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Shazam

[CS2] Hazama vs Arakune

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Snakes eat party bug, fly around his smelly clouds, use tons of chains and stay aggressive. :)

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I'll be following Sey's formatting, generally speaking.

Matchup Ranking: If I recall correctly, this match is in Hazama's favor. If you guys have any official numbers, be sure to post them, and I'll update accordingly.

Recommended Playstyle: Depends on how the Arakune is playing at the moment. If he's got party bug and cloud out, your focus should be to evade them as soon as possible. Arakune, however, usually doesn't have a good answer to your chains. He can 5A you out of your pressure sometimes, but don't let that scare you too much. If you can, you want to lead this matchup. But, again, priority number one as with any Arakune match is to avoid curse and curse setups.

General Strategy: I will break this up into four categories based on the situation: Ground, Air-to-air, Zoning and Approach, and Curse Setup Evasion/Counter-action.

Ground: For this situation, we will be anywhere from throw to Jabaki distance away. Arakune's pressure isn't that scary on the ground, especially since 5D has such short range, as with most of his ground normals save 3C and 2C. Since his normal ground pressure doesn't gatling all that well, chances are he will do one of two things when he jumps in the air (typically): 1. continue his pressure 2. put out a cloud.

We'll cover option 2 in the curse section. In the air, his j.A, j.2A/B/C, j.B and j.C are generally safe options on block. However, if you feel confident you can anti-air counter j.B, j.2A/B/C, or j.C with 2C on reaction, go for it, as you'll get paid for it if you follow up correctly. If he jumps back and does j.D you have a couple of options as well. You can either meet him in the air and counter or counter with ground chains/623D. Every now and again you might be caught off guard by 2D, but taking the offensive should be key in this match-up.

Air-to-Air: There's really not much to do here. Your best bet is to block. If you're really lucky, Arakune will j.6A/B/C when he's too far away and you can counter with j.B/j.C, but that likely won't be the case. Once you land he will probably continue pressure. If you land before he does, however, you can either start up your pressure or try a quick AA 5B, 5C, or 2C.

Zoning and Approach: Whenever you're full screen distance away, you're pretty much safe to use chains. There's not a lot Arakune can do besides teleport or try an air approach. However, you should not get eager with approaching, especially if its on block, or spam the same chain ad infinitum. Refer to Dusty's chain zoning guide for more info on what I'm talking about. That said, there are some safe approach options on block as long as you keep your opponent guessing.

5D: Whatever you do, don't follow up with D, as you'll probably eat an anti-air. Use B or C instead, as they can either confuse your opponent or cross them up.

6D: Best used as an option to keep them from using j.D from far away.

j.6D: Great option to approach on the ground, but exercise caution just as with 5D. If it hits low and you use D follow-up (even on block), it will put you at about 3C distance away so you can continue pressure with 3C>236D/214D~A.

j.5D: Also good for stuffing j.D attempts, but is bad on air block. Even if you A cancel (on block), the Arakune player just got a chance to get a ground approach for free.

:kitty: We now know that zoning is still safe when Kune has meter, if you can react to the superflash of f of g. When you see him going for the air super you have just enough time to use a D follow up out of your 4d or 6d and laugh your face off.

Curse Setup Evasion/Counter-action: Thankfully, you play as Hazama, and can pull some Arcana Heart/Melty Blood style jump heights and movement. Not to say that this is easy, but you have it better than a lot of other characters. If they do manage to get Party bug and a homing cloud out, your safest option is to 4D~D(immediate) or 2D~B depending on your position, and get the hell out of there. Don't worry too much about negative warning, as it's nowhere near as bad as being in curse-land. Your other option in this situation is to try and stuff all curse setup and curse move attempts. Easier said than done, but certainly achievable. First of all, chains eat party bug, so as long as it's not behind you, you can kill it. Arakune's j.D and j.236D also have long start-up which makes them liable to be countered by chains.

The cloud that hovers above your ahead is the most annoying, imo, so you'll want to get a hit in on him as fast as possible so you can regain your mobility options.

Your Best Tools (For This Matchup): Make sure to zone appropriately, and use anti-airs whenever you have an opportunity. Personally, I abuse the hell out of 214D~B because not only does it stuff air normals and specials, it makes 2C-happy Arakune players regret being so... 2C abusive. Your other best tool is working your defense into offense as Arakune's pressure is rather poor without set up.

Things To Look Out For: As I said earlier, j.214214D (the curse super) is your worst enemy when it comes to zoning. 5C and 2C can also be nasty fatal counters if you decide to either approach/pressure in the air or dash in. As Shazam said, don't get air-grabbed, cos that is the most surefire way to get a lot of curse meter tacked on you. I would stay out of the air in general (at close range) unless you're confident that you can chain in and continue air-pressure.

That's about all I've got. I have nothing to say about what you do while you're in curse besides block to your best ability... or throw out a random Mizuchi. :sweatdrop:

**********************

Just like to add that if you're feeling really ballsy and this Arakune is using lots of 2c or something while you're in curse sometimes you can mash out a hotenjin and and launch him off screen with it. This really screws with his curse time and can have pretty good results if you know how to mash hotenjin properly. Random supers are potentially Arakune's dismay!

Remember that playing against Arakune is different from playing anyone else. Try to get a feel for his movement and basically try to keep him locked down - much like if you're fighting Mu - you want to always try and keep him either blocking a chain, or getting hit by one. Once you get in it's on!

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2C completely shuts down his j.B approach or any other air approach for that matter. Use it a lot. 6D, j.7D, j.5D and j.6D are very useful in this matchup.

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(4D~D) j.9D~D can work just fine if you are trying to escape Arakune's curse pressure/stall the game for a bit when you get curse'd, just don't get baited (and reset'd/air grabbed).

And as Zeron said, 2C is very good in this match up, it was a bit scarrier (for Arakune) in CS1 since the damage we could get from a CH 2C was waaay higher without meter (or without being in the corner), but it's still a very good way to scare a j.B-happy Arakune.

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The guide that was right here has been re-posted. Shazam even kept the humourous little addition at the end. Click the link to see why Mizuchi works during curse! :eng101:

/sarcasm

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Shouldn't this be moved? Btw this match up is straight up bad for arakune.

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Man we need another mod. No disrespect to Zidane. How do we get a new one?

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Heh, in this matchup, you're at advantage pretty much everywhere. I definitely agree to stay grounded, it keeps all the high reward options open. If you get your pressure started, Ara doesn't have any reversals until 50 meter, and even his back dash is pretty underwhelming now (Does anyone have a recommendation of how to best beat the backdash? You could probably 2362366Hotenjin it at most ranges).

Just play smart, use all the tools available and you should win. Arakune has to work really hard in this match.

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When you say 'beat the backdash' do you mean before or after he has teleported? I'm not sure what can catch him before he teleports, but once he's popped back up, j.6D will catch him almost anywhere. Even at point blank, if he backdashes, a jump back j.6D will catch him.

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I definitely tried to delete this thread with the edit button as soon as I saw that it was posted here but I couldn't find a way to. Again sorry for the threads being so sloppy/unorganized, I was definitely really tired and lacking sleep when I wrote these (especially this one if you couldn't tell) and a lot of the OP which I couldn't stop laughing about when I was writing it is definitely only about half as funny as it was last night.

For air grabs I think if you're feeling scared you can mash out a quick j.c or 2-3 to try and poke him before he gets in but i'm really not sure how this all works out (could lead to grab counter instead of being able to tech the grab so idk)

Actually decided against reposting the godlike troll tier post as a lot of it us fluff, but a few essential things remain when fighting against Arakune:

*Eat his party/bell bugs with your 6d or low j5d, and eat them again because he has an infinite number of party bugs

*Don't you fucking get air grabbed

*F of G super gives him full curse so watch the hell out for that one.

*Don't touch his clouds of ass

*6d and 4d can be pretty godlike in this matchup but you don't want to use them too much especially when he's sitting on 50 meter

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When you say 'beat the backdash' do you mean before or after he has teleported? I'm not sure what can catch him before he teleports, but once he's popped back up, j.6D will catch him almost anywhere. Even at point blank, if he backdashes, a jump back j.6D will catch him.

Well there's certainly merit to low gatlings to keep him in blockstun and beat the backdash before it starts, but I meant after it starts on reaction. (Once the backdash has actually started, it's of course invulnerable first frame)

So j6D latches on, at backdash range? That's really good to know if it does, thanks. Gives a no meter option for if you don't have the high damage punish in your pocket.

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Heh, in this matchup, you're at advantage pretty much everywhere. I definitely agree to stay grounded, it keeps all the high reward options open. If you get your pressure started, Ara doesn't have any reversals until 50 meter, and even his back dash is pretty underwhelming now (Does anyone have a recommendation of how to best beat the backdash? You could probably 2362366Hotenjin it at most ranges).

Just play smart, use all the tools available and you should win. Arakune has to work really hard in this match.

tbh I really couldn't find a way of punishing his backdash. His backdash is his greatest defense options so I wouldn't be surprised if Hazama couldn't do anything about it. The only thing you can do is bait it I guess.

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I think that may have been true in CS1, but they drastically reduced the potency of it in CS2. I'd be really surprised if he couldn't punish it somehow.

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Yeah after some testing as well, the only way to stop his backdash is to call it out.

Edit: You can sometimes punish him with 214D~A (the charged version will clip him for sure for a combo)

and by doing IAD j.2C but you kinda have to know the backdash is coming.

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Well I thought of some moves that might but non have worked so far. If you can bait it and jump cancel IAD 2C, it should work.

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Yeah after some testing as well, the only way to stop his backdash is to call it out.

Did you check 2362366 Jayakou? I think it's really likely that would work, and if it does it's a massive damage punish that could be thrown on reaction

Good note on 214D~A, pretty useful.

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Did you check 2362366 Jayakou? I think it's really likely that would work, and if it does it's a massive damage punish that could be thrown on reaction

I'll try it right now. As for it being a massive punish. It's not bad but it's not that good either. Raw Houtenjin can't even be used for relaunch combos. We're talking about 3.5k max.

Edit: It doesn't work. Jayoku does not catch his backdash. And 214D~A Lv2 doesn't always work. You have to hold it till he appears again and he'll have enough time to mash out something by then. Also, Arakune can forward dash through Hazama. So that means you could be in for a fatal 2C from behind. Or something even worse I dunno what Ara can do.

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When does Arakune usually backdash? I just tested out using a ressenga-ended pressure string/midscreen combo and then did backwards j.6D and it caught his backdash.

Edit: I suppose you guys are right, though. Either you have to have incredible reaction time or call it out if you want to get an actual hit in. Even then, if you see him backdash, jumping isn't a half bad idea. If he jumps after the backdash, you catch him with j.5D, if he stays on the ground, catch him with j.6D. Either way, it forces him to block.

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Not to mention you kinda have to know they're backdashing and if you fuck up and they block jayoku, Arakune will probably get a full curse on you. big price for trying to stop his backdash.

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I'm pretty sure Jayoku can't catch his backdash. And by the time it can hit, he's already out of recovery so he can just block.

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That's.. really surprising to me. I would expect dashing jayakou to catch that for sure, at least at most distances. I guess there's always j6D or charged 214D~A.

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That's.. really surprising to me. I would expect dashing jayakou to catch that for sure, at least at most distances. I guess there's always j6D or charged 214D~A.

Jayoku is actually pretty bad when it comes to range. I dunno but it feels like they nerfed the hitbox since CS1 because dash 3C > Jayoku no longer works. But thing is that Arakune can block 214D~A charged or even mash out of it.

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