD I highly doubt the opponent will live through it, considering the 50 heat requirement. Nope, doesn't work. The 214214D misses if the opponent hits the ground from the j.C
Skye Posted October 16, 2009 Posted October 16, 2009 If you mean if it works when the teching animation its over, yeah, it works. But wait, isn't J.C untechable? So would they be forced to get up normally? If so, then it sounds like under certain circumstances, the move might land, either way not as a combo.
Irrsinn Posted October 16, 2009 Posted October 16, 2009 how do you go from j.214214D into the C loop? most of the time your enemy is way to high to hit them again (the 3rd hit whiffs). Do you have to juggle them around a bit with the bugs? You have to hit your opponent with 6C when j.214214D launches them into the air, no bugs involved. Yeah, it doesn't work all of the times, but like I said, its somewhat hilarious when it does. Another one (wich is pretty gimmicky) is j.214214D>(wait for the 15th hit to get curse)grab>236236C>Dbug>air combo But wait, isn't J.C untechable? So would they be forced to get up normally? If so, then it sounds like under certain circumstances, the move might land, either way not as a combo. Ah, sorry I thought you mean if you could pull it off when they roll teched or something, not just after j.C specifically, my bad.
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