Jump to content
Dustloop Forums

Skye

Moderators
  • Posts

    5,264
  • Joined

  • Last visited

Everything posted by Skye

  1. ice blade, ice car and fubuki [10:23:37 PM] TB|NTR|ARU|LOL|WTF|IDG|AF|Papa Skye: are all one button now [10:23:50 PM] TB|NTR|ARU|LOL|WTF|IDG|AF|Papa Skye: 236a, 214b and 623b
  2. Ahem... Romaji is the japanese term for Roman Characters, otherwise referring to our native alphabet. You know, abcdefghi etc etc?
  3. gootecks ‏@gootecks "Tomorrow is our @atlususa Persona 4 Arena live stream at @machininavs! Tune in for myself, @TheComboFiend, @maximilian_ and more at 2pm PST " Boom...?
  4. Yes, This is the Combo Thread Confused? Ask away in the Q&A Thread UNDER CONSTRUCTION ADDING COMBOS PLEASE COME BACK LATER Table of Contents Episode 1 - Offense Part 0. Pre-curse Pressure & Zoning - for handling situations in neutral or on the pre-curse offense. Part 1. Pre-curse Combos - your goto BnBs for landing confirms into curse. Part 2. Curse Combos - High damage combos when curse is active. Part 3. Curse Set Ups - Hard-to-block blockstrings that can lead into a high damage curse combo Part 4. Resets & Post-Curse - Handling oki both during and briefly after Curse. Episode 2 - Defense Part 0. Movement - Recommended for newcomers, learn how to move Arakune properly! Part 1. Blocking & Being Zoned - How to handle being forced on the defensive! Part 2. Wake Up - What you can do when you're knocked down. Glossary DC - Dive Cancel IMPORTANT: - You'll see this when there is a bit of information or advice that is an absolute staple to knowing how to play Arakune correctly. j.4xx - This is Arakune's air dash cancel into several buttons, usually j.b or barrier block (4a+b). Episode 1 - Offense Part 0. Pre-curse Pressure & Zoning Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mixup/cross up/win. During pre-curse he really isn't meant to have any real pressure. That said, pressuring with Arakune is difficult and you should never get ahead of yourself. His basic strings can be DP'd through and jumped out of, so it's best to keep many of your strings short and sweet. Arakune's main up point is taking advantage of the opponent's impatience while you zone them with Arakune's many projectiles, however, contact may come eventually and for up close pressure, here are his options and gatlings to go to. For using his gatlings to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data, looking at the frame data itself is also very helpful. 5a is Arakune's best poke, almost 100% of his pressure will start with a 5a. It's important to understand that Arakune's 5a, 2a and j.a can only be done 3 times in between gatlings. This has existed since CT. If 5a ever confirms, you have options, refer to Part 1. 2a is Arakune low and is one of his longest reaching normals. The downside is that it's one of the slower 2a, in fact it's the slowest (10f), do not use this in neutral. 2a strings usually go with 5a (5a > 2a > 5a > 2a). This is a good string to use to see if the opponent thinks an overhead is coming. If 2a ever hits, you can go into almost any combo that you could with 5a. 6a is Arakune's overhead. Only use this if your opponent is conditioned. There are no strings that safely go into Arakune's overhead. If you manage to get it to connect you have options. First, 6a is jump cancellable on block, you can jump and run away, resume pressure or whatever. 2b is what you'll only use to make 6a safe, but it's +2 on block and gatlings into 5b, which is also +2. 6a > 2b > 5b is an air tight block string and on hit you can follow up with 2c > 6c. j.b is Arakune's best pressure tool, it's used to close in on barrier blocking and to maintain pressure against chicken blocking. The other side of the coin is that it's not jump cancellable anymore. It now gatlings into 5a to help with pressure. To add to your options you can "j.c cancel" which basically means performing j.c near the ground to quicken your descent greatly and confuse the opponent. j.a is Arakune's main air to air pressure tool, he can't do much for air to air pressure, the primary option is to back off and start zoning. Arakune's pressure game can be down-right scary when implemented right, on the other hand doing it too aggressively will get you DP'd or mashed out. The best quote for this predicament is ~ IMPORTANT: That said, it's important to find the right moderation between physical pressure and zoning. Zoning, when it comes to Arakune, is very situational and the effectiveness and leniency of it depends on how conditioned/desperate your opponent is, in many cases it's a judgment call, but here is a rundown of zoning tools and their practical applications of them. j.236d is what you're primary zoning goto option is going to be. It's random between a homing cloud, a cloud shield that follows and stays around Arakune, and a cloud that stays above the opponent. It adds 1/3 curse meter on contact and disappears in an opposing grab dispute or if Arakune takes a hit. Each cloud has it's own uses. The homing cloud is the best one for just about every situation, since it actively pursues the opponent, their neutral is compromised and this allows you to take advantage of their plight. The cloud shield is the second best one, it makes your opponent second guess being close to you, it makes them space their attacks well and leave holes in their strings to prevent coming in contact with the cloud. You can threaten your opponent just by moving around them. The least useful one is the anti-air cloud, as it's very slow, so fast characters can outrun it, any character that can IAD can IAD under it, and Tager doesn't really need to be in the air. It usually takes a super jump or a double jump for contact to be made. On the plus side, it discourages jumping when close to Arakune, so many players will resort to anti-airs and ground movement, overall limiting their movement options. Try not to use this move too close to the opponent, it has notable start up and recovery. j.d is the second zoning tool that you'll use in the air, this tool is more of a yomi tool than general neutral, as it can be jumped on reaction and it has it's blind spots with each version you'll use. Close up you can follow up for 2/3 curse meter though. For longer ranges, j.d is more of a spacing tool to control the real estate. 2d is a pretty good zoning tool for ground approaches and pressure against barrier blocking, it's very unsafe at any range, so don't get carried away. 6d still retains it's use as a zoning tool, creating a spot in the middle of the battlefield that the opponent has to be careful around. It stymies approach methods and is good for getting Arakune some much need space for further zoning. Use full screen only, it can be punished anywhere else. If you're facing down a zoner, do it as far away from the opponent as the game can allow if you can help it. Most zoners can't punish at maximum character distance. 22a/b/c is a new move that summons a spider in a corresponding place on the screen, it's useful as the animation is the exact same and can hit fullscreen unlike j.6d. Combined with 6d and/or cloud, this move makes for a powerful zoning tool. Part 1. Pre-curse CombosArakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mix up/cross up/win. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 60000. Look up his frame data if you're curious. Most, if not all practical pre-curse attacks end with a d attack, this is the milk of Arakune's gameplay. *Anything in green denotes how much curse meter you've accumulated thus far* *Anything in red is optional* 5a/2a Starters 5a/2a Starters are put together because there are no 2a specific combos, most combos that work with 5a will work with 2a. For the sake of consistency, 5a will be displayed as the starter. You can also starts these combos with j.4b, then go into 5a (ex. j.4b > 5a > 6b > etc). 0~10,000 Curse Midscreen 5a > 6b > j.66d > j.6c > dj.6c > j236c (extension for oki and corner carry) (adds 20,000 Curse) 5a > 2a > 5b > 2c > 6d (adds 20,000 Curse) 5a > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse) 20,000~30,000 Curse Midscreen 5a > 5b > 2c (3) > RC 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 75 heat, adds 40,000 Curse. refer to Part 3) 5a > 5b > 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 25 heat, adds 40,000 Curse. refer to Part 3) 40,000~50,000 Curse Midscreen 5a > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse. refer to Part 3) 5a > 5b > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse. refer to Part 3) 5a > 2a > 5b > 2c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse refer to Part 3) 0~10,000 Curse Corner 5a > 6b > j.66d > 5d wallstick > 236b > 2c wallstick > 6d > CURSE ACTIVATED (adds 60,000 Curse. refer to Part 3) 5a > 2a > 2c wallstick > 5d wallstick > 236b > 6b > j.d > 6d > CURSE ACTIVATED (adds 60,000 Curse. refer to Part 3) 20,000~30,000 Curse Corner 5a > 6b > j.66d > 5d wallstick > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse. refer to Part 3) 5a > 2a > 2c wallstick > 5d wallstick > 236b > 6b > j.6[db] > CURSE ACTIVATED > ]6bd[ > d bug 1 > 2c(1~4) > 6da (adds 40,000 Curse. refer to Part 3) 40,000~50,000 Curse Corner 5a > 6b > j.6[db] > CURSE ACTIVATED > ]6bd[ > d bug 1 > 2c(1~4) > 6da (adds 20,000 Curse. refer to Part 3) 5a > 2a > 2c wallstick > 5d wallstick > CURSE ACTIVATED > 41236[ad] (adds 20,000 Curse. refer to Part 3) 5a Specific Starters 0~30,000 Curse Midscreen 5a (air hit) > sj.a > j.c > j.2a >6d (adds 20,000 Curse) 5a (air hit) > s.ja > j.c > j.2a > DC walk back > 6b > j.66d > j.6c > dj.6c > j.236c (extension for oki and corner carry) (adds 20,000 Curse) 5a (air hit) > 6b > j.66d > j.6c > dj.6c > j.236c (extension for oki and corner carry) (adds 20,000 Curse) 5a (air hit) > 6b > j.4a+b > j.6d > j.6d (adds 40,000 Curse) 40,000~50,000 Curse Midscreen 5a (air hit) > sj.a > j.c > j.2a > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse refer to Part 3) 5a (air hit) > s.ja > j.c > j.2a > DC walk back > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse. refer to Part 3) 5a (air hit) > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse. refer to Part 3) 0~10,000 Curse Corner 5a (air hit) > 6b > j.66d > 5d wallstick > 236b > 2c wallstick > 6d > CURSE ACTIVATED (adds 60,000 Curse. refer to Part 3) 20,000~30,000 Curse Corner 5a (air hit) > sj.a > j.c > j.2a > DC 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse refer to Part 3) 5a (air hit) > 6b > j.66d > 5d > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse refer to Part 3) 40,000~50,000 Curse Corner 5a (air hit) > sj.a > j.c > j.2a > DC 6d > CURSE ACTIVATED (adds 20,000 Curse refer to Part 3) 5a (air hit) > 6b > j.66[db] > CURSE ACTIVATED> ]6bd[ > d bug 1 > 2c(1~4) > 6da (adds 20,000 Curse. refer to Part 3) 6a Starters 0~10,000 Curse Midscreen 6a > 2b > 5b > 2c > 6d (adds, 20,000 Curse) 6a > 2b > 5b > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse) 6a > 5d > 3c > a+b > 6b > j.6d (requires 25 heat, adds 40,000 Curse) (adds 20,000 Curse) 20,000~30,000 Curse Midscreen 6a > 2b > 5b > 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 25 heat, adds 40,000 Curse. refer to Part 3) 6a > 2b > 5b > 2c (3) > RC 5d > 3c > a+b > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (requires 75 heat, adds 40,000 Curse. refer to Part 3) 40,000~50,000 Curse Midscreen 6a > 2b > 5b > 2c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse refer to Part 3) 6a > 2b > 5b > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse. refer to Part 3) 6a > 5d > CURSE ACTIVATED > 3c > [5d] > 41236[a] > 6a (adds 20,000 Curse. refer to Part 3) 0~10,000 Curse Corner 6a > 2b > 5b > 2c wallstick > 5d wallstick > 236b > 6b > 6c > 5c > 5a > 6b > j.6d > 6d > CURSE ACTIVATED (adds 60,000 Curse. refer to Part 3) 20,000~30,000 Curse Corner 6a > 2b > 5b > 2c wallstick > 5d wallstick > 236b > 6b > j.6[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6[a] (adds 40,000 Curse. refer to Part 3) 6a > 2b > 5b > 2c wallstick > 6b > j.d > 5d > CURSE ACTIVATED > 41236[ad] (adds 40,000 Curse. refer to Part 3) 40,000~50,000 Curse Corner 6a > 2b > 5b > 2c wallstick > 5d CURSE ACTIVATED > 41236[ad] (adds 20,000 Curse. refer to Part 3) 5c Starters 0~30,000 Curse Midscreen 5c > sj.a > j.c > j.2a > 6d (adds 20,000 Curse) 5c > sj.a > j.c > j.2a > DC walk back > 6b > j.66d > j.6c > dj.6c > j.236c (extension for oki and corner carry) (adds 20,000 Curse) 5c > sj.a > j.c > j.2a > DC walk back > 6b > j.4a+b > j.6d > j.6d (adds 40,000 Curse) 40,000~50,000 Curse Midscreen 5c > sj.a > j.c > j.2a > DC walk back > 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse. refer to Part 3) 0~10,000 Curse Near Corner 5c > {j.a > j.c > j.3b > DC 5d} > 66 > 2c wallstick > 6b > j.d > 6d > CURSE ACTIVATED (adds 60,000 Curse. may need to substitute {j.a > j.c > j.3b > DC 5d} for {j.a > j.b (2) > j.c > j.2b > DC walk backwards 5d depending on character. refer to Part 3) 20,000~30,000 Curse Near Corner 5c > {j.a > j.c > j.3b > DC 5d} > 66 > 2c wallstick > 6d > CURSE ACTIVATED (adds 40,000 Curse. may need to substitute {j.a > j.c > j.3b > DC 5d} for {j.a > j.b (2) > j.c > j.2b > DC walk backwards 5d depending on character. refer to Part 3) 40,000~50,000 Curse Near Corner 5c > {j.a > j.c > j.3b > DC 6d} > CURSE ACTIVATED > 6[acd] (adds 20,000 Curse. may need to substitute {j.a > j.c > j.3b > DC 6d} for {j.a > j.b (2) > j.c > j.2b > DC 6d depending on character. refer to Part 3) 0~10,000 Curse Corner 5c > j.a > j.c > j.2a > DC 6d > 2c wallstick > 6b > j.6d > 5d > CURSE ACTIVATED > 41326[ad] (adds 60,000 Curse. refer to Part 3) 20,000~30,000 Curse Corner 5c > j.a > j.c > j.2a > DC 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41326[ad] (adds 40,000 Curse. refer to Part 3) 40,000~50,000 Curse Corner 5c > j.a > j.c > j.2a > DC 6d > CURSE ACTIVATED > 6[acd] (adds 20,000 Curse. refer to Part 3) Throw Starters 0~30,000 Curse Midscreen b+c > 6d (adds 20,000 curse) b+c > delay 6b > j.66d > j.6c > dj.6c > j.236c (adds 20,000 Curse) b+c > 6b > j.4ab > j.6d > j.6d (adds 40,000 Curse) 40,000~50,000 Curse Midscreen b+c > 6d > CURSE ACTIVATED > [5b] (adds 20,000 Curse refer to Part 3) b+c > delay 6b > j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a (adds 20,000 Curse. refer to Part 3) 0~10,000 Curse Corner b+c > 6b > j.6d > j.6a > dj.c > j.2a >DC 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41236[acd] (adds 60,000 Curse. refer to Part 3) 20,000~30,000 Curse Corner b+c > 5d > 236b > 2c wallstick > 6d > CURSE ACTIVATED > 6[acd] (adds 40,000 Curse. refer to Part 3) 40,000~50,000 Curse Corner b+c > 5d > CURSE ACTIVATED > 41236[acd] (adds 20,000 Curse. refer to Part 3) Air Throw Starters 0~30,000 Curse Midscreen j.b+c > j.d > 6d (adds 40,000 curse. j.d may need to be delayed based on height) 40,000~50,000 Curse Midscreen j.b+c > j.[db] > CURSE ACTIVATED > ]bd[ > 41236[a] > d bug 1 > 6a (adds 20,000 Curse. j.d may need to be delayed based on height. refer to Part 3) 0~10,000 Curse Corner j.b+c > j.d > 6d > 2c wallstick > 5d > CURSE ACTIVATED > 41236[acd] (adds 60,000 Curse. j.d may need to be delayed based on height. refer to Part 3) 20,000~30,000 Curse Corner j.b+c > j.d > 6d > CURSE ACTIVATED > 6[acd] (adds 40,000 Curse. j.d may need to be delayed based on height. refer to Part 3) 40,000~50,000 Curse Corner j.b+c > j.6d > CURSE ACTIVATED > 6[dbc] (adds 20,000 Curse. j.d may need to be delayed based on height. refer to Part 3) Part 2. Curse Combos Curse is an entirely different dimension for Arakune, it turns his low attack levels, slow moves, and mediocre static difference into horrifying mix up, unblockable resets and of course, ridiculous damage, this is the meat of Arakune's gameplay. Once the curse gauge reaches 100% it will go down, this is the time to summon bugs and put your "deal with it" shades on, but be warned, the curse gauge goes down with each bug you summon, so use them wisely. Also, try not to get hit when your opponent is cursed. Refer to the frame data for the specific numbers. A bug: A small bug that flies over the opponent's head at medium speed, disappears on contact with an opponent or a rival projectile. Decent hit and blockstun. B Bug: A not-so-small bug that also flies over Arakune's head. Fast, fastest bug Arakune can summon, 3 hits, launches. Good for pressure and some confirms. C bug: That notorious blue bug that comes out of the ground and bites you, the slowest bug Arakune can summon, but enormous hitstop, combo staple. D bug: The pink larva that dives from the sky and flies up as a beautiful and deadly moth, combo stable, last hit before submerging in the ground gives untechable knockdown. Moth is air unblockable and launches. 41236a: A curse exclusive special cloud that substantially slows the opponent's horizontal movement. Tailor-made for preventing your opponent from running away and oki. All bugs vanish if Arakune is taking damage, Arakune cannot summon if he is down, taking damage or in blockstun (however you can summon bugs in the few frames in between blockstrings in which you are not in blockstun). IMPORTANT: Another important thing to mention is Negative Edging (NEing), Arakune's curse combos, set ups, tech traps and oki all rely on some degree of NEing. practice holding down a button and releasing it to summon a bug and be sure to practice summoning it on different sides of the screen using the directional inputs (4,1,3,and 6). When NEing is required in a combo or set up, the button will be shown in brackets ([cd]), this means to press and hold the button down, when it's time to release the button, the notation will display it in reverse brackets, complete with the input you are supposed to hold down (6]cd[). If there are no directional inputs shown, then it is neutral (5). There are different ways to optimize your curse combos, usually the difference between them is positioning (corner carry) and remaining curse meter. That said there are 2 primary combos. Midscreen Versions j.236[cd] > 6]cd[ > c bug > d bug > 6c > 5c > 2cd > c bug > d bug j.236[c] > 6]c[ > c bug > 6c > 5cd > 2c > d bug Corner Versions j.236[cd] > 6]cd[ > c bug > d bug > 6c > 5c > 3cd > c bug > d bug j.236[c] > 6]c[ > c bug > 6c > 6cd > 2c > d bug Tips and Advice When performing j.236[cd] > 6]cd[, wait about a half second before releasing the c and d buttons, this'll stabilize the combo. On some characters, j.236[cd] > 6]cd[ connect with the opponent not properly positioned for the d bug 2 to pick them up. you can resolve this by either walking forward, pushing the opponent in place, or after d bug 1 has finished, execute a well timed 6 so they'll fly into the d bug 2. When performing 6c > 5c > 2cd, first do this right after d bug 2, second, buffer the second rekka input so it'll be more like 6cc > 2cd, this way the c bug won't be summoned too early. Take a look at the Q&A thread for some more advice. Part 3. Curse Set Ups IMPORTANT: Before you lay the smackdown of their candy asses, you need to mix them up and confirm into a curse combo. Again, be sure to practice NEing, most set ups can be done with little to no NE'ing, but there will be times when it might be necessary. Since the d bug has two individual times of connecting with the opponent, it's broken down to "d bug 1", when the d bug if descending, and "d bug 2", when it takes flight. When you see "d bug" without numbers, that assumes that the entire d bug does it's thing without anything in between. To understand mix ups to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data. Curse set ups will be broken down into midscreen and corner - then by the combo ender you used to ACTIVATE CURSE. Text in red is optional, underlined text is assumed to be blocked. The format will be; Position of set up (Midscreen/Corner) Precurse combo ender Curse Set up, Text in red is optional, underlined text is assumed to be blocked. Notes about set up Another Curse Set up READY!? Midscreen set ups j.66[db] > CURSE ACTIVATED > ]6bd[ > sj.41236[a] > d bug 1 > 6a 5aa (stagger pressure) ​5a > j.cd > a bug > c bug > j.2c > d bug Standard curse set up, easy, predictable, babby's first curse set up. 5aa (stagger pressure) ​5aa~2 > jump forward > 4]b[ > j.cd > b bug > c bug > j.2c > d bug Raw overhead with b bug assist, can delay j.c to turn this into a cross up overhead, cross up overheads beats most dps. 5a > 2a (stagger pressure) ​5a > 2[a] > ]a[ > j.cd > a bug > c bug > j.2c > d bug Raw overhead with a bug assist, practice timing the release of the a bug. 5aa (stagger pressure) ​5a > 214c > 4d > a bug > c bug > d bug Ambiguous cross up. 5a > 2a (stagger pressure) 4b~5cd > b bug > c bug > d bug Standing low. 5a > 2a (stagger pressure) 2[cd] > 6]cd[ > c bug > d bug High Damage low, good to use when opponent is conditioned for overhead 214bcd > b bug > c bug > d bug Fake cross up, beats all tech options 6[a] > ]a[ > j.c > a bug > c bug > j.1cd > d bug Double overhead, 6a can hit or be blocked. 6a > 4b~5cd > b bug > c bug > d bug Overhead into low. Good to use when opponent is conditioned for the above set up. Corner set ups Part 4. Resets & Post-Curse *placeholder* Episode 2 - Defense Part 0. Movement All, the pokes and zoning doesn't mean anything if you can't control Arakune correctly. Proper movement is key to Arakune, you have to know when and where you're moving. Arakune has a variety of movement options to choose from, his iconic j.4a+b, his backdash, his forward dash, his command teleports and his j.6x moves. All these are useful and very effective when used in the right circumstance. j.4a+b is Arakune's main way of getting around the place. It's very important to know where you're going to land, because it affects your opponent's position too in many cases, especially when they are pursuing you. You can do any neutral air command instead of barrier to perform an aerial attack while moving the same way. Backdash is Arakune "get away" tool. It has frame 1 full invul, so it's good for IBing and wakeup to get out of pressure. It's also useful in baiting DPs and creating confusing curse mix up by making your opponent guess which dash you performed. When using it defensively, be careful, it can be baited and punished. Forward dash is a high risk, okay reward tool for Arakune, in many cases, often in between staggers involving slow start up attacks it boldly returns the fight to neutral (and gets you out of the corner). Just like backdash, it good for cross ups (and fake cross ups) during curse pressure. His command teleports are a pure situational thing as your opponent responds to it differently and sometimes, you could be better off not using it at all. Practical uses include evasion (j.44 at a wall) and curse cross ups/pressure. Using it in neutral or to gain an approach, you have to pay close attention to your opponent's habits and make a call. These moves have start up and recovery and the invincibility they get (during the teleport) at times isn't very helpful, but it all depends on the type of teleport you chose. Just be careful, you could eat a lot of damage, lose momentum, round or a match if the wrong call is made. But the reward could be great too. j.6x is the bird move you see at times, it good for confusing the opponent and throwing off their positioning, it's also good to change where you land, in case your current landing spot is unfavorable, it's the move that makes sure that (to an extent) you don't have to commit to where you chose to dash. It's also good for making quick forward momentum in the air, whenever you may need it. Part 1. Blocking & Being Zoned *placeholder* Part 2. Wake-up Arakune lacks viable wake-up tools that makes the opponent second guess themselves. He has a few tools, but most of them come at an exhaustible cost, remember that there is no excuse to make up for bad defense. Learn to block and break throws, at times this will be your best wake-up option. Backdash is the option you'll resort to the most and it's the one you can do whenever you want. On one hand it gets out of your opponent's oki midscreen and allows you a safe retreat. On the other hand it's useless in the corner and can be baited and punished anywhere by every character. Even Tager. Backdash wisely. Overdrive Activation allows you a few frame of invul, depending on the move that whiffs, you have an unburstable punish into easy curse. f inverse (236236c) is another good option, combos into 70% curse on hit and kills meaties. Be mindful that it costs 50 heat and unless you have 100 heat to RC, you're committing, this means you're in it for hit, block and whiff. Long recovery too. Mashing is always an option (though obviously effectiveness will vary). It's good to use if you notice your opponent take too long with their oki with a long start up or in general miss their timing with a meaty. Be wary of frame traps however. Forward dash is a ballsy trick to try when your opponent is trying a badly timed aerial approach. Good in the corner as well. Feel free to practice and discuss resets and more combo routes, if I missed anything, let me know.
  5. Chances are arcades.
  6. nb4everyoneisgayforamane
  7. Tager's splash art looks like he saw one of his niggas and is about to give him some "skin".
  8. Another MI soldier. Do us proud.
  9. Mississippi? Like, down south?
  10. Fuck that. WE need to make this right. Support BB3.
  11. I hope they don't. Arakune can rise to the top for real.
  12. "Air DP"? That hits downwards? o u
  13. And this. Is why. BB Is still. My main game.
  14. :ballAK::ballAK:
  15. Expert Men Hardcore Focusing on Battle
  16. More for the wiki.
  17. Good for the wiki.
  18. Ain't that his counter?
  19. Someone's new to numpad method of inputs.
  20. The general consensus is that; It's more fundamentally sound than BB. It's easy to be fraudulent.
  21. Because you don't mash it mindlessly.
  22. Atlus holding those secrets like a bad soap.
  23. That looks like a job for Kurushii.
×
×
  • Create New...