BBCF/Arakune/Strategy: Difference between revisions

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==Tips and Tricks==
==Tips and Tricks==
*j.B is an amazing normal in neutral because of its speed and size
*j.B is an amazing normal in neutral because of its speed and size.
*22X is a great move for calling out reckless dashing
*22X is a great move for calling out reckless dashing
*Use 6B and 6C to call out pressure resets and 2A attempts.
*Use Overdrive to turn the tables and trigger curse
*Use Overdrive to turn the tables and trigger curse



Revision as of 05:30, 9 December 2020

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General Tactics

Arakune has a relatively awkward strategy before he fills up the curse bar. His objective, above all, is to build up curse and survive in neutral. If he succeeds that, Arakune can abuse the curse state and put his opponent in a blender. From there, the objective is to run disgusting mixups and kill your opponent as quickly as possible. For a video guide on Arakune, check out Skye's multivideo guide here

Blockstrings

Check out the pastebin here for an idea of how Arakune likes to structure pressure before curse.

Okizeme

Tips and Tricks

  • j.B is an amazing normal in neutral because of its speed and size.
  • 22X is a great move for calling out reckless dashing
  • Use 6B and 6C to call out pressure resets and 2A attempts.
  • Use Overdrive to turn the tables and trigger curse

Fighting Arakune

Arakune matches are won and lost in the neutral phase as it is extremely difficult, if not impossible, to block an Arakune's curse mixups. Arakune's lack of offensive and defensive options out of curse means that Arakune he will often play in neutral for an extended period of time. Take notice of each of the curse clouds and how they move so that you can avoid them. Be conscious of Arakune's spider (22X) and his erratic movement. Arakune going into curse state is inevtiable in some matchups, but delaying it as much as possible is important.

Most of Arakune's combos involve throwing Drive bugs to get you into curse state. Bursting these combos may seem unsafe since the burst will not hit Arakune but they evade curse while Arakune cannot do much to punish them. Ideally, you will want to burst on the 2D bug due to its massive recovery.

Arakune's F-Inverse (236236C) has a fast start up and an insane amount of active frames, making it deadly as a mid-pressure reversal. On wake up, it's hitbox is lacking so bait it accordingly. It's invulnerability is brief and it's relatively easy to punish.

If you do happen to get cursed, the best place to be is blocking in the air since his mixups are limited to only left/right at that point. Keep in mind, however, that it is very difficult to take to the air once Arakune is on you. If you are grounded, there are a number of things to watch out for to help with your guessing game listed below. A skilled Arakune player has mixups that are safe enough that you more or less can't escape (e.g mash, Counter Assault, burst, or reversal). Your goal here is to avoid getting opened up for as long as possible to mitigate the damage Arakune will do. If Arakune doesn't have meter and you blocked well, you might return to neutral with a fighting chance.

  • C bug (the big blue/pink one) guard crushes on block. Recognize it and Barrier accordingly. This bug makes it important to conserve barrier when out of curse.
  • If Arakune is in the air, it will likely be a left/right mixup between his various j.2X moves.
  • if Arakune is on the ground, it can be either a high/low mixup between 6A and his lows or a left/right with his teleports. It might be easy to block Arakune's grounded mixups outside of curse but the visual clutter of the bugs will make it much more difficult.
  • Don't burst curse mixups, they are easily baited and Arakune can easily set up again.

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