Skye Posted October 31, 2010 Posted October 31, 2010 We don't know for sure if 5b gatlings into our new 6b.
InspectorOda Posted October 31, 2010 Posted October 31, 2010 The main reason why his new 6D is a nerf is because it affects his oki recurse setups on prolonged combos. No one can tell how it will affect his zoning game at this point of time though.
King_Slime Posted November 1, 2010 Posted November 1, 2010 We don't know for sure if 5b gatlings into our new 6b. I know, I was just presenting a theoretical situation in which the new bell bug wouldn't be so much a bad thing.
Mumm-Ra Posted November 15, 2010 Author Posted November 15, 2010 (edited) + Arakune's bird (j.6[A/B/C]) has been returned to BBCS version. Not a big change, but cool I guess? I mean, it was just harder to use before, right? EDIT: Lots of changes, I'm not really sure about the FoG recurse... I hope it doesn't stick. I feel like they're changing what didn't really need a change. Edited November 16, 2010 by Mumm-Ra
Mumm-Ra Posted November 17, 2010 Author Posted November 17, 2010 That 5A>2A gatling is one buff I can get behind, I hope they speed up 6A a little bit, though.
InspectorOda Posted November 17, 2010 Posted November 17, 2010 Is the cloud lasting for 6 seconds the nerf we thought was a 6 cloud per round limit? Or are they both coupled together?
Mumm-Ra Posted November 18, 2010 Author Posted November 18, 2010 I believe its the one we thought was a 6 cloud per round limit change.
Asakura Posted November 18, 2010 Posted November 18, 2010 (edited) After looking over the latest changes and the color coded stuff, it seems like Arakune is still going to be a hell of a character. Non of his nerfs seem all that bad. Edited November 18, 2010 by Asakura
kousaka Posted November 18, 2010 Posted November 18, 2010 hmm they listed 6d bell bug falling faster as a minus.. if it falls fast enough it might make corner unblockables more viable clouds moving faster imo will help in some matchups... edge teleporting will make the armor cloud harder to avoid although you only have to dodge it for 6 seconds... damage seems to have gone back up alittle so im guessing they either lowered or removed the same move proration on wheel or damage is up somehow from D bugs
Skye Posted November 18, 2010 Posted November 18, 2010 I don't know about making corner unblockables viable, since the bell is summon further away now, theoretically, we would have to be further away from the corner to summon it right under them, which could give them time to escape.
Magnet Posted November 18, 2010 Posted November 18, 2010 (edited) Just thought I'd transfer some more information from the 5th loketest for everyone (and step out of the shadows). Taken from the 5th loketest discussion thread: Arakune - ☆JBの攻撃レベル減少 - j.B attack level reduced original post: I got your post RIGHT HERE! Edited November 18, 2010 by Magnet
Stafy Posted November 18, 2010 Posted November 18, 2010 More or less a universal change, but Instant Block (IB) is now 2-3f less recovery as opposed to 5f. Correct me if I'm wrong, and I guess I should blame myself for not knowing this, but that would make 5A on IB 3-4f of start up as opposed to 1f, or would it still be 5f on start up but would come out earlier due to less recovery?
ZONG_one Posted November 18, 2010 Posted November 18, 2010 Startup always remains the same. The time that you're out of blockstun to start your move is what is lessened with IB.
Stafy Posted November 18, 2010 Posted November 18, 2010 Ah, I see. Thanks for clearing that up. I guess it would make people deal with pressure a bit longer, especially Arakune. His backdash recovery is nerfed, and I suppose IB 5A or new 6B won't be as strong. But then again, final product will determine that, so no worries on my end. I honestly can't wait to try new Ara.
ZONG_one Posted November 18, 2010 Posted November 18, 2010 IB > block. lol. IB will be used to gain meter now instead of free jump outs. I like this.
Mumm-Ra Posted November 18, 2010 Author Posted November 18, 2010 I guess Party Bug's change is considered a nerf since now that it falls faster it stays less time in the field. Also, j.B's level got reduced? ouch.
ZONG_one Posted November 18, 2010 Posted November 18, 2010 With level reduced, hopefully j.4B > 5A still combos. It better.
Mumm-Ra Posted November 18, 2010 Author Posted November 18, 2010 I hope j.4B>6B works too, same startup and all of that. Also j4B>5A>2A>5B>5D... GDLK.
ZONG_one Posted November 18, 2010 Posted November 18, 2010 Yes that is very nice. Spacing will still be an issue though, but whatevers.
InspectorOda Posted November 18, 2010 Posted November 18, 2010 j4B got attack level nerf? Won't that make FC combos on characters like u-12 (jB(2)) or Makoto (jAA > jB) obsolete? Or anyone where jB is used on the second rep or where delays are involved? Also, time to learn those 5D > jA > j4A combos instead of the easy mode jB combos everyone. =3
Matt Posted November 19, 2010 Posted November 19, 2010 With all these changes, is BBCS still gonna have LOTS of timeouts?
Mumm-Ra Posted November 19, 2010 Author Posted November 19, 2010 Well Arakune can still deal 8000+ damage into full recurse now! Ha!
LordSpectreX Posted November 19, 2010 Posted November 19, 2010 (edited) Depends on the starter and system though...just because he can might not make it practical. Plus, with the nerfs to pre-curse, we'll be lucky to actually curse them in the first place. But yeah, recurse is sexy, nonetheless. EDIT: Theoretically, in what situations will the Fast but Shorter cloud be useful? Against Zoners? Edited November 19, 2010 by LordSpectreX
Skye Posted November 19, 2010 Posted November 19, 2010 It's to fuck with spacing and positioning, while Arakune is on the offensive. It won't be that good vs zoners unless under specific circumstances.
LordSpectreX Posted November 19, 2010 Posted November 19, 2010 So we got to go on the offense with reduced attack and defense options? Great. Litchi is going to be fun.
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