|| Arakune || Bees everywhere

How about you all contact Arc Systems and request to be BB consultants.

You all have GREATTTTTTT points:)

The Bugs already drain alot of the curse meter already. Im guessing your trying to coincide it with the fact that is feels like bugs are going on forever right? Well thats because of “Recurse”.

I know the bugs do a lot of draining already, but if they drained even more the curses would have some breaks in-between, even with re-cursing. I wouldn’t say it’s the best solution for a possible fix, but it would be one of the easiest to pull off.

Honestly I’m against a change like that or any change at all right now. Let the game get more play time as it is, and see if there are any new developments with the characters. But were Arakune to change, I would hope there wouldn’t need to be any significant fixes–just minor tweaks.

Then again, by the time Eddie was in Accent Core his move set changed drastically. Of course, those changes spanned 8 years through several big revisions.

EDIT: And with that I’m going to stop talking about balance changes. They’re stupid to discuss it in a forum like this. Let’s talk strategy time.

I’m finding it really hard to pull off Arakune’s rekka combo of JA>J6A>j.c>JA>JB>JC>JD, the jump cancel being the clincher. Any advice on how to perfect a good jump cancel? Or is it just a matter of constant practice? I found a substitute in the meantime to be JA>JB>JC>JD.

One thing I have to say though is that it seems pretty hard to get into an air combo like that in the first place. It sort of relies on 5C to pull it off, and that move is hard to land against a character who can defend against it.

Also, I’m having trouble with the the 5D after the throw>f-inverse. It’s almost as if it’s not a true combo and that the opponent can tech out before 5D hits. Or it could be that the window of opportunity to pull off the move is very small.

Lastly, dive-cancels are hard. DURRRR.

you think arakune is balanced, and are voicing this opinion against some of the top usa arcade players. you are “gay”

I’ve still got gotten down the dive cancels. I can get to work, but not consistently. I’m still getting use to the stick though, and that might be part of it.

Let’s pretend to argue like ‘adults’ in here. Thanks. :nono:

Ok, I was reading the back pages and saw that Zoolander made a post asking about how to actually fight as Ara in BB. I’m sure most of us have the combos down and all that good stuff…

-we can do our 2A and go into C rekka loop given the spacing for the follow-up 5B into 5D afterwards

-we can do our J5A into knockdown into rekka loop

-we can do our J6A/B/C into jc J5A into knockdown into rekka loop

-we can do our RCed 2Cs or 6C>5C>2Cs and go into rekka loop

-we can do our air throws and go into rekka loop given a certain height (I liked the double jump into a 2nd air throw Arkayne as you posted in your vid…I forgot that Ara can still simply double jump after a high air throw to get in extra damage if he isn’t close enough to the ground for a follow-up…it might not exactly lead into a curse, but I’ll see in training mode in a bit: high air throw> double jump up> J5A into knockdown into J5D curse)

-we can do our keep-away and zoning that we have gained based on experience via playtime

-we have learned some of the basic mix-ups from other characters while we are defending (e.g., strings into overhead, throw set-ups, etc)

-we have accustomed ourselves to whoring special guard while in the air given our character’s high air mobility status

Notice here that Arak doesn’t have a combo section. I am not sure why exactly, but this character is a BEAST. I saw some of the wicked combos that someone shared a page back or so in a combo video, and some of them I had NEVER imagined he could do. Just bizarre. Arakune has a freestyle element to him, yes. I won’t lie about that. At the same time, he is in now way RANDOM. I get this impression from a lot of people who have hate for this character. A lot of the Araks online I come across are indeed random, but that is just a playstyle. Arak has set-ups, observes spacing, dishes out punishment, has certain no-nos in specific match-ups and in specific situations and all that good stuff just as any other solid character.

I think we are at a point now where we just need to clean up our game-plan, get solid strings, learn how to get a solid footing with Arak at the start of the match, what to do when you have them cursed (and vs which character)…and, most of all, have a PUNISHER GUIDE. It would also be nice if the first page were updated with some of the coin set-ups I’ve noticed in the back pages as well from other contributors.

I’m going to drop some tidbits as to contribute a little here so it doesn’t seem like I am asking for a lot and giving none by posting a randomly chosen vid from the BB Vid thread here on SRK of a random Arak (likely a Japanese player) and point out some good/bads in their gameplay and how we can benefit from it:

[media=youtube]D4o8NoET-hs&feature=related[/media]

-starting the match with jumping forward and sticking out J5A to fish for an offensive opp so you can go straight into knockdown into curse into rekka

-using the skill of dive canceling to try and condition your opponent to block after dives to allow you to play 2A/6A mix-ups

-using the arc of dives to go over a jumping opps normal and hit them overhead

-using the teleport property of dives recovery for ground mix-ups to bait attacks while you teleport behind to punish their recovery

-using J5B air-to-air for air dominance given it?s down, down and forward, and slight forward hitbox

-use your ground dash to avoid having to block certain moves (e.g., when Litchi did her staff super, Arak could have dashed forward instead of going into the defensive and having to succumb himself to mix-up)

-in the string 2A > 2A> 2A > 2D, be sure to space yourself properly for the 2D so that you don?t eat a dp

*Hima dropped his combo attempt to turn an air combo into the rekka loop?might have cost him that round

*Hima uses the same starter for round2, this time eating her J5C, luckily not a CH

*if you?re going to use 2C evasively, like in trying to go under an opponent who has you in the corner and is jumping at you to re-pressure, be sure to respond to their jump 1st

What did Hima do differently in Rnd3 that enabled him to take a win? He made his game cloud-based, and spaced with his mid/full-range tools. He set the offensive in the air with 6A/B/C while she was cursed to keep her true to the ground and maintained his extra air action so he could continue pressure.

*remember your mobility actions after air teching?e.g., air tech > double jump > 6C to avoid having to fall into the corner?or air tech > backdash (anakaris warp) ?but avoid predictability as best you can

*he treated her 4/5? Winds as a projectile and nulled it with 2D?I had no idea this worked actually and have to start using that myself to prevent Litchi from setting up an assault from that

*had no idea that 6A/B/C > 236C > J5C > J5D worked as a curse set-up

Arakune is dope. Power to the Curse and flight to the Bees =]

^ WAll of TEXT!!

Nah, I Don’t hate Arakune. In fact, When I first saw him in 08, I wanted to play him. I’m just looking out for the game. I want BB to be the best it can bee.:wgrin:

So, is there really going to be an upcoming revision/patch for BB? Is this just what people would want or is this a popular news item that I’ve just been ignorant to?

For what it is worth tho, I agree with some of the points (pertaining to recursing limitations and blocking clouds for example) and would like to even add that the D bug is too strong lol. There are times when I just shake my head when my airborne opponent jumps or dashes into a D bug and loses a fat chunk of health after getting lifted. And then there are the times when I am on the receiving end shaking my head as well :S

edit: The only weird thing about trying to balance BB is the issue that every character seems broken in their own unique way…

some examples to back up my claim:

Arakune–the power of randomness even despite his strategy…rekka loop is VERY strong to be so easy to execute
Bang–lol this is kinda tough, but I find Bang pretty evenly balanced with nothing too abusable
Carl–clap loop…but man does the kid sometimes have to work pretty tough to get it…i know he can pull it off both his throws, a low hit, an instant overhead slash cross-up, and a sweep, and even an 8D that you just so happened to run into, but it takes work
Haku-men–ridic strong…but his lack of mobility (aside from his air dash), need for magatama and mean recovery makes him pay for it
Tager–same as Haku although he has 236A/B which can be so devastating and 360+B is insane; magnetism is confusing, but Tager takes work
Jin–the best hit confirms ever
Litchi–way too effective at what she does
Noel–very quick, gdlk jabs…buttloads of hitbox and invincibility…her damaging combo is not that easy
Rachel–can launch almost the best, safest offense in the game and still pack solid dmg…6A lol
Ragna–very strong and still has speed and mix-ups, but they limited his health for it…solid
Taokaka–one of the most unique drives and mix-up games ever…and it takes work to master her…and catch her
Nu–if she didn’t have incredibly low stamina, she would be too much…she also takes work

the telltale sign of arakunes gameplay here is that he gets DESTROYED without curse… with curse he DESTROYS:

[media=youtube]D4o8NoET-hs&feature=related[/media]

so then balancing him better since he is the best character in the game once hes got you cursed, is to nerf curse in some way while also BUFFING his non-curse game.

(how about giving him a forward run like the other characters??? or a solid midhitting DECENT ranged poke on the ground… any one of a million different things to help out on the ground)

which would of course be in lieu of a drive nerf…

only nerfing curse would make him a bad character, and i really hope no one has a secret agenda to just make him garbage 'cause they personally dont like him.

all of the characters should be competitive, i personally dont really like the fact that aras game is so hit or miss: curse and own or no curse and get beat down.

-dime

Dime , I was weary of that also. I just know someone or somehow that patch is gonna fuck him over because of them just not liking him. Not to mention getting complaints " Arakune is too good" When in reality as us ara players know… half the time without curse arakune isnt shit.

eliminates unnecessary space Ok… now I can reply, well when I play Ara I don’t really curse at all, the only moments I curse is when I combo, but yeah, I use most of his moves but I don’t touch drive at all. Is kinda weird, since is obvious that Ara main game is Cursing, but in my case I think he has enough good special moves to be aggressive and evasive.

I have perfected people online with not even using his cursing clouds or even his Drive at all. And that kinda confuses people a bit I think, or gets them mad. lol

You must have one hell of an execution. Would you kindly link video proof of what you’re declaring? I’m eager to see it.

Not to sound like an asshole you must not be playing good people. There is no way someone good is gonna lose to an ara that isnt using curse. That Hima match dime linked earlier is a GREAT example of what happens to ara that isnt using curse. considering hima an souji are two of the best aras and when they dont use curse the get raped ive seen it various times. Aras game revolves around curse. even when souji and hima play rush down they have to get a curse in there for offesove purposes. Because of how aras dash and jump are he cant do like normal block strings and lockup like other characters can. You might be able to hit off like J.5b->5a->5a->j.5b->2a or whatever you wanna do once or twice , but because of the way his dash and jump is you can and probabaly WILL be reversaled , counter or even anti-aired into a combo or something from a GOOD opponent. Not to mention have you ever noticed how much some of aras normals push back on block? That gives your opponent a great opportunity to even attempt a reversal.

Aras dash is too akward to be overly offensive not to mention he has funny and really akward normals.

a 15 frame 2a? and a 5 frame 5a? (IIRC)

dont get me wrong , he can play offense but his offense is so limited due to the way his moveset is made. It’s almost like he was made to be at his best in the air. which is where the clouds come into play.

I’d like to see this in a tourney. Random masher online don’t count.

I don’t think a level 50 guy is a Random Smasher, but yeah a tournament might be different, specially with the most experienced players, but I’m talking on online experience here and I only play people above my level (36 currently).My local town level might not be that great, but we are talking about stuff we can do in Online mostly, can’t say anything about tournament play yet.

Ara A/B/C moveset is my main offensive play, but I move a lot on the screen, I try to take advantage of Ara dash and his 214+A/B/C to be tricky and keep my opponent guessing if possible. I do have a small pattern, but ones the person finds out I change it, that is what it’s been working for me. Obviously a good player will do a better job on that. Not saying in any way I’m a pro, just that my playstyle has been working for me. I do use Curse, but only when I can curse safely, which doesn’t happen to often.

Yeah I wouldn’t talk about online experience. I main Tao. Tao has a hell of a time against squiggly. If they don’t curse me, I basically rape them for free. Its the bugs that make the match hard (and instantly guard break me), not the normals.

None of the characters in this game are “broken”. The game is pretty balanced, some characters simply suffer from having a few HORRIFIC match ups. The top 3(nu, arakune, rachel) are not the top 3 because they are way better than everyone else, they just have match ups against characters where its way lopsided in their favor.

I would love to see the game where the match ups are at worst considered 6-4 for in someone favor. The problem is some characters have match ups that are 7-3 in their favor, even going as far as 8-2. Of course this doesn’t mean you can’t win the bad matchups, but its going to be just that much harder.

As a tager player, I can tell you that playing against Nu and Arakune is maddening. Tager simply lacks enough options to deal with this kind of keep away/zoning. If they are going to patch the game for balance, I would rather see buffs for the lower tier character, as I don’t see how they can nerf the top 3 without totally screwing over all their match ups.

^I see.

Well, I have yet to find anyone simply ‘unbeatable’ so I think I will turn away from the broken conversation and leave that up to ArcSys to tweak with as they so please. As an Arakune player, I have come across a Tager (a local player) who has managed to pull a win or even a 2-3 (in terms of rounds) vs my Arak. I say this to point out that it is not impossible even given ‘lop-sided’ match-ups to do well. Take this vid: [media=youtube]0I5ZNvsGSI0&feature=related[/media]

Tager looks horrible at the end of the 4th round, but look at the damage he puts on Arak when he lands a hit…not to mention how Arak has to work his air game while magnetized so to say. Look at how Arak was going to pull a jc string on block vs Tager and ran into Tager’s 2C (iirc) to eat heavy damage simply because there was a reversal opening and Tager guessed right. Also, Tager’s 236A/B works wonders in this match-up leaving Arak’s best option it seems to just backdash and re-establish ground/spacing as Hima did.

To be short though on that subject, both players have to be careful around each other in their own unique way.


On a character strat note though, I also main Ragna. When playing Ragna, my objectives in a match are straightforward:

  1. move and poke well to ultimately get inside and work mix-ups/frame-traps/pressure to land a damaging combo (all the while taking you to the corner)
  2. punish whiffs, ground-2-airs, air-2-airs, and heavy recovery moves with damaging combos

I like Ragna because he has a solid ground game/pokes and very solid damage output given his nice mix-ups into combos. He is also unique given his drive of recovering health through use.

I am NOT at the same level with my Arakune and will point out why (I think and hope this will help other Araks as well who may feel the same way) =/

air-2-air: J5A into curse…J6A/B/C into curse…J5B to ground opponent…J.throw into curse (given height)

ground-2-air (anti-air): 236236C into curse…5C into curse…J.throw into curse…i’ve seen someone use his 2B lol…J5A > J6A/B into curse

ground-2-ground/pokes/mix-ups/blockstrings: this is where i feel i am lacking with Arak…currently, I mostly freestyle and respond to what works…but I don’t think on any solid set-ups as I do with Ragna…I have some ideas but will wait for another post to break this wall before i shoot

btw, if anyone is playing on PSN, it would be great to get some matches in: i’m at a friend’s for a few and can be found under his name, DaBatCave

What should I do against a Tager that uses Green Glove to escape the corner lock down?