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MetaWaddleDee

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Everything posted by MetaWaddleDee

  1. Haven't posted here in awhile. Kind of bummed to see the gloom and doom surrounding 2.0 Arakune. But I've already made the decision to pick up Litchi, since I feel like I've done as much as I can with this iteration of Arakune outside of the double j.D combos. Hopefully things get better for Arakune, but I'm starting to get sick of not being able to get past 3rd place in local tournaments. >__> Also, am I gonna see any of you guys at Frosty Faustings?
  2. I was hoping for some buffs on Arakune... but... HOLY SHIT!! :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR: :AR:
  3. Don't forget that you can use OD to stay in curse mode longer. Perhaps the most important use of Arakune's OD in my opinion.
  4. Yeah, I've been playing around with 5a > j.CD after you mentioned it at UFGT. I'm mad I didn't know about this earlier. It's 100% free for awhile until the opponent catches on. Then once you've trained them to block high you can just 5A > 5A > A bug > repeat > random-ass shark for 7k. Or keep doing 5A > 2A > A bug > repeat to recondition them into blocking low after the first 5A. Also, update this thread. I'm blaming you for me not getting out of pools at UFGT. If this thread where updated, I could've EASILY taken top 8. >________> Try this on Jin. The main problem I was having was trying to find a way to reliably connect the CH j.C into a j.2A/B/C on smaller hitboxes. It works sometimes, but if you hit him in the wrong spot, you'll just whiff the j.2A/B/C. Not something I'd like to rely on under pressure. Also, I'd really appreciate a more in-depth explanation of the 874 IAD input. Trying different input speeds and everything, and I still can't get 874 to give me anything other than just a standard jump.
  5. ^^^That very last combo on Tager... How is that possible without the combo timer kicking in?
  6. That would be quite a nice stealth buff if true. How would we even go about testing that theory? And I might be looking too hard into this, but I feel like I can IAD with 9 > 6 much easier now. I remember being able to get it only one out of every ten tries or so before. In training mode right now I got it around 50% of the time. Might be evidence of a 4f jump. Dunno. Overall, though, a few days after the patch and I'm pretty satisfied with it. We aren't having to relearn combo routes like some other characters. I did have one game, though, where a Relius player put me into a super long blockstring after I got him cursed. I didn't think the change for curse meter going down faster while blocking would've made a big difference, but it was noticeable in that round.
  7. Thoughts on Arakune post-patch? I've only had a bit of time to play around with it, but the reduced cost for C and D bugs is a welcome change for the most part. I've been playing around with throwing out D-bugs after ending a curse combo with 236236C for janky resets. If it catches them in the corner you can hit the opponent with 2C for a full curse combo. Always been possible, I guess, but it's an option now when you see that you still have curse mode active at the end of a full combo. The extra curse meter is both a blessing and a curse (hehe... heh), because planning for re-curse in combos is a bit different now. I played one game online and found myself in an awkward position when my A and B bugs came out of nowhere to mess up the end of a curse combo. >__> Also, here's something I figured out in the lab before the patch. Most likely not new, but it could be useful to some people. It's a pre-curse combo off of counter hit j.C. The combo only works on larger (and maybe normal) hitboxes. Hakumen for sure. CH j.C > j.2A/C > DC > 6C > 5C > 2C > RC > 6A > 6B > j.D > j.6C > j.6C > 236C 3.9k damage, 21 heat gain (19 before the need to RC), corner carry, and 33% curse gain. Using j.2A or j.2C depends on whether or not you crossed up the opponent with the j.C. Tested it on Azrael, and it only works if you hit him from the front. Tested it on Jin and Kokonoe, and it didn't work at all. Could be useful after jump canceling a 5A or 6A if you think the opponent is getting mashy. Either way, what are the best options after landing a CH j.C outside of curse mode for characters with smaller hitboxes? The best I can come up with is: CH j.C > 214A > 2C > 6D And even that isn't all that reliable. :/
  8. Here's a question for other Arakune mains (I'm assuming this is the best thread for this since it's technically a question about improving as a player): Pad, Stick, or Hitbox? I've been playing with a stick for a long time in this game. To this day, I still cannot reliably IAD j.4B. I've spent weeks and weeks trying to train my hands to do this input quickly, and I still whiff it a lot. Picked up a pad today, and got it down in a matter of seconds. I've lost the ability to properly "arm" my A and B bugs in the curse neutral game, but I can kind of get around that with mapping A+B to a button. A hitbox seems like it would be the best of both worlds, but I doubt I'll be able to pick one of those up in the near future. I'm lost, and just thought I'd get the opinions of other Arakune players on what they think is the most optimal controller choice for this character (or game) in general.
  9. Add me on PSN whenever you get the chance. I have a headset if you want to just play games and talk about Arakune theory. I'm not the best Arakune ever, but I probably have a few things I could teach you. And if not, then maybe I'll learn some things from you. @__@
  10. I've already registered and gotten everything booked for EVO this year, so I'll be there as well. Also contemplating going to UFGT at the end of next month. I'd say I'm about 90% sure I'm going at this point. I've been spending way too much of my free-time trying to get better at this game. Been focusing mainly on learning the mechanics and block strings of other characters. Defense is still one of my biggest weak-points. But yeah, my goal for EVO is to not go 0-2. As long as that doesn't happen, I'll be happy with my results.
  11. Let's please not go down this road. I could've used League of Legends or Team Fortress 2 as examples. My post was using Smash simply as a comparison for different attitudes towards the use of taunts in a match. I don't care if people think it's a fighter or not.
  12. Arakune main. He was the main reason I picked up this game, because being able to play as No-Face in a fighter seemed like the coolest thing ever. I usually pick my mains entirely based off of character design, and force myself to learn their playstyle. I've been with Arakune during the good times (CT) and the bad (CP), and we'll be together until the end of time.
  13. Another pet peeve I have is when people get FURIOUS at a taunt. In my mind, if I throw out a taunt in the middle of a match, it's more of a cheeky light-hearted gesture. I never intend it to come off as an arrogant "I'm so much better than you lol" statement. But I guess I also play Smash semi-competitively, and taunting is treated much differently there than in more traditional fighters.
  14. Thank you very much for the response, JacopeX. After watching these videos and analyzing my game, I came to a few similar conclusions, but it's incredibly helpful to hear this stuff from someone else. Hit confirms and combos are definitely something I need work on. I've spent many hours in practice mode getting combos down, but sometimes in a real match things go haywire. Getting stuffed when the opponent gets up is one of my fatal flaws as a player. Characters like Ragna used to always stuff me with wakeup DPs, but I've gotten better at looking for those and punishing them as a player for the most part. Speaking of which, what's Arakune's general oki plan pre-curse? Just pretend that part of the game doesn't exist and set up a cloud? There's a few players who I've noticed always roll towards me, so I've started just hitting them with 2C every time, but I realize that is extremely risky against players who actually mix up their wakeup game. And my curse game. Holy shit was it bad at that tournament. Actually, it's always been bad. Over the past week I've spent a lot of time in training mode with curse mode on and working on mixup and general hitconfirms and combos. I never really had control over curse mode, which was really bad because I've gotten decent at getting people cursed, but then couldn't really do much to make any real use of it. My gameplan for curse mode in this tournament was: MASH 6C. HOPE IT HITS. And that unoptimized wall splat was definitely a blunder. I'm pretty sure I pulled off this combo a bit in other matches: 5d>236b>6b>j6d>6d. If not, then I'm at least aware of it, but should at least work on incorporating it. >__> Aaaaand 6C. It's basically a crutch for me. Well, that, purple throws, and random j.214214Ds. Netplay has conditioned me to excessively use these moves because I'm always rewarded for doing so. But in real offline matches? It leads to my death every time... Once I can get a chance to be by my computer and my PS3, I'll post my current curse combos for critique.
  15. When other Arakune players don't use 236B at the start of rounds in mirror matches. This should be more widely known as common courtesy in these mirror matches, because I still think it's hilarious. But seriously, playing ranked matches leads to a bunch of pet peeves. I'm always annoyed when one character is played too often in fighting games. When SFIV first came out it was KenKenKenKenKenKenKen, and I just stopped playing random people online because I wasn't learning anything through those matches. In this game I feel like it's TerumiTerumiTerumiTerumiTerumiTerumi. And while stepping into player matches or the online lobby helps me avoid Terumi, I see more Azrael's outside of ranked than anything else. I guess it's more annoying in this game because there's so much variety in the cast, and it's kind of a bummer to see people go for the more common characters. I'm not mad because I lose often to these characters, it's just annoying to only see the same characters when I view online as more of a tool for learning matchups that I otherwise wouldn't get practice on.
  16. Here's a few videos from a local tourney I went to recently. I know there's plenty of flaws in my Arakune, so please give some real criticism. Don't go easy on me. >_< Unfortunately my match against an Azrael player that I lost to was not recorded, which is a bummer because that was one of the replays I wanted to look back on the most. Either way, here's the videos in chronological order. Vs. Litchi: http://youtu.be/Sx2GD_AQ_Hg?t=47s Vs. Hakumen http://youtu.be/HvPImWNWBvo?t=2m3s Vs. Ragna http://youtu.be/O15r7zoCcN0?t=47s Vs. Relius: http://youtu.be/NU9WUPjihNg?t=1m6s
  17. I'll leave my two cents on this matchup, since I've been playing it regularly since CT. Obviously this is a pretty easy matchup. Tager can't do too much to get close to Arakune, and many of his options are very punishable. Ultimately, I think this is a battle of patience for both characters. If you try and play an aggressive Arakune in this matchup, Tager only needs a few good reads and the game is his. But if you can be patient and build up curse without ever getting close to Tager as well as dodging the occasional Spark Bolt, this matchup should be free most of the time. Arakune's best tools: Zero Vector (The Cloud): Tager has a lot of ways to move through projectiles. But he can't do much to deal with Arakune's cloud. As long as Tager doesn't have a Spark Bolt charged up and you're not magnetized, you can throw these out with no worries at all. The homing cloud and the cloud that follow Arakune will always be able to get Tager somehow. Unfortunately, the cloud that hovers over the opponent's head will be virtually useless. I'm pretty sure it doesn't hit him even if he jumps, although don't quote me on that. Pretty Much All of your Ranged Attacks: All of Arakune's zoning tools can help play a role in this matchup. j.D is amazing for punishing Sledge Hammer. Placing Bell Bugs (6D) over Tager's head can put him in a tough situation, especially if you try and get in a quick low attack. If you place one in front of him, it's also a pretty good way to bait out a Sledge Hammer. Be careful with 2D, however. Tager can plow through this one extremely easy. And lastly, 22A/B/C can be a great tool if used correctly. A lot of players forget that Arakune has this tool. I can't think of many situations where 22A is useful, but 22B/C have many useful situations as long as this move is used in moderation. j.6A/B/C: This is useful both as an offensive tool and an evasive tool. If Tager is attempting a lot of aerial approaches, you can usually time a j.6A/B/C to beat out Tager's j.C. This is also a great tool to get on the other side of Tager and help keep your distance from him. Wall Teleport: Again, another great evasive tool. Just be careful with this, because you might eat a Spark Bolt or an air grab on the other side. Some helpful tips: Don't let magnetism scare you: Arakune has a lot of useful ways to get around magnetism. If you're playing a solid keepaway game, Tager's mostly going to get you magnetized through Spark Bolt. This usually means that both players are on opposite sides of the screen. Try to stay grounded if you're in this situation, and be careful with your attacks. Tager's magnetism is much more terrifying to an Arakune in the air. I'd also recommend watching some of the videos here for this matchup. Arakune can do a lot of silly shenanigans against Tager when he's magnetized. 214A and 2A can reset the positions back to both characters being as far away from each other as possible. Learn how to play rock paper scissors: Gadget finger is pretty much a game of rock paper scissors. Never pick one option too many times. If you think Tager is going to poke you, then back-dashing will get you away from him. If you think Tager is going to grab you, then jumping is your best option. However, if you backdash, he can pull you in with a grab. And if you jump, he can catch you with Atomic Collider. Trying to poke Tager is usually a bad idea. It will work sometimes, but when it backfires it hurts. Just remember that 236236C can beat out a lot of Tager's options. You only really need to hit him with this once or twice, and you'll start to see him block after Gadget Finger when you have 50 heat. Obviously you don't want to overuse this because if Tager predicts it properly he can punish you hard for it. Run out the clock: If you have the health advantage, and you see that there's only a few seconds left in the match... just run away. Tager has a tough time catching Arakune, and if you're playing smart you'll run into these situations a lot. Don't try to catch Tager off-guard with standing overheads: Seriously... just don't. Most Tager players disrespect like a mother-fucker. Doing this is basically giving the Tager player free command grabs. In short: Be a spineless coward. And I couldn't get this to work either.
  18. Ended up going 3-2 in the tournament. The players I beat used Litchi, Ragna, and Relius. The players I lost to used Hakumen and Azrael. Did about as good as I expected. Meaning I didn't get embarrassed, but I didn't place. I can at least reassure myself by saying that the two people I lost to ended up facing each other in grand finals. Supposedly the videos will be uploaded by tomorrow. Apparently every game was recorded, so I'll have a few videos to share in the critique thread once I can get my hands on them. I definitely have a lot of areas of my game that need work. Looking forward to the feedback. Really want to try and make this character work, because I doubt I'd be playing BlazBlue if Arakune didn't exist. I like his character design that much. >__> Anyway, what's the future looking like post-patch? Bright magical sunshine? More of the same? Or bleak and grim sorrow? From what I can gather, Arakune's getting a few nerfs and a few buffs that look like they'll even out. Some top tiers are getting a few nerfs. The big one I'm looking forward to is the Kokonoe nerfs. Looks like she will have a more difficult time dealing with Arakune zoning after the patch.
  19. There's a local tournament coming up on Saturday. They're supposed to be doing some streaming, so if I get far enough in that I'll try and find a way to upload videos from that to youtube. Otherwise I'll upload some random netplay matches in the near future.
  20. Thought I'd introduce myself. Been lurking these forums for a long time (probably since CT). Recently decided I'd actually try and get good at this game and start going to local events rather than just dealing with netplay. The game is so much more enjoyable playing people in person. I'm not terrible right now, but I could definitely use some improvement. I'll try and use these threads to further increase my knowledge as well as contribute interesting things I may find out on my own. And a random question: Why is it (nearly?) impossible to IAD off the ground with this guy? Always bugs me, because there's plenty of occasions where I would love to be able to do this. I've been getting better, but trying to input 8664 just confuses my hand. @_@
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