|| Arakune || Bees everywhere

I appreciate the wealth of info in the first few posts but I don’t know how to apply it to actual gameplay lol I’ve never played gg and just got bb tonight I see a lot of specific info but since I’m just starting out I don’t know in general how to play aggressively.

-what are his best/safest ways to get close?
-what are his curse setups?
-after cursing how do I lock the opponment?
-what are his best combos?

actually, I just figured it out.

To do the Mid air B pressure, you jump and dash cancel foward and quickly hit back and B.
So: 7*66~4B. It can be repeated up to 3 times(I believe) and it can be easily mixed up with a dive or two and the horizontal bird peck(6A/B/C).

Don’t quote me on this because I have yet to test it out. But I feel like this is deff one of the bread and butters ANY ara player should have as high priority if they want to play an agressive style. 8B is very hardto anti air and has a fast recovery which can lead to all kind of outlandish deeds.

In addition, I want to point out a mix up for those ara players that love the dive: mixing up the teleport between back and foward can lead to a nicely timed BC~236236C~D combo which will enlist some heavy duty damage. It can’t be over done because the recovery on the teleport is punishable, but if you throw put a homing cloud or bell bug to cover your back, it should be fine.

Still working on the bread and butters.

I just saw on the combos they show in the ara tutorial combo number 3 has the button combo to to the midair B dash cancel. The firs three inputs are what this consists of.

9*66~4B… Rinse and repeat.

Hope it does all of you well. If anyone finds amy other useful galavanting combos, do share… The rest of us squigglers will appreciate it.

Wait, you can ‘combo’ his airdash 4b 3 times? or do you mean pressure on block, cause you can do that infinitely if you felt like it.

Messing around in training mode and found out after C you can infinitely do B provided you press forward after every few B’s.:bgrin:

Air dash cancelling 5B is awesome leads to a lot of fun mixups thanks Will Cao:tup:

Arakune is overwhleming to learn but is a lot of fun and suits my style I’m loving this game so far.

Hes overwhelming but once you learn him , man are you a threat.

Also… Im liking

B+C -> 236236C -> D -> A->Air 236C->Air B+C->Air 236C -> C

Did you get the Collectors Edition? Pop in the bonus video and watch Arakune’s section (and the other basics, I was never big into GG and it helped me immensely). Goes over normals, specials, supers, cursing, combos, his corner trap and others.

His curse setups kind of depend on the curse cloud you get. In the video it talks about how to set up D/Crimson curses after sending out a curse cloud. Like let’s say you jump, QCF+D and get the ‘front cloud’ (stays in front of the opponent). They’re going to try to jump this, so you’d want to produce a bell bug (6D) and maybe spit a low bug too (2D). On the way down from the jump curse cloud you can do a j.D and control where his tentacle goes with the stick for more pressure.

Does anyone else think that people are going to be able to punish the curse clouds? I was playing arcade against Nu and every time I’d try to jump away to do a curse cloud, before the cloud came out I had a face full of swords. I found playing rushdown with Arakune was way easier than keepaway curse stuff. You still have to curse but you have to be in her face because then her swords won’t hit.

We discussed V13 a bit a page back…

214a is probabaly your best friend against her… Then setup accordingly.

Yeah, just got to be patient and slowly learn the system. I am getting my ass kicked because I am trying to do combos and just trying to remember what the next input should be while my opponent is mashing DDDDDDDDDDDDDDDDDDDDD with Noel.

But this game is really, really fun. When I get off of work, it be back to the grind and practice trying to get the 2a 5b 5d, 214a, bc ,6c loop. Still missing that 6C after the BC bug. Bah…

Tested all my theory fighting and it all failed hahahaha.

Oh well. I need to start nailing my combos…in training mode >_<

i couldnt figure this string out… is it marked or unmarked? also afaik 2c isnt jump cancelable… pls explain?


OMG…

ive been finding out a ton of marked strings and other useful stuff thats at aras disposal.

first, one of MANY guard crush strings:

(opponent marked) middle of SCREEN (not stage) moves in parenthesis () are only supposed to get the bug out not the actual move.

6A,(5D),2A x3, 2A x3

really simple guard crush, note that this can also begin with 5A and then into the 6A guard crush sequence.

whats happening here is ara does his overhead while simultaneously calling out 6A bug, then 6A bug hits giving ara enough time too transfer into his 2 a’s.

while thats happening a neutral d bug is coming down. as the 3rd hit of 2A is making contact neutral d bug will also, this bug will do TONS of guard crush and that combined with all the other hits that ara is doing will be enough to crush another arakunes guard on the very last 2A (the 6th 2A)

at first i thought this was unblockable but alas, D bug is crouch blockable.

note that even if the opponent barrier guards it doesnt help much as barrier doesnt have much effect versus 6A nor against 2A, and the D bug doesnt seem affected much at all so they can choose to lose all of there barrier or get crushed.

this isnt interrupt proof i dont think but it seems HARD AS HELL to interrupt.

anywho thats one of like a million ways to guard crush someone with ara… D bug is that awesome.

another thing that i’ve found that seems REALLY good is aras ability to make unsafe moves totally safe when he has his opponent marked.

arakune imho doesnt have much of a ground presence… i spend most of my matches in the air… but this gets predictable. another problem that i have is what to do when i have someone marked whos at near full screen… since aras only good ways of approaching are via air i get anticipated alot and hit as i make my assault, taking my mark off and sometimes getting combod to boot.

well ara’s 2 c is GREAT for getting in when the opponent is marked cause ara can use either a C bug or a B bug to cover his recovery time if they happened to block it.

theres alot more but… meh typing.

LMK if you guys think if any of this is feasible or if its all just trash. as i said earlier i’m a complete GG scrub so i’m liable to think things are good when they actually suck.

i’m also now consistently hitting the 6c loop in training mode (x3) WOOT damn that thing does alot of damage… hit it 4 times and its like it does 60% or something… lovin it

-dime

Arkayne:

That’s a wonderful air combo(half), I didn’t realize you had time to get in a couple of inputs after doing the distortion.

My question with a combo like that would be, has anyone reached the limit on damage scaling ? Meaning that you’ve gotten in their face in a long chained combo that it just stops doing damage.

Jarv, part of setting up your cloud is making them unpredictably, ESPECIALLY against a NU or litchi,etc. Personally, I have fought 2 experienced NU’s and from that I realized that the best thing you can do is rush down and pressure. One played her “todays special is sword fish” game and the other was a little more varied. She got in on me a rushed me a little so I was able to counter, alpha counter and barrier burst(very risky when done against her btw) and so she got some squiggler combos in the face.

As arkayne said, 214a is your lifesaver for this match. Also, I think mixing up the dive teleports, dashes and widescreen teleporting is essential for catching them of guard and wailing on them.

On a side note: I’ve experienced that combining the air dive cancels( ie: j.2a~j.2b ) with the 2C dash IF the oponent is cursed, it can be a beefy combo. Reason why I say that is because when cursed, you can throw out a C+B bug after the second dive so that it give you time for the 2C dash.

I think the best thing that can be done for summoning safe clouds is covering your ass, ie: bell bugs,teleports and mixing up dashes and dive with 6/4A/B/C to rapidly 29~9~214D (this would be if your were in the right side. So change it to 27~7~236D if you’re on the left to be even better) and C dive down or 214a (is that possible?) down.

Lastly, I am getting handled like an elastic play toy against EVERY rachel I play against, *whelp. What do I dooooooo? Lol
I can’t seem to strigg in a good combo as I’m always getting frogged, lightnined and air comboed.

Sigh

Well see I should have said that one only works if your 236C hits an off timing then your able to Air throw or you can RC it , and reset it from what Ive seen
( I saw it in a match one time and I liked it)
The damage scaling seems to be bad , so… other than RCing it… j.2a cancel -> Air 5.c would probably be your best option for Oki purposes.

Yeah forgot about the widescreen teleport,… doV’s swords kill homing cloud?

how does this work?

is the bolded lettering bugs and are they marked already,
or is this unmarked?

-dime

It doesn’t matter if they are marked or not. You can 5D for free after super and they will be cursed at that point either way and the combo keeps going.

What is the best throw setup for Arakune? After I get 50 heat, I want to try for the throw, but it is so hard to get in on the opponent. Sometimes I wish he had a normal dash.

Dime:

Essentially what you want to do for the j.5a~j.2b~j.2a~2c is actually to CB bugs in that order so that when you’re coming down the bugs hit and give you enough time to 2c.

Addingto this would be throwing out an A or B bug after 2c so that you have enough time to recover and repeat. Again, this is very theoretical as I have not tried it myself… I have just thought it could work best this way.

So the proper layout is: …~9j~j.5a~j.2b~j.2c/a(bc)~2c(b/a/ba)~…

Dots being a before and after setup, whatever you think can guarantee this combo to go through.
I think 5D~2a~2a~6c~… can be a great setup cause it’s essentially hard to counter/escape as well as it tags them.

Someone please tell me if this is legit, if you have the time to test it. I’ll be running this through training and online play tonight.

Another thing I was wondering is if you can air throw into the swarm pit distortion. Input as follows:

…j.5a~j.B+C~214214D… Again, dots being before and after setups, as I feel that almost anything an everything can be chained with the squiggler.

I might add that I think the best option for tagging a zoning NU is to “rushtag”. By this I mean trying to get a combo in to give you leeway for a tag, as opposed to “zonetagging” which would be tagging the opponent via clouds.

Let me know what works for all of you.

Etcetera:

I think the best thing to do would be distracting the opponent with bugs while you whiff dive into a front teleport. This is tricky as you have to get the distance right or you’ll whiff the dive teleport and get smacked silly for it.

my bad… I meant 5D as they are falling from the Distortion 5d pops them up a bit to where you can Jump and Hit A-> 236C

I like this because even if it misses you can send out a bug to potentially get a counter on them and then proceed into any other air based combo.

For people who are still having trouble getting the 6c loop to connect, try this.

It goes like this for any one who doesn’t know.
6c > c > 2c > 2b bug > 6a bug > repeat. x2 or 3

The issue I think most people are probably having is the timing on the 2b bug, all you need to do is slowly piano into it off of 2c. Make sure you are holding down because this is what was causing most of my problems, I kept holding down-forward and fucking it up, over and over.

You’ll be surprised how easy it is.

^Thanks the 2b after sc is what screwed me up:tup: but what’s bc bug mean? throw?