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Skye

[CP] Tager vs Arakune: AXIS caught derp'n

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Voltec Charge is king here.

 

This move is the key to circumventing Arakune's fullscreen options. This is because it not only blocks nearly every fullscreen tool Arakune has but it does not generate Curse when you block Drive moves with it. Don't ever hold the button down for longer than a brief moment. The goal is to block a hit during your (still guardpointed) recovery on the move; your guardpoint won't immediately stop when you let go of the button. Once you master this the matchup becomes very different. Arakune is required to close in on you or throw out clouds. Clouds give you an opportunity for Spark Bolt or, with magnetism, AC/360C reads.

 

Don't get complacent though because Arakune has good approach against us. An Arakune that knows the matchup will likely immediately back off and throw out clouds, which we can't negate with Voltec. The safest way to circumvent them is to back up, wait for the cloud to get lower, then jump over them. But this gives Arakune a lot of time to do whatever he wants. Sometimes you have an opportunity to Sledge through things on the ground and under the cloud, but this is a very situational thing.

 

Atomic Colllider almost never works in this matchup due to his jB or other crazy air moves with erratic/huge hitboxes.

 

His 2C hits a whole bunch of times now in this iteration, but it's still nothing special. Just IB the last hit and 360B him for free if he throws it out recklessly. Obviously this doesn't apply when Curse is up.

 

He may try to use 6D and 2C in conjuction for unblockable resets with Curse. An Arakune main will have to give more info on setups for this though because I've only ever fought against it.

 

Gadget Finger Oki

 

Expect either 5A, backstep/forward step, or reversal super. He has little reason to jump. His backstep/forward step mix-up is really annoying here but backsteps can be punished with a held 360A, especially after 1.1 backstep nerfs. While the total duration got decreased, the invuln frames got decreased as well and that's all that matters in this situation. (26F > 24F)

 

If you hard read a forward step you can easily 5C him out of it for great damage.

 

Sledge does not beat his reversal super on reaction. You have to block the first hit first. After that you can easily BSledge him for a CH.

 

Hitting Him During Curse

 

If you ever get lucky enough to smack Arakune while he's trying to attack with Curse on, always ensure to do your combos as slowly as you possibly can. We want to waste time and get that Curse meter gone. Hyper extending with Spark Bolt/Gadget Finger is a good way to waste time. You pretty much always want to go for GF oki when Curse is on because he isn't allowed to Emergency Roll and immediately spam bugs on it.

 

If your attack gets blocked, purple throw him ASAP. This makes you safe from the bugs that are about to hit you and, even better, when he breaks the Throw all his bugs disappear. Actually landing the purple throw is not the goal here.

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Posted this on Twitter but I can't deal with j.4B pressure at all. Aside from being seemingly safe on landing, it's impossible to react to with an anti-air so you have to guess during his blockstrings when he's going to throw it out, and his approach varies enough where 2A timing changes each time. 2C didn't work from 5A/5B > j.4B presssure, AC is a garbage anti-air so it didn't work. Is there another option I'm missing? Normally my primary anti-air as Tager is to block, but against j.4B that's a bad idea.

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Instant barrier to create space. air IB barrier helps too.

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