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Posted

People may not like curse on block, but Arakune's overheads are stupid slow. When you're like me, who fights someone who knows how to block, curse on block is a godsend.

I personally hope that that particular change reverts, if curse is less rewarding, to balance it out, it should be a bit easier to obtain if anything.

Posted

God, I wonder how much one hit of j.D does on block. :psyduck:

Blocking and a possible 30% damage reduction is a little much. Personally, I wouldn't mind if they did two of the following.

1) Better 5A/2A

2) Vaccum 5B

3) Quicker 6A

4) Clashable or Low j.D

I'm tired, but that's my general mood to the whole thing. But Skye is right. The harder or weaker the curse is, the easier or longer it should be. So a certain ratio.

Posted

Then whats the point of changing it at all? Giving up one for the other is still a wash.

Posted

it's just a loktest, even if they nerf JC damage there are still other starters.. people will find ways to do damage eventually

Posted

I completely agree with lordspectrex. Faster overhead would be gnarly, and j.#D actually hitting something would be really cool.

I certainly don't think pre-curse arakune is boring, I have a lot of fun playing head games and landing some of the goofier 100% curse combos. I've had some pretty good success hitting 6A, 5D xx 236236C, 5D, jc, j5A, j5C, j5D

  • 2 weeks later...
Posted

Honestly, I'd like to see some changes to his feints made. He's got some powerful combos, yes, but he's also supposed to have a heavy emphasis on mind games, and I personally feel those moves fall a bit flat in this regard.

Maybe I'm missing something here, but that's my take on the whole thing. Everything else is about where it should be.

  • 2 weeks later...
Posted

No love means that he'll get better by everyone else getting worse.

Posted
him getting better means the nerf hammer isn't that far behind

CS_Bang_and_Litchi.jpg

EDIT:

Got some info from here, under Arakune's "drive" (ドライブ) section:

D蟲

* 落下速度早く。威力ダウン。

Looks like D bug is faster but deals less damage.

Posted

Awesome. So the 2c and j.5C starters will be easier, compensating for the reduced damage, and it will encourage less bug spamming and force noobs to learn the loop.

Posted

New information from here, under "Weak conversion point" (弱化点), so... nerfs, I guess:

車輪とダイブに同技乗算がかかる

空中投げに着地硬直付加

鳥のjcがかなり遅くなり、鳥鳥車輪などが不可能に

ワープするまでの時間がめちゃくちゃ伸びた。見てから余裕で落とせる

I can't make head or tail of it, something about jC and the "bird".

EDIT:

Pseudo-translation from Severin:

Wheel and Dive are the same apparently; landing after airthrow feels "stiffer"; bird bird wheel doesn't work anymore; the time before you warp is longer.

If you see a mistake in the translation do all of us a favor and point it out.

EDIT:

Translation from Eirei:

- Spin and dive now have same move proration added.

- Landing recovery after airthrow.

- Jump cancel from bird (j6B?) slowed, can't bird -> bird -> spin anymore.

- Warps are a lot slower, you can hit him out of them on reaction.

Posted

You got one of those right.

Man this is disheartening, if what I think is correct, and airthrow works like j.D, then it would become completely useless, j.6A/B/C>JC>j.6A/B/C>236C lost hurts a ton too, even dashing/backdashing got nerfed... not sure about the proration change, I hope we get some good news later, or in the next loketests.

Posted

lol, Mori.

With all the nerf "test" everyone's getting I saw this coming.

Wait and see now.

Posted

hmm the jp wiki doesn't say anything about the nerf to curse meter building on block or jC starting proration

bird jump cancel nerf

-as long as you can bird>(JC)>jA>jB>jC>jD your fine

D bug damage down but faster reps

-more reps but less damage> tailors to using resets more

-might even mean more effective guard breaking

air throw landing recover

-even if you can't land a JD in between you can still do other air throw combos for 70%

-you can probably still do air throw land 5d>etc

same move proration on wheel/dive

-so i guess curse combos will have to use a mix of both now

-this combined with D bug nerf it'll prolly be 1 wheel loop + 1 dive loop + knockdown for reset

teleport fake nerfs

-this will make lambda/hazama matchups even worse =*(

Posted

Oh you're right, completely forgot about airthrow>land>5D, haha, I'm too used to airthrow>j.D>etc shenanigans.

Posted

Teleport nerfs, joy. Because they were broken, you know.

Kou, it's been confirmed that the second loctest comes with the first loctest changes in tow.

He still has less curse meter on block.

Posted

Why the FUCK did Arakune's teleports get nerfed?

And I don't know how much proation the dive has, but how much damage loss are we looking at for pinwheel loops now?

Posted
its a test yo. it might not even stay.

Remember when everyone said that about Rachel last year.

Good times.

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