|| Arakune || Bees everywhere

BC I refer to it as releasing b bug first and then c bug, in a “piano” pattern. Play with it though, for certain combos the timing is different.

I finally got the 6C loop, it’s so easy. It’s just that the numeroc layout for the combo looked overwhelming but when it comes down to it it’s pretty east to pull off and can be subsecuently mixed up with beefy air doodles such as …j.5a~j.5a~j.5a~236c.

Arakune is sex.

Btw, having a terrible time fighting good Carl players. It’s extremely difficult getting out of a sandwich with out BBing. Any suggestions on not only how to avoid sandwiches but also how to get out of them ?

Any specific tactics? I personally play a zoning ara against carl until I’ve got him tagged, then I go in for the kill. Though it’s risky cause one false step and it’s literally game over.

Gahdamn Carl throw loop.

question , does anyone have any good ways to setup the 8D -> 2A setup? I have a few issues finding opening or way to set it up correctly.

Arkayne try to get in a quick C bug in between. See if that helps.

Ill have to try that seems like I just dont know what situations to use Standing 8B , cause usually people are doing that SF4 shit and mashing crouching Jab.

yeah… crouching jabs are a bane of this game at low levels…

ok guys lets talk about ara’s weaknesses and whether they are actually existent or whether they arent and ways to get around them

weaknesses at my low level of play so far:

1 no run

2 hard to start attacks from the ground when at a distance cause of a weird dash.

3 throw setups dont come often/hard to throw people with him

4 somewhat weak without curse

5 can be hard to curse people

6 little range on his cancelable pokes

7 his ranged pokes occupy the bottom of the screen making them very easy to jump/air dash over

8 i’m a scrub…

also i’m having another problem that i think is my own damn fault which is i’m constantly getting outprioritized air to air especially versus jin and noel

so anyways those are my most common problems when using ara, i figure that if i’m having those problems then others are as well. perhaps we can collectively come up with ways to shore up these weaknesses.

most of these problems go away when he gets someone cursed so my general thinking is that i need more ways to curse people than whats on the dvd.

-dime

that doesnt seem like it should work lol… 6D to a does not work for me.

8D should hit like a low to the ground j.2D so you should try to get those combos to work

iirc 8D > 6C works… so you can do

8D> 6C > Air combo

i WOULD like to do

8D > BCA Bug > C loop

if you are doing an air combo that your opponent is NOT cursed… do J. A x 2 > B+C > 9C > 2D for the curse and go for a 2A/6A mixup or 9~2A teleport mixup

my question

does the opponent have to tech or the loop to work?

Yeah I was messing around with some setups for 8D a while ago.

Now that I was messing with that setup seems like it only works if you RC. I could swore I did it without RC but oh well…

I gotta find the match I saw it in.

btw the D in that setup should be " 5D "

Edit I cant get it to work anymore oh well… But Im trying to find more uses for his air throw… I seem to get people with it alot.

6C-> j.ax2 ->b+c -> 7/8/9 (depending on where ara throws) ->B+C -> something…
Its like 7 hits and like 25-35% If im looking at the damage right…

Seems like somewhere in this should be a Curse setup… cause potentially you could D bug them upon being thrown.

Me playing theory fighter with his Air throw…

[media=youtube]8JbzjgxgTco[/media]

Originally Posted by kousaka on Dustloop;
These are the bnb’s I use:

starter:
2a > 5B > 5D > 214A fakeout > BC bug > 6C loop
6a > 5D > 236B invis > BC bug > 6C loop
2a x n > 2C (RC) > j6C > jc > jA > jA > jB > jC > j2D > BC bug > 6C loop
near corner 5a > 6B > j6C > jc > jA > jB > jC > j2D > BC bug > 6C ender
j2D > BCA bug > 6C loop
j3D/j6D >BC bug > j6C > 236C > BC bug > 6C loop
CH j2A/j2B/j2C > 5B > jc > jA > jA > jB > jC > j2D > BC bug > 6C loop

Now for the 6C loops. You usually can’t relaunch into more 6C loops without being mid screen or back against corner. The BC bug before it requires holding 4 if your near corner sometimes depending on character. I’ve still yet to work out all the character details.

6C loop:
Here’s how to do the general 6C loop though.
[6C > C > 2C> 2B bug > 6A bug] x 2-3 > j6A > A bug > jc > jC > jD (I usually just do jC>jD though)

Here’s some things I’ve noticed so far, the timing needs to be spaced out so that certain bugs don’t mess you up. Too many hits before it can break the combo. You can usually only get 2 loops + recurse but sometimes you can squeeze a 3rd for only a bit more damage and even 4 which is flashy :slight_smile:

I delay 6C > C part as slow as possible then hold 2C wait for the opponent to ground slide then 2B>6A in one flick motion.

Doing the 3rd 6C loop requires an extra A bug inserted after the initial 6C hit. I haven’t figured to full timing on this but the times that I’ve fluked it I’ve pretty much did 6C~A in one flick.

Still working on corner stuff but I usually try and go straight for recurse.

Ok regarding the 6C loop. Does jc stand for jump cancel? Also, for some reason i can do the entire combo but I cant land the jD (which is the last input).

Also, if I do manage to land the jD, do i do the entire loop over again straight from the beginning?

And lastly, BC bug, stands for B then C right? Someone posted to do it as if playing a piano, meaning just one right after the other right?

Thanks in advance.

Jinchu:

After the combo, start with 2/5D~… meaning do whatever the hell you want. Just mix it up to add the fear of unpredictibility on the opponent.

And yes, BC means B and immediately after C. It’s as if you were “pianoing” the two, though make sure not to mess up execution by accidentally pressing D or A right after lol it’s not an actual piano

Just experiment with the BC segment as far as timing goes, cause you might need to space them.

ok so i got my C loop down last night (only took like an hour)

tip for any air D TO BC… hit D and then immediately hold CB, once your D animation ends release CB and then immediately hit 6C.

akayne how are you doing… 6C > JA? doesnt work without RC even if it is 6C> CBUG< DID YOU MEAN 5c?

also for those of you who dont know…

if you are in the middle of the screen you can get the following

IAD j.B > land> 2A X 2> 5c > air combo

i been mixing it up with the following 3 combos depending on the curse meter

j a x 2 > J 6A > jc > j A > j 6A > 236C > BC or CA BUG, and then immediately set a D bug and go for another air combo or air throw off of the hitting BC BUG. No this is not an infinet.
j a x 2 > air throw > FOLLowup
and his basic oki (5c) > 2d > abc bug

What i can’t seem to get for the life of me is… after an IAD 4B or regular jump in 4b i can’t get any of these combos to work, even if not comboing the first hit from the 4b… just too far from range.

6a > 5D > INVISIBLE B> BC BUG > C loop
2a > 5B > 5D > A ground teleport > bc bug> c loop

any tips?

Edit: CH 6c > C LOOP x 3 > RECURSE does over 75% damage… wtf

Quote:
Originally Posted by Senkei on Dustloop;
[media=youtube]_g10aHEc2HA[/media]

He has much more powerful ones now that involve his 6c rekka looping over and over again for massive damage. Vid Example (starts @3:05): [media=youtube]FJY2apOFmDw[/media]

Some BnB’s taken from True_Tech’s site:

B,C jc air combo
2A x N, 2C low hit start up, end with 2C if you’re too far away to hit D for the curse
throw, f-inverse, (need notation for the follow up)
Low J2D> C> air combo
6C> C> 2C> (rc)> 6C> C> 2C
2D> 3C> f Inverse (236236C)> D

air combos
JA> J6A> (jc)> JA> JB> JC> J2D
JA> J6A> (jc)> JA> J6A> y. two-dash
JA> J6A> (jc)> JA ( 1 ~ 3)> air throw> y. two-dash

6A aka Basketball combo *Notes from Fubarduck
D> (6A> A ) n> see notes for ender

  • You start it from a low-altitude j.2D. So you can get it off IAD j4B mixups, OR by comboing low A, 5B, 5D, C bug, j.2D?(confirmed)
  • You don’t have to hold 6. Just tapping 6A will give you the correct timing.
  • You do the next 6A right when the bug is hitting them.
  • You can either end it with j2C, j2D (to refill your curse meter) or 5D, jA, 236B, D bug for max damage.

Quote:
Originally Posted by kousaka on Dustloop;
These are the bnb’s I use:

starter:
2a > 5B > 5D > 214A fakeout > BC bug > 6C loop
6a > 5D > 236B invis > BC bug > 6C loop
2a x n > 2C (RC) > j6C > jc > jA > jA > jB > jC > j2D > BC bug > 6C loop
near corner 5a > 6B > j6C > jc > jA > jB > jC > j2D > BC bug > 6C ender
j2D > BCA bug > 6C loop
j3D/j6D >BC bug > j6C > 236C > BC bug > 6C loop
CH j2A/j2B/j2C > 5B > jc > jA > jA > jB > jC > j2D > BC bug > 6C loop

Now for the 6C loops. You usually can’t relaunch into more 6C loops without being mid screen or back against corner. The BC bug before it requires holding 4 if your near corner sometimes depending on character. I’ve still yet to work out all the character details.

6C loop:
Here’s how to do the general 6C loop though.
[6C > C > 2C> 2B bug > 6A bug] x 2-3 > j6A > A bug > jc > jC > jD (I usually just do jC>jD though)

Here’s some things I’ve noticed so far, the timing needs to be spaced out so that certain bugs don’t mess you up. Too many hits before it can break the combo. You can usually only get 2 loops + recurse but sometimes you can squeeze a 3rd for only a bit more damage and even 4 which is flashy :slight_smile:

I delay 6C > C part as slow as possible then hold 2C wait for the opponent to ground slide then 2B>6A in one flick motion.

Doing the 3rd 6C loop requires an extra A bug inserted after the initial 6C hit. I haven’t figured to full timing on this but the times that I’ve fluked it I’ve pretty much did 6C~A in one flick.

Still working on corner stuff but I usually try and go straight for recurse.

-What does CH stand for? As well as 2A x N?

And could someone explain the basketball combo for me a lil more clearly?

-thanks in advance, trying to get better lil by lil

i dont get how to control what type of cloud comes out, as in his homing one, the floating one, and the cloud that follows you

You cant. Its random.

Jinchu:

2A x N means you do 2A as many times as you see fit. N is a term used to state any number. Meaning, it could be 2,3,4, etc.

The basketball combo is 6A~A bug. This means you do a set up where the opponent is already cursed.

Example:

  1. 2Ax2~5C~5D. That’s to curse the opponent. When they’re on the ground trying to recover you go for step 2.

  2. 2Ax3~CB(bug release)~[6A~A(bug release)]. Repeat the input on the last sequence(6A~A)x6.

Note: you can get a solid 3 or 4 and also strech to 6 whch will enable a beefy air combo, ie: j.2Ax3~j~B+C(throw)~j.2A~j.236C.

It makes you gain guard break ground as well as dominating the match if linked with an air or recurrse ground combo.

PS: best counter for any pressuring opponent is the 214214D distortion+j.2Ax3~j.236C. LOVE doing this one.

Kelso , your right about that… I love the idiots thats rush you down… and then you do 214214D… haha

I got two q’s regarding these combos:

2a > 5B > 5D > 214A fakeout > BC bug > 6C loop

6C loop:
Here’s how to do the general 6C loop though.
[6C > C > 2C> 2B bug > 6A bug] x 2-3 > j6A > A bug > jc > jC > jD (I usually just do jC>jD though)

Now regarding the first one. Is this really a straight up combo? I can’t continue the combo after the 214 fakeout input, my opponent can always tech before I continue on. Is there something i don’t know like timing or if this really even is a combo?

And now regarding the second one, I can do the whole combo great, however, I can’t land the last input which is jD. With this one as well is there any timing issues I should be aware of?

Also regarding this sequence of the second combo (j6A > A bug), am I supposed to pressing A for the bug, while the animation for 6A is goin on? cuz perhaps this is why I can’t land the jD at the end.

-thanks again

Arkayne:

I personally stock my heat to 100 and set up the B+C~236236C~… distortion combo mid way through the match and pull the 214214D~… distortion finisher. I set it up to where if it doesn’t do a distortion finish, they are killed with the aftermath j.2Ax3~236C.

I try to mix it up because people can read it and block it. It can be a win/loose situation. If you whiff the distortion it can be the end of the match for you. That’s why I assure to have barrier burst as a backup:)

Barrier burst tactics that have saved my ass in matches include:

BB~4/6D(bell bug)~2D pressure. If they try to jump in you can antiair it with 5A for a counter combo that can wreck their days.

Also can do: BB~j.214/236D cloud~j.1/3D. By the time you throw the cloud after the burst they’re gonna be in your face so either widescreen teleport, dive or go for an air curse set up.

Hope this helps guys.

Anymore interesting ideas/tactics/combos/char spec situations would be awesome.

Jinchu:

Try throwing a C bug before or during the fakeout. It should theoretically bridge that gap. If you do try it, post feedback on the result if possible.

So …~5D~©214B or 214B©~BC~6C loop.

I hope it works lol

Sorry I know I’ve been asking about this damn combo for a while now, but it just irritates the shit outta me not being able to finish it.

6C loop:
Here’s how to do the general 6C loop though.
[6C > C > 2C> 2B bug > 6A bug] x 2-3 > j6A > A bug > jc > jC > jD (I usually just do jC>jD though)

-So once again, my only problem with this combo is that I can’t land the last input, which is jD. I’ve actually been able to do it a couple of times, but never consistently. I’ve realized that I have to let the A bug hit first and THEN input jc>jC>jD.

The problem with this though is that after I input jC>jD, the C bug hits while the D bug is supposed to hit, thus disrupting the combo.

Anyone got suggestions on how to do this efficiently?

And also, can anyone confirm this combo?

2a > 5B > 5D > 214A fakeout > BC bug > 6C loop

I swear for the life of me that the 6C loop just doesn’t connect. And Kelso, i did try ur advice and it didn’t work unfortunately. Of course I could be doing it wrong, like timing wise, but i couldn’t get it either way.

Been having the same problem too. Can’t connect the 6C after the BC bug. Sucks lol.