Narroo Posted November 12, 2012 Posted November 12, 2012 Shit yeah. And he can also do that claw super whenever he wants? Awesome. I might actually pick him up. The new dead spike and overall system/style/pacing makes him feel properly Sol-like. Yep; that dash cancel sounds like a FRC Gunflame. You know, I did try playing GGAC Arcade on my pc by myself. I never got good at it, but I did like Sol; he felt a lot more fluid. Ragna was always clunky for me.
Cheefoo Posted November 12, 2012 Posted November 12, 2012 Is Arakune supposed to get curse more often, or were those players just falling for silly Arakune gimmicks? I think it would be an improvement if curse changes from "difficult to get, game over when you do" to "easy come easy go". DbD still looks slow, and totally unusable outside of combos.
SoWL Posted November 12, 2012 Posted November 12, 2012 Is Arakune supposed to get curse more often, or were those players just falling for silly Arakune gimmicks? I think it would be an improvement if curse changes from "difficult to get, game over when you do" to "easy come easy go". DbD still looks slow, and totally unusable outside of combos. I, for one, welcome our new Arakune gimmick overlords. He's supposed to be the most tricky character in the game, so making him rely on tricks makes sense to me. Hell, I think this was the first time I saw Arakune use his feints.
Airk Posted November 12, 2012 Posted November 12, 2012 The Ragna never lands Tsukika (let alone a combo). It still knocks down. I guess he must've done it too late? Because the first hit of HF hit. Is chip damage much bigger now? Or does the lifebar just drain slowly?
kenja0 Posted November 12, 2012 Posted November 12, 2012 It looks like Green Burst has longer recovery in the air. The video with Ragna Burst them away and stayed there for at least a full second longer than normal.
WolfCrimson Posted November 12, 2012 Posted November 12, 2012 So green bursts are more easily punishable if baited...
-Seo Posted November 12, 2012 Posted November 12, 2012 Probably to compensate for the fact that they seem to startup much faster.
WolfCrimson Posted November 12, 2012 Posted November 12, 2012 Hey you have a point, they do seem to have faster startup.
YoYoCheese Posted November 12, 2012 Posted November 12, 2012 Is anyone translating that Amane post in the changelist thread? It seems to have gotten lost in all of the other information.
HumblePinecone Posted November 12, 2012 Posted November 12, 2012 Just when I thought I couldn't get more hype for Bullet... Her Heat Up system is reminding me a little bit of Order-Sol's charge gauge, where you can make the choice of using Heat Up to do more damage or to hold on to it to move faster and be able to apply better pressure.
Skye Posted November 12, 2012 Posted November 12, 2012 lol, Arakune's Curse meter duration got nerfed like a mofo. Actually, it got buffed greatly. This came at the cost of bugs costing curse meter, and a great deal of it. It's fine though, because he received a lot of really great changes.
SolheartStud Posted November 12, 2012 Posted November 12, 2012 I guess he must've done it too late? Because the first hit of HF hit. Is chip damage much bigger now? Or does the lifebar just drain slowly? Whoa...it does look like chip damage got buffed.. Didn't they say Amane can do a lot of chip damage? Guess it buffed for all of the other characters too!
Mumm-Ra Posted November 12, 2012 Posted November 12, 2012 Arakune does look pretty interesting, you can tell people were just fucking around though, I'd love to see if his 3C crossups now.
Dreiko Posted November 12, 2012 Posted November 12, 2012 This removes the faceroll-aspect of curse combos which was in place, now you need to do what you're doing to get even remotely decent damage out of curse combos and not just completely waste your curse. I think they'll still be able to have some quite scary combos with him and recurse will be more important too.
Skye Posted November 13, 2012 Posted November 13, 2012 (edited) More importantly, pre-curse and post curse (after curse is done) received huge buffs, as well as his reward off of simple hits like 5a or throw. He also has midscreen knockdown (real midscreen knockdown) and oki pre-curse. He became a huge momentum based character. Edited November 13, 2012 by Skye
Mumm-Ra Posted November 13, 2012 Posted November 13, 2012 (edited) This removes the faceroll-aspect of curse combos which was in place, now you need to do what you're doing to get even remotely decent damage out of curse combos and not just completely waste your curse. I think they'll still be able to have some quite scary combos with him and recurse will be more important too. I'm not really sure about curse Arakune right now, the bugs waste way too much better imo, not saying that the idea isn't good, but I think that the bugs should waste less meter on whiff or block, more on hit, think of it as bugs eating away the curse. Not saying that having better non-curse game isn't great but heck I love curse Arakune's setups. We'll see how this develops. Edited November 13, 2012 by Mumm-Ra
YukiBlue Posted November 13, 2012 Posted November 13, 2012 So. Dat' complete and utter Bang overhaul that changes how we play the entire character.
Arc Raizen Posted November 13, 2012 Posted November 13, 2012 So. Dat' complete and utter Bang overhaul that changes how we play the entire character. As a Makoto player, I find this quite entertaining. A single move isn't going to destroy the gameplay of a character by losing its wall/ground bounce/stick properties, especially since combos are being shortened across the board in CP an dIm sure this is one example. Makoto lost ground bounce on Lightning Arrow and wallbounce on Shooting Star and Break Shot; it could be a lot worse.
Afro-Demon Posted November 13, 2012 Posted November 13, 2012 Just noticed from watching the video A bug bounces differently. Same entry angle, but it just does a short bounce to exit. Was it like this since the start of CP or is that new this loketest?
Starlight777 Posted November 13, 2012 Posted November 13, 2012 Is anyone translating that Amane post in the changelist thread? It seems to have gotten lost in all of the other information. I hope it wasn't forgotten about lol.
Wild Candy Posted November 13, 2012 Posted November 13, 2012 Amane is probably going to an interesting fighter, he looks like a rushdown/zoner character like Hazama. (But I might be wrong)
YukiBlue Posted November 13, 2012 Posted November 13, 2012 As a Makoto player, I find this quite entertaining. A single move isn't going to destroy the gameplay of a character by losing its wall/ground bounce/stick properties, especially since combos are being shortened across the board in CP an dIm sure this is one example. Makoto lost ground bounce on Lightning Arrow and wallbounce on Shooting Star and Break Shot; it could be a lot worse.Have you read the changes?
Isuna Posted November 13, 2012 Posted November 13, 2012 Surprise! I heard about the loketest yesterday, so I took me a little trip to Akiba. This time there are three machines, two for match and one for single player. Almost everyone queued for the single player, so there were almost the same people playing over and over again at the versus screen. No Hakumen today made me sad. So sad that I even made a go at it. I think Azrael's Crush Trigger has super armour or guard point, it ate my 2A as it was nothing. Is this universal? Or am I trippin'? Something I can tell for sure though is using Overdrive only consumes 75% of Burst Gauge. I think they have changed Jin's Overdrive, I don't think all sword attack freezes anymore. At least I'm pretty sure I saw one sword attack hit during OD with no freeze. As I've heard and think that Tagers OD also is nerfed, it wouldn't surprise me. Well, expect videos soon.
WolfCrimson Posted November 13, 2012 Posted November 13, 2012 Well, expect videos soon. !!!!!!!! YEEAAAAHHH!!!! Thanks man, we are very very grateful. PS. Please, may I request good Ragna & Hakumen footage? Thank you ^_^
Isuna Posted November 13, 2012 Posted November 13, 2012 I think there are at least one Ragna there. But like I said, there were no Hakumen players there today. T_T
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