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Axis edit
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ok ok guys you got me.
your still having big trouble with the ara match up so I'll talk about it.
Tager vs ara: 4-6/3.5-6.5
things you should do: walk forward, sledge or VTC j.D's, don't get cursed, be patient, AA appropriately, stay out of the air if you can help it.
things you don't do: sledge stupidly, 2D, move backwords, and waste spark.
things you should watch out for or avoid:
2C: this move...disrespectful and nasty it's a fast move coming out at 14F and will beat a lot of your pokes he can combo from it for 100% curse. (doesn't have to FC on tager.) this move is really active trust me even if you backdash it your more than likely gonna get hit by its ending active frames, either block it or yomi 4D it, you can 5C it at the start of it but its not really rewarding to do so.
5C: Ara's best AA and the one you will see the most in this match, this move is a problem...a big problem.
5-25F invul meaning no matter what poke your using its going to beat it. (he can afford to be late because tagers jump's are slow.)
he can go into 100% curse with FC and if you block it he can jump cancel or use 5D->run away to curse and escape making this the sole reason why you shouldn't high jump in this match....
air grab: 100% curse if your at mid height...so don't get air grabbed.
counter assault:I know what your thinking? how can his counter assault be threatening? its a grab and if he has 100 heat it will lead into curse.
trust me this is gonna be the one you will get salty about.
j.B: ara's normal pressure tool...its not so much a threat as it is annoying, he can link this into his normal BnB so don't get hit by it, you can situationally AA it or backdash it or just IB it.
6D: bell bug, another anti jump tool on tager, nets the biggest curse, and will make you want to sledge it...let me put it this way, this move will get you killed, this move got me killed...for god sakes don't sledge it right when he summon's.
your gonna whiff and get cursed.
Back dash: haha this is a big problem, why? because it has little recovery and will get him out of your pressure almost for free but if you magnetize arakune its not too bad, you see he has very little recovery on it making it hard to spark him but if you have him magnetized and he wants to backdash you can smack him with 5D or use j.D to pull him back in.
there I just told you what to look for in this match.
might edit first post with this meh.
couple things: MTW beats teleports and backdash magnetized.
720 kills backdash magnetized.
5D on magnetized kune rapes his ground zoning to an extent.
Ara's 5D can be jump canceled on block.
when your cursed block accordingly, if you get hit don't burst when the C bug hits or you freeze in burst animation, same for counter assault trust me I raged when this happened.
Ara has no wake up option's next to super.
these should be noted also you can do double collider combo's like 2C xx collider->J.C whiff->J.2C->2B xx collider.
my god Mike old notation boggles me. -_-
thanks mike.