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Skye

[CSE] Arakune vs Hazama

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Things to look out for:

Neutral

Snakes (any d move) - Free approach + powerful zoning tool. Stay fullscreen here. The best option is really to let Hazama come to you. Chasing him down will only get you killed by his many many anti airs.

Gasshoukyaku (214d~b) His preferred anti air on Arakune, just pick your air approaches wisely. Very wisely, it's too fast to react to, so punishing it with j.d (or f.g) is more of a yomi thing.

Your Oki

Do whatever if he doesn't have meter. 5d meaty the fucker and go from there. With meter, just be a little more careful. Most Hazamas tend to save their Hotenjins for combos anyway.

His Oki

Neutral tech > backdash.

Misc. Tips

Keep a look out for his IAD cross up, it's a free get-out-of-hazama free card.

Keep your pressure short, sweet, but original. Hazamas mash. It's usually only a matter of time.

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Played a bunch of player matches against a couple of hazamas last night. I don't know whether the fight is easier for arakune or whether haz has to work harder in extend, probably a mixture of both, however it still feels like haz has the upper hand.

Things hindering haz in extend in regards to arakune: command grab lost strike invulnerability, ouroboros will only regenerate on the ground or when hitting an opponent(not blocking), Ouroboros' hit stun reduced, 6C repeat move poration.

Things haz gained in Extend to help him fight arakune: 214D~B has corner blowback allowing for combos, 214D~B charged knocks haz back on block making it hard to punish, B followup to ouroboros will allow haz to attack sooner.

Tools haz has in general to fight arakune:

Ouroboros/snake chain(drive) - Can be shot out in several directions, counts as a projectile and has several followups: can retract, make hazama swing to the "head" of the snake in an arc (used to avoid anti-airs), can go straight to the head of the snake, or fling himself to the head and keep going. This is the meat and potatoes part 1 of haz gameplay, if he sees you setting up a cloud haz will poke you with this so your cloud disappears, he will poke 6D or he will poke you for a combo or mixup.

214D~B: Jasetsu-Gashoukyaku: Flash kick/pseudo reversal - Really good anti air and leads into major damage on CH or in the corner. Level 2 CH will fatal counter and level 2 can combo into Jakou(DP chain grab)

623D: Jakou: DP chain grab - It just so happens that this tends to reach where a lot of arakunes like to float and it's air unblockable, however despite it's appearance it is not a grab.

Air throw: Yes, his air throw. It leads into a lot of meter gain and a substantial amount of damage, be very wise not to mash against haz, he will be throwing you a lot in an attempt to get meter(meat and potatoes part 2 of haz gameplay).

236C: Command grab: As arakunes we instinctively block, a lot, which is why you will see us fall for bang/haz command grabs more than usual. They may be porated to all hell but if it's free damage, they'll take it. Watch for purple throws and tick throw setups, they will go for it after a long block string.

What arakune has:

2B: It low profiles a decent amount of haz's chain jump in's and can lead to at least 5D, I really never experimented that much with it.

5C: Really risky anti air but it can catch terrible jump ins, use at your own risk.

Teleports: Keep him guessing where you actually are and where your actual trajectory is going to be, your best bet is to make it look as natural as possible. Don't use neutral jump teleport if you don't neutral jump a lot.

Instant Block -> 5A->6B: This punish works really well against this commons haz block string: 2A,5B,5C,214D~A and variants. Generally you can instant block the move before 214D~A and you can punish 214D~A.

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