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[CF] Arakune Technical and Gameplay Discussion Thread (The Combo Thread)

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Yes, This is the Combo Thread
Confused? Ask away in the Q&A Thread

 

Table of Contents

Introduction

  • Here you learn about each part of the thread and it's coexistence with the tutorial video series.
  • Included is links you may find useful to help expand on the learning experience.

Part 0. Movement

  • Here you learn the importance of Arakune's movement.
  • Included is a break down his conventional movement options.

Part 1. Movelist Primer

  • Here you get a brief rundown of all Arakune's moves.
  • Included is a link to the wiki for more comprehensive information.

Part 2. Combo Theory

  • Here you learn the significance of Combo Theory.
  • Included are examples of common implementation of Arakune's Combo Theory.

Part 3. Pre-curse Combos

  • Here I list Arakune's pre-curse combos.
  • The most common combos are demonstrated in the video series with links for each combo.

Part 4. Curse Theory

  • Here you learn the significance of Curse Theory.
  • Included is a brief explanation of Cooldown, each bug and how they interact with a blocking opponent.

Part 5. Curse Setups

  • Here I list some curse setups
  • Some setups are demonstrated in the video series with links for each setup.

Part 6. Curse Combos and Oki

  • Here you learn the notations of Arakune's curse combos.
  • Oki during and after curse is also explained.

Part 7. Defense

  • Here you learn of Arakune's defensive meta.
  • Included are defensive options both universal and specific to Arakune.

Glossary

  • IMPORTANT: - You'll see this when there is a bit of information or advice that is an absolute staple to knowing how to play Arakune correctly.
  • iad - Instant Air Dash (earliest possible air dash from a jump).
  • j.4xx - This is Arakune's air dash cancel into several buttons, usually j.b or barrier block (4a+b).
  • (sideswap) - You'll see this in a combo or setup notation that indicates that a sideswap (your opponent is on the other side of you) takes place mid combo/setup, your inputs should be reversed to reflect this occurrence.
  • [x] - You'll see this in a combo or setup notation, inward brackets indicate that the button should be held.
  • ]x[ -  - You'll see this in a combo or setup notation after a button has been held, outward brackets indicate that the held button should be released.
  • d bug 1 - You'll see this mainly in pre-curse combos, this notation is specifically for the d bug while burrowing into the ground.
  • d bug 2 - You'll see this mainly in pre-curse combos, this notation is specifically for the d bug while shooting from the ground into the air.
  • (xxx) - You'll see this in a combo or setup notation and will always be a move, moves inside parenthesis are not mandatory to the combo.
  • (number) - You'll see this in a combo or setup notation and will always be a number, numbers (not moves) inside parenthesis are the number of hits a multi-hitting move needs to land before proceeding to the next part of the combo.
  • Underlined text - You'll see this in setup notations that indicated moves or bugs that are assumed to have been blocked.

 

 

Hi guys! Welcome to the Arakune Technical and Gameplay Discussion Thread, YES, this is the combo thread so don't ask. Contained within is a comprehensive tutorial of how to play Arakune. More than just combos; we talk about movement, combo theory, curse theory, curse setup, defense, everything you need to play Arakune and develop your own style with him! With this thread, there also exists a Video Tutorial series made to coexist with this thread, made by yours truly, so all the resources you need exist in both written and video format for cross referencing.

This thread will be sectioned off into 8 parts, each part focuses on a particular aspect of playing Arakune, sorted in order of importance to learning him, the parts are as followed;

Part 0, Movement - super important to playing Arakune, more important than combos. Yes.
Part 1, Movelist Primer - a quick breakdown of all of Arakune's moves, just so you know what's up.
Part 2, Combo Theory - while reading and grinding combos verbatim might work in most cases, proper understanding of combo theory can make your confirms more fluid and organic.
Part 3, Pre-Curse Combos - finally the combos!
Part 4, Curse Theory - the framework of competently using curse. understand curse theory, and you can master curse!
Part 5, Curse Setups - the juicy setplay stuff.
Part 6, Curse Combos and Oki - more combos! also what to do on knockdown and resets.
Part 7, Defense - the best offense, learn how to use Arakune's defensive tools.

Lastly, here are some links to help you out, a few of these links will be resupplied throughout the thread for referencing purposes:
Arakune's Page on the DL wiki
The Complete Playlist of the Tutorial Series
Numpad Notations: Mandatory for anime games!
Arakune Discord Channel, live chat with the homies!
My Twitter, the easiest way to contact me and the fastest way to get a prompt reply if you have any questions TW: I'm a silly mofo.

 

Hi guys! Welcome to Part 0, Movement! Here we learn the importance of Arakune's movement and see some examples of Arakune's movement options!

Grrr, why is movement the first part of the thread, I don't need to learn how to move in a fighting game, where are the combos?

  • Ah Ha! The reason movement comes first in the thread is because quite literally, movement comes first with the character. Bear in mind that Arakune doesn't have conventional movement options, he can't run, his jump and air dash is floaty, that's enough to make moving with him a challenge if you approach him expecting conventional methods to work. This applies to both neutral and combos, positioning for combos is something most characters take for granted, but not Arakune, [IMPORTANT] in order to position yourself correctly, you need to learn how to move him properly.

Fine, you win. What do I need to know about his movement options?

  • Again, bear in mind that his jump is floaty, your opponent has to be aware of that too.
  • His air dash travels a short distance and is also floaty
  • Arakune has 2 air dashes off a single jump.
  • Arakune has command teleports (214a,b,c / j.214a,b,c), these are also useful for movement.
  • Arakune's forward dash can help with positioning.
  • If you air dash backwards at the edge of the screen, you'll wall warp to the other side.
  • [IMPORTANT] If you jump, air dash and hold 4 while pressing any button that doesn't alter Arakune's air trajectory, you'll float towards the ground while performing that move. This is abbreviated from here on out as j.4xx (eg. j.4a, j.4b, j.4ab, etc etc). This is your premium positioning tool.

If you're new to Arakune, the first thing you should practice is movement. Movement is 1/3rd of playing the character. Practice!

 

Hi guys! Welcome to Part 1 where we briefly touch upon all of Arakune's moves!

What!? I gotta learn about his moves? I want combos!

  • In due time, but first you need to know at least on a basic level what his moves are and how they work, it's a bit tedious for anyone already familiar with the character, but people going in brand new will find this section very useful.

Ugh, ok let's here about his moves...

  • Moves will first be sorted by the most important, then will follow the format of a moves, b, moves, c moves, air a moves, air b moves, air c moves, specials, drives, supers, OD.
  • Throws are not included.
  • Astral Heal not included.

MVN - Most Important Normals

j.b

  • j.b is the most important because it's gonna be your typical combo starter, pressure starter, and it's just an all around good normal. j.4b is especially useful, practice this a lot, experiment with different hieghts and double jumps.

5a

  • 5a is the runner up, it's one of Arakune longest reaching pokes and will be the groundwork for almost anything you do, pressure, combos, curse setups, you name it!

 

5a > 6b

  • Combo staple, that's all.

5c

  • 5c is the primary anti air Arakune has, although slow with a few hitbox nigles, it's reliable in unconventional places and safe on block.

TON - The Other Normals

2a

  • Slow 2a at 10 frames, but has farther reach than 5a, good for checking your opponent on low block. Can self gatling twice.

6a

  • Underrated Overhead, although standard in speed with an obvious animation, it's even on block and jump cancelable on block too. Cool!
  • 6a > 6b is a thing.

5b

  • Slow 5b at 11 frames, combo food with small use in pressure.

2b

  • Arakune's defacto anti air. Will work in places 5c will not. No invul so experiment and get the timing right! Good curse mix up tool too.

4b

  • Standing low, vacuums in, used in his overhead combo and as a pretty cool curse mix up.
  • 4b > 6b is a thing.

2c

  • Traveling normal, hits 5 times and launches on 5th hit, unsafe on block, combo food and curse mix up tool.

6c

  • 3 part normal, 6c > 5c > 2c (or just hold 6c throughout), curse combo tool, not useful for anything else.

3c

  • Obligatory sweep, unsafe on block or whiff, but tracks the opponent at certain ranges, can catch them unexpectedly and combo into curse.

j.a

  • Good range, but otherwise standard j.a

j,2a

  • The "dive", not as prevalent as it was in the CP series, but is still a neat mix up tool in curse and is useful in certain anti air combos. Dives forward

j.6a

  • The "bird", good for movement and some combos.

j.2b

  • Another dive, goes downward, also useful in certain anti air combos.

j.6b

  • Another bird, travels farther than j.6a

j.c

  • Except vs Hakumen and Tager, it's just a combo tool, nothing special.

j.2c

  • Another dive, moves backward.

j.6c

  • Another bird, travels farther than j.6b

Specials

Crush Trigger (CT)

  • 5ab, breaks guard, standard, but can be very useful in curse just for the barrier drainage.

214a

  • Command Teleport, mimics a forward jump and teleports on the ground one character space in front of his previous lateral position.

j.214a

  • Command Teleport, does the exact same thing as 214a.

214b

  • Command Teleport, mimics walking forward then teleports on the ground back where you performed the input.

j.214b

  • Command Teleport, mimics j.d then teleports on the ground where a real j.d would have been summoned.

214c

  • Command Teleport, mimics 6d then teleports in the air where a real 6d would have been summoned.

j.214c

  • Command Teleport, mimics j.2b then teleports in the air four character spaces in front of his previous lateral position.

22a/b/c, j.22a/a/c

  • Summons a Spider that adds curse on hit or block, different button corresponds to it's summoning position.
  • 22a summons the spider on the far left side of the screen.
  • 22b summons the spider in the center of the screen.
  • 22c summons the spider on the far right side of the screen.
  • positions are assuming p1 side, p2 sides are reversed.

236b

  • Turns Arakune nearly invisible, a staple for curse mix ups.

j.236c

  • 8 hit spin move. Curse combo tool.
  • Could also be a curse mix up tool.

Drive

5d

  • Adds curse on hit or block, you'll probably use it more on block than hit due to his different combo routes.

2d

  • Adds curse on hit or block, crappy normal. Do not use.
  • Actually experiment with it on some curse set ups.

6d

  • Great zoning, combo and oki tool.

j.d

  • Great zoning and combo tool. Self gatlings twice and jump cancelable now. Cool!

236d

  • Does 2 things
  • Pre-curse, this move summons one of three clouds, one cloud floats above the opponent (air cloud), another cloud constantly homes in on the opponent (homing cloud), the last cloud hovers around Arakune (ring cloud).
  • Pre-curse clouds add curse meter gradually when the opponent is inside the cloud. Each cloud adds curse meter at different increments. From fastest to slowest; air cloud, homing cloud, ring cloud.
  • During Curse, this move summons a homing cloud that when on the opponent, it stymies all of the opponent's lateral movement.
  • All clouds vanish when Arakune is hit or is in a throw exchange that doesn't result in Arakune successfully throwing the opponent.

Curse Meter

  • When any d move or 22a/b/c hits, it adds 1/4th curse (on block it adds 1/8th curse), when the curse meter is full, curse is active. While curse is active Arakune can summon bugs by releasing a, b, c, and d. He can manipulate the summoning to the left, center and right side of the screen by holding 1,4,7 for left side, 8,2 for center, and 3,6,9 for right side.
  • When curse ends, the curse gauge is locked and cannot be built until the opponent is out of blockstun or out of hitstun.

A bug

  • Summoned by releasing a. Small bug that flies from behind the opponent and bounces on the ground. Great block stun, and vacuums the opponent in.

B bug

  • Summoned by releasing b. Silver bug that launches from the ground and hits 3 times.

C bug

  • Summoned by releasing c. Big blue bug that hops from the ground, breaks guard and must be barrier blocked.

D bug

  • Summoned by releasing d. Big pink moth that sonic spins into the ground then sprouts up afterwards, primary combo tool.

Supers

236236c

  • Reversal super and combo ender. Don't whiff this move or have it blocked, it's a bad look.

j.214214d

  • Air super that curses the opponent.

236236d

  • A super that can only be used during curse, summons a giant moth that flies back and forth to both edges of the screen while curse is active.
  • Does not go away at all until curse ends.
  • Can be used in the air.

Overdrive

Exceed Accel

  • Hitbox is on the ground, sideswaps. Does more damage in Active Flow.

Pre-curse

  • Curse moves add twice as much curse meter (1/2 on hit, 1/4 on block).
  • Any curse meter accumulated before the Overdrive becomes active and the opponent is cursed.

Curse

  • Curse time is slowed down significantly.

OD 236236c

  • Bigger laser.
  • More hits.

OD j.21214d

  • More hits.

OD 236236d

  • Moth hits more.
  • Longer curse time, naturally means the moth is on screen for a longer period of time.

Please take a look through Arakune's page on the Dustloop Wiki for a more in depth rundown of his moves (which includes throws and Astral Heat if they're so important to you......
Link to Wiki!

 

Hi guys! Welcome to Part 2, here I explain combo theory and how important it is.

What's combo theory? Is it something I need to make a combo movie?

  • Combo theory is the awareness of your moves and how to best use them in a combo. That's the simplest way to put it.
  • For example, take j.4b > 5aa. Depending on where the j.4b lands the combo you do after can change significantly, combo theory helps you learn that range. Two 5a's are used to help you, the player, tell the range.
  • At close range: [j.4b > 5aa] > 6b > j.6d > iad delay j.b(2) > j.4c > j.d (sideswap) j.a > j.c > j.d > delay j.6a > dj.c > j.d > delay j.6a > j.236c
  • At farther range: [j.4b > 5aa] > 5b > 2c > 6d
  • Another example is 6a > 2b > 5b. The range that 6a hits can change what you do next.
  • At close range: [6a > 2b > 5b] > 4b > 6b > j.6d > iad delay j.b(2) > j.4c > j.d (sideswap) 6d > delay j.3d > j.6b > j.236c
  • At farther range: [6a > 2b > 5b] > 2c > RC > 5a > 6b > j.6d > iad delay j.b(2) > j.4c > j.d (sideswap) 6d > delay j.3d > j.6b > j.236c

[IMPORTANT] Practice the ranges of your moves, understand what works at what ranges, that's combo theory. Combo theory helps you truly understand your combos and will help you know how to confirm off of unorthodox hits.

 

Hi guys! Welcome to Part 3, where I list pre-curse combos!

Finally!

Yes, some of the most common combos you'll use is included in the video and will be timestamped. Other combos I trust you to rely on combo theory to understand, in a pinch, feel free to ask questions or request a visual demonstration in the Arakune Discord or Me on Twitter!

 

0/4th Curse

Midscreen

(j.4b) > 5a > 6b > j.6d > iad > delay j.b(1-2) > j.4c > j.d (sideswap) j.a > j.c > j.d > delay j.6a > dj.c > j.d > delay j.6a > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
(j.4b) > 5a > 6b > j.6d > iad > delay j.b(1-2) > j.4c > j.d (sideswap) 6d > delay j.3d > dj.6b > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
(j.4b) > 5a > 6b > j.6d > iad > delay j.b(1-2) > j.4c (hold 4) > j.d > 6d > delay j.3d > dj.6b > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
5c > j.aa > j.b > j.c > j.d (sideswap) 6d > delay j.3d > dj.c > j.d > delay j.6a > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
(5c or 2b > 5b) > j.aa > j.b(1-2) > j.c > j.d > j.214b > 22b > j.b(1-2) > j.c > j.d > delay j.6a > dj.c > j.d > delay j.6a > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
6a > 2b > 5b > 4b > 6b > j.6d > iad > delay j.b(1-2) > j.4c > j.d (sideswap) 6d > delay j.3d > dj.6b > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
More to come!

 

Corner

(j.4b) 5a > 6b > j.d > 6d > delay j.d > 6d > delay j.6b > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
6a > 2b > 5b > 2c > delay 6d > 6b > j.d > 6d > delay j.d > dj.6b > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
5c > j.aa > j.c (hold 3) > j.3b > 6d > delay j.d > 6d > delay j.d > dj.6b > j.236[cd] > small delay 6]c[ > 6]d[ > c bug > d bug 1 > 236d > d bug 2 > 6[a] > 236
More to come!

 

 

 

 In addition to the combos listed here, the Arakune community has put together evernotes that are regularly updated when the need arises, more combos can be found there!
Link to evernote.

 

Hi guys! Welcome to Part 4, where I explain to you just what Curse Theory is!

Yeah, that's a good place to start, exactly wtf is Curse Theory?

  • So curse theory is the framework of controlling yourself and your bugs during curse, it's the understanding of the bugs and how they interact with a blocking opponent. In short, [IMPORTANT] curse theory allows you to understand curse setups, and equips you with the knowledge to make up your own! Sounds cool right?

I guess.

  • So the first thing to understand is how to use your bugs properly and that comes with knowing how they interact with a blocking opponent.
  • The A bug, as mentioned in Part 1, pushes the opponent forward. Keep in mind that "forward" is different from "towards Arakune", that distinction is important for later. What this means is that if you summon an A bug, then forward dash behind your opponent, your opponent still is pushed in the same direction as if you were in front of them. Another thing to note is that the A bug has a lot of block stun, very very safe.
  • The B bug on block simply pushes them back, it's primary use is in combination with the A bug.
  • The C bug pushes your opponent towards Arakune. That means if you summon a C bug and forward dash behind your opponent, the C bug will push them towards Arakune still. This is important to his curse setups, because in CPE, the C bug pushed forward like the A bug, it made Arakune's setups very committal. Now they're a lot more stable and less committal than ever.
  • The D bug on block pushes your opponent back, midscreen it's uses in setups are not very reliable, in the corner, it's very strong since the opponent has no where to be pushed back into.

Neatorific. What do I do with them now that I know what they do?

  • Well the basis of most curse setups is to verify that your opponent is blocking first, then aim for a mix up.
  • The A and B bugs are the primary options to go for when checking your opponent's block, after knockdown you should have them Negative Edge'd (held down) ready to release them for safe oki. Afterwards, these bugs help keep your opponent blocking.
  • The C bug is the source of your mix up. It breaks guard and your opponent will try to barrier block it, the goal here is to aim for a cross up. The cross up will cross up their barrier input and break their guard, allowing you to combo from your setup.
  • After enough cross ups, your opponent will be prepared for them, and then you go for psuedo cross ups, which look like they will cross up, but don't, so your opponent wrongly reverses their barrier input and gets guard crushed.
  • Keep in mind that you still have conventional high/low options too with 6a (overhead), 2b (low), 4b (standing low), 3c (forward dash feint low), rising j.b (instant overhead), j.2a (cross up overhead), j.2b (overhead), j.214c (j.2b cross up feint), etc.
  • Also keep in mind that Arakune is invisible until hitbox contact is made, use that wisely and your mix up is literally invisible!

Sounds cheap.

  • It is, but you'll love it!

Be sure to play with Arakune's revolver actions (gatlings) to properly hide your bug summoning.

 

Hi guys! Welcome to Part 5 where I list some curse setups for you to use. It's recommended that you really grind out part 4 so you understand curse theory properly.
Some of these setups are included in the video series and are timestamped for visual demonstrations. For any without visuals, feel free to request one in the Arakune Discord or Me on Twitter!

 

 

 

 

 

Hi guys! Welcome to Part 6 where I show you the curse combos and talk abour oki!

More Combos :D

  • Yep, after a successful setup you of course have to combo them for damage and eventually go for a knockdown, the combos are as follows.
  • j.236[cd] > brief delay 6]c[ > 6]d[ > c bug > d bug
  • 6c5a > a bug > 5c5d > 2c > c bug > d bug - midscreen version
  • 6ca > a bug > 6c6d > 3c > c bug > d bug - corner version

Why'd you list them as separate combos? Can't I do both versions in one combo?

  • Yes, you can, but it's optimal to aim for shorter combos, optimal because the total damage of 2 shorter combos does more damage and gets better knockdown than 1 full combo.

Oh, then why would I ever do the full combo?

  • Certain circumstances will justify a full combo.
  • 1 is if the full combo would kill, no point risking a 2nd mix up.
  • 2 is if there isn't enough curse meter to do 2 shorter combos

Nice.

  • Yep, now curse oki is very simple. The setups listed in Part 5 can be used as curse oki. Keep that in mind.

What about after curse?

  • Depends on where you are on screen.
  • Midscreen the goal is for a safe return to neutral with some zoning tools out. A conventional ender is 6a > 5c > 6d > delay 236d. It's a very safe return to neutral and has a cloud out. Experiment with more options.
  • Corner you have more options. The goal in the corner is to set up for a re-curse after the opponent techs. A conventional and effective way to do this is by summoning a 6d during d bug 1 > d bug 2 > 6a > 6b > 236d. This way, there is a 6d meaty and a cloud on them for when they tech, pressure and/or mix up accordingly to achieve re-curse. Experiment with more options.

That's it?

  • That's it.

 

 

Hi guys! Welcome to Part 7 where we talk about Arakune's defensive meta.

Aw man, blocking sucks.

  • Yep, that's why it's [IMPORTANT] to prioritize evasion over blocking.

Cool, now how do I do that?

  • Easy.
  • Your backdash and forward dash are important movement tools and will help evade an approaching opponent.
  • Command teleports will help
  • Wall warp

What if I get caught?

  • Exercise caution when evading, players familiar with the match up will know how to deal with his movement, so there are times when blocking will be inevitable/unavoidable.

What do I do when blocking?

  • The conventional options all characters have.
  • Instant blocking, useful in all cases. If you want to find a spot to mash out, want to backdash away real quick, or even just for the meter, IBing is very useful. Only IB when and where you're comfortable doing so, otherwise you might fail and get opened up unnecessarily. IBing reduces blockstun by 3 frames making it easier to get out.
  • Barrier blocking is for when you're not confident IBing and just want to create some distance. You cannot jump while barrier blocking and it adds 2 frames of blockstun.
  • Instant Barrier is for all of the above, when you are confident with IBing but still want to create some distance, it's pushes back much more than regular barrier blocking and reduces blockstun by 1 frame.
  • Counter Assault, a 50 meter option to get your opponent off of you and return to neutral. While in blockstun press 6ab with 50 Heat. It can be baited and it's CH recovery and punishable on block so use wisely.

Anything else to be aware of?

  • 236236c, as explained in Part 1 is a reversal super, if you're sure it'll hit, then it will remind your opponent that you have it, do a fair bit of damage and give you the chance to add some curse meter to boot. Good stuff, as it should be because the risk runs very high and if baited, you can be sure you're eating a max damage CH/FC combo.
  • Guard Cancel Overdrive, aka Overdrive Raid, aka, GCOD is another option, with some curse meter built up you can turn the tables immediately and go on the offensive. With no meter you should wait for a spot where you can successfully whiff punish a move or EA.

 

Thanks for hanging in there with the thread, if you have any questions, ask here, or hop over to the Discord Channel, or if you have anything you'd like to bring to me specifically, @ me on Twitter.

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Two notes about F equals carried over from the other thread; the block stun shouldn't really hurt his cross up potential too much since he can still go for cross-ups with the C bug guard crush. That's been around since CP, and I still see Souji go like 80% with just C bug dash through. Also it does still slow the rate at which curse depletes, . https://www.youtube.com/watch?v=_RTimJ8hT8w&feature=youtu.be&t=481 

The player activates OD with very slightly less than half curse, does F equals, and gets about 9 seconds worth of curse. Granted there was some hit stop in there, but not that much. The new curse duration is 12 seconds for reference, so if you do the super with full curse you should get 18 seconds of curse and mothra. I'm surprised we haven't seen it used like that more. I still see it being activated with ~50% curse left, which seems like a mistake. The thing I'm most interested in is the proration. If you do like C bug guard crush and use the Mothra pass to confirm/convert, I wonder if you can still get good damage. According to what the Japanese players know so far, it doesn't advance the combo timer which makes me optimistic.

 

 

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Transcribed the combos from this video, in order:

  1. IAD j.4B>5A>6B>JC j.6D>IAD j.B(1)>j.C>j.D|>j.A>j.A>j.B(1)>j.C>j.D>Bird>JC j.C>j.D>Bird>Wheel>6 Cbugs>Fog/Invis>6A
  2. 6A>6B>JC j.6D>IAD j.B(1)>j.C>j.D|>j.A>j.A>j.C>j.D>Bird>JC j.C>j.D>Bird>Wheel>6 Cbugs>Fog/Invis>6A
  3. BPQ Catch>SJ j.B>j.C>j.D|>6D>j.3D|>SJ j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A
  4. CPQ Catch>AD j.B(1)>j.C>j.D|>6D>j.3D|>SJ j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A
  5. Throw>6D>j.3D> SJ j.C>j.D>Bird> JC j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A
  6. Corner Throw>6B>2D>5D> JC j.D>6D> SJ Bird>Wheel>6 CDbugs>Fog/Invis>6A
  7. Corner IAD j.4B>5A>6B>2D>5D> JC j.D>6D
  8. Back to corner Laser>sideswitch 5D>2D>6D> SJ j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A
  9. Corner 5A>5A>6B>2C>6D>j.D|>6D>j.D> JC Bird>Wheel>6 CDbugs>Fog/Invis>6A
  10. 5C> SJ jA>jA>j.B>j.C>j.D>6D>j.3D>SJ j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A
  11. Air Throw>j.D>6D>j.3D>SJ j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A
  12. j.A>j.A>j.B>j.C>j.D>6D>j.3D>6D>SJ Bird>Wheel>6 CDbugs>Fog/Invis>6A
  13. 3C>BPQ>SJ j.B>j.C>j.D|>6D>j.3D|>SJ j.C>j.D>Bird>Wheel>6 CDbugs>Fog/Invis>6A

 

Precurse combos seem generally pretty easy this time around and do good damage, now if only we had a consistent way to break 7k during curse :toot:...

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Was the recovery on j.D significantly reduced? I know these aren't CPE combos. But as the game feels now, after a j.D it seems you need to land and can't immediately IAD.

I'm just wondering how strict the timing will be for these amazing combos.

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RE the 6B guard point thing, apparently that's a new (re)addition, the first mention of it being in CF I could find on twitter was from last week. A player named Kagetsu is saying it seems to start on frame 4, and someone named zerokune is saying it's frame 1 which seems really unlikely. It doesn't seem to be a fatal counter anymore though, which makes j.C his only fatal starter now I think? That, along with the way curse damage scaling works now makes me wonder if Arakune will have any big damage starters or combo routes to punish big risks. In that FT5 Skye linked in the video thread, Geki wasn't able to get much on the occasions that he baited growler, at least not as much as you would want to bet for baiting that.

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With his gameplan now big punishes don't seem his thing, in previous games your punishes was free curse meter, only in CS1 did he have legit 3k precurse punishes off of FC.
Now he can net 100% curse off of virtually any hit -on normal hit, so that's a big deal, the punish is the fact that the opponent is left wide open to get put in a compromising situation. As far as curse punishes go, I think Gike was approaching the situation wrong vs Sukoya, the way to get around Growler was always to cross up the input, except in CPE where Growler lost body invul and although he didn't get it back, he does have a legit DP now which recreates the guessing game, so crossing up the input again would be the optimal response to curse pressure vs Azrael. In the corner, it appears Arakune can cross up with 214c now, which is the fake 6d teleport, in previous games a delicately timed 6b can OS Growler, it should still apply in CF.

Lastly, if no one else have noticed, Arakune actually still has big damage, if your starter was an actual attack, he can break 4k easy and even get 5k meterless in some situations/starters. What with the forced proration on guard crush you'll probably not break past 3k with GC starter, but with his high/low (6a, 4b, 2b, 2c) as well as pretty much any bug being the starter, I've seen big damage, so in this case crossing up a DP/Growler will result in Azrael taking more damage due to being punished with an attack. It's oddly balanced, getting 4k off of a high/low was a spit in the face in CPE, but since damage has been toned down across the board and just about every character needs "that one good starter" or meter to break 4k, the weakened high/low now takes on higher merit, since the easier guard crush pressure has also been weakened. So now it's more rewarding to take the more difficult option of opening your opponent up with mix up, as opposed to the simpler cross up/pseudo-cross up pressure.

Super Lastly, frame 4 is a big deal, if it's frame 1 then we have a not-reversal. Personally I'm fine with both, but I want to know if it GPs against lows too.

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20 minutes ago, Skye said:

Super Lastly, frame 4 is a big deal, if it's frame 1 then we have a not-reversal. Personally I'm fine with both, but I want to know if it GPs against lows too.

One of the tweets said body GP, so unfortunately no.

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That new 6B looks delicious.

On 12/20/2015 at 5:00 AM, Skye said:

What with the forced proration on guard crush you'll probably not break past 3k with GC starter.

Can deal 4.5K here.

 

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I only know it whiffs against crouch state, but right there it could just be a standing counterhit. If jC IS back it would have been used in curse mixups.

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Usually the fuzzy needs the opponent to block a falling jC then a rising move that can hit fuzzy guard hurtbox. jC mbe character dependent on hit or blockstun? 

Edit: Out of curiosity, rising j.C animation that they changed was a higher float. To put my hopes to rest, CF j.C on the right is still the gimped version.

Looks like f.g has better proration even for a 5C starter. <squint guess>  3.6k dmg.

https://youtu.be/ifQ5cj1JZ2s?t=2065

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Typical Arakune spaghetti.

Usually what happens with less than favorable bug control.

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j.c will could work as a fuzzy but it requires so much set up it may not be worth it. Maybe a 6a > j.c fuzzy could work. Try it out in CPE, iirc j.c is unchanged between versions so if it works in CPE, it'll work in CF.

Also what you saw was the Celica trying to quick get up mash, it all happened too fast to tell if Celica was initially standing or crouching afterwards it could mean one of two things;
Quick get-up forces standing for a set amount of frames
Celica was trying to mash a standing normal/special.

 

*shrug*

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If no one posted the official changes to Arakune after the Loketests (and from what I see, I guess no one did).

Please note below for the changes:

BBCF Arakune Official changes

Source: http://www14.atwiki.jp/arakune/pages/258.html

Key notation guide:

jC: Jump cancel

dC: Dash Cancel

MS: Mash able (example. 5A>5A>5A OK will connect)

CM: Command Move cancel (example, 5A>214214C)

rc: Rapid Cancel (all moves rapid cancelable unless stated)

O: Over Drive Cancel

 

Common Changes:

All normal moves do not have SMP (you can use the same move twice without suffering from a Same Move Combo Penalty)

F Starter: 5A, 2A, JB, 6A, 6C

N Starter: 5B, 2B, 4B, 2C, 5C, 3C,. Wheel

 

Ground Moves:

           5A

5A>6D chain removed.

6 Frames (MS, jC, dC, CM, O)

 

              5B

Reduced reach in exchange for reduced knockback.

5B>6A chain added. Know can choose between following up with a 4B or 6A for mix-ups.

11 frames (only upon hit jC, dC, CM, O)

 

              5C

Since 2B is a stronger anti-air know, 5C’s anti-air’s value’s reduced.

23 frames (jC, dC, CM, O)

 

              5D

17 Frames (jC, dC, CM, O)

Curse Recovery: 25% (Upon hit) 12.5% (Upon guard)

 

              2A

2A>2C will connect only if opponent is standing.

2A can only mash twice in a row.

10 Frames (MC, CM, O)

 

              2B

2B can only mash twice in a row.

The hitbox is bigger?

Can be used as a more reliable anti-air move.

11 Frame (MC, CM, O)

 

              2C

13 Frame (rc)

 

              2D

Optional 1D and 3D now available, range differs (Closer or farther away then 2D)

Curse Recovery: 25 % (upon hit), 12.5% (upon guard)

36 Frame (rc)

 

              6A (overhead)

25 Frmaes (jC, dC, CM, O)

 

              6B

Lunges forward now, has a greater range.

Still has a guard point (4th Frame)

10F (only upon hit: jC, dC, CM, O)

 

              6C (overhead)

27 Frames (rc)

 

              6D

Party bug no longer an overhead.

Curse Recovery: 25 % (upon hit), 12.5% (upon guard)

6D1 14 Frame (jC, CM, O) fc

6D2 38 Frame (rc)

Total 48 Frame

 

              4B

Upon hit, will pull opponent towards Arakune.

Has a greater reach know, very reliable.

Upon aerial hit, untechable time increased. 4B (hit in air) > 6C will connect

19 Frame (jC, dC, CM, O)

 

              3C (at 7 frames, Arakune stance becomes very short)

With BPQ, the reward upon hit has become even greater.

26 Frame (CM, O) Arakune will start ducking at around 4th Frame, becomes very short at 7th Frame.

A very good starter damage wise for curse combos.

 

Aerial Moves:

 

           JA (overhead)

Bigger hit box? Stronger?

7 Frame (MC, jC, CM, O)

 

              JB (5 hits, only the first hit is an overhead)

Bigger hit box? Stronger?

Because of the changes to the barrier guard, be sure to JBJA more frequently.

10 Frames (CM, O)

 

              JC (overhead)

12 Frames (CM, O)

 

              JD

Now can jC and CM regardless of hit confirmation

JD > JD, Bird, Dive chain added regardless of hit confirmation

29 Frames (CM, jC, rC) became 5 frame faster. 7 Frame landing lag.

Curse Recovery: 25 % (upon hit), 12.5% (upon guard)

 

              J6A ~C (bird)

13 ~ 15 Frames (jC, CM, O) Landing lag 7 Frame

 

              J2A~C (Dive)

Now an overhead.

Great damage and damage multiplier, a very important combo tool.

Upon JC hit, Arakune must be high up there (around the opponent’s head height) for J C Dive to connect.

21 ~ 22 Frame, landing lag 20 ~ 21 Frame (rc)

 

New Revolver Action Chains

 

5B>6A

JC>JD

JD>JD, Bird, Dive

 

Command Moves (specials)

 

           =0 (236B, cloak)

With now 6C, 6A, 3C, and 4B becoming good startups, slapping on the cloak to increase mix-up has gained more usefulness.

30 Frames

 

              y, 2- (235C, wheel, overhead, has piercing effect)

Can now use at low altitude.

 

              P, there for Q (214A, B, C, can execute in air, PQ)

BPQ, CPQ, aerial CPQ changes

BPQ: Walks 4-6 steps forward then warps back one space away from startup.

CPQ: Does a 6D motion, then warps 4 spaces in the air behind the opponent.

Aerial CPQ: Does a B Dive motions, then warps 4 spaces in the air behind the opponent.

Aerial APQ warps now one space ahead of where Arakune disappeared.

 

               P Reject (Activates if opponent is near Arakune, fc)

If Arakune activates PQ and the opponent is near him, an invincible attack will activate (Damage 800). If hit, the opponent will be wrapped in a cocoon and will be pulled. Can be pursued with a High jump JA and other moves, can pull of a one-hit curse combo.

P Reject activation range varies from each PQ.

Even if P Reject activates, Arakune will continue to warp.

 

               Permutation, n, r (22A, B, or C, can execute in air)

Curse Recovery: 34% (Upon hit), 25% (Upon guard)

More cool down for aerial permutation?

 

               Zero Vector (236D, can execute in air, cloud)

Can now execute on the ground.

Normal cloud motion changed to when spitting out the slow cloud.

Can now execute even in low altitude.

Major reduction in cool down for aerial cloud. Landing lag reduced (2 – 4 frames)

During curse, Arakune can’t spit out normal clouds.

Cloud stays on the field for 15 seconds.

Overhead cloud now is locked in the Y Axis, the cloud won’t rise if the opponent jumps.

Clouds no longer disappear after it hits the opponent. As long as the opponent is getting hit by the cloud though, the curse meter will charge. From greatest charge speed/value, overhead>ring>>pursue cloud. With this, the overhead cloud is the best cloud to use (binds the opponent from jumping and going airborne unless they want to charge the curse gauge faster). In general though, the clouds now puts a huge pressure on the opponent.

 

               A±B (During Curse 236D, can execute in air, slow cloud)

Command change, now 236D

If you spit it out right when the curse gauge depletes, Arakune will spit out both the pursue cloud and slow cloud. The slow cloud will not have its effects in place.

 

               At the edge, aerial Back Dash (Screen Warp)

No more height restriction, can screen warp at a very low altitude.

Frame reduced?

 

               Crush Trigger (A+B, CT)

Fastest CT ground hit motion changed.

Fastest CT is around 20 Frames? Doesn’t stun the opponent for very long and has a horrible damage multiplier.

Can follow up with moves less than 7 frames (5A, 2A, etc.)

Charge CT is the usual CT seen in CP.

 

               n Factorial (EA, press ABCD)

Turns into a raflessia and spits the opponent out upwards and changes position.

Cannot pursue, however since it changes position, EA is very useful when you have the wall against your back.

Does around 2060 Damage, 4200 Damage during AF.

Will activate even if you hold the ABCD button after OD activation.

Frame data:

               OD: 1+15

               cOD: 1+5

               gcOD: 1+15

               Fastest EA: 8

               Normal EA: 20

 

               F Inverse (236236C, Beam, piercing effect)

Increase in Damage, however do to the SMP, Beam>beam won’t reap in rewards.

However, Beam>OD Beam won’t get caught by the SMP penalty.

 

               FOG (aerial 214214D, piercing effect)

Will curse the opponent in one shot against any character, no need to use 5D in the process.

Curse recovery reduced upon guard, now does 40% and 75% (OD)

Damage multiplier fixed to 0.6, now will do more damage from a combo.

 

               F= (During Curse 236236D, can execute aerial, Mothra)

Summons a big bug.

Will first appear from behind Arakune.

As long as there is curse meter available, it will move from screen to screen (At most 3, 4 times.

Will hit 4 to 7 times, OD version will hit 11 times.

Causes opponent to flinch on ground, blasts opponent to the side upon aerial hit, opponent can’t aerial tech.

When to use F-:

               As a reversal during curse.

               Follow up after a CA or burst.

               Use the moment the curse gauge depletes. Will give Arakune an advantage.

               If opponent guards it, the opponent will be pushed back and can’t really move,

               FOG won’t miss.

Can summon two F=’s at the same time. However SMP will affect it like the Beam

 

n Infinity (Astral Heat, 64641236D, can execute in air, AH)

Command change.

 

Curse System Changes

 

            Curse reverted back to the CS Countdown System

Curse lasts for around 10 Seconds, bug no longer depletes the gauge.

A and C bug has increased cool down?

 

               Cannot re-curse an opponent after a curse combo

Can no longer retrieve curse at the end of a curse combo, an X will appear on the gauge indicating it.

 

               The bug’s knockback is now based on Arakune’s position.

Before: D Bug appears > Forward Step > D Bug Guarded > Bug knocks opponent toward Arakune.

Now: D Bug appears > Forward Step > D Bug Guarded > Bug knocks opponent away from Arakune.

 

               C Bug guard crush’s knock back distance increased and now pulls opponent towards Arakune.

 

            B Bug Changes

Startups from the ground, lunges diagonally upwards toward opponent.

Hits 3 times, no longer lifts the opponent upon hit.

Start up 13 Frames

 

 

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