thegame4ever
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Then you are in no position to offer matchup advice etc. and you have never even tried 2B. If sword is delayed, doesn't that mean you can backdash out of there for free? I'd much rather save my 50 meter for grab>super, or if they burst to rapid cancel block and continue my pressure. lunaris is right, 2B works wonders, counter assaulting swords to get out of pressure is poor when it's her goddamn D. If she was meleeing up my face that's when I want to use 50 and counter assault>super.
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It's better to do 6A>5D in this situation to reset the curse meter and go into 6C loop. You're not accounting for how much curse there is left.
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
thegame4ever replied to CopperDabbit's topic in Archive
I don't agree with that since 5C has great invincibility frames on it, and if timed right it can always beat out an opponent dashing in unless they dash in a crossing manner, in that case use 2B to beat them out. It's great for an anti-air, and plenty of invincibility frames. -
Excellent post, I just figured out by myself that 2B can be used to hit Tager between 5C and 5D, and is an excellent anti-air when 5C whiffs if they dash behind you, the attack of 5C is in front of arakune, and their dash tends to avoid this, but 2B hits them even from behind. The most underrated frame in arakune's arsenal now has its proper spotlight.
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Please continue with the blog, it's an amazing insight into the arcade scene in Japan (as well as other stuff) and I feel things wouldn't be the same if there were no lengthy entertaining posts telling us about life in Japan.
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How did fumo as ara deal with those v-13s? Must buy dvds.
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Your problem is you're not going back to neutral (5) so another 6 can be picked up, you're just sticking at 6. And you cannot be good with stick in a day. You have to practice, practice, practice. Throw that pad, and play stick, even if you get beaten. Just keep playing, and hitting training mode everyday, and there should be a gradual improvement. It takes time, but it's definitely worth it. Take little steps before you move to big ones. Try dashing, IAD, shoryuken hadouken motions etc. Then practice combos in training bit-by-bit. You just have to really focus on it. And change your grip if this one does not fit you. Watch this: http://www.youtube.com/watch?v=PsME37GrqjY Good luck, master that stick and start kicking major ass (My real ass-kicking only came after I knew stick well ).
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No idea on the parts on that stick yet, we'll have to wait and see. It'd be nice if we knew what parts were in it (Sanwa or hori).
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Thank you for the tips lunaris, but I know what to do if there's a hover cloud (2A>5B>5D>236B>BCbug>j.6A>j.6A (a bugs will hit)>j.2A>BC bug>6C Loop. However hover cloud with 5C doesn't seem to be a problem, since opponents are not really going to risk airdashing when it's above them, and if they do get hit by 5C hover cloud does not ruin the rest of my combo, it simply curses them early. The thing I'm stumped on if there's a homing cloud, and it's under my j.C in my combo, which makes them hit it and avoid the ground, ruining that nice combo. About the dive combos, I'm not a dive combo player. I believe in taking em to corner and pressuring them through 6C, and it tends to be dependent on some characters, but the most useful dive combo is after a throw+super, extra damage into recurse, and looks ultra flashy, and has a high chance of working on everyone. And even if you mess up, the damage after 5D, which is j.A>j.A>j.2A is the same damage as j.A>j.A>236C, so it's much better to try to dive since with the rest it's more damage + recurse and oki-setup.
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Alright thanks copper will do, better alternative than just letting em airtech away for free.
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What to do when there's homing cloud in front of the opponent, the oppoenent airdashes at me, I anti-air them with 5C, then do j.6A, j.A, j.B, j.C, j.D combo into 6c loop, but when the j.C part comes up they land on the hoverC ruining the combo. Is there any solution to this?
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
thegame4ever replied to CopperDabbit's topic in Archive
Summon a cloud, 6D, walk in or dash in under safe cover. -
You have to be really careful and patient in this match. You cannot outzone rachel. Frog + pumpkin + poles, she can really trap you, as well when you're in the air her pole projectiles can hit you, and she has an EXCELLENT anti-air with 6A and superjump umbrella if you're too high. Take it slow and easy, and when you see the oppurtunity summon a cloud. To advance if rachel throws a projectile and you've read where it's going, dash forward. Jumping is not a good idea since that projectile would hit you. Also her wind will affect you in the air, so dive to mess up the trajectory sometimes, but it's a risky move. More on this matchup as the Rachel players here improve.
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You have to be really careful and patient in this match. You cannot outzone rachel. Frog + pumpkin + poles, she can really trap you, as well when you're in the air her pole projectiles can hit you, and she has an EXCELLENT anti-air with 6A and superjump umbrella if you're too high. Take it slow and easy, and when you see the oppurtunity summon a cloud. To advance if rachel throws a projectile and you've read where it's going, dash forward. Jumping is not a good idea since that projectile would hit you. Also her wind will affect you in the air, so dive to mess up the trajectory sometimes, but it's a risky move. More on this matchup as the Rachel players here improve.
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Ty for that kousaka, exactly what I needed. Any tips on the best comb to do after 2B counter hit anti-air? All I've got is 5B into combo.
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Need ground throw combos while cursed.
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Do not apologize for the wall of text, more text = more win. What useful advice, thank you a lot, keep dropping in and adding more.
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That's what I meant, not hitting em as right to head or left of head, but distance to ground, shoulda clarified.
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You can still trap him (easily) you just have to be a bit more than one arakune dash away. Their sledge distance will be out of reach, and your pressure like it was. And if they start a sledge, bellbug if summoned will hit him or j.6B him back where he belongs. Watch hime arakune vs tager for a good example.
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Good move but they have to had not predict the low, since she can still block it. Edit: Any good moves to punish Nu's 4B? All I have is 2A>2C>Rapid or IB 2nd hit 5D if close enough.
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I believe you're right, the timing differs from where you hit em. Same with eddie's shadow gallery frc, if it hit the timing changes, but I know exactly which frame to see so I can cancel. But in this case I don't know which frame it is that is like 'oh yeah press 2B now' and no blue cancel to show my success. Edit: Good followup to 214214D super? If done close to ground you can go direct into 6C loopx3, but what to do if you're a higher?
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
thegame4ever replied to CopperDabbit's topic in Archive
What's the best way to punish tech rolls with arakune? -
After throw combo >236236C>5D you can do this: j.A>j.A>236C or if you want flashy + more damage and a setup, taken straight from the arakune combo video, this is what to do (difficult to learn but rewarding): [C] means hold -C- means release After 5D> jump neutral>j.A>j.A (A bug should hit)>j.2A (wait a bit)>j.2B>j.2[C],>land>-C-B-bug>j.9A (so 6A bug hits and you jump + spike)>jump neutral j.[C]>j.2[D]. Hold last buttons to oki. Edit: More stuff 3C, j.D, BC bug, 6C Loop. j.3D or j.6D, BC bug, j.6C, jc j.6A, j.2A, BC bug, 6CLoopx 2 (Better than 236C cause that move = massive proration)
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So I played a proper v-13 again today. It was 4 me, him 13. I'm really considering switching Arakune. Out of interest last match I won by doing teleport air 214 grab, so something to use, but otherwise poor Ara. This is just really doing my head in, the most played will be v-13 in tourneys etc. while poor Aras eat crap in that matchup. Gonna have to see what Souji or hime do vs. a v13.
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Try this to close in, it does some good for me. Airdash hold back barrier defense fall down. If Nu fires off a ground D, 6A over it to close the gap. And the best punisher if she misses a D and you are fairly close (be it air or ground) to 2D her. This can do wonders. If the Nu starts running away, you take your time and take it easy. And I think if you have fast enough reaction, if she misses a ground D or after hitting an anti-air D and missing you can throw out a cloud if far enough, or prepare to dive and do not EVER dive and teleport right or left, that's asking to be punished. Just dive and block, your best option. More on this gay matchup as I play more Nus.