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 =]