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Posted

Air throw is your friend in this match up. :eng101: Would it be a sin if I said this match up was actually pretty fun to me? You just need patience (when cursed). Playing SFIV paid off after all...:v: Ashame I can't capitalize on air throw with the maximum amount of damage possible yet. I need to practice it. To the lab.

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Posted

Arakune player here to give you guys some advice. The attack where Noel jumps and does the anti-air combo kills bell bugs. You can also get rid of bell bugs by jumping with your barrier into it (this will not curse you). To control or cover ground, Arakune's will use 2C (newer Arakune players will use this move far more than they should) if you block low you can basically get any combo off you want on him. Keep Arakune on the ground as much as possible by punishing him on the way down with your anti-air kicks. (I apologize, I don't know the command notation for it). The reason why this fight is so difficult is because Arakune feeds on characters that rush down such as Noel and Ragna. The only way to handle this is play a smart defense and know where the openings are. For more advice, or if you'd like an Arakune sparring partner, you can find me on XBL under Manas Ayus. Best of luck.

Posted

The main tools I use in this match are the j.236C, a lot of air dashing B -> C -> 236C when he is in the air, air throws when possible, and punishing wakeup with j.D/6B. Once cursed arakune players like to spam the ground slug and beez for spacing. When arakune is using the beez for spacing on the ground I use 3c from max range a lot to get the curse off since the spacing on it is so much further than they expect, and when he goes airborn I j.236C from far to take advantage of the j.236C reach. I haven't fought an arakune yet that did well against the j.D cross over to 28D either for some reason, but if the 28D misses it's a free ground slug on you making it risky.

Posted

My strats against arakune in as few words as possible:

RTSD & airthrow

Lol thats basically how you should play arakune imo. wait, rush, punish. Keep him grounded with throws 6A, or 6C into a combo and than stick on him on his wake up. Or, you can play nu like everyone else says. :eng101::vbang:

Posted

one small Q. What do you do against an arakune that has the smoke cloud that follows him and camps? Ironically, my main is arakune and my secondaries are Noel and V-13. With Noel it seems I practically just have to take the curse and work from there or I get to stare at the arakune......... As a arakune main I don't really use this tactic cuz its boring, but now that I encounter it with Noel I'm left without much of a gameplan. Any suggestions?

Posted

hard to optic barrel if the arakune is making good use of his mobilityif he teleports and you miss, theres still enough time for him to punish you, or just teleport to the other side of you and let the cloud get you as it tries to keep up with him My question though is wtf do I do about dives! I never know when Im going to get crossed up, and whether he counter hits or not he essentially gets a free combo off of me. its madness.

  • 2 weeks later...
Posted

when he dives run to where he landed then 5c...if ch, 5d, etc....if blocked, 2c, 2d or dash a to keep up pressure...alot of arakunes i play like to 2a/jump back after blocking 5c/2c.

Posted

I was hoping I could add something more to this...but I gotta agree with HeartNana's sentiment... RTSD & airthrow. I've been playing this matchup every time I play since it's come out against a Arakune who gets better every session... But all it falls to is...Rush down...and airthrow. When you have the oppurtunity. Anyway, here are a few of the things I've picked up that work and don't work. 1. He beats you clean in the air if you're going for trades, regardless of what normal you use. 2. You'll trade a lot on the ground, which is supposed to be his one weak spot. 3. IAD is your best bet at getting in imo which is just horrible. Ground dash can be anticipated with the one bug/stupid plant looking thing that comes out of the ground... And IAD is pretty hard to halt/not get air thrown/get AA even with his supposedly "bad" ground normals. 4. Like the rest of the cast random Drive is not advisable in any situation. It will lead to free curse into knockdown must likely. 5. If you play too cautious you end up in negative penalty. Much faster then in any other battle I've found. What makes this stupid is...he can run away the entire match, and force you to chase him...but a lot of the time he's good to go and if you stay back and let him do his thing you end up negative...It's pretty dumb. Arakune is easily the hardest character for Noel to get in on...you'll no doubt get at most two chances per round, and if you can't make them count his stupid easy damage will be enough to kill you regardless of how well you block...since he has unblockables... Good stuff though... 1. your 6 normals destroy him. 6A beats out all his air moves if timed right. It's a nice move to toss out under pressure after an IB and if you're quick enough it links into 5B>6C>whatever you want. 6B is KEY for your mixup once you get the opportunity on the ground. I don't think most Arakunes are good blockers...because they rarely ever have to (hence why the all bitch about v-13...but I guess that's another story) anyway, 6B is PERFECT for this matchup. And once you've trained them to block 6B they aren't even thinking about 2B, so either which way you've got guaranteed damage once you get the timing of those normal links. 6C is good in both the canceled version and the full version. It's a slightly better ranged, harder to hit with 6A, but it can work. 2. revolver blast can be great in the air if used intelligently. You can even tiger knee it at times to get results, since he has to commit a lot to punish you. 3. Air super. Air super is great in this matchup because Arakune's are always doing something. You can IAD>super. Single jump>super. double jump > super. Tiger Knee super...And it's basically completely safe even on block...plus it has an added mental benefit. The instinct if you're blocking that super is to run TOWARDS not only to dodge the missile, but to set her up for some big damage...but right on top of you is right where you want him. 4. 2D is great, but we should all know this already. Use it on the very few chances you ever have oki. Don't try to use it to knock him out of the air though...it trades with just about everything. The main thing I try to go for in this matchup is to appear scarier and more menacing then I actually am. Because once the Arakune realizes he holds all the cards in this matchup...you can't win. This matchup is horrible imo. One of the worst. You have to play perfect to win, guess properlly take the proper curse trades or whatever else...And they have to play...mediocre.

  • 2 weeks later...
Posted

So the vedict against this match up is you're going to lose? ...sounds fun, guess I'll just avoid Arakune players online.

Posted

So the vedict against this match up is you're going to lose? ...sounds fun, guess I'll just avoid Arakune players online.

This match isn't that bad for Noel IMO. It's pretty much a game of cat and mouse until you get cursed. Then it becomes a game of BEEEEEEEEEZ.

  • 1 month later...
Posted

Airthrow combos pretty much do not go into knockdowns. Best one would be 2B 6C (22C 6C) x n j.C j.236C. Hard to do though, so usually I just airthrow -> 2B 6C j.CB j.BC j.236C

Posted

No offense, but I doubt your 22C loop one works on Arakune. I have no training mode, but I distinctly remember 6C>22C whiffing and 6C>BC>6C whiffing. If there is any confirmed airthrow combo w/ a 22C loop, a Bloom Trigger, or a KD please let me know. Idea 1 I would try w/ training mode. 6C>BC run 6C>5D idea 2 I would try w/ training mode. 6C>jc.C>j.D>flashkick, 6C>5D

  • 5 weeks later...
Posted

2 Questions. If I'm cursed, is it better to try for a lucky poke (J.A, 5A, etc) or try to wait it out? And if He's beginning the 6C loop, is it better to burst ASAP or let it finish? How many air unblockable moves does Arakune have that you need barrier for? And lastly, what are some good "Start of round" Ideas aside from block?

  • 3 weeks later...
Posted

2 Questions.

If I'm cursed, is it better to try for a lucky poke (J.A, 5A, etc) or try to wait it out?

And if He's beginning the 6C loop, is it better to burst ASAP or let it finish? How many air unblockable moves does Arakune have that you need barrier for?

And lastly, what are some good "Start of round" Ideas aside from block?

1.depends on the arakune and ur current position. Generally speaking, if u play too defensively u'll bite the dust, he can set-up a cloud which will be insanely hard to avoid with all the buggs and recurse as he slowly edges you towards the corner for some nice arakune corner love, and i dont think noel would be too into that. Rushing in blindly is also gonna get u beaten pretty badly. your best option is to hit him, though if ur confident in ur defense (or dont wanna risk getting hit, like ur low in hp or something), you could try to wait it out and avoid the cloud, though the chances will be vastly against u. If you are going for a hit, he is actually left wide open in some ocasions. If he does any curse related move mid-air, like the low hitting bug or the cloud, he's a complete sitting duck until he hits the floor, you can use optic barrel or Fenrir to get him, it dosen't matter if any bugs hit u as long as u hit him as well. Other than that, be highly attentive for openings in the bug attacks, ive managed to rush my way through bug barrages quite a few times, though the arakune may have just been scrubby:v:

2. if ur low in hp, yes pls, get rid of curse and dont get killed, but if ur high in hp, remember this loop actually prorates and isnt infinite like another certain 1. That loop does induce panic though and i admit i reach for my burst as soon as i see it because of it, but if ur relatively good in hp, bursting is just gonna bite u much harder later.

3.i find a quick forward dash->6C beats quite a few of his offensive starts, like the forward bird thingie or 2C. Though if he starts with a defensive backweards jump he can punish with the dive. Its like starting a match vs any1 else rly, u more or less take a guess. U either do a defensive start, or u take a gamble with an offensive one, and if you go for offense, its like i said, a gamble, many different ways u can start, and ur practically wagering it hitting. defensive start is the more practical one. But if rly can't tolerate him getting any breathjing room go for 6C, IAD into some attack or throw, anything works rly, just keep in mind that 90% of the time, his starting move involves jumping.

hope that helps, i honestly do decently good vs kunes, but its not like i fight many to begin with, and decent kunes are rare, so not too sure how firm this info is vs a GOOD kune.

EDIT: ah, missed the air unblockable question. His giant tongue is a decent anti-air, though u have to look hard for an arakune that stays in the ground long enough to even think of using it. his B and C bugs (the ones that appear from the sides) also are, so basically never get off the ground without barrier blocking if ur cursed. He also has that odd pelvic thrust-like move (not sure he has a pelvis actually) that he does after some 5A hits, blasts u away from him, that looks like it could be an anti-air, not sure, kune is like the only character i never tried in training mode extensively so im not too sure how that move works exactly.

  • 3 weeks later...
Posted

Ok, I read through the entire thread. I can somewhat deal with Arakunes that try to combo me and stay on the ground more than 1 second at a time. I seem to have tougher time against cheesier Arakune players who do nothing but jump back, summon cloud, dive around and get crossup poke damages, spit from safe distance, and occasionally grab into DD -> curse. I don't get frustrated usually but this is easily the lamest thing ever. When I'm cursed, it's the same thing, they don't try to combo me or anything but just summon bugs all over the place and force me to block... -_- I know I know, rush the shit down, use air throws. But whenever I try to meet him in the air I get hit by the cloud or a dive. Rushing the shit down is awful, because I can't sustain any kind of pressure after 5a 5b 5c, and they simply jump back after, and the pressure is completely reset. Enough of me whining, I have some specific questions: 1. What exactly is punishable? I know his 3C is pretty unsafe on block, but otherwise, is there anything else I can punish him? More specifically, is there anything I can do to stop the dives? What are my best bets after blocking a dive? 2. How can I meet him in air better w/ jA or jB? My usual deterrents are the dives and the goddamn cloud. 3. I got him in a blockstring... How do I sustain pressure? Jump cancel from 5C usually gets me nowhere because he just jumps backward =[

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