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Arakune Precurse Pressure

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Jun 22nd, 2019
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  1. Arakune Precurse Pressure
  2. Skip to bottom for example blockstrings
  3. ___________
  4. Understanding Gatlings+Buttons
  5. ___________
  6.  
  7. 5A 3x per pressure, 2A 3x per pressure, both cancel into eachother.
  8.  
  9. 5A: Jump cancellable, cancels into 2A/6A(overhead)/5B/6B/5D. good reach, 6f
  10.  
  11. 2A: amazing reach, 10f, cancels into 5A/6A/5B/2C/3C/2D
  12.  
  13. 6A: Looks faster than it is, opens up great mixup on block, jump cancellable, cancels into 2B(fast low),6B,(4B standing low),5C,5D,6D
  14.  
  15. 5B: 3 hit multihit, -1 on block, 5B link 5A is common frametrap, cancels into 6A/2B/4B/5C/2C(multihit low)/6C(slow overhead 3 hit rekka)/3C(slow tracking sweep)/5D/2D
  16.  
  17. 2B:Fast low, great low profile, cancels into 5B/5C/6C/3C/2D
  18.  
  19. 4B:Standing low, jump cancellable, cancels into 6A/6B/5C/5D/6D
  20.  
  21. 6B: Dead end, only special cancellable
  22.  
  23. 5C: hard to gaplessly transition to, not common to see in pressure, jump cancellable, cancels into 6C/5D/6D
  24.  
  25. 2C: 5 hit, only first is low, no cancels at all on block very punishable w/o RC, not pressure but important; more + the further it travels, general rule of thumb if Kune travels ~1/2 screen length before you block 1st hit he will win if you both mash 5A
  26.  
  27. 3C: tracking low, can't be gaplessly transitioned too but has some invul in middle so hard to stuff in pressure, dead end, only special cancellable on block
  28.  
  29. 6C: 3 hit overhead rekka, 27f, very distinct animation, 1f gap between each hit, low crushes, usual rekka shenanigans on block of stopping early, no cancels
  30.  
  31. 5D: 17f, often has a gap but safe due to long range and used at the end of strings, builds curse, extremely long active frames, jump cancellable, cancels into 3C/2D/6D, can be stuffed with good buttons but requires a read generally safer to buffer backdash
  32.  
  33. 2D: 19f, bigger gap than 5D, DO NOT block this if you don't have too, most of the time kune transitions to this you can jump out safely, he is +9 if you block this!
  34.  
  35. 6D: oddly quick, fatal counter but kune gets nothing extra off fatal, jump cancellable before bell bug spawns so very safe if blocked
  36. ___________
  37. iad j.4X resets
  38. ___________
  39. at any point arakune is jump cancellable(most of the time), he can instant airdash and cancel by pressing 4 and any button to suddenly fall downward. I'll spare you specific airdash lockout time frame data but safe to say you can reliably 5A in this situation to stuff. iad falling j.B (j.4B) and falling j.A (j.4A) are very quick and generally a high risk read to stuff, regardless it's like learning to IB gustav vs Azrael it is very important to not make it free. j.4A comes out 3f faster so it is harder to stop but less range and blockstun.
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  40. Kune Special cancels
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Kune’s ground specials are generally terrible cancels. His 214X fakeout series is the only option at blocked 6B/3C (his only special cancel dead ends)

214X all have some invul and a proximity hitgab that webs you, if the hitgrab is blocked he is generally safe. 

214A - fake jump forward, least invul, punishes iad in, loses to waiting then dash > button
214B - fake walk forward. mid invul, punishes dashes and buttons, punish by jumping over and attacking where he was
214C- fake 6D, crossup. most invul, punishes deep buttons+jumpins, punish by waiting then jump punish

mixing up his cancel can make punishing harder though 6B/3C enders should be rare anyways
  41. ___________
  42. ioh j.B
  43. ___________
  44. A quick note that arakune ioh j.B can strike at any point he's close to you and jump cancellable. 14f startup but he can't confirm off it without meter, so you're more likely to see it with 50 meter in the tank. Even then j.B>RC>j.B is a hard confirm.
  45. ___________
  46. BASIC EXAMPLE PRESSURE
  47. ___________

  48. NOTE: Staggered 5A/2A’s or tick jab’s are very dangerous to try and trade with and he can basically do this at any time

5A>2A>5B>6A>4B>6B>214X

5A>5A>2A>2A>3C>214X

5A>5B>4B>6A>2B(only -1)

5A>2A>5A>5B>5D>j.D>j.D (has gap but is hard to avoid)

Keep in mind every jump cancel or 6A moment that allows kune to mixup mid pressure

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