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BlazBlue Arakune Combo Video

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Uploaded by on Mar 23, 2009

BlazBlue

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Gaming

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  • likes, 3 dislikes

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Top Comments

  • its called a dive cancel. what you do is air dash forward after that immediately hold back and pressing B.

  • I'm really gonna main this guy.

    Now learning how to approach the enemy and do the combo.

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All Comments (30)

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  • @TheArkayne nerfed?

  • ahh i use to think arakune sucked so hard but no hes my main along with noel but still arakune is the first character i like that has some good air combos

  • Was there also neg. pen.? I feel like I don't recall IBTCOY doing that much damage even after a burst.

  • His normals do have low priority, but Arakune does have some great pokes to counter offensive opponents like 2A and 2B both of which can be turned into a combo after they hit.

  • Oh, an 5C has amazing priority against air attacks, which it's really designed for. I think he has some sort of upper body invincibility for part of it. It sucks as a ground move unless they are cursed, in which case you can easily combo into it with the help of the bugs :)

  • Sounds like we agree more than we disagree.

    However, 5A and 2B *are* pretty good at stuffing rushdown if timed properly.  They work amazingly well and are often safe choices to open a round with against someone who you know is going to charge you right away. 2A is a really nice poke with setups into curse and long combos. It's just a tad slow to get out compared to 5A. 2C has godly priority, and also great for stuffing rushdown but is unsafe if you don't have a rapid cancel waiting...

  • LOL no his ground normals suck... his air normals are..

    Im an arakune player also I know what Im talking and no his 5C is not good, its ok but not good. It has no priority, None of his ground normal game has priority over anything.

    The options arent safe? they only arent safe if you being a retard and doing trying to just do anything to get a curse thats why he has so many setups for it.

  • His normals are pretty good. His weakness is rushdown.  He doesn't have the greatest defenses once you've gotten in close enough to him. All of his options for cursing are unsafe when you're close, unless he combos into curse. Although is normals are pretty good for what they are, they seem (coming from an Arakune player) to be often out-prioritized by normals and specials from other characters, so it's hard to keep them out just with that. His 5C (air launch/lick) is good but too slow.

  • Removing curse on block kills his zoning game.

    What should be fixed:

    1. Recurse should behave as a time inverse exponential function of the number of times cursed, i.e., each successive recurse resets to a smaller and smaller curse time interval, eventually so small as to be useless.

    2. Reduce damage on C loop.

    3. Weaken corner trap.

  • ν-13 isn't as bad of a matchup for Arakune as a lot of people think. It's a hard matchup if you try to play a long distance game against her since it's difficult to curse her and keep her cursed. (Best bet is to use the tentacle that comes up from the ground).

    Wait a little bit on the curse and just play non-stop rushdown with j.dc.B > 5B > jc.6B or 6A loops. ν-13 has a much harder time up close than further away. You just gotta watchout for those C attacks. Fakeouts and 3C help get near.

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