JacopeX Posted March 6, 2014 Posted March 6, 2014 (edited) Ver 1.10 changes and my thoughts Arakune Backstep – Total duration changed from 37F to 34F. Invincibility changed from 1~26F to 1~24F So they pretty much reduced the amount of frames to the backdash. This is sort of a normalization change as the last ten frame to his backdash is now punishable. Either way, his backdash is still godlike and now even better with less frames/length to it as the ground evasive option it always has been. But no forward dash changes? 214a/j.214a>forward dash is my go to fast approach when I play a Match-up that wrecks me for trying j.6a/wall teleport/anything in the air and in need of approach. Getting punished for it at times hurts. Negative Penalty Resistance – Changed from 6 to 5 ...What is Negative Penalty Resistance? Curse Gauge Drain Speed – While being hit, changed from 15 to 60. While blocking, changed from 15 to 40. In all other game states, changed from 30 to 20. This is gonna be a tremendous pain in the ass to deal with but then again I can imagine why they did this. You are usually already on the offensive whenever you curse the opponent, so throwing out punishable clouds>curse or getting blownup for chipping your opponent into curse with a d move>cancelable move (example: 5D>236b) is something you'll have to change up and be aware of many things. I mean, who the hell can do anything off a CA/burst if you can just come back with a/b bug pressure? It'd be a waste but still...This encourages the player to level up that curse pressure/blockstring game and not get blown up. Cloud should be used specifically for zoning full screen anyways. Unless you want to air dash>j. 4b/j. d after super jump or something. C Bug – Changed required meter from 5000 to 4000. D Bug – Changed required meter from 12000 to 10000. w00t! A Plus Minus B – Total duration changed from 54F to 45F. Changed the cloud’s appearance from 31F to 25F. The Mist’s pursuit speed is now faster. There is now a visual queue for when the opponent is slowed down by this move. Tremendous buff for instant slowdown from a good range. Yezzz! The speed change to the A+B move creates a new viable strategy now during curse from full screen and I love it already. And yay for the useful aesthetic change. I think using A+B as a tool to force your opponent to move forward/around where you want them to is a completely viable full screen option now. I used to think it was a bit gimmicky. Plus, the drain to his curse meter is unchanged so no rush really. I have never had an issue with it as long as the recurse options are there when you land a late curse combo. Zero Vector – The cloud now disappears immediately when Arakune is hit. Like I said...:roll: F Inverse – Changed the startup from 5+0 to 5+2. What does "+2" mean? +2 on the laser to come out or...??? Edited March 6, 2014 by JacopeX
Skye Posted March 6, 2014 Author Posted March 6, 2014 Five frames before the flash, two frames after the flash. It's a nerf. His super used to be essentially a 5f dp, now not so much. It might affect combos too, idk though. The backdash is a buff. It's faster with only 10f of vulnerability instead of 11. The curse time change sounds drastic when we're getting hit or blocking, but it's also slower overall now, so that's cool. I think these changes, albeit small, will make a big difference, mostly for the better. Also, I'm not quite such how NP resistance works either, I'll read the wiki real quick.
Gravelneed Posted March 9, 2014 Posted March 9, 2014 (edited) I'm not sure if I'm liking those changes for the patch. Also, after a combo in the corner that gives you curse, what's the best way to deal with opponents who don't tech at all? Edited March 9, 2014 by Gravelneed
Skye Posted March 9, 2014 Author Posted March 9, 2014 Wait a brief second and 2c, the combo timer resets after like 20f of knockdown. Are you buffering bugs once you get curse? That should also force honesty.
Gravelneed Posted March 9, 2014 Posted March 9, 2014 Yeah, after I get curse in corner I usually buffer [3]BCD bugs to catch no techs and rolls before they can happen. Then I get some damage when BCD bugs hit then do J236[CD] ]CD[ dash back 6D wait for tech. I musta been doing 2C too early on no tech because I would get blue beat. I'll practice on waiting a bit longer on the 2C for the combo to reset.
Mumm-Ra Posted March 9, 2014 Posted March 9, 2014 (edited) I always finish with slow cloud because fuck rolls, then throw delayed 6 b and d bugs Edited March 9, 2014 by Mumm-Ra
Skye Posted March 10, 2014 Author Posted March 10, 2014 I use slow cloud > j.c in corner. Slow cloud > 214a/bcd cross up/fake cross up midscreen off a j.d combo. Delay 5c6d bug > 2c off a 6d combo. Sometimes I'll go for the unblockable in the corner and that's when 2b meaty comes in handy.
Gravelneed Posted March 10, 2014 Posted March 10, 2014 Since you guys are ending your corner combos into curse with slow cloud, I think I need some proper notations or vid examples of these for me to use. I usually keep it fairly simple to lower risk of dropping online.
Skye Posted March 10, 2014 Author Posted March 10, 2014 (edited) Generally any pre curse combo that ends in j.d or 5d to activate curse, involves ending it with slow cloud. 5d ender is simply 41236[a~cd] special cancel on the wallstick. J.d ender is 6b~d bugs > 41236[a] > 6acd. You need to hold a on the slow cloud to prevent the a bug from coming out from behind the opponent and messing up the knock down from d bug. Edited March 10, 2014 by Skye
Mr.Biscuits Posted March 10, 2014 Posted March 10, 2014 (edited) Those Arakune Nerfs are hilarious. When's XRD? LMAO Arakune got off easy compared to some other characters. The curse nerf while getting hit is not so bad. You should confirm curse immediately into a lock down situation anyway. I really don't like the Super nerf, now I'm sure people can safe jump it for free. Back dash was buffed so that you don't get os'd by some characters for free, Valk for example. Cloud disappearing immediately after getting hit blows. Basically if you can't lock down properly or play a solid neutral game, you are going to hate this version of Arakune. Edited March 10, 2014 by Mr.Biscuits
tetora_desu Posted March 11, 2014 Posted March 11, 2014 I still don't even know what a "good" Arakune neutral game is. It's usually just me zoning out with j.d and clouds and get S starter confirms.
Skye Posted March 11, 2014 Author Posted March 11, 2014 Watch Fumo, his neutral is pretty outstanding. Having good neutral with Arakune is basically picking your moments to go in. Regardless who's on the offensive.
Danke Posted April 9, 2014 Posted April 9, 2014 I am picking up Arakune and learned all his precurse stuff but don't know the noation for any of the post curse combos, I know it's basically one loop but im not sure how I go about starting it. So from say a 5d curse in the corner into slow cloud, what buttons would i hold/ what combo would i do if i were to go for a 4b or j.c there.
JacopeX Posted April 9, 2014 Posted April 9, 2014 Hold every button before 5D except for B while doing and ending the combo. Then release all buttons (6A,6C,6D) once opponent lands. Try not to release A bug in the corner to avoid the possibility of hitting your opponent out of stun from 5D with A bug. Your opponent may be able to air tech escape the corner. However, the combonation of bugs depends on the combo you are doing so what combos are you talking about because i'm assuming that it is 6b>j.6d>j6c>djc>j2a>dc>6d>2c(hold C)>5d (hold D)>a+b (hold A) move. I'll assume this is all happening in the corner. From 4b, it depends. Is your opponent blocking/getting hit by C&D bugs and your 4B? On block, release b bug with the stick at neutral position or 6 to continue mixup and pressure. On hit, let the second part of d bug launch opponent for an air follow up like j.236C. Release the b bug and make sure it whiffs under you and your opponent then continue the curse combo with C&D bug or whatever. From J.C overhead, quickly move stick to j. 3, let go of C, and then tap j. 3CD. It will buffer the bugs towards opponent during the J. 2C move.
Hito Posted April 22, 2014 Posted April 22, 2014 Hey guys. I used to play Blazblue a while back. Last installment I played was BB:CS1. I wasn't too fond of CS2 and Extend, however, I enjoy CP and love how Arakune plays. Well, minus his curse being nerfed and what not. Anyway, I'm confused as to how his curse combo works. I've been fooling around in training mode and figured this out. [bugs] j.236cd > land > cd bugs hit > 2c > hold 6c > 6d > 6c bug > f-inverse. It's like 5.2/5.3K I believe. What is his standard curse combo? I'm pretty sure he can do more damage than this now, right?
Hito Posted April 22, 2014 Posted April 22, 2014 replace 2c with his rekka Okay, but where do a place the bugs in the combo? Do I need to hold down any specific buttons in order to negative edge my bugs? Sorry for all the noob questions. I just been so out of the loop with Blazblue for a while now.
Darret_Wallace Posted April 22, 2014 Posted April 22, 2014 Okay, but where do a place the bugs in the combo? Do I need to hold down any specific buttons in order to negative edge my bugs? Sorry for all the noob questions. I just been so out of the loop with Blazblue for a while now. The input differs slightly in the corner and mid-screen. mid-screen: n starter > cd bugs > j236[c][d] > 6]c[]d[ > 6c > 5[c] > 6]c[ > 2cd > 5d > d bug launch > 22b > 6a > ender in the corner alter rekka so it's 6c > 5[c] > 6]c[ > 2[c][d] > 6]c[]d[ and 22b becomes 22c. [input] - hold button ]input[ - release button i think i got the notation right The ender can be after 6a: 6b > 6d in the corner for unblockable setup 6b > j236a/6d mid-screen depending on what you like to go for the kill 5c > 236236c > 236236c, you can ODC 5c as well i think if you have it for more damage.
DjNawo Posted April 25, 2014 Posted April 25, 2014 The input differs slightly in the corner and mid-screen. mid-screen: n starter > cd bugs > j236[c][d] > 6]c[]d[ > 6c > 5[c] > 6]c[ > 2cd > 5d > d bug launch > 22b > 6a > ender in the corner alter rekka so it's 6c > 5[c] > 6]c[ > 2[c][d] > 6]c[]d[ and 22b becomes 22c. [input] - hold button ]input[ - release button i think i got the notation right The ender can be after 6a: 6b > 6d in the corner for unblockable setup 6b > j236a/6d mid-screen depending on what you like to go for the kill 5c > 236236c > 236236c, you can ODC 5c as well i think if you have it for more damage. Hey thanks, this is actually what I came here for and it happened to be on the most recent page. I needed decent enders to my combos and was too stupid to figure them out lol.
MetaWaddleDee Posted May 14, 2014 Posted May 14, 2014 Thoughts on Arakune post-patch? I've only had a bit of time to play around with it, but the reduced cost for C and D bugs is a welcome change for the most part. I've been playing around with throwing out D-bugs after ending a curse combo with 236236C for janky resets. If it catches them in the corner you can hit the opponent with 2C for a full curse combo. Always been possible, I guess, but it's an option now when you see that you still have curse mode active at the end of a full combo. The extra curse meter is both a blessing and a curse (hehe... heh), because planning for re-curse in combos is a bit different now. I played one game online and found myself in an awkward position when my A and B bugs came out of nowhere to mess up the end of a curse combo. >__> Also, here's something I figured out in the lab before the patch. Most likely not new, but it could be useful to some people. It's a pre-curse combo off of counter hit j.C. The combo only works on larger (and maybe normal) hitboxes. Hakumen for sure. CH j.C > j.2A/C > DC > 6C > 5C > 2C > RC > 6A > 6B > j.D > j.6C > j.6C > 236C 3.9k damage, 21 heat gain (19 before the need to RC), corner carry, and 33% curse gain. Using j.2A or j.2C depends on whether or not you crossed up the opponent with the j.C. Tested it on Azrael, and it only works if you hit him from the front. Tested it on Jin and Kokonoe, and it didn't work at all. Could be useful after jump canceling a 5A or 6A if you think the opponent is getting mashy. Either way, what are the best options after landing a CH j.C outside of curse mode for characters with smaller hitboxes? The best I can come up with is: CH j.C > 214A > 2C > 6D And even that isn't all that reliable. :/
Elemenope Posted May 14, 2014 Posted May 14, 2014 Um...for recurse, if you catch them on the start in the corner, doing pinwheel, rekka, and then for a third loop, walk back slightly 6Dbug-CDbug1-6D again works it seems. I haven't really messed around with it extensively, but I know it works off 4B, and has to be slightly changed in timing for j.C starter I believe. But they tech while the D-bug is in the ground. If they don't tech, they just get sent back up into party bug again which you can react to as a new combo. If they roll forward or backwards, they get hit by the Dbug rising and sent into party bug for a new combo. It's probably not the most efficient thing and someone else more experienced with arakune (or maybe if they watched more 1.1 videos, since I haven't really to be honest, been more playing other games and university stuff) could probably find a better setup since I'm still relatively new with him. I also tried messing around with 5D-invis-6D and just bugs-spider-6D, but I didn't really like either of those at all. But yeah...any tips would be nice. I'm not quite sure what to do midscreen now though, but I could never get the 5D-spider timing down proper for that, so it's not a huge loss for me =/
Mumm-Ra Posted May 14, 2014 Posted May 14, 2014 Ch JC > jd > Land > 6d should work, right? also for damage, Wheel>rekka>bell bug>laser combo does around the same damage as wheel>rekka>5d>spider>6a>5c>laser for me, but at the end they either tech after the 5c if I try to add 5d>spider>6a>etc after the bell bug part of the combo, so i end up without reliable recurse, for now the old combo is the best overall, seem that the extra bugs will only be good for mixup, wich for me is good.
Skye Posted May 14, 2014 Author Posted May 14, 2014 J.c FC > j.d > 6d does not work iirc, just do a normal combo. I'll be in the lab Thursday to test some shit out, maybe record some setups. I noticed that jp Arakune players like to run corner carry on 1.1, so we'll see. I think corner carry to unblockable is pretty optimal. Or corner carry to unblockable recurse depending on meter available.
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