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kousaka

[CSE] Arakune Technical & Gameplay Discussion Thread

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Skye edit of OP.

Episode 1 - Offense

Part 0. Pre-curse Pressure & Zoning

Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mixup/cross up/win.

During pre-curse he really isn't meant to have any real pressure. That said, pressuring with Arakune is difficult and you should never get ahead of yourself. His basic strings can be DP'd through and jumped out of, so it's best to keep many of your strings short and sweet. Arakune's main up point is taking advantage of the opponent's impatience while you zone them with Arakune's many projectiles, however, contact may come eventually and for up close pressure, here are his options and gatlings to go to. For using his gatlings to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data, looking at the frame data itself is also very helpful.

  • 5a is Arakune's best poke, almost 100% of his pressure will start with a 5a. It's important to understand that Arakune's 5a, 2a and j.a can only be done 3 times in between gatlings. This has existed since CT. If 5a ever comfirms, you have options, one of the easiest options is to go into 6b > j.6d, is must be close up though.

  • 2a is Arakune low and is one of his longest reaching normals. The downside is that it's one of the slower 2a, in fact it's the slowest (10f), do not use this in neutral. 2a strings usually go with 5a (5a > 2a > 5a > 2a). This is a good string to use to see if the opponent thinks an overhead is coming. If 2a ever hits, you can go into 2c > 6d.

  • 5d is a key part of pressure in case you don't want to commit to anything. It adds a bit of curse to your meter and is jump cancellable. With this is mind you can jump back and set up a zoning game or do whatever. If your opponent is conditioned right, you can resume pressure.

  • 6a is Arakune's overhead. Only use this if your opponent is conditioned. There are no strings that safely go into Arakune's overhead. If you manage to get it to connect you have options. First, 6a is jump cancellable on block, you can jump and run away, resume pressure or whatever. It gatlings into 5d for curse meter. and it gatlings into 2b to make the string air tight and continue the mix up.

  • 2b is what you'll only use to make 6a safe, but it's +2 on block and gatlings into 2a, which means you can go into the 2a > 5a > 2a gatlings for added mix up.

  • j.b is Arakune's best pressure tool, it's used for an instant overhead, to close in on barrier blocking and to maintain pressure against chicken blocking. The other side of the coin is that the instant overhead is character specific, only combos on CH and is pretty hard to execute correctly. The main idea is from a 5a (or naked if the rising hitbox will hit the crouching character) and jump and j.b during the jump. from there, during any of the 5 hit, you perform j/9 IAD j.4b. That input must be performed very quickly. Do it right and it'll look like this, to add to your options you can "j.c cancel" which basically means performing j.c near the ground to quicken your descent greatly and confuse the opponent.

  • j.a is Arakune's main air to air pressure tool, he can't do much for air to air pressure, the primary option is to back off and start zoning or go into > j.b > j/9 > IAD j.4b.


    Arakune's pressure game can be down-right scary when implemented right, on the other hand doing it too aggressively will get you DP'd or mashed out. The best quote for this predicament is ~

    Arakune brings out the desperate scrub in everyone.
    If you get too fancy with mixup you'll get blown up by reversals and mashing.



    That said, it's important to find the right moderation between physical pressure and zoning. Zoning, when it comes to Arakune, is very situational and the effectiveness and leniency of it depends on how conditioned/desperate your opponent is, in many cases it's a judgment call, but here is a rundown of zoning tools and their practical applications of them.

    • j.236d is what you're primary zoning goto option is going to be. It's random between a homing cloud, a cloud shield that follows and stays around Arakune, and a cloud that stays above the opponent. It adds 30% on contact and disappears in an opposing grab dispute or if Arakune takes a hit. Each cloud has it's own uses. The homing cloud is the best one for just about every situation, since it actively pursues the opponent, their neutral is compromised and this allows you to take advantage of their plight. The cloud shield is the second best one, it makes your opponent second guess being close to you, it makes them space their attacks well and leave holes in their strings to prevent coming in contact with the cloud. You can threaten your opponent just by moving around them. The least useful one is the anti-air cloud, as it's very slow, so fast characters can outrun it, any character that can IAD can IAD under it, and Tager doesn't really need to be in the air. It usually takes a super jump or a double jump for contact to be made. On the plus side, it discourages jumping when close to Arakune, so many players will resort to anti-airs and ground movement, overall limiting their movement options. Try not to use this move too close to the opponent, it has notable start up and recovery.

    • j.d is the second zoning tool that you'll use in the air, this tool is more of a yomi tool than general neutral, as it can be jumped on reaction and it has it's blind spots with each version you'll use. Close up you can follow up into 100% curse though. For longer ranges, j.d is more of an oki tool that forces neutral tech (after a 5a > 6b > j.6d). It's worth noting that this move can be emergency teched on air hit, but not on ground hit.

    • 2d is a pretty good zoning tool for ground approaches and pressure against barrier blocking, it's very unsafe at any range, so don't get carried away.

    • 6d still retains it's use as a zoning tool, creating a spot in the middle of the battlefield that the opponent has to be careful around. It stymies approach methods and is good for getting Arakune some much need space for further zoning. Use full screen only, it can be punished anywhere else. If you're facing down a zoner, do it as far away from the opponent as the game can allow if you can help it. Most zoners can't punish at maximum character distance.





Part 1. Pre-curse Combos
Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mix up/cross up/win.
Look up his frame data if you're curious.
http://www.dustloop.com/wiki/index.php?title=Frame_Data_%28Arakune_BBCSE%29

[*c] = close/point blank confirm
[*m] = mid range confirm
[*f] = long range confirm

Most, if not all practical pre-curse attacks end with a d attack, this is the milk of Arakune's gameplay.
5d = 40% on hit 17% on block
6d = 40% on hit 17% on block
j.d = 30% on hit 15% on block
2d = 12.5% per hit, on hit 8.3% per hit, on block
j.236d = 30% on contact
f.g (j.214214d) = 100% on hit 0% on block

Note that if you have meter, any combo that ends with or includes j.d (or j.2d/j.6d/etc) can be replaced with f.g for instant 100% curse.

Basic Combos.

5a > 6b > j.6d

Adds 30% curse



2a > 5b > 5d

Adds 40% curse



6a > 5d

Adds 40% curse



6a > 6b > j.6d

Adds 30% curse



5c > sj.a > j.c > j.d

Adds 30% curse



j.b+c > j/9 > j.c > j.d

Adds 30% curse



[*c] 5a > 2a > 5b > 5d

Adds 40% curse



[*m] 5c > j.a > j.b (2 hits) > j.c > j.d

Adds 30% curse



[*f] (5a) 2a > 2c > 6d

Adds 40% curse



5a > 6b > (lowest possible) j.6d > 6b > IAD j.d > 5d

Corner Only, Adds 100% curse



Not Basic Combos.
6a > 5d > IAD j.4aa > 2a > 5b > 5d > IAD j.4aa > 6b > j.6d

Adds 100% curse



5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.d

Adds 70% curse



5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.2a > DC 2c > 6d

Adds 80% curse



2c > delay RC 5d > sj.a > j.c > j.2a > DC 5d > sj.a > j.c > j.d

Adds 100% curse



5a > 6b > IAD j.6d > 6b > IAD j.6d > 5d

Corner only, Adds 100% curse



j.b+c > j/9 > j.c > [j.2a or j.2b] DC 5d > j.a > j.c > j.2a > DC 2c > 6d

Adds 80% curse



5a > 6b > IAD > J.2a > DC 6b > IAD j.d > 5d > J.a > J.c > J.d

Near corner, Adds 100% curse



5c FC > 5d > sj.a > j.b (2 hits) > [j.4c > j.2a or j.c > j.3b] > DC 5d > sj.aa > j.b (2 hits) > j.c > j.d

Adds 100% curse



a+b+c+d (Gold Burst) > walk forward > 5d > sj.a > j.c > j.1a > DC 5d > sj.a > j.c > j.d

Adds 100% curse




Part 2. Curse Combos


Curse is an entirely different dimension for Arakune, it turns his low attack levels, slow moves, and mediocre static difference into horrifying mix up, unblockable resets and of course, ridiculous damage, this is the meat of Arakune's gameplay.
Once the curse gauge reaches 100% it will go down, this is the time to summon bugs and put your "deal with it" shades on, but be warned, the curse gauge goes out after approx. 14 seconds and the opponent can do a long combo to drain out the timer. Try not to get hit when your opponent is cursed.
A bug: A small bug that flies over Arakune's head at medium speed, disappears on contact with an opponent or a rival projectile. Decent hit and blockstun.
B Bug: A not-so-small bug that also flies over Arakune's head. Fast, fastest bug Arakune can summon, 3 hits, hard knock down, oki tool. Good for pressure and resets.
C bug: That notorious blue bug that comes out of the ground and bites you, the slowest bug Arakune can summon, but enormous hit and blockstun, combo staple.
D bug: The pink larva that dives from the sky and flies up as a beautiful and deadly moth, combo stable, last hit before submerging in the ground gives untechable knockdown. Moth is air unblockable and launches.
All bugs vanish if Arakune is taking damage, Arakune cannot summon if he is down, taking damage or in blockstun (however you can summon bugs in the few frames in between blockstrings in which you are not in blockstun).

Although you can be creative and do whatever you want, this is the most standard, most used and most practical curse combo you can do.

[j.236[cd] > delay release 6cd > 6c bug > 6d bug] > [6c > 5c > 3c > tap d > 6c bug > d bug] > [j.2acd > a bug > c bug > d bug] > [*6a > 5c > j.a > j.c > j.d]

Brackets 1-3 can be done in any order.


[j.236[cd] > delay release 6cd > 6c bug > walk backwards > 6d bug] > [6c > 5c > 3c > tap 6d > 6c bug > 6d bug] > [j.3acd > 6a bug > 6c bug > 6d bug] > [*6a > 5c > j.a > j.c > j.d]

Corner Version, Brackets 1-3 can be done in any order



*This is the combo finisher and it can consist of whatever you want, if you want to replenish you curse gauge, here is a good time to do so, but if the combo consisted of bugs while curse was active, then the gauge caps at 50%. If a combo starts because bugs hit after curse became inactive, there is no cap. If their health is low, you can finish the combo with 6a > 5c > 236236c > 236236c.



Part 3. Curse Set Ups

Before you lay the smackdown of their candy asses, you need to mix them up and confirm into a curse combo. Since CS1, Negative Edging is not as important to Arakune's gameplay as it was in CT, most set ups can be done with little to no NE'ing, but there will be times when it might be necessary, either to zone, do a combo or to do a set up. Whenever you see [brackets] in the notation, that means to NE the bug. If you see ]reverse brackets[ in the notation, that is telling you to do a different command (4/5/6) and press the given button (or release it if you're NE'ing) while the recovery of a different attack is taking place (Ex. 4b > ]5cd[ ). Once you hop in training mode, you'll get the timing of NE and releasing down. The time when the bug hits will be indicated directly in the notations for instance, take the first combo. [6a > 5cd > c bug > d bug 1/2] You would have to press D during 5c, even though nothing happens immediately, you are actually summoning the d bug, which hits later in the combos, since the d bug has two individual times of connecting with the opponent, it's broken down to "d bug 1", when the d bug if descending, and "d bug 2", when it takes flight. When you see "d bug" without numbers, that assumes that the entire d bug does it's thing without anything in between.

To understand mix ups to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data.
Attacks/Strings marked in red are attacks that are expected to be blocked, for lock down purposes.


Basic Set Ups
6a > 6a bug > 5cd > c bug > d bug
3aa > 6a bug > 5cd > c bug > d bug
2b > b bug > 5cd > c bug > d bug
4b > ]5cd[ > b bug > c bug > d bug
2[c] > ]6cd[ > 6c bug > 6d bug

Won't work max range. Close/mid range only.


3aa > 6a bug > 2[c] > ]6cd[ > 6c bug > 6d bug
6acd > walk forward > delay 2c

Corner Only


6acd > walk forward > delay j.c > j.1b

Corner Only


[3aa > walk forward] > 3aa > [5d] > walk forward > j.c > j.2c/j.214c

First Bracket can be performed infinitely as long as curse meter is active. Second bracket must be done during 2a recovery.


[3aa > walk forward] > 3aa > [4d] > walk forward > j/9 > small delay j.c > j.2c

First Bracket can be performed infinitely as long as curse meter is active. Second bracket must be done during 2a recovery. For combo stability, use the 6c rekka.


6a > 214bcd > b bug > j.c > j.2c
6a > 214bcd > b bug > 2b
6a > 214bcd > b bug > [4b] > j.c

Bracket can be on block or hit


3a > 214cd > 6a bug > c bug > d bug

Cross up, good for anti-mash and a round/match ender



More on set ups

Saw this two part curse tutorial vid today. Some new stuff but mostly old stuff. Well organized though.

Skip to part 2 for the new stuff. 6D bell bug loops seems to do decent damage.

http://www.youtube.com/watch?v=AlBP_waJdCE&list=PL6F35135A6CA49ABB&index=1&feature=plpp_video
http://www.youtube.com/watch?v=dOa9e_MyYhQ&list=PL6F35135A6CA49ABB&index=2&feature=plpp_video





Part 4. Resets and Etc

Resets are a prime part of Arakune's curse game. Usually when a combo is started with a low proration starter, oftentimes, to maximize damage, a reset is in order. There are two types of resets for two types of opponents. We will categorize them as the IR opponent (Instant Response, who is trying to tech out at all costs) and the DR opponent (Delayed response, who attempts to late tech or not tech at all to throw off the timing or get caught in a low damage blue beat combo).

IR Resets
*coming soon*


DR Resets
After D bug 2
236b > b bug > delay* 214a > a bug > 2c > 6cd bug

Catches back rolls, forward rolls, late, quick and emergency techs. Perform 214a as soon as the last hit of b bug happens. A bug catches forward rolls. 2c catches everything else. Not a 50/50.



Unblockables
*coming soon*

Re-curse
If you have 100 heat, you can also perform a recurse. Re-curse is very difficult, you end the combo with 6b > j.214214d > RC j.b (all hits). The scaling on j.b forces them to get out of the stagger early, but due to the properties of f.g, being unblockable once it hits, it resets the combo counter and does 100% curse.

Surprisingly not 100% practical.



Episode 2 - Defense

Part 1. Movement

All, the pokes and zoning doesn't mean anything if you can't control Arakune correctly. Proper movement is key to Arakune, you have to know when and where you're moving. Arakune has a variety of movement options to choose from, his iconic j.4a+b, his backdash, his forward dash, his command teleports and his j.6x moves. All these are useful and very effective when used in the right circumstance.

j.4a+b is Arakune's main way of getting around the place. It's very important to know where you're going to land, because it affects your opponent's position too in many cases, especially when they are pursuing you.



Backdash is Arakune "get away" tool. It has frame 1 full invul, so it's good for IBing and wakeup to get out of pressure. It's also useful in baiting DPs and creating confusing curse mix up by making your opponent guess which dash you performed. When using it defensively, be careful, it can be baited and punished.

Forward dash is a high risk, okay reward tool for Arakune, in many cases, often in between staggers involving slow start up attacks it boldly returns the fight to neutral (and gets you out of the corner). Just like backdash, it good for cross ups (and fake cross ups) during curse pressure.

His command teleports are a pure situational thing as your opponent responds to it differently and sometimes, you could be better off not using it at all. Practical uses include evasion (j.44 at a wall) and curse cross ups/pressure. Using it in neutral or to gain an approach, you have to pay close attention to your opponent's habits and make a call. These moves have start up and recovery and the invincibility they get (during the teleport) at times isn't very helpful, but it all depends on the type of teleport you chose. Just be careful, you could eat a lot of damage, lose momentum, round or a match if the wrong call is made. But the reward could be great too.

j.6x is the bird move you see at times, it good for confusing the opponent and throwing off their positioning, it's also good to change where you land, in case your current landing spot is unfavorable, it's the move that makes sure that (to an extent) you don't have to commit to where you chose to dash. It's also good for making quick forward momentum in the air, whenever you may need it.

Part 2. Wake-up

Arakune lacks viable wake-up tools that makes the opponent second guess themselves. He has a few tools, but most of them come at an exhaustible cost, remember that there is no excuse to make up for bad defense. Learn to block and break throws, at times this will be your best wake-up option.

Feel free to practice and discuss resets and more combo routes, if I missed anything, let me know.

[*]Backdash is the option you'll resort to the most and it's the one you can do whenever you want. On one hand it gets out of your opponent's oki midscreen and allows you a safe retreat. On the other hand it's useless in the corner and can be baited and punished anywhere by every character. Even Tager. Backdash wisely.

[*]Gold Burst is probably your best option in any circumstance. It's invincible on start up, combos into 100% curse and is advantageous on block. Just watch out for when it whiffs and be prepared to not have that burst anymore.

[*]f inverse (236236c) is another good option, combos into 70% curse on hit and kills meaties. Be mindful that it costs 50 heat and unless you have 100 heat to RC, you're committing, this means you're in it for hit, block and whiff. Long recovery too.

[*]Mashing is always an option (though obviously effectiveness will vary). It's good to use if you notice your opponent take too long with their oki with a long start up or in general miss their timing with a meaty. Be wary of frame traps however.

[*]Forward dash is a ballsy trick to try when your opponent is trying a badly timed aerial approach. Good in the corner as well.

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I find jump cancel j.4b to be unreliable at times. In CS2 you need to get down j.4a, in my opinion. The CS 100% combo still works in fact, but probably does less damage than challenge 8, but a lot easier.

6a 5d (jc) j.4aa (land) 2a 5b 5d (jc) j.4aa (land) 5a 6b (jc) j.6d

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Well, for curse with overhead starter you have:

6A > 5D > IAD > j4AA > 2A > 5B > 5D > IAD > j4AA > 5A > 6B > j6D

~

6A > 5D > IAD > j4B > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D

~

6A > 5D > IAD > jAA > j4B(two hits) > 5B > 5D > IAD > j4AA > 5A > 6B > j6D

~

6A > 5D > IAD > jA4AA > 5B > 5D > IAD > jA4AA > 5A > 6B > j6D

I use the fourth, because it's the most easy for me.

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fucking christ can somebody tell me how to get the c bug out on the last hit of 6c rekka please?? it always comes out like the 1st or second hit after the D bug pops them back out. CS2 arakune is pissing me off.... :(

why you so godlike fumo....?

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I've been trying to figure that out since CS. However, I just use A bug to relaunch them after the last hit of 6C rekka, if you want that to be an alternative.

What has everyone's curse loop been so far?

My loop so far has been: Wheel Loop --> Rekka --> Dive Loop

If it's midscreen, sometimes I'll just drop the dive loop and use 6C or 5B to reset and go for another combo.

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Guess I'll just copypasta the beginner curse mixups I posted in the CS1 thread. Gotta start somewhere, right? @_@

6A[C] > jC > C bug > j2C]A[]D[ > A bug > 2C > D bug > etc

6A > quick D tap > j[C] > D bug (1) > 214[A] > ]4C[ Bug whiff > D bug (2) > j236C]A[D > A bug > etc (C bug takes longer to respawn now, so A bug compensates)

6A > quick D tap > 4 > ]6B[ bug whiff > Dash Cancel > D bug > etc

3AA]4D[ > A bug > jC > D bug > etc

3A > 214C > A bug > C bug > ]4AD[ > 4A bug > 4D bug > etc

3A > Throw > lololol

@Senkei: For the C bug to hit on the last hit of the Rekka, just hold down the 5C portion longer. 6C bug is more stable most of the time, so releasing it as ]3C[ so you can quickly go to the 2C portion of the Rekka is probably easiest.

@Stafy: Use 6B to reset midscreen, 6A to reset in the corner, and jC or jC > jD to reset airborne opponents.

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fucking christ can somebody tell me how to get the c bug out on the last hit of 6c rekka please?? it always comes out like the 1st or second hit after the D bug pops them back out. CS2 arakune is pissing me off.... :(

why you so godlike fumo....?

if you want it on the last hit, you need to start your rekka earlier before they pop up from the D bug, that way you can get through 6c>5c and hold the C a bit before the last rekka hit. Fast and early enough that the C bug won't have recovered before you do the 2nd hit of rekka or even using it on the first hit

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Need help with Resets after a 6A. Kousaka or whoever has tested this. (Is this listed in the JP wiki???)

But I've modeled my CSII game after Eki-Chan as his play is just leagues above most players let alone Arakunes.

If anyone have seen his game, he always goes for resets after about 1 or 2 loops. Which is what I've been doing but I've been having trouble resetting midscreen and near but not exactly in the corner.

Also his 6C loop after curse combo is just too hype, especially in the corner where you can do 2 rekkas and 5A > J.A > whatever you want. He usually goes for pit super and end up with 50% curse.

Anywhere else or if you don't want to waste meter you can do 6C > 5C > 2C > RC > (6A) 5C > J.C > J.2A > Dive cancel > 6B >

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hey biscuits,

I've also been studying eki-chan a bit due to not really having any vids of souji to study. I agree with your observations.

Always single loop into reset. In corner it's a 6a(hold AB), delay release 6a, backdash release 6b and get ready to confirm a 5/6cd or jA>j6a>236CD. The key is the delay to the A bug, too early and 6a>6a bug combos, too late it wont' make it in time to catch the roll. As for midscreen I haven't actually seen all the variation he does yet. If you can link me I would like to see.

Eki's 6c combo ender. I played around with it, and imo I think it actually does more damage to do his RC combo then to do a single super. I tested the combo a bit but depending on the starter and number of hits you can fit the dive cancel part in.

You didn't mention it but I've been playing around with his curse pressure setups. Mid screen its 5aaa>5a bug>214B(hold C)> jC>5c bug>214C(4d bug hit confirm). He'll mix the jC with 2b sometimes. He also has a setup for when the the B bug hits before you get to the mixup part but I need to analyze the scenarios more.

In corner it's a simple jC>j3a(6CD bug) during the 6d bug before the pop up. This scenario usually happens after he goes for his corner 6a reset and they dont' roll forward. He seems to go for this no matter what. Haven't seen too much variation on this yet.

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Most damaging combos I've found so far:

mid-screen: starter>6CDbugs>[6C>5C>6Cbug>2C]>5Dbug> cross over jump j.2B>j.2C>5CDbugs>j.2A>6Abug5CDbugs>6A>5C>laserX2

corner: starter>6CDbugs>[6C>5C>6Cbug>2C]>6Dbug>j.2B>j.2A>6Abug6CDbugs>cross over jump j.C>j.2C>6CDbugs>6A>5C>laserX2

Both do around 13k with 2C starter and if you get enough D bug hits in, wich means you've got to release the bugs as soon as possible for the opponent to be high enough in the air.

The execution of the Red part in the corner combo is harder to do on some characters than others (Jin, Noel, Rachel, etc.), but it's possible, you only need them to be the highest possible in the air before hitting them with the j.C.

If you run out curse meter before the last bit (in blue), you can do Dive Cancel 6B, I haven't tried out if you can do full recurse yet, but you should be able to.

fucking christ can somebody tell me how to get the c bug out on the last hit of 6c rekka please?? it always comes out like the 1st or second hit after the D bug pops them back out. CS2 arakune is pissing me off.... :(

why you so godlike fumo....?

Just before the D bug relaunches the opp. 6C>5[C]>]3Cbug[>]5/6Dbug[>3C, the C bug will hit before the last hit of the rekka, you've got to tap the D button just before the last hit of the rekka connects. 5D bug midscreen, 6D bug corner.

Can someone post a link to a video of Eki-chan doing this so called 6C post curse loop?

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Hey all. I think it’s important that Arakune has a thread primarily dedicated to curse. Now I’m not the most knowledgeable Arakune, especially in terms of creativity. So I’ll be putting information that I know or tested about different aspects of curse, such as pressure, mixup, reset opportunities and the damage you receive from different starters. I will not be covering combos INTO curse, but I will discuss setups after said combos. I do not know a huge amount, especially in some areas, so any help from other Arakunies would be greatly appreciated.

I'll fix it up and make it look nicer too sometime soon.

Table of Contents;

1. Introduction To Curse

a.Curse Values

b.Property of Bugs

2.Curse Pressure

3.Mixup

4.Starters and Damage Values

5.Curse Combos

6.Resets

7.Outro

1. Introduction To Curse

Curse, or Fever Mode, is the result of using Arakune’s drives attacks to fill up the Curse bar. When it is filled, it will flash red while decreasing and the opponent will be marked with intertwining mystical rings. In this state, Arakune is able to fire 4 different projectiles from different parts of the screen in order to create mixup opportunities and greatly increase his combo damage. The angle of these bugs can be controlled with 4, 5 or 6 in order to apply them to different parts of the screen.

a. Curse Values

Curse lasts for 910F, which is around 14-15 seconds. It does not slow down when taking damage, or dealing it. Meaning in most scenarios, that is about how long you will have. Arakune’s Bugs can only be summoned out of blockstun and hitstun. Bugs summoned will disappear if Arakune takes a hit or thrown, even if the throw is rejected. The bugs will not disappear if Arakune is forced to block. If a bug is summoned just before curse runs out, it will remain on the screen until its animation is over.

b. Property of Bugs

A Bug appears from the far left of the screen and travels in a V shape slowly. Good for Lockdown and hitconfirms.

B Bug appears from the top left and travels quickly in a diagonal direction. Multihit and causes quick tech after the last hit. Good for Lockdown, pressure and defence.

C Bug appears from the ground and hops a bit similar to a Dolphin. Stuns the opponent for a long time if it hits.

D Bug travels from the top of the screen into the ground as a multi hit projectile, before rising from the ground as a single hit projectile that removes 1 guard primer.

2. Curse Pressure

Lockdown

A and B bugs are the primary sources of pressuring the opponent. Together, they cover a large amount of space and usually get them onto the ground. Once you confirm that they’ve blocked one of these, you can either use it as an opportunity to get in and start attacking. You can also use the D Bug after a blocked A/B bug in order to lock them down even more. This allows you to safely do a 44 wall teleport with another A and B bug to arrive at the opponent sooner.

Blockstun

Once the opponent is locked down, get next to them and make them block 3A>3A. This causes the A Bug to force the opponent to block the gaps in-between each pair of 2As. Creating about 4 to 5 reps of un-DPable blockstun. From here, you can start your mixup.

Caution

Be very careful taking liberties during curse pressure. Even if you have bugs covering you, all you need is to take one hit and you’ll likely take a small combo. Even if it lasts a mere 5 seconds, you’ve lost 1/3rd of your curse and all your pressure. J.B is a safe of an approach as it gets. If they’re being harassed by a D Bug, Air Dash Barrier Cancel is a good way to get in safely. Use these as a way to get from the air to the ground in order to start your 3A>3A blockstun string.

Baiting

One last thing about pressure. Often there will be situations where there are holes in your pressure, especially when you’re just getting to IADJ.B or 3A range. Many people may try DPs in order to get an easy way out. They may also try doing a DP after a B Bug soft knockdown. In the air, AD Barrier Cancel with Bugs, particularly B and D bugs, are a good way to make an air approach safe.

If you’re on the ground after a knockdown, I find the best way to bait the DP is to do a quick move like 5A, buffer a 5D, then block. If the opponent does a DP, the 5D hits them. If they don’t the 5D will put them in blockstun, stopping them from jumping away and allowing you to get them with the 3A>3A blockstun. It’s not the most punishing option, but I find it’s the best between high punish damage and keeping pressure.

3. Mixup

Mixup during curse is where Arakune excels. All these mixups are set up from the 3A>3A blockstring, though some can be done through over methods, such as a blocked j.B.

  • 6A (Overhead)
  • 6A > 2B (Overhead Into Quick Low)
  • 6A> 6A (Overhead into Trick Overhead)
  • 6C (Overhead)
  • 2C+6CD Bugs (Low Fakeout, useful for baiting people standing for an overhead. 6CD bugs make it safe and lead to guard primer breaking blockstrings or continued 3A>3A)
  • 3A> Throw (Throw Trap in-between 3As. Can also be applied if delayed from any blockstun.)
  • (During 3A>3A) CD > JumpCancel > j.C (Very quick overhead, slightly nerfed from CS but still very good. Cancel into J.2B on block or 214C/j.2C on hit.)
  • (During 3A>3A) 1CD > JC > (Cross Up Opponent) > j.C (Slower than the one above, but forces the opponent to go from blocking low right to high left.)
  • 214C > 5CD Bug (Crosses up the opponent with 5C Bug. On hitconfirm, you may need to do 2C to launch them into the D Bug.)
  • 214C > Hold C Bug > (Delay) 5CD Bug (Fake Cross up. You hold the C button and release it with D after about half a second. Actually hits the opponent from the original position. These two are very hard to guess. The strange thing is, I never use them, even though I should. XD.)

These are all the ones I can think of. Please tell me if I missed out some or some of these don’t work.

There’s one more thing to talk about. Breaking Guard Primers.

In the CS2 system, guard crush causing completely unhindered proration. Meaning you get maximum damage for what your first move is. This means that guard crushing for Arakune is much more advantageous.

The things that break guard primers are;

2C – 6C – j.C – 6D – D Bug Up – J.2A/B/C

The most efficient way to break guard primers from 3A>3A blockstun is;

2C6CD > j.C > 214C > D Bug Up. This breaks 3 primers. This also allows you to continue 3A>3A blockstun even if they barrier it or they have more than 3 primers.

Another way is if in the corner, do 6C over and over. As long as the first 6C was a 6CD, you can get around 4 primers broken safely. If they have more, you can add a 6Bug after the third 6C and repeat the process. Even if they barrier, they’ll eventually be put into DANGER state. Which means after the next primer, they can eat 7k from just 1 j.236C rep. The only disadvantage to this method is that it requires commitment and you won’t have time to do a full combo afterwards, you also need to make sure there isn’t a D Bug if a 6C ends up breaking their guard. But I find it’s the best way to force what is basically guaranteed damage from a blocked 6C.

So when should you use the guard primer method? I’d use it in two situations.

1) The opponent has 3 or less primers. This means, midscreen or corner, you can do the 2C guard primer blockstring or the 6CD>6C>D Bug Up blockstring (exclude the second 6C if two primers) to force them to take a clean 2C quickly. Or to go into DANGER state, meaning more damage. If they have two or one primers, this is arguably your best method of getting damage. If they have more, don’t bother, just mix them up.

2) They have little life. In this case, use the 6C blockstring in the corner to bring the game to an end without the possible risk of being hit out of a mixup.

Alas, the Guard Primer method has one glaring weakness. Counter Assaults. The opponent will probably realise you’re trying to break their primers, and respond with a CA. Making your entire endeavour pointless. This means unless your opponent is stupid or has less than 50% heat, don’t bother even trying it. Though you can bait it with a rapid if you’re feeling ballsy.

4. Starters and Damage Values

The damage values are based on the following part of the combo.

Starter > D Bug Up > j.236CD > C Bug Hit > D Bug Down > Walk Into Enemy > D Bug Up.

Note: End Damage may differ proportionately. Damage in list may differ depending on the amount of Falling D bug and j.236C hits.

Clean A Bug > D Bug (3337)

Clean B Bug > CD Bug (3460)

Clean C Bug > D Bug (3740)

Clean D Bug (3304)

3A > 3A > 5CD (3104)

6A > 5CD (4066)

6CD (4712)

2C6CD (5401)

j.C (without C Bug) (4404) Note: This does more in practice as the initial D Bug doesn’t hit the opponent much in the air after an air to ground j.C

Throw (3811)

Air Throw (3757)

J.6A > J.236CD(Early D Release) (3294)

5. Curse Combos

Once you’ve hit the opponent with your starter of choice, it’s time start your curse combo. This is the main combo, used by many players.

Notations; DBU (D Bug Up), DBD (D Bug Down)

Starter > D Bug Up > j.236CD (Delay 6CD Bug) > DBD > Walk Forward > DBU > 6C5CD2C (6C3CD3C in corner) > DBD > DBU > j.2A > J.2CD (J.3CD in corner) > Finisher

There is also a curse combo with slightly reduced damage but guaranteed proration, meaning the combo will complete to a reasonable standard, making the Guaranteed Curse Reset in the Resets section easier to do. This combo was designed by Abyss;

(any starter) > j236C (release 6C/6D) 6C 5C 2C (release 5C/5D) 5C j236C (release 5C/5D) 5C > High jump > double jump (Dbug launch) > jC > DD > RC > jB

The next combo is the Taunt Loop Combo. This is keeping the opponent in a combo from long range, keeping you safe from bursts. Good for killing an opponent off who still has bursts left.

D Bug Down > Taunt > D Bug Up > (Press D over and over) > A Bug Hits > D Bug Down etc. Midscreen, move back slightly during each D Bug Down. In the corner, taunt must be done in the 6 direction, along with D. Taunt can be replaced with 5/6A.

The next combo is the highest damage combo currently known to me. It’s only doable after a powerful starter, like 2C. You need most of your curse. Very situational, but fun to know.

Video : http://www.youtube.com/watch?v=0m4w78bgWZI

2C6CD > j.236C > 6C3CD3C > J.3BCD > 214A > j.3C > j.3ACD > 5C > Super > D Bug > Super

If anyone else knows interesting curse combos, feel free to tell me.

Finishers can be whatever you think best suits the situation.

A) Laser Super x1/2 (Only recommended if it will kill.)

B) Bell Bug > Cloud (For trying to get quick curse.)

C) Guaranteed Curse Reset (See Resets Sections, Requires 100% Heat)

D) Curse Block Trap “D Bug Up > 6B > Backdash > 6D+Repeated 2Ds.

E) Wait for Tech, then 6A, Air Throw or apply J.B pressure.

6. Resets

In CS2, Arakune’s curse damage has been decreased. Meaning that now, resets are largely a viable choice and in many cases, the optimal one. A reset requires dropping the curse combo intentionally in order to set up a situation which is likely to put them back into another combo. Since most damage from curse combos are in the beginning, successfully doing these resets can wield high rewards. Especially since many of these involve 2C, the most damaging starter. Resets should be attempted in cases where the curse combo won’t result in high damage if completed because of a poor starter.

Unblockable Bell Bug Setup

When: If in neutral state during a D Bug Down

Where: Corner

How: Just as the D Bug is about to pop up the opponent, be next to them and airdash normally backwards. Once they’re popped up, do J.3A>J.3CD. They will be hit by the C and then the D bug. After touching the ground, walk back slightly and summon a D Bug. Buffer in 6B Bug during the bell bug animation just when the D Bug is going to pop up the opponent again. The B bug will hit them, giving them a chance to tech. If they tech, do 2C6CD straight away to hit them low while the Bell Bug hits them high, causing an unblockable.

*Note, need advice on the scenario on if they DONT tech, please.*

Disadvantages: This is probably DP able, but it has to be done quickly considering 2C will hit them the second the tech invincibility is over. It may be avoided be not teching, but I don’t know.

Guaranteed Curse Finisher

When: At the end of a curse combo nearing the end of curse.

Where: Corner

How: Needs 100% Heat. Just when curse ends during a curse combo, end it with 5C > j.C or 6B. After this, do J.214214D. After it hits, rapid, then hit them with the main part of J.B, while the distortion is hitting them. If the combo prorated enough (anything after 2 D Bugs really), then the J.B will reset the combo counter WHILE they’re in the the distortion, causing the last hit to deal 100% curse. There is no way out of this, and is highly recommended if all the requirements are met.

Air Unblockable Trap

When: After D Bug Up

Where: Corner

How: This is a simple one. After the D Bug goes up, leave it and let them fall. If they’re mashing to tech, they’ll tech just before they hit the ground. Meaning you can do 2C6CD if they’re weren’t paying attention AND barrier blocking. If blocked, it’s safe and gives a safe opportunity to mix up, making it still fairly useful. If they don’t tech, continue the combo on as usual.

6A No Tech Trap

When: After D Bug Up

Where: Anywhere.

How: *Need to read up more before I write on it.*

7. Outro

Anyway, that’s the guide. Hoped it helped any. Any advice to help me develop this would be appreciated.

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My "fake" combo re-curse doesn't work, i've already say it to you =/

You have to get 50% curse before the DD > reset. The original is the best to do. But if you can, you still can do (supposed you've already do jC and j236C before, ending loop here) ==> j236C (release 6C/6D) > 5D > jc > (D bug up) > jD > 6B > hjc > jC > DD > RC > jB

I don't really use it, because I rarely need to do it.

For curse pressure, you can also do for a cross-up ==> 2A (release 6A) 214C (release 5C/5D). You're allowed to continue the pressure after that without 2A.

You can also had the rekka cross-up, actually you can cross-up with 6C [5C] 2C or with 6C 5C [2C] ( [*] mean the hit which cross-up).

You didn't write corner pressure, it's very important also.

You will have a ton of work if you want to add everything he can do during curse, good luck !

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My "fake" combo re-curse doesn't work, i've already say it to you =/

Is it possible then to do J.3ABC, 5C, j.C > DD > RC > J.B? The problem with 6B is that it seems really unreliable if the combo is prorated. Whereas j.C always works for me.

For curse pressure, you can also do for a cross-up ==> 2A (release 6A) 214C (release 5C/5D). You're allowed to continue the pressure after that without 2A.

Isn't that the 3A>3A>214CD mixup I have in there? Or is it different?

You can also had the rekka cross-up, actually you can cross-up with 6C [5C] 2C or with 6C 5C [2C] ( [*] mean the hit which cross-up).

You didn't write corner pressure, it's very important also.

Sure, thanks.

You will have a ton of work if you want to add everything he can do during curse, good luck !

That's not really my goal. It's a curse thread, not guide. I'm not knowledgable enough about Arakune to make a curse guide, I just wanted to create something with some foundations where curse pressure, mixups etc can be discussed.

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No, the 2A (release 6A) 214C isn't the same. Because this is the A insect which cross-up, and it's more quickly. Against Tager it's an instant cross-up.

I guess you can do whatever if the proration is okay for jB reset. But you have to add 50 curse meter before.

Curse pressure and other can be discussed in Arakune general I guess, but a topic isn't a bad idea.

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There is a safer variation of the 3 primer break.

6a > (a bug) > 214b > (bcd bug) > *c bug connects (d bug 1)* > j.c > j.2c > (d bug 2).

It's a cross up overhead and if they block it that's three primers, and there is enough stun to try the same thing again, with an extra a bug after the d bug 2, it's almost air tight.

In the corner you can continue to use [j.c > j.2acd] xN, takes 3 primers and if you time the j.c right before the d bug 2, then you can autopilot a hit confirm into j.2acd, which will combo anyway.

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Good stuff. So that A Bug Crossup is a faster version. That's good to know. I'll be taking any information on board and make a big edit when I feel there's enough new info. I know it's not like super expert or revolutionary, but I see that a lot of questions in the Q&A thread are cursed based, so maybe this will help newbies.

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Yeah, the problem with using 2c [6cd] is that surprisingly, it's not air tight, players who know that it is can DP, DD, Gold Burst, whatever and Arakune will still be in 2c recovery, you can make it safe with the b bug, but that still won't protect the factor of barrier blocking, anyone who barriers the d bug 1 will get pushed back to safety, making primer breaking a failed mission.

With the cross up, barrier blocking is rendered pointless, because since you are behind them now, they are merely getting pushed closer to you, allowing for an easy j.c > j.2c, which you can confirm into a combo very easily if they are not blocking right, otherwise free primers, and you can make the whole assortment (relatively) safe and air tight for a second attempt with the a bug.

All and all, it's more optimal, unless you are pursuing corner carry, since this one actively stays midscreen.

However if you are going for mix up more than just primers, you can do the cross up and then 2c [6cd], or you can do everything as normal and use 4b instead of j.c.

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Not to my knowledge, the cross up actually comes from the a bug, so you'll have to throw out the teleport before it hits.

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Not to my knowledge, the cross up actually comes from the a bug, so you'll have to throw out the teleport before it hits.

Huh I see.

Another thing for the update. Regarding the Bell Bug Unblockable. If they don't tech, how can you punish it? I mean, the unblockable is so glaringly obvious when it's being setup, so I find most people don't tech, how can that be punished?

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If you do it right, if they don't tech, the c bug will reset the combo on it's own.

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when can be done combo with divekicks into 5D? does this not works after j.6C j.A j.C? the only starters with this i found 2C RC/5C/gold burst.

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dive cancel combos can be started from lots of stuff but the ones you listed, 2c(rc/fatal), 5c(normal/fatal), gold burst are your standard ones. Other ones are jA>(something>)jC and some uncommon ones are 3c(jump cancel), anti air 6a>5d, anti air 5b, jC fatal, 5d anti air.

When a dive cancel can be actually done is hard to explain. It's character specific and will vary with distance/height, distance to wall, character's hitbox so it takes a lot of experimentation. If you look in the archives there's an advanced combo thread for cs1 where I go through and list all variations on all characters (minus platina). Most of those still apply but you can't get 100% curse anymore due to repeat move proration. A few hitboxes changed and you no longer jump straight up anymore and many cases jA>jB>jC>B dive is more stable then before.

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