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DerQ

[CP] Amane vs. Arakune

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Match Up Favor: 6-4 Amane's Favor
 
Match Up Breakdown:
 
In this match up, Amane wants to make Arakune feel unsafe if he tries to zone him from full screen. Amane's main goal is to keep Arakune out of the air, doing so will limit his game plan and force him to take more risks if he wants to build curse. The trick to winning this match up is to stay grounded as much as possible. Arakune is a very aerial based character, most of his offense comes from him being in the air and sending out clouds or bugs from a distance. Unfortunately for Arakune, he is extremely floaty and Amane has great ground-to-air normals and specials to punish him for being air born. 6A, 5C, 6C, and Gekiren are all very strong tools against Arakune. Once Arakune realizes he can't stay in the air, he will be forced to move on the ground using his teleport dashes, 2C, and 3C to get in.
 
 
***Arakune is primarily a zoner and will be trying to zone until either a bug is covering his approach or when his opponent is nearing Curse. These are Arakune's main tools when he is trying to zone:
 
- 6D
Arakune's "Bell Bug". This bug is Arakune's first line of defense when he is zoning from full screen as it is a slow moving projectile that falls from above. Hariken can be used against 6D if Arakune decides to keep zoning. However, Amane needs to be careful when using Hariken against 6D because Arakune can use this as a chance to get in. Another option is to jump and hop over the bug then try to snipe Arakune with j.C/j.6C.
(A key thing to note about this bug is that it hits overhead and Arakune can use it to set up unblockables by using a well timed low.)
 
- j.D
This is Arakune's main aerial zoning tool. Arakune summons a bug that can come up from the ground and any part of the screen. This move is fairly easy to deal with as Amane's C normals can completely take this option away from him unless he double jumps. Amane's 5C/6C can punish the start up of this move. 5C is the standard form of punishing and 6C being the better option as it fatal counters. Hariken can also be used on reaction to j.D if Amane wants to build free drill meter.
 
- Clouds(j.236D):
Arakune's has 3 different clouds that he can send out: One that will float toward the opponent, one that will float above the opponent, and one that will float in a ring around himself. Each cloud dictates how Amane should approach Arakune to avoid getting cursed. If the cloud that floats toward Amane comes out, Amane should take to the air and hop over the cloud. Try to poke Arakune with either j.C or j.B. If the cloud that floats above Amane comes out, Amane should stay grounded and try to poke Arakune with 5C/6C or 6C if the Arakune likes to jump. The last cloud is mostly used offensively because it gives Arakune curse meter if he hits you. Simply be aware that with this cloud out, Arakune is more likely to go in. Luckily, Amane only really has to respect one of the three clouds, the one that floats above. Gekiren can be used as a punish if Arakune attempts to summon a cloud full screen. (An important thing to note: Clouds are not considered projectiles, Amane cannot Hariken through them!)
 
- Spiders(22A/B/C Ground and Air)
This is Arakune's newest tool. He can call a spider to drop down in three different parts of the screen: close screen(A Version), center screen(B Version), and full screen(C Version). This move will generally be used as an oki tool on knockdown or in conjunction with his 6D to make an approach on him harder. Spiders have a lot of start up Arakune can easily be poked and knocked out of the move using 5C or 2C. Hariken can also be used on reaction to the animation of the move if you missed the punishing the start up with 5C/2C or if he wants free drill meter. If Arakune summons a spider in the air, 6C and Gekiren can be used to punish instead for big damage.
 
 
***Once you have successfully made Arakune feel like he doesn't have much options when he is full screen, he will have to go in. When Arakune feels like he has to go in, the roles switch and Amane can start playing a more aerial based game plan. These are the tools Arakune will be using most as he tries to get in:
 
- Dash:
Arakune's dash is a teleport and is a very annoying tool for Amane to deal with as he can dash through all C normals to generate an offense and sometimes punish. This is his best option to get in on Amane. Best way to deal with this is to be patient and wait for him to dash toward you and punish the recovery frames of the dash. 
 
- 2C:
Arakune's "Shark" attack. This is another move that can be difficult for Amane to deal with because it can go right under his 5C and either punishes it or gets Arakune in for free. This is the move you dont want to get hit by as its the easiest way for Arakune to get Curse meter. In the corner, this move leads to a full Curse combo. There are a couple of options on dealing with 2C. Amane's first option is to hop over or air dash over Arakune's 2C and hit him out of it using j.2B. His other option is play patient and instant block the move to punish it with either 2A or 2B. The second option is the riskier of the two options as it requires the move to be instant blocked. If its not, Arakune is now in on Amane.
 
- 3C:
While this move does have a lot of start up, it is surprisingly good against Amane. Arakune can predict and punish any 5C or 2C. However this move is very unsafe on block and can be punished with Amane's 6B for a free fatal counter. Amane's best option is to simply stay in the air. As long as he is in the air, he has no reason to worry about this normal.
 
- j.B
This is Arakune's best jump in move because it hits multiple times. Amane's j.A and 6A beats this clean every time.
 
- j.6A/B/C:
Arakune's "Bird" attack. This is one of Arakune's most important jump normals. It not gives him not only a way to apply pressure in the air, but also acts as a movement option for him effectively giving him four air dashes. This move will usually trade with Amane's j.A and j.B because of its fast start up. Its best to stay on the ground as 6A is the best option for dealing with j.6B.
 
How to deal with Curse:
 
When cursed, the best course of action is to stay in the air. Use Amane's floatiness and great air movement to your advantage. Try to stay in the air as long as possible to make Arakune whiff bugs and waste curse meter. Do super jump > delayed double jump > delayed hop to stay air born for as long as possible. Be sure to barrier block in the air because most Curse bugs are air unblockable! If Arakune is full screen, he will try to throw out bugs to close distance. Hariken can be used to absorb bugs to avoid blockstun and jump or hop away. This is risky and must be used with caution. 
 
Dealing with Curse Mix Up:
 
***Work In Progress***
 
Important Things To Note:
 
Arakune can backdash out of all drill set ups that use Hariken drills. Skip straight to 6D instead. Arakune will need to do a frame perfect dash to get out against 6D.
Hariken can be used on reaction against all non-curse bugs. Abuse Hariken in neutral against Arakune and gain free drill meter.
- Clouds are not projectiles, Hariken can't be used against them.
- Arakune's 2C can go under 5C and punish if done close or the 5C is predicted.
- 3C can go under and punish 5C/2C.
- 5C beats out j.B clean when going for hop pressure, A Zettou > Gosei beats 5C clean.

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