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Posted (edited)

Edit by CD:

Ok, I'm legitimately getting sick of this thread. New Rules, make sure your friends know!

Because 90% of the people commenting in this thread have proven to me you cannot have a reasonable discussion, there are now only a few things that may be posted:

1) Copy & Pasted notes of the original Japanese loketest notes.

2) Translations of #1

3) Questions to CLARIFY the notes from #1 or #2.

4) Answers to #3.

IF ANYONE, AND I MEAN ANYONE, POSTS ANYTHING THAT IS NOT WITHIN THESE 4, THE THREAD WILL BE CLOSED AND INFRACTIONS GIVEN.

---

Discussion about Arakune's BBCSII loketest changes goes here! :eng101:

Keep google translations at minimum.

Green = Misc.

Blue = Buffs

Red = Nerfs

Purple = Unconfirmed/Unsure

Moonrunes = Untranslated; if you can, please give a proper translation

9/9/10 Loketest:

  • Overall damage decreased.
  • Guarded drive moves give less curse meter.


    8/10/10 Loketest:

    • D bug now hits Mu while rising.
    • D bug falls faster, less hit stun (wiki says less damage, blog says less hit stun, who knows).
    • Pinwheel/spin and dive have spam move proration.
    • Landing recovery after air throw.
    • Bird jump cancel still there, but hard to do (?).
    • Teleports much slower; can hit him on reaction on start up.


      16/10/10 Loketest:

      • F of G can be comboed into, easier to tack on curses with meter.
      • F of G autoaims on the opponent.
      • F of G gives you 100% curse, probably can't use it to recurse afterwards.
      • jC has more proration.
      • F of G hits low.
      • Jump startup is 6f.
      • Increased recovery for backdash.

      23/10/10 Loketest:

      [*]New move 4B added (old 6B).

      [*]New move 6B added (old A>6B).

      [*]5B>4B gattling added.

      [*]6A start up increased.

      [*]6D bug placement is quite far now.

      [*]Zero Vector lasts for about 6 seconds on the timer.

      [*]Zero Vector moves slower.

      [*]Faster jump.

      [*]More chances to curse by offensive aproach. Zoning isn't as effective?

      15/11/10 Loketest:

      [*]Curse combo still does 8000+ damage.

      [*]Bird returned to CS1 version.

      [*]5A>2A, 2A>5A gatling added.

      [*]F of G can used in combo to recurse opponent.

      [*]Mist is faster, but lasts shorter.

      [*]Slight increase in startup time before a warp.

      [*]6D is positioned slightly farther away, faster fall.

      [*]jB's attack level reduced.

      [*]Zero Vector lasts for about 6 seconds on the timer (confirmed in this loketest).

      [*]5D air unblockable? (needs verification).

Edited by Mumm-Ra
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Posted

He moved up because this is the first loketest, which means absolutely nothing.

Everyone hated curse on block, so this is a good change.

Damage as well.

These are obvious changes that needed to be made.

We will have to wait a VERY long time before we can even talk about going up/down in tiers in relation to other characters and their changes.

Posted

I know that the first loketest doesn't mean much, but eh, a thread had to be made someday :v:

And yeah we'll have to wait, back when CS was being loketested we didn't have much info, and it seemed like Arakune was terrible (with even the japanese having trouble trying to figure out combos), but look at final build Arakune.

At least I hope that we get information faster than before, with CS.

Posted

IIRC, we had info a day or two after each loketest with CS.

Shouldn't be much longer than that for each loketest this year.

Posted

wait, i loved curse on block, because thats my main method of getting curse lol.

I mean like, for players like kousaka, curse on block means nothing because he rarely uses it.

I don't know if damage decrease is justified. Its very hard to get curse against people who know the matchup well imo... a lot of times its like, get raped whole game, finally get the curse, and then 1hit ko comeback.

hes like the CT carl except worse

Posted

We can still get curse on block, but it'd be less, I hope we get specifics soon.

I wouldn't say he's like CT Carl, he's got more ways to do damage than him, thats one. And he doesn't have crap HP like Carl, so at least he can take a beating. Besides he isn't broken like CT Carl. LAWL INFINITES.

Posted

Seriusly... Carl had WAY MORE option to connect the clap trap on CT...

Come on... Any A move, Throw, Overhead, Crossup, UB, etc can go to clap trap loop. There is no way that other char have more option than him to kill you with just one combo.

Posted

Does this really warrant a thread if that's the only information out right now? Now, time to be a hypocrite and post my thoughts on this. :v:

Darn it, less curse on block? I already have to rely on that and clouds to get curse since everyone I know blocks every single thing Arakune can possibly throw out.

Personally, I think Arakune should have a 75% cap on curse. That way, his full dive cancel combos wouldn't give instant curse but only an extra 5%, which would still be worth getting because you never know when it's going to come in handy. The damage nerf is definitely necessary, and personally I think he should cap out at 6-7kish per curse combo.

In return, give us the old 2B or some good normal to use precurse. 5B with vacuum property please ASW! =3

Posted

If they did all that ^ I would seriously expect better normals. I want something to work with besides j4b all the time, even though it's pretty good. If they made his precurse games a little more stable and toned down his curse damage, I think he'd be solid and balanced at the same time.

Posted

アラクネ火力減(6A>JCから6300程度)、JC下に薄く

Seems like jC was weakened.

If my assumption is correct this would mean that they cut Arakune's max damage in half.

Profound sadness :(

Posted

Is that the old generic 6A > jC combo? If it is, then the damage really didn't change at all assuming it says the combo does 6.3k. I highly doubt they're talking about the jC starter, or else they would have stated it right off the bat. And 6A > jC DOES combo. :v:

If anything, they're saying the P2 for jC was decreased a lot.

Posted

You sure? The "JC下に薄く" part basically says that JC was weakened. And I mean, what's the max damage you get from 6A starter? 7k?

Posted

The max damage for 6A starter is 8-9k. And yeah, it definitely says that jC was weakened. I think it says something about 30% weaker in there, but I'm not sure since I can't read Japanese very well. 9k to 6.3k is about a 30% damage decrease though, which could be the result of a heavily nerfed P2. Still, you should probably get someone fluent in Japanese to translate it.

Look on the bright side though, 6.3k is still amazing damage. =3

Posted
And 6A > jC DOES combo. :v:

My apologies.

I meant the cross up resets.

But according to ken:

アラクネ火力減(6A>JCから6300程度)、JC下に薄く

"the second one is mistake, so don't worry. First one, from 6A-JC, the damage is 6300. for arakune, you can think like very much nothing changed except the damage is like 60% now."

Not sure what he meant about the second one.. maybe I'll ask him to clarify.

But yeah.

Posted

i hope the hitbox for 5A > 6B gets bigger i cant remember how many times this has whiffed on me =(. and i wish 5A > 2A and 2A > 5A shud be a gatling, thats just a pipe dream tho lol.

Posted

I really really hope they give him a good precurse game if they nerf his post curse so it's not an (almost guaranteed) auto win. Some better normals would be nice too. Maybe making 6C useful again too? It blows my mind how they made that move basically useless (or gave any character useless normals for that matter). I know the loops were powerful in CT, but now our loops are more powerful lol.

Posted
My apologies.

I meant the cross up resets.

But according to ken:

アラクネ火力減(6A>JCから6300程度)、JC下に薄く

"the second one is mistake, so don't worry. First one, from 6A-JC, the damage is 6300. for arakune, you can think like very much nothing changed except the damage is like 60% now."

Not sure what he meant about the second one.. maybe I'll ask him to clarify.

But yeah.

Thanks a lot, Zong. I'll add this to the OP.

アラクネの火力は言うほど落ちてないっす 微妙な感じ D虫上りとか相変わらずだし

虫 means insect

Something changed about the D bug?

EDIT:

Rough translation from Severin:

Arakune's power didn't seem to go down, or if it did, it was subtle. D bug's rising was as before

Posted

I want to know if they fixed Mu's hitbox so D bug works without 5C. x: It's not a huge bother, but it does feel inconsistent that it works on every character but her, and she's as tall as the rest of the cast.

Posted

lol precurse Arakune is like a annoying little fly while fever mode Arakune is like a swarm of pissed off giant locusts. I also don't think he's boring during precurse at all! Dive loops are fun and sexy looking!! It's pure zoning at it's finest.

I'm hoping they didn't tone down his damage that much, it's not really needed. It's hard as fuck to curse people who know how to play Arakune.

Posted

'eh personally I find current arakune to be 'man this sucks, man this sucks, man this sucks, oh wait it's my turn to be able to do something, ok that's over, man this sucks, man this sucks'. It just doesn't feel like pre curse he has enough options, he's so limited in what he can do. I think CT arakune was a thousand times funner, I'd prefer CT arakune with weaker damage or no recurse to trash tier pre curse arakune into god tier post curse arakune.

Posted
You sure? The "JC下に薄く" part basically says that JC was weakened. And I mean, what's the max damage you get from 6A starter? 7k?

in this context, that would mean that j.c's hitbox is thinner below him. that wouldn't result in arakune's max damage being cut in half(although it might affect damage if it made j.c no longer usable mid-loop(then again, we'd probably still have the dive loop)), but it would most likely make j.c overheads more difficult depending on the severity.

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