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

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1 hour ago, Davo87 said:

Air CPQ (Dive) on hit. 

https://youtu.be/qdVQ_GV6e4k?t=5260

This is potentially a counter against anti-air moves.

 

Yeah, the way Eki-chan used P reject totally opened my eyes, that shit is ridiculously good; if you do any teleport and they swing at the clone, they get captured and you get tons of time to confirm. He definitely baited a few wake-up mashes/reversals with it, especially with the walk forward teleport.

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Nice to see the official changes for the character. Kinda bummed to see that 2a got nerfed, when it wasn't all that good of a move to begin with, but that doesn't matter much considering his buffs.
I'm not surprised to see his overheads are F starters, I think that's actually a universal change.

Nice to see Dive is an overhead again, even though it's likely too slow to make a difference, just an aesthetic thing.
I definitely like the changes to the hit effects during curse, I was wondering how were the cross ups so stable in this version, now I see why. I seems they really put honest effort into the character this time instead of slapping together some stuff and ignoring a lot of his real issues.

 

Also that GC into 4k is pretty eye opening. Wonder what caused that to happen, could j.b have better p2 than previously? Or 5c? I can't wait for this to hit consoles. I have a lot of ideas for curse set ups.

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Kitsune is doing well annihilating teams. Going invisible along with dive crossups during curse is working for him. Also noticed that since P-reject doesnt count as Arakune hitting them, he can stay invisible while the spider confuses people during curse pressure.

And here its good to see air CPQ doing its work. I was having doubts the spider startup is rather slow but this here confirms it and its hitbox.

https://youtu.be/ZpXdaRs5HAs?t=1564

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Obviously P-reject is a projectile.

That's ok I guess.

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Be aware that those combos require air hit/launching N starters So it won't work off an A move or throw.

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Guardcrush 5.4K combo. This could be the highest for meterless GC.

https://youtu.be/glY6StuxMek?t=3571

5B starter 5.2K combo

https://youtu.be/B7LeasxOSXM?t=3110

2C starter 5.4K combo ending with j.2A j.2B Dbug.

https://youtu.be/qlPYRD5mvNg?t=5530

3C starter 5.2k combo ending with spider j.B Dbug.

https://youtu.be/B7LeasxOSXM?t=3160

 

Bug string into recurse.

https://youtu.be/glY6StuxMek?t=3010

Mothra combo.

https://www.youtube.com/watch?v=c2A5eld8kp0&feature=youtu.be&t=140

 

Edit:

Active Flow Guard crush 5.8K combo.

 

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I wonder if you can do a standing combo with mothra looping 2C by canceling into 6D before the opponent pops into the air?

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Just when u think its over... things can happen versus Tager.

Aniru (Arakune) vs Tager

https://youtu.be/cu9Gy6g7AMA?t=5703

Ako (Arakune) vs Tager

https://youtu.be/cu9Gy6g7AMA?t=8058

 

Also... 2A starter from precurse to OD laser is quite alright.

https://youtu.be/cu9Gy6g7AMA?t=1810

Spider has a wider hitbox and vacuum on hit now?

https://youtu.be/WM7Heyym75s?t=4996

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Well Arakune isnt winning much local tournaments at all. Notably some strong characters and players are keeping him at bay.

Always wanted to see how CP characters deal with an Arakune in full power. 

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He looks strong in this version, but more fair compared to his previous iterations as well. The inability to gain curse in a combo after exiting curse mode was a pretty smart change.

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Crush Trigger being faster is a universal change btw.

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speaking of Crush Trigger, it looks usable as an anti-air after the change. Notable for its long verticle hitbox like 6C and comboable to 6B. If its safe, we basically have something similar to Hakumen's 5C. link

lol. Must try this someday

spam that f.g aslong as cloud is out. Risky as hell but who wants to roll out of it anyway. Or even without cloud, two spiders + f.g on block nearly does the job.

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5 hours ago, Davo87 said:

speaking of Crush Trigger, it looks usable as an anti-air after the change. Notable for its long verticle hitbox like 6C and comboable to 6B. If its safe, we basically have something similar to Hakumen's 5C. link

 

This is pretty cool. It probably won't be explored fully until the console release, but I'm curious whether Arakune will have more utility in his crush trigger than other characters both with curse and pre-curse with the cloud.

As a side note, I think this was discussed earlier, but instant overhead j. B in the corner is definitely a thing, and I don't have the video link, but instant overhead j. C works on Tager and Hakumen.

 

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Ah I see, jC still works on those two chars. Well glad to hear jB is legit, cos jB starter into jB bug combo can do 4K dmg meterless. (pasted from above.)

 

After he ended jC with j.APQ in the corner, there is this really ambiguous crossup. 

edit: found two clearer footage. left and right

update: against Arakune. left.

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It have a feeling its either a true 50/50 based on when Arakune appears and depending on when the character techs. Speculation. 

Anyway...

5B bug combo>Laser>OD Laser>AF EA (5.5K) link

6A>2B>5B>5A>6B for better hitconfirm now that 5B has less pushback.

j.6D>birdx2>wheel RC>1 hit curse combo.

j.6D>j.3D combo.

2B>5B>5D>3C>CPQ combo.

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Wow that cross up is serious.

If I had to guess, I'd say it's one is a neutral jump and one is a forward jump, it's just hard to see because of how the opponent is floating when Arakune jumps.

Edit:
By the looks of it, it seems even Gike didn't know it would cross up, in the left variation he goes right into 2c, but in the right variation he does 3c, which I suspect is accidental, because it's not outlandish to say that when he did 2c in the previous version that he actually inputs 1c. I know I do it a few times.

 

That said since the cross up was accidental even for Gike, my next guess is that it's a hitbox thing, Hazama's float hurtbox may be thinner than Relius' and therefore allows the cross up. Regardless, I think it's possible to make it work deliberately, either by the neutral/forward jump way or maybe by altering your trajectory slightly after j.c. Won't know until console version allows us further research.

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Some good rounds here. Kitsune managed to win. 

Quick note: P-Reject stuffing DPs is one thing but also as bait against Carl's ODEA. Link

As a result bugs will catch him first instead of letting Carl get the EA blockstun that reverses the momentum.  Carl's ODEA is a problem for everyone because of Nirvana. 

j.C combo. 4.5k dmg. 

D bug combo 5.5k dmg.

2B>5B>5A> instant curse combo.

 

Update: Stuff found in Tomoyuki's matches.

6A>2B>5B>4B reset works on Tager.

j.B starter>5A>5B> spider combo.

j.A starter>5A>5B> spider combo.

Pinwheel starter> j.2A j.2B CDbug > 6C rekka CD bug combo. (6.2k dmg)

OD 2C starter> (CD bug combo X 2)>OD laser> laser combo. (7.1k dmg)

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So recurse is just one crush trigger away. Its simple yet so underused. And if you keep watching, their barrier is not refilled and with curse they are open to another crush trigger. :v:

Recurse with cloud while baiting for CA.

and....more APQ. If you look at Relius, he is facing to the wall for a moment. So I dont know what to call this. Momentary crossup? APQ crosses up on midscreen but on corner it doesnt.

Oh... the jD jump cancel into another jD is just awesome. link

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