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[CP] Arakune Q&A/FAQ Thread

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This is the thread for questions regarding general gameplay revolving around Arakune.

Don't forget to read a few pages and check further down this post to see if your question has already been answered.

Frequently Asked Questions

Q. How does Arakune do that cool thing when he comes downward with an air attack?

That is his j.4x moves, when you are in the middle of an air dash, hold 4 and press a, b, c, a+b (Barrier) or b+c (Grab), Arakune will float down and do the performed action.

So whenever you see these kinds of notations (j.4b, j.4aa, etc), this is what they do.

Q. Arakune's IAD is so hard, how do I do it correctly?

Arakune's air dash is very weird, because of his floaty movement and extra animations, buffering his air dash is nigh impossible. The trick to do it is so work it out slowly, jump, then press 66. Make sure you press 66, it's the only way it will work. Once you get the hang of it, try it faster and keep going until you got it.

Q. Dive Cancel, wat do?

Dive Cancelling (or DC for short) is when you cancel a dive move with another too close to the ground for it to come out. When performing a dive (j.2a/j.2b/j.2c) upon contact with the opponent, you have a 3 frame window to input another dive, when done close to the ground, it cancels and turns into a ground attack, you can then buffer/kara the attack into anything you want, so to do [j.a > j.c > j.2a > DC (Dive Cancel) 6d], once j.2a connects, you tap 2 and press b or c then press d. So it will look like 2/cd. Dive cancelling can go into any ground action/command. Remember that if you used the dive, you can't cancel with that button, for instance if you did j.2b, you cannot DC with b, you must use a or c, provided that you did not use j.2a or j.2c.

Q. His curse combos are tricky, how do I work his 6c rekka right?

The main trick is to time the 6c early, in a manner that it hits right after the d bug hits them on the way up, from there simply buffer the 5c. After that perform the 3c (not 2c) and tap 5d, this will make the c bug come out right after the rekkas and the d bug will follow.

If this method does not work for you, try this.

Midscreen:

6C>5C(hold)>3C(release C + tap 5D) - full loop

Corner:

6C>5C(hold)>3C(release 6C+ tap 6d) - full loop

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Nope.

You can get a near air tight 2b > 5b > 2d, or be content ending your pressure with 2/5b, which isn't terrible considering it's +2 (+3 on barrier block).

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hey can someone explain what 41236a does? i read something about curse hoing down slower if it connects but i dont notice it? i thought it was specifically for re-curse but the projectile disappears as soon as curse ends. what the dillyo?

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41236a slows down the opponent's horizontal movement while their cursed.

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Im currently trying to do this corner combo: airgrab, j.d, 6d, 2c, 5d.

Is there some sort of trick to combo 6d into 2c in the corner? Every time i try it, they hit the ground and tech before 2c hits them.

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Have you seen somebody do that before? You need to dive cancel into 6D to recover faster and be able to link 6D>2C.

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Actually, you need to delay the 6d so that the back of Arakune's head connects. I'm sure I did this combo in the video.

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Actually, you need to delay the 6d so that the back of Arakune's head connects. I'm sure I did this combo in the video.

Ahhhh. thank you so much. yeah its in the video, just didn't know how you were connecting it. thanks again.

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Try starter>cdbugs>j.236c>6cdbugs>6c>5[c]>2]c[>6cbug>5dbug>(curse ended) right before the d bug goes up 5d>22b(midscreen)/22c(corner)>6a>(6b>6d for recurse)/(5c>lasers for the kill). That's the basic one :roboky:

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2b > 5b buffer OS in the corner. If the roll, 2b > 5b will connect and you air combo, if they don't, 2b will whiff and you'll recover in time to pressure.

Midscreen, 2a and pray.

J.b is decent only for back rolls, because it'll hit the roll and the knockdown will force emergency tech.

Other than that, I wouldn't try too hard to run oki midscreen, return to neutral or start setting up zoning.

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2b > 5b buffer OS in the corner. If the roll, 2b > 5b will connect and you air combo, if they don't, 2b will whiff and you'll recover in time to pressure.

Midscreen, 2a and pray.

J.b is decent only for back rolls, because it'll hit the roll and the knockdown will force emergency tech.

Other than that, I wouldn't try too hard to run oki midscreen, return to neutral or start setting up zoning.

Cool

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So on Arakune's airdash, the properties of it are really confusing.  The input display shows that I'm pressing 66, but there's no airdash.  What exactly are Arakune's movement mechanics that make the air dash weird?  This is my speculation:

 

1) It appears you can't press 6 up until a certain time off of jump startup

2) You need to have slightly more time between the first 6 and the second 6 compared to other characters' airdash

 

Am I wrong in this?  Is there something else I'm missing?

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You are correct, and the only solution I can give is to tough it out until you get a feel for it.

If the dash isn't coming out, then you are indeed doing it too fast.

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So i'm sort of struggling to ge tthe timing down for the "y, two dash - c bug" timing... any tips?

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It is all based on timing and knowing how long it takes for the c bug to become active (after 40 frames of Start up). If timed properly, once you let go of C after inputting j236c, it should take about a second for C bug to come out and catch opponent on confirm.

Let go of the C button around the time arakune starts to fall towards the ground. Try practicing that before going for a follow up off of C bug in training mode so you can get the hang of it. Then you will have your own preferred timing for curse combos you want to go for.

Also, make sure you are letting go of C bug depending on the position of the stage (Back against the corner = ]5c[ for example, all else = ]6c[)

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What's the best way to stop or punish Azrael's Growler dp for curse corner oki?

After 6D ender while buffering C/D curse bugs, PQA(214A) doesn't teleport behind him fast enough for a crossup. He can still buffer Growler forward and hit from behind putting Arakune in the corner.

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I haven't found a way, but I do it anyway because dp is good only option, I'd follow up with a j.4b once his invul ends and force him to block my stuff.

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What are Arakune's worst matchups?  I'm considering a switch, but would like to know exactly what I'm getting into.

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Sorry if this is the wrong place to post this but I'm still a bit of a beginner with Arakune even though I switched to him at the end of my CSE run. I have a really hard time with negative edging and curse combos in general the best I can do during curse is

 

6c[d](d-bug) > j.6a > 236c[abd] > j.236c or something similar :(

 

Any tips?

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What are Arakune's worst matchups? I'm considering a switch, but would like to know exactly what I'm getting into.

Litchi, Kokonoe, Azrael, Nu, Mu, Hazama, imo.

Sorry if this is the wrong place to post this but I'm still a bit of a beginner with Arakune even though I switched to him at the end of my CSE run. I have a really hard time with negative edging and curse combos in general the best I can do during curse is

6c[d](d-bug) > j.6a > 236c[abd] > j.236c or something similar :(

Any tips?

Start with a simple curse combo into j.236[cd]. hold 6 after the input, wait about a half a second and release c and d. Practice that first. If you can show them in combos then you can move to neutral and set ups.

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This is a bit of a stupid question, but how difficult a character is Arakune in CP? I mained him in CT (for how little of it I played) and absolutely loved it. I switched to Mu in CS after not liking a lot of his CT->CS changes. In CP I've been learning Relius, but I've been getting an increasingly strong desire to pick up Ara as a sub again.

 

Are there any decent tutorials on him out there in English (The only ones I've found so far are in Japanese)?

 

EDIT: I'm dumb. Apparently my ability to check the first post of the discussion thread shuts off after midnight.

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Arakune in BBCP (IMO):

Easier to Use
A hell lot more effort to win with

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