kousaka Posted July 13, 2009 Posted July 13, 2009 it's j2a dive cancel into 5B I've practised it in set attack strings so I could memorize the timing on normal hit. I still struggle with it trying to cancel on reaction but it's a 3 frame window from just before you land. Just keep practising.
xefex Posted July 13, 2009 Posted July 13, 2009 Has any1 been trying combos with "rapid" (roman cancel) , or is it just a waste of bar and better saved for his grab super combo ?
kousaka Posted July 13, 2009 Posted July 13, 2009 well the best use is for RC 2C>air to ground string>6c loop <-- this will happen alot throw>super is handy counter assault (aka dead angle attack) situational a few times I needed a guaranteed dive cancel and just RC'ed a j2a into 5b to finish a match today i was studying souji vs dora bang set and noticed souji try a few things with RC. He hit air to air j.a>j6a>236C without a mark... then RC 236C into jc jCD but dora bang bursted out so I'm not sure what would've happen
Shinsua Posted July 13, 2009 Posted July 13, 2009 What No Face said. . . Its a tad bit more advanced however ' ';
talondar Posted July 14, 2009 Posted July 14, 2009 i have a quick question. i tend to prefer arakune's ground game but alot of people say i should go with the airgame what is the consensus
Shinsua Posted July 14, 2009 Posted July 14, 2009 His ground game is far slower than his aerial fighting. . . Im personally a melee arakune myself (just ask Omnijapanese) And the easiest way to close in on someone is with the bird or needle storm Also, its easier (in my experience) to go from a heavy aerial combo into a heavy ground combo rather than a heavy ground combo. . .into another. . .heavy ground combo. . .*cough*
talondar Posted July 14, 2009 Posted July 14, 2009 thanks yeah i do alot of 2c 6c 6c 2c but i did notice i get blocked alot
Shinsua Posted July 14, 2009 Posted July 14, 2009 Yar. . . If you like doing heavy hits so much, try starting off with 5C Then follow up your opponent with whatever best fits you If you get the timing down, and your opponent isnt the best at counter throwing, try a single jump 5A a few times, aerial grab, cancel jump follow, and do have some bird fun, oh do, do have some bird fun
CopperDabbit Posted July 14, 2009 Posted July 14, 2009 today i was studying souji vs dora bang set and noticed souji try a few things with RC. He hit air to air j.a>j6a>236C without a mark... then RC 236C into jc jCD but dora bang bursted out so I'm not sure what would've happen That's a standard combo of mine. You can pick it up into 6Cs with little problem. Works on everyone but carl and arakune.
talondar Posted July 14, 2009 Posted July 14, 2009 Yar. . . If you like doing heavy hits so much, try starting off with 5C Then follow up your opponent with whatever best fits you If you get the timing down, and your opponent isnt the best at counter throwing, try a single jump 5A a few times, aerial grab, cancel jump follow, and do have some bird fun, oh do, do have some bird fun oh i do love me some bird fun then crushing with 2b fro the air and cloud while the recover is that right
Danke Posted July 14, 2009 Posted July 14, 2009 Hey, Arakune noob here, and sorry to ask a kind of dumb question, but could anybody help me with the order in which to learn the combos. The reason for this being that I am totally lost, Arakune's combos are much harder to learn than my former main Noel's of which I was able to learn most in a short time. I figure if I have an order of important combo's to learn, I'll be less lost and more able to focus on learning the combos. The reason I think this will work is because it's the same way I learned how to pen spin (lame I know) Thanks in advance.
CopperDabbit Posted July 14, 2009 Posted July 14, 2009 pen spin? All of Arakune's advanced combos are extensions of his BnB combos. Get the BnB's down, and then start working on the more advanced ones.
Danke Posted July 15, 2009 Posted July 15, 2009 Like spinning pens through your fingers, just a thing to keep you entertained during math class and such. But anyway, which combos are the essential BnB's, I know the 6c loop is one, but what else. Thanks again for the help.
CopperDabbit Posted July 15, 2009 Posted July 15, 2009 I'd actually say that the 6c loop is more advanced, rather than a BnB. Some examples of bread-and-butter combos would be: 2aX3 > 2c 6a > 5D > c bug > j.D > basketball 5c > j.A > j.B > j.C > j.D throw xx super > 5D j.6A > j.6A xx 236C Those should be some good places to start.
Kishu Posted July 15, 2009 Posted July 15, 2009 Since we're on this topic, what's the more advance combos that are a must to practice?
Frunkis Posted July 15, 2009 Posted July 15, 2009 The ending combo after the 6c loop, how is that done exactly? It's something like j6a, j5c, j5d. How do you get the c to land after 6a in the air?
kousaka Posted July 15, 2009 Posted July 15, 2009 j6a>a bug>j5c>j5d you need the A bug from doing j6a to keep them from flying away
CopperDabbit Posted July 15, 2009 Posted July 15, 2009 Since we're on this topic, what's the more advance combos that are a must to practice? That would be all the rest of his combos listed in this thread
Bucketkune Posted July 15, 2009 Posted July 15, 2009 I'm struggling with the bugs after an air combo that goes into 6C loop. Which bugs do I use exactly? I've seen everyone say BC, CB, CBA, CA and BCA. The opponent almost always recovers after the jD, before the 1st bug hits.
kaworu Posted July 15, 2009 Posted July 15, 2009 What do people put in when doing the 6C loop in the corner? Close to the corner the 6A will wiff and when in the corner Ara seems to turn around.
thegame4ever Posted July 16, 2009 Posted July 16, 2009 What do people put in when doing the 6C loop in the corner? Close to the corner the 6A will wiff and when in the corner Ara seems to turn around. I was just about to ask that. Also guys what is a good combo while they are cursed in the air, and general curse pressure midscreen and combos while they're already cursed, and curse combos while they are cornered. I got the hang of doing the combos into curse into 6C loop, but confused what to do if they're cursed.
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