SecretAgentN3al Report post Posted February 8, 2014 Is there a Arakune critque thread? If not can a mod make one? I can use some advice, i feel lile i'm at a crossroad with him. Share this post Link to post Share on other sites
Mr.Biscuits Report post Posted February 8, 2014 He still has ToD combos? I thought he did like 4k now or something. Yes, any of his decent starters do 8K with just a regular super. OD super adds a ton of damage to the end of combos as well. The reason he's weak is because his neutral sucks and he can't really convert off random hits like the top tiers can. His damage is there, it's just landing that solid hit feels impossible in some matchups. Also, if you keep your burst you can squeeze out wins by just getting a homing cloud and activating OD in neutral. Against some matchups it's advised to just OD off any hit to instantly curse them and try to get them in the corner. Share this post Link to post Share on other sites
Argent Zero Report post Posted February 8, 2014 @Biscuit So the curse will activate if you shoot out a homing cloud and activate OD right before it hits? Also, what are your thoughts on the using the cloud that slows your opponent down? In most of my cases, the opponent starts panicking or try to avoid it by running at me. Would it be better just shooting it out or combo it in the corner? Share this post Link to post Share on other sites
Mr.Biscuits Report post Posted February 8, 2014 In OD any D move curses on hit, blocked D move gives you 50% curse. Cloud can not be blocked so that's instant curse. 5A > 5B > ODC > 5D/2D gives you 50% curse on block. Slowdown cloud is good. You use it right when you curse them to buffer bugs and negative edge accordingly. If 5D curses you immediately cancel into slowdown cloud and buffer bugs. Share this post Link to post Share on other sites
mAc Chaos Report post Posted February 8, 2014 You sound a lot more positive about Arakune than before. Share this post Link to post Share on other sites
Mr.Biscuits Report post Posted February 8, 2014 Don't get me wrong the character fucking sucks. So many bad matchups in this game. Share this post Link to post Share on other sites
Argent Zero Report post Posted February 8, 2014 @ Biscuits I see... I've always cheaped out on using the distortion gauge and OD, but if using those adds another 2k~3k to combo, might as well use it in favor of bursting. Probably been blinded by the regular distortion being a little nerfed only to realize that using it with OD is better. But using OD will sacrifice a burst that'll help you when you're trapped in the corner. Your thoughts on how to get out of a corner? I've been using 5a->6b, jump and warp, sometimes CA and Distortions. Share this post Link to post Share on other sites
Mr.Biscuits Report post Posted February 8, 2014 OD has several uses with Arakune since it gets you instant curse. 5A > 6B > ODC > J.6B is instant curse. Generally you'll go into OD during curse combo if 1. They have burst and you'll kill with beam super 2. You're low at life and they have a lot. Doing neutral OD lets you have curse for an extended amount of time which lets you reset into more damage. You can also punish shit like wake up Infernal divider by just doing raw OD in Ragna's face. In corner If you won't kill with beam super then don't go for it. You go for D bug down > 5D > 22C > 6A > 6B > 6D and try to setup an unblockable (6D + low) or just put them in a really fucked up situation. If you need max damage you opt for D bug down > 5D > 22C > 6A > 5C > double super, of course OD for more damage longer curse. In the corner you need to just block, instant block, barrier. j.44 teleport has too much startup. Forward dash is good if they try to stop you from upbacking. Generally if they jump while you're in the corner you can escape with a forward dash and put them in the corner. Share this post Link to post Share on other sites
Argent Zero Report post Posted February 8, 2014 @ Biscuits Thanks for the advices Biscuits. I really never gave thought to utilize Arakune's OD too much but now that you've explained his worth with it, I need to practice with it alot more. Thank you. Share this post Link to post Share on other sites
Darret_Wallace Report post Posted February 9, 2014 You can also get instant recurse by doing OD fofg > jb all hits. Share this post Link to post Share on other sites
JacopeX Report post Posted February 22, 2014 http://youtu.be/f8b7xbD65Dw How the hell do you do the combo in 1:59 without getting an SAC? Been trying to do it. :\ I think i'm better off doing 5C>j.A>j.C>j2A>DC>5D (wallsplat) >66>6B>j6D>6D. Easier confirm and curse. Share this post Link to post Share on other sites
Mumm-Ra Report post Posted February 24, 2014 5A>6B and standalone 6B are considered different attacks, so they don't have SMP. Share this post Link to post Share on other sites
Darret_Wallace Report post Posted February 25, 2014 What do we follow up jc > fofg with mid-screen? i've seen people do stuff but i forgot. Share this post Link to post Share on other sites
Skye Report post Posted February 26, 2014 Iirc release d bug > 5aaa > 41236a Share this post Link to post Share on other sites
Darret_Wallace Report post Posted February 26, 2014 ah thanks, there is one other thing, when gong for unblockable resets during curse, bell bug messes the combo up all the time if they get hit my d bug before hand, is there any stable way to stop this happening? i've had it make the opponent tech even in the middle of 2c. Share this post Link to post Share on other sites
Skye Report post Posted February 26, 2014 I don't think so, though the one thing worth looking out for is making sure d bug 1 and the bell bug hits around the same time. That's the only way I could think of stabilizing it. Share this post Link to post Share on other sites
Mumm-Ra Report post Posted February 27, 2014 For unblockable setups you need the D bug to hit before the bell bug and the bell bug to hitduring the first phase of the D bug, otherwise they'll tech out, so make sure you hold the button for a little while after doing 6D, something like 2C>6[D]>6]D[bug>6Bbug (for roll tech)>any low. Share this post Link to post Share on other sites
tetora_desu Report post Posted February 28, 2014 Anyone know how to get 2.c after a 6.d in the corner? 2.c never comes out in time . Share this post Link to post Share on other sites
Skye Report post Posted February 28, 2014 Delay 6d so that the back of Arakune's head makes contact. Bear in mind 6d > 2c is height specific and cannot be done in just any combo. You'll usually only take that route in the corner after a j.d and you can't step back to make 5d connect. Share this post Link to post Share on other sites
tetora_desu Report post Posted March 5, 2014 Another thing I have been trouble doing was. 6b>44ab>6d>j.c>6d or i think those are the notations. Share this post Link to post Share on other sites
Mumm-Ra Report post Posted March 5, 2014 I don't remember that working, can you link us to a video with the combo you're having trouble with? Share this post Link to post Share on other sites
Darret_Wallace Report post Posted March 5, 2014 i think he's referring to double j6d Share this post Link to post Share on other sites
Skye Report post Posted March 6, 2014 Alright guys, I got it. The 100% midscreen to corner curse combo off an S starter. I understand it. As far as I know, there are two versions, basically the same, but just uses the respective 6b follow ups at different spots. These, I've found, are largely up to preference, the combo is a doozy, regardless. (j.4b) > 5a > 6b > iad j.4ab > j.6d > j.4b (1/2) > j.a > land 6b > iad j.2a > DC 6d > 2c > 5d (j.4b) > 6b > iad j.4ab > j.6d > j.4b > 5a > 6b > iad j.2a > DC 6d > 2c > 5d The trick is the first iad. You need to pretty much literally tap the barrier, because you need to carry a wee bit if distance before you j.d. you almost plink the barrier and j.d. after that, the test of the combo isn't that hard, it's just that first iad is imperative to execute correctly. Iad barrier too long and they'll tech, don't iad barrier, then the j.4b will most likely whiff. In my efforts there was no such thing as doing the barrier too early, the faster the better. Share this post Link to post Share on other sites
tetora_desu Report post Posted March 6, 2014 i think he's referring to double j6dYes Also, what's a j.4b. An air backdash with barrier? I'm still learning. Share this post Link to post Share on other sites
Mumm-Ra Report post Posted March 6, 2014 It's jumping B while holding back during an airdash, makes you fall faster to the ground, works with (almost) every move Arakune has actually. Skye wrote the notation wrong it seems, should be IAD j.4B. Share this post Link to post Share on other sites