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Posted

We could just go back to the CS2/CSE curse combo approach, which was 1 mix up > 1 combo, reset (probably unblockable) > another combo.

The changes Arakune received will not only change the dynamic we play him, but how people fight him. Cloud now puts a fire under patient opponents who used to not mind reading the odd cloud or so, it could also change the game vs zoners too.

  • 2 weeks later...
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Posted

These changes are very interesting to say the least. I look forward to how Arakune ends up in arcade release

  • 4 weeks later...
Posted

From a post regarding the closed loketest

 

Arakune cannot recurse opponent at the end of a curse combo (a X appears on the gauge indicating this)

Posted (edited)

UPDATE

Don't really understand what the basis is, however the X sometimes doesn't appear on the gauge preventing recurse at the end of a curse combo. We suspect that the starter may have something to do with this, whether it's a bug starter or not, but not 100% sure.

Edited by Argent Zero
Posted

Translating some Arakune changes from the 2nd Loketest, will post in other threads.

5A>6B Arakune now moves forward like Platinum's 6B, Arakune now has an easier time hitting opponents with this from anywhere.

Was able to do JD>JD without landing. Even on wiff.

2A>2C now connects if opponent is standing (won't work if they're crouched?) But since 5A>6B moves you forward, it might be irrelevant?

5D>J3D connects (yes)

JD>B Permutaion connects at the corner, but it can't beat 1D5D1D5D (wait this actually works?)

 

 

Posted

Well smp is removed from normals and even if it weren't, it no longer affects hitstun.

Posted

http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1415025277/

 A brief summary of the changes so far seen in the 2nd test.

New change in Curse mechanic (the one I mentioned earlier), Arakune can no longer charge curse at the end of a curse combo (how he was able to charge at max 50% curse when finishing up a curse combo).

6D Party bug no longer overhead.

When the new DD activates, the curse gauge turns blue (previously purple)

6B moves you forward

(JC>) JD>B Permutation connects, with this JD is now able to cancel with command moves.

New Gatling Route 5B > 6A

From testing, JB Combo route can charge max of 80% curse, 6A still has one hit curse combo potential.

 

Posted

I'm liking it. Apparently there was some footage last night, I hope someone reups it.

Posted (edited)

6D no longer overhead, jeez.

So it means you cannot get ANY curse after curse ends for X frames?

Edited by Mumm-Ra
Posted

I actually do gotta wonder, what exactly would the situation for arakune's exceed super be used for? Because from what I seen of it... All it does is summon a sort of odd...manta ray monster o -o

Posted

Okay here's a video with a few Arakune matches in it, classic loketest, one round to fool around then the final round is the real deal.

You can see the new super here, which is what Houdini mentioned, not the Exceed super, and looks really weird lol, some characters might be able to crouch below it? but well, that makes them easy prey for Arakune during curse.

Also like I suspected before, it seems like after curse ends, the X appears on the curse meter for like 2 seconds? So you might actually be able to recurse, but only if the combo lasts for two seconds after the meter depletes?

New teleports... not sure about them, you can combo the new teleport followup thing though, although it seems kind of useless since it pulls people waaaaaay up, but let's not get ahead ourselves.

https://youtu.be/30971Q4vurY?t=698

 

Posted

Oh so that's the new DD. Looks like a Coralian from Eureka Seven.

I actually do gotta wonder, what exactly would the situation for arakune's exceed super be used for? Because from what I seen of it... All it does is summon a sort of odd...manta ray monster o -o

Pushes the opponent into the corner on block, extends Arakune's curse time I beleive (gauge changes color indicating it). Just to aid Curse I'm gueesing

Posted

huh, did not know it extended curse, then again it was at the end of the round I suppose so we couldn't exactly see much of that being the case.

That new spider cocoon is gonna be something interesting

Posted

5A = Knock back increased, however due to the changes made to 6B, 5A>6B is easier to land.

5B = Knock back decreased, 5B>6A Gatling added. New curse possibility?

6B = Lunges you forward but no more armor. 

fOg = Increased curse charge so no longer character specific (sometimes only charges 90 against certain characters). 

  • 2 months later...
Posted

A JP player who goes by Kitsune posted an evernote Q and A about CF Arakune; I'll try to get around to translating the whole thing at some point, but the TL;DR points are that Ara is good again, curse is good again, and the new super is godlike. Mothra is guaranteed to come out even if you get hit (but has no start-up invuln), does a ton of damage on hit (~1700), is untechable on air hit, doesn't advance the combo timer, and reduces the rate at which curse gauge depletes.

Here's the link to the whole thing for anyone who can read it themselves. https://www.evernote.com/shard/s674/sh/44067d43-2062-43e3-b7c2-ba3cd61801d5/15cd02f792fdba4314bfcccc6013e78d

Someone tell me what the abbreviation EA is for, they use it a lot and I don't know what it means.

Posted

Probably exceed accel, the new mechanic that is a super that uses a burst instead of meter.

 

Also thanks man! And hooray for finally having some good news! :toot:

  • 2 weeks later...
Posted

Hearing the additional details about the moth is super interesting. Can't wait to see the translation.

Posted
12 hours ago, Skye said:

Hearing the additional details about the moth is super interesting. Can't wait to see the translation.

Here's the first half. I forgot I said I was going to do that until I saw your post today.

Q: Is Arakune good this time around?
A: Looks that way. He definitely doesn't seem to have any glaring weaknesses.

Q: What's the good news?

1) Cloud recovery decreased
2) Bug use does not reduce curse meter; back to time based
3) He uses the new OD/EA system really well
4) Mothra (F equals)

Q: What’s his playstyle in CF?

A: You want to go through cycles of OD use and refrain from bursting. The game plan is to activate OD and hit with a bug/curse mixup, go into EA which guarantees AF, and use the burst regeneration from active flow to get you well on your way to another OD.

Neutral/offense:
Definitely put out the cloud whenever you have a chance; in this version it just follows them around and continues to add curse gauge. You’re less reliant on JD/2D/spider to add curse in this version because of the new cloud, and those moves have been nerfed. In previous versions, depending on what version of the cloud came out, you might not be able to advance or make things happen in neutral, but in CF you’re much more able to advance in tandem with the cloud.

Defense:
If you have any curse gauge, reversal OD all day. Put out bugs (more on this later), and run away with EA and bugs as a big shield.

Curse

As mentioned, curse is back to being timer based. Individual bugs do not cost meter.
Have to wait longer between each use of the same bug.
B bug now comes from the bottom of the screen.
New B bug starts up and actually hits in like ten frames. One of his best new things. He says something about how if you get hit by a burst or guard cancel that’s non CH, the B bug is guaranteed, but I don’t know what that means. He says it will piss people off though, so it’s probably good.

Curse offense:
Catch and lock down your opponent with BC, and DA bug sets. Use Mothra to attack as your resources allow.
Midscreen mixup:  Overheads with 6A and j. B (probably hits everyone), lows with 2B/4B, mix in with dashes. The combos from there are similar to the old ones.
Corner mixup: Whatever you want. Style on 'em.
Combos: (wasn’t 100% on the translation here, but I’m fairly confident) In general, you use the same parts as usual, but it’s more dificult to use the same bug twice in a combo because of the regeneration change. Depending on the starter and confirm, you may have to go to a more difficult combo. 

Curse defense:
You can still (as always) summon bugs when you tech. With the speed of the new B bug, you can summon one right under you as you tech and blow up pretty much any oki.

Q: So... He’s a kuso character?
A: Yes. You will lose friends.

Q: Will he be a good sub?
Probably not. Couple of reasons
1) Curse combos are are harder this time around (will be easier if you just copy/paste old combos)
2) New cloud neutral makes playing him more specialized than ever.
3) Some characters in CF demand that you have match-up specific defensive knowledge.

Q: So what’s the bad news?

1) j. D recovery has increased, and spider start-up has slowed down, so his zoning game got nerfed.
2) knockback on 5A was increased; quality of life nerf for scrambles.
3) curse damage is lower overall.
4) Cannot re-curse.
5) Longer period between when you can use the same bug again.

Q: What’s up with Mothra (F equals). How do you use it?
A: If you have curse and meter, you absolutely use it.

What we know:

As long as you have curse, he goes back and forth across the screen (didn’t know that part)
Guaranteed to come out once you’ve summoned it, even if you get hit.
Does ~1700 on hit (probably has minimum damage as well)
Unburstable on hit.
Does not advance combo timer, untechable on air hit.
Reduces depletion rate of curse gauge.
No invuln before or after flash.

If you get thrown, or break a throw (boo), it goes away. Very difficult to avoid because of the size, and racks up damage quickly in curse combos.

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