bell bug after grab is really bad, i used to try that shit all the time vs my friend and 9 times out of 10 i ate a fat combo
Yeah I’ve played some retarded mirrors online and it’s was a negative fest. . . until I played this one guy who knew his normals and was diving, instant j.Bing and 2Cing the shit out of me. Arakune has really great normals, it’s a shame most people play him as a curse machine.
I really need to go back into training with this guy D:
Dime:
Honestly, it’s about making the opponent land on the curse and not the other way around. A good curse game means setting traps so that they have no choice BUT to get cursed. In high level play opponents even risk getting cursed and get in arakune, you hve to think about that when you’re playing a match as well.
Corner trap them even if they’re not cursed, it’s safe with a few exceptions:
Tager can sledge out of it. If he has magnetic meter he can get at least a 50% combo off of that.
A good Hakumen with meter with super counter the D bug and take a free combo in the process.
Jin players that decide it’s a good idea to throw swords at you.
Rachel if she has a frog out or a pumkin and wind meter.
As far as other char spec situations, I can’t say. But you can bait tager’s sledge super east out of a corner trap.
What I’m saying is throw out an overhead cloud and start presuring, then mix it up with dives ad pug them to the corner. Even if they aren’t in the corner, when you come down from a dive teleport away and throw out a bell or start 2D presure.
I’ve even found that combining bells with homing clouds is effective for onteolling the match.
To summarize: just play smart. You aren’t gonna get anywhere from playing strictly rushdown or strictly curse game. The great thing about arakune is his abilty to mix up.
He has 6 fakeouts, three dives, his Sj~Dj is great and adding an IAD with 6A/B/C can give you the upperhand. Just with these options you can give a serious headache.
I haven’t even mentioned with pressure game or his normals.
I don’t consider myself to be a great arakune player, but to play arakune obligated you to be smart and creative, but also be efficient.
From just personal experiences, and by no means am I a great Arakune player, but when I get the sky cloud, it becomes a game of making them jump, or knocking them into it.
5C works well for knocking them into it, and is over all a great move anyway.
If I get sky cloud at a distance, I like to use jD. It generally forces them to move if you know to control it well, either closer to or away from you. So, you have options. If it hit, it curses anyway, but then you can D again and pull them up into the cloud, resetting the curse.
Another thing I like do is throwing the cloud and not messing with it. Mind games. Just let it linger over them if its the sky cloud. Most people go all out defensive, or all out offensive when the cloud comes out, and the sky cloud just sitting there with them in defensive mode can really mess with them mentally.
well you know it sure did work against mikez when I played him. Not to mention lots of other GOOD midwest players who were in SBO qualifiers. I mean hey it was just an idea that ive known works. Considering people always tech either frontwards or backwards … choose your option to what you beleive works. There is always theory fighter , take chances and try shit on people everyone might not always react the way another person will to certain things.
TO be completely honest , a normal player would tech away and prepare defense after a throw… but thats just normal theory at work. People wont always try to attack you after everything.
For example after meterless throw you do 6D weepinbell… they tech frontward backdash-> Tiger knee cloud , or whatever you wanna do. Lets say they tech backward j.5B->j.C->J.D or dash the opposite way your tech and guess what your potentially safe. (This is just me talking from being on 1P side)
i guess thats a good point, you’d have to already be teching forward so you cant really punish it on reaction. that post kinda opened a lot of thought up for me tbh, if something doesnt work on even one person i generally rule it out of my gameplan
something I haven’t really seen touched on very much is j.d combos. I don’t mean stuff like doing j2d cb bugs 6c loop etc, I mean stuff off j6d or j3d. I’ve been messing around in training and I can get into 6c loop fairly consistently from it. Here’s the combo I’m using:
j6D/j3D C B bug j6C 236C B C bug 6c loop etc
the thing is, the damage isnt so great. 1.5k less than getting into it off a dive cancel or high/low mixup, although it does force them into the corner since it covers massive distance with the j6c 236c. So basically what I’m wondering is there a better way to get into it after hitting the j6c? I could JC it into ja jb jc jd but by then they were too close for me to follow it up with a 6c loop so im wondering if there are any other setups i haven’t considered
something else that should be quite obvious but wasn’t obvious to me til i analyzed some match videos: if you ever jump back and spit a cloud just as they IAD into it, know that you can C B bug from there and go straight into a 6c loop for monstrous damage. the amount of times i’ve been in this situation and just been like “i’ve got a curse, yipee!” and not even thought about how much i can capitalize on it…
Heres a good one ive been fucking around with.
2a->5B->5D->9.D~Cbug->6a->6a -> 6c Loop - into whatever
or if you have meter
2a->5B->5D->9.D~Cbug->6a->6a -> 6c5c2c (RC) ->6c5c2c ->5D->5b->J.a->Jb->J.c->J.d (The J.d may have to be either 4,59,or 6 depending where the opponent its a really situational combo.
I see where your head is Zodi4c. Interesting combos Arkayne, but I think he is asking what can be cooked up from a j.D bug initial hit (with the focus being on mid to full screen bugs).
Zodi4c, if you’re taking them to the corner by basically combo’ing into the j.236C, then that is VERY strong in itself. You don’t need to look any further after that if your lockdown is strong imo. That is pretty much the only reason I opt for the j.236C combo. Also, you can combo off of j.236C to go right into 1 loop (iirc) of C rekkas. You have to pay attention and judge it based upon where you are on the screen. If you are at about mid-screen when you hit your j.3/6D, then you might want to end your […]>j.236C into recurse and proceed to set up the lockdown. If you are moreso with your back to the corner or just closer to the corner, then you more than likely want to use j.236C > CB > Crekka.
edit: if you’re in range to hit with a j.3D, you are highly likely at the perfect range to go right into a Crekka right away-
j.3D > neg edge the C bug > (walk up) Crekka…
i’m still working on your j.6D set-up to actually see how it works…I’ve gotten up to j.6D > CB bugs > j.6C…just missing the j.236C because they are just sometimes too far away…this might be a good time to use the j.6C into dj dive set-up, but I haven’t quite mastered that…let alone from that far of a distance…there is a way to set-up a cross-up off of the [6]D bug, f dash that allows you to start pressure/mix-up
also, off of j.6D, you can try and work out some bug combos after a 2C…so far I’ve gotten to:
j.6D > neg edge [6]D > 2C (pops them up into the D bug)
also, you can try some stuff off of Ara’s 2D…so far, I can string:
j.6D > 2D > BDbugs
you can also try to go for another knockdown:
j.6D > C bug > let them tech and land to where they have to block low for the 2D and then…
a) j.6D for another knockdown
b) 3C for another knockdown
c) 2C for another knockdown
*haven’t quite produced a reason for them to not block low yet, but I think it may involve j.6C into j.B (still not that fast…)…also, you would at least succeed in getting close from forcing them to block your 2nd C bug
Showing my Arachni, i mean Arakune love. If it hasn’t been said already, he’s the love child of Faust and Eddie, both are good peoples.
Anyway, I really love this character because he forces me to learn not to fucking mash. I had a bad habit of being overzealous with button presses, you could hear me from the next house over, and learning him taught me that is bad. I also like the fact he rules the ground, the air, and the middle all at the same time. I can’t get enough of this character.
It took me awhile to master Cloop because of my habit of mashing, but i got it down pat. Baiting curses with fake outs is also ridiculously satisfying.
Hi everyone. I have BB in the post. I got it because Arakune looks like NoFace from Spirited Away. I want to main him any tips? I’m coming from an SF4 bacground.
Note: If there is a section for this sort of enquiry please kindly point the way. Thanks.
This is going to sound smart ass, but I assure you that its not. Just read this entire thread. The very first post has a LOT of the stuff you need to know as well as links to pages with combo listings and such. There are lots of debates within this thread which will give you some good insight on things.
I’m confused about the dive cancellable j2A to recover faster. What is it suppose to look like?
I’m doing this, and i’m not sure if i got it out or not, sometimes he lands with no recovery, sometimes he does the B dive, and some times he ends up on the opposite side… :
j2A > hits/blocked > j2B > [4]?
or
j2A > hits/blocked > j214B (rolling toward back) > [4]?
or
j2A [4] > hits/blocked > j2B?
I dunno how to do it properly.
It’s supposed to look like j2a, land, 5b that launches, then you jump cancel and do a combo. 5b is standing 5b, not anything in the air. If a second dive comes out you’re pressing the button too early, if nothing happens you’re pressing it too late.
i dunno where you’re getting the 214 anything from, read my posts about it earlier in this thread or read the sticky on dustloop
what’s the exact notation for it?
j.2a ~ 5B LOL
Read the thread we havent posting shit about this charcater for our health. No offense…
General rule for forums:
Make sure your question hasn’t been answered yet.
Otherwise, there’s a chance you’ll get eaten up by the persons that took the time to write it. Or anyone else for that matter.
Check out dustloop.com. There’s matchup, combo, general strats and even video threads.
Along with this one. Check it regularly. Read it up and down, left and right.
THEN you ask your question, if you haven’t seen it already.
Very simple and it won’t piss anyone off.
Well you i keep reading “dive cancelling” with the j2As -> j2Bs to land recovery, it was part of the dive canceling J5Bs/normals section where you have to [4] to cancel his dash recovery frames, so i wasn’t sure if I had to [4] to “dive cancel” j2As and if they were the same thing. Apparently, it’s not.
sheesh. Maybe it would’ve been better those were separated into two different dive cancel, move specific methods.
I’m talking about this post: http://forums.shoryuken.com/showpost.php?p=6962600&postcount=2
sorry to go back to this but what i do is after the throw i do 236B (invisible) jump back throw a cloud and go on with the match. you may think " hey they can still see you ( well the gas around you )" but when your moving around so fast, have a cloud out, and shoot 2D and j.6D bugs well, unless they hit you. there screwed.
To be completely honest , I REALLY wouldnt do that jump and throw a cloud part. Because your opponent is highly keen to try to attack you if you go in the air , so even if they dont see you they could still hit you and guess what you just took free damage for no reason. Your best bet after meterless throw is to do something to guarantee your safety. So that you put them in a situation to where if they do something like attack they pay for it.
Agreed! Though there are so many options after a meter-less throw.
By the way, sorry about the other night Arkayne. You logged off before I could message you back. I was all for a set.