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kousaka

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  1. Skye edit of OP. Episode 1 - Offense Part 0. Pre-curse Pressure & Zoning Arakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mixup/cross up/win. During pre-curse he really isn't meant to have any real pressure. That said, pressuring with Arakune is difficult and you should never get ahead of yourself. His basic strings can be DP'd through and jumped out of, so it's best to keep many of your strings short and sweet. Arakune's main up point is taking advantage of the opponent's impatience while you zone them with Arakune's many projectiles, however, contact may come eventually and for up close pressure, here are his options and gatlings to go to. For using his gatlings to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data, looking at the frame data itself is also very helpful. 5a is Arakune's best poke, almost 100% of his pressure will start with a 5a. It's important to understand that Arakune's 5a, 2a and j.a can only be done 3 times in between gatlings. This has existed since CT. If 5a ever comfirms, you have options, one of the easiest options is to go into 6b > j.6d, is must be close up though. 2a is Arakune low and is one of his longest reaching normals. The downside is that it's one of the slower 2a, in fact it's the slowest (10f), do not use this in neutral. 2a strings usually go with 5a (5a > 2a > 5a > 2a). This is a good string to use to see if the opponent thinks an overhead is coming. If 2a ever hits, you can go into 2c > 6d. 5d is a key part of pressure in case you don't want to commit to anything. It adds a bit of curse to your meter and is jump cancellable. With this is mind you can jump back and set up a zoning game or do whatever. If your opponent is conditioned right, you can resume pressure. 6a is Arakune's overhead. Only use this if your opponent is conditioned. There are no strings that safely go into Arakune's overhead. If you manage to get it to connect you have options. First, 6a is jump cancellable on block, you can jump and run away, resume pressure or whatever. It gatlings into 5d for curse meter. and it gatlings into 2b to make the string air tight and continue the mix up. 2b is what you'll only use to make 6a safe, but it's +2 on block and gatlings into 2a, which means you can go into the 2a > 5a > 2a gatlings for added mix up. j.b is Arakune's best pressure tool, it's used for an instant overhead, to close in on barrier blocking and to maintain pressure against chicken blocking. The other side of the coin is that the instant overhead is character specific, only combos on CH and is pretty hard to execute correctly. The main idea is from a 5a (or naked if the rising hitbox will hit the crouching character) and jump and j.b during the jump. from there, during any of the 5 hit, you perform j/9 IAD j.4b. That input must be performed very quickly. Do it right and it'll look like this, to add to your options you can "j.c cancel" which basically means performing j.c near the ground to quicken your descent greatly and confuse the opponent. j.a is Arakune's main air to air pressure tool, he can't do much for air to air pressure, the primary option is to back off and start zoning or go into > j.b > j/9 > IAD j.4b. Arakune's pressure game can be down-right scary when implemented right, on the other hand doing it too aggressively will get you DP'd or mashed out. The best quote for this predicament is ~ That said, it's important to find the right moderation between physical pressure and zoning. Zoning, when it comes to Arakune, is very situational and the effectiveness and leniency of it depends on how conditioned/desperate your opponent is, in many cases it's a judgment call, but here is a rundown of zoning tools and their practical applications of them. j.236d is what you're primary zoning goto option is going to be. It's random between a homing cloud, a cloud shield that follows and stays around Arakune, and a cloud that stays above the opponent. It adds 30% on contact and disappears in an opposing grab dispute or if Arakune takes a hit. Each cloud has it's own uses. The homing cloud is the best one for just about every situation, since it actively pursues the opponent, their neutral is compromised and this allows you to take advantage of their plight. The cloud shield is the second best one, it makes your opponent second guess being close to you, it makes them space their attacks well and leave holes in their strings to prevent coming in contact with the cloud. You can threaten your opponent just by moving around them. The least useful one is the anti-air cloud, as it's very slow, so fast characters can outrun it, any character that can IAD can IAD under it, and Tager doesn't really need to be in the air. It usually takes a super jump or a double jump for contact to be made. On the plus side, it discourages jumping when close to Arakune, so many players will resort to anti-airs and ground movement, overall limiting their movement options. Try not to use this move too close to the opponent, it has notable start up and recovery. j.d is the second zoning tool that you'll use in the air, this tool is more of a yomi tool than general neutral, as it can be jumped on reaction and it has it's blind spots with each version you'll use. Close up you can follow up into 100% curse though. For longer ranges, j.d is more of an oki tool that forces neutral tech (after a 5a > 6b > j.6d). It's worth noting that this move can be emergency teched on air hit, but not on ground hit. 2d is a pretty good zoning tool for ground approaches and pressure against barrier blocking, it's very unsafe at any range, so don't get carried away. 6d still retains it's use as a zoning tool, creating a spot in the middle of the battlefield that the opponent has to be careful around. It stymies approach methods and is good for getting Arakune some much need space for further zoning. Use full screen only, it can be punished anywhere else. If you're facing down a zoner, do it as far away from the opponent as the game can allow if you can help it. Most zoners can't punish at maximum character distance. Part 1. Pre-curse CombosArakune's combos work in two separate areas, pre-curse and curse. Obviously, the goal of Arakune is to get his opponent cursed and do massive damage/guard crush/mix up/cross up/win. Look up his frame data if you're curious. http://www.dustloop.com/wiki/index.php?title=Frame_Data_%28Arakune_BBCSE%29 [*c] = close/point blank confirm [*m] = mid range confirm [*f] = long range confirm Most, if not all practical pre-curse attacks end with a d attack, this is the milk of Arakune's gameplay. 5d = 40% on hit 17% on block 6d = 40% on hit 17% on block j.d = 30% on hit 15% on block 2d = 12.5% per hit, on hit 8.3% per hit, on block j.236d = 30% on contact f.g (j.214214d) = 100% on hit 0% on block Note that if you have meter, any combo that ends with or includes j.d (or j.2d/j.6d/etc) can be replaced with f.g for instant 100% curse. Basic Combos. 5a > 6b > j.6d Adds 30% curse 2a > 5b > 5d Adds 40% curse 6a > 5d Adds 40% curse 6a > 6b > j.6d Adds 30% curse 5c > sj.a > j.c > j.d Adds 30% curse j.b+c > j/9 > j.c > j.d Adds 30% curse [*c] 5a > 2a > 5b > 5d Adds 40% curse [*m] 5c > j.a > j.b (2 hits) > j.c > j.d Adds 30% curse [*f] (5a) 2a > 2c > 6d Adds 40% curse 5a > 6b > (lowest possible) j.6d > 6b > IAD j.d > 5d Corner Only, Adds 100% curse Not Basic Combos. 6a > 5d > IAD j.4aa > 2a > 5b > 5d > IAD j.4aa > 6b > j.6d Adds 100% curse 5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.d Adds 70% curse 5c > j.aa > j.c > j.2a > DC 5d > sj.a > j.c > j.2a > DC 2c > 6d Adds 80% curse 2c > delay RC 5d > sj.a > j.c > j.2a > DC 5d > sj.a > j.c > j.d Adds 100% curse 5a > 6b > IAD j.6d > 6b > IAD j.6d > 5d Corner only, Adds 100% curse j.b+c > j/9 > j.c > [j.2a or j.2b] DC 5d > j.a > j.c > j.2a > DC 2c > 6d Adds 80% curse 5a > 6b > IAD > J.2a > DC 6b > IAD j.d > 5d > J.a > J.c > J.d Near corner, Adds 100% curse 5c FC > 5d > sj.a > j.b (2 hits) > [j.4c > j.2a or j.c > j.3b] > DC 5d > sj.aa > j.b (2 hits) > j.c > j.d Adds 100% curse a+b+c+d (Gold Burst) > walk forward > 5d > sj.a > j.c > j.1a > DC 5d > sj.a > j.c > j.d Adds 100% curse Part 2. Curse Combos Curse is an entirely different dimension for Arakune, it turns his low attack levels, slow moves, and mediocre static difference into horrifying mix up, unblockable resets and of course, ridiculous damage, this is the meat of Arakune's gameplay. Once the curse gauge reaches 100% it will go down, this is the time to summon bugs and put your "deal with it" shades on, but be warned, the curse gauge goes out after approx. 14 seconds and the opponent can do a long combo to drain out the timer. Try not to get hit when your opponent is cursed. A bug: A small bug that flies over Arakune's head at medium speed, disappears on contact with an opponent or a rival projectile. Decent hit and blockstun. B Bug: A not-so-small bug that also flies over Arakune's head. Fast, fastest bug Arakune can summon, 3 hits, hard knock down, oki tool. Good for pressure and resets. C bug: That notorious blue bug that comes out of the ground and bites you, the slowest bug Arakune can summon, but enormous hit and blockstun, combo staple. D bug: The pink larva that dives from the sky and flies up as a beautiful and deadly moth, combo stable, last hit before submerging in the ground gives untechable knockdown. Moth is air unblockable and launches. All bugs vanish if Arakune is taking damage, Arakune cannot summon if he is down, taking damage or in blockstun (however you can summon bugs in the few frames in between blockstrings in which you are not in blockstun). Although you can be creative and do whatever you want, this is the most standard, most used and most practical curse combo you can do. [j.236[cd] > delay release 6cd > 6c bug > 6d bug] > [6c > 5c > 3c > tap d > 6c bug > d bug] > [j.2acd > a bug > c bug > d bug] > [*6a > 5c > j.a > j.c > j.d] Brackets 1-3 can be done in any order. [j.236[cd] > delay release 6cd > 6c bug > walk backwards > 6d bug] > [6c > 5c > 3c > tap 6d > 6c bug > 6d bug] > [j.3acd > 6a bug > 6c bug > 6d bug] > [*6a > 5c > j.a > j.c > j.d] Corner Version, Brackets 1-3 can be done in any order *This is the combo finisher and it can consist of whatever you want, if you want to replenish you curse gauge, here is a good time to do so, but if the combo consisted of bugs while curse was active, then the gauge caps at 50%. If a combo starts because bugs hit after curse became inactive, there is no cap. If their health is low, you can finish the combo with 6a > 5c > 236236c > 236236c. Part 3. Curse Set Ups Before you lay the smackdown of their candy asses, you need to mix them up and confirm into a curse combo. Since CS1, Negative Edging is not as important to Arakune's gameplay as it was in CT, most set ups can be done with little to no NE'ing, but there will be times when it might be necessary, either to zone, do a combo or to do a set up. Whenever you see [brackets] in the notation, that means to NE the bug. If you see ]reverse brackets[ in the notation, that is telling you to do a different command (4/5/6) and press the given button (or release it if you're NE'ing) while the recovery of a different attack is taking place (Ex. 4b > ]5cd[ ). Once you hop in training mode, you'll get the timing of NE and releasing down. The time when the bug hits will be indicated directly in the notations for instance, take the first combo. [6a > 5cd > c bug > d bug 1/2] You would have to press D during 5c, even though nothing happens immediately, you are actually summoning the d bug, which hits later in the combos, since the d bug has two individual times of connecting with the opponent, it's broken down to "d bug 1", when the d bug if descending, and "d bug 2", when it takes flight. When you see "d bug" without numbers, that assumes that the entire d bug does it's thing without anything in between. To understand mix ups to their fullest potential, refer to the gatling table (Revolver Action Table) in the frame data. Attacks/Strings marked in red are attacks that are expected to be blocked, for lock down purposes. Basic Set Ups 6a > 6a bug > 5cd > c bug > d bug 3aa > 6a bug > 5cd > c bug > d bug 2b > b bug > 5cd > c bug > d bug 4b > ]5cd[ > b bug > c bug > d bug 2[c] > ]6cd[ > 6c bug > 6d bug Won't work max range. Close/mid range only. 3aa > 6a bug > 2[c] > ]6cd[ > 6c bug > 6d bug 6acd > walk forward > delay 2c Corner Only 6acd > walk forward > delay j.c > j.1b Corner Only [3aa > walk forward] > 3aa > [5d] > walk forward > j.c > j.2c/j.214c First Bracket can be performed infinitely as long as curse meter is active. Second bracket must be done during 2a recovery. [3aa > walk forward] > 3aa > [4d] > walk forward > j/9 > small delay j.c > j.2c First Bracket can be performed infinitely as long as curse meter is active. Second bracket must be done during 2a recovery. For combo stability, use the 6c rekka. 6a > 214bcd > b bug > j.c > j.2c 6a > 214bcd > b bug > 2b 6a > 214bcd > b bug > [4b] > j.c Bracket can be on block or hit 3a > 214cd > 6a bug > c bug > d bug Cross up, good for anti-mash and a round/match ender More on set ups Part 4. Resets and Etc Resets are a prime part of Arakune's curse game. Usually when a combo is started with a low proration starter, oftentimes, to maximize damage, a reset is in order. There are two types of resets for two types of opponents. We will categorize them as the IR opponent (Instant Response, who is trying to tech out at all costs) and the DR opponent (Delayed response, who attempts to late tech or not tech at all to throw off the timing or get caught in a low damage blue beat combo). IR Resets *coming soon* DR Resets After D bug 2 236b > b bug > delay* 214a > a bug > 2c > 6cd bug Catches back rolls, forward rolls, late, quick and emergency techs. Perform 214a as soon as the last hit of b bug happens. A bug catches forward rolls. 2c catches everything else. Not a 50/50. Unblockables *coming soon* Re-curse If you have 100 heat, you can also perform a recurse. Re-curse is very difficult, you end the combo with 6b > j.214214d > RC j.b (all hits). The scaling on j.b forces them to get out of the stagger early, but due to the properties of f.g, being unblockable once it hits, it resets the combo counter and does 100% curse. Surprisingly not 100% practical. Episode 2 - Defense Part 1. Movement All, the pokes and zoning doesn't mean anything if you can't control Arakune correctly. Proper movement is key to Arakune, you have to know when and where you're moving. Arakune has a variety of movement options to choose from, his iconic j.4a+b, his backdash, his forward dash, his command teleports and his j.6x moves. All these are useful and very effective when used in the right circumstance. j.4a+b is Arakune's main way of getting around the place. It's very important to know where you're going to land, because it affects your opponent's position too in many cases, especially when they are pursuing you. Backdash is Arakune "get away" tool. It has frame 1 full invul, so it's good for IBing and wakeup to get out of pressure. It's also useful in baiting DPs and creating confusing curse mix up by making your opponent guess which dash you performed. When using it defensively, be careful, it can be baited and punished. Forward dash is a high risk, okay reward tool for Arakune, in many cases, often in between staggers involving slow start up attacks it boldly returns the fight to neutral (and gets you out of the corner). Just like backdash, it good for cross ups (and fake cross ups) during curse pressure. His command teleports are a pure situational thing as your opponent responds to it differently and sometimes, you could be better off not using it at all. Practical uses include evasion (j.44 at a wall) and curse cross ups/pressure. Using it in neutral or to gain an approach, you have to pay close attention to your opponent's habits and make a call. These moves have start up and recovery and the invincibility they get (during the teleport) at times isn't very helpful, but it all depends on the type of teleport you chose. Just be careful, you could eat a lot of damage, lose momentum, round or a match if the wrong call is made. But the reward could be great too. j.6x is the bird move you see at times, it good for confusing the opponent and throwing off their positioning, it's also good to change where you land, in case your current landing spot is unfavorable, it's the move that makes sure that (to an extent) you don't have to commit to where you chose to dash. It's also good for making quick forward momentum in the air, whenever you may need it. Part 2. Wake-up Arakune lacks viable wake-up tools that makes the opponent second guess themselves. He has a few tools, but most of them come at an exhaustible cost, remember that there is no excuse to make up for bad defense. Learn to block and break throws, at times this will be your best wake-up option. Feel free to practice and discuss resets and more combo routes, if I missed anything, let me know. [*]Backdash is the option you'll resort to the most and it's the one you can do whenever you want. On one hand it gets out of your opponent's oki midscreen and allows you a safe retreat. On the other hand it's useless in the corner and can be baited and punished anywhere by every character. Even Tager. Backdash wisely. [*]Gold Burst is probably your best option in any circumstance. It's invincible on start up, combos into 100% curse and is advantageous on block. Just watch out for when it whiffs and be prepared to not have that burst anymore. [*]f inverse (236236c) is another good option, combos into 70% curse on hit and kills meaties. Be mindful that it costs 50 heat and unless you have 100 heat to RC, you're committing, this means you're in it for hit, block and whiff. Long recovery too. [*]Mashing is always an option (though obviously effectiveness will vary). It's good to use if you notice your opponent take too long with their oki with a long start up or in general miss their timing with a meaty. Be wary of frame traps however. [*]Forward dash is a ballsy trick to try when your opponent is trying a badly timed aerial approach. Good in the corner as well.
  2. kousaka

    [P4A] Teddie - Gameplay Discussion

    spark to the rescue~ Sent from my SGH-T999V using Tapatalk 2
  3. kousaka

    [P4A] Teddie - Gameplay Discussion

    hmm i watched the vid with the 22ab oki setups but i dont really understand. they iad turn jd charge item throw.... does charged item throw hit them? why cant they just uppercut or something Sent from my SGH-T999V using Tapatalk 2
  4. kousaka

    [P4A] Teddie - Gameplay Discussion

    hmm i dont' know when to use which item throw~ 5d vs 2d vs jD which is best for corner pressure, oki, and zoning?
  5. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    Its just a timing thing. Delay the jump cancel from 5d a bit and to get all the Ja's in mash it in faster.
  6. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    You want to go directly into pressure. Cancel the 5d>236b>6b bug>6a bug B bug hits and A bug prevents them from rolling. You can back dash 6cd bug and walk up pressure. Or go directly into a b or c teleport mix up.
  7. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    it's the same exceptions as CS1 almost, for mu close up 2c FC (ie point blank + side change) -2c FC >5a > jump straight up >JA>JC> A dive> JA>(JB>)JC>JD it's a special case for point blank 2c side change, haven't retested in csex but off the top of my head: noel, mu, lambda, litchi -in cs1 works on ragna, tager also but JC hitbox change makes this fail
  8. oo what's this? is Canada allowed?
  9. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    pressing 3cd during 3a startup is the best way. You'll get used to the timing. It is easy to get 2d or 3c by accident since 2a goes into them. As for a low mix up after it's usually between 2b and jc. You get 2 tries and depending on which hit hits or guard breaks follow up a dive>c dive to confirm. There is a good section in the jp curse tutorial vid on this scenario.
  10. looks good guys~ i'll start organizing on our end in Toronto
  11. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    the neutral game is about playing smart and knowing the matchups zoning tips haku - don't use 6d, use cloud, j3d, and 2d carl - 2d, 6d, but less cloud valk - 6d, cloud but you shouldn't use both as he gets in fast, use your second action to evade what they do usually blockstring tips in those matchups haku - use 5d very sparingly as it's 2d countered on reaction, i mostly use 5b>jB>iad>j4b carl - 5d pressure him all day.. relatively safe valk - use 6a in blockstring very sparingly.. valk players tend to mash 6a.. if they do learn to bait and punish it
  12. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    would some vids of 5c fc help? From your comments and issues it sounds more like your doing a super jump on the first rep which causes issues. That air throw Iad combo sounds interesting. I'll give it a try this week
  13. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    On fatal the opponent floats towards you. You can walk forward or back a bit and adjust before the combo. I haven't tested all the characters but pause until they are low enough for 5d then Ja>jc>a or b dive>dive cancel 5d> sjA>jc>jd Don't bother with jumping straight uo. B dive works on most of the cast. On the last loop characters like Tao and makoto require a delay before ja.
  14. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    Why can't you combo from it? I think it just takes getting used to.
  15. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    -to connect the 5d all has to be pretty fast and low to the ground.. too slow and they'll land and you'll whiff 5d as they tech -FC is a fatal counter, arakune's 5c on fatal counter causes them to float towards you
  16. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    the reason you do one of each is because of repeat move proration. Depending on the proration (2C being his best starter) you can add a second dive rep usually B dive in corner (j3b>6cd). Also from the new vid 6d bell bug can be used to add damage anywhere as it doesn't seem to have repeat move proration.
  17. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    air throw > air dash jc Does not work. I tried so many times with no luck. But its still listed in jp wiki. Anyone else try it? Sent from my Nexus S using Tapatalk
  18. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    hmm i think the crossup issue might be character specific.. if i remembered correctly it happened to plat jC? and noel 2d (i think)
  19. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    would it help if we translate the jp wiki combos? i did it in cs1 but not cs2.. in csex the bnb's haven't changed much outside of 2a>2c>6d replacing 5a>6b>j6d i tried out skye's 5c fc > 5d curse combo a bit and it does seem to work.. i couldnt' find anything about it in the jp wiki though so it might be something that everyone just overlooked i still haven't figured out anything stable for air throw combos.. especially when your super low to the ground but ive been experimenting with airdash jC and double jump jC direction cancel A/B dive into dive combo
  20. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    we finally get cse at the arcades today and yeah i agree, cse arakune feels alot more like cs1 -6d is really awesome, it can be used to end some combos with 6d directly into unblockables as long as they miss the bell bug -air dash speed, jump speed all faster -the new system changes to barrier and ib barrier make defending much easier will write more later about 6d tomorrow after i experiment more.. the lineups are kinda long though
  21. kousaka

    NEC XII Results

    gg's everyone from NEC~ lots of fun playing GG and the new CSEX~ shoutouts to xie for bring csex over~ shoutouts to the new york/jersey scenes who are always awesome~ shoutouts to montreal~ i look forward to our communities hanging out more in the future shoutouts to axis for repping michigan finally shoutouts to stickbug for always being awesome~ if he wasnt running the tournies I don't know if i'd bother going to NEC
  22. Toronto will be there just before 10pm today hopefully. See you guys there~
  23. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    your airdashing too early which causes you to be too low and not have enough time for two j4AA because you land too soon and get 5A
  24. kousaka

    [CSE] Arakune Technical & Gameplay Discussion Thread

    dive cancel combos can be started from lots of stuff but the ones you listed, 2c(rc/fatal), 5c(normal/fatal), gold burst are your standard ones. Other ones are jA>(something>)jC and some uncommon ones are 3c(jump cancel), anti air 6a>5d, anti air 5b, jC fatal, 5d anti air. When a dive cancel can be actually done is hard to explain. It's character specific and will vary with distance/height, distance to wall, character's hitbox so it takes a lot of experimentation. If you look in the archives there's an advanced combo thread for cs1 where I go through and list all variations on all characters (minus platina). Most of those still apply but you can't get 100% curse anymore due to repeat move proration. A few hitboxes changed and you no longer jump straight up anymore and many cases jA>jB>jC>B dive is more stable then before.
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