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Posted

Yeah, I asked Fumo directly via twitter and he says that Arakune feels really weak atm, everyone is struggling with him, but he's hitting the lab trying to find something to grab on to.

"Expect future growth".

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Posted

I suddenly remembered the question asked somewhere about something along the lines of "are there any dedicated arakune players like dogura azrael?", the guy now plays nu at the slightest hint of nerfs to az, there's nothing wrong with that but when it comes to arakune we have plenty of very good dedicated players like fumo, eki-chan VER and hiyoko. I guess some people rate zagi but i think he's poop. If ever there was a time to drop arakune it would be now but they look to be continuing with him. As for what happened to hazure he switched to rachel in 2.0 i believe.

jc ioh is character specific to tager and i think hakumen.

Posted

I think that guy wasn't referring to dogura in terms of character loyalty, but raw skill and getting results, which if I recall, I replied that it wasn't fair to make that kind of comparison, because Arakune isn't nearly as straightforward as Azrael.

Posted

Haven't posted here in awhile.  Kind of bummed to see the gloom and doom surrounding 2.0 Arakune.  But I've already made the decision to pick up Litchi, since I feel like I've done as much as I can with this iteration of Arakune outside of the double j.D combos.  Hopefully things get better for Arakune, but I'm starting to get sick of not being able to get past 3rd place in local tournaments.  >__>

Also, am I gonna see any of you guys at Frosty Faustings?

Posted

Not me, but I hope to see you again at the first Combo Breaker.

Posted

Arakune's combos seem real unstable right now, I'd hope for something into knockdown in the future.

Also FoG through swords was nice. Sasuga Fumo.

  • 4 months later...
Posted

Someone throw me a few combo videos and I'll annotate them when I get the chance.

  • 2 weeks later...
Posted

I asked this question in the other thread but I think this might actually be the correct thread so I am putting it here. It's about the new C bug.

 

I was wondering with the new blazblue 2.0 coming out soon if someone could explain how the new C bug works. I feel like the changes are worth discussing.

 

It looks like it guard breaks now? If so, how does one properly guard it? Does it require barrier? Low Block?

 

Does it stun longer in 2.0 if it connects? I tried to do some things that I am seeing in 2.0 with my current 1.0 and for example with the C bug crossup, I don't have time for it to land AND still go into rekkaken 6c 5c 2c. They recover before the first 6c. It also seems like the 6c whiffs anyways, so does the new C bug also sort of pull the opponent in a bit?

 

Thanks!

Posted

Facts about c bug.

It always vacuums, you can use it for cross ups.

The hitstun is average, it's the hitstop that lasts for days.

C bug works like Crush Trigger, it needs to be barrier blocked or it will crush guard. I don't know if the frame data changed on it from 1.1 as far as the numbers go besides costing more curse meter and being noticeably slower on start up.

Posted

Thank you that's very helpful.

 

It always vacuum's? Was this even the case in 1.1? If I did the C bug crossup the 6c seems to be missing from the other side after I 66. I would have to walk closer to the opponent but by then they already recover. Maybe it vacuums more now? I never used to see the c bug 66 crossup in 1.1 now it seems to be the standard.

 

Ok last question, when you say the hitstop lasts for days, are you referring to if the C bug counterhits?

Posted

The cross up was always there, it's more important to use now since Arakune's high/low game is severely weakened, so now its better to go for cross up guard crushes.

The vacuum effect has existed since the tiny c bug in Calamity Trigger.

Hitstop is a term that refers to the amount of frames that you or your opponent is froze in during an attack landing. Hitstop it's not counted toward hitstun/blockstun. Check out the wiki for a better/in depth explanation.

Posted

Thanks Skye, your response actually prompted a couple more questions.

 

For the hitstop, I will check out the wiki thanks

 

2 questions:

 

-how does one "go" for a guard crush? Or are you just referring to using the C bug normally and reacting properly if they don't barrier it?

 

-this next one has me even more concerned, why is our high/low game weakened? is it because of the C bug delay? so J.C curse setups are no longer viable?

Posted

I think the significance of the guard crush is just that you can do a left/right mixup while the opponent is still in blockstun. Even if they auto-block the crossup and remain in blockstun, if you cross them up and they don't switch their guard, they won't be barrier guarding anymore, so they will get guard broken.

So any C bug cross up would be a guard crush mix-up.

And I think he lost j. C instant overhead hence his high/low being weaker.

Posted

wait you are saying we lost the j.c instant overhead? are you serious? i thought it was just because even if j.c connects the c bug is too slow or something.

  • 2 weeks later...
Posted

I also have a question about the spider now. It seems like you can cancel the spider early before it hits the ground? Does anyone know how that works?

 

I also heard rumors that when you hit 100% curse it doesn't activate automatically, like you may need to do something to activate the curse or you can conserve it until you desire to start spending curse meter. does anyone know if this is true or not?

Posted

You just do the input again, it's just more noticeable in 2.0 since spider is faster.

 

As for curse activation, in one of the early 2.0 videos where Mori was playing Arakune, he got full curse but no activation I believe; but the very small list of videos I saw after that when 2.0 was actually released, it seemed like normal, so dunno :V

Posted

Avoid snakes. Don't do obvious jump ins, Hazama has great AAs that can't be punished on block.

Hazama is hard.

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