This is where you post desperately trying to figure out how to get out of pressure.
If I'm out of line for making this topic and not even being an Ara user, I'll gladly pass this topic off to whoever. However, having very successfully played with most of America's best Arakunes, I think I'm qualified to help you guys here, and want to do so.
Defense
Lets be honest, this is by far the most important aspect of this matchup
As a very bare bones beginning, I'm going to lay out Bang's most scary pressure tools.
5A
-This move is hella fast/prioritized
-Combos to 3-4k
-Gatlings to just about anything
Highest Danger; Getting hit by it, Tick Grab, Gatling to low jabs or overhead
Summary; You aren't going to beat this move on reaction, and it will more often than not go through your jabs and pokes. I don't know enough about Kune to say what you should do about it, but if anyone has any suggestions I would be very appreciative. At a glance I would say if you're point blank with Bang this is most likely what's going to be on Bang's mind, so watch out.
On block, Bang will be looking for a couple things here;
Overhead
Low jab
Tick Grab
The problem for you is that these seamlessly flow together incredibly easily. If you're scared of the low jab, the tick grab and overhead are high threat. If you're scared of the tick grab, you may get blockstrung into a low or eat the airunblockable aspect of the overhead (!!! WAIT, His overhead is airunblockable?! Yeah guys, if you jump out of Bang's pressure, hold barrier or you're gonna eat a whole combo for nothing). Finally, if you're scared of the overhead, you're not blocking low for the non-reactable low jab and you're also not jumping out of the tick grab.
This is Bang's most vicious guessing game. I would guess that your best bet is going to be IB Backdash. I don't think anything else is guaranteed, I'm just about sure you can't backdash out of the tick grab unless you IB, I'm completely sure you can't backdash out of the low without and maybe even with IB, but the overhead is 100% beaten out by backdash, so at least you have that.. if you're not in the corner. Another thing to try (particularly in the corner) is IB Grab. Should beat out tick grab and overhead, 2A is still gonna rape you. Spider super is certainly a possible option, since Bang is sure as hell not going to be respecting Arakune's reversals (lol) in most cases.
2A
-Most of the same problems as above
-Has no jab it can gatling into
Summary; Similar dangers as 5A, It can gatling into tick grab, overhead, and even into itself, so you have the same sort of guessing game going on. However, unlike from 5A, you only have to worry about one low, so if you successfully block the second low in a row, unless you're playing against a truly researched Bang, you're free to buffer a barrier-block-jump to save yourself from both the overhead and the grab; the worst case scenario is he gatlings to 2C and gets a free low since you're stuck in blockstun before you can jump, but the most COMMON scenario is he gatlings to 5B and continues pressure. If he continues to 5B, you're out of the woods unless he uses nails to reset it, usually.
5B
-Another fast poke
-Farther range than 5A
-Higher damage, but roughly half as fast
Summary; There's probably a couple things Ara can do about this one, it's significantly less dangerous overall. However, it's a great poke, so if you're just outside of 5A, this is going to be incoming. Thankfully for you, Bang can't gatling this to a low jab, so you can almost certainly IB Backdash this for free, barring that you're going to be in pressure and blocking, but probably too far away for anything but a 2B, so pay attention and IB that shit if nothing else. An IB'd 2B is free out of pressure almost always with a backdash attached (Correct me if I'm wrong please, this is really just what I perceive to be correct, but I'm far from an Ara pro). Just realize that if you plan to sit this one out and block, you have to deal with the possibilty of 5C/6A mixup, both of which are high damage and put you back on wakeup
2B
-Long range poke
-Most commonly used as filler, because the only way to get any sort of pressure off of it is to use nails
Summary; This move has extremely little danger attached, and is going to be probably the single easiest move Bang has to IB backdash. The reason, here, is that it's CRAZY popular for Bang to jump cancel 2B and use Dnails, and if he does, you have some odd 8+ frames to get in your backdash, making him waste nails while you get out free. Cool. However, if he gatlings 2B to 2C, I don't know if you'll get out in time.. and 2C leads to 3k+Oki now. *Shrug*, make sure the bang you're playing with isn't using 2C first, because if you block 2C that's the end of Bang's mixup unless he rapids.
2C
-Logical next step from 2B, but non-jump cancellable
-Much safer on block than it used to be, coupled with the fact it can gatling to 623B, and you're just not going to successfully punish this move, I wouldn't recommend trying
Summary; Just understand this marks the end of his pressure unless he uses a rapid cancel, but don't stop blocking. Lol.
5C
-Overhead
-Usable from 5A, 2A, 5B
-Airunblockable
-Active above Bang faster than it's active in front of Bang, so for the love of god don't try to jump out of this TOWARDs him, Lol
-Jump cancellable on hit or block
Summary; Understand it, respect it, hate it, deal with it
A trick of my own is to Dnails off 5C, so don't ever let up your mental defense just because 5C landed or you blocked it, you might be right back in pressure.
6A
-Tricky low
-Usable from 5A, 2A, 5B, 5C
Summary; If you think you're really good at blocking the overhead, the Bang you're playing against probably hasn't been utilizing this correctly. This is the sub-move that realistically forces Arakune to backdash instead of trying to block the 5C. As long as you have the mentality of BDing the 5C, this move shouldn't be much of a problem. If you don't, or he pulls some really, really fancy mix to make it hit, it's 3.5k damage and oki, so you really do want to avoid this one. Just because it's a low, doesn't mean it prorates bad. Remember that
6B
-Tricky high
-Usable from 5A, 2A, 5C (IIRC)
-Most common use, double overhead from 5C
Summary; More incentive to BD the 5C, Bang's mixup only gets better after you've tried or failed to block the 5C. Just remember he has this now, and it's 2.5k with oki.
623C
-Command grab
-Very short range
-Fantastic conditioning tool
Summary; This makes your life suck if you haven't gotten the hang of IB BD. Really. To be able to use it, Bang has to dash in before his normals during a pressure string (Most accomplished by Dnails) and on wakeup situations on a neutral tech it's very high threat too. So, you see Bang dash in, you try to jump out, right? Well, if he's an intelligent bang, off of Dnails, he's going to go right to d5A > 2A, and if you stop right there you already got hit low for trying to jump out. A disciplined bang will take the 2k damage (2A prorates HORRIBLY, at least you have that going for ya) and put you back on wakeup until you respect the 2A, and THEN he will try to actually make the command grab hurt. So it's not as simple as just jumping out.
However, if you do know the IB BD, most of these situations won't happen. If you IB BD 2B, he can't Dnail you for free, which takes that danger out of his gameplay. On wakeup, just be careful about neutral techs, that's another popular time for him to command grab (But simultaneously the most popular wakeup move for Bang is 2A, so fuck your life). If the Bang is getting really wakeup pressure happy, try a backwards roll. Should get you out of the 2A/Command grab for free, and you probably worst case end up in block.
Those are his most dangerous grounded aspects.
Should be a good start. I will keep updating this as I find time. Best of luck Aras.